Magical Girl Quest - The Fire That Burns

if we go after the thunderbird we should practice flashfreezing their wings or just sharply lowering and then rapidly raising the temperature. given that they are made of stone, they should crack and break.

We can just throw Thermal Spears made of Ice; those will freeze its wings just fine.
We also have Halt to stop it somewhat.

Edit: Aside from that, I updated the bestiary in my Intel.
Adhoc vote count started by Naron on Sep 11, 2017 at 6:39 PM, finished with 3252 posts and 12 votes.
 
And how would that be more effective than burning?
One burst of magic rather than feeding the fire? Also trees stop growing when exposed to cold. We don't know how fast it grows when exposed to magic but the fact that they're sending Cerys in makes me think high speed regeneration and the fact they're not just using fucktons of fire might mean it can regenerate faster than it can be burnt.
 
I think the thunderbird is a bad idea. Level 9 flight would be tricky to deal with to begin with, level 13 flight is way beyond our capabilities at present. It outranges us, outspeeds us, and the damage on those thunderbolts is terrifying, even with our defensive abilities.

The Blood willow we'd probably need to experiment with, or do research into. We need to know how things like fire and cold affect it. If we don't have time to research it, then I would say we should not go after it right away.

Which of course leaves the megatherium.
 
You do indeed damage it with Alpha and Omega, but you also provide it with magic.
I guess the Demons already know the existence of this ability. If they detect it once more, does it actually matter?

[X] EXP Plan My Sword is Amazing (80 EXP)
-[X] Infinity Edge: Crush (35EXP)
-[X] Infinity Edge: Spell Boost (45 EXP)
 
so looking over the stats, both the wolf and the bird could probably kill us in one turn. I know stats are not everything but, 3 times our base damage and more than 3 times our hp is probly more than we can take unless we get ungodly lucky.

hell the only thing we have that can hurt any of these things is alpha and omega for a 6 or 7 turns, which is an issue because most of them could kill us in at most 4 turns if they can engage us at all.
 
@Rukia how does the mana steal from the trees work vs A&O's own mana steal? seeing as how it breaks stuff down then gives the energy to Cerys.
 
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random sidenote: for some odd reason when I see "My Sword is amazing" I have a flashback to Amazing Horse. Don't have a clue why.
 
@Naron, if we are going after the Willow you should probably drop the IE spell-boost from the xp plan and replace it with 2 levels of Armored soul. Magic is basically useless against it but it can hit rather hard with its vacuum and mana-steal and that little shit has Consume too. It could basically kill us in 2 turns as is. With Armored Soul, we would have possibly 3 turns of survival. It is mentioned that it feeds on magic so it is likely that it's ??? ability is a regeneration effect based on the magic damage done to it.

I'd even say that it seems to be the hardest of the 3 atm. We could potentially disengage from at least the Thunderbird but not from the Willow. The AS-90 seems really like a good idea with this one. Frankly I'd think the Thunderbird would be an easier first target by spamming Halt and hacking it repeatedly.
 
Personally I would refuse the mission. Everyone of these has about a 50% survival chance. Maybe next month we can take them, but right now we really should be helping with some of those other hundred engagements. I see no clear strategy.

[X] Thunderbird

We can use halt to negate it's speed advantage and we can prepare holes in the ground for if we want to escape. Which is sort of an idea.
 
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@Naron, if we are going after the Willow you should probably drop the IE spell-boost from the xp plan and replace it with 2 levels of Armored soul. Magic is basically useless against it but it can hit rather hard with its vacuum and mana-steal and that little shit has Consume too. It could basically kill us in 2 turns as is. With Armored Soul, we would have possibly 3 turns of survival. It is mentioned that it feeds on magic so it is likely that it's ??? ability is a regeneration effect based on the magic damage done to it.

If there is more than one of those in one spot, we are dead either way. Spell Boost is unnecessary right now, but I want to have it anyway.
Besides, I am kind of unwilling to spend EXP on levels; that is ridiculously expensive with the small amount we actually get.
I see what you mean, though.
How about we just add one Level of Armoured Soul to what we are buying anyway? That still checks out with our EXP.
 
If there is more than one of those in one spot, we are dead either way. Spell Boost is unnecessary right now, but I want to have it anyway.
Besides, I am kind of unwilling to spend EXP on levels; that is ridiculously expensive with the small amount we actually get.
I see what you mean, though.
How about we just add one Level of Armoured Soul to what we are buying anyway? That still checks out with our EXP.

If we kill it we will have enough XP for spell-boost anyway before going after the next target. I'd rather go for the maximum of Armored Soul possible and have at least some guarantee that we can survive killing it. I agree that spending xp for levels is unnecessary in general, except for Armored Soul since it can't go up by training and it is the only way for us to get health beyond the milestones of Plate armor it seems.
 
@NaronFrankly I'd think the Thunderbird would be an easier first target by spamming Halt and hacking it repeatedly.

I don't think any of these relative high-level bastards will even notice our weak level 1 Halt.

Speaking of Halt and spamming it on the airborne targets, will the target stay in the air because the Halt spell will prevent it from falling, or will it simply fall while frozen still?
 
Now that I'm starting to introduce my own custom Abilities and things, should I reach out to the guy who maintains the Ability Page and @crystalwatcher?
Or should I copy his ability page, add in my stuff and keep it updated myself?
Or should I just make a small ability page for just the Abilities that appear in this story?
 
If we kill it we will have enough XP for spell-boost anyway before going after the next target. I'd rather go for the maximum of Armored Soul possible and have at least some guarantee that we can survive killing it. I agree that spending xp for levels is unnecessary in general, except for Armored Soul since it can't go up by training and it is the only way for us to get health beyond the milestones of Plate armor it seems.

Hrm... Okay.
I changed my plan to this:
[X] EXP Plan Do Not Die And Kill it Dead(110 EXP)
-[X] Infinity Edge: Crush (35 EXP)
-[X] Armored Soul: Lv 4 (75 EXP)



Now that I'm starting to introduce my own custom Abilities and things, should I reach out to the guy who maintains the Ability Page and @crystalwatcher?
Or should I copy his ability page, add in my stuff and keep it updated myself?
Or should I just make a small ability page for just the Abilities that appear in this story?

Do the third one, this is the easiest.
 
I don't think any of these relative high-level bastards will even notice our weak level 1 Halt.

Speaking of Halt and spamming it on the airborne targets, will the target stay in the air because the Halt spell will prevent it from falling, or will it simply fall while frozen still?

Halt has Bind, the Thunderbird doesn't have anything counteracting it, nothing to guarantee its freedom of movement, no magical resistance. Halt's level doesn't matter, the Thunderbird will be stuck, unless there are ??? I have missed or Rukia has changed some mechanics. It will still be able to throw spells around but no running away for the birdie.
 
Halt has Bind, the Thunderbird doesn't have anything counteracting it, nothing to guarantee its freedom of movement, no magical resistance. Halt's level doesn't matter, the Thunderbird will be stuck, unless there are ??? I have missed or Rukia has changed some mechanics. It will still be able to throw spells around but no running away for the birdie.
You can break out of halt, but it's a dice roll.
1d100 -> need at least 80 to break free, every turn spent trapped adds a passive +20 to the roll.
Turn 1 = 1d100 / 80
Turn 2 = 1d100 +20 / 80
Turn 3 = 1d100 +40 / 80

I'm not set on these mechanics, but I'm not sure how breaking out of Halt works in CWMGQ
 
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My personal guess is that the blood willow is difficult to deal with without starting a forest fire. That and green living wood is a lot harder to set alight than the alternative. That said, I'm all for a plan where we hover and abuse thermokinesis, establish a burn zone, heat everything inside it up, while preventing any heat from escaping that zone.

At least that would be plan A, we should establish several, just in case.
Incendiary projectiles, if they can consume the magic from Thermokinesis. Either fly over them and drop literally molten rocks on them to ignite them conventionally, or procure some flammable substances and lob oil soaked javelins or the like at them. Hacking them to pieces conventionally seems like it is potentially viable, but requires entering their strike zone and closing through their Pierce cast range.

The suggested plan of starting a major conventional blaze and then using Thermokinesis to herd or direct it is also viable, and certainly the safest plan possible. This does not require the direct use of Thermokinesis on the Blood Willows, avoiding the drain issue, and does not require getting within more than a few hundred meters of them personally as well.

Dropping into the middle of them to use Thermokinesis, Ignition Aura, and/or Alpha and Omega or some combination of them is certainly the most obvious and direct solution, but also a potentially risky one, as it gives them the opportunity to consume a fair bit of magic before Alpha and Omega can spin up to full effect, and it is not impossible that their absorption and uses for that absorbed magic might outpace the effects of Ignition Aura.
 
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[X] Megatherium

[X] EXP Plan My Sword is Amazing (80 EXP)
-[X] Infinity Edge: Crush (35EXP)
-[X] Infinity Edge: Spell Boost (45 EXP)
 
[X] Blood Willows

Because I feel the other two have too high of a chance to one-two-shot us.

Also late here, so good night.
 
Hrm... Okay.
I changed my plan to this:
With all these plans revolving around being able to fly, it might be worth having more ranks in flight so that Cerys is capable of dodging worth a damn in mid-air, or pursuing a target.

10mph flight is going to suck against the Thunderbird, for example. And with the Blood Willows having Pierce, being able to dodge rapidly could be useful.
 
With all these plans revolving around being able to fly, it might be worth having more ranks in flight so that Cerys is capable of dodging worth a damn in mid-air, or pursuing a target.

10mph flight is going to suck against the Thunderbird, for example. And with the Blood Willows having Pierce, being able to dodge rapidly could be useful.
Everyone is free to make their own EXP-plan. Using mine is not mandatory.

Besides, buying Armored Soul is one thing because we really can not level it otherwise. Buying Flight is unnecessary. We would not get enough ranks together to make a difference anyway.
 
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