I'm just disappointed we don't know what's available IC, because if we did I'd make a plan revolving around qualifying for and getting Shared Conundrum, because out ability suddenly skyrockets if we can put Paradox Charge on every member of our team. Presence of Light would be ignored, and it would take a full squad of War Angels to seriously threaten to kill any of member of our group of subordinates, even if we personally are separated from them to draw attention.
Two things about this; first is, Paradox Charge remains only for Heidi and Paoras, you may be meaning Conundrum.
Second is, uh, Damage Barrier does not block Presence of Light. Heidi's immunity is from Determined Soldier.
In order to create a opening for our troops.
I'm hoping that a Forrest fire will create a good diversion for us.
@Naron I want to know ask a few questions.
1. Is our remaining darkstar capable of basic brand-craft?
2. How much distance does iron tide tolerate
3. Does Presence of Light stack?
4. How long would it take to brand craft following idea:
Wait 30 minutes before activating
Increase the temperature of the trees to 300°C
Radius: 10 meters from circle
@Naron I want to know ask a few questions.
1. Is our remaining darkstar capable of basic brand-craft?
2. How much distance does iron tide tolerate
3. Does Presence of Light stack?
4. How long would it take to brand craft following idea:
1) Yes
2) Irony Tide has quite strict limitations. Paoras will have to be by Heidi's side.
3) Yes.
4) A few minutes to sketch it out, plus another few to check it. Somewhere between ten and twenty minutes?
That means that our Darkstar is capable of doing some basic fortifications when the reach their location.
Using Paroas as a phone is infeasible.
and it would not be advisable to ride a hellbeast.
We can start a Forrest-fire, this will have the additional benefit of making it easier to march afterwards.
Maybe we should keep the hellbeasts at home next time we do a mission where them flying will get us in trouble.
Much as I like your plans Wallflower (and Sea Floor Journey was inspired, props!) using forest fire as a distraction might backfire if the picket line calls in someone. For all we know setting up a beacon (or simply conjuring a huge Argent Star before detonating it) would be a better option, make the enemy meet you on your own terms.
@Naron - how long does an Argent Star last if it was left to hang in place? Is there a limit to the number of those we can put out?
I can just imagine a Minefield Challenge... Hang about lots and lots of spheres in the air and make approaching the location a hazard. The center may be empty, may contain a firecircle, or Defiance herself. Though she'd better be on sidelines instead, just in case of a Meteor.
@Naron - how long does an Argent Star last if it was left to hang in place? Is there a limit to the number of those we can put out?
I can just imagine a Minefield Challenge... Hang about lots and lots of spheres in the air and make approaching the location a hazard. The center may be empty, may contain a firecircle, or Defiance herself. Though she'd better be on sidelines instead, just in case of a Meteor.
I will say that the exploit about placing mines was originally conceived from the idea of a minefield. There is no limit on the number of active spheres.
Heidi does not know how long they last because she did not test that, but it is clear they can last a while. Perhaps they will just hang around forever until something triggers them, who knows?
Much as I like your plans Wallflower (and Sea Floor Journey was inspired, props!) using forest fire as a distraction might backfire if the picket line calls in someone. For all we know setting up a beacon (or simply conjuring a huge Argent Star before detonating it) would be a better option, make the enemy meet you on your own terms.
@Naron - how long does an Argent Star last if it was left to hang in place? Is there a limit to the number of those we can put out?
I can just imagine a Minefield Challenge... Hang about lots and lots of spheres in the air and make approaching the location a hazard. The center may be empty, may contain a firecircle, or Defiance herself. Though she'd better be on sidelines instead, just in case of a Meteor.
A forest fire might backfire on us indeed. In the sense that the fire could be faster our troops can run.
I think that if we are going to use Fire time bombs that we need to give both ourselves and our troops enough time to run.
I think that they are already aware that two patrols have disappeared, which is why they might have changed their patrols so that they can keep each-other in line of sight.
If we are using mines we might want to use the Mana batteries of our foot soldiers, since they won't be using them in battle anyway.
Here is where my thought-process is at, but I am beginning to think it might be better to use fists instead of cunning to get their attention.
[NO] plan Won't work because it takes up too much time.
-[] Tell darkstars to lead the troops, and give them instructions on how to make basic fortifications for the portal location.
-[] booby-trap an area.
-[] Get their attention on the area with brand craft on a timer to make it look like there is complex magic going on in this heavily booby-trapped area.
--[]When this creates an opening in their line use it.
Gate to Hell
-After standing still and focussing for six turns, Pazuzu may create a Hellgate in front of himself, and an entrance in a location within three dimensions of his position; Pazuzu is rendered unable to move while sustaining the Hellgate.
As things stand it might be better for us to settle with "Good Enough" instead of looking for a "perfect" spot.
Even if Pazuzu's gate doesn't allow for the demons on the other side to just rush a citadel, a few thousand demons flooding through would be enough of a distraction to allow several more gate demons to sneak through and find better spots.
[X] Crystalwatcher's Unload Satan Plan
-Have our last Dark Star float to the top of the tree line to check our current position.
--Be Extra Careful not to be seen.
-Once we're sure of where we are in relation to the Valkyr battle lines, search our immediate vicinity for a good spot for Pazuzu to open his gate that won't get it immediately noticed.
--Once Pazuzu starts opening his gate, have the rest of the squad dig in for a siege.
-Have Heidi and Paoras on high alert, if it seems like we've been had at all, rush the closest group of Unified Light warriors and kick up the biggest fuss we can to draw attention away from Pazuzu and the squad.
--If someone bypasses our fuss and rushes Pazuzu and the squad, make sure they remember to die with honor and to take long enough that Pazuzu gets his gate open.
What if we push good enough a little bit further.
EDIT: maybe I'm just a bit too greedy
Second edit: this plan won't work. I thought demon gates were a two way street. apparently you can only go one way. I'm placing the quote here so that I will remember it.
[] Plan only a little bit extra
-[] Recast buffs
-[] Find a spot with a low density of fairies, where reinforcements will take a while to get there.
--[] Tell the dark star to get get the squad moving as soon as he does not see the
--[] Use the Mana batteries from the foot soldiers to prepare some Argent stars
--[] Use Arcane Slash with Stygian Tempest to kill when they are close enough to each-other war angels then disappear into the Forrest. Release the argent stars to the fairies if there are argent stars left use those on Pursuers.
---[] Command the Pazuzu to open the gate when reinforcements get too close for us to outrun them.
----[] evacuate the foot-soldiers through the gate immediately.
--[] If we by some miracle get to the target destination and we have time enough and still have time release argent star mines and fortify the location as much as possible.
I'm wondering if we should maybe link Paroas up with an Hellbeast instead of us so that we can move faster. After the act is done. They will be getting a hit from being in the presence of light, but I think that boosted hellfire might be worth it.[/SPOILER]
I... feel I should poke this. About thirty hours without anything is one thing, but with only a single actual vote so far, I do not feel well closing up in the near future without at least giving a reminder.
I want to make one last attempt at a plan to improve the survive-ability of our soldiers.
I think our men will die when they are close too the gate regardless of how well we defend it. They can not evacuate via the gate. And the main force will attract all the war angels. the reason for the Forrest-fire to hide our men in it. maybe it will pull away some attention from where we are going. but the angels will think that it is a only distraction after we have been spotted.
Taking the shortest route will give us the save us the most time. And since we don't need to worry for war-angels sneak we basically can go under their noses.
I am making Paroas use iron tide on the gate-demon Pazuzu in order to boost Pazuzu's health. Infernal Traveler will also enough for Paroas to ignore two war angels.
I have not included a combat planning, because I think that we will probably get another change for that if we are spotted.
[] Plan Stealthy dash
-[] Preparation
--[] explain your plan and tell the Darkstar to make a safe zone against the Forrest fire. Tell them to rejoin after the main force has arrived.
--[] Link Paroas with gate demon, Paroas will be keeping focusing Pazuzu safe.
--[] Place a Brandcraft in order to Cause a Forrest fire after one hour. don't activate it yet.
--[] Recast buffs
--[] Activate the Brandcraft
-[] Take straightest path with the gate demon and Paroas Run through the Forrest under the enemy line. Only bother with staying out of the line of sight.
--[] If you got to your target destination proceed with the original plan of making a makeshift fortification.
--[] If you are spotted fight
---[] Decide to Make Pazuzu open the gate then and there please or dispose of the patrol them while running
----[] If we choose to open the gate use Brandcraft in order to create a fire-protection when possible.
---[] Use argent star to create aerial mines around Pazzuzu and Paroas.
WallFlowerI like the idea of your plan but feel it needs some fleshing out and clarifying of the actual vote. It feels like several parts are missing and/or assuming knowledge of a previous plan. Given a less than clearly worded plan just cost us one of our Dark Stars last turn, I do not feel comfortable voting for it without the what, when, and where of our action being properly spelled out. For example we really shouldn't set the forest fire off right on top of the squad which your current vote could easily be read to be calling for.
Why? I am quite sure this is wrong and they in fact can.
Demon Gates are supposed to only let demons pass through, that much is true. Equally true is that besides the Dark Star and Defiance herself, everyone on the team is a Demon (and should be able to pass).
Explain please.
[X] Placeholder vote for any plan that opens the demon gate without moving forward
[X] EXP Plan Greater Conundrum (600)
-[X] Upgrade Conundrum to level 15 (600)
Why? I am quite sure this is wrong and they in fact can.
Demon Gates are supposed to only let demons pass through, that much is true. Equally true is that besides the Dark Star and Defiance herself, everyone on the team is a Demon (and should be able to pass).
There is a spoilered quote four posts up from yours.
And to elaborate, Hell Gates only go one way, the exit being where the Gate Demon opens it. Which is why Hell actually has to sneak a Gate Demon into the area they want to put up a gate in, instead of simply throwing one up from the safety of their own territory.
@Naron I have three extra questions.
1. Can we create argent-star mines with a position relative to someone?
2. Can aura of light reach through dirt?
3. How long will the shortest route take Pazuzu to travel in the best case scenario?
@WallFlower I like the idea of your plan but feel it needs some fleshing out and clarifying of the actual vote. It feels like several parts are missing and/or assuming knowledge of a previous plan. Given a less than clearly worded plan just cost us one of our Dark Stars last turn, I do not feel comfortable voting for it without the what, when, and where of our action being properly spelled out. For example we really shouldn't set the forest fire off right on top of the squad which your current vote could easily be read to be calling for.
Demon Gates are supposed to only let demons pass through, that much is true. Equally true is that besides the Dark Star and Defiance herself, everyone on the team is a Demon (and should be able to pass).
1. Can we create argent-star mines with a position relative to someone?
2. Can aura of light reach through dirt?
3. How long will the shortest route take Pazuzu to travel in the best case scenario?
-set the Argent Star's target as a coordinate in space instead of a living being to set up a mine, or an area relative to something else to make spheres follow it around [1/1]
I created a second plan, I think both these plans might be ready for use.
both of these can be interpreted as reckless.
My preference goes out to my newest plan because it gives our Hellbeasts something to do.
Is there anything specific I should change about these two plans?
In both these plans I'm assuming that we will be getting a combat vote when combat is initiated.
Plan 1
I don't think it is worth it to start a Forrest fire if we can be at our destination in half an hour. In order to remove components that can go wrong I have removed the fire.
[] Plan Stealthy dash
-[] Preparation
--[] explain your plan and tell the Darkstar to keep your men out of the way of the patrols and that should rejoin with seek to rejoin with us after the first wave.
--[] Link Paroas with gate demon, Paroas will be keeping focusing Pazuzu safe.
--[] Recast buffs
-[] Take straightest path with the gate demon and Paroas Run through the Forrest under the enemy line. Only bother with staying out of the line of sight. Keep reapers will ready to parry any surprise attacks aimed at Pazuzu.
--[] If you got to your target destination proceed with the original plan of making a makeshift fortification.
--[] If you are spotted fight.
---[] Decide to Make Pazuzu open the gate then and there please or dispose of the patrol them while running.
---[] Use argent star to create aerial mines around Pazuzu and Paroas after disposing of the enemy.
Plan 2:
If the Pazuzu takes half an hour to at 40mph to get to the destination then a flying beast going 90mph will spend 15 minutes to half an hour to get to our destination.
We will Lose our the defensive bonus of Pazuzu and the element of Surprise. but it will also give the troops left behind a lot more flexibility in keeping out of sight, since hellbeasts have a hard time walking without sprint.
our goal is not to let any war angels or fairies get close to Pazuzu and Paroas goal is to fend of Valkyries that slipped through the net.
@Naron this second plan hinges on the idea that a Paroas boosted Hellbeast is able to carry Pazuzu. is that acceptable? And if not would you allow use Brandcraft to carry some of his weight?
Also I am assuming this is still in effect.
I am linking Paroas to Mokutuuk together because those two are already friends. (And we need to ride the faster one for our task)
[X] Plan Flying bulldozer
-[X] Preparation
--[X] explain your plan and tell the Darkstar to keep your men out of the way of the patrols and that should rejoin with seek to rejoin with us after the first wave.
--[X] Recast buffs
--[X] Make Paroas mount an hellbeast which will be carrying Pazuzu.
--[X] Link Paroas with Mokutuuk. Paroas and the Mokutuuk will be keeping focusing Pazuzu safe.
---[X] Use argent star to create aerial mines around Mokutuuk in order to ward off Valkeries.
-[X] fly above the Forrest with the gate demon and Paroas and the Hellbeasts through enemy line. Defiance is tasked with preventing war angels and fairies from coming close to to Pazuzu. Defiance rides with Reaper's Will ready in order to parry any meteors.
--[X] Tell the Hellbeasts that they can use their hellfire at enemies blocking their path in front of them and to prioritize speed of movement.
--[X] In our free time ready extra argent stars.
-[X] When we when we get to our destination let Pazuzu get to work immediately.
@Naron this second plan hinges on the idea that a Paroas boosted Hellbeast is able to carry Pazuzu. is that acceptable? And if not would you allow use Brandcraft to carry some of his weight?
[X] Plan Stealthy dash
-[X] Preparation
--[X] explain your plan and tell the Darkstar to keep your men out of the way of the patrols and that should rejoin with seek to rejoin with us after the first wave.
--[X] Link Paroas with gate demon, Paroas will be keeping focusing Pazuzu safe.
--[X] Recast buffs
-[X] Take straightest path with the gate demon and Paroas Run through the Forrest under the enemy line. Only bother with staying out of the line of sight. Keep reapers will ready to parry any surprise attacks aimed at Pazuzu.
--[X] If you got to your target destination proceed with the original plan of making a makeshift fortification.
--[X] If you are spotted fight.
---[X] Decide to Make Pazuzu open the gate then and there please or dispose of the patrol them while running.
---[X] Use argent star to create aerial mines around Pazuzu and Paroas after disposing of the enemy.
__
[X] EXP Plan Greater Conundrum (600)
WallFlowerI am against your Flying bulldozer plan as the War Angels and Valkyries have a flight speed advantage of 30 and 50 mph respectively over Mokutuuk, we'd never be able to get clear to land and set up the gate.
[X] Crystalwatcher's Unload Satan Plan
-Have our last Dark Star float to the top of the tree line to check our current position.--Be Extra Careful not to be seen.-Once we're sure of where we are in relation to the Valkyr battle lines, search our immediate vicinity for a good spot for Pazuzu to open his gate that won't get it immediately noticed.--Once Pazuzu starts opening his gate, have the rest of the squad dig in for a siege.-Have Heidi and Paoras on high alert, if it seems like we've been had at all, rush the closest group of Unified Light warriors and kick up the biggest fuss we can to draw attention away from Pazuzu and the squad.--If someone bypasses our fuss and rushes Pazuzu and the squad, make sure they remember to die with honor and to take long enough that Pazuzu gets his gate open.
Okay, uh... I guess this is it then. Closing the votes.
With Faraway-R having voted for anything which includes setting up the gate right there, and Crys' plan (quoted above) being the only one who does that, this makes it 2 votes for Crys and one each for the other active plans.
Oh, and increased Conundrum-levels.
Adhoc vote count started by Naron on Oct 25, 2019 at 1:33 PM, finished with 33 posts and 4 votes.
[X] EXP Plan Greater Conundrum (600)
-[X] Upgrade Conundrum to level 15 (600)
[X] Plan Flying bulldozer
-[X] Preparation
--[X] explain your plan and tell the Darkstar to keep your men out of the way of the patrols and that should rejoin with seek to rejoin with us after the first wave.
--[X] Recast buffs
--[X] Make Paroas mount an hellbeast which will be carrying Pazuzu.
--[X] Link Paroas with Mokutuuk. Paroas and the Mokutuuk will be keeping focusing Pazuzu safe.
---[X] Use argent star to create aerial mines around Mokutuuk in order to ward off Valkeries.
-[X] fly above the Forrest with the gate demon and Paroas and the Hellbeasts through enemy line. Defiance is tasked with preventing war angels and fairies from coming close to to Pazuzu. Defiance rides with Reaper's Will ready in order to parry any meteors.
--[X] Tell the Hellbeasts that they can use their hellfire at enemies blocking their path in front of them and to prioritize speed of movement.
--[X] In our free time ready extra argent stars.
-[X] When we when we get to our destination let Pazuzu get to work immediately.
[X] Plan Stealthy dash
-[X] Preparation
--[X] explain your plan and tell the Darkstar to keep your men out of the way of the patrols and that should rejoin with seek to rejoin with us after the first wave.
--[X] Link Paroas with gate demon, Paroas will be keeping focusing Pazuzu safe.
--[X] Recast buffs
-[X] Take straightest path with the gate demon and Paroas Run through the Forrest under the enemy line. Only bother with staying out of the line of sight. Keep reapers will ready to parry any surprise attacks aimed at Pazuzu.
--[X] If you got to your target destination proceed with the original plan of making a makeshift fortification.
--[X] If you are spotted fight.
---[X] Decide to Make Pazuzu open the gate then and there please or dispose of the patrol them while running.
---[X] Use argent star to create aerial mines around Pazuzu and Paroas after disposing of the enemy.
The behavior I'm trying to mimic might be causing lower turnouts.
I have seen something similar in other quests in which I tried participating in this way.
This probably means that I should take a backseat in the future.
The behavior I'm trying to mimic might be causing lower turnouts.
I have seen something similar in other quests in which I tried participating in this way.
This probably means that I should take a backseat in the future.
Nah, it's fine. This was a shorter voting cycle and combat plans are also not a thing where many votes are cast. Four is average for a Quest with few players like this one.
New Ability: Damage Barrier (Reduces damage taken; in difference to Damage Block, this does not add a modifier to the defensive string, but reduces Total End Damage directly.)
600 EXP spent
51 remain
[] Crystalwatcher's Unload Satan Plan
-Have our last Dark Star float to the top of the tree line to check our current position.
--Be Extra Careful not to be seen.
-Once we're sure of where we are in relation to the Valkyr battle lines, search our immediate vicinity for a good spot for Pazuzu to open his gate that won't get it immediately noticed.
--Once Pazuzu starts opening his gate, have the rest of the squad dig in for a siege.
-Have Heidi and Paoras on high alert, if it seems like we've been had at all, rush the closest group of Unified Light warriors and kick up the biggest fuss we can to draw attention away from Pazuzu and the squad.
--If someone bypasses our fuss and rushes Pazuzu and the squad, make sure they remember to die with honor and to take long enough that Pazuzu gets his gate open.
You take a few moments to think hard. Your main options are waiting and hoping, or going forward and distracting them.
There is, however, another way. Risky, oh so risky, but then again, you do not have time to play it safe. At worst, the War Angels up ahead had their patrols pulled together to comb through the forest. At best, you lose minutes waiting for those patrols to pass by each other on their regular routes.
So if you can not get past them right now... then you're going to set up where you are.
"You," you call out while pointing at the Dark Star, "float up to the treetops and check our position relative to the castles; I want to know how far away we are. Make sure you aren't seen." The magical being flashes an affirmative and starts rising while everyone else's attention is on you.
"Pazuzu." The Gate Demon stands straighter, though you only notice it in your peripheral vision while looking around. "I don't know how big exactly your gate is, so find a spot nearby where you can set it up without too much trouble." There is some underbrush, but not enough to hide something as massive as a Hell Gate. The Demon nods and begins to wander around.
"Everyone else... prepare to dig in." You only need one minute; that is all it will take to set up the gate, and the horde rushing outward will probably take all attention from your squad. And maybe you can actually buy them a little time, but not like this. You check your compass again and hold down a sigh. "This position isn't ideal, but we'll make do."
Then you turn your attention to Paoras, who already knows you want to address her next. "Stay with Pazuzu, okay?" Her eyes widen and she makes to protest, but you stop her with a pat on the head. "I'll be fine on my own, but we need this gate." You put more emphasis on that word and, somehow, can tell that Paoras understands what you want to tell her. You trust her the most out of everyone, and you want her to be the last line between anyone that breaks through and Pazuzu.
You considered taking her with you to be the first line, but that is... problematic. The thought has her pout at you, a reminder of the weirdness that is her powers. You just shake your head with a huff. "It's not that you're weak. But if I want to stall them properly, I need to catch them before they reach us. So...." You point up at the trees; many branches extend further up, interlocking and thus making it easy to stand there. "Unless you can run up there like I can, it'd cost too much time."
"Oh." Your friend deflates for a moment, but then apparently remembers that you are counting on her. "Okay. Be careful, Heidi." Her magical bond with you dissolves, the friendly presence in the back of your head removed.
You still smile at Paoras and give her a thumbs up. "You too."
She nods strongly and turns around to bounce over toward Pazuzu; the horned Demon is looking around a small clearing at the moment, but returns a nod when he notices you looking. Just a few dozen metres from where you are, still completely under cover of the trees, but not with anything directly in it; enough room to set up a gate without uprooting a tree on accident.
One of the presences is coming closer. Slowly, but surely; not good. They are above the treeline, but they do not need to see you to burn everyone. You hold back a curse and look around at your troops. Then you look up. Okay.
This is a decision you hate to make. The Hell Beasts can fly, and so can the Dark Star. You can take them along as reinforcements, but chances are they will not make it. No, too risky. They are staying down here with everyone.
Once the Dark Star is back with information of how far away you are, a few dozen kilometres, you have everyone form up around the clearing and point Pazuzu into the direction he has to face the gate. Then you address them all with barely not gritted teeth. "Alright, everyone. This is the final step of our mission." The presence is coming closer still, not good. It swerved away for a bit, but you do not trust that. "Pazuzu will set up his gate here and now. I leave protecting him from any stragglers up to you. Paoras is in charge while I'm up above; I can't fight off all of them, but at least the War Angels shouldn't make it through."
You throw your own mana battery to the Dark Star, who catches it a little clumsily. "Once I start fighting up there, boost everyone with both of your spells. Not a moment earlier." They bob up and down in acceptance, loosening their own battery for ease of access. Everyone else awaits your orders, so you grin at them. "If anyone shows up, I expect you to win or go down fighting."
A row of grins answers you, at which you nod before turning away. "Good luck."
No response, at least not verbally. Now is not the time to shout, and they know that as well. The Hell Beasts grunt as their riders make them settle down, then Pazuzu begins to focus and infernal light shines by his feet. You quickly dart up the nearest treetrunk, ignoring what happens below in favour of the sky.
The War Angel is coming this way again.
(6 turns until Hell Gate is completed)
You quickly hop on a thick branch and dart forward, the steady tap-tap of your shoes on the wood now barely audible under the chirping of various birds and buzzing of insects. Did they flee demonic forces, or just not like the damp darkness below?
Either way, you have to slap away some things that may be mosquitos. They are annoying, but amusingly unable to actually pierce your skin. Magic is a great thing.
Once you reach the leafy branches, the presence is almost close enough to wash over you.
(5 turns until Hell Gate is completed)
Your heart beats heavily in your chest, anxiety about the question whether you were found out. You could leave the Angel flying above be, as well as their... seven companions, but you can tell it now. Those War Angels fly just deep enough that their presence catches the forest floor, knowing that any Demons hiding will be burned away. And they are on the way toward your team.
So you quietly hurry through the trees, making noise that is hopefully not enough to carry over the distance. No reaction from the patrol, so you settle in right in front of them, legs coiled and slowly filled with magic. A moment of thought, then you decide to kill before defending yourself.
When the Angel is right above you, you jump.
(4 turns until Hell Gate is completed
Determined Soldier: Defiance +2 ApT
Also, Defiance is immune to Presence of Light)
Your legs catapult you out of the treeline and into open sky, right in a very surprised War Angel's path. They attempt to stop, but can not cancel their momentum while your weapon changes shape and a blade ignites.
(Reaper's Will: +400 Base Damage, +18 dice, +3000 Superslayer, +800 Surprise Motherfucker!, +266 Horrific Speed Gap = 4,484 Total Damage
War Angel: +500 Base Resilience, +89 dice, -1000 Right Through The Middle = 411 Extra Damage
4,895 Final End Damage
War Angel Health: 3,000 - 4,895 = -1,895)
Neither the five Valkyries, nor the two Fairies can do anything in time as your lightsaber buzzes and cuts through armour, cloth, flesh, and bone as if it was butter. You quickly grab for the dead Angel's robe, feeling their aura fizzle out, and pull yourself up. The corpse falls while you land on their shoulder, then push yourself off to stay in the air a moment longer. No blood beneath you even though the upper half is propelled below the lower half; the blade cauterised everything. "Argent Star!"
Four spheres shoot outward, each one assigned to a target while all of them begin to move.
(Argent Star 2x: +650 Base Damage, +33 dice, x8 Purge and Anti-Air = 5,464 Total Damage per Fairy
Fairiy Battle Mages: +50 Base Resilience, +3445 dice, -25 holyshitwtf = 3,470 Total Damage Reduction per piece
Argent Star 2x: +650 Base Damage, +33 dice, x10 Purge and Anti-Air = 6,880 Total Damage per piece Valkyr Armor (25%): 5,160 Total Damage per piece
Valkyrie Warriors: +1400 Base Resilience, +122 dice, -700 holyshitwtf = 822 Total Damage Reduction per piece
1,994 Final End Damage against each Fairy
4,338 Final End Damage against each Valkyrie
Two Fairies and two Valkyries go splat.
Bonus ApT reduced to 1)
And then half of them explode in bright light, right as you begin to fall after the corpse of your first victim. Your eyes narrow and a quick sweep cuts through a thrown spear.
(Warrior's Armaments: +2100 Base Damage, +21 dice, +1050 Target mid-air = 3,171 Total Damage
Attack negated.)
It is not difficult despite the fact you are in free fall, your blade cutting through the weapon and a small burst of magic making the two halves sail past you. What it does do is cost time, which the other two Valkyries use to loudly blow horns they carry.
So much for stealth. You recast Argent Star before any of them can attack you again, the horns cut off before they even ended their call.
(Argent Star: +650 Base Damage, +9 dice, x10 Purge and Anti-Air = 6,590 Total Damage Valkyr Armor (25%): 4,942 Total Damage per piece, one doubled
Valkyrie Warrior 2 and 3: +1400 Base Resilience, +180 dice, -400 Occupied Blowing Horns = 1,180 Total Damage Reduction
Valkyrie Warrior 1 takes twice the damage and is dead. Valkyrie Warriors 2 and 3 take 3,762 Final End Damage
Valkyrie Warriors 2 and 3 Health: 4,200 - 3,762 = 538 each
Bonus ApT back to 0. Both Valkyries lack arms and the horns they carried.)
You quickly turn in mid-air and fall back into the trees; some small branches try to scratch you until you stop on a larger one, but they slide off without doing anything beyond ruffling your hair. You lose a few strands pulling it loose from where it got caught, though that is an acceptable price for being otherwise fine.
Two of the Valkyries, however, are still alive; their arms are bloody stumps and they are obviously dazed from the impact. That must have been those who held the horns. You click your tongue and dart over the branches before they can recuperate; neither screams in pain, though. That is impressive, as you imagine getting your hands blown off to hurt a lot.
Either way, you bring your lightsaber to bear and finish them off after a quick jump to catch their reeling forms.
(Two clean beheadings. It's quick.)
A moment later, your heels tap on the wood as you look around, trying to see what else is coming; you find no less than three further patches of searing light rushing your way. Within them are... twice the same compositions as the one you just defeated, and one that is only three other Angels. So four Fairies and thirteen Valkyries; not good, but it could be worse.
(3 turns until Hell Gate is completed)
You consider to greet them with Argent Star, but chances are the War Angels will catch most of your spheres. Instead, you armour up while spells are cast in the distance. "Conundrum." Your voice is quiet as you watch the nearing Angels.
(Conundrum: +1125 Base Boost, +993 dice = 2,118 Bonus Resilience
Damage Block active, Damage Barrier active.
Enemies armoured up as well.)
In the few quiet seconds you have, you realise something interesting; Conundrum gained another layer somewhere along the way. The first one that stays a few centimetres away from you at all times is still the same, if perhaps stronger. The second one, however, is brand new. It lies directly on your skin, more firm than the outer layer. That is a welcome boost.
Still, you need to talk to Lu about this soon. There is something else there that is new, but discerning what it is is difficult at best.
You take a deep breath, inhaling and exhaling Valhalla's warm air. Then you swing yourself through the trees to take some cover; your colouration, turquoise and silver, is not the best for staying hidden in the treetops, but it could also be a lot worse.
The three groups moved toward each other and ended up forming one bigger group, which begins to dive for the treeline at this point. So you try for one last trick and hop out, quickly flipping yourself onto the tip of a slightly thicker tree, Aetheric Tide clasped in your hand and held to the side. They see you without doubt.
Now that you can see them up close, you notice that the group of three consists of the differently dressed Valkyries you saw one of earlier. They move directly for you while the rest still seems to be diving. Not good.
"No mercy to the wicked!" the lead Valkyrie shouts out to a chorus of answering shouts. "Glory to Valhalla, for I am Hildr of the Valkyr Legion!" More roaring and you can not help but grin. If they want to do it that way, you do not mind.
You are Defiance. You will not falter.
They reach you moments later.
(2 turns until Hell Gate is completed)
-------------
[] Wat Do?
-[] Take down the small fry first
-[] Take down the leader first
-[] Focus on the War Angels
-[] Something else (Write-in)
[] EXP-Plan
-[] Write-in what to buy
-[] Save it
=====
+100xp Turbomurdered Angels Even Without Team Buffs
+20xp Killed two Fairy Battle Mages
+50xp Killed 5 Valkyrie Warriors
+10xp Killed one War Angel
+50xp All Eyes on You
Active Effects:
-The Land of Heroes: Unified Light entities do not suffer from fatigue and can not die unless killed in direct combat.
-Determined Soldier: Defiance +6 ApT
-Conundrum: Defiance gains an additional 2,118 Resilience, and Total End Damage is reduced by 2,118.
-To Glory!: Valkyrie Warriors gain an additional 419 Resilience; Valkyrie Commanders (including Hildr) gain an additional 2,936 damage and 4,439 Resilience.
-Judgement: War Angels deal an additional 1500 damage and add a d250 to every attack.
Objectives:
-Hold out for two turns, until the Hellgate stands
-(optional) Defeat Valkyrie Commander Hildr
-(optional) Protect your soldiers from War Angels and their Presence of Light, no matter how