Crystalwatcher's Magical Girl Quest!

Actually, is it? It doesn't care about if you have ears, are deaf, and isn't carried by sound waves. Why would you need to open your mouth to speak it?

It's how Nepgear speaks it right now. By forming the words with her mouth. Otherwise will likely take the same concentration as using magic. Probably.

-edit-

Also if it worked like that heaven would be dead because of Nepgear's dreams.
 
So what happens if we try singing in that 'modern' dialect of the Conceptual Language, the one that actualizes magic when you use it :V

Does someone want to write an omake about that type of Song Magic?
 
So what we need to do is get to the opposite end of the hallway at top speed, then say something that would enrage White Soul to the point where she tries to murder us up close and personal. Once she's next to us, we talk her to death with Divine Language.

...what can we say that would imply we have a physical relationship with Red Rose and that would get the right involuntary reaction from her to sell it to White Soul?
 
What part of "enormously experienced former #1 magical girl" says "easily taunted" to you?
The fact that she is also mentally unstable and probably mindfucked.
And we know her berserk button, which is Amanda.
No. She's far from conventionally sane, but that does not make her unstable or easily provoked. Just because she's obsessed with Amanda to an irrational degree* does not mean she'll become irrational in the pursuit of that obsession.

*Arguably no more irrational than any other human motivation, but I'm not here to talk about philosophy.
We aren't trying to surprise White Soul with Starshine or Core Purge. The point is that Starshine has a big enough AoE that she can't avoid it anyway. Ditto Core Purge, except we add on the fact that we're faster than her and can chase her down. And even if she escapes both, they're still useful as area-denial; she can't come near us if we're Core Purge'ing and she can't bring both bodies too close in case we use one of them, which limits how quickly she can send clones to harass us.
Which still needs us to have her throw out Soul Rend first, otherwise she just clones herself away.
The point is not to get her off our backs, the point is to drop her... which will not happen if we keep her at bay because there is no opening to exploit.
Again, no. Nothing I said in any way requires her to be unable to clone herself, and I can't see how you could get that impression. The bit you quoted was me explaining how Starshine and Core Purge kill her without surprise, and then mentioning that even if those plans fail they change the tactical picture in a potentially-favorable way.

And making her stay away is favorable, since it allows us to control her movement—if we were out in the open, we could chase down her bodies and pop them one by one until they're close enough together to be caught simultaneously, regardless of how much of a lead she has. That's a mathematical fact (under some simplifying assumptions), a consequence of our speed advantage. Since we aren't in the open, it's possible for her to survive us chasing her with Core Purge (which is why the plan is to do it when she's poorly positioned for such), but buying time is still useful because our allies can probably get out of that trap with a bit of effort and creativity.

It's massive AoE and the only way to stop it from constantly obliterating you is being Nepgear's ally, not being Nepgears target, or being far, far away from Nepgear.
That's how she'll avoid it. She keeps one body far away. The plans involving Core Purge either have us charge her with it (we're faster than her, so she can't get away in time) or do it after we've Starshined her (in which case it's just a backup).

It has a 1-second window to be interrupted, which is probably faster than she can hit us starting from where she is. Though if anyone would have an easy time interrupting it, it's her: kinda hard to talk when a river is jumping down your throat.

Mostly because the self-damage effect can lead to Nepgear dying. If we can get it active without taking a Soul Rend to the face it would be quite useful for making space.
Unless she hits us between when we decide to activate it and when we finish activating it, we'll be fine, because she can't hit us with it afterward. And even then we'd be fine, since our pre-Soul Rend Health would be high enough to take the extra damage with no danger.

I think this is another one of those encounters where the best option is talking our way out of trouble. Which is rather tricky in this instance since the boss put our sister in one of those compacting traps.
Also, she's rather hard to reason with. Could probably do it if we knew more about her motives, especially if she's rational in the pursuit of those goals, but we don't have that information. I'd love to do this—debating people with unusual perspectives is great fun, and diplomatic solutions are great—but it's just not likely in this situation.

Also, tactic I just thought of: firing up, as a giant "here I am" sign so backup can arrive.
What backup? Who would be useful? Samael has Unlock, which might get rid of those barriers, but it's disabled by Scream For Me. The rest of Team GEAR has their weapons and spells disabled (save METEOR). Brilliant Key and Goddess Gold could both contribute, though GG would have difficulties with collateral damage and Brilliant has trouble with Revel In Darkness and Walk With Me (and Flare is disabled by Scream For Me).

Also, we can just call Basilicom on the radio; she knows where we are and can send backup. Though the lightshow would help people find us quickly.



At the moment, I favor plans which get Red Rose back in play. Having two people means that unexpected problems are much less problematic (though Sega is something of a problem since she'd be killed by Soul Rend). After that, I like Core Purge plans because they should kill her if properly executed (note: proper execution is not trivial), they have little to no collateral damage, and if they fail we're in a fairly favorable situation. After that, Starshine, which has an even better chance of working than Core Purge, but has collateral damage. Then Conceptual Language, because it's risky and unreliable, but if we get far away it only risks us. Uber's idea about letting her Soul Rend us is also risky and not completely reliable (but better than Conceptual Language); it goes below Conceptual Language because it leaves us in a worse position if it fails. Any plan which relies on provoking her into making a mistake (rather than letting her do something which she doesn't know we can counter) is at the bottom, along with any pure-diplomacy plans, because they're very unlikely to work.

Conceptual Language can be used as a contingency if she gets close while we're away from our allies during another plan—this would mostly come up for a Starshine plan (otherwise, we're either too close to our allies or already Core Purging). Diplomacy actions may be added to any plan which does not involve an immediate attack.
 
I oppose any plans based on trying to melt people with Conceptual Language because it sets a bad precedent for future battles.

Flying into a fight with no friends to zap people with irresistible force is less interesting than bringing folks along and trying to work out how to win or if we should try running away.
 
I oppose any plans based on trying to melt people with Conceptual Language because it sets a bad precedent for future battles.

Actually... I think it would not set any precedents. We are fighting the previous Number One, of the likes that takes Goddess Gold to fight off. A girl that only died because she was basically backstabbed by her very one 'friend'.
White Soul is anything but a normal opponent, so our strategy against her would probably not taint the overall course of action.


@beth2, I am afraid I am too busy elsewhere to write a proper reply, even if you deserve one for going to such lengths there. I mostly agree with you, but am just not as confident in being able to splat WS with conventional means. Even when Nepgear is a special MG, many, many people tried to splat White Soul that way and never succeeded.
Just concerned is all.


As a reminder for everyone, please do not forget to actually propose a plan or vote.
I am currently in the lead with two votes, having a total of three... even though this is nice for me, I really do not want to win with such a minority because the rest was too busy arguing to actually vote. Either I win by convincing the majority, or not at all.
 
I oppose any plans based on trying to melt people with Conceptual Language because it sets a bad precedent for future battles.

Flying into a fight with no friends to zap people with irresistible force is less interesting than bringing folks along and trying to work out how to win or if we should try running away.

Actually, I'm more opposed since it's rather traumatizing for Nepgear to watch after getting a doctor's gore all over her when she first learned it.
 
[X] Plan Rain of Light
-[X] Try and keep the distance between you and both of White Soul's bodies as small as possible.
-[X] Once you are as close as you think you'll get cast Starshine at both of White Soul's bodies. You've already used it against dozens and hundreds of targets so hitting just two, and the area around them to avoid clone teleport shenanigans, can't be too hard.
[X][EXP] Plan Emergency
-[X] Level Starshine to 17 (150+160=310)

I honestly think people are trying to get too complicated with their plans. White Soul is good and all but like all the Original Ten she's a lot easier to deal with once you know her tricks. White Soul is limited that any replacement clone must be within touching range of one of her bodies. If you can hit both locations with sufficiently large and powerful AoEs simultaneously she's pretty screwed.

Of course this isn't a great solution for most people because Walk With Me combined with The 'Kind' Monster, assuming it applies to White Soul, means if your AoE is powerful enough to instantly kill White Soul the backlash will kill you as well.


Incidentally I'm confident that even if our damage isn't fully applicable to both locations, it is when we attacked those zombies in my first link and that was before we had Target:Army, we'll still do enough to kill White Soul. Level 17 Starshine has a Base Damage of 3,508 which Rain of Light and Quadra-Magic brings up to an impressive 154,352 and The Insurmountable Gap doubles that again to 308,704. So even if we only deal a tenth of that to White Soul it will still be enough to instantly kill her.
 
Here's my latest plan.

[X] Plan Fire Everything
-[X] Fire Starshine at White Soul, trying to fill the air with so many projectiles White Soul can't dodge even with body-deletion.
-[X] If she gets within 50 meters of you, activate Core Purge.
-[X] Continue using your spells until White Soul is dead.

[X][EXP] Plan Emergency
-[X] Level Starshine to 17 (150+160=310)

This should kill her I think, and quickly enough that Solid Drive, Red Rose, and Insight aren't hurt too badly.
 
-[X] If she gets within 50 meters of you, activate Core Purge.
-[X] Continue using your spells until White Soul is dead.

I am not sure about this. We know that our spells get weird while Core Purge is active.
Someone theorised it could become a complete Danmaku-set instead of just appearing like one, which would mean that they spill out in all directions.

As our allies are right behind us, we might accidentally Sega and Insight if this is true.
 
I am not sure about this. We know that our spells get weird while Core Purge is active.
Someone theorised it could become a complete Danmaku-set instead of just appearing like one, which would mean that they spill out in all directions.

As our allies are right behind us, we might accidentally Sega and Insight if this is true.
Unfortunately, we don't know how Core Purge effects our spells, but we do know that if we can't kill White Soul quickly enough, all three of our present allies are likely to die. I'm voting to take a chance that Core Purge won't cause our allies to be instagibbed.
 
[X] Plan Rain of Light
-[X] Try and keep the distance between you and both of White Soul's bodies as small as possible.
-[X] Once you are as close as you think you'll get cast Starshine at both of White Soul's bodies. You've already used it against dozens and hundreds of targets so hitting just two, and the area around them to avoid clone teleport shenanigans, can't be too hard.
[X][EXP] Plan Emergency
-[X] Level Starshine to 17 (150+160=310)

I honestly think people are trying to get too complicated with their plans. White Soul is good and all but like all the Original Ten she's a lot easier to deal with once you know her tricks. White Soul is limited that any replacement clone must be within touching range of one of her bodies. If you can hit both locations with sufficiently large and powerful AoEs simultaneously she's pretty screwed.

Of course this isn't a great solution for most people because Walk With Me combined with The 'Kind' Monster, assuming it applies to White Soul, means if your AoE is powerful enough to instantly kill White Soul the backlash will kill you as well.


Incidentally I'm confident that even if our damage isn't fully applicable to both locations, it is when we attacked those zombies in my first link and that was before we had Target:Army, we'll still do enough to kill White Soul. Level 17 Starshine has a Base Damage of 3,508 which Rain of Light and Quadra-Magic brings up to an impressive 154,352 and The Insurmountable Gap doubles that again to 308,704. So even if we only deal a tenth of that to White Soul it will still be enough to instantly kill her.

[X] UberJJK

Overall, i like this plan. Its simple and should work. Might want to add a "if this does not work try core purge and then conceptual language attack" clause.
 
I just wanted to say there seems to be something you guys forgot to talk about:
The mind control Ni uses on those she resurrects only fucks with how they perceive the world in order to align them with her goals. It's not out-and-out puppeteering.

From Sega's point of view when she was under the effects of the Control Seal, she believed that the Unified Darkness were the good guys, and that Nepgear was just a bit misguided and/or being controlled against her will. So, being Sega and an over-protective big sister, jumped through the closest portal to run her down and drag her 'back'. Similar stuff is currently happening with the available girls.

They've all had their point of view twisted to see following Red as their desired path. For most, this is rather straight forward by simply switching who they see has the good guys and bad guys, but for others it leaves huge holes that can lead to them Blue/Orange-ing themselves out from under her control.

Like Sega.

Or the mind-fucked mess that White Soul is.

I'll probably be going into White Soul's motivations during her fight.
There might be a way to convince White Soul to betray Ni and the Unified Darkness by extension.
"When they told me Amanda would be bringing friends, I wasn't expecting this." You return your full attention to White Soul. The crazed woman is almost relaxed, an almost happy smile on her face as she looks at you. "She was such a loner when I was alive. If it wasn't for me and Michele, she wouldn't have talked with anybody!" She gasps, and brings her hands to her cheeks, giving off a sudden air of shyness. "I was so worried that after I died, she'd become a recluse! A hermit! With no friends!"

You try not to sweatdrop, since that is exactly what happened after White Soul had killed the other members of the Old Guard.

"I must thank you for looking after her..." Her hands drop, along with the cutesy-attitude. All innocence fleeing her form as she glares at you with a killing intent. "But it's about time you curled up and died. Now that I'm back, Amanda doesn't need anyone else."

She was happy to learn Amanda wasn't lonely while she was absent. She wants the best for Amanda after all! It just happens that what she currently perceive as best for Amanda is being alone with her.

Now the question is: How do you convince a yandere to follow your lead?
 
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[X] Plan Rain of Light
-[X] Try and keep the distance between you and both of White Soul's bodies as small as possible.
-[X] Once you are as close as you think you'll get cast Starshine at both of White Soul's bodies. You've already used it against dozens and hundreds of targets so hitting just two, and the area around them to avoid clone teleport shenanigans, can't be too hard.
[X][EXP] Plan Emergency
-[X] Level Starshine to 17 (150+160=310)

Eh, I'll give this one a try.


Now the question is: How do you convince a yandere to follow your lead?

You wont be able to. Even if you give her what she wants, Red Rose would just kill her again. And what she wants is Nepgear's death, which is plainly stated.

We were also told about her character by the person who knew her best. She is insane, wants to kill us, and likely wont be reasoned with at all. So she needs to die.
 
Alrighty, today's batch of updates to the ability bible is done. those who care to are free to look around to try and spot the new additions.
 
I oppose any plans based on trying to melt people with Conceptual Language because it sets a bad precedent for future battles.

Flying into a fight with no friends to zap people with irresistible force is less interesting than bringing folks along and trying to work out how to win or if we should try running away.
It has tiny range and potential side-effects, so it's really only useful for boss battles or to keep collateral damage down. And I half-expect that anything of high Class 5 or above (including White Soul) will resist well enough to not die, so not all that useful for boss battles either.

A girl that only died because she was basically backstabbed by her very one 'friend'.
She died because someone who knew her weakness had the means, motive and opportunity to exploit it.

I mostly agree with you, but am just not as confident in being able to splat WS with conventional means. Even when Nepgear is a special MG, many, many people tried to splat White Soul that way and never succeeded.
Nepgear is Top 20. Many people have tried to kill White Soul, but few of them had that kind of power. The only ones likely to know her vulnerability were the Old Guard, most of whom she (presumably) took by surprise. On top of that, a lot of the higher-end MGs (and maybe non-MGs too, though the Archangels and the Happy Fun Stuff suggest not) have low-level weapons and would be screwed by the combination of Scream For Me and the one-spell-per-turn limit. Also, for most of her career White Soul would have been to some degree able to pick her battles.

Coming from the other direction, why do you think your plan is better on that front? You think she hasn't encountered short-range fuck-you abilities like, say, her own spell? You think she can't recognize taunting, or when someone has a plan they think will work and is charging her in order to execute it?

(On that note, the only reason to use the Conceptual Language is that it might kill her even with Not Truly There due to "hitting at conceptual speeds", so why are you waiting for a Soul Rend? Heck, what do you expect the Conceptual Language to do to her that makes your plan different from "wait for Soul Rend, then kill both bodies with conventional weapons"? Somehow prevent her from deleting a body? And why do you not have backup plans for when the Conceptual Language doesn't incapacitate her?)

As a reminder for everyone, please do not forget to actually propose a plan or vote.
I'm hoping the thread will come up with or inspire some new ideas, so that I can have a plan I actually like. Or more information so that I can, say, vote for rescuing the others by going through the wall without having the next update consist of "you try to do something which obviously won't work, and White Soul takes advantage of your stupidity" (sure, I could put a conditional "if not stupid do this", but I prefer to just have the information).


I honestly think people are trying to get too complicated with their plans.
Agreed, myself included. But I remember what happened with the last two simple, straightforward plans, so I at least want an explicit Plan B.

I also need to question why you want to get closer to White Soul. Starshine should have plenty of range, though its range has never actually been given. To make it hit faster?

My version of your plan would be something like:

[] Plan A Light Rain
-[] Ensure that you know where both of White Soul's bodies are. Try to get closer, but back off if that drives her toward cover.
-[] At a time when they are not too close to walls, cast Starshine, aimed at both bodies and the area around them.
-[] If she survives, Core Purge to buy time. Rush her if you think you can get her with it, but otherwise look for a way to free your allies.
-[] If you have a free moment during this, and if the barriers around the others do not completely enclose them, suggest that Sega go either up or through the wall—and preferably get Insight out too.


Oh, and a potential complication to nearly all plans which I've just thought of: Grey Champion had a Brandcraft barrier. White Soul has two. Why shouldn't she have a third? Specifically, something down at her end of the courtyard that she can duck behind if necessary, or which she is already behind? That would screw over most of our plans.
 
So, here are all the new Abilities.
Sudden Death: Disables saves-from-death, as well as anything else that would make it legitimately impossible to kill the target, unless the target has the Death affinity. Only Divine beings, Synchronize Spells, and the Death Affinity can get Sudden Death.
Damage Reflect: Exactly what it says on the tin. Reflects incoming damage back to the source. How is does so is based on the spell or weapon in use.
Purge: Doubles damage for every affinity the target posses that does not match one of the attack's. (Doubling applies successively, so 1 affinity difference is x2, 2 is x2x2, etc.)

Damage Charge: Spends an action (usually by using the attached spell) to charge up extra power for the next action in the line. This comes out as doubling the Base Damage of the following attack/spell used. Extra Damage optional.
Overheal: Allows spell to raise the target's Health above their usual maximum without negative effects.

Mass Healing: Allows the healing spell to hit areas similar to collateral damage or apocalypse.
Lockdown: The middle ground between Bind and Total Lockdown. Instead of only restricting movement like Bind, it also blocks teleportation and spell work of the victim as well. But it doesn't stop shapeshifting from allowing escape.
Lame: Applies a body modifier that reduces target's APT by 1, and immobilizes them if their APT drops to 0.
Rule Change: Allows an enforced changed to the rules of combat that must be followed for the rest of the battle. Requires a specific set of affinities, namely Order and Mind, to manifest in a spell. The spell must also require Omni-Present in order to operate this ability. Damage optional.

Analyze: Similar to MG-Scan, it allows the user to break down and analyse the target's magic. Usually used on a spell in order to gain a copy of it for later study. Can also allow an MG to identify the target's Affinities and current base stats.

MG Scan: This one specifically is a unique ability for the Library Affinity that allows the spell to break-down and analyse a Magical Girl's powers on contact. In turn allowing the inherent powers of the caster to spontaneously generate a new spell using the revealed information.

Multi-Target: Allows the weapon/spell to target (Spell Level) number of enemies on the battlefield. Similar to Target-By-Modifier but different.

Ability Synch (Pilot): The Golem's weapon abilities add the abilities of the Pilot's usual weapon, as well as allow the Golem to utilize it's pilot's other abilities as well.

Voodoo Link: Connects two objects/individuals together through a sympathetic bridge, which in turn allows the caster to effect the second individual/object through the individual/object under their control. Anything from damage, to healing is usable. Though the effect is reduced dependent on the size-ratio between the connected existences; For example, a voodoo doll that's 1/99th the side of the victim will only pass along 1/99th the damage from being set on fire. Or an effigy that's 99 times larger than the victim will pass along 99 times the damage of being set on fire.
This damage could also be increased via the level of the spell. Level 2 doubles it, level 3 triples it, so on.

Phantasm: Creates an illusion based upon the victim's desires. Spell's level controls how accurate the image is by percentile. (Ex. Level 20 is 20% accurate, while level 101 is 101% accurate... or real enough that it surpasses the target's imagination.) Sanity Damage is possible.
Journey: The ability to travel through time. Divine Entity only
 
So, here are all the new Abilities.
You missed a few.
Drain: 25% damage caused is regenerated as Health. If an enemy is killed by an attack with this ability, remove one Body Damage Modifier.

Consume: 75% damage caused is regenerated as Health. If an enemy is killed by an attack with this ability, remove one Body Damage Modifier.

Auto Revive: Automatically revives a weapon on death.
Drain, Consume, and Overheal are just modified versions of old abilities though. Drain and Consume are a weaker and stronger version of Vampire and Overheal is a stronger version of Overheal-By-Modifier.
 
Cleave, One-shot, Splinter, Scale to Target, Drain, Silent, and Invisibility were also not previously on the list.

My comments:
—Sudden Death is cool.
—I see that Scale to Target and Damage by Health are now different.
—You've written Purge as having the boosts stack multiplicatively, which is unusual.
—Damage by Health is typo'd. EDIT: Also, does it scale by current Health or max Health?
—Rule Change is interesting, lots of requirements but very powerful depending what kinds of rules are possible.
—Multi-Target is identical to Target by Level.
—Voodoo Link is very powerful, so I expect it comes with some serious unmentioned limits—otherwise, the UD would have just used an anti-army spell on a statue of Goddess Gold.
—I'm surprised that Phantasm is explicitly based on the target's desires; I would have expected a general Ability denoting an illusion which is partly controlled by/automatically tailored to the victim (i.e. a "personal hell" spell and a "personal heaven" spell would have the same Ability).
—Void needs her Time Walk replaced with Journey. Probably a couple other sheets with renamed Abilities, but I'm not in a searching mood.
 
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