Crystalwatcher's Magical Girl Quest!

*doesn't actually care for Ar whatever*

I feel like I am missing a lot of context and am unsure whether I want to change that.
 
Oi. They were my characters. I can wish you to die to them all I want.

Well, Solar needed a revamp. None of us knew what we were doing back then making these girls.
*doesn't actually care for Ar whatever*

I feel like I am missing a lot of context and am unsure whether I want to change that.
The music is fucking gorgeous. *shrug* And the magic in that verse works via Singing, so it's even more appropriate.

AT1 was Eh, but it was the first game. AT2 was an awesome game with Best Girl and 2nd Best Girl as Main Characters and 3rd Best Girl as a really good supporting character. AT3 was a shit.

Music is still fucking gorgeous though.
 
AT1 was Eh, but it was the first game. AT2 was an awesome game with Best Girl and 2nd Best Girl as Main Characters and 3rd Best Girl as a really good supporting character. AT3 was a shit.
AT2 got a shit localization though, which has been rectified by fans.

And then you've got Ciel nosurge, which is great, but unlocalized (50 hours of translated cutscenes on youtube though), and Ar nosurge is pretty good but has the serious problem of being a direct sequel to an unlocalized game.

And yeah, music is fantastic.
 
*doesn't actually care for Ar whatever*

I feel like I am missing a lot of context and am unsure whether I want to change that.
Game series where waifus can cast magic by singing, because the universe is literally made of various waveforms. Every song has an effect ranging from "heal this", to "directing the execution of this complicated process", to "decreeing the Apocalypse and the extinction of all life on the planet".

Every song also Feelings Contained Within Them, which come in the form of a short story meant to explain them or make you feel those feelings.

It's pretty cool. The guy behind it is also a worldbuilding wizard.
 
AT2 got a shit localization though, which has been rectified by fans.

And then you've got Ciel nosurge, which is great, but unlocalized (50 hours of translated cutscenes on youtube though), and Ar nosurge is pretty good but has the serious problem of being a direct sequel to an unlocalized game.

And yeah, music is fantastic.
*Shrug* Ar Nosurge bored me to death even after reading aqua's abridged write-up of the first one.
It's pretty cool. The guy behind it is also a worldbuilding wizard.
He created a legit language (*turns to audience* it even has an online translator and dictionary) and designed an entirely alien, but recognizable model of physics. Dude's a fucking a madman.
 
*Shrug* Ar Nosurge bored me to death even after reading aqua's abridged write-up of the first one.
I enjoyed it, but I waited until after the big youtube translation was finished before starting. Reading a summary of Ciel nosurge is not going to let the weight of everything that happens there, and how it affects the characters, sink in, which would have made Ar nosurge fall really flat on tons of stuff.
 
Will celestial severance wreck the place? How are the ranges? Can red rose affinity kill the singer from here and cripple her set up?


When is the inevitable sideswipe when we try to get close enough to core purge.
 
Alright I'm new, but did I miss something. Is there anything stoping us from instantly activating core purge and winning.
Ranges and special abilities and stuff. We also want to leave Core Purge as a Surprise in case we end up fighting Juggernaut Drive.

We have other stuff on our kit. We should use them.

Celestial Severance, for example, has a range of fifty feet, so unless there are load-bearing walls or columns in the way we can probably annihilate quite a few of the enemies.
 
Ranges and special abilities and stuff. We also want to leave Core Purge as a Surprise in case we end up fighting Juggernaut Drive.

We have other stuff on our kit. We should use them.

Celestial Severance, for example, has a range of fifty feet, so unless there are load-bearing walls or columns in the way we can probably annihilate quite a few of the enemies.
Unfortunately, Gabriel isn't here, so we have to use Core Purge in order to get rid of Grey's seal. While we'll hopefully take out a few (or all) of the mooks, I've got a plan that's basically having our people getting rid of the mooks, us flying to Grey, then trying to Core Purge her Seal off, while being prepared for some sort of countermeasure.
 
I support Solid Core staying out of the way until the trash mobs are dealt with. Grey Champion can boost their damage to the stratosphere while slinging a very nasty spell of her own. Fortunately we have a Heroic Magical Girl with us that doesn't care how big the numbers get...

[X] Plan a Tank By Any Other Name
-[X] Red Rose takes the lead and tries to draw everyone's attention. Once Red gives the signal everyone else leaps into action.
--[X] Red Rose muderizes stuff that gets close to her.
--[X] James and Aquila find cover and take shots at the undead.
--[X] Insight does Insight things.
--[X] Solid Drive focuses on keeping Red Rose healed with Shield Charge while getting as little attention as possible.
--[X] Solid Core ducks out of sight while trying to look vulnerable.
-[X] Once the mob has been dispersed Insight should use her spell as Solid Core rushs out and try to headbutt/grapple Grey Champion. Ask Insight for the best method to deal with the seal.

Goals: Avoid Solid Core needing her Save-From-Death and losing her amassed Health. Have Insight get a good look at the Seal. Don't use Core Purge indoors while right next to Solid Drive (I want to save that for a potential Juggernaut Interrupt or White Soul).
 
just to make sure we are all on the same tactical page here, any one of those mooks could one shot us. Grey Champion's weapon has spell boost so lets start a riot is a multiplier of somewhere between 1 and 9002. so we might want to take extra steps to avoid being hit by any of them. like taking advantage of them all being melee only.
 
I'm pretty sure gray knows her sister enough not to concentrate fire on her. I also double checked that gray doesn't negate core purge so here's the plan
[] Plan riot control
-[] Charge Gray full flight speed ahead. the instant we reach core range we hit her with it. hopefully our charge draws attention to us.
-[] all range combatants should use their attacks to keep gray from moving away from us.
-[] Red Rose handles the minions. If they get boosted before we get Gray she is the one best able to survive.
-[] Insight can either join in the range group or throw a grenade at the minions which ever seems more viable on her turn.

My reasoning is that Gray gets ridiculously worse the longer the fight goes on. so best focus on hitting her before she has the chance to attack. After that it's clean up.
edit: vote changed
 
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This is your friendly reminder that Grey Champion likely has abilities not listed on her character sheet. Does everyone remember the last time we dropped a Core Purge during the first round? Because I do:
"Sam! Now would be a great time to start spell stealing! Brilliant! White Mage! Everyone else, either keep them busy or hit the deck! I'm going loud!" You leap into the air, dust and dirt blasting away at your take off. At five feet you curl in on yourself as your MG 'armor' cracks. And then... "CORE PURGE!"

Light.
(Sega Inbound: 4 Turns

Segarite Generators: +3,150 Health
Solid Core: 35,700 + 3,150 = 38,850 Health Remaining

Presence of Light: +500 All Allies
Gabriel: 24,277 + 500 = 24,777

Solid Core: 38,850 - 1,785 (Containment Breach) = 37,065 Health Remaining
Countdown Left: 4

Core Purge: 133,875 Core Damage
Solar Seal: 500 Base Resilience, no dice, +4,000 Epic Existence, -5,000 Hostile Divinity Exposure = 500 Extra Damage
Lunar Seal: 500 Base Resilience, no dice, +4,000 Epic Existence, -5,000 Hostile Divinity Exposure = 500 Extra Damage

Lunar Seal is out of Sync, Core Purge fails to damage!
Insurmountable Perfection Dice check!

Core Purge: N/A (Defaults to 0)
Solar Radiance: 12,500

Core Purge negated by Insurmountable Perfection!

Lunar Seal and Solar Seals take no damage!)


A feeling of your Light searching for something takes over, but you dismiss it. Instead, you focus on what it does to your targets. But when Light clashes with Light, and your plan falls to pieces instantly. Lunar Radiance hisses in obvious discomfort as your power washes over her in search of the control seal, but remains otherwise unharmed.

But the brilliant Light surrounding Solar Radiance stops yours cold. The clash between the two powers sparks and roars, shaking the courtyard, but your Light fails to pass hers. You find yourself rendered speechless, but the rest of the Assault team does not share your disbelief.



So aside from Core Purge I see two easy ways of dealing with the mooks. The first is to fire off a Celestial Severance. There is no chance of it hitting Grey Champion since she is on a raised platform while the mooks are, implied at all, on the ground:
It's large. Just like the last two 'yards. But there's differences. What looks to have once been a roof is long since collapsed, debris littering the field. Collumns have fallen without rhyme or reason. Overall the entire thing means there are only three open lines of sight for the entire thing: the raised entrance you came in through, the exit on the far side...

And the single raised platform where your challenger awaits.
So we control the angle of our swing, something we have done before, enough that it effects as much of the room as possible without hitting the walls. The main question here is if the room is even big enough for a straight Celestial Severance let alone a proper swing.

@crystalwatcher - What are the dimensions of the room we're in?


The second option we have is Starshine. Now you might think it's not an option due to collateral damage like:
The massive swath of glassed land from your Starshine spells is slowly being left behind as the Messengers crawl ever forward.
but that was when we deployed Starshine in Target: Army mode.

This is what Starshine looks in regular mode:
Your power comes down as if the sky itself dropped. In the haze of pain and grief, you somehow keep enough presence of mind to direct each bolt of energy that your attack spews out at individual targets. If one isn't enough, then you send another, and another, until the creature dies. A swath of zombies die en mass, wiped from the field in a single brilliant moment of light as the sound of fireworks flying through the air fill your ears.
Now we've certainly increased our damage since those days since we've gone from a Base Damage of 125 to 2,246 and upgraded from Danmaku (3.5x damage) to Rain of Light (11x damage) but I don't think that will be a problem.

My reasoning being that while we know 20,000 damage from Purifier Beam is enough to cause splash damage even without Collateral Damage:
Well, at 20,000 damage, you start causing it starts causing splash damage even without abilities like "collateral damage". At around 85,000 damage, stray blows from a melee would "rearrange the landscape".
Starshine isn't a single super powerful beam weapon. We treat it as a single attack for damage resolution because it's easier but Starshine isn't a beam that causes 98,824 damage when it hits but something like 44 separate beams that each cause 2,246. So no one blast has enough energy to cause splash damage and multiple small blasts going off do not spread out their damage like a single large one does.

Still just to be safe:
@crystalwatcher - is there a risk of Starshine bringing the place down around us if we use it here?
 
We learned her character sheet from Rose. While not complete you would think that Rose knows if her sister can negate AOE attacks.
Edit: also isn't severance the same range as core... let me check.
 
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