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

Okay, so I wrote up a theoretical way to fight it on discord. I would not want to risk fighting it, but she's theoretically (read, without any of its soft mechanics or unrevealed abilities) capable of killing it. It requires Paoras, a reasonable MM roll, and enough enemies to gain some APT.
Synch with Paoras, use Paradox Charge (+7876 to 11375 damage block and boost), use Aetheric tide. That's at least 30,000 (up to 40,000ish) per attack (about 12,500-17,500 after its defenses) So 30-40 attacks to kill it.

With 3 uses of overdrive seal, she technically only needs 3-5 bonus APT. She just also needs to be able to deal with it's actions.

If it were just attacking her, she could let it through. Between the ~10,000 damage block, Paoras's Health, Vampire, and the safety net of defiant streak, she is in no danger from it's 5000 per attack (2,500 after DR per attack, 25,000 total, 46,000ish health, and a healing buffer of 250k from vampire+defiant streak.) Body modifiers could be a problem, though.

Intercepts, however, are a problem. Between vorpal and Juggernaut, it wins the intercept with her. So she needs to negate each intercept. That would add 20 actions to the necessary total, but riposte means she should only need 10 more. Reaper's will could win them, but drops her damage to about 20k per hit and gives up vampire's safety net.

Hence, she needs somewhere from 5 to 8 bonus APT, depending on the Paradox Charge MM roll.

This is all done in one turn because she needs to skill negate it's attacks. Also because of the laser. And defiant streak. And using overdrive seals only mattering for that turn. And me being unsure whether it could negate the buff.

A single laser cast isn't a problem unless it gives a heavy body mod. If the hits are unified damage, Paoras's once/fight will negate it. If they aren't, they will be reduced by paradox charge and end up as 5-100k, which is easily healed during defiant streak. Even if they are unified and not negated, it's still only 21 to 315k, most of which can still be outhealed. (Remember, killing it is 250k healing.)

Of course, she does need to get into melee range and have it not disengage. Or have her weapon broken/lose limbs from body modifiers. Hence the soft mechanic limitation.
I do not recommend trying this, but thought I'd make it available off discord.
 
Okay, so I wrote up a theoretical way to fight it on discord. I would not want to risk fighting it, but she's theoretically (read, without any of its soft mechanics or unrevealed abilities) capable of killing it. It requires Paoras, a reasonable MM roll, and enough enemies to gain some APT.
Synch with Paoras, use Paradox Charge (+7876 to 11375 damage block and boost), use Aetheric tide. That's at least 30,000 (up to 40,000ish) per attack (about 12,500-17,500 after its defenses) So 30-40 attacks to kill it.

With 3 uses of overdrive seal, she technically only needs 3-5 bonus APT. She just also needs to be able to deal with it's actions.

If it were just attacking her, she could let it through. Between the ~10,000 damage block, Paoras's Health, Vampire, and the safety net of defiant streak, she is in no danger from it's 5000 per attack (2,500 after DR per attack, 25,000 total, 46,000ish health, and a healing buffer of 250k from vampire+defiant streak.) Body modifiers could be a problem, though.

Intercepts, however, are a problem. Between vorpal and Juggernaut, it wins the intercept with her. So she needs to negate each intercept. That would add 20 actions to the necessary total, but riposte means she should only need 10 more. Reaper's will could win them, but drops her damage to about 20k per hit and gives up vampire's safety net.

Hence, she needs somewhere from 5 to 8 bonus APT, depending on the Paradox Charge MM roll.

This is all done in one turn because she needs to skill negate it's attacks. Also because of the laser. And defiant streak. And using overdrive seals only mattering for that turn. And me being unsure whether it could negate the buff.

A single laser cast isn't a problem unless it gives a heavy body mod. If the hits are unified damage, Paoras's once/fight will negate it. If they aren't, they will be reduced by paradox charge and end up as 5-100k, which is easily healed during defiant streak. Even if they are unified and not negated, it's still only 21 to 315k, most of which can still be outhealed. (Remember, killing it is 250k healing.)

Of course, she does need to get into melee range and have it not disengage. Or have her weapon broken/lose limbs from body modifiers. Hence the soft mechanic limitation.
I do not recommend trying this, but thought I'd make it available off discord.

I was thinking that if we could force the Imperal golem to take off
and we can somehow stock up on a 100 argent stars. Then we could do about (100 argent stars * 750 base damage * 10 anti-air + purge) * 0,50 VERY BIG - 4,500 Resilience = 370,500 spell damage the first turn before argent stars become ineffective (I'm not accounting for dice.) We would need to merge them in order to overcome the interception.

I think that this will take us 25 actions with quadracaster. which translates to about two turns build-up with the current amount of enemies.
 
I was thinking that if we could force the Imperal golem to take off
and we can somehow stock up on a 100 argent stars. Then we could do about (100 argent stars * 750 base damage * 10 anti-air + purge) * 0,50 VERY BIG - 4,500 Resilience = 370,500 spell damage the first turn before argent stars become ineffective (I'm not accounting for dice.) We would need to merge them in order to overcome the interception.

I think that this will take us 25 actions with quadracaster. which translates to about two turns build-up with the current amount of enemies.
Only one spell per turn. Also x8, not x10. It has only one affinity.

Also, the size modifier applies after resilience.

EDIT: Also, perpetual caster. That's less important, though.
 
Let's just leave the Imperial golem be, too much of a bother really. I'm more concerned with killing those Fairies before they can set off whatever magical nastiness they've cooked up.
 
The soft mechanics section got a little patch. People on Discord made a good point on the matter and I talked about it with Lost.
This here is new under Defy the Rules:
--Size-based Defenses: Not technically ignored, but reduced. Size-based defenses grant damage reduction against anything smaller than the colossal being themselves. Heidi's magic, when encountering an opponent sufficiently large, runs off her strikes and tears greater wounds; it does not scale to the target, though. The size of the extension is set, lowering the defense by one step. Large Enemy, the first step, is ignored; the next step is treated as being Large Enemy instead, and so on.
 
The soft mechanics section got a little patch. People on Discord made a good point on the matter and I talked about it with Lost.
This here is new under Defy the Rules:
Well, uh. That's a lot easier.

That means each hit does about 25-35k after its defenses, so it takes 15-20 attacks to kill it. With 3 uses of overdrive seal, she only needs 2-3 bonus APT.

I'm actually getting tempted to try it. Still probably a bad idea.

Anyway, immediate concerns. I...honestly don't understand the whole mounted combat thing. At all. Any plans I come up with will probably start with "jump off this thing"

On the other hand, hell beasts are fairly fast. We might actually be able to get in melee effectively? I have no idea.

I'm considering "get shared conundrum, cast it, then kill the fairies" because Conundrum is enough to protect our allies from golems unless they get huge situational modifiers. Of course, then there's the worry about how many we can boost, because the dark star couldn't reach them all.
 
Anyway, immediate concerns. I...honestly don't understand the whole mounted combat thing. At all. Any plans I come up with will probably start with "jump off this thing"
Mounted combat is pretty easy: no hitting people yourself unless you want to inconvenience yourself, but rather direct ten fire-breathing monsters to scorch the earth where you want them to. Or go after anything that tries to up and fly away.
 
The soft mechanics section got a little patch. People on Discord made a good point on the matter and I talked about it with Lost.
This here is new under Defy the Rules:
So could she theoretically use an attack with Apocalypse to target a World scale divine being, since normally Apocalypse can target Continental scale?
 
So could she theoretically use an attack with Apocalypse to target a World scale divine being, since normally Apocalypse can target Continental scale?
Well, aside from NO!, Heidi does not have Apocalypse and will never have it. So this is kind of a moot point.
And no, it does not apply itself if Heidi presses the trigger of an external weapon with Apocalypse.
 
I don't think that we need a complicated plan for now.
The fairies may or may not think that we have seen them.
but they won't use meteor.
So we may as well only wack the things that fly up back down while our troops destroy the golems.

[] Something else? (Write-in) plan Tinder
-[] cast conundrum and
--[] get rid of the Forrest.
--[] Only attack things that try to fly up.
-[] Dark Star Sorcerer buffs with the battery:
--[] A part of the Foot Soldiers
 
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[X] Go get the Fairies first
-[X] Dark Star Sorcerer buffs with the battery
--[X] Dark Stars and commanders
 
"Oh, I forgot to mention: they also shoot a number of condensed mana beams, a power which they can pass on to lesser golems in their vicinity."

...

Okay. So they have lasers, too. Now it is a really big maybe, but you might be able to deal with it. If you have a good idea, at least.
Mana Laser
Level 30
Base Damage: 15,000
Magic Modifier: 15
Affinities: Magic
Abilities: Cast by Modifier | Armor Pierce | Ordnance


Wrath of the Empire
-???
Of note about the Imperial Golem is that they have either an unmentioned Proxy Caster on their Mana Laser spell, or actually give this spell and casting actions to golems around them. Considering that I doubt their secret spell is responsible, and that there is exactly one ability - Wrath of the Empire - that isn't revealed on either Imperial Golem or War Golem character sheets... I'm guessing it is the ability responsible for spell transfer.

Of another note is that Mana Laser level 30, when Ordnance is active, does 15000+6000=21000 damage, which is both above the threshold for soft-mechanics-AOE, and above the One-Hit-Kill of Hell Beasts. Things to keep in mind. It will complicate us getting in range of the Imperial Golem.

And well, it leaves our boyfriend possibly in the line of fire.

Okay, so I wrote up a theoretical way to fight it on discord. I would not want to risk fighting it, but she's theoretically (read, without any of its soft mechanics or unrevealed abilities) capable of killing it. It requires Paoras, a reasonable MM roll, and enough enemies to gain some APT.
Synch with Paoras, use Paradox Charge (+7876 to 11375 damage block and boost), use Aetheric tide. That's at least 30,000 (up to 40,000ish) per attack (about 12,500-17,500 after its defenses) So 30-40 attacks to kill it.

With 3 uses of overdrive seal, she technically only needs 3-5 bonus APT. She just also needs to be able to deal with it's actions.

If it were just attacking her, she could let it through. Between the ~10,000 damage block, Paoras's Health, Vampire, and the safety net of defiant streak, she is in no danger from it's 5000 per attack (2,500 after DR per attack, 25,000 total, 46,000ish health, and a healing buffer of 250k from vampire+defiant streak.) Body modifiers could be a problem, though.

Intercepts, however, are a problem. Between vorpal and Juggernaut, it wins the intercept with her. So she needs to negate each intercept. That would add 20 actions to the necessary total, but riposte means she should only need 10 more. Reaper's will could win them, but drops her damage to about 20k per hit and gives up vampire's safety net.

Hence, she needs somewhere from 5 to 8 bonus APT, depending on the Paradox Charge MM roll.

This is all done in one turn because she needs to skill negate it's attacks. Also because of the laser. And defiant streak. And using overdrive seals only mattering for that turn. And me being unsure whether it could negate the buff.

A single laser cast isn't a problem unless it gives a heavy body mod. If the hits are unified damage, Paoras's once/fight will negate it. If they aren't, they will be reduced by paradox charge and end up as 5-100k, which is easily healed during defiant streak. Even if they are unified and not negated, it's still only 21 to 315k, most of which can still be outhealed. (Remember, killing it is 250k healing.)

Of course, she does need to get into melee range and have it not disengage. Or have her weapon broken/lose limbs from body modifiers. Hence the soft mechanic limitation.
I do not recommend trying this, but thought I'd make it available off discord.
@Mellithae I think you forgot to account for two, well three variables.
One possibly positive (not included in the quote). One positive. One possibly negative. Not in that order.
-Determined Soldier: Defiance +19 ApT

(You have three Mana Batteries to distribute; if not specified otherwise, each holder (Heidi, Paoras, the Sorcerer) will keep theirs. The Sorcerer will buff on their own priority unless specified what to use the battery on)
The possibly negative variable is that Determined Soldier boost is not exactly static. We'll need to account (read - ask Naron) if Faeries and their War Golems will try and interfere with us. Or simply leave fighting to Imperial Golem (and have us drop APT)...

The possibly positive variable is that we have 600 EXP (rounded). If we spend it all on Aetheric Tide weapon, we can get (80+90+100+110+120) level 13 with 100 EXP left over. Considering how it gained abilities (levels 3, 5, 6...) chances are really good that it will acquire Slash Hell, and improve our damage potential substantially. May or may not gain either Consume or Overheal (for health sink) either, but that's just guessing. That's a change from an x3 boost to an x5 boost to our Paradox Charge.

Speaking of Paradox Charge, the definitely-positive variable is that we have Mana Batteries. On casting, the magic modifier will be maxed. If I recalculate, I see that your math checks out, and we get +11375 Damage Barrier and Boost-Weapon from it. Using maximized modifier roll, naturally. It isn't really enough to tank the Mana Laser completely, but it should significantly blunt it (if damage is resolved separately for every Mana Laser damage string), but it does mean we'll do a lot of damage per stab.

Also, Vorpal alone (7500 on attack, divides ours by 2)... yes, it does work to win against one of our offensive strings (Multi-Hit helps). Unless we also ask Dark Star for a boosted buff, and get +3000 from its own spell. THEN we have 14375+1500+weapon damage, which should cover for Vorpal. However, I have no idea how Juggernaut improves Fairy Golem's Intercept string, so there's that. And more pertinently, I significantly doubt Knockback is ignored as easily as winning Intercept Conflict, so attack negation is advised.
I will leave further calculations to you, Mell.
 
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Of note about the Imperial Golem is that they have either an unmentioned Proxy Caster on their Mana Laser spell, or actually give this spell and casting actions to golems around them.
The latter. It is a soft mechanics effect that lets the big one remote-control the small ones as if they were part of it; they get improved stats and a weaker version of the laser.
 
Thanks, Naron, good to know. I'm guessing Level 10 for the weaker laser, but that's just me.

Oh. Just in case anyone tries to hit Imperial Golem with a supercharged Argent Star - here's how I see the best case scenario that is realistic.

1) Imperial Golem stands his ground. Literally. This removes Anti-Air from the equation, dropping an x8 to an x2. It's a smart golem, do not underestimate.
2) Imperial Golem intercepts the Argent Star with his Arcane Blade. Vorpal effectively removes Purge x2 from the equation. Stone Phalanx to the rescue.
3) For no explainable reason, Imperial Golem didn't burn us down with Mana Laser while we were playing Dragonball Z Genki Dama charge-up. No reason.
4) We're accumulating damage at a rate of 715d220 x8 per turn (5720 min, 6600 avg), what with Quadra-Magic and Perpetual Caster, and we need 512000 raw damage.
---78 turns bring us to 514800 average damage, that is 13 minutes exactly. 90 turns bring us to 514800 minimum damage, that is 15 minutes exactly.
---I don't think anyone will be willing to wait for us to charge the Argent Star for 15 minutes and then let us slam it at the Imperial Golem with no interference.
 
3) For no explainable reason, Imperial Golem didn't burn us down with Mana Laser while we were playing Dragonball Z Genki Dama charge-up. No reason.
You mean aside from the distances involved?
Unless you want to fly up right in front of it and charge under its nose while screaming for five chapters, Heidi is too far away for the golem to recognise as a threat charging up.

Additionally, golems can only intercept spells passing by them; as in, stuff that is aimed at the back line.
 
Seems like a weird limitation on the intercept, but ok. That doubles the rate of spell empowerment on account of Purge no longer being cancelled by Vorpal.

Assuming that one of small golems doesn't take a hit for the big guy, but if we reach that stage I expect the sphere size and the damage AOE still hit the Imperial Golem.

But the spell will probably still be noticed before it's ready if not by one of the Golems, then by one of Fairy Battle Mages.
 
Seems like a weird limitation on the intercept, but ok.
I will note that this Ability is my creation and was originally made for the small ones. Whose task is to protect the Fairies behind them, not win at fighting. Their numbers reflect that as well. Crys left it on the big one as well, so that has the same limitations.

Not to mention that, uh, constant intercept of everything is broken.
 
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For fairness' sake the ability as is only works on ranged attacks and spells.

Melee combatants (and especially close combat spells) aren't intercepted. That a golem can get in their way and try to push them back via knockback is another matter.
 
Not quite infeasible. But as for the main objective...

Depends entirely on whether our Hell Beasts can do volley fire, and on Heidi being able to Argent Star at the same time, if not for synchronized spell then for Purge keying off of both Chaos AND Earth.

Offense-boost (mana battery) the Beasts and unleash a spell volley into a specific center of formation to make a breach. Beasts enter the breach and hit the faeries. Murderize the spellcasters quickly, spend maybe one Overdrive Seal charge. while our sorcerer relocates and buffs the rank and file. Defense then offense.

Once Faeries are dead (estimated enemies 36 stone golems) leave the mop-up to squads, link up to Paoras and Paradox Charge (battery) for a rush at the Imperial Golem.

Stab him lots with heavily boosted spear and burn Overdrive Seal, that's two more charges. Negate its attacks with skill.

Assuming spear 13 has Slash Hell, our attacks have 75+ k damage going in, and we have enough stone golems to stab him to death.

Optimistic? You decide.
 
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