Magical Girl Quest - The Fire That Burns

I just realised... with this plan...

Rukia: Here, have two options. Which one do you want?
SV: We take both :V

Although I might be close to the line of not talking about it with this one.
On the other hand, taking all of the offered options is what SV always does... this is probably just the first time it happens over here.
 
[X] Zwobot

Although I might be close to the line of not talking about it with this one.
On the other hand, taking all of the offered options is what SV always does... this is probably just the first time it happens over here.

*shrugs* As I see it, the vote is more a question of what we want to prioritize: the enemy or our allies. With this vote the answer is pretty clearly the allies before getting back to burning the enemy.

I just realized that we are becoming like Harry Dresden, burning things everywhere we go. I can already see the ending: Cerys standing sheepishly before a burning forest.
 
Haha. Well, we are a fiery, walking disaster zone. Might as well call us Armageddon Girl in a few 'levels'.
 
Haha. Well, we are a fiery, walking disaster zone. Might as well call us Armageddon Girl in a few 'levels'.
Need to learn to cause earthquakes and tidal waves for that. And maybe volcanic eruptions.

Although, technically, Armageddon has exactly nothing to do with natural disasters. Or fire. Or even disasters. It's just a final battle prophecy. Perhaps you were thinking of The Apocalypse, which is the destruction of the world.

Of course, even that is misleading if you use the proper meaning and traditional use of it. Calling the end of the world "the uncovering" isn't very accurate. And being "Uncovering Girl" has unfortunate connotations.
 
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Just realized.

@Zwobot, Since this scamp is bigger, it should have more resilience, so the thermal lances might not be able to pass its resilience to cripple it as planned. If I might suggest a contingency to your plan, why not have Cerys fly above it, roughly 10 meters and deploy Alpha-Omega. We are in a forest, so let's take advantage of the open skies in order to kite it as well as limit the collateral damage by enclosing it in the lower portion of our aura sphere. Besides Alpha-Omega damage doubles every turn, even if it has a higher resilience it will melt given time and, at the same time, Alpha-Omega will also melt the surroundings and any and all projectiles it could grab to throw at us.
 
Just realized.

@Zwobot, Since this scamp is bigger, it should have more resilience, so the thermal lances might not be able to pass its resilience to cripple it as planned. If I might suggest a contingency to your plan, why not have Cerys fly above it, roughly 10 meters and deploy Alpha-Omega. We are in a forest, so let's take advantage of the open skies in order to kite it as well as limit the collateral damage by enclosing it in the lower portion of our aura sphere. Besides Alpha-Omega damage doubles every turn, even if it has a higher resilience it will melt given time and, at the same time, Alpha-Omega will also melt the surroundings and any and all projectiles it could grab to throw at us.

Well, this is edging into too much detail as far as battle plans go. Though using Alpha-Omega really might be the trick to kick through its resilience if that turns out to be a problem. So I added in the following vote. Better? I'm honestly a bit weary about adding more things for Cerys to keep track of during the fight. She has no experience with aerial combat and I'd like to avoid things like being smacked back by some projectile or other only to end up having our allies in the area of effect of our aura.

- [-] Try to keep the Scamp within our Alpha and Omega aura at around 10m to pile on more damage over time - and if our Thermal Spear is unable to pierce its resilience use kiting tactics (away from allies and civilization)
 
Well, this is edging into too much detail as far as battle plans go. Though using Alpha-Omega really might be the trick to kick through its resilience if that turns out to be a problem. So I added in the following vote. Better? I'm honestly a bit weary about adding more things for Cerys to keep track of during the fight. She has no experience with aerial combat and I'd like to avoid things like being smacked back by some projectile or other only to end up having our allies in the area of effect of our aura.

- [-] Try to keep the Scamp within our Alpha and Omega aura at around 10m to pile on more damage over time - and if our Thermal Spear is unable to pierce its resilience use kiting tactics (away from allies and civilization)

My suggestion was more of a "only if Thermal lances fail, go for Alpha-Omega", not to put Alpha-Omega on top of it. If Alpha-Omega is active while Cerys launches Thermal lances, it will eat the lances after all so there would be no point. Your plan is simple and effective enough as is but is based on the fact that the Thermal lances would be enough to cripple the scamp, which is in question since being bigger it could have enough resilience to tank them. This is why it is a contingency.

Rather than the quoted addition, just the second part. Something more like:

- [-] if our Thermal Spear is unable to pierce its resilience use Alpha-Omega (away from allies and civilization) while flying out of his reach but keeping it in the range of the aura.

The aura covers 20 meters, should be safe enough as far as kiting goes.
 
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Canon Omake: Meanwhile at the Clocktower
I was bored, so take this.

Omake: Meanwhile at the Clocktower

It had been an hour since Cerys left.

Morgan was still not sure about all of this; of course she understood that taking care of these pests was important, but... she could not stop herself from worrying.
She herself had had her fair share of tasks so far, but her friend was still new to this part of the world, to magic.

Why am I so concerned? Scamps aren't that dangerous, just annoying to destroy...

Her thoughts did not really help the matter... as she witnessed just the day before, Cerys had trouble controlling her powers at times. She was still in a state where she had to test out what worked... and this was horrifying to think about for a Magical Girl, whose innate power eclipsed anything Morgan herself was capable of after years of training. What if she had to use her more powerful magic and something went wrong?

...

The young woman shook her head to get these thoughts out of it. Everything would be fine, she could trust Karen's judgement; when her boss thought that Cerys was ready, then she would trust in that.

Only that there was still this little sliver of doubt she just could not get out of her mind...


Ugh... at least Una seems fine.

Much to her surprise, the younger sister did not complain when Cerys left, despite the two of them always being together. Morgan actually thought she might not be happy about this, or mope, or... or anything, really.
Instead, the little one was plowing through her extra exercises with a precision she really should not have. It was just a start on the overall pile, but Una showed no signs of tiring or boredom... well, okay. She was obviously bored because her current exercises were pretty repetetive, but that was about it.

Morgan had to suppress a sigh when she looked over her charge's shoulder. The girl was sharp and would have picked up on it in an instant.
"You're doing good so far."
Una just hummed and continued.


It went like this for another twenty minutes; the older girl went back to the paperwork she was given before just to pass the time, but her thoughts still returned to the subject of Cerys time. And time. And time. Again.
Seriously, what was wrong with her?

"Aren't you worried?"

Huh? Oh shit, I just said that out loud...
But the damage was already done; one moment where her brain was too slow to stop her tongue and now... now she had these big eyes directed at her, looking sweetly and a little confused. "Um... nope. Cerys is strong."
Then Una smiled and went back to her exercise. "She always comes back."

...wait, always?

Morgan got the feeling that she was missing something there, but she did not really want to dig deeper... especially because she did not want to push her luck here; at least she now knew that Una was not just pretending not to worry. No, the younger girl really believed what she just said.

Somehow, this made the older one a little envious. She saw how wonderful a sibling Cerys was before, but this relationship obviously went two ways... and as an only-child, she never had something like that.
Thinking about it, it would have been nice to have a strong big sister take care of her when she was little...

And Morgan almost said that out loud as well, but caught herself in time. Not this, this she would not tell Una of all people. That girl was sly enough to tell her something like not minding to share her big sister with the older girl... and Morgan really did not need the additional embarassment, seeing how a lot of people just seemed to assume... 'that'.

At least Karen was only teasing her with that kind of thing...

Thinking of Karen, Morgan paused for a moment while turning a page. Then she smiled a little.
Right, Karen was there... she counted almost like a big sister... or maybe a cool aunt? Something in that vein, yes.

Her smile vanished the moment she realised she did not actually remembered a single line from the previous page; Morgan took a deep breath and turned to this one, then started to read it again.

She really should stop being so worried when even Una was calm. Just stay calm and trust Cerys.
 
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My suggestion was more of a "only if Thermal lances fail, go for Alpha-Omega", not to put Alpha-Omega on top of it. If Alpha-Omega is active while Cerys launches Thermal lances, it will eat the lances after all so there would be no point. Your plan is simple and effective enough as is but is based on the fact that the Thermal lances would be enough to cripple the scamp, which is in question since being bigger it could have enough resilience to tank them. This is why it is a contingency.

Rather than the quoted addition, just the second part. Something more like:

- [-] if our Thermal Spear is unable to pierce its resilience use Alpha-Omega (away from allies and civilization) while flying out of his reach but keeping it in the range of the aura.

The aura covers 20 meters, should be safe enough as far as kiting goes.

Aaaaand fixed. Yeah, I didn't take the 'contingency' bit into account. My bad. This looks much better to me now.
 
Okay, two things I noticed aside from that we might be in trouble.
First, these calculations are a little off, seeing that Double Cast does not just double the damage. It would rather looke like this:

(Ignition Knight: +75 Thermal Spear, +??Dice = Damage
Ignition Knight: +75 Thermal Spear, +?? Dice = Other Damage

As for Burn, it does not activate during an attack. DoT effects take effect at the beginning of each turn.
I looked, but couldn't find if it was two separate lines or combined.
I actually wrote it as two separate lines, but changed it later.
Can I get a quote on this?

Burn does take effect at the beginning of each turn, I wrote it on the defenders line. (Aura ticks over at the beginning of every turn)
I haven't seen any DoT effects in Crystalwatchers Quest, so is it on the attackers line?
 
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Yes, I'm just wondering how to write the -4 (3.5 rounded) damage.
Do I put it on a separate line, merge it with the Aura tick?

Am probably going to merge it into the Aura tick.
How do you write attacks that ignore Armour?
Apply a specific deduction to the line equal to the armor being pierced/negated/bypassed, or strike out the armor being added to the calculation with a note of the cause?

Third option would be to add damage to the offensive line equal to the armor being nulled, but that would combo with other abilities that work off of damage dealt to inflate the damage actually being done. Whether that's acceptable or even desirable is up to you.

(Ignition Knight: +27 Infinity Edge, -7 Semi-Competent, +2 Dice = 22 Total Damage
Woodland Scamp: +35 Base Resilience, -10 Surprise, -10 On Fire, -9 Armour Pierce = 6 Damage Reduction
Kinda like you already did here with the sword. Only that if it's meant to totally bypass or ignore armor, it might be "-35 (Reason Here)".
 
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Apply a specific deduction to the line equal to the armor being pierced/negated/bypassed, or strike out the armor being added to the calculation with a note of the cause?

Third option would be to add damage to the offensive line equal to the armor being nulled, but that would combo with other abilities that work off of damage dealt to inflate the damage actually being done. Whether that's acceptable or even desirable is up to you.


Kinda like you already did here with the sword.
At the moment it works by reducing armour.
Woodland Scamp 1: +35 Base Resilience, -40 Ablaze, -3 Burn = 8 Damage Addition

But Burn inflicts 1% damage per turn regardless of armour...
Maybe like this?


(Ignition Knight: +62 Aura = 62 Total Damage
Woodland Scamp 1: +35 Base Resilience, -40 Ablaze = 5 Damage Addition
Woodland Scamp 2: +35 Base Resilience, -40 Ablaze = 5 Damage Addition
Woodland Scamp 3: +35 Base Resilience, -40 Ablaze = 5 Damage Addition

1% Damage Inflicted by Burn
70 Total Damage to Scamp 1
67 Total Damage Apiece to Scamp 2 and 3

Woodland Scamp 1: 154 - 70 = 84
Woodland Scamp 2: 323 - 67 = 256
Woodland Scamp 3: 323 - 67 = 256)


Does this work?
It would bloat the combat lines...
Adhoc vote count started by Rukia on Sep 4, 2017 at 12:08 PM, finished with 2894 posts and 13 votes.

  • [X] Search for your Allies
    - [X] Get out it's reach and take to the air while looking for you allies with thermokinesis.
    - [X] If we can't find our allies (or have them already secured) immobilize, then kill the scamp from air. Use our thermal lance to shoot out its legs, then take care of the rest.
    - [X] Be wary of surprise ranged attacks such as thrown wood or vine whips.
    - [X] If our Thermal Spear is unable to pierce its resilience use Alpha-Omega (away from allies and civilization) while flying out of his reach but keeping it in the range of the aura.
    [X] XP plan
    -[X] Purchase Flight Lvl 2.
    [X] Search for your Allies
    -[X] Scamps are a problem but they are a known problem. They are slow enough you should be able to outrun them and you can always find them again if you need to. The people who came with you are worth more then a pile of sticks.
    -[X] If the people you came with are in trouble then you need to save them now before they can get any more hurt.
    [X] Search for your Allies
    -[X] Scamps are a problem but they are a known problem. They are slow enough you should be able to outrun them and you can always find them again if you need to. The people who came with you are worth more then a pile of sticks.
    -[X] If the people you came with are in trouble then you need to save them now before they can get any more hurt.
    -[x] get out it's reach and take to the air while looking for you allies with themokinesis.
    [X] XP plan
    -[X] Purchase Flight Lvl 2.
 
Current Vote is

[X] Search for your Allies
- [X] Get out it's reach and take to the air while looking for you allies with thermokinesis.
- [X] If we can't find our allies (or have them already secured) immobilize, then kill the scamp from air. Use our thermal lance to shoot out its legs, then take care of the rest.
- [X] Be wary of surprise ranged attacks such as thrown wood or vine whips.
- [X] If our Thermal Spear is unable to pierce its resilience use Alpha-Omega (away from allies and civilization) while flying out of his reach but keeping it in the range of the aura.
[X] XP plan
-[X] Purchase Flight Lvl 2.
Number of voters: 10

You have an hour before it's locked in
 
Can I get a quote on this?

Burn does take effect at the beginning of each turn, I wrote it on the defenders line. (Aura ticks over at the beginning of every turn)
I haven't seen any DoT effects in Crystalwatchers Quest, so is it on the attackers line?

Okay; you are right in that we have yet to see any DoT from CW... but I think it goes like the Presence of Light Gabriel throws out.
Like... this:
(Sega Inbound: 4 Turns

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

Presence of Light: +500 All Allies
Gabriel: 24,277 + 500 = 24,777
It does not go into any attack, it just states what it does. No Resilience, no nothing.
By the way, I think Auras are not supposed to be blocked by Base Resilience. Not sure about this one, though.

And... I did not check, but did you keep in mind that Burn can stack up to three times?


How do you write attacks that ignore Armour?
The easiest way would be to just write that the target takes X damage without even putting in a line about damage reduction.



As for Double Cast:

And then the both of you are off like missiles. You go from controlled fall to full speed flight in an instant, with your sister rocketing forward past you as if you were standing still. But as fast as she is, even she can't outrun the light.

"Starshine!"
Your power pulses, visibly drawing itself together an instant before it bursts with a roar.

(Starshine: 243 Base Damage, No Dice, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +500 Hostile Divinity, +10 Surprise = 1,353 Total Damage
Starshine: 243 Base Damage, No Dice, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +500 Hostile Divinity, +10 Surprise = 1,353 Total Damage
Starshine: 243 Base Damage, No Dice, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +500 Hostile Divinity, +10 Surprise = 1,353 Total Damage
Starshine: 243 Base Damage, No Dice, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +60 Danmaku, +500 Hostile Divinity, +10 Surprise = 1,353 Total Damage

x500 Spread The Love (Target - Army)

2,706,000 Total Damage

Starshine has Quadra Magic at this point, which is a later form of Double Cast.
 
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By the way, I think Auras are not supposed to be blocked by Base Resilience. Not sure about this one, though.

And... I did not check, but did you keep in mind that Burn can stack up to three times?

The easiest way would be to just write that the target takes X damage without even putting in a line about damage reduction.
It's blocked at the moment.

I did.

Would it be better to give it it's own line, or merge it into Aura's every-turn tick?
Like so


(Ignition Knight: +62 Aura = 62 Total Damage
Woodland Scamp 1: +35 Base Resilience, -40 Ablaze = 5 Damage Addition
Woodland Scamp 2: +35 Base Resilience, -40 Ablaze = 5 Damage Addition
Woodland Scamp 3: +35 Base Resilience, -40 Ablaze = 5 Damage Addition

1% Damage Inflicted by Burn
70 Total Damage to Scamp 1
67 Total Damage Apiece to Scamp 2 and 3

Woodland Scamp 1: 154 - 70 = 84
Woodland Scamp 2: 323 - 67 = 256
Woodland Scamp 3: 323 - 67 = 256)


I've just had a derp moment.
Ignition Aura applies burn by default, since it sets you on fire...
I am stupid.

If a target is within Ignition Aura range, I'll merge it into that, if not it'll have it's own separate line.
 
You brought this upon yourself by giving Cerys auras as her main Abilities :drevil:
Have fixed combat lines in the chapter.
While I write the next chapter, can you check it over to see if I got everything?

Also, Vote locked in.

[X] Search for your Allies
- [X] Get out it's reach and take to the air while looking for you allies with thermokinesis.
- [X] If we can't find our allies (or have them already secured) immobilize, then kill the scamp from air. Use our thermal lance to shoot out its legs, then take care of the rest.
- [X] Be wary of surprise ranged attacks such as thrown wood or vine whips.
- [X] If our Thermal Spear is unable to pierce its resilience use Alpha-Omega (away from allies and civilization) while flying out of his reach but keeping it in the range of the aura.
[X] XP plan
-[X] Purchase Flight Lvl 2.
Number of voters: 10
 
First use of Thermal Spear:

Woodland Scamp: +35 Base Resilience, -10 Burning = 15 Damage Reduction
I doubt that 35 - 15 = 10.

On a glimpse, all the other numbers seem to be okay.
You could put the first few lines of damage in the second fight into one line though; all three Scamps have the same Health at the time, so this
(Ignition Knight: +62 Aura = 62 Total Damage
Woodland Scamp 1: +35 Base Resilience = 35 Damage Reduction
Woodland Scamp 2: +35 Base Resilience = 35 Damage Reduction
Woodland Scamp 3: +35 Base Resilience = 35 Damage Reduction

27 Total End Damage

Woodland Scamp 1: 350 - 27 = 323
Woodland Scamp 2: 350 - 27 = 323
Woodland Scamp 3: 350 - 27 = 323

1% Damage Inflicted by Burn

Woodland Scamp 1: 323 - 3 = 320
Woodland Scamp 2: 323 - 3 = 320
Woodland Scamp 3: 323 - 3 = 320)

Could become this:
(Ignition Knight: +62 Aura = 62 Total Damage
Woodland Scamp 1-3: +35 Base Resilience = 35 Damage Reduction


27 Total End Damage

Woodland Scamp 1-3: 350 - 27 = 323

1% Damage Inflicted by Burn

Woodland Scamp 1-3: 323 - 3 = 320)
 
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