We're clearly being told to
[q] Reset the encounter by exiting and re-entering the witch barrier
 
[x] Group telepathy: Ask Kishi and Mariko for help to take out the witches legs.
[x] Energy Slash 20 charge to the witches good leg.
[x] Always have a dual boost ready.
[x] Energy Slash 20 charge to the witches head.
[x] Charge Shield if the witch is still alive.


Here's the thing. The witch is putting it's weight on it's one remaining good leg. If we cut the good leg, the bad leg is too messed up to support it's weight. Both legs will snap and the witch's mobility will be absolutely crippled.
 
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I disagree with that reasoning. Metawise, we cut the bad leg with a very good roll, and still didn't sever it. Not badly injuring the good leg would be a lot worse than finishing off the bad one. Besides, without one foot, she can't really move around.


New
[x] Energy Slash 20 charge to the witches bad leg.
[x] Always have a dual boost ready.
[x] Energy Slash 20 charge to the witches head.
[x] Charge Shield if the witch is still alive.
 
We made the bad leg virtually useless for all practical purposes. If the witch is forced to put anymore weight on it, it's going to go. I'd rather take out both legs if we can manage it and I think we can. Also I'm not getting the reasoning that taking out one leg renders the witch immobile. We have nothing to base that on.

IMO, focusing on the bad leg right now is redundant and a misuse of our time and magic.
 
We made the bad leg virtually useless for all practical purposes. If the witch is forced to put anymore weight on it, it's going to go. I'd rather take out both legs if we can manage it and I think we can. Also I'm not getting the reasoning that taking out one leg renders the witch immobile. We have nothing to base that on.

IMO, focusing on the bad leg right now is redundant and a misuse of our time and magic.
What's it going to do, hop around on one foot? How is it going to move without one leg, especially because we can keep hitting it once it's down? IIRC, we rolled very well and still didn't completely take out one leg. I think it's not only possible but likely that we'll weaken her good leg,but ultimately leave her with movement to keep fighting with.
 
What's it going to do, hop around on one foot? How is it going to move without one leg, especially because we can keep hitting it once it's down? IIRC, we rolled very well and still didn't completely take out one leg. I think it's not only possible but likely that we'll weaken her good leg,but ultimately leave her with movement to keep fighting with.

What makes you think the witch is going to bother to stand? You can move with three available limbs. This thing is big enough to make it work just fine. Impstar attacking the bad leg is a waste of time. The fact that it's still attached is a technicality. It's functionally useless.

The benefit of fully severing the bad leg is minuscule, and given the time, effort and magic being spent on negligible gain, it's just not a good plan. We can do better then that. And we can start by using the witches own size and weight against it.
 
What makes you think the witch is going to bother to stand? You can move with three available limbs. This thing is big enough to make it work just fine. Impstar attacking the bad leg is a waste of time. The fact that it's still attached is a technicality. It's functionally useless.

The benefit of fully severing the bad leg is minuscule, and given the time, effort and magic being spent on negligible gain, it's just not a good plan. We can do better then that. And we can start by using the witches own size and weight against it.
So what do we do in the not unlikely scenario where we don't manage to critically injure her good foot and she retains most of her movement? The problem is, your plan isn't the safe plan. It's the risky one. Potentially it's better than to finish off her good leg. But it's entirely likely to be worse as well.

Edit: Your arguments about "it can move with 3 available limbs" is faulty. I mean, yes it can, but let's say you lose a leg. Are you going to be moving around even half as well? Now let's say you have a badly injured ankle, and then your other leg is hurt but not critically. You can still stand probably, and even move around a little.
 
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So what do we do in the not unlikely scenario where we don't manage to critically injure her good foot and she retains most of her movement? The problem is, your plan isn't the safe plan. It's the risky one. Potentially it's better than to finish off her good leg. But it's entirely likely to be worse as well.

I'm going to throw up a reminder that we have teammates. Our attack is not the only attack that's going to happen. Kishi in particular is a seasoned magical girl who know's full well what she's doing. Mariko is also fairly competent inspite of being new.

Edit: Your arguments about "it can move with 3 available limbs" is faulty. I mean, yes it can, but let's say you lose a leg. Are you going to be moving around even half as well? Now let's say you have a badly injured ankle, and then your other leg is hurt but not critically. You can still stand probably, and even move around a little.

The thing is is that this particular witch is massive and bloody fast in spite of it's size. Weather it has one leg or two, this witch has already proved it's still fast and extremely dangerous. Putting our effort into destroying the leg the witch is hardly using anymore is not good progress and it's not a good use of our time, effort and available resources.

The witch has one functional leg for all intents and purposes. Going after the bad leg, that the witch is already compensating for amounts to diminishing returns, to the point it may not even make any noticeable difference now.

Spending our turn to take out both legs means we get a lot more done in a short amount of time. The witch has less time to attack us and when it can, it's options are that much more limited. Finally, once both legs are down, the witch becomes that much easier of a target.

Finally, there is no safe plan. Removing a bad leg still makes this witch just as dangerous next turn as how we left it in this one. The whole risk/reward argument is skewed as long as this witch has limbs to smash us with.

edit: Added a line, so Kishi and Mariko are on the same page.
 
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[x] Muramasa
Not that we really need more votes.

re-entering the witch barrier

Joke aside, this makes me curious about whether a witch could "bleed out" in its own barrier if a MG injured it enough, then left. If it did, would the grief seed still drop as usual for the MG to take?
 
Chapter 2 - Witch battle: Thalia 8
[x] Group telepathy: Ask Kishi and Mariko for help to take out the witches legs.
[x] Energy Slash 20 charge to the witches good leg.
[x] Always have a dual boost ready.
[x] Energy Slash 20 charge to the witches head.
[x] Charge Shield if the witch is still alive.


You are almost forced to gulp down nervously. This creature is insanely tough as far as witches you've fought before go, having nearly shrugged off most of your attacks without any sign of pain. And now it is rearing up for another go, despite its body burning brightly, and two of its limbs almost completely disabled.

Maybe you just need to hit some critical spot to bring it down for good? Grinding it down gradually is too ineffective at least. But for a colossus of that size, what would be its weak spot? Does it even have a heart? Or do you need to sever its head like it was some sort of movie monster? But it's rather far up...

Wait a second… You narrow your eyes slightly, and let your gaze travel from bottom to top. The witch is limping, so the attack against its leg has affected it. Now that you look at the situation, you think you might have a shot at this. If you can take out the other leg too, the witch should come crashing down.

'Kishi, Mariko?' you contact your friends through telepathy, 'P-please help me take out the witch's legs? Check its wounded leg, we can bring it down with that!'

You quickly sheathe your sword, still holding tight to the smooth handle of your weapon, before Kishi answers you with a amiable, 'Y-yes.'

Mariko on the other hand doesn't seem too enthusiastic about that, 'Uh, sorry… I don't really have any attacks of high enough caliber to do anything… well, to the leg at least. I have something else prepared, though, but I'm rather worried about those flames gathering in the witch's arm.'

Yeah, that… The witch is definitely doing something, but you are not sure what. But you are sure you don't want to find out first-hand, and felling the creature should solve that particular problem.

You casually dodge the sudden assault of roots from beneath you and charge towards the witch. Some of the energy in your shield is reserved for a jump boost if necessary. Out of the corner of your eyes, you notice your friends having little to no trouble avoiding the attacks against them.

[Tamiko attack: 97 vs 24]
The witch as no chance to react to your attack, as you draw your sabre and unleash an energy slash at its good leg. The white wave cleaves through the entire appendage, severing the foot from the leg.

The witch stumbles noticeably, and you can see how the wooden flesh holding together its remaining, wounded leg is blasted away by a hail of fire from Kishi. The titan starts falling down with an angry roar echoing from its mouth. Even the roots trying to reach you and your friends seem to stop their motion all of sudden.

But it has not given up just yet.

The witch poises back its flaming fist, ready to slam it at anything nearby in an indiscriminate act of destruction. Another furious roar erupts from its throat as you hastily attempt to sheathe your sword for the next attack, and the entire barrier trembles. All of the fire around the witch's body is drawn to the arm, turning it into a literal fist of fire. This is going to-

"Blasting z-..." you suddenly her Mariko scream out loud only to trail off near the end, almost like she had realized just where she was at the moment.

But the results is immediate. The winds around the witch's arms fizzle down with the flames dying noticeably. And then it explodes with enough force to almost break apart the entire side of the witch and a shockwave that nearly lifts you off the ground. The arm is shredded to pieces without any trace of it existing, safe for an almost crystalline appendage made of several smaller criss-crossing purple force-fields linked together in its place.

But even that is already breaking into pieces that slowly fall to the ground alongside the witch in a shower of purple shards. The witch crashes to the ground in the middle of this rain, unable to stand or even kneel anymore. It stares at your direction, with its single remaining empty eye. The other one has broken down from the explosion caused by Mariko's… attack?

[Tamiko attack: 31 vs 19]
You don't waste any time attack it again, this time aiming for the witch's head to finish it for good. However, your execution leaves much to be desired with you still a bit flat-footed from the shockwave earlier. The witch as enough time to move its single remaining arm between it and the attack with more force than necessary.

The already shredded arms is torn off from the point of contact, leaving the witch with only an immobile stump ending at the elbow. It now lies there on its stomach, staring at you with never-ending defiance. It has no legs to stand on, and it has lost both of its arms and a lot of its body covered with blackened bark.

The witch has been defeated.

Tamiko shield charge: 32/100

What do you do?

[] Attack!

[] Hug the witch!

[] Talk to the witch?

[] Talk with Kishi/Mariko.

[] Write-in.

===


Back from the camp at last!
 
[] Talk to the witch?
-[] Bye!
-[] Kill it.
[] Hug your friends.
[] Talk with Kishi/Mariko.


Changed it.
 
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[X] Hug the witch!
... screw it, the QM wouldn't fuck us over that badly for this option.
 
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