Crystalwatcher's Magical Girl Quest!

GUYS! WE NEED TO TRAIN TO ELIMINATE OUR ACCIDENTALLY EVERYTHING AROUND OUR INTENDED TARGET, AND NONE OF THE MISSIONS WILL EXPIRE BEFORE THEN! WE DON'T NEED TO DO ANOTHER MISSION TODAY, PLUS WE GET JC BACK GOING BACK TO BASE!
Jezze dude calm down with the ALL THE CAPS!!! All it does it make your post hard to read and come across as really obnoxious. Post what you like but watch the formatting
@ReaperofInterest @Logos @Vanguard_D @Nix's Warden @UberJJK
Are your really sure that you want to do Operation: Soul Hunter, the PVP mission where we'll probably end up using the auto-Intercept portion of Supremacy Zone quite a bit, before we figure out how to not accidentally everything in sight with the Purifier Beam?

We already have Word of God that James is capable of soloing this mission immediately without any aid from the rest of the team, but we aren't allowed to do that. Any upgrades for it are overkill.

So there's no chance of Nepgear going in, doing something that Gaia doesn't like, and winding up fighting against all 3 WEAPONS and the two Maidens simultaneously (taking into account that due to our earlier actions, Shiva-Sil will probably want to murder Nepgear the moment we appear)?

Also, was the nightmare tamed by Magical Girl Night Sky formed from someone's dreams/memories/whatever of Silver Hero?
I know this and I don't mind. Don't Mass @ me again about changing my vote.
 
[X] The Pale Light of The Moon (Operation: Artemis)
[X] Plan Flying Battleship
-[X] Purchase Celestial Severance up to Level 15 (600xp)
-[X] Purchase Starshine up to Level 15 (600 + 600 = 1,200xp)
-[X] Purchase Flight up to Level 21 (1,200 + 1,350 = 2,550xp)
-[X] Purchase INDESTRUCTIBLE CORE up to Level 16 (2,550 + 750 = 3,300xp)

I do like this XP plan, but I want to get Artemis out if the way. Plus we'll get to see how a team of Epics work!
 
So there's no chance of Nepgear going in, doing something that Gaia doesn't like, and winding up fighting against all 3 WEAPONS and the two Maidens simultaneously (taking into account that due to our earlier actions, Shiva-Sil will probably want to murder Nepgear the moment we appear)?
Only if you guys really fuck up on the voting, yeah.

Otherwise that risk is low due tot he events that will be covered.

Also, was the nightmare tamed by Magical Girl Night Sky formed from someone's dreams/memories/whatever of Silver Hero?
No, just a happy coincidence. Nightmare of the Night is Night Sky's nightmare.
 
i wonder what would happen if nepgear got sent back in time to the days of the old guard being active? would she intervene? would chronus come after her for time travelling? would she try to keep the 4 goddesses together?
 
No, just a happy coincidence. Nightmare of the Night is Night Sky's nightmare.
Yeah, but nothing says that before becoming a magical girl, Night Sky saw Silver Hero in action (probably due to living near a place that Silver Hero was fighting).
Only if you guys really fuck up on the voting, yeah.

Otherwise that risk is low due tot he events that will be covered.
In that case, I feel no risk at all behind that mission, but it doesn't sound like it would give much XP unless Gaia and the WEAPONs decide not to help us fight the Maidens.

[x] The Pale Light of The Moon (Operation: Artemis)
[x] Plan Wait Until After Training and New Spells
-[x] Purchase INDESTRUCTIBLE CORE to level 16 (750 XP)
-[x] Spend XP on 1 Emissary of the Core (1000 XP)

Total XP cost: 1750
 
(Unified Light) Magical Girl Turncoat

Kasumi Abe
Stats

Health: 900
Base Damage: 180
Base Resilience: 120
Magic Modifier: 180

Affinity: Mind | Rule | Story
Weapon

Ka

Level 1
Attacks Per Turn: 1
Affinities: Mind
Ability: Unstoppable | Ghost Touch | Backstab
Spells

Migraine
The target's head spasms in pain
Level 2
Base Damage: 360
Magic Modifier: 360
Affinity: Mind



Immobilize
Target 's body refuses to move from their current spot for 3 turns
Level 3
Base Damage: N/A
Magic Modifier: N/A
Affinity: Mind | Rule
Ability: Pin


Abilities

Intangible
-Turncoat is immune to physical damage and reduces magical damage she takes by half.

Possession

-Turncoat can enter the body of an enemy and control their actions from the inside.



Another one of my crazy ability MGs.

Also, I clarified irrelevance a bit.

Also, two of my MGs haven't been added to the front page yet.

(Unified Light) Magical Girl Pointed Rain

Robyn Kleid
Stats

Health: 300
Base Damage: 150
Base Resilience: 150
Magic Modifier: 120

Affinity: Accuracy| Ruin| Story
Weapon


Sucher
Level 5
Attacks Per Turn: 3
Affinities: Accuracy| Ruin
Ability: Multi Shot
Spells

Iron Rain
Pointed Rain causes sharp, metal objects to rain from the sky
Level 2
Base Damage: 300
Magic Modifier: 240
Affinity: Ruin
Ability: Rain of Light

Two Birds
Pointed Rain blasts an opponent and the blast then bounces off to hit another
Level 4
Base Damage: 600
Magic Modifier: 480
Affinity: Accuracy
Ability: Ricochet

Dart of Decay
Pointed Rain fires a projectile into an enemy's skin and they begin to whither away.
Level 3
Base Damage: 450
Magic Modifier: 360
Affinity: Accuracy| Ruin
Ability:Murder


Abilities

Lord of Arrows
While on the field, Pointed Rain decides which individual will be hit by every ranged attack, including those fired by enemies.

Piercing Gaze
Pointed Rain sees through all illusions, disguises and attempts at magical or mundane concealment. She is also immune to being dazzled or blinded.


Wrecker
Pointed Rain does triple damage to objects and octuple damage to buildings.





I was inspired to start coming up with some of my own magical girls with more "bullshit" than numbers. This naturally means they might be overpowered, so if tey need to be edited or switch faction, that's okay.

(Unified Light) Magical Girl Gingerbread Hunter

Gretel Hansen
Stats

Health: 750
Base Damage: 120
Base Resilience: 90
Magic Modifier: 60

Affinity: Food| Scout| Legend Maker
Weapon


Welcher Kessel
Level 1
Attacks Per Turn: 1
Affinities: Food
Ability: Vampire | Spell Boost | Burn
Spells




Find the Weakness
Gingerbread Hunter points at a target and suddenly all their most vulnerable areas are made clear. They take 50% more damage for the next 3 turns.
Level 3
Base Damage: N/A
Magic Modifier: N/A
Affinity: Scout


Fatten
The target suddenly seems healthier ... and meatier. The target heals 10% of their maximum health, with no maximum. But they tale double damage for the next 6 turns and the Vampire quality heals 75% instead of 50% when used against them during this period.
Level 6
Base Damage: - 10% of target's maximum health
Magic Modifier: N/A
Affinity: Food
Ability: Boost-All

Imprison
The target is surrounded by bars.
Base Damage: N/A
Magic Modifier: N/A
Affinity: Scout
Ability: Lockdown

Abilities

Follow your Nose
Gingerbread Hunter is always aware of how to get to the nearest source of food, water, shelter or other basic necessities.

All Terrain Warrior
Gingerbread Hunter is immune to terrain penalties.


Breadcrumb Trail
Gingerbread Hunter is always aware of how to get back to any place she has ever been.

Self-Brewed Witch
Once per turn, Gingerbread Hunter can send an attack targeted at her back to its source, double the damage and benefit as if it was an attack made by her which had the Vampire property.



*Phew* Not quite as broken but still a nasty effect.
 
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[X] The Victorious Dead (Operation: Soul Collector)
[X] Plan Flying Battleship
-[X] Purchase Celestial Severance up to Level 15 (600xp)
-[X] Purchase Starshine up to Level 15 (600 + 600 = 1,200xp)
-[X] Purchase Flight up to Level 21 (1,200 + 1,350 = 2,550xp)
-[X] Purchase INDESTRUCTIBLE CORE up to Level 16 (2,550 + 750 = 3,300xp)

Eh the sooner we avoid any more "I'm back from the dead to ruin your day" events...

The better.
 
[X] The Victorious Dead (Operation: Soul Collector)
[X] Plan Flying Battleship
-[X] Purchase Celestial Severance up to Level 15 (600xp)
-[X] Purchase Starshine up to Level 15 (600 + 600 = 1,200xp)
-[X] Purchase Flight up to Level 21 (1,200 + 1,350 = 2,550xp)
-[X] Purchase INDESTRUCTIBLE CORE up to Level 16 (2,550 + 750 = 3,300xp)

since nobody seems interested in training to combat accidental collateral damage for some odd reason...
 
i wonder what would happen if nepgear got sent back in time to the days of the old guard being active? would she intervene? would chronus come after her for time travelling? would she try to keep the 4 goddesses together?
In turn:
  • Probably try to save her dad.
  • Yes.
  • Likely.

Another one of my crazy ability MGs.

Also, I clarified irrelevance a bit.
As funny as it is, intangible needs a descriptor.

Also, two of my MGs haven't been added to the front page yet.
... *runs back to tackle them*
 
Are your really sure that you want to do Operation: Soul Hunter, the PVP mission where we'll probably end up using the auto-Intercept portion of Supremacy Zone quite a bit, before we figure out how to not accidentally everything in sight with the Purifier Beam?

First off this is pretty easily avoided by simply not flying, although that is kinda hard to justify. Secondly it's only a potential issue, depends upon how Apocalypse works with Intercept, if our allies are in the blast zone, which they almost certainly won't be since the only people at significant risk to it are ranged fighters. Thirdly I doubt we'll be in much of a position to be Intercepting since it requires Nepgear notice the attacks and she'll almost certainly be rather busy fighting whoever she's fighting.

since nobody seems interested in training to combat accidental collateral damage for some odd reason...
The collateral damage thing isn't a big deal, lots of high tier Magical Girls have issues with this. The only risk is due to possible weird interactions with Supremacy Zone. Compared to getting Soul Collector done today that's worth the risk. The reason I think doing Soul Collector today is so important is that this:
Difficulty: Unknown. Possibly Variable
suggests to me that the longer it's delayed the more resurrected Magical Girls' well have to fight.



Actually since you're here @crystalwatcher - is accidentallying more allies thanks to the combination Supremacy Zone automatic Intercepts and Purifier Beam's Apocalypse Ability a serious risk here?
 
[X] Plan Flying Battleship
-[X] Purchase Celestial Severance up to Level 15 (600xp)
-[X] Purchase Starshine up to Level 15 (600 + 600 = 1,200xp)
-[X] Purchase Flight up to Level 21 (1,200 + 1,350 = 2,550xp)
-[X] Purchase INDESTRUCTIBLE CORE up to Level 16 (2,550 + 750 = 3,300xp)
 
Actually since you're here @crystalwatcher - is accidentallying more allies thanks to the combination Supremacy Zone automatic Intercepts and Purifier Beam's Apocalypse Ability a serious risk here?
The possibility is there.

Some of the fights are going to be close-quarters because that's what Red Rose is best at despite the enemies you'll be facing mostly being better in open areas.

I'm not sure if it's obvious or not, but Soul Collector is going to be a bit of a boss rush.
 
Though in reverse, we could always hold out on doing Soul Collector until the last minute, as that would mean pretty much everyone possible to be revived, would be at that point, thus allowing us to free a massive amount of double digit Magical Girls. Though that runs the risk of us meeting Goddess Red, Red Rose Dying, or the Light Aligned MG's who got rezzed being moved elsewhere by that point. Can't forget about the still mind-controlled JD either.
 
Though in reverse, we could always hold out on doing Soul Collector until the last minute, as that would mean pretty much everyone possible to be revived, would be at that point, thus allowing us to free a massive amount of double digit Magical Girls. Though that runs the risk of us meeting Goddess Red, Red Rose Dying, or the Light Aligned MG's who got rezzed being moved elsewhere by that point. Can't forget about the still mind-controlled JD either.
The only thing I can realistically promise from this is that Red Rose will survive. Even if you flub the mission and miss it entirely.
 
Some of the fights are going to be close-quarters because that's what Red Rose is best at despite the enemies you'll be facing mostly being better in open areas.
That's not a serious issue then. Michael is flat out immune to magical damage (which Purifier Beam is), Gabriel is tough enough that the damage wouldn't even scratch her, and while James could be hurt by it odds are his Merely Human ability would kick in. Oh and Red Rose just laughs and no-sells it.
 
Though in reverse, we could always hold out on doing Soul Collector until the last minute, as that would mean pretty much everyone possible to be revived, would be at that point, thus allowing us to free a massive amount of double digit Magical Girls. Though that runs the risk of us meeting Goddess Red, Red Rose Dying, or the Light Aligned MG's who got rezzed being moved elsewhere by that point. Can't forget about the still mind-controlled JD either.
Well, if we got our Purifier under control, couldn't we use the Supremacy Intercept to mass snipe their seals?
 
since nobody seems interested in training to combat accidental collateral damage for some odd reason...
I want to!
Eh the sooner we avoid any more "I'm back from the dead to ruin your day" events...

The better.
suggests to me that the longer it's delayed the more resurrected Magical Girls' well have to fight.
I consider more resurrected Magical Girls showing up to be a good thing, because we can destroy tons of Command Seals simultaneously with Core Purge (without killing any of the actual Magical Girls), and the moment we demonstrate that ability, the UD is going to try very hard not to give us any more chances to use it! I'd love to see all 3 of Red, Grey, and Juggernaut show up!

On that note, I think that the trigger condition for Goddess Red making an appearance is "Complete Operation: Charon beforehand".
That's not a serious issue then. Michael is flat out immune to magical damage (which Purifier Beam is)
Pretty sure that only makes him immune to Spells. Also, I'm more worried about our Intercepts killing girls who were resurrected by Goddess Red and who could have been saved by us.

Edit:
Well, if we got our Purifier under control, couldn't we use the Supremacy Intercept to mass snipe their seals?
Already got confirmation that we can mass AOE the seals with Core Purge without harming the girls the seals are attached to.
 
Here's a fun bit of info for you. With Starshine Level 15, disregarding the new unlock, Nepgear can almost kill Goddess Red's Spawn of Chaos faster then she can even theoretically summon them. 30k SoC clock in at 19,980,000 Base Resiliance and 45,000,000 Health while Starshine Level 15 deals 53,812,000 damage. So even with only 1 APT she can almost no-sell them. In fact Nepgear to even start growing her army requires Goddess Red roll 24,844 or higher. Level 16 Starshine takes the damage up high enough that even rolling 30,000s isn't enough to outpace Nepgear's damage.

Of course this assumes that there is a minimum number of APTs since Goddess Red's "Reduce by 5" would drop Nepgear to -1, or more likely 0, otherwise.
 
so, random question. But why does the full auto tree add a bonus base damage multiple times rather than just in one? Is there a mathematical difference between +20% X 5 and +100%? it just seems kind of odd to write it out fully.
 
Of course this assumes that there is a minimum number of APTs since Goddess Red's "Reduce by 5" would drop Nepgear to -1, or more likely 0, otherwise.
But that only applies if Nepgear is close to Goddess Red. If Red is relying on her armies, they probably aren't close enough for that to apply.

It does make me wonder something though. @crystalwatcher Is the Attacks/Turn reduction from some versions of Overwhelming Presence considered to be a form of Mental Pollution?
 
[X] The Victorious Dead (Operation: Soul Collector)
[X] Plan Flying Battleship
-[X] Purchase Celestial Severance up to Level 15 (600xp)
-[X] Purchase Starshine up to Level 15 (600 + 600 = 1,200xp)
-[X] Purchase Flight up to Level 21 (1,200 + 1,350 = 2,550xp)
-[X] Purchase INDESTRUCTIBLE CORE up to Level 16 (2,550 + 750 = 3,300xp)
 
Here's a fun bit of info for you. With Starshine Level 15, disregarding the new unlock, Nepgear can almost kill Goddess Red's Spawn of Chaos faster then she can even theoretically summon them. 30k SoC clock in at 19,980,000 Base Resiliance and 45,000,000 Health while Starshine Level 15 deals 53,812,000 damage. So even with only 1 APT she can almost no-sell them. In fact Nepgear to even start growing her army requires Goddess Red roll 24,844 or higher. Level 16 Starshine takes the damage up high enough that even rolling 30,000s isn't enough to outpace Nepgear's damage.

Of course this assumes that there is a minimum number of APTs since Goddess Red's "Reduce by 5" would drop Nepgear to -1, or more likely 0, otherwise.
*stares*

Um...

*whistles innocently*

?

It does make me wonder something though. @crystalwatcher Is the Attacks/Turn reduction from some versions of Overwhelming Presence considered to be a form of Mental Pollution?
Though it operates similar to a mental influence, Overwhelming Presence abilities don't fall under the Mental Influence Mechanics.
 
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