Crystalwatcher's Magical Girl Quest!

These guys are functionally what happened when min-maxing munchkins from Spacebattles and Sufficient Velocity band together on the sole idea of keeping their god alive and pounding anyone stupid enough to piss them off into sludge.

Humanity might as well have nothing more than sticks and harsh language in comparison. If that. In total the White Kingdom's collective power is almost equivalent to a Starstream to low-Galaxy class Divine Being. They're the giant that if they wake up, no one wins.


Makes sense.
You can be neutral only if you're capable of fighting alone at least one of two sides of the war, or sooner or later you will be recruited by force/eliminated.
Other policies/single actors in LDC that no one wants to piss off?
And here i thought scariest thing in LDC would be Gehaburn!Nepgear
 
These guys are functionally what happened when min-maxing munchkins from Spacebattles and Sufficient Velocity band together on the sole idea of keeping their god alive and pounding anyone stupid enough to piss them off into sludge.

Humanity might as well have nothing more than sticks and harsh language in comparison. If that. In total the White Kingdom's collective power is almost equivalent to a Starstream to low-Galaxy class Divine Being. They're the giant that if they wake up, no one wins.
Wait, these guys are around and some hell duke still thought it was a good idea to take a poke at humanity who's following a similar path of development?
 
Wait, these guys are around and some hell duke still thought it was a good idea to take a poke at humanity who's following a similar path of development?
1) Prior to that, humanity was seen as moe blobs of giddiness (and I'm quoting Crystalwatcher here).
Remember, we were the moe blobs of giddiness that no one could take seriously because of the antics we were getting up to.
2) We weren't nearly the same tier as these guys.
3) If his plans panned out, he might have gotten on top of us and ridden us all the way to the top... No matter how suggestive this might sound.
 
Makes sense.
You can be neutral only if you're capable of fighting alone at least one of two sides of the war, or sooner or later you will be recruited by force/eliminated.
Other policies/single actors in LDC that no one wants to piss off?
And here i thought scariest thing in LDC would be Gehaburn!Nepgear

The thought occurs that Nep is basically an infinite energy reactor with access to a mecha, in an RPG.

Give it a few months and she should be able to go SGTTGL.
 
Soooo. Decided to continue my little bookkeeping check on Nepgear's Growth.

Last time, we've seen her acquire 4650 XP in 13 days, and left her just as she purchased INDESTRUCTIBLE CORE. This was Level Up 13.

Let us continue.
Level Up 14 - Covering Fire (75 XP), Anti-Air Beam (50 XP), Long Range Bombardment (100 XP).
4875 XP Total. 225 XP spent (offense-quality). 109 XP remaining.
Day 15 - prior to Echoing Gear. Just decompressing on the base after the NIGHTMARE INTERRUPT. Return of The Leash Joke.

Level Up 15 - Supremacy Zone (725 XP)
5600 XP Total, 725 XP spent (offense/defense, quality). 87 XP remaining.
Day 19 - prior to Inheritor Gear. Team Gear is in the middle of vacation in Heaven (day two done, two days to go).

Level Up 16 - Fractal Synchronization (350 XP)
5950 XP Total, 350 XP spent (party upgrade). 7 XP remaining.
Day 21 - prior to Gear Change/Drive Ignition. Visiting Shrine of the Goddess Four. Getting knocked out on CALAMITY dreams. Return of The Leash Joke (yes, it happens often enough).

Level Up 17 - Purifier Beam 11-14 (360 XP), ICORE 5-6 (50 XP)
6360 XP Total, 410 XP spent (360 offense-leveling, 50 defense-leveling). 47 XP remaining.
Day 21 - prior to Truth Drive. Blue Sky is revealed as a traitor, Truth dies, and Nepgear goes catatonic.

Level Up 18 - Purifier Beam 14-15 (140 XP), ICORE 6-10 (300 XP), Flight 5-11 (450 XP), Celestial Severance 6-8 (130 XP)
7380 XP Total, 1020 XP spent (270 offense-leveling, 300 defense-leveling, 450 utility). 5 XP remaining.
Day 24 - prior to Star Drive. Start of the long day (that has yet to end), start of Operation Starborn (aka nuke platform escort mission).

Level Up 19 - Severance: Echo (250 XP), Calamity Circuit (75 XP), Starshine 5-10 (350 XP)
8055 XP Total, 675 XP spent (325 - offense-quality, 350 - offense-leveling). 345 XP remaining.
Day 24 - prior to Prophet Drive. Kill most of the Reavers, get swatted by Sixth Heaven. Get 4800+ XP just from demon deaths.

Level Up 20 - Lesser Gods (550 XP), Segarite Core (2000 XP), Celestial Severance 8-10 (170 XP)
10775 XP Total, 2720 XP spent (550 - party, 2000 - defense-quality, 170 - offense-leveling). 2601 XP remaining.
Day 24 - prior to Unifier Drive. Sixth Heaven gets pasted by Gabriel and Judgement Core in particular. Operation Starborn: Total Success.
Sooo. Going up to Level Up 20, we see the total XP spent increased from 4650 to 10775. Mostly, we have getting to Unifier Drive to blame - because the wholesale slaughter of hundreds of demons gave us a great push. Also, it gave us this:
Samael is ready for growth upon return to base!

Samael has Learned Musket Fire!
Samael has Learned The Demon King!
Also, "Nepgear can blow one (Hell Gate) up with her current (LVL 14) Purifier Beam". Which had 3835 Damage, 190 Magic Modifier, Juggernaut and Judgement. So assume 3000 HP 1000 Resilience or so.

Also, this:
"My callsign isn't- uhg, never mind. The Unified Darkness has been dropping operations around Graveyards recently. We know they've gotten maybe fifty Magical Girls out of it, so its not because they have enough. So we think it's because we know what they've been doing. As it is, we don't think they know that you guys can break the Control Seals, otherwise they would have cut the operation and ran immediately after Boston, but have instead decided that to continue it poses too much of a risk. So they're collecting what graves they've dug up in one place and are going to all pull out at once."
Wait... If they got like fifty MGs out of the Operation Grave Robbing, why did we only get like seven? Or were those smash-and-grab ops like the one that got them Sega (briefly)?
But I digress.

If we check the timeline, barring the unfortunate death of Truth, we've spent ten days or so largerly outside of pitched combat, which was mostly good. Sparring with poor Uni doesn't count. Unfortunately, that means we were forced to deal with so much trauma.

Anyway, our tendency of making use of situation-dictated upgrades was only brought back by the start of Operation Starborn. And yet, while our purchase of dakka-related upgrades to deal with the waves of Reavers was both justified and gave us like 50% boost in XP earned up till that point, the emergency purchase after meeting Sixth Heaven turned out to be unnecessary for the task at hand. Oh well.

And now, for our spending practices:
Our vacation was spent mostly on increasing our skill in shooting things up by purchasing upgrades for Purifier Beam, enfolding them all into Supremacy Zone - the second Super Ability we gained - and improving our Connection. Immediately prior the disaster that was Truth Drive, we slightly bolstered our durability, and upgraded our Purifier Beam's damage. That was both good and bad because it was our shot that killed Truth, but it was not our weapon's fault... It was the fact we were so stunned that we didn't transfrom fast enough to have Truth benefit from Echo of Peace on Blue Sky's first attack. If people check the After Action Discussion, they'll see that not upgrading our weapon would have led to Truth dying and Blue Sky escaping. Sad but true.

Our choice to take up Mission Starborn had us improve our weapon to 15, our Celestial Severance, and decently upgrade our defenses. Ironically, neither this nor the emergency upgrade of Segarite Core, improved Core Connection, and Celestial Severance again at the arrival of Sixth Heaven had any meaningful effect on the mission's events. Only the flight upgrade to improve our ability to hunt down the groups of enemies, and our mid-battle upgrade to provide us with Unlimited Dakka (spellcasting without limit) has been useful. VERY useful indeed.

Assuming we accept Supremacy Zone as an offense-oriented upgrade (based on its prerequisites being such and ignoring the conditional perfect defense against ground-based enemies), the tally of XP is this:

We spent 350 XP on improving ICORE, and 2000 XP on Segarite Core. This put our total XP spent on defenses at 2325+2350=4675.

We spent 950 XP on various quality upgrades for Purifier Beam handling, including Supremacy Zone. We spent 325 XP on two upgrades to our Spellcasting, including Calamity Circuit. We spent 500 XP on Purifier Beam leveling, 300 XP on Celestial Severance leveling, and 350 XP on Starshine leveling. This put our total XP spent in this category to 1150+1150+950+325=3675.

We also spent 450 XP on flight levels, and finally, we spent 350+550 XP on upgrades to our Core Connection - those being Fractal Synchronization and Lesser Gods, our third Super Ability that is technically not shown in Anastasia's writeup proper, instead being in her allies' character sheets. This put our total XP spent in this category to 1175+1350=2525.

Despite our total spending over this time period costing us 2350+2425+1350=6125 XP, the only decisive upgrades (as in, the ones we wouldn't have been nearly as useful without) were those of Purifier Beam damage prior to Truth Drive (360 XP), and the flight-dakka upgrades prior to and during Operation Starborn (1125 XP total on these)...

Of course, Operation Soul Collector has been the time when our other upgrades were put to good use.
Still, considering that even Sixth Heaven would have been pasted the moment we would have been able to throw a Celestial Severance Level 9+ at her (and that would have only cost us like 210 XP from the Level Up 13)... This is a demonstration of one of the reasons why Gold can afford to have 15000 XP banked in case she needs an emergency upgrade
And by emergency upgrade, I mean she has enough XP to purchase a Super Ability that is level-able (see our track record for INDESTRUCTIBLE CORE that cost us less than 2500 XP from zero defensive upgrades at all), then level said Super Ability to level 50 (12250 XP total, if my memory doesn't decieve me). Or get and then level four different things to Level 25.

Next time, tune in for Victorious Drive, Operation Soul Collector, and Level Up 21-25.
 
Oh... Were you expecting me to post it in two weeks? Well too bad, I'm bored and the end is in sight.

Anyway. Part 1 of my XP bookkeeping project is 10 pages back.
Part 2 of my XP bookkeeping project is right above.

So, onwards to completion.
All of these happened on Day 24, and are related to Operation Soul Collector.

Level Up 21 - Celestial Severance 10-15 (600 XP), Starshine 10-15 (600 XP), Flight 11-20 (500+850=1350 XP), ICORE 10-16 (750 XP)
14075 XP Total, 3300 XP spent (1200 offense-leveling, 1350 utility-leveling, 750 defense-leveling). 581 XP remaining.
Day 24 - prior to Victorious Drive. We're off to save the Old Guard, the wonderful Old Guard of was!

Curiously, there is an 11-month hiatus between Level Up 21 and Level Up 22. Also, we managed to meet Silver Hero (Undead Drive), meet Solar Radiance and Lunar Radiance (Monster Drive), get fried by Solar Radiance (Radiance Drive) and finally save the Radiances (Overwhelm Drive). We also managed to meet (Nepromancy Gear) and greet (Breaker Drive) Grey Champion.

Level Up 22 - Celestial Severance 15-17 (310 XP), Purifier Beam 15-17 (310 XP), Flight 20-25 (1100 XP), ICORE 16-25 (700+1100=1800 XP).
17595 XP Total, 3520 XP spent (620 offense-leveling, 1100 utility-leveling, 1800 defense-leveling). 670 XP remaining.
Day 24 - prior to Whitening Drive. White Soul welcomes us to our doom!

Level Up 23 - Starshine 15-17 (310 XP).
17905 XP Total, 310 XP spent (offense-leveling). 761 XP remaining.
Day 24 - prior to Juggernaut Drive. If at first you don't succeed, change tactics (used by both sides).

Level Up 24 - Flight 25-27 (510 XP).
18415 XP Total, 510 XP spent (utility). 251 XP remaining.
Day 24 - prior to Indestructible Drive - aka high stakes aerial dogfight of desperation and high stakes ground-based annihilation extravaganza in the same time. Saved by Insight... Her gut feeling from Whitening Drive panned out.

Level Up 25 - Flight 28 (270 XP).
18685 XP Total, 270 XP spent (utility). 1580 XP remaining.
Day 24 - after Indestructible Drive Mission Select Screen. We're caught up. We're returning to base.

In hindsight, investing heavily in Segarite Core and ICORE immediately prior and during the mission has saved us from Anastasia Pwn Count: 3 message. This didn't show any signs of proof until meeting Silver Hero, where the very first tick of Segarite Core made us functionally immune to the opening salvo of the battle.

Incidentally, this is also the moment I finally click that a lot if not all damage modifiers re-apply themselves on Intercept Damage after the intercept attempt was successful... Because that's what happened to Mana Cheat Hero's Magic Modifier (it was counted, and smited, twice), and Sixth Heaven's To Tear The Gods From Their Heights multiplier... Intercept OP. I wonder if that also works on Rain of Light or Quadra-Magic...

Anyway, then we get into a confrontation with Solar Radiance and Lunar Radiance. And get burned by Searing Light... Really, Solar's Unstoppable/Judgement attacks with Insurmountable Perfection are bullshit... Especially since she had Unrivaled Radiance of the Sun cut the percentage of Final Damage Reduction by 50%, rendering our ICORE mostly ineffective... We were hit for 35006 damage, leaving us with 3423... For the record, if we had ICORE 2 levels less, or were hit 2 turns prior it really would have been Anastasia Pwn Count: 3. Not to mention Segarite Core that was the MVA for this attack, by overhealing us to this state during the prior battle. Incidentally, this was Turn 13 of battle when we were fried. And Turn 17 or so when we were done with the Radiances.

Onward to Grey Champion. Her battle showed us little in terms of surprises, actually. Thanks to Aquila, we only spent like 6 turns or so on this. And then came White Soul. 5 more turns discussing situation, 5 more turns getting to her... and 2 turns of hitting her impotently before changing tactics. Turn 29. We cast Starshine, White Soul tags out with Juggernaut Drive, and Goddess Gold comes to affirm her position as #1.

Also, I finally figure out the obvious about Omnipresent AOE being the trump Ability against White Soul... In light of this, I think the only reason she ever got her rampage off the ground was by getting the drop on Lunar Radiance - since her Hydra does have an Omnipresent attack (Hyper-Poison LVL 200, Mode Shift - Gas).

Anyway, we're almost caught up. I think there was some kind of hiccup with tracking experience, since the numbers between Level Up 23 and 24 don't add up. But in any case. This last encounter of Juggernaut Drive and White Soul is where we're repeatedly bailed by our allies saving our hide in the nick of time. It's not our fault - it's just a really bad matchup with a newbie Localized Genocide having a desperate wish of everyone coming back home safe and having neither skill nor abilities to back this wish up proactively. At least we are a superb decoy.

And is it just me or this entire mission took like ten-to-fifteen minutes from start to finish?

And with this, we're finally caught up. To tally up our spendings. In general, we have more or less exhausted the available qualitative upgrades by this time - oh they are still there, it's just that we need plot-related prerequisites to match. So we spent our experience on leveling things up.

We spent 750+1800=2550 XP on improving ICORE. This put our total XP spent on defenses at 2325+2350+2550=7225.

We spent 600+310=910 XP on both Starshine and Celestial Severance, as well as 310 XP on Purifier Beam - all to make them Level 17 and match Immortal Messenger of Darkness, White Soul. This put our total XP spent in this category to 1150+2425+2130=5805.

Finally, we drastically increased our Flight speed by paying 1350+1100+510+270=3230 XP. This put our total XP spent in this category to 1175+1350+3230=5755.

Our total spending over this time period (less than an hour, haha) cost us 2550+2130+3230=7910 XP, and we should be very, very grateful for investing into both Flight and ICORE so much. I did say we were just two turns, two ICORE upgrades, or 1/1 on both from having our Pwn Count go up? It bears repeating. And I'm not even going to bother with JDrive, since it should be obvious enough already.

Anyway, this brings our EXP Counter to 4650+6125+7910=18685 XP spent, with 1580 XP remaining. Congratulations, we've broken the 20'000 EXP benchmark (more or less)... For comparison, Red Rose leveling her abilities and spells cost only 12250+7800+100+3000-240=20150+3000-240=22910 XP. Can't say how much she paid to unlock and upgrade them, though. But - we're now (un)officially a Veteran!

Even if Sega, even just with her Adamantium Frame and Frame Lattice has more than that...

Now, for the sake of my completionist tendencies, let's tally up our Quality upgrade spendings, and our Leveling upgrade spendings.

Level Up 01-13: 850+850+75=1775 (Defense - Quality), 550 (Defense - Leveling), 350 (Offense - Quality), 800 (Offense - Leveling), 125 (Flight+Boosted), 1050 (Party Boosts)
Level Up 14-20: 2000 (Defense - Quality), 350 (Defense - Leveling), 950+325=1275 (Offense - Quality), 1150 (Offense-Leveling), 450 (Flight), 900 (Party Boosts)
Level Up 21-25: 2550 (Defense - Leveling), 2130 (Offense - Leveling), 3230 (Flight)

Total: 3775 (Defense - Quality), 3450 (Defense - Leveling), 1625 (Offense - Quality), 4080 (Offense - Leveling), 3805 (Flight), 1950 (Party Boosts).
Prior to Level Up 21: 900 (Defense - Leveling), 1950 (Offense - Leveling), 575 (Flight).

Well... just goes to show how bullshit Ana's defense really is - we spent practically twice the leveling costs into it in upgrades prior to last mission. And her Love for Sega is even greater - since it's more than twice that value.
 
A fun fact about Segarite Core and ICORE; the former has made the leveling up the latter more XP efficient. You see normally ICORE follows the following pattern:
Base Resilience = 100 + 100 x Level
Health = 1,000 + 200 x Level​
But since Segarite Core triggers immediately upon Turn 1 of combat we can effectively treat Nepgear's Health as 175% of it's actual value since unless there is either something that cancels Segarite Core or triggers first it will always add that extra 75% on at least once.

From this we can update the formula to:
Health = 1,750 + 350 x Level​
So thanks to Segarite Core we get an extra 150 Health per Level.

From this here are Nepgear's various Effective Healths (IE: Health x 2 [No Longer Human] x 100 [ICORE 99% reduction]):
Level 05 = 700,000 Effective Health
Level 10 = 1,050,000 Effective Health
Level 15 = 1,400,000 Effective Health
Level 20 = 1,750,000 Effective Health
Level 25 = 2,100,000 Effective Health
Level 30 = 2,450,000 Effective Health
Level 35 = 2,800,000 Effective Health
Level 40 = 3,150,000 Effective Health
Level 45 = 3,500,000 Effective Health
Level 50 = 3,850,000 Effective Health​
Of course this also goes to show that leveling up ICORE continually becomes less efficient since Health gains are flat (350) while XP costs are linear (10 * Level). This can be seen by comparing the increases in Effective Health vs. the XP required to gain them:
Level 05 = 350,000/100 = 3,500 EF/XP
Level 10 = 350,000/350 = 1,000 EF/XP
Level 15 = 350,000/600 = 583 EF/XP
Level 20 = 350,000/850 = 412 EF/XP
Level 25 = 350,000/1,100 = 318 EF/XP
Level 30 = 350,000/1,350 = 259 EF/XP
Level 35 = 350,000/1,600 = 219 EF/XP
Level 40 = 350,000/1,850 = 189 EF/XP
Level 45 = 350,000/2,100 = 167 EF/XP
Level 50 = 350,000/2,350 = 149 EF/XP​




I kinda hope we get new Spells/Abilities to grind in the not too distant future since we're kinda hitting a similar point with all our stuff things. Purifier Beam is already at the point it's nearly unusable and odds are the most we'll level it up to is Level 20 for the extra APT and Ability. Even that's pretty questionable since at that point we'd be doing 43,606 per hit and be pretty hard to control.

Celestial Severance will probably cap out at Level 20 since by that point we're dealing a minimum of 52,428,800 Damage and an average (1 Echo) of 104,857,600 Damage per swing. If it wasn't for Beyond Good and Evil that would be enough to OHKO Gaia. There is nothing we know of that can survive that kind of damage outside of those who aren't really effective by raw damage (Red Rose for example). So there is no point in further leveling here.

Starshine theoretically could be useful leveling all the way to Level 65 at which point it's doing 3,459,129,872,000 Damage per shot (157,233,176 [Base Damage] x 11 [Rain of Light] x 4 [Quadra-Magic] x 500 [Target: Army]) and can quite literally take out an entire Legion of three billion demons in a single shot. In practice we'd almost certainly run into range limitations well before that point so most the damage would be wasted. So personally barring some game changing Ability I figure Level 20 and it's 151,722,000 Damage (6,851 x 11 [Rain of Light] + 500 [Hostile Divinity] x 4 [Quadra-Magic] x 500 [Target: Army]) are more then enough for anything we can successfully target with Starshine.

That just leaves Flight. Like ICORE Flight gets less efficient the more your level it up since it has a flat gain (+10MPH) for increasing costs (10xLevel). Flight might get a couple more levels to round it out but at this point we're already one of the fastest people in the air and it's not like it gets used that much anyway.
 
A fun fact about Segarite Core and ICORE; the former has made the leveling up the latter more XP efficient. You see normally ICORE follows the following pattern:
Base Resilience = 100 + 100 x Level
Health = 1,000 + 200 x Level​
But since Segarite Core triggers immediately upon Turn 1 of combat we can effectively treat Nepgear's Health as 175% of it's actual value since unless there is either something that cancels Segarite Core or triggers first it will always add that extra 75% on at least once.

From this we can update the formula to:
Health = 1,750 + 350 x Level​
So thanks to Segarite Core we get an extra 150 Health per Level.

From this here are Nepgear's various Effective Healths (IE: Health x 2 [No Longer Human] x 100 [ICORE 99% reduction]):
Level 05 = 700,000 Effective Health
Level 10 = 1,050,000 Effective Health
Level 15 = 1,400,000 Effective Health
Level 20 = 1,750,000 Effective Health
Level 25 = 2,100,000 Effective Health
Level 30 = 2,450,000 Effective Health
Level 35 = 2,800,000 Effective Health
Level 40 = 3,150,000 Effective Health
Level 45 = 3,500,000 Effective Health
Level 50 = 3,850,000 Effective Health​
Of course this also goes to show that leveling up ICORE continually becomes less efficient since Health gains are flat (350) while XP costs are linear (10 * Level). This can be seen by comparing the increases in Effective Health vs. the XP required to gain them:
Level 05 = 350,000/100 = 3,500 EF/XP
Level 10 = 350,000/350 = 1,000 EF/XP
Level 15 = 350,000/600 = 583 EF/XP
Level 20 = 350,000/850 = 412 EF/XP
Level 25 = 350,000/1,100 = 318 EF/XP
Level 30 = 350,000/1,350 = 259 EF/XP
Level 35 = 350,000/1,600 = 219 EF/XP
Level 40 = 350,000/1,850 = 189 EF/XP
Level 45 = 350,000/2,100 = 167 EF/XP
Level 50 = 350,000/2,350 = 149 EF/XP​




I kinda hope we get new Spells/Abilities to grind in the not too distant future since we're kinda hitting a similar point with all our stuff things. Purifier Beam is already at the point it's nearly unusable and odds are the most we'll level it up to is Level 20 for the extra APT and Ability. Even that's pretty questionable since at that point we'd be doing 43,606 per hit and be pretty hard to control.

Celestial Severance will probably cap out at Level 20 since by that point we're dealing a minimum of 52,428,800 Damage and an average (1 Echo) of 104,857,600 Damage per swing. If it wasn't for Beyond Good and Evil that would be enough to OHKO Gaia. There is nothing we know of that can survive that kind of damage outside of those who aren't really effective by raw damage (Red Rose for example). So there is no point in further leveling here.

Starshine theoretically could be useful leveling all the way to Level 65 at which point it's doing 3,459,129,872,000 Damage per shot (157,233,176 [Base Damage] x 11 [Rain of Light] x 4 [Quadra-Magic] x 500 [Target: Army]) and can quite literally take out an entire Legion of three billion demons in a single shot. In practice we'd almost certainly run into range limitations well before that point so most the damage would be wasted. So personally barring some game changing Ability I figure Level 20 and it's 151,722,000 Damage (6,851 x 11 [Rain of Light] + 500 [Hostile Divinity] x 4 [Quadra-Magic] x 500 [Target: Army]) are more then enough for anything we can successfully target with Starshine.

That just leaves Flight. Like ICORE Flight gets less efficient the more your level it up since it has a flat gain (+10MPH) for increasing costs (10xLevel). Flight might get a couple more levels to round it out but at this point we're already one of the fastest people in the air and it's not like it gets used that much anyway.
1) About the Purifier Beam. Agreed, LVL 20 at the most.
1a) On the other hand, it's technically possible for us to disable Purifier Beam and go into melee with a Panzer Blade (aka Purifier Beam when used in melee). That would somewhat mitigate our collateral damage issues... But you can address JUGGERNAUT DRIVE chapter to learn how Juggernaut/Judgement/Apocalypse melee weapon affects its surroundings. At 2 million damage, but the point still stands.

2) About the Celestial Severance. I'm assuming that since it will have those damage values AND since it is on Divinity girl, that Celestial Severance will gain an ability to pierce Morality Barriers at LVL 20. Far too likely, IMO.

3) About Starshine. I have no real thoughts about it. Correction. I do. At those high levels you mentioned, about defeating legions of demons, durability of any cover becomes an academic question. The question becomes not how far we can shoot - it becomes the question of how much of the horizon we're willing to indiscriminately erase to get the most enemies dead.

4) About Flight. I really really want to try and get it to LVL 78, actually. Speed of Sound (in MPH) is 767 MPH, which is just a smidgen below what LVL 78 gives us. I would really like to see it have an Ability Evolution - because this is a good point to have one.

5) About leveling efficiency of abilities. Ironically, quite unlike Health and Resilience, weapons, all weapons in general, have an effective linear progression of damage potential. This is due to them increasing both damage and APT. A quick and dirty check will give you that "level up a weapon to Level 2X" costs about as much as "level up 4 items Level X". In other words, to double the level, we pay quadruple the cost. With this, however, we both double the damage, and double the number of attacks. Sure, the blips of "free 1st level APT" and "xp cost rounding errors" are present. But overall it makes little difference... And that's not including new Abilities gained or Magic Modifier which is also usually reliant on weapon level.

5a) As a corrolary, Nepgear and other Fragments have bullshit-tier weapons.

6) About new spells or abilities... Unfortunately, even with all the shop items, not very likely. Abilities will evolved based more on need and roles we take - and we've more or less fully grown into the role we've been assigned. My quip about being an (un)official Veteran wasn't for show, you know.
 
Starshine theoretically could be useful leveling all the way to Level 65 at which point it's doing 3,459,129,872,000 Damage per shot (157,233,176 [Base Damage] x 11 [Rain of Light] x 4 [Quadra-Magic] x 500 [Target: Army]) and can quite literally take out an entire Legion of three billion demons in a single shot. In practice we'd almost certainly run into range limitations well before that point so most the damage would be wasted. So personally barring some game changing Ability I figure Level 20 and it's 151,722,000 Damage (6,851 x 11 [Rain of Light] + 500 [Hostile Divinity] x 4 [Quadra-Magic] x 500 [Target: Army]) are more then enough for anything we can successfully target with Starshine.
I think we're going to stop being "Localised Genocide" and become "Unstoppable Genocide".
 
1a) On the other hand, it's technically possible for us to disable Purifier Beam and go into melee with a Panzer Blade (aka Purifier Beam when used in melee). That would somewhat mitigate our collateral damage issues... But you can address JUGGERNAUT DRIVE chapter to learn how Juggernaut/Judgement/Apocalypse melee weapon affects its surroundings. At 2 million damage, but the point still stands.
Two things worth noting;
1) Panzer Blade still has the Apocalypse Ability which means collateral damage is unavoidable.
2) Damage scales weirdly here:
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".

Gaia, who is explicitly an entire planet, has a Base Resilience 11,500,000, and Health of 35,000,000. Killing her would entire destroying the entire planet.

Meanwhile, the Brahmastra are literal "fuck this entire world, and everything on and in it" nukes.

Rei's "Oblivion Awaits" can depopulate an entire continent and damages planetary bodies at 10,000,000 damage.

Cosmos, who is the entire LDC, has a health of 155,000,000,000,000,000. Void has a health of 85,000,000,000,000,000.

Starslayer, which allows someone to harm up to Star-Stream class Divine Entities, has a x100,000 damage modifier.
Incidentally Celestial Severance could kill Void at level 50 with The Insurmountable Gap and Cosmos at level 51 with TIG. If it wasn't for the range issues.

2) About the Celestial Severance. I'm assuming that since it will have those damage values AND since it is on Divinity girl, that Celestial Severance will gain an ability to pierce Morality Barriers at LVL 20. Far too likely, IMO.
Sadly this is not to be:
Celestial Severance has a set-range, and cannot bypass Morality Barriers. Divine Entities will shrug it off, though it probably would irritate them. Like a mosquito bite, minus the risk of infection.
That said we do have an anti-divine spell that just hasn't been unlocked yet:
We haven't actually gotten our anti-divine being spell yet.


3) About Starshine. I have no real thoughts about it. Correction. I do. At those high levels you mentioned, about defeating legions of demons, durability of any cover becomes an academic question. The question becomes not how far we can shoot - it becomes the question of how much of the horizon we're willing to indiscriminately erase to get the most enemies dead.
When I said range I meant how far our the spell itself can travel. Celestial Severance for example just flat out stops at 50m away regardless of if it's got the energy to continue going. Starshine almost certainly also has a maximum range given:
Starshine, while usable, will not catch more than 20% of the forces on a given side.
That CS idea specifically won't work because CS has a shorter range than Starshine, and if Starshine won't get 'em...

4) About Flight. I really really want to try and get it to LVL 78, actually. Speed of Sound (in MPH) is 767 MPH, which is just a smidgen below what LVL 78 gives us. I would really like to see it have an Ability Evolution - because this is a good point to have one.
While I like the idea it's never going to happen. Level 78 Flight would cost us 26,250XP. Considering we've only earned 18,685XP so far in the entire quest I doubt we'll ever have enough spare XP to be able to waste it on leveling up Flight so high.

5) About leveling efficiency of abilities. Ironically, quite unlike Health and Resilience, weapons, all weapons in general, have an effective linear progression of damage potential. This is due to them increasing both damage and APT. A quick and dirty check will give you that "level up a weapon to Level 2X" costs about as much as "level up 4 items Level X". In other words, to double the level, we pay quadruple the cost. With this, however, we both double the damage, and double the number of attacks. Sure, the blips of "free 1st level APT" and "xp cost rounding errors" are present. But overall it makes little difference... And that's not including new Abilities gained or Magic Modifier which is also usually reliant on weapon level.
Huh? I think your reasoning is flawed. unless this:
5a) As a corrolary, Nepgear and other Fragments have bullshit-tier weapons.
is suppose to mean Nepgear is except since while this might be true for other characters, I haven't checked, I know it's not the case for Nepgear. Purifier Beam/Panzer Blade have exponential damage growth. Excluding the fact Crystalwatcher rounds down at every damage increase our weapons basically follow the logic:
Damage = 20 x 1.25 ^ Level
Cost = 10 x Level​
The same applies to both spells, most notably CS since it's an integer multiplier and thus doesn't get downgraded by rounding.

6) About new spells or abilities... Unfortunately, even with all the shop items, not very likely. Abilities will evolved based more on need and roles we take - and we've more or less fully grown into the role we've been assigned. My quip about being an (un)official Veteran wasn't for show, you know.
While we're pretty stuck on Abilities we do have a method of unlocking new spells; Synchronization training. We know that at least some spells will either unlock our hidden spells or grant lesser versions of the synchro spell.
 
I didn't know we have the full character sheet for either of them.
Or were you just count health/resistances?
Just Health. Their Base Resistance doesn't matter because of Unstoppable and their Magic Modifier is based off their opponents and ours are tiny compared to our damage.

The real issue is that CS lacks the appropriate scale to injure them (IE: can't bypass Beyond Morality and that we'd need Void and Cosmos to be in roughly the same area since if one is alive they automatically resurrect the other at the start of the next Turn.

Also we do have sheets for them:
Cosmos (Unaligned Front)
Void (Cosmos)
 
Huh? I think your reasoning is flawed. unless this:
My reasoning is this:
Assume a weapon on level 20 has gained 4 attacks by leveling up, and has base damage x20. That cost 1900 XP from lvl 1.
This same weapon on level 40 will have gained 8 attacks by leveling up, with base damage x40. That cost 7800 XP from lvl 1.

This means the total damage output per turn we gained from leveling (as opposed to had at level 1) is x80 for level 20, and x8x40=x80x4 for level 40. Now, compare the costs. 7800/4=1950, practically 1900 with change.

This in turn means, by paying approximately x4 the cost of upgrading the weapon, we gained the total damage output per turn approximately x4 of the previous value.

This proportion will keep for levels 5-10 (100 vs 400+50), 10-20 (450 vs 1800+100), 15 vs 30 (1050 vs 4200+150), 25 vs 50 (3000 vs 12000+250)... the list goes on. Hmmm... 6-12 is (150 vs 450+100+110, 150 vs 660, 150 vs 600+60)... Yep, very same proportion. Double the level, quadruple cost, add cost of next level gained...

Like I said, there are a few blips (like the free 1 APT for level 1 weapon, and the small change for higher levels costs), but total damage per turn has a similar progression for normal MGs. Pay 4x the cost - get 4x DPT.
 
Assume a weapon on level 20 has gained 4 attacks by leveling up, and has base damage x20. That cost 1900 XP from lvl 1.
This same weapon on level 40 will have gained 8 attacks by leveling up, with base damage x40. That cost 7800 XP from lvl 1.
While for other Magical Girls this may be true it's not so for Nepgear.

At Level 1 Nepgear had 1 APT and a Base Damage of 10 and at level 20 (with Beam Extensions 2x multiplier) Nepgear will have 21,803 Base Damage and 5 APT. That is a gain of 2,180.3x Damage and 4 APTs.

At level 40 she will have 72,499,353 Base Damage and 9 APT. That gives her a gain of 7,249,935.3x Damage and 8 APTs.

So all told the Damage per Turn is:
Level 1 = 1 x 10 = 10
Level 20 = 5 x 21,803 = 109,015
Level 40 = 9 x 72,499,353 = 652,494,177​
Dividing through by the Level 1 damage gets us:
Level 1 = 1x
Level 20 = 10,901.5x
Level 40 = 65,249,417.7x​
So while we paid 4x as much XP for Level 40 vs Level 20 we actually gained 5,985x as much damage as did from Level 20.
 
While for other Magical Girls this may be true it's not so for Nepgear.

At Level 1 Nepgear had 1 APT and a Base Damage of 10 and at level 20 (with Beam Extensions 2x multiplier) Nepgear will have 21,803 Base Damage and 5 APT. That is a gain of 2,180.3x Damage and 4 APTs.

At level 40 she will have 72,499,353 Base Damage and 9 APT. That gives her a gain of 7,249,935.3x Damage and 8 APTs.

So all told the Damage per Turn is:
Level 1 = 1 x 10 = 10
Level 20 = 5 x 21,803 = 109,015
Level 40 = 9 x 72,499,353 = 652,494,177​
Dividing through by the Level 1 damage gets us:
Level 1 = 1x
Level 20 = 10,901.5x
Level 40 = 65,249,417.7x​
So while we paid 4x as much XP for Level 40 vs Level 20 we actually gained 5,985x as much damage as did from Level 20.
I did stipulate all weapons in general in my original post, and I did mention the point 5a - that Nepgear and other Fragments have bullshit-tier weapons. I see no contradictions to my statements.
 
Red Rose- The Avatar Of Victory
The Lonely Survivor

A Lord Marshal rant regarding Amanda Lee state of mind
N.B As always this is all my opinion and is not canonical nor WoG , again, simple opinion
@Crystalwatcher
Question Corner: Some questions that popped in my mind while writing this rant.
How strong is Amanda in practical terms when you compare her to the others of the List? Because while she's in rank ten she seems also ridiculously specialized in 1vs1 combat....and Assassination.
Who could defeat her in a 1vs1 duel (Only UL and UD combatants)?
Will we know more about White Soul after the battle, specifically her reason for going murderbot?
As always, questions are just curiosity, can answer or not as you wish.

Now, let's start the rant.
Not completely happy with it, because it's less about Red Rose and more what the war did to her, but if i'll find something else to say about her i'll simply do another rant on her.
As always, sorry the eventual inevitable typos, hope you'll like it.
Next One: The Four Goddesses "Four Obsessions".......Or maybe not.

-----------------------------------------------


Red Rose is actually a pretty mysterious character for us.
She's one of the oldest veterans of this war in the human ranks, if not the oldest.
Maybe not in simple age, but in amount of sheer situations that she experienced no one come close from the human side.
Even the oldest soldiers of the Counter Force can't say to have fought what Amanda did...and the ones that can are probably incapable of expressing such opinion.

This means that we have no idea of who was the person that joined the war to become what we now know as Red Rose.
But we can still try to re-create the picture of how that girl became who she is now.
So let's try to pick up the pieces of this puzzle.


Joining The War.

We know that Amanda was taciturn and solitary by disposition, as White Soul kindly told us in our fight.
We know that Red Rose was a Magical Girl before the War, fighting the injustice in obscurity while no one believed Magical Girls existed before the Crusade.
This means that Amanda wasn't forced to fight by the circumstances, or at least not completely.

Little information, but still something to use as a base.

Living in War

The real problem start after Red Rose became a veteran MG, one that simply did not die, regardless of what reality and common sense declared.
What happened to Red Rose is that...She simply became adjusted to living in war.
it's a such a simple phrase that explain neatly everything that Red Rose is.
She saw humans soldiers, angels, fairies, elves and other magical girls die.
Some faster, some slower...but in the end they all died.
While Red Rose survived, taking victory after victory for the Unified Light.
This is something normal MGs already suffer from, watching their own humans squads die again and again to protect them, some cope with it by refusing to take another squad, other by teaming with MGs, others simply endure it.
Red Rose probably was in a similar situations, but there is a important difference between a normal MG and Red Rose.
The former will probably die sooner of later.
There is a certain...peace? tranquility?Doesn't matter how you call it, but knowing that both you and your comrades will probably die is, paradoxically, helpful.
If you and the other person could both die every time a fight break out, in a certain sense you're on the same plane.
It make you feel...not alone, it gives you the courage to talk to the other person, the urgency to connect, because tomorrow you could simply disappear.
When everyone can die, it creates unity, because you're all under the same fear.
MGs will die a bit later, but will die all the same.
But what of Red Rose?
Yes, of course she could theoretically die.
But who could believe it after she killed a Dark Lord and survived to tell the tale? After she killed Dark Magical girl after Dark Magical girl one on one?After she fought enemies that were strong to fight Divine Beings and wasn't splattered across the whole dimension?
There is a reason if Amanda is called the Avatar Of Victory.
After a bit, everyone realized it, even Amanda did.
Red Rose would not die, at least not in a long time.
Other magical Girls, even strong ones, could die in unlucky situation...but not Amanda, not Red Rose.
How does it feel, standing in a place full of people you know and painfully realize that you'll outlive all of them?
What sense there is in creating a deeper connection with a Magical Girl that just awakened? What sense talking about dreams with the commander that will probably be assassinated sooner of later?
It dehumanize the others, more for your own sanity than anything else, and it make you feel truly, completely alone.

Amanda's Hope
Of course this doesn't consider an important fact.
The Old Guard, Amanda most trusted friends and Comrades.
Magical Girls that much like her were considered the strongest, incapable of being broken.
Everyone of the Old Guard felt the same loneliness, much like Red Rose, and everyone else helped each other by simply surviving, simple being there, battle after battle, untouchable by the carnage that laid low everyone else.
White Soul, untouchable to the point of being considered immortal, must have been exactly what Red Rose needed in a certain sense.
Amanda Lee, the person, survived battle after battle not being crushed by Red Rose, the warrior, simply by having such wonderful comrades by her side.
The Old Guard helped her thorough the losses, the sadness, the madness of war, much like a family.
...
In fact, the loneliness is probably something that she considered rarely when the Old Guard was alive.
It doesn't consider the Goddesses, that brought hope to a war where the only future was an endless fighting, immortal juggernauts even stronger than her that made clear that Red Rose wouldn't outlive everyone.
How could she outlive people so ridiculously overpowered?
Other people were untouchable by the war, not strange entities like Gabriel or Gaia, but other Magical Girls.
The Goddess Four, The Old Guard and the end of the war in sight.
It was as if the universe itself decided that no, the Avatar Of Victory will have comrades.
But everything returns to the same point, much like a sick joke.
Hope


The Fall of Hope


Amanda's Despair
When Hope came, aside from clearly spelling that all of Amanda victories were for naught, it brought another message with it.
Goddesses can die.
Grey died on between the ruins of Hope.
Gabriel, an entity so much greater and older than anyone else Amande knew died on Rexulus, protecting the retreat of the Unified Light.
Leaving Red Rose with one last pillar...White Soul and the Old Guard.
And that pillar didn't crumble, it fucking exploded like the idiot that tried invade Rome.
White Soul went completely batshit insane and murdered the rest of the Old Guard in absolutely horrible ways, forcing Red Rose to put her down violently and messily, leaving her with absolutely nothing.

After years of war, the only thing that Amanda truly found was loneliness.
The goddesses were broken, leaving only Gold there, stretched thin to stop her own sisters from destroying the unified light, going on more for inertia than anything else.
She lost all her friend, her sister, and was forced to kill the only person that would have always survived the battlefield to met her again.
As if that wasn't tragic enough, the point was proven.
She survived.
Gabriel, the Goddesses four, the Old Guard... The Avatar Of victory stood alone again.
This time, no one would welcome her back from the mission.
Just like that, little by little, battle after battle....Amanda simply stopped investing in other people, accepting that everyone aside from Gold would die....suspecting in the dark corners of her mind that sooner of later even the Golden Annihilation would simply fall, or betray them.
In short, the girl Amanda left space to Red Rose, the unbroken warrior that would always without foul bring victory....alone.
Not completely, as she would still train a young magical girl that just lost her sister or take an apprentice.
But surely in the back of her mind the though that she would outlive them too became ever-present.

Everyone screamed her name in joy and awe when she fought.
"The Avatar of Victory that will never fail, will never die. Even if we all die she will bring victory"
How could they not? Her mere presence means no death will be meaningless, because victory is not only a possibility, but a certainty.
No one ever stopped to think that about the loneliness of standing alone in ever growing pile of bodies, outliving yet another battle.
Yet another person.
Not even Amanda, the girl, just relegated in some deep part of Red Rose, the warrior that simply accepted the reality of war.
A reality were she would always be alone.

But then...
Nepgear came.
She did the impossible.
Solid Core brought everything she lost back.
Red Rose,The Avatar Of Victory in this mission became Amanda Lee, Magical Girl of the Old Guard once again.
Someone that doesn't outlive her comrades, but complete the mission without casualties, and doesn't need to make horrible sacrifices.
And she will tear to pieces anyone that tries to touch her friends again.
 
Last edited:
Red Rose- The Avatar Of Victory
The Lonely Survivor

A Lord Marshal rant regarding Amanda Lee state of mind
N.B As always this is all my opinion and is not canonical nor WoG , again, simple opinion
@Crystalwatcher
Question Corner: Some questions that popped in my mind while writing this rant.
How strong is Amanda in practical terms when you compare her to the others of the List? Because while she's in rank ten she seems also ridiculously specialized in 1vs1 combat....and Assassination.
Who could defeat her in a 1vs1 duel (Only UL and UD combatants)?
Will we know more about White Soul after the battle, specifically her reason for going murderbot?
As always, questions are just curiosity, can answer or not as you wish.

Now, let's start the rant.
Not completely happy with it, because it's less about Red Rose and more what the war did to her, but if i'll find something else to say about her i'll simply do another rant on her.
As always, sorry the eventual inevitable typos, hope you'll like it.
Next One: The Four Goddesses "Four Obsessions".......Or maybe not.

-----------------------------------------------


Red Rose is actually a pretty mysterious character for us.
She's one of the oldest veterans of this war in the human ranks, if not the oldest.
Maybe not in simple age, but in amount of sheer situations that she experienced no one come close from the human side.
Even the oldest soldiers of the Counter Force can't say to have fought what Amanda did...and the ones that can are probably incapable of expressing such opinion.

This means that we have no idea of who was the person that joined the war to become what we now know as Red Rose.
But we can still try to re-create the picture of how that girl became who she is now.
So let's try to pick up the pieces of this puzzle.


Joining The War.

We know that Amanda was taciturn and solitary by disposition, as White Soul kindly told us in our fight.
We know that Red Rose was a Magical Girl before the War, fighting the injustice in obscurity while no one believed Magical Girls existed before the Crusade.
This means that Amanda wasn't forced to fight by the circumstances, or at least not completely.

Little information, but still something to use as a base.

Living in War

The real problem start after Red Rose became a veteran MG, one that simply did not die, regardless of what reality and common sense declared.
What happened to Red Rose is that...She simply became adjusted to living in war.
it's a such a simple phrase that explain neatly everything that Red Rose is.
She saw humans soldiers, angels, fairies, elves and other magical girls die.
Some faster, some slower...but in the end they all died.
While Red Rose survived, taking victory after victory for the Unified Light.
This is something normal MGs already suffer from, watching their own humans squads die again and again to protect them, some cope with it by refusing to take another squad, other by teaming with MGs, others simply endure it.
Red Rose probably was in a similar situations, but there is a important difference between a normal MG and Red Rose.
The former will probably die sooner of later.
There is a certain...peace? tranquility?Doesn't matter how you call it, but knowing that both you and your comrades will probably die is, paradoxically, helpful.
If you and the other person could both die every time a fight break out, in a certain sense you're on the same plane.
It make you feel...not alone, it gives you the courage to talk to the other person, the urgency to connect, because tomorrow you could simply disappear.
When everyone can die, it creates unity, because you're all under the same fear.
MGs will die a bit later, but will die all the same.
But what of Red Rose?
Yes, of course she could theoretically die.
But who could believe it after she killed a Dark Lord and survived to tell the tale? After she killed Dark Magical girl after Dark Magical girl one on one?After she fought enemies that were strong to fight Divine Beings and wasn't splattered across the whole dimension?
There is a reason if Amanda is called the Avatar Of Victory.
After a bit, everyone realized it, even Amanda did.
Red Rose would not die, at least not in a long time.
Other magical Girls, even strong ones, could die in unlucky situation...but not Amanda, not Red Rose.
How does it feel, standing in a place full of people you know and painfully realize that you'll outlive all of them?
What sense there is in creating a deeper connection with a Magical Girl that just awakened? What sense talking about dreams with the commander that will probably be assassinated sooner of later?
It dehumanize the others, more for your own sanity than anything else, and it make you feel truly, completely alone.

Amanda's Hope
Of course this doesn't consider an important fact.
The Old Guard, Amanda most trusted friends and Comrades.
Magical Girls that much like her were considered the strongest, incapable of being broken.
Everyone of the Old Guard felt the same loneliness, much like Red Rose, and everyone else helped each other by simply surviving, simple being there, battle after battle, untouchable by the carnage that laid low everyone else.
White Soul, untouchable to the point of being considered immortal, must have been exactly what Red Rose needed in a certain sense.
Amanda Lee, the person, survived battle after battle not being crushed by Red Rose, the warrior, simply by having such wonderful comrades by her side.
The Old Guard helped her thorough the losses, the sadness, the madness of war, much like a family.
...
In fact, the loneliness is probably something that she considered rarely when the Old Guard was alive.
It doesn't consider the Goddesses, that brought hope to a war where the only future was an endless fighting, immortal juggernauts even stronger than her that made clear that Red Rose wouldn't outlive everyone.
How could she outlive people so ridiculously overpowered?
Other people were untouchable by the war, not strange entities like Gabriel or Gaia, but other Magical Girls.
The Goddess Four, The Old Guard and the end of the war in sight.
It was as if the universe itself decided that no, the Avatar Of Victory will have comrades.
But everything returns to the same point, much like a sick joke.
Hope


The Fall of Hope


Amanda's Despair
When Hope came, aside from clearly spelling that all of Amanda victories were for naught, it brought another message with it.
Goddesses can die.
Grey died on between the ruins of Hope.
Gabriel, an entity so much greater and older than anyone else Amande knew died on Rexulus, protecting the retreat of the Unified Light.
Leaving Red Rose with one last pillar...White Soul and the Old Guard.
And that pillar didn't crumble, it fucking exploded like the idiot that tried invade Rome.
White Soul went completely batshit insane and murdered the rest of the Old Guard in absolutely horrible ways, forcing Red Rose to put her down violently and messily, leaving her with absolutely nothing.

After years of war, the only thing that Amanda truly found was loneliness.
The goddesses were broken, leaving only Gold there, stretched thin to stop her own sisters from destroying the unified light, going on more for inertia than anything else.
She lost all her friend, her sister, and was forced to kill the only person that would have always survived the battlefield to met her again.
As if that wasn't tragic enough, the point was proven.
She survived.
Gabriel, the Goddesses four, the Old Guard... The Avatar Of victory stood alone again.
This time, no one would welcome her back from the mission.
Just like that, little by little, battle after battle....Amanda simply stopped investing in other people, accepting that everyone aside from Gold would die....suspecting in the dark corners of her mind that sooner of later even the Golden Annihilation would simply fall, or betray them.
In short, the girl Amanda left space to Red Rose, the unbroken warrior that would always without foul bring victory....alone.
Not completely, as she would still train a young magical girl that just lost her sister or take an apprentice.
But surely in the back of her mind the though that she would outlive them too became ever-present.

Everyone screamed her name in joy and awe when she fought.
"The Avatar of Victory that will never fail, will never die. Even if we all die she will bring victory"
How could they not? Her mere presence means no death will be meaningless, because victory is not only a possibility, but a certainty.
No one ever stopped to think that about the loneliness of standing alone in ever growing pile of bodies, outliving yet another battle.
Yet another person.
Not even Amanda, the girl, just relegated in some deep part of Red Rose, the warrior that simply accepted the reality of war.
A reality were she would always be alone.

But then...
Nepgear came.
She did the impossible.
Solid Core brought everything she lost back.
Red Rose,The Avatar Of Victory in this mission became Amanda Lee, Magical Girl of the Old Guard once again.
Someone that doesn't outlive her comrades, but complete the mission without casualties, and doesn't need to make horrible sacrifices.
And she will tear to pieces anyone that tries to touch her friends again.
There is something else to consider. Red Rose's magic, her affinities.
Battle. Blood.
Her magic has always, will always be derived from her affinity of Battle. Not War... Battle. Red Rose exists to fight.
Her magic will often, most often, be shaped by her affinity of Blood. And in fact, looking at her weapon, her spells, her abilities... she never had a true need to branch out.

Red Rose, the magical girl, the warrior - her place is only ever on the battlefield. In fact, even her moniker, the Avatar of Victory, is misleading. On the battlefield, she might be a force nigh-insurmountable... but wars aren't always won on the battlefield. And so the other tragedy of Red Rose is that she may win, or survive, every battle she ever participates in - but the situation is such that even all that effort will not be able to bring victory in the war.
 
There is something else to consider. Red Rose's magic, her affinities.
Battle. Blood.
Her magic has always, will always be derived from her affinity of Battle. Not War... Battle. Red Rose exists to fight.
Her magic will often, most often, be shaped by her affinity of Blood. And in fact, looking at her weapon, her spells, her abilities... she never had a true need to branch out.

Red Rose, the magical girl, the warrior - her place is only ever on the battlefield. In fact, even her moniker, the Avatar of Victory, is misleading. On the battlefield, she might be a force nigh-insurmountable... but wars aren't always won on the battlefield. And so the other tragedy of Red Rose is that she may win, or survive, every battle she ever participates in - but the situation is such that even all that effort will not be able to bring victory in the war.

Yes and no.
Affinities comes from people, but do not define people.
This is why people with good affinities are not automatically good people.
It means that Amanda might have had a horrible childhood as child soldier fighting...or simply be a person that enjoy the rush of fighting, or a daughter of a soldier and so on.
Saying that Red Rose exists to fight is at the same time accurate and completely wrong, as Ni *My whole power set scream Demon Lord but i'm simply desperate and SOMEONE HELP ME!* demonstrate.
But yeah, for a person that can't help but survive, her affinities really seems to scream "Yo sis, your fate is simply winning".
...
But yeah, Red Rose probably thinks that.

The second part, while true, i think it applies more to Gold: Red Rose is not someone that changes battlefields or win great engagement.
For two reason
1) Amanda quite literally already accepted that, she is a veteran of many battle, she already knows that the war is big and she can't change it and was never expected too.
It's painful...but something she lived with from before hope, from when she started being a magical girl.
She is not a Goddess, those have dreams.
Not saying it isn't an issue, simply that it's something she probably accepted.
2)Her issue with the battlefield is a magnitude worse.
I'm gonna expand on that.
She wins, but can't help other people.
She survive, but can't protect other people.
She kills, but can't save other people.
Red Rose whole deal is that she doesn't win battles, she brings victory.
With Red Rose is---->People die, but she still complete the mission. *Victory*
Gold is ---->She arrives, wins the battle and chill, saving everyone and everyone is happy.
In truth...Red Rose never "Wins", not in her minds, for a simple reason.
Her power-set is not made to help other people...nor to support, nor to save....so every battle she enters have heavy casualties because
1)She is sent to high-level battlefields
2)She can't help the more squishy people from exploding like us.
Meaning Red Rose victory, are quite literally on a pile of bodies every time...unless she deploy solo that bring credence to the "You're destined to be alone" thingy.
It's not only that her victories are useless in great scheme of things, but that she hate her own brand of victories that everyone is happy about.

But you're right, your point about the battlefield probably became a big issues after Hope, albeit something the UL collectively shared.



Shit... my feels.

I look like a totally irredeemable asshole now.
(And yes, I know the irony of saying this with my current avatar.)

...
Now i feel bad
My next rant will be about someone happy,ok?
I'll do Lucky Star and Armageddon Hound Gabriel(Old) Goddess Gold Solid Core...Someone. or my next rant will be on Goddess Gold because @Faraway-R post inspired me (thank you Faraway).
...
Let's concentrate on Red Rose happy ending now!
Unless the next update is "Everyone dies", in which case.
Bad GM,Baaaaaaaaaaaaaaaaaaaaaaaaaad.
 
Now imagine if Red Rose was actually killed and then revived by Goddess Red.

Hey, it's possible, you just need to spam attacks at her. Getting punched in the face consecutively enough and your skull will cave in.
 
Now imagine if Red Rose was actually killed and then revived by Goddess Red.

Hey, it's possible, you just need to spam attacks at her. Getting punched in the face consecutively enough and your skull will cave in.

Red Rose is a soldier, she wouldn't find herself in a such a situation safe for someone in the management screwing up....in which case Red Rose march into the base, beat the idiot to an inch on his life and then pick up a mission that seems important.
Because she is an independent, the Avatar Of Victory and Scathach.
But that probably already happened.
Amanda is our spiritual predecessor, i'm fairly sure something like that already happened and she simply survived by luck, skill and good tricks to use in case of emergency.
She is someone that by any metric should be dead a long time ago...and it's not.
She is practically the White Glint of the The List.
Technically weaker, but you're sure as hell not gonna bet on her defeat.
There is a reason if i asked Crystalwatcher how she compared to the rest of the Top Ranked from a practical standpoint.


But if it happened, she would probably feel better.
Red can assure her she will never be alone again, because what means death when you master can ignore it?
Her comrades will be puppet,but she doesn't know and i'm gonna stop now because if i keep going without giving Crystalwatcher time to prepare for the feels i'm gonna find a pissed Goddess Red outside my house.
 
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