Crystalwatcher's Magical Girl Quest!

[x]Find some of your teammates. Team GEAR is a thing now, and your the resident Magical Girl. Lets get to know each other.

No comments on my proposed upgrade?
 
[X] Find some of your teammates. Team GEAR is a thing now, and your the resident Magical Girl. Lets get to know each other.
 
GEAR IDLE
Didn't Michael and Samael both mention needing to stop by the base shop? If your timing was right, they would both still be there.

With that thought in mind, you meander over to the shop. It was situated in the north-eastern portion of the base. Slightly out of the way, and hidden behind the motor pool, it was the go-to location for soldiers that were off duty, but required extra non-issued supplies. It's selection was rather sparse and tended towards practitioners more than anything, but if you found yourself running low on something simple, it was the best place to go. But most specifically was the fact it tended more towards practitioner supplies that drew Michael and Samael both here.

"Hello?" Your voice cuts through the quiet shop; inside were only three people. The cashier and your two teammates.

Michael was going though the first aid supplies, while Samael was poking through the chalks and papers. You call drew the attention of the former while the latter continued his perusal. "Hmm? Oh, Nepgear. Need something from the shop? We're almost done here."

Your eyebrow twitches at the nickname, but you manage to not rise to it's invocation. "No, I finished meeting the other Magical Girls on base, and wanted to spend a bit of time with my teammates. We're supposed to be working together from now on and... well, I thought it'd be better to get to know one another."

"That's reasonable." Samael picks up his purchase and lugs a small pile to the cashier, who is watching the unfolding scene with amusement. "One of the best ways to improve teamwork is to simply know the people your working with. Well... Not sure about Mike over here, but I grew up in Texas. It used to be part of the United States before World War Three and Akasha took over. What do you know about practitioners?"

You blink at the sudden question, and as you think it over Samael pays for hi purchases, and moves aside for Michael to pay for his. "Not much, just what they teach in school. Just that they're Human magic users. Only one in a thousand Humans have the potential to become a practitioner, and only one in a thousand female practitioners have the potential to become a Magical Girl, and only if they awaken their powers before they turn eighteen. Past that... nothing really."

Samael nods to you, "Right. It's mostly because no one really knows much about how magic works, despite aid from the other factions of the Unified Light in figuring out how it all works. So far, as much as Human scientists can figure, Magic works differently for each species based solely on the collective belief that species has in regard to magic." With his bags in hand, and Michael finished with his own purchases, the three if you leave the store and begin the trek back to the barracks. "Humans believe magic can do pretty much anything. This gives us an advantage over the other species that don't hold that same belief. But it comes with the drawback that we also collectively believe that not everyone can do it, and that it' very complicated for those who can. Thus: practitioners. Humans that can utilize different styles of magic based on their own belief and understandings so long as it's complicated in some way. For example, I use a system I call 'Brand Craft'. It allows me to brand objects with special attributes to achieve a given effect. I'm little more than a hedge wizard though, I only got one real combat spell and it isn't that reliable to begin with. I stick to party favors."

Huh, that was actually rather interesting. "So... when did you awaken your powers?"

"That High School Love Potion Incident. Don't ask."

"Right."

Michael laughs. "I'm just a regular run of the mill human. Was born in northern California and raised on the road by my mom and dad. They ran a Housing business. Dad passed away from cancer, and mom retired to Europe. We keep in touch every now and then, but it' become a little sporadic ever since I joined the Counter Force."

You smile at him, but turn back to Samael, "What about you Sam? Any backstory to give up?"

"Careful with the fourth wall kid. And as a matter of fact, yes. Dad's a comedian in Florida and mom's a government accountant. Haven't spoke to either of them in years though, and my younger sister is a firefighter. Was damn proud of me when I joined up. Practices her own magic herself, since mom was an avid believer that magic was an inherited trait. Dad never cared enough to decide if it was or wasn't, so he just supported mother." He shrugged, and Michael clapped him on his back.

"Hey... what's your sister look like?"

"I'm not answering that on principle."

-/LINE BREAK IDENTIFIED\-


This time, when you wake up to Jessica's gunshot alarm clock you don't scream. Instead you sit there and stare at top of your little cubicle bunk in confusion.

"Hey, Nepgear! You alright?"

"I think I had a really lewd dream."

"Really? What was it about?"

"I'm a magical girl. How much eastern animation have you watched?"

"Forget I asked."

"Exactly."

-/LINE BREAK IDENTIFIED\-

On the third day of you being part of the Counter Force you and your team were brought straight to the word Fighting Grounds. Today's training was a one on one lesson between you and Red Rose, who had decided you needed a direct lesson in Magical Girl mechanics based on your horrific performance the previous day.

"Alright, everyone here that needs to be?" Red Rose has her spear impaled on the ground next to her as you and your team line up in front of her. "Good. Now, I'm going to be going over the basics with Nepgear here before we start the actual lesson. I want the rest of you to actually pay attention because knowing this stuff can save not only your own lives but Nepgear's here as well. Alright?"

"Ma'am!" Is your collective shout.

"Alright. Nepgear, step forward and we'll begin." With a nervous glance to your teammates - Jessica smiles encouragingly while Richard gives you a thumbs up - you step forward, clenching your hands behind your back. "Alright, Draw your weapon and get ready."

As you do as instructed, she kicks at her spear. The red blade tears through the solid concrete like mud and flips over her shoulder. Red Rose doesn't even glance at it as the weapon falls into her hand with practiced ease. In less than an eye blink her weapon is at the ready.

"Alright. Basic combat is simple. It boils down to speed and power. Of two individuals of equal skill whoever hits harder tends to win, unless the other is fast enough to negate that strength advantage. Being capable of knocking someone out in a single blow is meaningless unless you can hit them."

(Power and Speed is translated into combat numbers as 'Base Damage' and 'Attacks Per Turn'.

Purifier Beam: +10 base damage, +4 dice, +5 RAGE = 19 total damage)


"The faster individual can get more hits in than the other, and sometimes that makes all the difference."

(Attacks Per Turn are the number of offensive actions a character can take in a single combat turn. This means a 'weaker' character can still cause more damage than a 'stronger' character by hitting more times.)

"But if you can get skilled enough... you can use a speed advantage to negate an opponent's attack: Here try an attack against me and I can demonstrate."

"Ah... right!" You launch yourself into the air and bring your Purifier Beam to bear... But right before you can even begin to pull the trigger, a flash of red strikes the weapon from your hand. You blink as you realize that Red Rose is in the air with you, spear extended with your Beam spinning through the air to land on the ground near James.

(Extra Skill Abilities (From now on referred to as 'Skill Levels') enable the ability to trade actions to negate strong attacks from an opponent. The higher the Skill Level, the fewer actions required to negate an opposing action.)

The older Magical Girl lands with a soft grace as you float over to pick your weapon back up.

"It's a lot harder to do in an open combat situation, but a bit of practice can result in something similar. But be warned: such a move can leave you open to an opponent." As you return to your starting place, she rests her spear across her shoulders. "Another thing you need to get used to is putting magic into your attacks, and reinforcing your defense with magic when you get attacked. It's usually referred to as the 'Magic Modifier'. Some MGs are better at it than others, and a large number of practitioners have learned how to do something similar to it, but aren't a good as even newbie magical girls."

(The 'Magic Modifier' represents the maximum amount of extra power a Magical Girl can input into an action in a moment's notice. In combat this is translated into Dice Rolls. The higher the Modifier, the larger the Dice Count. A Modifier of 15 will have a 1d15, while a Modifier of 1000 will have a 1d1000. But due to the fickleness of the RNG this isn't something one should rely on. Overmuch.

Purifier Beam: +10 base damage, +4 dice, +5 RAGE = 19 total damage)


"Magical Girls also come with ingrained instincts, you might have noticed them during your fight with the Spawn of Mayhem. They're very reliable. Studies have confirmed that Magical Girl Instincts have a habit of trumping developed instincts in life-long soldiers. So if your gut tells you to duck. You duck. The biggest hurdle you'll face will be learning to trust those instincts. The more comfortable you become with following them, the better off you'll be."

"But.. where do they come from?"

"Have you ever watched Magical Girl shows? You remember how it seems like even when they just become magical girls they have some skill in combat? Well, that portrayal has lead to children around the world to believe that all Magical Girls have some form of skill in combat. It might no be the most efficient, but they'll see you through the fight."

(Anastasia Nepgear will automatically take basic actions during a fight, such as 'dodging' or 'parrying' if appropriate. These action will add modifiers to combat to either increase your personal survival or increase damage caused to an opponent during a fight.

Solid Core: +5 Base Resilience, +7 Dice, +2 Dodge Attempt, +0 ??? = 14 Damage Reduction
Templar AD Tank: +100 base resilience, no dice bonus, -10 Previous damage = 90 Damage Reduction


How often these actions are taken, or how much they change can be upgraded in the shop later.)

"The last, and probably most important thing is resistances. Some enemies are resistant to certain types of damage or take extra damage from certain types of attacks. These resistances and weaknesses are more intuitive than defined, but tend to be simple and pretty obvious."

(Elemental Affinities can also cause changes in damage calculation. These changes tend to be based in a kind of 'common sense' spectrum. For example an enemy with an ingrained water element will take extra damage from an enemy slinging lightning spells around because water conducts electricity. Less obvious weaknesses also exist: for example the forces of the Unified Darkness are collectively weak against the 'Purity' element, because they are considered 'Impure' or 'Corrupted'.

Spawn of Mayhem: +50 Base Resilience,
-10 Weak to Purification Effects = 40 Total damage reduction

Other affinities also have hidden strengths, like Goddess Gold's 'Rule' affinity, which causes extra damage to 'Those that serve another'. So on.)


"There also exist some affinities that are hard to quantify, but still hold weight. You'll probably run into those at some point but right now they don't matter. What you need to do is figure out what your affinities are and how they'll interact with your future enemies."

(Your Purity Affinity will allow you to consistently deal a small amount of extra damage to opponents that you consider 'Impure' or 'Evil'. The stronger the feeling, the more damage you'll do. Your Faith Affinity on the other hand isn't directly influenced by you. Instead, it gives you a power bonus against enemies that are 'feared' or 'reviled'. It also gives you a power boost if certain other conditions are met, but those are unknown by your character right now.)

"Later, we'll go over team dynamics and how to coordinate with your teammates, but we're running out of time. If you have any questions later on, feel free to ask. I'll be free." And with that, she dismissed her spear, and turned to where the rest of team GEAR were watching the rather bland training session. "Same with the rest of you, got it?"

They all nodded and just like that, she left.

Richard breaks the silence, "Well. That was a bit boring. I was kind of expecting her to start wailing on you until you pulled some sort of power-learning ability out your ass and started matching her or something."

No one responds for a moment, until James sums up your collective opinion.

"You watch too much anime."



A rather boring day. Training was short, as in really short. This leaves you with a surprising amount of free time.

-Pick Two. Can double up-
[]Bug Truth.
[]Visit Carnage.
[]Team GEAR time. (TGT)
[]Visit Goddess Gold.
[]Extra training from Red Rose.

+1exp Reflections Through the Kaleidoscope.
+2exp Red Rose Exposition Dump!
+1exp Connected with Samael and Michael.

+4 Total EXP = 28 Current EXP.

(Unlocked Character Sheet Level 4! Samael Balier!
Unlocked Character Sheet Level 4! Michael Rodriguez!

Shop Items Unlocked!)
 
Last edited:
[x] Visit Goddess Gold.
[x] Extra training from Red Rose.

Let's make the most of our time to train and get to know our sempai before we head to the battlefield.
 
Last edited:
[X] Team GEAR time. (TGT)
[X] Visit Goddess Gold.

gotta spend time with our uh Mistress? Teacher? Sempai?



Edit: Also our Iron Core ability should be saying Level 2 not level 1.
 
Last edited:
[XX] Extra training from Red Rose

We are getting shipped off to combat at the end of the week, training would probably be a good thing.
 
[X]Visit Goddess Gold.
[X]Extra training from Red Rose.

Because honestly? We aren't going to get to interact with Red Rose very often at all once everyone goes back to the field, so the extra training would a goddess send, and we don't want to ignore GG so much that she comes looking for us. THAT WOULD BE BAD.
 
[XX] Extra training from Red Rose

We are getting shipped off to combat at the end of the week, training would probably be a good thing.
That makes me wonder why they think a week is enough for a beginning magical girl to not die easily in the field. Probably the usual politics...
 
Back
Top