Peril's Origin - A Magical Girl Quest [Complete]

For the current vote what do you guys think of the mc going in alone as a distraction. The darkstars come in after she gets the death squad to commit. After the darkstars get the surprise attack they switch to spell support by countering any CC that slows the mc down.
 
As far as I know magical girl outfits aren't really alterable that way, by and large. Some of them are super weird things that lend themselves to morphing, some of them will accept certain changes as permanent, but for the most part your magical girl outfit is your magical girl outfit and there's nothing to be done to change it.
 
As far as I know magical girl outfits aren't really alterable that way, by and large. Some of them are super weird things that lend themselves to morphing, some of them will accept certain changes as permanent, but for the most part your magical girl outfit is your magical girl outfit and there's nothing to be done to change it.
With the obvious exception of type 1 MGs having the outfit change in minor ways as the girl grows older.
 
@Naron can we fire a bunch of argent stars followed up with a voyage meant to bring right before to the a moment before those stars would hit their destination?
 
We can fire argent stars from multile places at the same time if we did not know that we did that.

[] Plan draft
-[] Fire Argant stars at the group in a way that dodging brings them closer together
-[] Then voyageto a place where you could not have seen yourself at the moment of firing and fire another Volley, this time directed at Fate and Angel
--[] Voyage to just about when the Argant stars would have hit Them.
-[] Take Fantasia out with Stygian Tempest immediately
 
Welp, nothing for it. Votes closed, time to send some poor schmucks to their deaths.
Adhoc vote count started by Naron on May 7, 2020 at 3:41 PM, finished with 28 posts and 2 votes.

  • [X] Scouting first (reveal additional information)
    -[X] Medium (Heidi remains closer to the fighting, mediocre gains)
 
4.6 Gathering Information
[] Scouting first (reveal additional information)
-[] Medium (Heidi remains closer to the fighting, mediocre gains)

You are not sure what you hate most. The Fairies for being so difficult that you actually chose to do this, the Demons for agreeing to it despite meaning certain death, the commander for calling on a hundred thousand men and women for the task, Elisabeth for having put you in this position...

Or yourself, for staying with your decision even while the troops march to where you pointed out the Fairies. You found yourself a shrouded hill some ways away, far enough to not be seen easily but close enough to see a lot with your magically enhanced eyes. Now you watch as row for row the soldiers march, warcries on their lips. You can see some shaking in their boots, others half-turning before rousing themselves and returning back to their lines. Not one tries to flee the suicide charge.

That just makes you hate yourself more.

The massacre that follows is not a quick one; vines and flowers and bushes and trees grow from the earth, an entire forest that kills many as it grows and swallows more as they charge in, hiding the airborne Fairies from your view with how thick it is with the creator's mana.

You saw a few things before that point though, found the leader grow faster much like yourself when faced with enemies, little more than a blur among the horde. See another in yellow and red and pink overcharge herself and cleave through everything getting close to her, taking hits that would send other Fairies to the ground even where her mana fails to protect her. Some kind of aura continuously sparks toward her allies, but you can not tell what it does.

The white-haired one in blue wields something that looks like a lightsaber, much like the red one before and the leader himself. All red. You do not see that one do anything special, though. She might be involved in a part of the forest suddenly breaking apart later, though. Halved trees and gore fly for hundreds of metres, but you have no idea how she did it.

The green one casts a half dozen spells in a heartbeat for the second or two you can see her, and the mana surrounding her spikes higher in density with each one. She lets the trees grow that took your sight. You think you saw her heal the other one in-between, too.

The last one, white and gold and almost dressed like a stripper, produces some kind of defensive aura over her allies; the handful of demonic auras active try to tear the weak-bodied Fairies apart and are simply extinguished each time they slam against this one.

It takes an hour until the discharge of mana ends and five trails quickly fly off elsewhere, passing by your position but not seeing you. A single droplet of blood falls from one of their blades, the new forest quiet behind them. Mana lies heavy in the air, almost heavy enough to be smelled, a kaleidoscope of colours.

You still hate yourself, especially because you did not learn as much as you wanted to. Even if you did not hate yourself for having done this and were willing to send another group, they might wise up to the fact that someone can track them better than just by sight. They are flying low and use the terrain to their advantage, the only reason you can follow them is that their mana is bright and strong, beacons that only you can see in the ash-clouded afternoon.

So you sit there and watch them settle down to hide, wondering what to do next.

-------------

[] Scouting No

[] Lead the troops in There was enough death

[] Time to end this
-[] Strike them before they can settle down, and strike them hard. This still counts as Blitzkrieg.
-[] Set up traps ahead of time and make use of them after luring the Fairies in
-[] Pretend to be reinforcements from the UL; they have been here a while, maybe they fall for it
-[] Something else (Write-in)



[] EXP-Plan
-[] Write-in what to buy
-[] Save it

=====

Total EXP: 1,030

=====

The Fencer's Squad
Survived Missions: 33
Confirmed Kills: 101 Million

Death Squad members that do manage to make it back though, manage it by being a cut above the rest. For each mission they survive, their projected lethality starts to go up by leaps and bounds, leading to being sent on more and more vital missions with steadily less likely odds of survival. After ten missions, it's more or less accepted that they're probably not going to die any time soon.

-Crystalwatcher

Note: As I do not want to bloat the Spell-sections with several dozen Warbook spells, I am only listing the spells they might be using. This information is WoG.

(Unified Light / Fairy Home Realms) Fate

A.K.A. The Fairy Fencer
Stats

Health: 500
Base Damage: 600
Base Resilience: 100
Magic Modifier: 30,000

Affinity: Magic | Sword
Weapon

Fairy Forceblade
Level 10
Attacks Per Turn: 10
Affinities: Magic | Sword
Ability: Riposte | Spell Boost | Omni-Caster (Lvl 5)
Spells

Slash Wave
Level 30
Base Damage: 7,500
Magic Modifier: 150,000
Affinity: Sword
Ability: Mana Charge | Unstoppable | ???


Warbook: Bind
Level 20
Base Damage: N/A
Magic Modifier: 40
Affinity: Magic
Ability: Lockdown | Target by Modifier
Abilities

Flight
Level 12
-Can take to the air and fly at up to 110mph.

High-Speed Combat (Lvl 2)
-Fate is capable of tracking and reacting to opponents moving at up to 180mph.

???
-???

The Fencer
-For each opponent he engages in combat, Fate gains 5 ApT; every time an enemy dies, he resets his Health and his actions.

Inhuman Skill
-Fate may sacrifice two actions to nullify an opponent's action.


(Unified Light / Fairy Home Realms) Angel

Stats

Health: 400
Base Damage: 600
Base Resilience: 80
Magic Modifier: 50,000

Affinity: Magic | Light
Weapon

Fairy Lightblade
Level 10
Attacks Per Turn: 5
Affinities: Magic
Ability: Spell Boost | Cleave | Metafracture | Corruptionslayer
Spells

Arcanum Overdrive
Level 40
Base Damage: N/A
Magic Modifier: 40,000
Affinity: Light
Ability: Boost-Self | Boost Weapon | Auto Max Charge
Abilities

Flight
Level 12
-Can take to the air and fly at up to 110mph.

High-Speed Combat (Lvl 2)
-Angel is capable of tracking and reacting to opponents moving at up to 180mph.

Head First Into Hell
-Total End Damage against Angel is reduced by 90%, ???

Serenade
-???


(Unified Light / Fairy Home Realms) Kanon

Stats

Health: 400
Base Damage: 600
Base Resilience: 50
Magic Modifier: 45,000

Affinity: Magic | Ice
Weapon

Fairy Lightblade
Level 10
Attacks Per Turn: 5
Affinities: Magic
Ability: Spell Boost | Cleave | Metafracture
Spells

Warbook: Arctic Wind
Level 20
Base Damage: 8,000
Magic Modifier: 80,000
Affinity: Ice
Ability: Mana Charge | Apocalypse | Freeze


???
Level 25
Base Damage: ???
Magic Modifier: ???
Affinity: Magic | Ice
Ability: ???
Abilities

Flight
Level 12
-Can take to the air and fly at up to 110mph.

High-Speed Combat (Lvl 2)
-Kanon is capable of tracking and reacting to opponents moving at up to 180mph.

???
-???

Arcane Circumvention: Strength
-???


(Unified Light / Fairy Home Realms) Fantasia

Stats

Health: 700
Base Damage: 350
Base Resilience: 180
Magic Modifier: 10,000

Affinity: Magic | Flower
Weapon

Flora Staff
Level 5
Attacks Per Turn: 3
Affinities: Flower
Ability: Spell Boost | Priority Boost | Multi-Caster (lvl 10)
Spells

Warbook: Enlightenment
Level 20
Base Damage: N/A
Magic Modifier: N/A
Affinity: Magic
Ability: Analyze


Warbook: Steadfastness
Level 20
Base Damage: N/A
Magic Modifier: N/A
Affinity: Magic
Ability: Boost All | Negate Slayer


Warbook: Vortex Field
Level 25
Base Damage: 250
Magic Modifier: 75
Affinity: Magic
Ability: Mana Charge | Target By Modifier | Vacuum


Warbook: Suppression
Level 30
Base Damage: N/A
Magic Modifier: N/A
Affinity: Magic
Ability: Spellbook Lockdown


???
Level 30
Base Damage: ???
Magic Modifier: ???
Affinity: ???
Ability: ??? | ??? | ???


???
Level ???
Base Damage: ???
Magic Modifier: ???
Affinity: ???
Ability: ???


Nature's Wrath
Level 20
Base Damage: 4,000
Magic Modifier: 120,000
Affinity: Flower
Ability: Mana Charge | Instant Manufacture
Abilities

Flight
Level 12
-Can take to the air and fly at up to 110mph.

High-Speed Combat (Lvl 2)
-Fantasia is capable of tracking and reacting to opponents moving at up to 180mph.

Wild Growth
-After every cast Spell, Fantasia ??? and increases her Magic Modifier by ???

Lifegiving Nature
-Fantasia may spend an action to heal an ally for an amount equal to a regular modifier roll, even above their maximum Health. They shed excess Health after battle.


(Unified Light / Fairy Home Realms) Vermillion

Stats

Health: 200
Base Damage: 600
Base Resilience: 50
Magic Modifier: 35,000

Affinity: Magic | Mana
Weapon

Fairy Mana Dagger
Level 10
Attacks Per Turn: 6
Affinities: Magic | Mana
Ability: Spell Boost | Auto-Counter | ???
Spells

Warbook: Mana Blast
Level 25
Base Damage: 2,500
Magic Modifier: 25,000
Affinity: Magic
Ability: Mana Charge | Apocalypse


???
Level 30
Base Damage: ???
Magic Modifier: ???
Affinity: Mana
Ability: ??? | ???
Abilities

Flight
Level 12
-Can take to the air and fly at up to 110mph.

High-Speed Combat (Lvl 2)
-Vermillion is capable of tracking and reacting to opponents moving at up to 180mph.

Arcane Wall
-Hostile damaging effects on the field outside of attacks are reduced by Vermillion's Magic Modifier.

???
-???
 
[] Time to end this
-[] Strike them before they can settle down, and strike them hard. This still counts as Blitzkrieg.
My first response was that we should let them settle down before attacking, honestly.

The worst part is, none of this really changes my plans. it's nice to know some of it, I guess, especially the metafracture? But the main things revealed were just more reasons to alpha strike Fate and Fantasia. It does help to know that Fantasia doesn't have an immediate defensive ability and that we can't afford to take even the hits I thought we could Rage Against Fate.

[x] Plan Priorities
-[x] Get as close as possible. Pre-cast Conundrum if it's definitely viable, but not if there's any chance.
-[x] Blast Fate and Fantasia with Argent Star (2 at fantasia, rest at Fate.) Use the immediate echo trick and try not to give them a chance to interpose anything. Then try to close to melee range and attack.
-[x] Use Aethyric Tide, switch to Stygian Tempest if it can't pierce a Defence.
-[x] Fate and Fantasia are priority if they lived, otherwise Angel or whichever is easiest to attack at the moment.
-[x] Try to avoid being in melee with more than one at a time, but try to stay close enough to one that area spells will hit them
-[x] Skill negate everything, try to kill them with ripostes.
-[x] If you get another spell, use whatever helps at the time.
-[x] Throw Argent Star if they fly out of range.
-[x] Seal Reaper's will first. If necessary, seal Stardust Striker. Last seal whichever you don't need.

Actually, first. @Naron do we have to worry about Fantasia having pre-overhealed them, or is that not a thing we can know?

EDIT: Changed plan slightly, scroll down to my next post for explanation.
 
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I think that it would be better to engage in Melee immediately almost immediately, because it means that they can't use their area of effect spells.

There are two things I think are note worthy;
Some kind of aura continuously sparks toward her allies, but you can not tell what it does.

This launches angel to the second place on my to-murder list

They are flying low and use the terrain to their advantage, the only reason you can follow them is that their mana is bright and strong, beacons that only you can see in the ash-clouded afternoon.
I think that we can use this to our advantage. Flying low, means that we will have little trouble if when we are falling


[X] Plan Time-travel surprise
-[X]Preperation
--[X] Cast conundrum
--[X] Fire Argent stars at Kanon and Vermillion.
--[X] Then voyage to a place where you could not have seen yourself at the moment of firing to fire another Volley of Argant star, this time directed at Fate and Angel, Time it so that it will hit at the same moment as the first volley. bonus if you can get it to hit from the opposite direction.
--[X] Voyage to Fantasia when the Argant stars are about to hit them.
--[X] Stab Fantasia immediately with Aetheric Tide
--[X] Attempt to trans smash Angel with Stygian Tempest after that
--[X] Seal order Stardust Striker, Reaper's Will, Aetheric Tide
--[X] Voyage back to the ground
 
I think that it would be better to engage in Melee immediately almost immediately, because it means that they can't use their area of effect spells.

There are two things I think are note worthy;


This launches angel to the second place on my to-murder list


I think that we can use this to our advantage. Flying low, means that we will have little trouble if when we are falling


[X] Plan Time-travel surprise
-[X]Preperation
--[X] Cast conundrum
--[X] Fire Argent stars at Kanon and Vermillion.
--[X] Then voyage to a place where you could not have seen yourself at the moment of firing to fire another Volley of Argant star, this time directed at Fate and Angel, Time it so that it will hit at the same moment as the first volley. bonus if you can get it to hit from the opposite direction.
--[X] Voyage to Fantasia when the Argant stars are about to hit them.
--[X] Stab Fantasia immediately with Aetheric Tide
--[X] Attempt to trans smash Angel with Stygian Tempest after that
--[X] Seal order Stardust Striker, Reaper's Will, Aetheric Tide
--[X] Voyage back to the ground
I believe Naron has confirmed we aren't allowed to do that kind of thing with time-travel, but I'll wait on confirmation. EDIT: Source implies it:
Discord said:
Can Voyage falsify Clone-Self? Or is it a Resounding NO?

Your God03/23/2020
Not even a little bit

Faraway-R03/23/2020
Okay, just checking

Naron - God of Productivity03/23/2020
If the reason for that would not come up in the future, I would also tell you why she can not do it.

Also, remember spell limits exist - we can't use a spell for several seconds (the rest of the turn) after we use one.

Lastly, I think they are already settling down to hide, not flying overland anymore.

You are right about Angel's aura, though. Fate and Vermillion are still the most important threats, but it's possible Angel's aura will protect them somehow. I still think I'd just make her third priority.

(Also, we do close to melee immediately after the Argent Star in my plan, though I guess I should probably specify something like
-[] Try to stay close enough to one that area spells will hit them

I'm going to assume that no one will actually object to those being edited in, because it doesn't actually change the plan much.
 
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What about guerrilla tactics?

Gank one with a Voyage to take us and it elsewhere, 1v1 it, and then later come back for the other with more traditional blitzkrieg tactics?
 
What about guerrilla tactics?

Gank one with a Voyage to take us and it elsewhere, 1v1 it, and then later come back for the other with more traditional blitzkrieg tactics?
Because if we can voyage one, we can kill it on the spot instead.

Killing one and then voyaging away ourself and coming back later might work? We probably couldn't get close the second time without voyage, though, and that means we're down our first spell in the second engagement, so it just ends up being a more chancy version of starting off killing one with Argent Star.
 
Because if we can voyage one, we can kill it on the spot instead.

Killing one and then voyaging away ourself and coming back later might work? We probably couldn't get close the second time without voyage, though, and that means we're down our first spell in the second engagement, so it just ends up being a more chancy version of starting off killing one with Argent Star.
Well, I meant going so fast that they have no idea what just happened, and thus don't really have much in the way of things they can do to prepare.
 
I believe Naron has confirmed we aren't allowed to do that kind of thing with time-travel, but I'll wait on confirmation. EDIT: Source implies it:
The way WallFlower wants to use it might work. I am still not going to say why it can fail because that will be explained later (and I am not just going to let it fail because "fuck you", that is unbecoming), but the case asked about on Discord was something slightly different.
 
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