Magical Girl Quest - The Fire That Burns

Okay.
All I am wondering about now is why in the world you gave us an Ability like that. Ignition Aura is bad enough in terms of friendly fire as is, now we actually made our world a shining beacon of "trouble here" as well.

On the other hand, the Unified Light might investigate as well... there should be something good coming from this.
And on a critical success roll at that. Seems... I mean, it's a Super Ability and we were practicing our magic, so sure, but that's just basically the GM saying "Even when you win, you lose! Fuck you guys! Hahahahaha."

Which, uh... Well, if you want your quest to die? I've seen it happen before. Hell, I was one of those people who walked out on it after being there right from the start.
Earth was already under the microscope from anyone who paid attention to the barrier.
Your power is literally destroying reality, that really isn't the sort of thing to go unnoticed. It's like setting of a nuke and expecting people not to notice.

This was always your ability, I didn't tweak it to screw with you. If you had failed to discover it, it still would have been your ability in a decade.
You didn't expect such a powerful ability to not have downsides, surely?

Also, just because you roll a 100, doesn't mean the result is good.
I've stated this before, but you can roll a 100 on running away, only to avoid the medic that would have saved your life.
The roll is merely how successful you were, not a 'bend the universe to your whims' and make everything better roll.
Adhoc vote count started by Rukia on Sep 10, 2017 at 10:48 AM, finished with 55 posts and 3 votes.

  • [X] Visit Buckingham Palace
    [X] Visit Buckingham Palace
    [X] Magic
    -[X] work on Plate Armour by channeling magic into your magical girl outfit when at home.
    [X] Experiment with the magic cloud you produced
    -[X] make it become cold without using your Thermal Sense for that
    -[X] Wrap it around yourself and make it protect you
    -[X] separate a small piece out of it and form another spear with that
    -[X] Hm... you have an End-Affinity... make a target out of ice and have your magic "end" all of its movements (try to bind it)
    -[X] Find Morgan and explain that you might be able to heal others, but are not sure; does she know how/where you could check that?
    [X] Visit Buckingham Palace in the afternoon
 
Well honestly the ability marks us as a major Power from the get go, and gives plenty of fear.

By being a major power it allows people reason to rally behind us, and it is better to be loved and feared rather than one or the other. As long as we can manage to make good impressions on the rest of the non-demon races once the barrier goes down, this can be a good thing.

Loved by the people who serve under you, feared by the enemy and any traitors or rule breakers in our midst.

It will make us one of the bigger targets, but it will also make us one of the biggest pieces of morale.

This is the type of stuff that Overwhelming Presence is made out of.

Never just look for the bad.
 
I guess I never did vote, might as well vote

[x] Naron
:V
Trying to get a good grasp of what we can and can't do is interesting enough.
 
You didn't expect such a powerful ability to not have downsides, surely?

I would not particularly mind that... if A&O would not be our only reliable means of dropping something big. That, Ignition Aura and Thermal Sense are our big three at the moment... and two out of those three are highly dangerous and unusable with allies nearby while the third is useless in a direct confrontation with anything magical.

I will wait how this plays out before pointing fingers... but still...

Besides, I am not sure you actually mentioned that rolls are just levels of success.



@Sinarblood, do you have any other ideas for what to do with our magic cloud?
 
I would not particularly mind that... if A&O would not be our only reliable means of dropping something big. That, Ignition Aura and Thermal Sense are our big three at the moment... and two out of those three are highly dangerous and unusable with allies nearby while the third is useless in a direct confrontation with anything magical.
Then the answer is clearly to not use them near allies.
It's not like they have an enormous range, flying is enough to move friendlies out of range.
 
I am aware, but please do not just dismiss this. We can not always keep allies and enemies separated by flying around and our main damage Abilities, both of which you gave us, are highly destructive of our environment without any visible means of stopping that.

I know there are ways around that, but I hope you can see why some people are a little... uh, concerned?
Yes and no.

Your abilities are powerful, they just don't distinguish between targets.
Actually, most magic doesn't distinguish between targets, it's just that they don't have a wide AOE effect.
Sometimes you have to learn to work with problems instead of around them.
(Yes, there is a solution to this problem. No, it will not be a quick one.)
 
We haven't gotten any of our sword or melee buffs yet, and there is a good chance imo that armor piercing will eventually upgrade to unstoppable (infinity affinity blade, makes sense that it eventually bypasses all resistance).

With the melee buffs and attacks properly leveled, melee could very well be a good answer to fighting powerful tanky enemies near allies.

Actually ranged combat in general is a bad idea if you have allies close the enemy:

Attacks per turn said:
Order of attack - also known as not firing into the melee when your ally is up in someone else's face and trying to pound them into submission. Some people are enough of an asshole to take a swing anyway, and risk hitting their own guy to potentially kill them just to get the enemy, but most people are enough of a team player to realize that's kind of a bad idea. Just look at what Nepgear did to Truth.

Which means that we only really have our sword currently for fighting enemies in situations where allies are close to enemies anyway. Which means once next week comes we really need to get on getting those melee buffs.

At least until we get control high enough to actually manage Alpha and Omega without hurting people we don't want hurt, but that probably isn't going to happen soon.
 
(Yes, there is a solution to this problem. No, it will not be a quick one.)

That is good to know; I guess it will take a lot of work... but this is fine. We have the time.



Which means that we only really have our sword currently for fighting enemies in situations where allies are close to enemies anyway. Which means once next week comes we really need to get on getting those melee buffs.

Actually, my next idea on how to get buffs for the sword would be to try channeling one of Cerys' auras through it instead of raw magic... it is also my last idea on how to get them aside from just wrapping magic around it.
...that said, I will add the latter to my vote.

Do you have any other ideas for how to get those buffs?
 
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The blade already can get from its normal temperature to cool at mental command, perhaps we can temporarily bring out more of its power for a strike.

We already know that there is at least one increase in physical strength buff that we have done before that we don't have on our sheet. This is from when we broke the bar of the door to the garage with the black box in the beginning, since when we got reinforcement in the next chapter, it was only at the level of numbing pain and no strength boost, whereas that was at a level where I doubt a 5 or 10% strength boost would have managed.

Make spells that add effects to the blade.

Seeing if we can empower the blade with End.

and well, just in general if nothing works we can always just do a straight up

[] see if you can figure out a way to empower your strikes further with your sword.

Which would leave it up to chance and praying for high rolls

Daiyu is the tank and does 150 damage in melee per round (3 attacks per turn at 50 damage per attack) with a one handed weapon and a shield, with them being two levels lower than ours. We should be able to get higher than that once we get a handle on our abilities.
 
I copy those into my notes for later use, if you do not mind?
It would probably be a bad idea to start swinging around our weapon within the Clocktower while trying to buff it; let us wait until the training grounds for that is complete.
 
I copy those into my notes for later use, if you do not mind?
It would probably be a bad idea to start swinging around our weapon within the Clocktower while trying to buff it; let us wait until the training grounds for that is complete.
yeah, that why I mentioned next week (which I guess is tomorrow in game?) in the post above that last one because I believe that is when they should have things ready for that again.

No problem with you adding that to your notes
 
We already know that there is at least one increase in physical strength buff that we have done before that we don't have on our sheet. This is from when we broke the bar of the door to the garage with the black box in the beginning, since when we got reinforcement in the next chapter, it was only at the level of numbing pain and no strength boost, whereas that was at a level where I doubt a 5 or 10% strength boost would have managed.
*Hint*
Look at Morgan's Abilities
Adhoc vote count started by Rukia on Sep 10, 2017 at 12:12 PM, finished with 70 posts and 6 votes.

  • [X] Experiment with the magic cloud you produced
    -[X] make it become cold without using your Thermal Sense for that
    -[X] Wrap it around yourself and make it protect you
    -[X] Wrap it around Infinity Edge and have it make the sword stronger
    -[X] separate a small piece out of it and form another spear with that
    -[X] Hm... you have an End-Affinity... make a target out of ice and have your magic "end" all of its movements (try to bind it)
    -[X] Find Morgan and explain that you might be able to heal others, but are not sure; does she know how/where you could check that?
    [X] Visit Buckingham Palace in the afternoon
    [X] Visit Buckingham Palace
    [X] Visit Buckingham Palace
    [X] Magic
    -[X] work on Plate Armour by channeling magic into your magical girl outfit when at home.
 
*Hint*
Look at Morgan's Abilities

Do you mean the damage spike she has included in her Reinforcement?
I saw that before, but it gives a hit on the HP, which we can not really afford.

Which would mean that we can not use it, @Sinarblood; our damage will soon exceed our Health, so we would one-shot ourselves if it is that.

Reinforcement
Level 16
-Strengthen your body with magic. Increases base damage by 5% per Level. For a single hit, add 300% Base Damage, however 25% of Total End Damage is inflicted upon the user. *Recoil bypasses all defence.


Edit: With the knowledge of the following post, my previous statement is withdrawn.
 
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Vote locked in

[X] Experiment with the magic cloud you produced
-[X] make it become cold without using your Thermal Sense for that
-[X] Wrap it around yourself and make it protect you
-[X] Wrap it around Infinity Edge and have it make the sword stronger
-[X] separate a small piece out of it and form another spear with that
-[X] Hm... you have an End-Affinity... make a target out of ice and have your magic "end" all of its movements (try to bind it)
-[X] Find Morgan and explain that you might be able to heal others, but are not sure; does she know how/where you could check that?
[X] Visit Buckingham Palace in the afternoon
 
The question then is what investment is needed to get the recoil free version.
If it's a bonus one gets for reinforcement 10 or 15, we should wait until we have infinity edge at around Level 25.
(Did the math for reinforcement without that bonus. for max Damage/XP one wants one level of reinforcement per ~5 level of weapon. )

But The fact that melee gets extra attacks makes it more viable than it first appears.
If we can get past resilience, it also lacks AOE which we might need against a demon invasion.

Question does Spell Boost also add to non-attack spells such as heals, barriers, etc?
 
But The fact that melee gets extra attacks makes it more viable than it first appears.
If we can get past resilience, it also lacks AOE which we might need against a demon invasion.

Question does Spell Boost also add to non-attack spells such as heals, barriers, etc?

First of all, our Attacks per Turn count for everything we do; each Spell used is one ApT, for example. There are ways to cast more than one Spell per turn as well, but we do not have that right now.

And yes, Spell Boost adds to every Spell, for as long as it has Base Damage or a Magic Modifier.


Additionally, if a higher level would give us the version free of recoil, Morgan (Reinforcement lv 16) would already have it.
We probably have to cushion the recoil, or the technique itself, with our magic somehow.
 
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"Find Morgan and explain that you might be able to heal others, but are not sure; does she know how/where you could check that?"

Can I get some clarification on this line?
I don't actually know what you are trying to say here.
 
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