Crystalwatcher's Magical Girl Quest!

Just going to leave this here to stop the raeg:

Ichi is easy to run away from. Both for memetic and mechanical reasons. And that's all I'm saying on the matter.
...My brain is getting me in trouble here I just know it.
But I need the confirmation still.

[Q] Grab your allies and fly away like bats out of hell

This "plan" has the intended purpose of evacuating your allies safely even at the cost of abandoning the mission when meeting Ichi on the other side of the battlefield. Does it work as intended? Y/N?
 
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...My brain is getting me in trouble here I just know it.
But I need the confirmation still.

[Q] Grab your allies and fly away like bats out of hell

This "plan" has the intended purpose of evacuating your allies safely even at the cost of abandoning the mission when meeting Ichi on the other side of the battlefield. Does it work as intended? Y/N?
Probably depends on whether or not Nepgear can carry two armored adults simultaneously while flying at high speed.

Not because they're heavy, but it's hard to actually hold two people larger than yourself in a stable way.

Unless another flying MG is around (like Sega), our only fast fliers are Nepgear and Gabriel.

That means that Nepgear needs to carry two of James, Micheal, Samael, and Aquila simultaneously, while the much larger Gabriel needs to carry the other two and Lucky.
 
Probably depends on whether or not Nepgear can carry two armored adults simultaneously while flying at high speed.

Not because they're heavy, but it's hard to actually hold two people larger than yourself in a stable way.

Unless another flying MG is around (like Sega), our only fast fliers are Nepgear and Gabriel.

That means that Nepgear needs to carry two of James, Micheal, Samael, and Aquila simultaneously, while the much larger Gabriel needs to carry the other two and Lucky.
Hook each one at the waist with your arm, squish them to the sides of your head, and fly away. Would probably work.
 
If they're armored up they also have jumpjets. Grabbing an arm and pulling while they boost should give a decent turn of speed. Sega can also pull a couple, I'd have Gabriel carry Lucky and the human-sized ones split between the flying magical girls if we need a quick getaway.
 
...My brain is getting me in trouble here I just know it.
But I need the confirmation still.

[Q] Grab your allies and fly away like bats out of hell

This "plan" has the intended purpose of evacuating your allies safely even at the cost of abandoning the mission when meeting Ichi on the other side of the battlefield. Does it work as intended? Y/N?

Hook each one at the waist with your arm, squish them to the sides of your head, and fly away. Would probably work.

Or we could use Grey to create a meeting between Rei,Ni,San and Ichi and us with the "no one attacking no one", to try and bring Ni to light.
...
It will probably end with everyone dead and the universe burning, i know. But it could work. Maybe.
it would surely be awesome, and we could have a four way Goddess battle, so..
 
In order to get closer to unlocking a Core equivalent of Drive Synchronization, there's something I want to do.

Grab Uni and San and go to a nearby uninhabited dimension.

Then abuse the interactions between Armored Core abilities and Armor of the Time Lord to let Nepgear and Uni have a really long fight in which they don't need to hold anything back at all (since it's impossible for either of them to get hurt unless a surprise attack somehow occurs).

Let them keep fighting until they tire themselves out. Will let them gain a much better understanding of how they other fights, work out the last remnants of their rivalry, and give them a lot of practice at fighting high end opponents.
 
In order to get closer to unlocking a Core equivalent of Drive Synchronization, there's something I want to do.

Grab Uni and San and go to a nearby uninhabited dimension.

Then abuse the interactions between Armored Core abilities and Armor of the Time Lord to let Nepgear and Uni have a really long fight in which they don't need to hold anything back at all (since it's impossible for either of them to get hurt unless a surprise attack somehow occurs).

Let them keep fighting until they tire themselves out. Will let them gain a much better understanding of how they other fights, work out the last remnants of their rivalry, and give them a lot of practice at fighting high end opponents.
How about instead of wasting San's time like that, we just vote for Nepgear to hang out with Uni a lot? That seems like it would do the trick as well.
 
But they already did that! Nepgear even won!

There was an insufficient amount of hanging out together done after that event, though.

All the beat-down does is open the opportunity for friendship, it still requires active participation on both sides! Mere desire is not enough, no; it must be acted upon, lest the possible friend slip through the fingers and into the arms of others.
 
A bit experimental of a sheet. Quite unusual of a gimmick from a mechanical perspective. Curious to see what people think. Any of the other quests are free to use it if they want.
(Unified Light) Magical Girl Harmonic Burst

Nei Yuuki
Stats

Health: 150
Base Damage: N/A
Base Resilience: 30
Magic Modifier: 50

Affinity: Technology | Wave | Story
Weapon

ES45
Level 1
Health: 500
Base Damage: 100
Base Resilience: 100
Attacks Per Turn: 1
Affinity: Technology
Ability: Auto Assault | Autonomous Combat | Full Auto

Mana Propagator
Level 1
Attacks Per Turn: 1
Affinity: Wave
Ability: Spell Boost
Spells

Shock Wave
-Gains additional Abilities at various stages of charge.
Stage 1 (500 Charge): Judgement
Stage 2 (1,000 Charge): Detonate
Stage 3 (2,000 Charge): Smite
Stage 4 (4,000 Charge): Collateral Damage​
Level 1
Base Damage: 200
Magic Modifier: 100 (N/A)
Affinity: Wave | Story
Ability: Mana Charge | (Variable)

Apocalyptic Amplitude
-Gains additional Abilities at various stages of charge.
Stage 1 (2,000 Charge): Juggernaut
Stage 2 (6,000 Charge): Erase
Stage 3 (18,000 Charge): Apocalypse
Stage 4 (54,000 Charge): Rain of Light​
Level 1
Base Damage: 500
Magic Modifier: 250 (N/A)
Affinity: Technology | Wave | Story
Ability: Mana Charge | Channel | (Variable)
Abilities

Dispersion
Level 1
-Governs Maximum Health and Base Resilience.

Practitioner
-Allows the creation and upgrading of Spells.

Arcane Frequency
-If Harmonic Burst has already begun charging a spell, she can continue to spend actions on charging it regardless of her spell limit, however she cannot begin charging a new spell until her previous one is released. Harmonic Burst cannot unleash her charged spells before their charge reaches Stage 1.

Resonance (ES45)
-While Harmonic Burst is charging a spell, gain additional Abilities depending on the spell's charging Stage.
Stage 1: Anti-Infantry
Stage 2: Auto Recovery (10% of Maximum Health per turn)
Stage 3: Ghost Touch
Stage 4: Interceptor Fire​

Devoted Guardian (ES45)
-As long as you are within 40 feet of Harmonic Burst, automatically become the target of all attacks that would otherwise target her.


A few comments and notes.
  • If the numbers on the spells look high for her growth affinity, or the amount of time she needs to spending charging seems excessive, try looking at the math again after adding more levels. Had to be very careful trying to balance this.
  • Spells are not meant to gain new abilities via level up. Leveling them up instead makes her able to get the ball rolling quicker and makes the higher charge stages more accessible. The charge requirements for each stage do not scale with level.
  • If she was a player character, choosing how to allocate EXP early on would be a nightmare :V
 
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A bit experimental of a sheet. Quite unusual of a gimmick from a mechanical perspective. Curious to see what people think. Any of the other quests are free to use it if they want.
(Unified Light) Magical Girl Harmonic Burst

Nei Yuuki
Stats

Health: 150
Base Damage: N/A
Base Resilience: 30
Magic Modifier: 50

Affinity: Technology | Wave | Story
Weapon

ES45
Level 1
Health: 500
Base Damage: 100
Base Resilience: 100
Attacks Per Turn: 1
Affinity: Technology
Ability: Auto Assault | Autonomous Combat | Full Auto

Mana Propagator
Level 1
Attacks Per Turn: 1
Affinity: Wave
Ability: Spell Boost
Spells

Shock Wave
-Gains additional Abilities at various stages of charge.
Stage 1 (500 Charge): Judgement
Stage 2 (1,000 Charge): Detonate
Stage 3 (2,000 Charge): Smite
Stage 4 (4,000 Charge): Collateral Damage​
Level 1
Base Damage: 200
Magic Modifier: 100 (N/A)
Affinity: Wave | Story
Ability: Mana Charge | (Variable)

Apocalyptic Amplitude
-Gains additional Abilities at various stages of charge.
Stage 1 (2,000 Charge): Juggernaut
Stage 2 (6,000 Charge): Erase
Stage 3 (18,000 Charge): Apocalypse
Stage 4 (54,000 Charge): Rain of Light​
Level 1
Base Damage: 500
Magic Modifier: 250 (N/A)
Affinity: Technology | Wave | Story
Ability: Mana Charge | Channel | (Variable)
Abilities

Dispersion
Level 1
-Governs Maximum Health and Base Resilience.

Practitioner
-Allows the creation and upgrading of Spells.

Arcane Frequency
-If Harmonic Burst has already begun charging a spell, she can continue to spend actions on charging it regardless of her spell limit, however she cannot begin charging a new spell until her previous one is released. Harmonic Burst cannot unleash her charged spells before their charge reaches Stage 1.

Resonance (ES45)
-While Harmonic Burst is charging a spell, gain additional Abilities depending on the spell's charging Stage.
Stage 1: Anti-Infantry
Stage 2: Auto Recovery (10% of Maximum Health per turn)
Stage 3: Ghost Touch
Stage 4: Interceptor Fire​

Devoted Guardian (ES45)
-As long as you are within 40 feet of Harmonic Burst, automatically become the target of all attacks that would otherwise target her.


A few comments and notes.
  • If the numbers on the spells look high for her growth affinity, or the amount of time she needs to spending charging seems excessive, try looking at the math again after adding more levels. Had to be very careful trying to balance this.
  • Spells are not meant to gain new abilities via level up. Leveling them up instead makes her able to get the ball rolling quicker and makes the higher charge stages more accessible. The charge requirements for each stage do not scale with level.
  • If she was a player character, choosing how to allocate EXP early on would be a nightmare :V
Hmmm. Probably start with ES45 as an independent attacker with attack draw and decent defense scaling, up to level 6 to mostly ignore demonic footsoldiers (150 exp). Followed by her Mana Propagator and Shockwave to make it easier to launch spells fast enough and get to Auto Recovery of ES45.

Also, her tactics might boil down to "begin charging Shockwave and let guardian solve problems" early on, as even level 2 guardian one-shots demon ground commanders, and the charged Shockwave will be rolling ever higher with no discernible limit (or are those stage 4 values the upper limit?) to crush any hapless non-mook.

EDIT POST-DISCUSSION:
Logically, her first 200-ish EXP should have:
ES45 LVL 6
Mana Propagator LVL 2
Shockwave LVL 3
Dispersion 2

This gives her a net MM roll of 400 on Shockwave, giving her an average of 3 turns to start it up in the earnest. As opposed to 150, and needing 7 turns on average. The important part is seeing how many levels does the progression of ES45 attacks-per-turn take.

At Shockwave 7 Apocalyptic Amplitude 7 Propagator 5 she takes an average of 1 turn on casting a Shockwave and an average of 2 turns on casting Apocalyptic Amplitude. Which is probably the point of offensive abilities she will be reaching for (520 EXP).

Her 1000 EXP, in no particular order:
ES45 LVL 10 (450) - Health 5000, Damage 1000 (x6 Anti-Infantry), ? APT, Resilience 1000, Redirects damage from Harmonic Burst to himself
Mana Propagator 5 (100) - Damage N/A, ? APT, 250 MM, Spell Boost | ???
Shockwave 7 (210) - Damage 1400, MM 700 (N/A: 500 | 1000 | 1500 | 2000)
Apocalyptic Amplitude 7 (210) - Damage 3500, MM 1750 (N/A: 2000 | 6000 | 18000 | 54000)
Dispersion 3 (30) - Health 450, Resilience 90

Her next 250 EXP will probably be pushed into Dispersion 8 (Health 1200, Resilience 240) just in case.
 
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Hmmm. Probably start with ES45 as an independent attacker with attack draw and decent defense scaling, up to level 6 to mostly ignore demonic footsoldiers (150 exp). Followed by her Mana Propagator and Shockwave to make it easier to launch spells fast enough and get to Auto Recovery of ES45.

Also, her tactics might boil down to "begin charging Shockwave and let guardian solve problems" early on, as even level 2 guardian one-shots demon ground commanders, and the charged Shockwave will be rolling ever higher with no discernible limit (or are those stage 4 values the upper limit?) to crush any hapless non-mook.
The spell rolls just add to the charge. They don't attack. Actually attacking with a spell ends the spell.
 
Wait.
I thought Mana Charge allowed to roll MM repeatedly to add to the resulting value. Then said value was added to total damage. Was I wrong?
Yes, it's added, but only when you stop charging.

So she spends a bunch of actions only on charging and then unleashes the charged up spell (with all the accumulated MM rolls) as a finishing move.

And yes, stage 4 is the highest, but she can keep charging even after reaching it.
 
Yes, it's added, but only when you stop charging.

So she spends a bunch of actions only on charging and then unleashes the charged up spell (with all the accumulated MM rolls) as a finishing move.

And yes, stage 4 is the highest, but she can keep charging even after reaching it.
Then it works exactly like I thought.

Her early battles will have ES45 steamroll over any mook-type opposition, while any solitary hero unit will get erased from existence by the overpowered Shockwave she'd been rolling for since the battle began.

Thus, her problem becomes elite mooks, multiple hero units, and hero units with multiple adds.

That's if they don't get caught in the conveniently present Collateral Damage ability of Shockwave.
 
Then it works exactly like I thought.

Her early battles will have ES45 steamroll over any mook-type opposition, while any solitary hero unit will get erased from existence by the overpowered Shockwave she'd been rolling for since the battle began.

Thus, her problem becomes elite mooks, multiple hero units, and hero units with multiple adds.

That's if they don't get caught in the conveniently present Collateral Damage ability of Shockwave.
Also runs into problems if she runs into a bigger fish at the start of her first battle.

Also if an enemy uses an AOE attack to target the robot and have splash damage hurt her.
 
True and true. It's not ideal, but then again I never promised it to be. It is however both simple and effective, and that's what is needed when starting out. Just give her a minute to ramp up.
 
BTW, the person who figures out how the extension-less function of the PB was foreshadowed gets a prize. ;)
Is it the fact that this doesn't specify forcibly suppressed or suppressed by an enemy?
At any point the Extension in suppressed your base damage will be cut in half.
Unlocked: Extension
Beam Extension
-Base Purifier damage doubles. This effect applies to weapon growth. If suppressed cut current power by half.
 
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