Crystalwatcher's Magical Girl Quest!

Nice, a plan that worked! (Mostly)

Annoying structural damage, though. 1mil HP for the surrounding isn't all that much if we let loose. Gotta be careful.

[X] Insight brings Grey back to the barricade

Simply for the fact that she's probably the least useful member of the team in future engagements.

Feel free to shout me down if you think someone else - such as James or Aquila - should go instead.

[] EXP Plan?
[]Save It~
I thought we can't spend exp until we're done with the mission?

edit:
[X] [EXP] Plan Booster
-[X] Upgrade to level 25 INDESTRUCTIBLE CORE (1,800)
-[X] Upgrade to level 25 Flight (1,100)

Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,350 Damage Reduction
This was probably meant to be -4,350 Damage Reduction?

I say send Aquila and get her to bring Sam, Mich and Lucky back if they have had time to rest/calm down.

Their status is unchanged...
 
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Not missing a beat, Aquila promptly ends the fight with a single left-handed sucker punch to Grey's noggin, the Magical Girl's transformation fading along with her consciousness.
Aquila: "I am an angel of Death."
Aquila: "Well, not an Angel precisely, and not of death so much. More of an incandescently badass Elven warrior empowered by the will of the invincible Magical Girl Solid Core."
Aquila: "James owes me a week of foot rubs for saving him, at least."
 
Huh. So loads of exp and no specific abilities. Can we by up Skilled or do we need to train?

Should and can we send indestructible core to 20? What about our weapon skill?
 
I'll have a proper analysis (and typos) in the morning, plus a big post I've been working on for a while, all about fighting White Soul. Just some quick stuff for now:

Anarite Generators seems to be the same as Segarite Core, right down to the 75%.

–I really hope Aquila's sheet gets an update, because right now my White Soul post has her listed as "won't take damage, can't do anything useful unless her hidden Abilities do".

–You forgot the buffs on Red Rose's defense and our attack.

–I didn't expect Grey to gain Health from damaging the environment. Actually, why did her first shot give her Health, but not the later ones? The later ones weren't targeting Red Rose, so Dance To The Music wouldn't be negated by Men Kill Heroes.

I say send Aquila and get her to bring Sam, Mich and Lucky back if they have had time to rest/calm down.
It's an option. Only Brilliant is really useful here, though.
We're not actually expected to Bring back White Soul alive correct?
The answer is to ask Red Rose. If she thinks White can be redeemed? We can go ahead and try. If not, we kill her.
Can we buy up Skilled or do we need to train?
IIRC, that costs no XP and just takes training time.
I'd like to make it much more difficult for extremely powerful attacks to take us out of the fight with one hit.
As has been discussed previously, leveling up ICORE doesn't help with that as much you'd think. Though it would help more than previous calculations have shown against the kinds of defense-penetrating Abilities that we've been running into. E.g. there's a threshold relevant to fighting White Soul (being able to no-sell Soul Rend at the point where Segarite Core and Revel In Darkness balance out) at ICORE Level 21 or 22 (depending on a mechanics detail).
Who's left to fish out of this place anyway?
White Soul (whom we'll probably kill) and any surprises. I expect at least one.
White Soul is next. Yes.

And then the bonus fight to get the optional objective will show up, but you won't have to worry much about that.
…I didn't expect you to confirm either of those.
 
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Hm... okay.
My plan was actually to ask Red Rose what to do, seeing that GG nuking the whole Necropolis to kingdom come is still a viable option. If that mentioning of a bonus fight is true, though... that might be Juggernaut Drive, seeing that it would fit the theme of Soul Collector and our optional objective.

I will throw up the un-X'd version of my plan right now anyway; if you think it useful, you can cannibalise it later.

[] Plan Strategy Meeting
-[] Talk to Red Rose; you got all the important girls and White Soul is still nowhere to be found, she is most likely your next opponent
--[] Tell her you have two plans and are not sure which one would be better against White Soul; explain both and have her decide what to do

-[] Plan 1
--[] Everyone except Red Rose and the Solid sisters brings Grey Champion back to the barricades; you do not want any of them anywhere near White Soul
--[] The three of you carry on and probably come face to face with White Soul, then make up a more detailed plan on the way
--[] Pros: You can confirm the presence of White Soul, maybe her death and secure the bodies of the other Magical Girls gathered here
--[] Cons: You probably have to meet White Soul in battle

-[] Plan 2
--[] All of you return to the barricades and Goddess Gold blows the whole Necropolis to kingdom come
--[] Pros: If White Soul has both of her bodies inside, she is definitely dead; all the dead Magical Girls are denied to the Unified Darkness; you can finish the mission safely
--[] Cons: You can not confirm White Soul's death or how many bodies have already been brought out of the place

-[] If RR decides on Plan 1, get going
-[] If RR decides on Plan 2, have Sega fly ahead outside of the building; tell her to explain the situation to Rei, and what we want her to do once everyone made it outside
 
I don't think we can go for a GG nuke if there's even a chance of there being Juggernaut Drive here. Since we can recover her, though we need to eliminate White Soul.
 
I don't think we can go for a GG nuke if there's even a chance of there being Juggernaut Drive here. Since we can recover her, though we need to eliminate White Soul.

Not really... we do not have to retrieve Juggernaut Drive. This is a goal of the players, so nuking the place is viable. I am not saying it is the right option, but we could do it without repercussions.

Either way, the fact that JD might be around is why I did not actually X my plan. I just put it up so the more competent folks might find something usable in there.
 
–I didn't expect Grey to gain Health from damaging the environment. Actually, why did her first shot give her Health, but not the later ones? The later ones weren't targeting Red Rose, so Dance To The Music wouldn't be negated by Men Kill Heroes.
Brain problems. At the time I forgot I decided on abilities not specifically targeting Red Rose didn't get affected by her Men Kill Heroes. Failure on my part.

–You forgot the buffs on Red Rose's defense and our attack.
The buffs from Samael's spells have worn off.

Fixed.
 
Honestly Naron? I'd just propose plan 1 and see if Rose Red has a better idea

There's such a thing as too much detail
 
Honestly Naron? I'd just propose plan 1 and see if Rose Red has a better idea

There's such a thing as too much detail

While I agree that too much detail is a thing, I think I kept my plan out of that territory. It is explicitly meant to give Red Rose options I thought of as useful and then have her decide, or propose an idea of her own.

I understand your complaints... but seeing that I just put mine up for others to take from, what are you complaining about in this instance?
 
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As has been discussed previously, leveling up ICORE doesn't help with that as much you'd think. Though it would help more than previous calculations have shown against the kinds of defense-penetrating Abilities that we've been running into. E.g. there's a threshold relevant to fighting White Soul (being able to no-sell Soul Rend at the point where Segarite Core and Revel In Darkness balance out) at ICORE Level 21 or 22 (depending on a mechanics detail).

So? Bring ICORE to level 25+, problem solved
 
My plan was actually to ask Red Rose what to do
Yes. Asking the most experienced magical girl alive, who specializes in PvP, for advice on killing someone whose abilities and combat style she knows intimately is an excellent idea.
This is a solid base, and it fits with some of my favored plans. One improvement I note is that Red Rose can survive Oblivion Awaits, so in Plan 2 she can stay to confirm White Soul's presence.

We might want to upgrade our spells and weapons to lv 17 to deal with WS' Scream For Me.
It's been discussed. The conclusion was that the Purifier Beam already has uncontrollable collateral damage, and we don't want to make that worse unnecessarily. Starshine would likely become uncontrollable, and Celestial Severance isn't all that useful in this scenario—it would likely bring the building down (OK, I have some scenarios where bringing it down is a good thing, but it usually isn't).

The buffs from Samael's spells have worn off.
Really? And he's back at the barricade… And some of my calcs were based on the existing numbers… Ah well, I just get to do a bit more math in the morning. That's fine. The buffs weren't that big a deal anyway, tactically speaking.

So? Bring ICORE to level 25+, problem solved.
The point was that it's (arguably) an inefficient use of XP. Bringing ICORE to level 25 costs 1800XP.
 
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Since the mods prefer this sort of thing spoilered nowadays:
"Everyone spread out where you can to avoid the splash damage from her attacks." You ready your Purifier Beam as Grey Champion taps her foot on the buttons of a radio you had missed with your first look over of the battleground. Likely cycling through the recorded songs on whatever disk was inside. Part of you wonders if she was buried with it, or if one of Rei's sisters gave it to her.
On one hand I like the idea of Grey Champion being burred with her favorite radio. On the other hand she died shortly after Hope:
Grey Champion is a vet of vets. She survived a lot of shit, from World War 3, all the way up until shortly after Hope when White Soul went off the deep end.
which was four to five years ago. Given how that Grey Champion was rotted to death:
Grey Champion died from rotting inside-out due to the super ability on White Soul's spell.
odds are the insides of her casket got nasty since trying to preserve her remains would have been fairly pointless. Anything that was inside when she was buried would have almost certainly been ruined by the byproducts of decay.

"I'm going to try blasting her with Core Purge to end this quickly. If they doesn't work, Sega'll use her Shield Charge spell." Your sister nods out of the corner of your eye. "Then we hit her with everything we can. Focus on taking down the Seal. Kill anything else that comes in swinging distance."
Amusingly this is kinda pointless since Core Purge has enough range to kill everything inside the courtyard. Still better safe then sorry.
(Segarite Core: +3,150
Solid Core: 12,600 + 3,150 = 15,750

Anarite Generators: +2,212
Solid Drive: 2,950 + 2,212 = 5162)

So this is the first time we've seen Sega's brand new Anarite Generators in action. All we know is:
Anarite Generators
-Self-sustaining love... ???????????????
But if we look at all the other activations this turn:
(Segarite Core: +3,150
Solid Core: 15750 + 3,150 = 18,900

Anarite Generators: +2,212
Solid Drive: 5162 + 2,212 = 7,374)
(Segarite Core: +3,150
Solid Core: 18,900 + 3,150 = 22,050

Anarite Generators: +2,212
Solid Drive: 7,347 + 2,212 = 9,559)
(Segarite Core: +3,150
Solid Core: 22,050 + 3,150 = 25,200 Remaining Health

Anarite Generators: +2,212
Solid Drive: 9,559 + 2,212 = 11,771 Remaining Health
(Segarite Core: +3,150
Solid Core: 23,940 + 3,150 = 27, 090 Health Remaining

Anarite Generators: +2,212
Solid Drive: 11,771 + 2,212 = 13,983 Health Remaining
they all provide exactly 2,212. This suggests that like Nepgear's Segarite Core it's based off a fixed value like her normal Maximum Health. Sega has a normal health of 2,950 and 2,212 is 74.98% of that. If we take three quarters of 2,950 we get 2,212.5 which neatly explains the difference since good things always round down. Given that Segarite Core also gives 75% of Nepgear's health I figure Anarite Generators are basically identical.

Dodge too soon, and she could target one of your slower teammates. Dodge too late... well, obvious results. You try not to be distracted by her voice.
Heh, there is no such thing as dodging too late when Nepgear is the master of facetanking.

(Blast ☆ Star!: 12,500 Base Damage, No Dice, +887 Spell Boost, +6,250 Rhythm Sync, +300 Legendary Power = 19,937 Total Damage
Blast ☆ Star!: 12,500 Base Damage, No Dice, +501 Spell Boost, +6,250 Rhythm Sync, +300 Legendary Power = 19,551 Total Damage
Blast ☆ Star!: 12,500 Base Damage, No Dice, +1,110 Spell Boost, +6,250 Rhythm Sync, +300 Legendary Power = 20,160 Total Damage
Blast ☆ Star!: 12,500 Base Damage, No Dice, +1,199 Spell Boost, +6,250 Rhythm Sync, +300 Legendary Power = 20,249 Total Damage
Blast ☆ Star!: 12,500 Base Damage, No Dice, +877 Spell Boost, +6,250 Rhythm Sync, +300 Legendary Power = 19,927 Total Damage
Blast ☆ Star!: 12,500 Base Damage, No Dice, +472 Spell Boost, +6,250 Rhythm Sync, +300 Legendary Power = 19,522 Total Damage
Blast ☆ Star!: 12,500 Base Damage, No Dice, +738 Spell Boost, +6,250 Rhythm Sync, +300 Legendary Power = 19,788 Total Damage
Blast ☆ Star!: 12,500 Base Damage, No Dice, +128 Spell Boost, +6,250 Rhythm Sync, +300 Legendary Power = 19,178 Total Damage
Entry Stair: 500 Base Resilience, No Dice, +500 Solid Stone = 1,000 Damage Reduction

157,312 Total End Damage

Dance To The Music: +157,312 Health Gained

Entry Stair: 5,000 - 157,312 = -152,312 Remaining
Grey Champion: 1,000 + 157,312 = 158,312 Health Remaining

Super ☆ Star! Activates!

Super ☆ Star: 635)
Huh, I don't think anyone here thought of that but in hindsight Grey Champion's Dance To The Music ability triggering off property damage is obvious. It's also exactly the sort of bullshit that gets you into the top 10.

It doesn't hit anyone, and for that you're grateful. For while it only covers the forward half of the platform leading to the stairs, what it does hit vanishes into dust. The solid, almost visible wall of pure sound pulverizing marble stone like an over-sized sledgehammer driven through by a machine, but it's not over.
So at this point Nepgear had 22,050 Health. So first up the 157,312 damage would be dropped down to 155,612 by her Base Resistance. This is higher then the No-Sell Threshold for ICORE so the 99% damage reduction kicks in dropping it down to 1,557 which is then cut in half by No Longer Human down to 779. That would basically be a paper cut seeing as it would more then heal next turn.

(!☆Riot☆!: 9,000 Base Damage, -1,139 Smite, +900 High Ground, +4,500 Rhythm Sync, +300 Legendary Existence = 15,839 Total Damage

Supremacy: Intercept!

Purifier Beam: 5,743 Base Damage, +130 Dice, +2,871 Supremacy Zone, +500 Divine Existence = 9,244 Total Damage

!☆Riot☆! Breaks through!

Supremacy Zone negated by Collateral Damage!

6,595 Total Intercept Damage

Indestructible Core says 'Nice try, hun'

Solid Core's Line of Sight is obscured!
Indestructible Core is just a great ability. For a lot of people, even other magical girls, that would be a serious if not fatal injury. Nepgear doesn't even notice aside from the smoke cloud.

!☆Riot☆!: 9,000 Base Damage, +324 Dice, +900 High Ground, +4,500 Rhythm Sync, +300 Legendary Existence = 14,124 Total Damage
Red Rose: 750 Base Resilience, No Dice, +300 Legendary Existence = 1,050 Damage Reduction

13,074 Total End Damage

Threshold Triggered!
To Stand Amongst Gods 99%

130 Final End Damage

Red Rose: 5,000 - 130 = 4,870 Remaining Health
@crystalwatcher - You forgot about Echo of Peace here. It should actually be:
Code:
!☆Riot☆!: 9,000 Base Damage, +324 Dice, +900 High Ground, +4,500 Rhythm Sync, +300 Legendary Existence = 14,124 Total Damage
Red Rose: 750 Base Resilience, No Dice, +300 Legendary Existence, +9,180 Echo of Peace = 10,230 Damage Reduction
 
3,894 Total End Damage
 
Threshold Triggered!
To Stand Amongst Gods 99%
 
39 Final End Damage
 
Red Rose: 5,000 - 39 = 4,961 Remaining Health

Her attacks hit hard and fast. In the air, you're more than capable of catching the first sound wave on a ray from your Purifier Beam, but it more than overpowers it, splashing your magic through the air as it promptly rockets into your face. You 'Eep' loudly, but it's swallowed by the attack's detonation on impact.
Poor Nepgear really needs to get use to the idea that there is very little that can actually hurt her and that the few things that can will generally be easily healed by Segarite Core in seconds.


"Core Purge!" But you had a plan to stick to.

"Shield Charge!"

(Segarite Core: +3,150
Solid Core: 22,050 + 3,150 = 25,200 Remaining Health

Anarite Generators: +2,212
Solid Drive: 9,559 + 2,212 = 11,771 Remaining Health

Core Purge: -1,260
Solid Core: 25,200 - 1,260 (Containment Breach) = 23,940

Core Purge: 94,500 Core Damage
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,350 Damage Reduction
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,350 Damage Reduction
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,350 Damage Reduction
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,350 Damage Reduction
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,350 Damage Reduction
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,350 Damage Reduction
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,350 Damage Reduction
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,350 Damage Reduction
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,350 Damage Reduction
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,350 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,334 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,334 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,334 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,334 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,334 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,334 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,334 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,334 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,334 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = 4,334 Damage Reduction

90,150 Total End Damage to all Skeletal Assault Knights
90,166 Total End Damage to all Spawn of Chaos

Skeletal Assault Knights (x10): 1,000 - 90,150 = -89,150 Health Remaining
Spawn of Chaos (x10): 1,500 - 90,166 = -88,666 Health Remaining)
@crystalwatcher - Someone has already mentioned this but you messed up your Damage Reduction math. You also forgot The Insurmountable Gap. So this block should be:
Code:
(Segarite Core: +3,150
Solid Core: 22,050 + 3,150 = 25,200 Remaining Health
 
Anarite Generators: +2,212
Solid Drive: 9,559 + 2,212 = 11,771 Remaining Health
 
Core Purge: -1,260
Solid Core: 25,200 - 1,260 (Containment Breach) = 23,940
 
Core Purge: 94,500 Core Damage
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,350 Damage Reduction
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,350 Damage Reduction
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,350 Damage Reduction
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,350 Damage Reduction
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,350 Damage Reduction
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,350 Damage Reduction
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,350 Damage Reduction
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,350 Damage Reduction
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,350 Damage Reduction
Skeletal Assault Knight: 650 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,350 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,334 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,334 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,334 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,334 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,334 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,334 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,334 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,334 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,334 Damage Reduction
Spawn of Chaos: 666 Base Resilience, No Dice, -5,000 Hostile Divinity Exposure = -4,334 Damage Reduction
 
98,850 Total End Damage to all Skeletal Assault Knights
98,834 Total End Damage to all Spawn of Chaos
 
The Insurmountable Gap Triggers!
 
Skeletal Assault Knights (x10): 1,000 - 197,700 = -196,700 Health Remaining
Spawn of Chaos (x10): 1,500 - 197,668 = -196,168 Health Remaining)

Your Light erupts, flooding the world... but something goes wrong. Sega's spell splashes against a red wall that springs to life around Grey Champion, mere moments before your own energy splashes over the same barrier, lighting the world up with a thunderous sound that completely drowns out the singer's voice, leading her to almost duck in place out of surprise.

You have no idea what it is, but it blocks your Light entirely. "What is that?!"

"It's a Brand Craft barrier!" Red Rose throws her spear, the red weapon bouncing off the barrier much like your own light. "It stops incoming attacks!" Well, that's no good. Already you could see Grey Champion was back to her feet, though it was obvious the noise from the barrier was interfering with her own magic.
Huh. Well I guess that goes to show just how bullshit Brand Craft is. Of course if it wasn't for the fact we were trying to capture Grey Champion alive the answer would be to repeat our first fight against Judgement Core:
You nod in determination. Then in one fluid movement, you duck low, transform in a flash of light, and push off the ground, all in less than a second.

Judgement Core's eyes widen in surprise as you close the distance between the two of you in moments. The ground you started on shatters from the force of your takeoff, and the fifteen yards mean nothing.

"Hhhyyyyaaaaa!"

She's faster than you. She's stronger than you. She has more experience than you.

But these are things you are intimately acquainted with. And because of that: there is nothing she can do as the Panzer Blade slips through her defenses like a bolt of lightning.

You blink. Judgement Core Blinks. Everyone else present blinks. The music skips and cuts out.

Then Judgement Core empties the contents of her stomach all over you and passes out.
"Holy shit... that's our Team's Magical Girl?"
"Oops?"
"Yup. Badass, isn't she?"
Actually that would have still worked since Grey picked up enough Health to survive a direct hit and the force would likely blow her out from behind her barrier.

"We need an idea-"

And then Aquila was suddenly on Grey's platform. No rhyme, no reason, nothing. Your Elf teammate went from hiding among the rubble to standing right behind the magical girl. The Commando popping up over the lip of Grey Champion's platform, swinging her whole body as if it was no heavier than a feather.

Something, likely the sound of the dust grinding beneath the weight of her armor, or just noise from the armor itself, alerts Grey Champion of the Elf's presence. The young woman spins around, dodging Aquila's initial lunge by a hair's breadth. Then she retaliates, a not-quite-novice punch landing with enough physical power to dent the armor covering Aquila's stomach. Her feet leave the ground, but it doesn't stop her from bringing both her hands down in an armor and gravity-assisted chop to Grey Champion's collar bone.

The girl cries out, but you can't hear it, thanks to the massive influx of mana through the air. A right haymaker swings wide, and Aquila dodges it easily, her head dancing out of the path of Grey's attack. She steps in past her guard, right foot hooking in behind Grey's as her hand slams into her face. A push with her arm, a pull with her leg, and suddenly Grey Champion's head meets the stone floor so hard you have to wince in sympathy.

Not missing a beat, Aquila promptly ends the fight with a single left-handed sucker punch to Grey's noggin, the Magical Girl's transformation fading along with her consciousness.
Holy Shit! Aquila actually did something! I thought she was suppose to be token archer girl and yet here she goes and beat the shit out of Grey Champion with her bare hands. Although I'm willing to bet a lot of this is down to the Mark 2 Front Dragon (M) Powered Armor since it provides sufficient super strength and protection that melee combat is not an instant death sentence.

(Segarite Core: +3,150
Solid Core: 23,940 + 3,150 = 27, 090 Health Remaining

Anarite Generators: +2,212
Solid Drive: 11,771 + 2,212 = 13,983 Health Remaining

Core Purge: -1,260
Solid Core: 27,090 - 1,260 (Containment Breach) = 25,830 Health Remaining

Core Purge: 94,500 Core Damage
Grey Seal: 500 Base Resilience, No Dice, +4,000 Epic Existence, -5,000 Hostile Divinity Exposure = 500 Extra Damage

95,000 Total End Damage

Grey Seal: 5,000 - 95,000 = -90,000 Health Remaining)
Technically I think The Insurmountable Gap should trigger her and obliterate the seal by an even larger margin.

"You know," Sega begins, scratching at the back of her head. "I kind of expected that to be a lot harder than it was. I mean... she's former Top Ten."
Eh, the Old Guard mostly haven't been that impressive. Sixth Heaven was only a threat because she landed a suckpunch on Nepgear that took her out of the fight and Silver Hero's best got no sold by both Nepgear and Michael. So far the biggest threat has been Solar Radiance and Lunar Radiance and that was mostly down to how hard it was to stop them without killing them.

Then again it shouldn't really be that surprising; it is the job of the younger generation to not simply replace but surpass their predecessors. Nepgear isn't simply the next generation, she's multiple generators down from the Old Guard.

"That's what happens when you enter into a fight where you know all of your enemy's tricks and trumps." Red Rose takes her sister from Aquila to give her a quick check over, but doesn't stop speaking to Sega. "If you know what someone can do ahead of time, then you can make a plan to counter it all. From there, it's simply a matter of dealing enough damage to put them down."
Eh, having a complete character sheet is certainly an advantage but you've got to have the skills necessary to make good on that advantage. Though I can certainly understand why Red Rose thinks this way; she's from the generation of girls who rose to power through trickery and shamelessly exploiting every little loophole. The later generations are very much focused on raw power which knowledge doesn't really help against.


Status of Team Gear:
Nepgear: Ready (Current Health: 29,610)
James: Ready
Samael: Returned to Barricade, Tired (Chance of a Spell not going through when cast)
Michael: Returned to Barricade, Tired (Chance of not having an available attack)
Gabriel: Returned to Barricade, Exhausted (Unavailable: Double-Hit, Juggernaut, Flight / ATP reduced to 1)
Lucky: Returned to Barricade, Frightened (Unavailable: Omni-Caster)
Aquila: Ready, Slightly Rattled

Sega: Slightly stressed. 1% reduction on Base Resilience and Base Damage. (Current Health: 18,407)
Well. This all tells me two things:
1) Once this mission is over we have to return to base and rest. Team Gear is just too worn out to try and take a third mission two.
2) James is a superhuman monster. I mean we already knew that but seriously the only people still operating at 100% are Nepgear, who is literally an unstoppable ball of inhuman determination, and James Robert!

Well I suppose Red Rose is also fine:/
Status of Assault Team:
Red Rose: Ready, Trust Restored
Brilliant Key: Returned to Barricade, Unavailable, Rattled (Chance of hesitating on an attack)
Insight: Ready, Slightly Rattled
but Red Rose lived through World War III, the Fall of Hope, and has had everyone she's ever cared about die horribly. I don't think anything can rattle her and IIRC she's one of those girls who can keep fighting for hours.
 
Eh, the Old Guard mostly haven't been that impressive. Sixth Heaven was only a threat because she landed a suckpunch on Nepgear that took her out of the fight and Silver Hero's best got no sold by both Nepgear and Michael. So far the biggest threat has been Solar Radiance and Lunar Radiance and that was mostly down to how hard it was to stop them without killing them.
Red Rose is terrifyingly impressive.
 
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