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

Looks pretty decisive, so I am going to close it now. A little early, but whatever.
Adhoc vote count started by Naron on May 9, 2020 at 2:51 AM, finished with 15 posts and 6 votes.

  • [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.
 
4.7 Against Magic
[] Plan Priorities
-[] Get as close as possible. Pre-cast Conundrum if it's definitely viable, but not if there's any chance.
-[] 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.
-[] Use Aethyric Tide, switch to Stygian Tempest if it can't pierce a Defence.
-[] Fate and Fantasia are priority if they lived, otherwise Angel or whichever is easiest to attack at the moment.
-[] 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
-[] Skill negate everything, try to kill them with ripostes.
-[] If you get another spell, use whatever helps at the time.
-[] Throw Argent Star if they fly out of range.
-[] Seal Reaper's will first. If necessary, seal Stardust Striker. Last seal whichever you don't need.

You watch the Fairies for a few minutes; they settled down in a small indentation, out of distant sight and covered by several hills. This helps them and you both.

A minute passes as you go over what you know and consider the best angle of approach. Sneaking over there on foot would take a while, probably too long. Just jumping at them is possible, but you can do better. The leader and the green woman are your biggest targets for now. You consider which weapon to use, switching it back and forth absent-mindedly a few times before settling on Aetheric Tide. It will do for the time being.

The Fairies still catch their breath when you are set, unaware of your presence yet. You carefully tear off the ribbons on your back and on your spear, minimising the noise you produce while moving. Less rustling, less chance to be heard before you make your move.

Creeping back down your own hill and with a target in mind, you quietly speak a single word: "Voyage."

Eternity embraces you for an instant, then you are there; their mana shines brightly from this close, your aura suppressed to not alert them. You targeted one of the hills hiding the Death Squad from view and landed silently. Now you slowly creep over the ash-covered earth, the surrounding fauna masking your own approach. Some kind of groundbound bird sings.

The Fairies are set up in a rough circle, all five of them; ambient mana flows toward them with each breath they take, replenishing their reserves. You do not dare poke your head over the hill, that might get you spotted. Instead you tense where you are, ever so slowly raising yourself on all fours, spear grasped tightly.

A deep breath, your presence roiling almost expectantly. It technically already surrounds them, but only becomes active once they know you are there.

So you leap forward, two metres into the air, and pick your targets. Finding five of them weakly boosts your speed and you immediately use that bit to call for your spell: "Argent Star!"

(Argent Star: +845 Base Damage, +182 dice, x4 Purge = 4,108
Argent Star: +845 Base Damage, +182 dice, x4 Purge = 4,108

8,216 Unified Damage
Fantasia: +180 Base Resilience, no dice, -90 Caught Off-Guard, -180 Frozen in Fear, Serenade blocked = 90 Extra Damage

8,306 Final End Damage
Fantasia Health: 700 - 8,306 = -7,606)

(Argent Star: +845 Base Damage, +182 dice, x4 Purge = 4,108
Argent Star: +845 Base Damage, +182 dice, x4 Purge = 4,108
Argent Star: +845 Base Damage, +182 dice, x4 Purge = 4,108

12,324 Unified Damage
Fate: +100 Base Resilience, +19591 dice, -50 Caught Off-Guard, -100 Frozen in Fear, x2 Serenade = 39,082 Total Damage Reduction

Attack Ineffective!)


They already reacted the moment your voice called, but your auras lash out all at once and halt them. A moment of fear, of haltless horror prevents the bunch from striking out before Argent Star impacts. A rainbow of colours dissolves, mana scrambled and broken up by your presence upon the battlefield. Only the leader is unaffected, his mana consolidating and forming a shield against the three spheres sent his way. You see the pink and yellow one's magic spark again, and this time you can see it quickly bolster his defense.

The other one, in green, finds her most innate defense failing and explodes in a shower of gore and crystals that splatters over her comrades. Shock holds for less than a heartbeat, the remaining four shake off their trance a moment before you reach the ground and make to scatter. None of them hesitates.

You have a choice to make, focus on one or attempt to get three. The leader's mana keeps protecting him and each of them is dangerous, but you need to cut off the head first. So, the moment your feet hit the ground, you force mana through the lingering echo and manifest another five stars. All five rush after the single man of the group, his expression calm. His wings emit thrust and he actually manages to dodge the first before the other four slam into him.

(Argent Star: +845 Base Damage, +159 dice, x10 Purge & Anti-Air = 10,040
Argent Star: +845 Base Damage, +159 dice, x10 Purge & Anti-Air = 10,040
Argent Star: +845 Base Damage, +159 dice, x10 Purge & Anti-Air = 10,040
Argent Star: +845 Base Damage, +159 dice, x10 Purge & Anti-Air = 10,040

40,160 Unified Damage
Fate: +100 Base Resilience, +(3608 + 13842 =) 17,450 dice, x2 Serenade = 35,100 Total Damage Reduction

5,060 Final End Damage
Fate Health: 500 - 5,060 = -4,560)


The explosion is much stronger than before, tearing even through his empowered defense and ripping him apart. The remaining three immediately cancel the thrust from their wings and drop to the ground. None of them speaks and a few gestures are exchanged while you sprint for the one that kept boosting their defenses. Then two cast spells while the stripper in white moves to intercept your charge.

"Arcanum Overdrive!"

(Arcanum Overdrive: No Base Boost, no dice = no boost)

"Mirror Image!"

(Clone of Defiance on the field. Cloned Abilities...

The Weapon's Secret is necessary. Overwhelming Presence can not be cloned. That Which is Forbidden is a stat-controller and needs not be cloned.

2d7: 1,6
Cloned: Inhuman Agility Guardian's Excellence)


Your target tries to wreathe her lightsaber-esque blade in malicious mana as she did in the last fight, but it is simply snuffed out by your presence. You almost grin about her surprised blink, but the blue one's actions draw your attention. A ray of light runs over you for an instant and then a block of ice appears right in front of her. It shatters between two of your steps, revealing... yourself. Another you, perfectly replicated.

Your eyes widen at the sight while the steaming Heidi sizes you up, not intimidated at all. She charges at you as well without hesitation while the two casters follow. The white and gold Fairy reaches you first, her gleaming dagger aimed for your throat.

(Vermillion: Attack Negated
Riposte!
Heidi: Attack Negated (Auto-Counter)
Riposte!
Vermillion: Attack Negated
Riposte!
Heidi: Attack Negated (Auto-Counter)
Riposte!
Vermillion: Attack Negated
Riposte!
Heidi: Attack Negated (Auto-Counter)
Riposte!
Vermillion: Attack Negated
Riposte!
Heidi: Attack Negated (Auto-Counter)
Riposte!
Vermillion: Attack Negated

What the?!)


You easily divert her strike and hit back, but somehow that dagger of hers easily finds its way into your path. She deflects you and speeds up for a counterattack, you deflect her and so on. This goes five times until you realise that she just keeps getting faster. You break it up and leap back while your clone dashes past her to reengage, lightsaber buzzing.

(Reaper's Will: Attack Negated
Riposte!
Aetheric Tide: +800 Base Damage, +763 dice = 1,563 Total Damage
Mirror Defiance: +50 Base Resilience, no dice, x2 Serenade = 100 Total Damage Reduction

1,463 Final End Damage
Mirror Defiance Health: 900 - 1,463 = -563
Pling!)


What you thought would be a heated exchange ends as fast as it begins; she is as fast as you, but somehow not as good. Not as enduring. A single snap against her wrist sends the lightsaber off-course and the resulting burst of speed lets you stab the clone's heart easily. She does not even try to deflect it, does not withstand. She simply turns back to ice and shatters, making the blue Fairy grumble; she and the pink one are on you next, the latter striking first. But you already know that before the blue one reveals her feint.

(Fairy Lightblade: +600 Base Damage, no dice, x1 Head First Into Hell = 600 Total Damage

Attack Negated
Riposte!
Aetheric Tide: +800 Base Damage, +483 dice, +533 Horrific Speed Gap = 1,816 Total Damage
Intercept!
Fairy Lightblade: +600 Base Damage, x450 Arcane Circumvention OP Says Fuck You = 600 Total Damage

1,216 Difference, Aetheric Tide wins!

Aetheric Tide: +1216 Intercept Damage, +455 dice, +533 Horrific Speed Gap = 2,204 Total Damage
Kanon: +50 Base Resilience, no dice, -25 holyshitwtf, x2 Serenade = 50 Total Damage Reduction

2,154 Final End Damage
Kanon Health: 400 - 2,154 = -1,754

Bonus ApT back to 0)


The blue Fairy immediately makes her move once you deflected her friend. She knew you would counter right after, brings her own weapon up to meet yours. You are both moving too fast to interrupt the clash before it happens and she smirks while mana surges outward to enforce her own swing... and gets scrambled. You easily bat her strike aside and part her shocked expression with the same motion.

Before the body even hits the ground, you use the remaining speed your attack granted to go for your original target, whose eyes begin to widen while she glides past you, likely having meant to stab you in the back while busy with her friend.

(Aetheric Tide: +800 Base Damage, +483 dice, +533 Horrific Speed Gap = 1,816 Total Damage
Aetheric Tide: +800 Base Damage, +483 dice, +533 Horrific Speed Gap = 1,816 Total Damage
Aetheric Tide: +800 Base Damage, +483 dice, +533 Horrific Speed Gap = 1,816 Total Damage

5,448 Unified Damage
Angel: +80 Base Resilience, no dice, -40 holyshitwtf = 40 Total Damage Reduction

5,408 Total End Damage
Head First Into Hell (90%): 540 Final End Damage

Angel Health: 400 - 540 = -140)


Her blade is out of place to intercept and while you feel her ally surging in to help her, you have enough time to stab her; the first one only opens a shallow cut right below her throat because that defensive field she has slows you down too much, but the second cuts deeper and draws blood, the third opens her throat and almost beheads her.

That leaves just one. You quickly deflect her lunge at your own throat and make the repeated mistake to hit back. Her dagger catches your blade easily while the blue Fairy's body hits the ground; mana surges within the woman and your eyes narrow as you realise you will be too slow to actually catch whatever is coming. So you consume Reaper's Will, your own lightsaber, for a boost of speed to react in time. A moment later, while you get into position, she gathers the mana in her dagger and makes it lash outward in a slash wave. Then five.

(Mana Surge: +6000 Base Damage, no dice, +600 Spell Boost = 6,600 Total Damage
Mana Surge: +6000 Base Damage, no dice, +600 Spell Boost = 6,600 Total Damage
Mana Surge: +6000 Base Damage, no dice, +600 Spell Boost = 6,600 Total Damage
Mana Surge: +6000 Base Damage, no dice, +600 Spell Boost = 6,600 Total Damage
Mana Surge: +6000 Base Damage, no dice, +600 Spell Boost = 6,600 Total Damage


Echo: 1; No Echo

Attack Negated
Reaper's Will sealed, MM is now at 200%)


You only have a moment to realise it is more than one, but then the solution becomes perfectly clear. With a flick of your wrist and a quick step to the side, you manage to catch the first one on your speartip and impart momentum so it turns in a half-circle around your weapon, throwing it back at the other four and creating an explosion where the volatile magic extinguishes itself.

Once the dust settles and the pink Fairy impacts the ground as well, only you and her are left; she holds her dagger cautiously, sizing you up while you do the same. Something about that dagger is different.

She lunges for you again and is deflected almost casually, a burst of her wings preventing her from sprawling over the ground; you resist the almost reflex-like motion of countering and wait, but find no enhanced speed from her this time.

A tense moment passes and you start to circle, a motion she takes up right after. If she can deflect everything you throw at her, you either need a distraction, overwhelm her, or try spellfire, that last one because most people can neither deflect nor intercept it.

Remembering how Gabriel acted on Valhalla, you decide to give in to your curiousity. Your translation array does cover Fairies, after all. "Mind if I ask you something?" Her eyes narrow and she does not respond, keeping her dagger at the ready; clever girl, so the distraction is probably out. But you are still curious: "What's with that outfit? You look like a stripper."

Even the careful control she has does not prevent those regal features from slipping, a momentary pause, bafflement read from wide eyes and a partially opened mouth. It clicks shut immediately after and her expression hardens. But she does answer, her voice melodious and cold: "What does it matter? These clothes are light and easy to move in, so I picked them."

You keep circling while she speaks, feinting here and there but not eliciting a reaction. On the last word of hers however, a spell follows immediately: "Mana Surge!"

And there it is again, a fittingly named surge of mana but this time there come ten of those waves instead of five, a second surge like a spark going off right after the first. You expect them calmly

(Mana Surge: Attack Negated
No, I am not writing another five strings plus five more for one Echo-proc)


Instead of being particularly fancy, you just do the same thing; let the first of the five waves wrap around your spear and throw it back at the rest, then vault forward to push her dagger aside with your foot; the second surge goes wide and tears into the hill you hid behind. Several slices of stone and earth are cut out of it.

A moment passes in silence while you take each other in again. Then she coughs, just once, but you can clearly see the faintly glowing blood splatter over her chin.

(Turn 2
Vermillion took 15+15 = 30 strain damage from her parries
Vermillion Health: 200 - 30 = 170)


A closer look reveals that she can not keep up. Whatever allows her to react to you on time, it tears on her body with repeated use. Her body is starting to fail and will only break further the more you strike her. She notices it too, knows she is not long for this world. But she shows no fear, nothing more than a moment of surprise. Right after, she throws herself at you while beginning to gather mana again. "War-" "Arcane Slash!" "-bookrghr"

(Aetheric Tide: +800 Base Damage, +2068 dice, +1200 Arcane Slash, +26 dice, +533 Horrific Speed Gap = 4,627 Total Damage

Echo: 2; Echo Triggers!

Aetheric Tide: +800 Base Damage, +2068 dice, +1200 Arcane Slash, +176 dice, +533 Horrific Speed Gap = 4,777 Total Damage

Echo: 1; No Echo

9,404 Unified Damage
Vermillion: +50 Base Resilience, no dice, -50 Fearless Charge = 0 Damage Reduction

9,404 Final End Damage
Vermillion Health: 170 - 9,404 = -9,233)


You bisect her throat twice, once from the left and once from the right. The force of each strike is great enough to leave her unharmed otherwise, her spell fizzling out unfinished. Her head falls from her shoulders as she drops to the ground, tumbling along her path and away from you.

Then there is silence. It took only a few seconds.

You look around, at the three corpses that remain mostly intact. Horrifying in their effectiveness, fearless before certain death. They are gone now, but you find yourself respecting them anyway. And yet you wonder if you really had to sacrifice your troops for this; did it really change anything, did it give you any more insight into what was important?

A moment is spent thinking as you turn, then you stop and behold them again.

Half an hour later, you ignite a quickly drawn array that will turn the partly crystallised bodies, and some of the remains of the other two, to cinders. A bonfire so that at the very least, no one will desecrate what is left of them; you do not know if it means anything, but it feels right to do at least that much.

Their weapons, all five of them, you kept. Three kind-of lightsabers that you think one needs to channel mana through but that you can not get to work, a dagger that sits quietly in your belt, and a staff with floral patterns.

You are not sure what to do with them yet, but you will think of something. They are not trophies of your kills, more like... mementos, perhaps. Something to remember them by, if no one else will. It was not a long fight, but you can tell that without their inherent mana being mostly neutralised, those five would have been too much for you to face on your own.

Heaving a sigh, you finally turn around and start walking. You could teleport back to the castle in the distance, but you feel like having some quiet for now. A few minutes of solace that you also use to drop your transformation and reapply it, to appear pristine instead of disheveled. Quiet to soothe your mind a little; you know it will be over soon. You never paid it much mind, but you really do not want to kill anymore.

One of your hands lands on the weapons now held by one of your ribbons and you sigh again, then shake your head and steel your expression. "Voyage."

The following roars of victory and celebrations are more like a blur. You present the weapons, declare the threat dealt with, and turn down the offered alcohol and hails. With a last nod to the cheering Demons, you make ready to cast again. "Good luck."

You are gone a moment later, feeling that they think you meant good luck with the war effort, but do not feel like clarifying that you wished them luck to survive

Charon's Keep looks not much different from when you left; people are still busy rebuilding all that was destroyed. It has been a few hours, with the sun now beginning to dip on the horizon. Not yet evening, but close enough.

Maybe the Angel on Milidia runs away out of sight and you do not have to go there after all. Tomorrow, that is. Not today, you want to do something else. Something quiet, without having to talk to people. At least for now. The weapons you brought click softly as you stride to your chambers, wanting to put them away first. An Imp is sent off with the order to bring you a nice, wooden box.

But what else will you do after that?

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

[] Play with Maya's toddlers

[] Take a long bath

[] Go for a walk


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

=====

+250xp Killed Fantasia
+500xp Killed Fairy Fencer Fate
+250xp Killed Kanon
+250xp Killed Angel
+250xp Killed Vermillion
+500xp That Death Squad Was Out of Your League, And I Mean Way Out of Your League
+50xp OP is OP

EXP gained: 2,050
Total EXP: 3,080

=====

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

Few took this young man seriously when he crafted a blade of mana to strike at our foes with. Many even laughed about a mind that appeared too rattled to survive for long in the most lethal profession we ever created. And now, after proving to us all that he was right, he, and by extension his team of specialists, will be remembered as the pioneers of melee combat among us Fey.

-Clarion Star, Supreme Commander of the Home Realms' defense force (2,908 B.C.)

(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 | Hypersonic 3


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.

Arcane Sovereign
-Fate's Magic Modifier and Modifier rolls can not be tampered with by hostile influences. Any roll below 25% of its maximum is rerolled and stacked on top of the second roll.

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%, Total Damage from Angel is multiplied with the number of successful attacks she made since combat began (the current attack counts).

Serenade
-Every time an ally by Angel's side is attacked instead of her, that ally resets their Health and doubles their Total Damage Reduction.


(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


Frozen Mirror
Create a clone of another, though imperfect: the clone brings merely half of their stats and only two of their Abilities to bear, the latter randomly chosen.
Level 25
Base Damage: N/A
Magic Modifier: N/A
Affinity: Magic | Ice
Ability: Clone Other
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.

Mirror Image
-Frozen Mirror may create only one clone of a given target, which stays around until dismissed or combat ends. The number of clones that can be kept active at the same time is equal to the second digit of the Spell's level.

Arcane Circumvention: Strength
-When intercepting, instead of adding her Magic Modifier to the damage string as normal, Kanon instead divides her MM by 100 and multiplies her attack string with the Modifier roll.


(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


Warbook: Mind's Whisper
Level 30
Base Damage: N/A
Magic Modifier: N/A
Affinity: Magic
Ability: Target By Level | Telepathy | Single Turn Effect


Warbook: Homecoming
Level N/A
Base Damage: N/A
Magic Modifier: N/A
Affinity: Magic
Ability: Eject


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 rolls a d10,000 and increases her Magic Modifier by the result.

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 | Riposte
Spells

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


Mana Surge
Level 30
Base Damage: 6,000
Magic Modifier: 60,000
Affinity: Mana
Ability: Omni-Magic | Echo
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.

Exploiting Openings Explosively
-Every time Vermillion gets a free attack, she may cast Mana Surge instead. This does not count toward her Spell-limit.
 
Well that went well.

I assumed the instant echo would synch with the others. Good to know it doesn't. Unless I just forgot?
(Vermillion: Attack Negated
Riposte!
Heidi: Attack Negated (Auto-Counter)
Riposte!
Vermillion: Attack Negated
Riposte!
Heidi: Attack Negated (Auto-Counter)
Riposte!
Vermillion: Attack Negated
Riposte!
Heidi: Attack Negated (Auto-Counter)
Riposte!
Vermillion: Attack Negated
Riposte!
Heidi: Attack Negated (Auto-Counter)
Riposte!
Vermillion: Attack Negated

What the?!)
Wait, what. Is this some soft mechanics Auto-counter abuse or something? I guess it just says "typically"...
MEL! Stop breaking my planned Star Wars memes! There was a reason those guys had red lightsabers! :mob:
...Sorry?

3080 exp is a lot. Not quite enough to lift a weapon to it's capstone, but enough to get to level....32 (Or a couple less with Stygian tempest or reaper's will.) Or we could raise a spell. Or keep incrementing something.

Preferred relaxation method....I have no idea.
 
[X] Play with Maya's toddlers

edit:
[X] EXP Plan Aetheric Tide Milestone
 
Last edited:
I assumed the instant echo would synch with the others. Good to know it doesn't. Unless I just forgot?
If you mean Vermillion's spell, that was flavour. Echo is fast enough to sync up and does so, but there is still a moment of time in the narrative.

Wait, what. Is this some soft mechanics Auto-counter abuse or something? I guess it just says "typically"...
Auto Counter is often a false Intercept, but it is not necessarily so. This one was attack negation :whistle:
 
If you mean Vermillion's spell, that was flavour. Echo is fast enough to sync up and does so, but there is still a moment of time in the narrative.


Auto Counter is often a false Intercept, but it is not necessarily so. This one was attack negation :whistle:
I was referring to the Argent Star casts at Fate.

I'm mostly aware. I thought it was instead that it defaulted to false intercept, but would, say, become true intercept with an intercept ability on the weapon. In which case Skill negation would be a personal ability thing.

Anyway, auto-negation of attacks is pretty nice, even if she does take strain damage.
 
[x] Take a long bath

Then two cast spells while the stripper in white moves to intercept your charge.
Heidi seems really focused on the lack of clothing.
Arcane Sovereign
-Fate's Magic Modifier and Modifier rolls can not be tampered with by hostile influences. Any roll below 25% of its maximum is rerolled and stacked on top of the second roll.
That is b.s!
Serenade
-Every time an ally by Angel's side is attacked instead of her, that ally resets their Health and doubles their Total Damage Reduction.
That is soo good for group cohesion in team combat against a large amount of foes.
Frozen Mirror
Create a clone of another, though imperfect: the clone brings merely half of their stats and only two of their Abilities to bear, the latter randomly chosen.
Level 25
Base Damage: N/A
Magic Modifier: N/A
Affinity: Magic | Ice
Ability: Clone Other
This is awesome to confuse the enemies in a large meelee scenario or in a hasty retreat.
Exploiting Openings Explosively
-Every time Vermillion gets a free attack, she may cast Mana Surge instead. This does not count toward her Spell-limit.
What it says on the tin. WE should have gotten wiped. We are so lucky! IF we hadn´t attacked Fantasia an Fate first this would have gone very differently.

Edit:

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

Few took this young man seriously when he crafted a blade of mana to strike at our foes with. Many even laughed about a mind that appeared too rattled to survive for long in the most lethal profession we ever created. And now, after proving to us all that he was right, he, and by extension his team of specialists, will be remembered as the pioneers of melee combat among us Fey.

-Clarion Star, Supreme Commander of the Home Realms' defense force (2,908 B.C.)

Did Heidi just kill the trailblazer of Blade user among the fairies? How is she not dead?

To underline my point:
Slash Wave
Level 30
Base Damage: 7,500
Magic Modifier: 150,000
Affinity: Sword
Ability: Mana Charge | Unstoppable | Hypersonic 3 <-- Heidi is squishy.

and
Fairy Forceblade
Level 10
Attacks Per Turn: 10<-- That is a lot of attacks.
Affinities: Magic | Sword
Ability: Riposte | Spell Boost | Omni-Caster (Lvl 5) <-- Remember his Abiliy "Arcane Sovereign"? He has this Magic Modifier: 30,000

Arcane Sovereign + Slash Wave + Fairy Forceblade = Dead Heidi.

Fazit: If we had not slammed Fate in the beginning with Argent Star and gotten even once in meelee with him Heidi would be Dead. There is no doubt in my mind. If Fate had not cut her into ribbons. Angel with her back stabbing, Fate and Kanon with their excellent Control and Artillery capabilities would have decimated Heidi.

Heidi literally ended the Protagonists of another story.
 
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Fair enough, though Paoras also has horns and lives in a place where that is more or less normal. This was a Fairy, who Heidi had far less exposure to.
Would've thought that first friendly meeting with Fairy group would created an impression about them lacking embarrassment regarding it, though I guess that one lasted a day at most.

I wonder if she is going to attempt to save Gabriel on her way back home.
Most definitely not considering she doesn't want to fuck with time more than she already has. The most I can see Heidi do is make a quick short visit to future Gabriel at Hope secretly and give her farewells.

Also good freakin thing we got rid of Fantasia and Fate first, those abilities would've gotten us loads of trouble.


Now for the exp plan
Total Exp: 3080 exp

Aetheric Tide/Stardust Striker Lvl 32 = 3060 exp (AT base damage 1280, SS base damage 2400, both MM 1590)
Stygian Tempest Lvl 30 = 2990 exp (base damage 1050, MM 1605)
Reaper's Will Lvl 27 = 3060 exp (base damage 1350, MM 1665)

Conundrum Lvl 29 = 3010 exp (base increase 2175, MM 2900)
Argent Star Lvl 28 = 3000 exp (base damage 1820, MM 560)
Arcane Slash Lvl 27 = 3010 exp (base damage 4050, MM 675)

That Which is Forbidden Lvl 25 = 2850 exp Not gonna happen, though it's fun to think about considering it would give Heidi 3,750 health

It's probably better imo to invest in either Aetheric Tide or Stardust Striker than either Stygian Tempest or Reaper's Will (if we're going all the way) since once it reaches 32, it's only gonna take around 990 exp to reach 35. While Reaper's Will would give us more MM boost, it's probably better overall to focus on reaching the weapon capstone on level 35, plus difference ain't that large anyways.

I'd lean more towards AT due to how many potential attack we can dish from it with Riposte and Slash Hell, though I'd also understand if people want SS more damage with Laser (though with disadvantage of not being able to attack while charging)

Level 20 on Argent Star would also make Perpetual Caster trigger a second time.
considering this, then:
Argent Star Lvl 20 = 1120 exp (base damage 1300, MM 400)

Leftover exp: 1960

AT/SS 28 = 1880 exp (AT base damage 1120, SS base damage 2100, MM 1530)

Leftover exp: 1160 exp

AT/SS 25 = 1100 exp (AT base damage 1000, SS base damage 1875, MM 1485)
^Probably ain't happening now considering it's situational (also already spreading exp way too much)
I don't prefer it since I'd rather get that huge capstone done and over with (adds 1180 exp to the already huge xp gap between 32 and 35 which equals to 2170 exp), though being able to cast Perpetual Caster a second time is incredibly useful

In terms of spell damage, I prefer to upgrade Arcane Slash due to its considerable increments (150 damage per level). Also combined with this:
-use Stardust Striker's calming effect on Heidi's magical flow to push Arcane Slash's Echo closer to a favourable result; one failed Echo-proc is turned into a success instead [1 Training Action]
once we have time to train it
 
One thing worth considering is that gaining an OP puts us in the category of 'weak stuff doesn't give us much EXP, if any, any more', and getting a capstone will likely put us further into that category, reducing the total EXP we can obtain over the course of the quest.

So might be worth spreading it a bit so that future EXP isn't reduced as much.
 
While I agree with most of that
In terms of spell damage, I prefer to upgrade Arcane Slash due to its considerable increments (150 damage per level). Also combined with this:
Remember that argent star gets multiplied by 5 (Omni), 2+ (Perpetual caster), and 2-10 (purge & anti-air), so it actually ends up gaining 1300 to 6500 or so (Barring odd cases) damage per level. Though that is split into 2(+) impacts by perpetual caster, so it'll go against resilience twice. (Also, it's ranged and can be split to multiple targets.)

Meanwhile, Arcane Slash doesn't gain any more abilities, and also scales with weapon damage. Technically, the bast path to increasing its damage is leveling reaper's will and using that. 50*6 (or 8.5) Superslayer = 300 (or 425) damage per level. (Which is still duplicated by echo.)

Any weapon but debatably Aethyric tide (which it wastes the multihit on and lacks any defense penetration abilities) can scale its damage instead of its own levels. Not quite as well, except reaper's will, and only one at once, but it gives that weapon more damage and abilities when used normally, too, so it's almost always better. Besides reaper's will, the best choice is starlight striker, which gives ~100 damage per level, plus more under overdrive seal.

It is worth noting that the increase in exp costs will eventually make its levels more efficient than that for its own damage, but not nearly enough to make up for the other uses of bringing a weapon to 35.
 
[X] Exp Plan Argent Speed Basic
-[X] Upgrade Argent Star to level 20
-[X] Purchase Improved Perception v3

I'm dropping by for a minute to put an EXP plan here.
 
Mexican stand-off seems to have been broken, so....

[] EXP Plan Aetheric Tide Milestone
-[] Aetheric Tide level 32 (3060 exp)

[] EXP Plan Stardust Milestone
-[] Stardust Striker level 32 (3060 exp)

[] EXP Plan Argent Tide (3000 exp)
-[] Argent Star level 20 (1120 exp)
-[] Aetheric Tide level 28 (1880 exp)

[] EXP Plan Argent Striker (3000 exp)
-[] Argent Star level 20 (1120 exp)
-[] Stardust Striker level 28 (1880 exp)

[] EXP Plan XP Spread SS edition (3020 exp)
-[] Argent Star level 20 (1120 exp)
-[] Improved Perception v3 (800 exp)
-[] Stardust Striker level 25 (1100 exp)

[] EXP Plan XP Spread AT edition (3020 exp)
-[] Argent Star level 20 (1120 exp)
-[] Improved Perception v3 (800 exp)
-[] Aetheric Tide level 25 (1100 exp)

I'll just leave these plans and let people decide on which one they want to vote (hope this doesn't look too overwhelming)

[X] EXP Plan Aetheric Tide Milestone
-[X] Aetheric Tide level 32 (3060 exp)

while I vote for the one I want

[X] Go for a walk

Also I still want a walk
 
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