Magical Girl Quest - The Fire That Burns

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i didn't think we would literally disintegrate the thing, holy shit...
 
"Lethal Suprise" Yeah that definitely isnt something we wanted to be hit by. But seriously can we even call that a fight? We just firebombed it into non existence. We may as well divert to help that other group out. Its not as if we dont have the time to spare. We came all the way out here after all.
 
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That option only happens because we just one shotted what was supposed to be a diffucult fight right?
No, you were always going to have this option.
You just... yeah.

I really didn't think the fight would go this way, then I wrote it and did the damage calculations.
Flight against something that can't fly is is a game changer.

But seriously can we even call that a fight? We just firebombed it into non existence.
This is your speciality.
Might as well call you a magician, because you are an expert at making things disappear.
 
You know, I'm not really sure about the whole call out my Magical Girl name thing. I feels kind of... wrong? To not do it.
That's just Gaia mind altering you talking, ignore her.

(Ignition Knight: +90 Thermal Spear, + 20 Dice, +42 Spell Boost = 152 Total Damage

152 x 40 = 6080 Total Damage

Megatherium: +70 Base Resilience, +7 Dice, +500 Very Fast, +100 Prepared to dodge = 677 Total Reduction

5403 Total End Damage

Large: 25% Damage Reduction

4052 Final End Damage

Megatherium : 800 - 4052 = -3252)
This was animal abuse.

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Given enough time we might be able to do the same thing with plasma balls. And won't that be a fucking good time.
 
No, you were always going to have this option.
You just... yeah.

I really didn't think the fight would go this way, then I wrote it and did the damage calculations.
Flight against something that can't fly is is a game changer.


This is your speciality.
Might as well call you a magician, because you are an expert at making things disappear.
We're Lina Inverse with Flight. Like I'm fairly sure a Plasma Bomb we enhance as far as we can with thermal control would be a Dragon Slave considering the explosion we cause with just Thermal Control back in Canada literally vaporized it's starting point.
 
(Ignition Knight: +90 Thermal Spear, + 20 Dice, +42 Spell Boost = 152 Total Damage

Seems about standard. Wait... How many of those did we prepare again?

152 x 40 = 6080 Total Damage

JESUS FUCKING CHRIST.

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Yeah uh... Regenerating swarm huh? We should be able to handle that...

And then we can go home and buy every flight upgrade we can afford before we go face the birdy.
 
Would it be a good idea to take the day off tomorow and spend a day training for high speed combat before we try and fight the bird?

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Does spell boost calulate at:

This is the best I could find so far which isn't very clear XD
radiance drive said:
(Wing Blast: 5,000 Base Damage, +1,813/+1,778 Dice, +12,588/+2,064 Boost!, +838 Divine Inspiration (Shell), +414 Demon Knight (Demon King), +259 To Victory (Promised Victory), +1,000 Offender, +2,500 Demonslayer, +500 Divine Power = 24,912 Total Damage

Note the strike throughs is because Lucky Star could roll magic modifier twice and take the highest.

Seeing how the spell had base 5k damage to begin with my assumption is that
+ Spell Damage, + Spell MM, + Base Damage and MM

is the correct format

So... basically how you did in update for formatting but Boost! written instead of Spell Boost?

edit: Made what I was saying slightly more coherent :V
 
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Is this okay as a write in?

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-[x] During that half-hour, make small talk with the driver. If current trends continue, you'll be seeing a lot of him.
Your silent trips are comfortable enough, you both are quiet people.

This is the best I could find so far which isn't very clear XD


Note the strike throughs is because Lucky Star could roll magic modifier twice and take the highest.

Seeing how the spell had base 5k damage to begin with my assumption is that the dice roll and the base damage is added together for the Boost! roll on the damage line

So... basically how you did in update for formatting but Boost! written instead of Spell Boost?
I think I'll leave it at + Spell Boost
 
I really didn't think the fight would go this way, then I wrote it and did the damage calculations.
Flight against something that can't fly is is a game changer.
Air superiority does its thing.

Still, I don't think flight is the only solution to flight. Generally speaking, to counter that you either need someone who do one of the following:
A) Fly themselves (or teleport, or airjump, or... you get the idea)
B) Stop us from flying (via conceptual effect, perhaps? I know the Protag ran into that in Crystalwatcher's quest)
C) Match our range (flying boulders?),
D) Defend themselves from our ranged attacks (maybe they have lots of armor, or regeneration, or selective intangibility, or dodge fast enough not to be hit, or something)
E) Can move in a way that we can't follow (via exceeding our speed, or burrowing/swimming)
F) Get to a person/location where we are unwilling to use artillery strikes (this is a nasty one, and shuts down a LOT of our arsenal besides.)
G) ??? (Maybe there is another option I haven't though of?)
 
Incomplete Thunderbird Character Sheet, for your viewing convenience.
Thunderbird
Stats

Health: 1000-1300
Base Damage: 100-200
Base Resilience: 90-150
Magic Modifier: ???

Affinity: Storm
Weapon

Stone Beak
Level 3
Attacks Per Turn: 2
Affinity: N/A
Ability: ???
Spells

Thunderbolt
Level 4
Base Damage: 100-250
Magic Modifier: 40
Affinity: Storm
Ability: N/A
Abilities

Flight
Level 9-13

Thick Armour
-Reduces effectiveness of armour piercing abilities by 25%.

Stormbound
-Is always found in a storm?
 
*Spit takes* Flight what!?

...

*Calmly sips tea* ... So, yeah. High-speed Combat and Flight. And somehow learn to deflect lightning bolts. *Deadpan* Sure, no problem.
 
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G) ??? (Maybe there is another option I haven't though of?)
Anti-air spec gear like MANPADS, flak guns, or the Patriot missile. MANPADS are the most likely to help us for practical purposes if we decide to requisition gear from the Clocktower for use against the Thunderbird. They're basically tailor made to wreck low and slow flying targets.
 
Anti-air spec gear like MANPADS, flak guns, or the Patriot missile. MANPADS are the most likely to help us for practical purposes if we decide to requisition gear from the Clocktower for use against the Thunderbird. They're basically tailor made to wreck low and slow flying targets.

I'm pretty sure the thunderbird is the polar opposite of 'low and slow' with dat flight 9-13...
 
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