Magical Girl Quest - The Fire That Burns

The recon is something we are already doing right now, though? Cerys is coming in from right above the camp, so she would see anything outside.
And for those inside... those things can go through walls, so Cerys flying by and being seen through a window would have whatever saw her run further inside or attack her through the window.

Besides, there are no windows in those barracks, just doors to enter through. Only the main buildings that housed the SS had windows... and a few of the more important buildings elsewhere, but the latter was rare.


As for baiting them, that is already what I am doing; the plan says to lure them out into the courtyard... which is baiting. I think it is enough for Cerys to just have them attack her and back off each time, basically taunting. She would find another way if this one does not work, though... but making loud noise could attract other creatures from nearby, which could lead to a bullrush.
 
So, two things to consider.

First, a lack of detectable animal life is not necessarily indicative of anything about the ghost, not here. Dachau was completely devoid of any animal life in summer IRL. It's the most quiet place I think I've ever been.

Second, were any of the victims from countries whose citizens weren't complicit in the Holocaust? If not, the ghost isn't murdering indiscriminately, which means it might be possible to find a way to let it pass on rather than having no choice but to destroy it.

And why now? It really is odd that it took over half a century for it to pop up instead of immediately after the horrors that created it.
 
And why now? It really is odd that it took over half a century for it to pop up instead of immediately after the horrors that created it.
Mmmm
THE GHOSTS HIDE IN THE DARK
Adhoc vote count started by Rukia on Sep 19, 2017 at 11:53 AM, finished with 4578 posts and 7 votes.

  • [X] Plan United We Stand
    -[X] Turn away from the main camp and wait for the enforcers; use the time to try making another means of attack and defense
    --[X] Create a statue of ice for target practice, then use your magic cloud again; refresh the statue as often as necessary
    ---[X] Have your magic End the target, but let it not just turn into activating Alpha and Omega
    ---[X] Have it shield the target to End all damage done to it
    ---[X] See about turning your magical glow-light into a strong flare for but a moment, to blind enemies; warn potential onlookers to look away
    -[X] If you create new spells, bring them to the test once the enforcers arrived
    --[X] For this mission, keep Alpha and Omega around your armour instead of Ignition Aura, that might work better against ghosts; warn the enforcers not to look at you too closely
    -[X] tell them to wait in the courtyard, far away from any place they could be ambushed from; you will lure the creatures there
    --[X] then check the buildings one by one; do not engage if you find an enemy, but draw them out of the buildings and Halt them once the enforcers can get a clear line of sight
    --[X] unless it becomes a bullrush after the first one, use the breaks in-between to make sure the enforcers are alright; if someone gets injured and no one has healing powers, try to change their positions so they can not be directly attacked
    [X] Idea 1: Start searching for the monster
    -[X] fly around searching for any source of magic in the area
    -[X] fly around looking for unexplainable shifts in temperature or shadows
    [X] Idea 2: Bait it out
    -[X] Use Thermal Control to create localized hot spots (human shaped?)
    -[X] Get some live bait of some sort (rats or mice?)
    [X] Idea 3
    -[X] Fire up Alpha and Omega and fly around the camp until you run out of building or the ghost gets you.
    [X]When you find it
    -[X] See if it is bound to one particular building. If it is demolish it with plasma spheres.
    -[X] Try Heat and Cold on the ghost.
    -[X] If that doesnt do anything noticeable use Alpha and Omega
    [x]plan step by step
    -[x]first slowly bring the temperature of the entire camp as low as you can manage. Hold it that way for a few minutes.
    --[x]if nothing changes from that then slowly bring the temperature back to normal.
    -[X]step 2: fly around searching for any source of magic in the area.
    --[x]keep up a light aura on flashbang level.
    --[X] fly around looking for unexplainable shifts in temperature or shadows
    -[X]step 3: Bait it out
    --[X] Use Thermal Control to create localized hot spots (human shaped?)
    --[X] Get some live bait of some sort (rats or mice?)
    -[X]step 4: If you still can't find anything declare the camp a lost cause.
    --[x]walk through the place with alpha and Omega might as well burn the place as well.
    [X] investigate the crematorium first, keeping Ignition Aura active in about a 5-foot radius
    -[X] If it's not there, sweep the camp from one end to the other one building at a time
    --[X] when you find the creature, activate Alpha and Omega, trying to keep collateral damage to a minimum
 
Current Vote, locked in an hour.

[X] Plan United We Stand
-[X] Turn away from the main camp and wait for the enforcers; use the time to try making another means of attack and defense
--[X] Create a statue of ice for target practice, then use your magic cloud again; refresh the statue as often as necessary
---[X] Have your magic End the target, but let it not just turn into activating Alpha and Omega
---[X] Have it shield the target to End all damage done to it
---[X] See about turning your magical glow-light into a strong flare for but a moment, to blind enemies; warn potential onlookers to look away
-[X] If you create new spells, bring them to the test once the enforcers arrived
--[X] For this mission, keep Alpha and Omega around your armour instead of Ignition Aura, that might work better against ghosts; warn the enforcers not to look at you too closely
-[X] tell them to wait in the courtyard, far away from any place they could be ambushed from; you will lure the creatures there
--[X] then check the buildings one by one; do not engage if you find an enemy, but draw them out of the buildings and Halt them once the enforcers can get a clear line of sight
--[X] unless it becomes a bullrush after the first one, use the breaks in-between to make sure the enforcers are alright; if someone gets injured and no one has healing powers, try to change their positions so they can not be directly attacked
Number of voters: 4
 
[X] Turn on Alpha and Omega, stack Ignition Aura over it if you can, and just stroll through the camp. That'll flush them out.
 
I have no idea what we could buy. Or even how to buy stuff.

More High speed combat? Is that available or do we need training?
 
How about upgrading Halt? If we can get it better, then that would probably help a lot. I thought total lock down was in the cards soon for that? Or how about upgrading our sword, or our super ability to help with the ghosts?

Plenty of stuff to upgrade.
 
We have 140 xp to spend, so we should definitely upgrade SOMETHING, seeing as how we are up against possibly a lot of ghosts.
 
How about upgrading Halt? If we can get it better, then that would probably help a lot. I thought total lock down was in the cards soon for that? Or how about upgrading our sword, or our super ability to help with the ghosts?

Plenty of stuff to upgrade.

Halt gets its Total Lockdown at lv 15.
Our opponents are probably ghosts with Intangible, which negates physical damage... so the sword will probably be useless.
And Alpha and Omega? it rises by 5 x 1.3^level... so a level would raise the damage from 8 to 10; that would do nothing in the long run.


We do not need to throw out our EXP for things we can get by spending time training it. Those Shop-Items we can not get except for buying them, so we should use it on them.
 
[x]exp plan edge of forever
  • [x] Infinity Edge Level 5 -> 6 (90exp)
  • [x] Alpha and Omega 2 -> 3 (45 exp)

our sword and alpha and omega are both things we need to up long term. so may as well get started.
 
Last edited:
Having gone back and looked through all this stuff I would like to upgrade Alpha and Omega.

Since we are depending on it.

Hopefully the stars have aligned, and I am both right, not an idiot, and have not missed something Rukia already told us about.

[X] Plan Ghost busting.
-[X] Alpha and Omega Level 2 -> Level 3
-[X] Level 3 -> Level 4
-[X] Level 4 -> Level 5

I am reasonably sure alpha and omega will hurt ghosts.

I have zero belief that our sword will hurt one.
 
Last edited:
Having gone back and looked through all this stuff I would like to upgrade Alpha and Omega.

Since we are depending on it.

What kind of calculation is that?
Upgrading A&O to Level 6... costs 210 EXP, as each one costs current level times 15.
That plan is not viable.

Besides, even with it at level 5, we have 18 damage instead of 8 in the first turn; it is basically just one turn of a difference... and we either die before it doubles strong enough, or that one turn does not make a difference.


Edit: Besides, seeing that there was no EXP-plan attached to my vote... I will go with assuming that those who voted for me are okay with not spending anything. So I added a line about saving the EXP.
 
Last edited:
What kind of calculation is that?
Upgrading A&O to Level 6... costs 210 EXP, as each one costs current level times 15.
That plan is not viable.
Ya I have no idea how the hell the algorithm is supposed to work. Thank you for letting me know wise one
Alpha and Omega
Follows the formula 5 * 1.3^[level]
I used this^ I think, maybe I used it wrong.

Shrug*

Still think upgrading it now is better than hoarding it, cause we might die and make all that hoarding pointless.
 
Ya I have no idea how the hell the algorithm is supposed to work. Thank you for letting me know wise one

I used this^ I think, maybe I used it wrong.

Shrug*

Still think upgrading it now is better than hoarding it, cause we might die and make all that hoarding pointless.
There is a 'Spending XP' Tutorial on the front page.


There are currently two ways to spend XP.

The first is by purchasing additional levels in any ability/spell Cerys already possess. The cost for this is [Current Level] * 15 with multiple levels being calculated sequentially.

The second is by purchasing new abilities/spells from the shop. The availability of various potential purchases depends upon in game events, previous purchases, and occasional the level of existing abilities/spells.


(Basically stolen from Crystals, seeing as they work the same way. Only here it's x15 instead of x10.)
 
Say, @Rukia... I just noticed that a bunch of Skills vanished as well. Are those still kept in the background?
Yes, I am keeping them on my own character sheet.
They looked really out of place, since generally you guys don't see those sort of rolls. (Not that I roll for them very often)

I left magical because you see those rolls fairly often.
 
Back
Top