Caelestis Bellator

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Caelestis Bellator
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Magic girls and mechas: a winning combination.

By the same author as Diabolical Evolution, who did not deign to select a handle.


Spoiler.gif This article contains spoilers! You were warned.

Characters

Each magic girl has a name, a divine name, and an alias. Names are kept secret except from those a magical girl trusts most, to protect friends and family. Divine names are considered sacred, and are only used between Daughters. Aliases are assumed stage names or codenames a magical girl uses in public.

Lilly Iridum

(Name)
Divine name: Stella
Class: Stellar
Our protagonist, woken from suppression in a facility of the Heaven Court during a rebel attack. She sided with her rebel rescuers and escaped. There's still a lot of holes in her memory.

Spells

Comet: A burst of movement, leaving a trail of stardust in your wake. Longer maximum range than Blink, and capable of stringing together to achieve long distance travel more easily. Can be used to intercept others as well, however you can also be halted mid movement.
Arrow: Weakest of the base forms of magical attack, but pinpoint accurate and drains the least amount of energy.

Jacob Emmet

The rebel leader who broke us out. A man who cares deeply for those who choose to follow him.

Annette Barker

A captain in the court's military who deserted in action to follow Lily. She's someone from our past, who believes strongly in and cares deeply about us, although we don't remember the details of that relationship right now.

Kaguya

(Alias)
Name: Kyoko   Divine Name: Tsuki
Class: Lunar
She assisted Emmet's forces in our breakout, gave us some reintroductory magical girl lessons and showed us around New Tokyo afterwards.

Sunny

(Alias)
Class: Solar
An abrasive individual who provided condescending assistance in our lessons.

Magical Schools

There are three sub-classifications of magical girls:

Solar

Daughters of the Sun, they are empowered by acts of self brilliance and singular glory. They draw strength from the adoration of crowds. Solar magic shines brightest, and is made up of powerful, yet power-hungry, spells.
Overcharge: Solars gather excess magic from spell uses and store it within their bodies, like an overflow container. The more magic used, the stronger it grows. This store can be drawn on later to supercharge a spell.

Lunar

Daughters of the moon, empowered by acts that reflect the radiance of others. They gain power by supporting a single person, making them shine brighter. Lunar magic is quiet, unassuming, serving best to redirect, reflect, and augment the magic of others.
Siphon: Lunars bleed off magical energy from spells reflected by their shields in order to replenish their own magical reserves, keeping them in the fight longer.

Stellar

Daughters of the stars, empowered by acts that embody the strength of the many. They are empowered by their connections to others, and by those who believe in the cause or ideal they champion. Stellar magic is weaker than the others, but can be used much more frequently, and in rapid succession.
Chain: As more spells land against a target, the greater the effect each successive spell will have against that target. Spells effects cannot be chained against shields.

There is an effective weapon triangle between the three schools. Solars can use powerful area of effect attacks to overwhelm weaker stellar shields and prevent dodging, and stronger solar shields can tank weaker stellar attacks while preventing chaining. Lunar shields can block and redirect solar attacks, and siphon enough energy to outlast their opponent. Stellars can fire off enough simultaneous attacks overwhelm Lunar shielding and chain them down, and stellar spells are low power enough that even with siphon, Lunars suffer a net energy loss deflecting them.