Crystalwatcher's Magical Girl Quest!

Okay so a couple things that need noting. The current winning plan:

[] Plan We're a housecat, not a baby Tiger
-[] White Knight handles the Knight, while we handle Candy Heart and the zombies outside.
-[] Fire Starshine at the zombies entering, blow a path you can lead Candy Heart through.
-[] Team GEAR fires on the zombies from within the mausoleum, while radioing to request backup and detailing the situation, with specific mention to Goddess Red's Black Knight.
--[] Samuel to is to cast Shell on everyone.
-[] Once outside and flying above the zombies and with Candy Heart, activate Core Purge. It should clear-up the zombies easily.
--[] Candy Heart isn't an enemy, she's a victim. You don't want to hurt her.
-[] If the zombies are dealt with, focus on keeping Candy Heart occupied or disabled while you wait for reinforcements.

Involves using Core Purge again despite what happened last update. Even if she isn't directly within our area of effect I highly doubt Black Knight is somehow going to miss:
Something inside of you rushes out of the metaphysical gap it leaves, and the world is suddenly...

Light.
Your inner energies flood out like a tidal wave. A wall of sparkling power that washes over everything and fills a good portion of the mausoleum. That infinite something spreads through the air, searching for something else, but fails to find it...

Plus it ignores that Candy Heart's first action was to attack us:
Your own feet leave the ground in almost the same instant, and Candy Heart is rushing right at you.
so if we use Starshine on the zombie hoards approaching Candy Heart would be upon as before we could do anything else.

Now for those arguing Candy Heart can only deal scratch damage against us I give you:

Knuckle Duster
Damage = 300 + 1d45 = ~323
-Nepgear Base Resilience 125 = 198​
-Armored Core: Damage < 50% = Negated​

Candy Crush
Damage = (200 + 1d50) * 2 = 225 * 2 = 450
-Nepgear Base Resilience 125 = 325
-Armoed Core: Damage >50% = 325 * 0.5 = 162
-No Longer Human: 162 * 0.5 = 81

So while her primary weapon will, on average, get no sold her Spell Candy Crush will take 20% of our Health in a single blow. That's not scratch damage. Especially if Candy Heart has got some kind of boost out of being resurrected by the forces of evil.

Oh and as a final nail for this plan there isn't even a vote for spending XP with it. In fact the whole XP vote for this turn has got like no votes.


Instead I suggest:

[X] Plan We're a Baby Tiger
-[X] White Knight handles the Knight, while we handle Candy Heart and the zombies outside.
-[X] Team GEAR fires on the zombies from within the mausoleum, while radioing to request backup and detailing the situation, with specific mention to Goddess Red's Black Knight.
-[X] Engage Candy Heart with Purifier Beam. Put her back to rest as fast as possible.
--[X] Once Candy Heart is down join Team GEAR in holding off the zombies with Purifier Beam while awaiting Reinforcements.
---[X] Switch to aiding White Knight if she needs it.

[X] XP Plan Purifier
-[X] Raise Purifier Beam's level to 9 (330XP)

This option lets us defeat Candy Heart relatively fast and move onto holding the line against the endless stream of zombies approaching. Without Core Purge it's unlikely that Black Knight pay Nepgear any attention even with her killing Candy Heart relatively swiftly. After all Candy Heart was just some random dead Magical Girl Goddess Red pulled out as a distraction. If we kill her quickly but then look like we're only just holding back the hoard it will just look like Candy Heart was one of those weak low level Magical Girls.

Plus Plan Tiger actually has an XP bit attached unlike Plan Housecat.
 
[X] Plan We're a Baby Tiger
-[X] White Knight handles the Knight, while we handle Candy Heart and the zombies outside.
-[X] Team GEAR fires on the zombies from within the mausoleum, while radioing to request backup and detailing the situation, with specific mention to Goddess Red's Black Knight.
-[X] Engage Candy Heart with Purifier Beam. Put her back to rest as fast as possible.
--[X] Once Candy Heart is down join Team GEAR in holding off the zombies with Purifier Beam while awaiting Reinforcements.
---[X] Switch to aiding White Knight if she needs it.

[X] XP Plan Purifier
-[X] Raise Purifier Beam's level to 9 (330XP)

Sure that reasoning makes sense. It almost brings it up to 10, which means with another 90 XP we might get a bonus trait out of it.
 
[X] Plan We're a Baby Tiger
[X] XP Plan Purifier

The reasoning is good, the only part im worried about is whether purifier beam alone can hold off the zombies or should we use Starshine (after getting clear of course)
 
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[X] Plan We're a Baby Tiger

[X] XP Plan Purifier

What can I say, he makes some decent points. We can always get that Adamantium upgrade later, after all.
 
[X] Plan We're a Baby Tiger

The reasoning is good, the only part im worried about is whether purifier beam alone can hold off the zombies or should we use Starshine (after getting clear of course)

Part of my reasoning for using Purifier Beam rather then Starshine is that we want it to look like we can't hold off the zombies. If we go out and unleash Starshine then it will be pretty obvious that we can wipe them out which may force Black Knight's hand. Same with Celestial Severance.

With Purifier Beam though we can slow down the hoard, hopefully, long enough for backup, IE: Rei, to arrive.

That said I'm confident that Nepgear would unleash Starshine or even Celestial Severance if it looks like we'll be overrun before help gets here. After all the point is to keep the Black Knight from murdering us all which is kinda pointless if the zombies murder us all.
 
As long as the math calcs include our uh, skill deficit in Melee Combat... we should be fine.

Anyway I'm thinking getting level 10 of SWORD and level 10 CONTAINMENT and Adamantium as our next XP expenditures.

Cuz I really wanna know what it'll do!
 
If the current pattern holds, then Adamantiun will raise the 'must be over 50% of total health to do damage' to 75%. Iron was...I don't actually remember what Iron was, Steel was 25%, and Mythril is 50%. So I'm going to bet on the requirement to become 75%

Iron unlocked it at 5%

Anyway the 'I WANT TO KNOW' refers to the Combo purchase of Adamantium + Level 10 Containment as we need both for a special unlock.

Which I think might be related to the 'searching light' but it also might just be making our Light boost everyone around us or any other kind of possibilities.
 
If the current pattern holds, then Adamantiun will raise the 'must be over 50% of total health to do damage' to 75%. Iron was...I don't actually remember what Iron was, Steel was 25%, and Mythril is 50%. So I'm going to bet on the requirement to become 75%

Personally I'm thinking it's going:

Iron: 5 * 1 = 5%
Steel: 5 * 5 = 25%
Mythril: 5 * 10 = 50%
Adamantium: 5 * 15 = 75%

It even fits with going up 50XP per rank.
 
Personally I'm thinking it's going:

Iron: 5 * 1 = 5%
Steel: 5 * 5 = 25%
Mythril: 5 * 10 = 50%
Adamantium: 5 * 15 = 75%

It even fits with going up 50XP per rank.
Holy shit. I did not think of that.

It's what's happening, but I didn't plan it that way intentionally.

Huh. The more you know. I should toss a few more things out to see if any one else catches more of my subconscious patterns. This is neat.
 
I was bored and in the mood for math so here is what I've been able to work out.

Spending XP

There are currently two ways to spend XP.

The first is by purchasing additional levels in any ability/spell/ect Nepgear already possess. The cost for this is simply: [Current Level] * 10 with multiple levels being calculated sequentially. For example going from Level 3 to Level 4 costs 30XP while going from Level 4 to Level 6 costs 90XP, 40XP for 4 -> 5 plus 50XP for 5 -> 6.

The second is by purchasing new abilities/spells/ect from the shop. The availability of various potential purchases depends upon in game events, previous purchases, and occasional the level of existing abilities/spells/ect.
Stats

Health:
Health represents how much damage Nepgear's body can take before she suffers Core Breach and dies. Nepgear starts with 100 hp before modifiers are applied.

Currently there is only one known modifier for Health:
  1. Core Containment which adds 50 hp per level.

Base Damage:
Base damage represents how much damage Nepgear does with her Purifier Beam and Panzar Blade. Nepgear starts with 10 damage before modifiers are applied.

Currently there are three known modifiers for Base Damage:
  1. Purifier Beam which adds a 1.5x multiplier to Base Damage with each Level after the first.
  2. Beam Extension which added a flat 2x multiplier to Base Damage on purchase.
  3. Sword Skill which currently applies a -25% modifier in close range combat.
Base Resilience:
Base Resilience is the first layer of damage reduction applied to incoming damage and works by reducing incoming damage by it's value. Nepgear starts with 5 resilience before modifiers are applied.

Currently there is only one known modifier for Base Resilience:
  1. Armored Core: [Rank] which adds [Variable] resilience per level.
    1. The value of [Variable] depends upon the current [Rank] with Iron having a [Variable] of 10, Steel a [Variable] of 20, and Mythril a [Variable] of 30.
Magic Modifier:
Magic Modifier determines how large the die rolled to supplement actions such as attacks or defense is. Nepgear starts with a Magic Modifier of 10 before modifiers are applied.

Currently there is only one known modifier for Magic Modifier:
  1. Purifier Beam which adds 5 per level after the first.
Spells

Celestial Severance:
Celestial Severance extends our swing arc allowing us to strike everything in that arc out to a distance of 50 meters.

It's Base Damage follows the formula:
25 * 2^[Level]​
or put simply it starts at 50 and doubles with each additional level.

It's Magic Modifier follows the formula:
25 + [Level] * 25​
or put simply it starts at 50 and increases by 25 with each additional level.

Starshine:
Starshine sprays dozens of homing lasers from the end of Purifier Beam. This is treated as fours simultaneous attacks.

It's Base Damage appears to follow the formula:
80 * 1.25^[Level]​
Abilities

Flight:
Flight allows Nepgear to fly.

Her flight speed follows the formula:
[Level] * 10 - 10

Armored Core: [Rank]:
In addition to the modifier to Base Resilience Armored Core applies a second layer of damage reduction, applied after Base Resilience. Any attack less then [Percentage]% of Nepgear's health is automatically negated and any attack greater then [Percentage]% of Nepgear's health is reduced by [Percentage]%.

[Percentage] is determined by the current [Rank] of Armored Core. Iron gave a [Percentage] of 5%, Steel a [Percentage] of 25%, and Mythril a [Percentage] of 50%. There is no clear formula for what further ranks will provide.


I think that's everything we know for everything non-obvious. If there is something I missed I'll happily edit it in.

Due to my own lazy I'll simply put a link to this on page 1 for ease of access. As for things you've missed: No Longer Human for the abilities tab.

Otherwise it sounds like everything.

Manual much appreciated.

It would be nice if there was also a basic battle mechanics section. Something like (as I understand it):

Battles take place in rounds, where each round, each character can move and perform an action (or more depending on the weapon/spell/ability used).​
The order in which characters take action is variable and depends on the circumstances, and movement is likewise approximated, even if there's explicit stats for movement speed. In other words, there are "soft" mechanics around character initiative and movement. Needs further clarification?
In contrast, offense (damage and magic modifier) and defense (health and resilience) are "hard" mechanics, and are further elaborated in the stats section.​

It's also unclear to me how dodging is supposed to work - most of the time this is abstracted within resilience, but I think I've seen cases where a character outright dodges an attack without a roll.

crystalwatcher, I'd recommend copying this under the character sheet for easier access and so you can modify it as needed. Unless UberJJK is willing to keep this manual up to date indefinitely.


As for my vote:

[X] Plan We're a Baby Tiger

[X] XP Plan Purifier
 
Involves using Core Purge again despite what happened last update. Even if she isn't directly within our area of effect I highly doubt Black Knight is somehow going to miss:
Core Purge is to be used outside, where she can't see. And more importantly, she won't know the significance.
Plus it ignores that Candy Heart's first action was to attack us:

so if we use Starshine on the zombie hoards approaching Candy Heart would be upon as before we could do anything else.

Now for those arguing Candy Heart can only deal scratch damage against us I give you:

Knuckle Duster
Damage = 300 + 1d45 = ~323
-Nepgear Base Resilience 125 = 198
-Armored Core: Damage < 50% = Negated​

Candy Crush
Damage = (200 + 1d50) * 2 = 225 * 2 = 450
-Nepgear Base Resilience 125 = 325
-Armoed Core: Damage >50% = 325 * 0.5 = 162
-No Longer Human: 162 * 0.5 = 81

So while her primary weapon will, on average, get no sold her Spell Candy Crush will take 20% of our Health in a single blow. That's not scratch damage. Especially if Candy Heart has got some kind of boost out of being resurrected by the forces of evil.
I didn't ignore it. I rated the risk as low, and am guessing that she will get perhaps 3 hits of Candy Crush on us.

Besides, any damage done to to us deals a large portion.
Oh and as a final nail for this plan there isn't even a vote for spending XP with it. In fact the whole XP vote for this turn has got like no votes.
I was under the assumption that votes for XP expenditures are separate from what actions are to be done. I did not include one, as my plan doesn't actually need any upgrades.
Instead I suggest:

This option lets us defeat Candy Heart relatively fast and move onto holding the line against the endless stream of zombies approaching. Without Core Purge it's unlikely that Black Knight pay Nepgear any attention even with her killing Candy Heart relatively swiftly. After all Candy Heart was just some random dead Magical Girl Goddess Red pulled out as a distraction. If we kill her quickly but then look like we're only just holding back the hoard it will just look like Candy Heart was one of those weak low level Magical Girls.

Plus Plan Tiger actually has an XP bit attached unlike Plan Housecat.
Black Heart was ordered to "help" Candy Heart, actually. Its quite possible that killing her will automatically cause it to begin killing us.

Additionally, it fails what I consider two vitally important tasks: establishing what happens when we destroy someone's Control Seal, and making Nepgear, and Counter Force, aware of such a capability.

The first is understandably important, to the point I consider dying again to be potentially worth it. The second is even more vitally important, as it will completely change the Unified Lights response to the newly-discovered threat.

For these two, I would argue that the risk of dying, again, is far, far outweighed.

If you truly want an XP plan to go along with this...



[X] Plan We're a housecat, not a baby Tiger
-[X] White Knight handles the Knight, while we handle Candy Heart and the zombies outside.
-[X] Fire Starshine at the zombies entering, blow a path you can lead Candy Heart through.
-[X] Team GEAR fires on the zombies from within the mausoleum, while radioing to request backup and detailing the situation, with specific mention to Goddess Red's Black Knight.
--[X] Samuel to is to cast Shell on everyone.
-[X] Once outside and flying above the zombies and with Candy Heart, activate Core Purge. It should clear-up the zombies easily.
--[X] Candy Heart isn't an enemy, she's a victim. You don't want to hurt her.
-[X] If the zombies are dealt with, focus on keeping Candy Heart occupied or disabled while you wait for reinforcements.

[X] XP Plan Health
-[X] Buy Armored Core: Adamantium (250 XP)
-[X] Raise Armored Core: Adamantium to level 5 (40 XP)

This will, based on previous upgrades, increase our Resilience to 205, while reducing the damage we take after that from 25% to 12.5%.

That would change the damage formula to this:

Knuckle Duster
Damage = 300 + 1d45 = ~323
-Nepgear Base Resilience 205 = 118
-Armored Core: Damage < 75% = Negated​

Candy Crush
Damage = (200 + 1d50) * 2 = 225 * 2 = 450
-Nepgear Base Resilience 205 = 245
-Armoed Core: Damage < 75% = Negated

Rending Candy Core completely unable to harm us.
 
[X] Plan We're a housecat, not a baby Tiger
-[X] White Knight handles the Knight, while we handle Candy Heart and the zombies outside.
-[X] Fire Starshine at the zombies entering, blow a path you can lead Candy Heart through.
-[X] Team GEAR fires on the zombies from within the mausoleum, while radioing to request backup and detailing the situation, with specific mention to Goddess Red's Black Knight.
--[X] Samuel to is to cast Shell on everyone.
-[X] Once outside and flying above the zombies and with Candy Heart, activate Core Purge. It should clear-up the zombies easily.
--[X] Candy Heart isn't an enemy, she's a victim. You don't want to hurt her.
-[X] If the zombies are dealt with, focus on keeping Candy Heart occupied or disabled while you wait for reinforcements.

[X] XP Plan Health
-[X] Buy Armored Core: Adamantium (250 XP)
-[X] Raise Armored Core: Adamantium to level 5 (40 XP)
 
Core Purge is to be used outside, where she can't see. And more importantly, she won't know the significance.

The front of the Mausoleum is wide open. With Nepgear glowing like a pink sun light is going to be shining through and grab Black Knight's attention.

Furthermore while she might not know it can kill her I can't imagine her not detecting the release of that much Divine energy. Which would again grab her attention.

I didn't ignore it. I rated the risk as low, and am guessing that she will get perhaps 3 hits of Candy Crush on us.

Um 3 hits of Candy Crush is 60% of Nepgear's health. So far we've only lost either minor amounts of Health or massive amounts so we can't be sure but even with No Longer Human being reduced to 40% health has to cause combat problems.

Besides, any damage done to to us deals a large portion.

I think this sentence is cut off? Because as is it doesn't make sense.

I was under the assumption that votes for XP expenditures are separate from what actions are to be done. I did not include one, as my plan doesn't actually need any upgrades.

I'm pretty sure they are separate. That was more about how we have a mass of XP that can be used to make our plans better and with your existing plan it was going to be spent on unrelated things.

Black Heart was ordered to "help" Candy Heart, actually. Its quite possible that killing her will automatically cause it to begin killing us.

Actually we have no idea what Black Knight was ordered to do. Goddess Red says to Candy Heart that she's leaving Black Knight to help but remember Candy Heart has been mindwhammied into thinking Goddess Red is her mother so everything Goddess Red says kinda has to play into that.

What orders Black Knight was actually given is completely unknown. Hell she might not have been given any orders, just left to do as she pleases.

Additionally, it fails what I consider two vitally important tasks: establishing what happens when we destroy someone's Control Seal, and making Nepgear, and Counter Force, aware of such a capability.

Thing is Nepgear, or the Counter Force for that matter, has no idea Control Seals are even a thing. But what makes this part really troublesome is if it, somehow, succeeds. Once it becomes known that Nepgear can destroy Control Seals the Unified Darkness will send a kill squad of it's most powerful soldiers after us.

Because if Nepgear can destroy Control Seals then she can turn Goddess Grey and that would be crippling to the Unified Darkness. Especially since that would likely bring Goddess Red back onto the Unified Light's side at which point Goddess White would probably join up again.

In short it would make Nepgear the number one target for elimination. Even worse, because it can somehow get worse then that, if Goddess Red actually resurrected Juggernaut Core that's another super-powerful combatant they would stand to loose.

Basically it's a death sentence.


If you truly want an XP plan to go along with this...

*Vote Snip*

This will, based on previous upgrades, increase our Resilience to 205, while reducing the damage we take after that from 25% to 12.5%.

While I still don't like you plan I will agree that is a very good XP choice for it.
 
It's also unclear to me how dodging is supposed to work - most of the time this is abstracted within resilience, but I think I've seen cases where a character outright dodges an attack without a roll.

crystalwatcher, I'd recommend copying this under the character sheet for easier access and so you can modify it as needed. Unless UberJJK is willing to keep this manual up to date indefinitely.
Point. I'll do that, give me some time and I'll have a general manual up with the basics.

The front of the Mausoleum is wide open. With Nepgear glowing like a pink sun light is going to be shining through and grab Black Knight's attention.

Furthermore while she might not know it can kill her I can't imagine her not detecting the release of that much Divine energy. Which would again grab her attention.
I have to agree that glowing like a small star is kind of obvious.

Um 3 hits of Candy Crush is 60% of Nepgear's health. So far we've only lost either minor amounts of Health or massive amounts so we can't be sure but even with No Longer Human being reduced to 40% health has to cause combat problems.
Losing chunks of health usually translates into losing chunks of your person. The wrong chunk can lead to the given character being crippled and bleed damage.

Jessica had no luck.

I'm pretty sure they are separate. That was more about how we have a mass of XP that can be used to make our plans better and with your existing plan it was going to be spent on unrelated things.
EXP Plans are counted separately from the main votes. Meaning one plan can win, but a totally unrelated XP Plan can also win.

I now have the funny image of the planed vote coming out as defensive, but you guy accidently vote for all offensive upgrades.

Actually we have no idea what Black Knight was ordered to do. Goddess Red says to Candy Heart that she's leaving Black Knight to help but remember Candy Heart has been mindwhammied into thinking Goddess Red is her mother so everything Goddess Red says kinda has to play into that.

What orders Black Knight was actually given is completely unknown. Hell she might not have been given any orders, just left to do as she pleases.
/人 ◕ ‿‿ ◕ 人\


Thing is Nepgear, or the Counter Force for that matter, has no idea Control Seals are even a thing. But what makes this part really troublesome is if it, somehow, succeeds. Once it becomes known that Nepgear can destroy Control Seals the Unified Darkness will send a kill squad of it's most powerful soldiers after us.

Because if Nepgear can destroy Control Seals then she can turn Goddess Grey and that would be crippling to the Unified Darkness. Especially since that would likely bring Goddess Red back onto the Unified Light's side at which point Goddess White would probably join up again.

In short it would make Nepgear the number one target for elimination. Even worse, because it can somehow get worse then that, if Goddess Red actually resurrected Juggernaut Core that's another super-powerful combatant they would stand to loose.

Basically it's a death sentence.
Heh. About that...
 
The front of the Mausoleum is wide open. With Nepgear glowing like a pink sun light is going to be shining through and grab Black Knight's attention.

Furthermore while she might not know it can kill her I can't imagine her not detecting the release of that much Divine energy. Which would again grab her attention.
I think we might have a different image of the Mausoleum: I'm imagining a relatively small door, and one that Nepgear will likely not be in directly line of sight in. While it would produce light, I don't believe that, in and of itself, would trigger a reaction.

And I question your assumption of her "detecting the release of that much Divine energy". While detecting someone's "power" has occurred, its always been in relatively close proximity and/or a direct line of sight. I also question it being determine that the energy is "Divine" in nature.
Um 3 hits of Candy Crush is 60% of Nepgear's health. So far we've only lost either minor amounts of Health or massive amounts so we can't be sure but even with No Longer Human being reduced to 40% health has to cause combat problems.
The only case of that is when we were reduced to 7% health in a single blow, which knocked Nepgear unconscious after a bit. She was otherwise able to act, and this was before No Longer Human.
I think this sentence is cut off? Because as is it doesn't make sense.
Sorry, was commenting that any attack that deals damage to Nepgear will remove a large portion of her health. The bare minimum is currently 50 HP, or 1/8th of her health.
Actually we have no idea what Black Knight was ordered to do. Goddess Red says to Candy Heart that she's leaving Black Knight to help but remember Candy Heart has been mindwhammied into thinking Goddess Red is her mother so everything Goddess Red says kinda has to play into that.

What orders Black Knight was actually given is completely unknown. Hell she might not have been given any orders, just left to do as she pleases.
As a rough guess, I'm guessing its orders are "delay" and "kill a few of them", with a secondary priority of "preserve Candy Heart for later usage".
Thing is Nepgear, or the Counter Force for that matter, has no idea Control Seals are even a thing. But what makes this part really troublesome is if it, somehow, succeeds. Once it becomes known that Nepgear can destroy Control Seals the Unified Darkness will send a kill squad of it's most powerful soldiers after us.

Because if Nepgear can destroy Control Seals then she can turn Goddess Grey and that would be crippling to the Unified Darkness. Especially since that would likely bring Goddess Red back onto the Unified Light's side at which point Goddess White would probably join up again.

In short it would make Nepgear the number one target for elimination. Even worse, because it can somehow get worse then that, if Goddess Red actually resurrected Juggernaut Core that's another super-powerful combatant they would stand to loose.

Basically it's a death sentence.
This all depends on when the Unified Darkness discovers it. Because it'll likely be discovered at some point anyway, its best for the Unified Light to know about it now.

Because like you said, she can potentially turn Goddess Grey back to the Unified Light. It would absolutely fuck with them. And if they've resurrected other powerful MG's, all the better. More targets. And if Sega is one of them, it means Nepgear could get her sister back.

Of course, that's not to say the Control Seal works that way at all. Perhaps destroying it puts the resurrected in a coma. It might turn them into uncontrollable monstrosities. We have no idea, and I'd honestly prefer we find out now, with Candy Heart, rather then down the line.

Flipping this, if breaking the control seal does free them, and the Unified Light doesn't know, imagine how things are going to go: besides the damage done to morale, it'll change how Counter Force will approach things. If they know, and the Unified Darkness doesn't, they could incapacitate resurrected MG's and have Nepgear free them in secret, building up a secret force, or perhaps they hold it in reserve for a special target. But if they don't, potential-allies will die, and the already struggling Unified Light will have to struggle even harder as their own forces are turned against it.

And if the Unified Darkness does know, yes they'll send Death Squads, but it'd also make them more wary about deploying resurrected troops, out of fear they'll be subverted. They'd be forced to move far more cautiously.

And the Unified Light would not let such a valuable resource go without the very best protection available. Nepgear and Goddess Gold would probably go everywhere together.
Hmm, possibilities:
1) The "most powerful soldiers" they have are all resurrected MG's.
2) Goddess Grey is actually, genuinely loyal to the Dark Lord and/or Unified Darkness.
3) Well, we do have death resets. Dark Souls gameplay away!
4) They're already going to be doing that when they actually notice us because of our Divinity Affinity, what's one more reason?
 
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Hmm, possibilities:
1) The "most powerful soldiers" they have are all resurrected MG's.
2) Goddess Grey is actually, genuinely loyal to the Dark Lord and/or Unified Darkness.
3) Well, we do have death resets. Dark Souls gameplay away!
4) They're already going to be doing that when they actually notice us because of our Divinity Affinity, what's one more reason?
Profit? /sarcasm
 
Manual much appreciated.

It would be nice if there was also a basic battle mechanics section. Something like (as I understand it):

Battles take place in rounds, where each round, each character can move and perform an action (or more depending on the weapon/spell/ability used).

The order in which characters take action is variable and depends on the circumstances, and movement is likewise approximated, even if there's explicit stats for movement speed. In other words, there are "soft" mechanics around character initiative and movement. Needs further clarification?

In contrast, offense (damage and magic modifier) and defense (health and resilience) are "hard" mechanics, and are further elaborated in the stats section.​

It's also unclear to me how dodging is supposed to work - most of the time this is abstracted within resilience, but I think I've seen cases where a character outright dodges an attack without a roll.

crystalwatcher, I'd recommend copying this under the character sheet for easier access and so you can modify it as needed. Unless UberJJK is willing to keep this manual up to date indefinitely.


As for my vote:

[X] Plan We're a Baby Tiger

[X] XP Plan Purifier
Point. I'll do that, give me some time and I'll have a general manual up with the basics.
I added the manual to the Character Sheet back on the main page.

And also, since I'm feeling charitable, I also added on how the combat system's softer mechanics run.
 
Involves using Core Purge again despite what happened last update. Even if she isn't directly within our area of effect I highly doubt Black Knight is somehow going to miss:
Outside. The mausoleum had a door that we had to get opened, remember?
The front of the Mausoleum is wide open. With Nepgear glowing like a pink sun light is going to be shining through and grab Black Knight's attention.

Furthermore while she might not know it can kill her I can't imagine her not detecting the release of that much Divine energy. Which would again grab her attention.
They're always going to detect divine energy as soon as we hit them with it. It's literally (currently) impossible to not be detected as a divine being the moment we hit any of them. If we don't win a single fight perfectly it gets out.

I think this sentence is cut off? Because as is it doesn't make sense.
We can either no-sell an attack or have it eat at least 1/8 of our health, due to current mechanics.

Thing is Nepgear, or the Counter Force for that matter, has no idea Control Seals are even a thing. But what makes this part really troublesome is if it, somehow, succeeds. Once it becomes known that Nepgear can destroy Control Seals the Unified Darkness will send a kill squad of it's most powerful soldiers after us.

Because if Nepgear can destroy Control Seals then she can turn Goddess Grey and that would be crippling to the Unified Darkness. Especially since that would likely bring Goddess Red back onto the Unified Light's side at which point Goddess White would probably join up again.

In short it would make Nepgear the number one target for elimination. Even worse, because it can somehow get worse then that, if Goddess Red actually resurrected Juggernaut Core that's another super-powerful combatant they would stand to loose.

Basically it's a death sentence.

We're a Divine Magical Girl. We're already a baby supercombatent ourselves. If they can get any information from this battle at all regarding our capabilities, then our cover has already been blown so fast it's not even funny.

This is like saying that reanimating zombies is against the law when we're a freaking Lich.
 
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What do you mean we're a lich? We don't have a soul gem.
-_- It was a metaphor. As in, in most fantasy settings being an unholy, immortal abomination with a mutilated soul is generally a step up on the aggro-list than "just" a dude who can make skeletons shamble about.

It's like being afraid of going to jail for murder when you're Osama Bin Laden.
 
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