Peril's Origin - A Magical Girl Quest [Complete]

Blerghh...

Assaulting a fortified position is a pain, and some of our dudes don't go through forests very well.

I thinking about trying to sneak through a mined area quietly. Using Heidi's magic-vision to spot for mines (hopfully magical, I recall that heaven has some decent technology on tap). And getting a gate set up for an army behind the most isolated fortress. Getting around Angel flyers feels like trouble as well.

hmm...
Perhaps you got your martial inclination from [your mother]? She was a career soldier after all.
Summit's mother was also a soldier. (And is also dead, though that's a lot less congruent.)
 
Answering what I can:
3) Decree has a decent range in the lower triple digits of metres; it is basically a projectile of shadow crashing into someone and wrapping around them.
4) Reaper's Will can intercept while Arcane Slash is layered over it, and can intercept spells as well. The timing is quite delicate, though; she needs to finish casting while the projectile is within a metre of her weapon and hit it before it hits her. I feel I should add that to her exploits. And with that said, yes to the remaining questions.
5) No, that one is impossible.


Edit: ...I am dumb, really. Figured it was self-evident and then forgot to add it.
At least until you actually enter the forest, you do not need to worry about Presence of Light. Lucifer's Absence of Light covers the entire field.
Good to know about Lu's assistance.
I am however worried about the fact it's such a matter of timing for spell-intercept... Considering we have Argent Star trainable exploits with both "time an attack to coincide with spell echo" and "keep hold of spell echo before releasing it at will" I can't help but wonder if it's possible to either hold back the Arcane Slash Echo, or to train in timing some more...

At the very least I expect our more speed- and reaction-oriented abilities (including but not limited to High Speed Combat) contribute to chances of pulling off a spell-intercept.
 
I am however worried about the fact it's such a matter of timing for spell-intercept...
The only reason I am letting this go through at all is because Crys already created a precedent with a similar spell elsewhere. Spells are supposed to be one of Heidi's big problems after all, allowing more or less 'easy' ways to circumvent them would be inappropriate.

Though... uh, I will say Heidi has something lined up to help with those. It will take a while to show itself, though.

Edit: Oh,
I can't help but wonder if it's possible to either hold back the Arcane Slash Echo, or to train in timing some more...
This one is impossible, I am afraid. Holding back the Echo; it works for Argent Star because those echoes are consistent, these are fickle and too hard to control. Timing is less of a problem with Heidi's reaction times, and practicing would not help much because spells have different travel speeds.
 
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You cast a glance at your map and find about exactly what he said; a handful of markers that appear like a tower form a curving line cutting off the UD's staging ground from the mainland. All around is the sea. "The Sixth Legion remains in charge of our beachhead and keeps engaging the Valkyries even as we speak," Argus adds while everyone takes a look at the map.
You start on the peninsula under demonic control.

Hmm what if we went under the battle instead of through?
I doubt angels can fly well underwater.

I stole a large part from Faraway-R for this one.

I replaced Speed Improvements with Charm of Air bubbles (Will create a breathable bubble of air around the BC circle after being submersed.)
would this be acceptable, or workable?

[] Spellboosted Demonic Marines
-[] Stealth is our go-to here. Hell is made up of mostly Cannon Fodder, and they know it. Meaning they know how to get creative with it. Our one and only job is to get behind those fortresses and out of the blocking zone the Valkyr set up for the rest of Valhalla. So...
--[] Prior to running the gauntlet, ensure that you've cast as many buffs as possible, so long as it doesn't make you glow like a Christmas tree. Maximized Grand Shroud and Wrathful Strike at a minimum, possibly Maximized Conundrum and Paradox Charge as well.
--[] Keep Pazu towards/in the center of the formation at all times as much as we can. Keep his speed boost up on the entire squad, if you can't keep up, don't step up.
--[] Stick to the ground as much as possible, use the rest of the charge as a smoke screen for our squad: Aim for a place where a squad disappearing into the sea will not stand out.
--[] Dive down into the Sea. And stick and to it's floor
--[] Walk around the battle and try to emerge in the Forrest far away from the battle.
---[] If at this point (when you and your pursuers are out of direct sight of the Castles) pursuers are on your tail, have your Dark Star Sorcerers bring the immediate pursuers down with Decree on the move and snipe the no-longer-flying Valkyries with Argent Star. And try not to leave a trail of corpses leading straight to your hidden place.

[] [BC] Magical Marines
-[] Mana Batteries
-[] Charm of Air bubbles
-[] Grenades
 
Well... One would argue that after thousands of years of Heaven-Hell conflict, there's bound to have been at least one Water-aligned demon who'd tried that, and one would expect Valkyries to have methods of detecting this unorthodox approach. But don't let it stop you. This might just be one of those blind spots, since humans are the only ones whose shtick is Evolution of Warfare, and all sides involved usually have relatively easy access to airborne solutions.
 
That would leave two question

@Naron Do we know how deep the water is?
And would you allow us to brand-craft a 'bubble charm.'?

Well... One would argue that after thousands of years of Heaven-Hell conflict, there's bound to have been at least one Water-aligned demon who'd tried that, and one would expect Valkyries to have methods of detecting this unorthodox approach. But don't let it stop you. This might just be one of those blind spots, since humans are the only ones whose shtick is Evolution of Warfare, and all sides involved usually have relatively easy access to airborne solutions.

My worst case scenario is some unaligned horror of the deep. If demons haven't thought of it there probably would be a reason for it.
 
I will say that the 'below the sea' approach is quite a bit more creative than trying to run past one of the death-castles.

As for the bubble charm, I am still discussing that; expect a response within the next twelve hours.
 
Idea for our Hell Beasties: It was stated that they are bad in one-on-one fights with Angels due to lower speed and no HIgh Speed Combat. If we teach them to fly in formation and support each-other will it help reduce that penalty? The idea of a huge slavering monster flying wingman for another Hell Beast amuses me.
 
Idea for our Hell Beasties: It was stated that they are bad in one-on-one fights with Angels due to lower speed and no HIgh Speed Combat. If we teach them to fly in formation and support each-other will it help reduce that penalty? The idea of a huge slavering monster flying wingman for another Hell Beast amuses me.
Can you teach dogs formation tactics in under a week? Hell Beasts aren't much smarter than a dog.
 
@Naron Do we know how deep the water is?
And would you allow us to brand-craft a 'bubble charm.'?
I like the below the sea approach as well, but the bubble head charm sounds a mite complicated and might need more slots.

@Naron, save us!
Well, Crys has the right of it; bubble charm is viable, but it takes two slots due to its complexity.
Aw man :(

You're right, you can't teach dogs how to dogfight in a week.
I had to debate whether to give Hugs or Funny. Take the latter for the pun.
 
Duly noted.

If bubble charms require 2 slots, I still think we should keep mana batteries.

On the occasion we don't, here's a question. If we distribute Grenades to our soldiers and cast Wrathful Strike (Boost-Weapon), would grenades be affected?

[] [BC] Batteries and Bubbles
-[] Mana Batteries
-[] Charm of Air bubbles (2 slots)

@WallFlower here's the template for Brandcraft if you want it. I trust you to keep your action plan up-to-date.
 
I think Brandcraft Grenades would be a better use of a slot than Batteries myself. 30+ guys with grenades (assuming our footsoldiers get them) sounds better than letting the Casters pull off a really big spell, though the latter case is also attractive.
 
I activated my plan
I have thrown away the grenades.
Grenades can only boost attack while Batteries can also boost defensive modifier rolls. this makes Mana batteries are just a lot more versatile

I also grabbed a idea

Before you can actually finish that however, Epsilon Aaron reminds you of the time and you decide to let it rest for a bit. A lesson in Brand Craft sounds like a good way to conclude the day.

This shows that we can make a makeshift defensive location
--[] If we found a nice location if there are no pursuers yet, see if we can fortify our location.

[X] Spellboosted Demonic Marines
-[X] Ask Epsilon Aaron if the dark-stars have a compass we could use.
-[X] Stealth is our go-to here. Hell is made up of mostly Cannon Fodder, and they know it. Meaning they know how to get creative with it. Our one and only job is to get behind those fortresses and out of the blocking zone the Valkyr set up for the rest of Valhalla. So...
--[X] Prior to running the gauntlet, ensure that you've cast as many buffs as possible, so long as it doesn't make you glow like a Christmas tree. Maximized Grand Shroud and Wrathful Strike at a minimum, possibly Maximized Conundrum and Paradox Charge as well.
--[X] Keep Pazu towards/in the center of the formation at all times as much as we can. Keep his speed boost up on the entire squad, if you can't keep up, don't step up.
--[X] Stick to the ground as much as possible, use the rest of the charge as a smoke screen for our squad: Aim for a place where a squad disappearing into the sea will not stand out.
--[X] Dive down into the Sea. And stick and to it's floor.
---[X] If at this point (when you and your pursuers are out of direct sight of the Castles) pursuers are on your tail, have your Dark Star Sorcerers bring the immediate pursuers down with Decree on the move and snipe the no-longer-flying Valkyries with Argent Star. And try not to leave a trail of corpses leading straight to your hidden place.
--[X] Walk around the battle and try to resurface in the Forrest far away from the battle.
---[X] before resurfacing Refill/ Recharge any BC gadgets we took with us.
--[X] If we found a nice location for the gate and there are no pursuers yet, then see if we can fortify our location.


[X] [BC] Batteries and Bubbles
-[X] Mana Batteries
-[X] Charm of Air bubbles (2 slots)
 
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Luckily the BC plan and action plan are separate votes.
I'm putting the grenade-bubble plan out there for people who disagree with me

[] [BC] Explosions and Bubbles
-[] Grenades
-[] Charm of Air bubbles (2 slots)

I've moved some things around in the plan, Made the fortification sentence read a bit clearer.
And added this thing because a refill can't hurt:
---[] before resurfacing Refill/ Recharge any BC gadgets we took with us.
 
only if cast on the grenades.
Wrathful Strike
Level 10
Base Boost: 1,000
Magic Modifier: 2,000
Affinity: Magic
Ability: Boost-All | Boost Weapon
The spell has Boost-All as well. That counts as (also) casting on grenades, right?

Also, to whom it may concern (to people who proxy voted me) - I am switching my vote.

[X] Spellboosted Demonic Marines

[X] [BC] Batteries and Bubbles
-[X] Mana Batteries
-[X] Charm of Air bubbles (2 slots)

@WallFlower I put trust in your plan.

@Naron a few more questions:
1) We'll be going underwater and out of it well ouside possible lines of sight of enemy forces, right?
2) How long do the bubble charms last, and can they be recharged with batteries? "Long enough you need not worry" is the answer I am hoping for here.
3) Would Sprint even work underwater?
 
@Naron a few more questions:
1) We'll be going underwater and out of it well ouside possible lines of sight of enemy forces, right?
2) How long do the bubble charms last, and can they be recharged with batteries? "Long enough you need not worry" is the answer I am hoping for here.
3) Would Sprint even work underwater?
1) In: yes. Out: As best as Heidi can judge that while underwater.
2) Heidi is right there to recharge the arrays peridodically, so it is of no concern.
3) Yes and no; yes in that there will be no water around Heidi's team, no in that I still have to figure out how big that array for the bubble would be; carrying it along is likely to slow you down.
 
Wait, is it supposed to be a singular large array?

Is there anything at all stopping us from making the (truck-sized) Hell Beasts carry it, or use a carriage? That should make it easier for others right?
 
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[X] Spellboosted Demonic Marines

[X] [BC] Batteries and Bubbles
-[X] Mana Batteries
-[X] Charm of Air bubbles (2 slots)
 
@Naron
Do Demons the demons or dark-stars have compasses or any other navigational tools that we could borrow?
 
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