Talking to Soul is really easy, she immediately agrees to help. You pretend to not see the bitter expression worming its way on her face as she follows you to Strength.
I guess she thinks we're taking her as part of Strength's meddling?
"What did you do?"
"Oh... uh... I'm parking my skeleton back here so I can go all-out properly."
Neat.
--the only outlier is Magical Girl Judge, who went down with the flu just this morning and is not available to assist
Can our healing spells fix that? Does the flu (or at least it's symptoms) count as either a Status Effect or a Body Damage Modifier?
Blade of Judgement
Level 11
Attacks Per Turn: 3
Affinities: Change | Justice
Ability: Return | Prime Evil Slayer | Magical Girl Slayer
Avatar of Retribution
Level 45
Base Damage: 5,400
Magic Modifier: 5,400
Affinity: Change | Justice | Story
Ability: Slash Hell | Smite | ???
She upgraded her stuff. Previously only had two abilities on her weapon and had Judgement instead of Smite on her spell.

Edit:
Didn't notice the bold. That's terrifying.
Absorbing Aegis
-???
-When Total End Damage dealt to you is above 60% max. Health, reduce it by 90%
At least it's not recursive.

IIRC order of operations is that flat bonuses like Damage Barrier trigger before this, which is a good thing for us.
Finding the Unnatural
Level ???
-Capable of sensing active magic use within ???; ???
Since Chi's spiders are her body itself, a few spiders wandering around without using any spells or anything doesn't count as active magic use, right?
 
I guess she thinks we're taking her as part of Strength's meddling?
No, that is a mixture of her general inferiority complex and the most recent depression acting up.
Can our healing spells fix that? Does the flu (or at least it's symptoms) count as either a Status Effect or a Body Damage Modifier?
You can try.
Since Chi's spiders are her body itself, a few spiders wandering around without using any spells or anything doesn't count as active magic use, right?
No, they do not.


Also, I almost forgot...
I would like to close the votes on Sunday, so you have time until then.
Though I am willing to extend the deadline if you need it.
 
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Basically just wanted to check if a failed stealth attempt by a spider that results in the spider getting counterattacked is super bad for Chi.
The spider hivemind is a little bit ahead of the human hivemind in that regard :V

@Naron How much damagebonus does Magical Girl Slayer give in your quest?
Well...
(End of the Line: +20000 Base Damage, +5000 Stationary Target, +133 dice, +4768 Spell Boost, +10000 Magical Girl Slayer, +300 Hostile Fable Effect = 40,201 Total Damage
(Opticor: +1000 Base Damage 3000 Laser, +1500 Magical Girl Slayer, no dice = 4,500 Total Damage
that looks an awful lot like 50% Base Damage, does it not? :V
 
Well, to get the idea ball rolling, here's a plan based on luring our enemies into a trap.

First, Chi will spread out a lot of spiders in an area without being obvious about it.

Then Sun and Soul will hide somewhere in that area. Soul would probably need to carry an untransformed Sun when getting into position. Or do something like cover Sun's entire body with a tarp and let Sun fly by seeing out of Moon's eyes (which is a hilarious mental image). Something to prevent Sun's glowing from revealing them.

Once everyone is in position, Moon reveals herself by going bright and loud, flying into the area from further away and firing off Sun affinity spells at the enemies from long range while glowing brightly.

Once enemies approach to try to take out Moon, Chi springs Prison of Silk on as many enemies as she can (prioritizing the MGs, especially Brave Heart) while Soul and Sun bolt out of cover to non-lethally KO the prisoners and handle the rest (making sure Sun stays far away from Brave Heart, if she didn't get captured by Chi).


None of our enemies have super high power ranged spells (the Slash Hell ability on Brave Heart's spell tells us that it's melee), so it should be safe for Moon to act as bait.

Staying high in the sky would also do a lot to keep Sun away from Brave Heart's spell, without preventing her from casting spells. Our Dodge ability is also good for that.
 
Adding my own notes on abilities.

Absorbing Aegis
-???
-If Total End Damage dealt to you is above 60% max. Health, reduce it by 90%
The name is ABSORBING Aegis. Expect the ??? to possibly have some kind of damage absorb effect, not unlike Black Sky. I think.

Also, her "one-shot" requires 22500+820=23320 damage... And our Baleful Eclipse is already past the threshold.

Suggested Tactic - Lockdown Brave Heart and deal at one's leasure afterwards. Baleful Eclipse her team, too.
Magic bows Before Technology
Level 12
-???
-Up to 6 instances of Future of Man can be active at the same time; whenever there are less than the maximum active, spend an action to materialise up to three new iterations.
Depending on particulars, we can expect an anti-magic effect from Supreme Tech. Because Magic bows Before Technology. Or Damage Reduction.
Finding the Unnatural
Level ???
-Capable of sensing active magic use within ???; ???
Depending on her definition of the Unnatural, may have a Growth Affinity or certain Negative Affinity detection abilities.

Suggested Tactic - Baleful Eclipse (upgrade 2-3 times to account for 2400+120 defense AND possibility of spell damage reduction). Target her FIRST.

All-Enduring Plate
-???
Probably immunity to Resilience-lowering abilities. And to some status effects.

Unyielding Resolve
-Immune to movement-impairing effects
Lockdown is ineffective. Not good. Also, she is very tanky.
Energy Surge (Active)
Level 15
-???
Very bad news. Super Mode, and probably a particularly potent one.

Suggested Tactic - ask Soul Dweller to screen her and prevent her from interfering.

And now preliminary votectafting notes.

General plan outline:
Try healing Judge.

Flank them in pairs. Twins angle for Supreme Tech, Soul (or Judge) and Chi angle for Brave Heart.

Target Supreme Tech with Baleful Eclipse, then a second time for good measure (Paladin has heals, let's make her job harder). Disable escort swiftly, grab Supreme Tech, move over to a roof somewhere. Backup plan - throw Moonlight Scepter at her in sync with Supernova to gauge effectiveness.

Target Brave Heart with Lockdowns, and try and disable the escort ASAP, followed by Brave Heart who should be immobile. Backup plan - call for twins, keep out of sight.

Soul Dweller is to intercept Unyielding Paladin from saving her fellow UES magical girls. Preference is to knock out soldiers and then harass the Paladin.

After Supreme Tech and Brave Heart are knocked out and moved out of easy reach, gang up on Paladin.
 
Only thing of any real value I have to contribute is that we should really focus on putting down Unyielding Paladin unless we want this go turn into a long-term slugging match, though conversely that will most likely make Moon a bigger target.

Brave Heart we need to either chip away at slowly or simply bind, though if we can manage ~50% of her health two shots in a row that solves that particular problem just as nicely, though that's a fiddly adjustmentry I don't want to do a bunch of math on. Though of course we could also attempt to overwhelm her resistance.

We can probably let Soul deal with tech girl, given thst she's probably least hindered by her weapon

So yeah, that's my barebones outlin of something resembling a plan:

Chi swarms Paladin and ties her up, Pris tries to knock out Brave Heart in as few hits as possible, and Soul duels Supreme Tech with support from whoever finishes their fight first

Of course all this is based on just a first look at the sheets, so I've probably missed things
 
The name is ABSORBING Aegis. Expect the ??? to possibly have some kind of damage absorb effect, not unlike Black Sky. I think.

Also, her "one-shot" requires 22500+820=23320 damage... And our Baleful Eclipse is already past the threshold.

Suggested Tactic - Lockdown Brave Heart and deal at one's leasure afterwards. Baleful Eclipse her team, too.
One thing to note. She can actually survive a direct hit from Scorching Sunlight (without Radiance or any synching), even after her 'immune to first attack of each turn' has been used up, and regardless of dice rolls.

Max Dice Scorching Sunlight vs Minimum Dice Brave Heart = 2011 Final End Damage (unless she has something else that reduces end damage, such as Paladin's buff). Brave Heart has 2250 Max Health.
 
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Brave Heart has been nosold with a Lockdown spell twice in two encounters.
She has had a while to come up with some technique against it, sending Chi alone against her is sending Chi to her death.
My plan outline has Soul initially with Chi, so that is taken into account.

@Naron, does Penumbra of Soul Dweller work to Dazzle her opponents if their resilience exceeds the damage of the spell?

Because if yes, then continually blinded Paladin is a less urgent threat.

@Naron, can we please get a Character Sheet for Clockwork Queen? It is relevant to mission and she was stated to be combat ready. Gotta know her better.

One thing to note. She can actually survive a direct hit from Scorching Sunlight (without Radiance or any synching), even after her 'immune to first attack of each turn' has been used up, and regardless of dice rolls.

Max Dice Scorching Sunlight vs Minimum Dice Brave Heart = 2011 Final End Damage (unless she has something else that reduces damage, such as Paladin's buff). Brave Heart has 2250 Max Health.
I noticed. Baleful Eclipse right after would put her down, mostly... But we'd need to throw moonlight scepter at her to make it stick.
 
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@Naron, does Penumbra of Soul Dweller work to Dazzle her opponents if their resilience exceeds the damage of the spell?

Because if yes, then continually blinded Paladin is a less urgent threat.

@Naron, can we please get a Character Sheet for Clockwork Queen? It is relevant to mission and she was stated to be combat ready. Gotta know her better.
First of all, her name is Soul Queller.
Secondly, her Dazzle does not work on someone who takes no damage.

Thirdly, no. There was no data in the report about it, which is my way of telling you that if you want to call her in, you have to take the risk and do it blindly.
 
I forgot to look at Paladin's abilities

That changes things

I still kinda want to put her down first because of how annoying she could end up being, but having Chi tie her up isn't going to work. So rotate, Pris to Paladin, Chi to Tech, and Soul to Brave Heart. the soldiers are an issue, yeah, but at the moment I'm just laying out what I think the best match ups will be
 
Any thoughts on my trap idea, which can easily be a lead in to a different plan (trap is how to start the fight, not how the rest of the fight should go)?
 
-what little observation could be done from afar shows that a dozen regular UES-soldiers is with the opposing Magical Girls; they are organised in squads of four, each of which assists one girl.
--the UES-MGs usually move in a loose triangle with Unyielding Paladin at the tip, but a few dozen metres in-between each other.
Assuming the distance is 60m we can expect them to link up in a turn, two at the most.

At 9000 RES, their Tank is problematic. Especially if immunity to armor piercing abilities proves correct. Best raise Baleful Eclipse to 10 if we want to deal more than overkill or scratch non-lethal damage to her.
 
I assist to raise Baleful Eclipse up to lvl 10. I still think that taking out Brave Heart first is the way to go because she thinks we are still weak (which we should, if we wouldnt have balance as our growth-rate).
Taking down Paladin will take a while and therefore she should be go down as the last.
 
I assist to raise Baleful Eclipse up to lvl 10. I still think that taking out Brave Heart first is the way to go because she thinks we are still weak (which we should, if we wouldnt have balance as our growth-rate).
Taking down Paladin will take a while and therefore she should be go down as the last.
Two Scorching Sunlights, one from each of Pris's bodies, without using Radiance and with intentionally avoiding syncing them up, deals very heavy but non-lethal damage to Brave Heart.

The MOST that a single Scorching Sunlight can possibly do to her is taking out 89.4% of her Health.

Need two casts because her ability will negate the first one.

Based on our previous encounter with her, that should be enough to prevent her from continuing to fight (that's what happened when she took out most but not all of someone's health).
 
Two Scorching Sunlights, one from each of Pris's bodies, without using Radiance and with intentionally avoiding syncing them up, deals very heavy but non-lethal damage to Brave Heart.

The MOST that a single Scorching Sunlight can possibly do to her is taking out 89.4% of her Health.

Need two casts because her ability will negate the first one.

Based on our previous encounter with her, that should be enough to prevent her from continuing to fight (that's what happened when she took out most but not all of someone's health).

Knocking her out would be still better because of Paladins heal AND a leveled Baleful Eclipse can be used to knock out Paladin too .... at last as a last hit.
 
Knocking her out would be still better because of Paladins heal AND a leveled Baleful Eclipse can be used to knock out Paladin too .... at last as a last hit.
Baleful Eclipse requires using up both bodies' spell actions, and only works if it's not the first attack targeted at Brave Heart that turn. That makes it hard to use for dealing with her.

In a multi-enemy fight like this, Baleful Eclipse is better as a finishing move than as a primary attack.

If Paladin is kept occupied by someone else (probably Soul), just do massive damage to Heart and then while she's unable to act due to being severely injured, either KO her with a Moonlight Scepter hit followed by a shot of Baleful Eclipse (without any extra levels) or seal her up with Prison of Silk.
 
@Naron
Are either of these valid equipment to bring on the mission?

1) A heavy tarp or something that can be draped over one of Pris's bodies to hide its glow at the cost of preventing that body from making use of its eyes.

2) Goggles, Sunglasses, etc that can be worn by Soul to defend against the Dazzle effect of Supernova.
 
Baleful Eclipse requires using up both bodies' spell actions, and only works if it's not the first attack targeted at Brave Heart that turn. That makes it hard to use for dealing with her.

In a multi-enemy fight like this, Baleful Eclipse is better as a finishing move than as a primary attack.

If Paladin is kept occupied by someone else (probably Soul), just do massive damage to Heart and then while she's unable to act due to being severely injured, either KO her with a Moonlight Scepter hit followed by a shot of Baleful Eclipse (without any extra levels) or seal her up with Prison of Silk.

Baleful eclipse was meant as the second hit to knock her out (maybe we can even use their formation to our advantage). Prison on Tech and team, Soul trys first hit an Brave Heart, followed by an Baleful Eclipse (using cover to transform just before it). That way Brave Heart would be down and Soul could rush towards Paladin which should be confused for a moment.
In that time we can knock out Tech and capturing even the last soldiers.
We can knock out all enemy troops besides Paladin and then wear her down. We need a leveled Baleful Eclipse to break trough Paladins defense and that would knock her out. (as a last hit, after we dealt some damage to her beforehand)

That is a basic draft of a plan. And it only needs timing at the start, so that Soul can attack Brave Heart and would directly using her evasion to not be hit by Eclipse and Brave Heart (which will defenitly put up resistence).
Besides: the thing with healing Judge, there is something you forgetting. Tech knows if we use magic. Therefore it would expose us and then we wouldnt be able to surprise them.

BTW even if it is pretty lame, after knocking out Brave Heart we can use our ability to fly to our advantag and just need to be careful for/with Chi. That is the point which we should think the most about.
@Naron Can Chi cast the prison in her spider-swarm form or needs she to combine her spiders to her human form?
 
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