Post-Apocalypse Magical Girl Quest, Part 25

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Twitter: @echogarrote

Opening Theme: youtube.com/watch?v=r3FKgL7YVFg

Last Episode: You returned to your homeland, and saved Ray's family from the People of Joy.
- - -
"How are we for ammunition?" Pytor asks, as you all gather inside the RV. Gaft is holding a bloody rag to his smashed nose.

"My brothers brought a few extra boxes." Ray says. "We've got enough to not be worried, but not enough to fight every last person here."

"I'm sorry, but I have my priorities," Amelia says. "We need to go help Naahma, and regroup with Councilman Rozen."

"And drive straight into a firefight." Gaft says. "There's a smarter way. I know how Augustus thinks. If we make a break for OLYMPUS then he'll have his Servants pull back from attacking what's left of Genesis."

"OLYMPUS is soaked in Fallout." Ray says. "We can't get there. THEY can't get there, you said so yourself."

Gaft nods. "Yes, but they're going to try, and they'll have equipment that I know how to properly use, also, we have Joy-In-Ashes." He nods at you. "It's not...exactly how I planned, but we should be able to make it inside. End this nightmare for everyone."

Ray shakes his head. "You said it was bad if they were able to use this Wren woman. Right?"

Gaft nods. "Joy-In-Thought is a terrible asset to hold, if they have a way to force her compliance."

"Well, they need to get her here first, right? There's only so many ways they can get into Genesis. Why don't we ambush them and free her?" Ray says. "Then they're truly stuck."

"It's a gamble." Pytor says.

(cont)

Gaft mutters something under his breath. It's clear that Wren is not one of his favorite person. You narrow your eyes at him and he shuts up and presses his cloth closer to his face.

"With or without you," Amelia says. "I'm going to help my countrymen."

"You should be focused on helping the world." Gaft says.

"I will kick you myself if you keep talking old man." Amelia snaps.

> We need to help Genesis, let's go to Naahma.
> Let's end this. We'll do a run at OLYMPUS.
> Ray's right, we should set up an ambush to rescue Wren.

>> Ray's right, we should set up an ambush to rescue Wren.

> Ray's right, we should set up an ambush to rescue Wren.

Geez, tough call.
>Ray's right, we should set up an ambush to rescue Wren.

I don't want to let Genesis suffer, but if they get Wren then their biggest roadblock to OLYMPUS is out of the way. Shutting them out there gives us the most options going forward.

You shake your head. "We can't let them get to OLYMPUS." You look at the others. You aren't exactly sure who knows what about Joy-In-Time, and that goes double for Ray's 'brothers and sister,' so...a little caution might be prudent. "If they manage to awaken the Joy-In-Heart that's in stasis there...it would be bad."

"She was thought to be one of the most dangerous and powerful of her kind...before the end." Gaft says.

"Also," You say. "I owe Wren. I would have died without her help. A convoy of a few people will be easier to attack than their entire army of Servants."

Pytor nods. He at least agrees with that part.

"Alright," Amelia says. "Then...can I at least take the bike, so I can go to Naahma?"

> Actually Amelia, I need you to stay with us.
> Go ahead. Good luck.
> Take the other Confessors with you. Me, Pytor, Ray, Gaft and Musor can handle things.

> Take the other Confessors with you. Me, Pytor, Ray, Gaft and Musor can handle things.

>Go ahead. Good Luck.
Good hunting, Amelia o7

>> Go ahead. Good luck.
>> Take the other Confessors with you. Me, Pytor, Ray, Gaft and Musor can handle things.

>Go ahead. Good Luck.
"You're not allowed to die. That's an order."

Bit of a tie, roll for it or more votes?

Roll it

Rolled 2 (1d2)

1= Amelia goes solo
2= Zealots back her up

"Take the Confessors. If the PoJ get Embers and Ruin, then it's pointless if we rescue Wren." You say.

"Thank you." Amelia says. "Are you fine with that?" She asks the Confessors.

The zealots are perfectly fine, and they're also not surprised in the least that Ray wants to stay with you.

"Can you shoot a gun?" You ask Gaft.

He nods. "I have survived out here for long enough to learn."

The Confessors leave Ray some extra ammo, and one of the rifles for Gaft.

"Now, you aren't allowed to die Amelia." You say. "Got it?"

"Yes, savior-angel." Amelia says with a smirk. "Good luck."

"Don't call me that...and good luck to you as well."

They take off in the Confessor's jeep.

"Alright," Pytor has a map out and has circled three places. "This is where they have to enter the valley. There's nothing that makes one entrance better than the other.

"We have a day, maybe, so we can set mines, traps, and make a solid ambush." Ray says.

"The question is, do we gamble with just trapping one entrance, or do we split our supplies and forces on all three?" You say.

"We've only got so much, so it's the difference between totally crippling them, and maybe stopping their convoy for a moment." Pytor says.

"I can scout ahead." Ray says. "Keep watch, tell you where they're heading."

"That takes you out of the fight, and if they spot you, you'll be in trouble, and they'll know we're waiting." Pytor says.

"Not if Lupa comes with me." Ray says. "But you're not wrong...could we block the other two entrances?"

"Yes, but there's no way they wont realize that they're walking into a trap then." Pytor says.

> Let's split up between the three entrances, cover all bases.
> We should take a gamble and go with the most likely one.
> Ray and I will scout ahead, it's a little risky, but worth it.
> Block off the other two entrances. It wont matter if they know they're walking into a trap if we hit them hard enough.

>> Ray and I will scout ahead, it's a little risky, but worth it.
> Block off the other two entrances. It wont matter if they know they're walking into a trap if we hit them hard enough.

>> Ray and I will scout ahead, it's a little risky, but worth it.

"We'll scout ahead. See which way they're coming." You say.

"Alright, take the bike." Pytor says and he hands you a walkie-talkie. "Get moving."

Ray is mercifully quiet as the pair of you ride out through the pass, and up towards the river that divides the ruins from the valley. You stash the bike behind some garbage, and pile it up over it.

While you're doing that, Ray does his best with scrub and rocks to make a hunter's blind. It's serviceable, but it's one of those hard balances between providing effective concealment, and giving you enough of a viewpoint so you can see. The fact that there's not much out here but scrub, junk, and rocks isn't helpful either.

Still you have time, and you manage as best you can.

The pair of you hunker down to wait. You know that Pytor is waiting to hear from you, and probably making more of his homemade explosive traps.

You hope Amelia and the others are doing okay.

Ray is being awfully quiet. You smile, you like him when he's like this. Calm, sure, and his eyes are...well you like looking at his eyes when he's using them properly. It's weird. You're weird...he's weird...ugh. You're being stupid.

God, this is boring, and you're starting to get tired.

> Roll 1d20

Rolled 14 (1d20)

Rolled 6 (1d20)

Rolled 14 (1d20)

HWG

You manage to stay awake...mostly...alright, you may have taken about five minutes to rest your eyes, but you know damn well that Ray did too. Anyway, the important part is that you're awake when it's pre-dawn, that's when you see the lights approaching.

"Two jeeps, and an armored car. Looks like a preserved relic." He says.

"Any idea as to where?" You ask.

"Not...yet...have to wait and see if they're going to go over the bluffs, or down into the gully." Ray says.

"Can they see us?" You say.

"It's a bit dark...but getting lighter quickly. We should be alright, as long as we don't move." Ray says. "What I'm worried about is getting back to Pytor from here."

It's tense moment. You see the lights descend down, along the cliff side and head into the canyon that's on the other side of the river.

"Call Pytor. Tell him they're taking the Eastern Entrance." Ray says.

You do, and Pytor confirms it.

Now you have to figure out how to get back.

> Take the Bike and use one of the other trails. The PoJ might see you two.
> Wind-Walk yourself back to the ambush, you'll be leaving Ray to take the bike back but you'll make it. No problem.
> Try to Wind-Walk with Ray. It's dangerous, and you'll be ditching the bike, but you'll both get back without problems.

> Wind-Walk yourself back to the ambush, you'll be leaving Ray to take the bike back but you'll make it. No problem.
"Ray find a place to snipe from. You're better off fighting from a far. Take out their tires if they try to run."
Hug him then go.

>> Wind-Walk yourself back to the ambush, you'll be leaving Ray to take the bike back but you'll make it. No problem.
If he can he could move after them and hit them in the back when the ambush starts

> Wind-Walk yourself back to the ambush, you'll be leaving Ray to take the bike back but you'll make it. No problem.

"Ray, I'm going to take off." You say. "Take the bike, and head back once the shooting starts, and snipe them from behind."

Ray nods. "Alright." He takes your hand and squeezes it. "Be careful. No mercy."

"Little bloodthirsty from you." You say. "I'm the heartless killer."

"They tried to kill my family." Ray says. "They've killed innocent people in Genesis. Fuck 'em."

You smile and give Ray a peck on the cheek. "Don't die."

You touch Zephyr's bracelet and concentrate.

DC: 12
> Roll 1d20

Rolled 4 (1d20)

Is it just me or are we rubbing off on each other?

Rolled 14 (1d20)

HWG

Rolled 16 (1d20)

For Mother!

You focus and drift away on the breeze. It's a lot faster that inside a stuffy building. You soar over the canyon walls, and see the Genesis/Confessor valley, and all the fires that dot it.

You think you almost see the glittering, irradiated glass that surrounds OLYMPUS too.

You feel a little pressure at the back of your mind. Civility, Meadows, and Zephyr must be trying to tell you something...something about how you are honest-to-God flying and you should feel ecstatic at the sensation and perfect freedom.

But, you don't. This just is what it is...and you have a purpose, no time or need to have fun.

Your 'cloud' soars through the air and swoops down at the location of Pytor's RV, where he, Gaft, and Musor are waiting.

Musor notices you coming first, and looks up at you. The Gaft notices. He smiles. Pytor is busy with the detonator.

You appear, and solidify, a foot above the ground and land lightly on your feet. Pytor looks over his shoulder at you.

"The boy?" He asks.

"Going to ride up behind them, and snipe." You say.

He nods.

You get into position, and wait.

You hear the jeeps approach, and then...

CLICK.

BOOOOOOOM.

So...apparently strapping Clean Energy batteries that are fully charged, to primed propane canisters, don't really cause a giant fireball.

The concussive blast however, is enough to crack the stone of the canyon walls.

> Roll 3d6 for damage to the PoJ in the jeeps.

Rolled 5, 2, 2 = 9 (3d6)

Rolled 5, 3, 2 = 10 (3d6)

HWG

Rolled 4, 5, 5 = 14 (3d6)

so 5,5,5 then?

...

One jeep rolls three times and comes to a rest on it's side. The guy in the back has a broken neck, the man riding shotgun is covered in blood, cuts, and bruises but is barely alive, and helped out by the driver, who was wearing his seatbelt and had an airbag. So he's dazed, but mostly unwounded.

The second jeep is flung into the air and smashes against the canyon wall and then crashes to the ground in a mix of metal, glass, fluids both auto and human, and there is no chance in hell that anyone in that thing is alive.

The armored car, which looks like it used to be a bank's, is a tad more sturdy.

> Roll 1d8

> Roll

Rolled 1 (1d8)

HWG

Rolled 6 (1d8)

Rolled 8 (1d8)

For Mother!

Weeeeeellll

You roll the truck over. The driver is dead with his head crushed at the bottom.

The back of the doors blow open with a fiery blast, and you see exactly how they managed to capture Wren.

It's the last of the Small Joys. Only they've been augmented far far beyond any point of safety.

Her skin is chalk white, and she has metal bits sticking out of her arms, and legs. Her torso looks like a mass of metal plates, tubes, and glowing things. Her head has been shaved, and there's more pieces of metal, and wires, sticking out of it like a short frizzy mane of technological horror.

She's carrying the body of another Augmented Small joy. The one in her arms is dead. Limp and still, all things that are glowing on the living small joy are dull and empty on the one in her arm.

You don't see Wren.

She drops the body to the ground, sees you, and electricity crackles from her hands, and she shrieks in rage.

> Roll 1d10 for initiative, also, due to events. I have to be stepping out for a few hours. I will alert on here, and on Twitter when I come back. Apologies.

Rolled 9 (1d10)

Rolled 8 (1d10)

Remember to archive now then

I caught this while it is on! It is a good day!

Rolled 3 (1d10)

Here we go. Anons are rolling high.

I almost feel bad for the little shits. But not really.

Bump

Rolled 3, 3, 4, 2, 1, 5 = 18 (6d10)

Back, thank you very much for your patience. Let's begin the violence.

You go first.

There are three targets.

Person Of Joy, Weapon: C.E. Rifle, Status: Nearly Dead

Person of Joy, Weapon: C.E. Rifle, Status: Unharmed

Augmented Small Joy, Weapon: Electricity Based Powers, Status: Unharmed.

For those who need reminders:

Ash Shot
1d20 - Hits on 13+, 17+ add lost turn, Crit 2 Wounds + 1 Lost Turn

Ash cloud
1d20, Created on 12+, Enemies roll 14+ or lost turn, Crit Fail wounds

Ash choke
1d20, Lose 1 turn on 14+, 17+ lose two turns, Crit 2 turns lost + 1 wound

Ash armor
Auto, Adds 2 hits, after summon turn can Ash dodge hits. (Dodge is -2 Hit Score, I.E. Enemy Roll is 17, dodge on 15+) Lose dodge upon losing 2 hits.

Ash knife
2d20, Summon 2 knives. 14+ Hits, 19-20 Crit creates another 2 knives that hit at +15, another Each crit creates 1 more knife at +16 hit, etc.

Dodge Kick
2d20, Kicks, then Dodges and kicks again. Wounds on 13+, (NOTE: First Kick Must be 10+ or second kick auto fails) Crit 2 Wounds per kick

Ash Shot
1d20 - Hits on 13+, 17+ add lost turn, Crit 2 Wounds + 1 Lost Turn

Ash cloud
1d20, Created on 12+, Enemies roll 14+ or lost turn, Crit Fail wounds

Ash choke
1d20, Lose 1 turn on 14+, 17+ lose two turns, Crit 2 turns lost + 1 wound

Ash armor
Auto, Adds 2 hits, after summon turn can Ash dodge hits. (Dodge is -2 Hit Score, I.E. Enemy Roll is 17, dodge on 15+) Lose dodge upon losing 2 hits.

Ash knife
2d20, Summon 2 knives. 14+ Hits, 19-20 Crit creates another 2 knives that hit at +15, another Each crit creates 1 more knife at +16 hit, etc.

Dodge Kick
2d20, Kicks, then Dodges and kicks again. Wounds on 13+, (NOTE: First Kick Must be 10+ or second kick auto fails) Crit 2 Wounds per kick

Bright Burst
Auto-Wound, Roll 1d20 on 14+ add 1 wound, On 20 add 2 wounds. Ashes auto-reverts to Lupa afterwards.

> Ash Shot
> Ash Armor
> Ash Cloud
> Ash Choke
> Ash Knife
> Dodge Kick
> Bright Burst

...and this ladies and gentlemen is why you don't hit the paste key twice in a row without realizing it.

> Ash Armor
>taunt

Ash armor

> Ash Armor

Rolled 19, 5 = 24 (2d20)

You smirk at the Small Joy as you feel yourself become less solid and your armor form around you.

Pytor has his shotgun, and unloads both barrels at at the PoJ.

Rolled 2, 18, 2, 2 = 24 (4d20)

The dying one is now finished dying, and the other one drops his corpse and fires his rifle at Pytor.

The Small Joy throws her hands out at you and a bolt of electricity surges out at you.

Gaft aims and fires his rifle at the PoJ.

Musor roars and tries to claw the PoJ's face off.

Everyone but the Small Joy misses.

> Roll 1d20 to dodge. DC:16

Rolled 16 (1d20)

Rolled 7 (1d20)

Rolled 13 (1d20)

HWG

Rolled 13 (1d20)

the curse of Embers is real

You shift out of the way and the bolt harmlessly scorches the wall of the canyon.

> Ash Shot
> Ash Armor
> Ash Cloud
> Ash Choke
> Ash Knife
> Dodge Kick
> Bright Burst

> Ash Shot

> Dodge Kick

> Ash Shot

Time to show her how a blast is done. You flick out your hands.

> Roll 1d20

Rolled 2 (1d20)

Rolled 18 (1d20)

HWG

Rolled 3 (1d20)

For Mother!

Rolled 20 (1d20)

come on

awww fuck, oh well I'll just refresh faster next time.

Rolled 13, 19, 20, 14 = 66 (4d20)

Your cloud of caustic ash rips into the Small Joy's face and she screams for a second and then starts coughing and retching.

Pytor draws his crowbar and goes to swing at the PoJ's head.

The PoJ fires at Pytor.

The Small Joy is too busy coughing.

Gaft and Musor also try to take out the PoJ

Well, Pytor gets blasted by the rifle, which slows him down a little...but not enough.

The crowbar smashes into the PoJ's face, and he staggers back and gets a bullet in the neck from Gaft. He drops to the ground, and Musor's jaws close around his head and it goes crunch.

Your turn.

> Ash Shot
> Ash Armor
> Ash Cloud
> Ash Choke
> Ash Knife
> Dodge Kick
> Bright Burst

> Ash Knife

> Ash Choke

> Ash Knife

You grin and raise your hands, and the blades appear in them.

"Oh God...no..." The Small Joy says, raw fear on her face.

> Roll 2d20

Rolled 9, 8 = 17 (2d20)

Rolled 4, 18 = 22 (2d20)

Rolled 11, 15 = 26 (2d20)

HWG

>"Oh God...no..."
They know that this shit will happens at some time if they go against Ashes, yet they get surprised everytime. If you don't want the knife, don't stay in her way, just go quietly.

Rolled 8, 11 = 19 (2d20)

For Mother!

Im wondering how the hell do they know about our knife storm given we killed every person we used it on

Rolled 5, 5 = 10 (2d20)

The Small Joy panics and smashes her hands together, causing a bubble of crackling bolts of electricity to form around her. One blade is vaporized into dust, and the other one just cuts her and dissolves. You also don't feel that rush you normally feel.

"HA!" She cries.

Pytor reloads the barrels of his shotgun.

The Small Joy gestures and the bubble contracts and goes into her. The glowing lights inside and on her all shine bright white to the point where they're leaving spots in your eyes. Her body starts to twitch, and jerk, and you see her eyes flicking over you and her hands going through motions for Joy Channeling twice as fast.

Gaft aims at her and fires his rifle at her.

Musor charges and makes a swipe at her.

Must have been the time we destroyed that poor small joy with the 20s, one of them escaped and she must have reported it.
Or they small joys are all linked to each other and they all feel the knifes when we roll

She's literally not there. There's a blur and she dodges the bullet and the claw swipe. She's grinning and you can see that she's just started her overclocking. She's going to get faster and faster until you are dead.

Your turn.

> Ash Shot
> Ash Armor
> Ash Cloud
> Ash Choke
> Ash Knife
> Dodge Kick
> Bright Burst

>> Ash Choke

> Bright Burst

> Dodge Kick

> Dodge Kick

How is something reliant on physically hitting her going to do jack shit?

> Ash Choke

Beacuse we kick her, how else?

So is she on par for combat ability as us?

Should we use AOE skills to hit her if she is too fast for single target spells?

> Ash Cloud

>literally getting bullshit phys dodge
>Switches to cqc phys attack.

It'd be like using sunlight to kill superman.


Either skills with lots of range and are hitscan (choke) or aoe(cloud)

>hitscan

I am not sure if I understand good user. Please explain that.

hits where we aim is more or less immediately with no dodge chance. Like a laser.

Ahhh thanks user. Is choke non-aimed? Then I will change my vote at
To

[x] Ash choke

SHe's only moving fast, we can move faster by teleporting behind her and kicking her.

Her breathing is rapid, hyper and stuttering, she's gulping in air as much as she can to keep her cool.

And you push into that as hard as you can.

> Roll 1d20

Rolled 16 (1d20)

HWG