Administrative Connection (Alt!Powers Tinker/Trump)

What is the meaning of the word "phase" you are using for the first two options? Solid-liqud-gas-plasma? I am not sure I understand what the options mean.

In any case

[X] No invulnerability here!

Why? Because phasing materials immediately give you hyperadvanced alloys, exotic chemistry, solid-state electronics, oh, and, with a bit of inspiration, fusion weaponry.
 
[X] No phasing here!
Know a way to make equipment/material that makes it hard to phase.

1 second of phasing if isn't much you are more likely to hurt your self if that's your defense. I can just imagine it you phase to dodge an attack and get an arm stuck in your chest for your troubles.
 
To the people complaining about flicker phasing being a bad defensive trick: It's meant to be used offensively.
 
So how does our power work?

I mean I get that we expand our tinker abilities by interacting with capes, but are those new specialties or just new tricks for the organization tinker power we have as a baseline?
 
Tinker-Trump-Shard Power Interaction
I think its time I talk more about the mechanics behind this. Specifically the tinker-trump shard connection in the current configuration now that we've set I've even given it a formula.

The bandwidth transfer for enemy parahuman = Intensity of Interaction x enemy level x time x 1,000

The bandwidth transfer for friendly parahuman = Intensity of Interaction x friendly level x time x 100

The intensity of interaction is self-explanatory. But, what do I mean by Enemy/Friend level? It's basically your relationship counter!

The Relationship level is basically this.

BFF Forever (11+)
Close Friends (7 to 10)
Friends (4 to 6)
Ally (2 to 3)
Positive Acquaintance (1)
Neutral (0)
Negative Acquaintance (-1)
Unfriendly (-2 to -3)
Hostile (-4 to -6)
Enemy (-7 to -10)
Archenemy (-11+)

How does this work?


Let me give you an example: Shadow Stalker - which as of this update is the only parahuman you have a relationship with. Before the fic began, Sophia was somewhere in Hostile. Taylor really only think of her in the context of Emma's thug. But, between causing Taylor's trigger, breaking Taylor's faith in heroes, helping break her mom's flute, finding the school is covering her up even partially, and now nearly beating up Taylor. She's very solidly in the Enemy category with the latest modifier. 8.2.

And this might be obvious, but this works on absolute value, even if you have a negative relationship it doesn't matter. What matter is how intense your relationship to the parahuman in question. That said, there are also some effects involved if the relationship is positive or negative. Positive and the things you make have a tendency to help the parahuman in question. Negative and the things you make have a tendency to harm/hinder the parahuman in question. Sometimes there is an overlap there because there can be only so many expression of power but the truism should prove true.(Also, your QM's creativity is limited. Feel free to discuss possible shard powers of the parahumans you will meet. Seriously. ^^ )


Regarding Shadow Stalker's Power

I've termed Shadow Stalker's shard to be "Matter Phase Control". Basically, the shard that the entity used to control the phases of matter. Shadow Stalker's shadow state is basically an expression of this. She's in this weird gaseous state and she probably "phase" through by some expression of quantum tunneling.

@Yog
And yes, when I say phases of matter. I meant the four phase of matter solid, liquid, gas, plasma. ^^ Basically as long as the temperature is within the specified range, you can freely tinker with that material without much equipment involved and even lock it in that configuration for a period of time.

For how different it would be if you picked another specialty?

I conceived the tech choices as something of a playstyle issue. Drone vs. Organization/Network is kinda like Hunter vs. Priest. Hunter with its pets (drones) would take Priests solo. A priest would wreck Hunter if you give him a good group to work with. (Keyword: Good Group)

On that paradigm, I think someone mentioned this in the thread already, while it is conceivable for Drone Tinker to stand alone that cannot be completely said for your chosen specialty. You are wasting it if you don't go join a group or make your own.

@w34v3r
On your questions, this meant while you have some starting technology and a good field as a network tinker as well as some unique technologies for parahuman interaction. But, Taylor will really shine when you have an organization. Preferably with parahumans within it. The more the better. (That said, like most Worm powers, I tried to have some sort of twist within it. Taylor has the perfect power for an organization but her trigger event cause her to be disillusioned by institutions. lol)

Mechanistically, this was denoted by me slashing the cost needed to get the tech trees of parahumans that you interact with and increasing the depth and width possible. A priest player, after all, has better buff/debuff than a hunter. This also bumps Taylor's trump rating for interacting with parahumans as well. This is shown in the update itself giving you more choices to play with. It is doubtful that "No invulnerability here!" or "No Phasing here!" would be available this early for a drone tinker or at this point in the story. Then again, they have several types of drones to play with which has its own fun.

Watsonian-reason for that would be, the Network/Organization tinker is more aligned with the main premise of the thread and the configuration of QA. Real reason, theme and quest balance. :)
 
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[X] No invulnerability here

Phasing really does counter too many capes to pass up, personally. The other options, while interesting, seem much more niche than a weapon that simply bypasses nearly all defences. I just have one question for anyone else in this thread voting for the phasing power: do you think this could really be used non-lethally? It's a damn good power, but it seems like it would be hard to use on most capes without killing them, something that would bring a lot of negative attention fast from both heros and villains. If we choose this option, should we push to try to get in contact with the Guild (probably the best organization for legally using lethal weaponry) or can someone think of a way to use this on people without killing them?
 
do you think this could really be used non-lethally
Its basically an armor piercing round. Its good at overcoming defenses, but any solid projectile would do horribly complicated, but not necessarily lethal damage if it gets stuck.

What you want to do with it is to use a phase controlled tranquilizer gel slug which phases into reality and merges harmlessly with the target's body.

Dumping a full dose directly into bloodstream.
 
And yes, when I say phases of matter. I meant the four phase of matter solid, liquid, gas, plasma. ^^ Basically as long as the temperature is within the specified range, you can freely tinker with that material without much equipment involved and even lock it in that configuration for a period of time.
Ok, having established the use of the term phase in these options, can you explain the temperature thing? Do I understand correctly that you meant "as long as an object / device affected is within 0..300 Celsius temperature range, you can freely turn it into liquid / solid / gas, even if normally its melting temperature is, say, 1000 C"?

If so, a second question: are second-order phase transitions (between paramagnetism and ferromagnetism for example, or between non-superconductivity and superconductivity) included in this?

Also, do I understand correctly that in the second pair of options "to phase" is used in a comic book sense, ie "to assume a state of existence where an object phasing can pass through solids"? If so, for the future you might want to distinguish those.
Phasing really does counter too many capes to pass up, personally. The other options, while interesting, seem much more niche than a weapon that simply bypasses nearly all defences. I just have one question for anyone else in this thread voting for the phasing power: do you think this could really be used non-lethally? It's a damn good power, but it seems like it would be hard to use on most capes without killing them, something that would bring a lot of negative attention fast from both heros and villains. If we choose this option, should we push to try to get in contact with the Guild (probably the best organization for legally using lethal weaponry) or can someone think of a way to use this on people without killing them?
Personally, for me, phasing would be best used as a support / gate power/technology in order to get access to exotic materials and impossible to normally assemble technology.
 
Ok but clarify this for me:

We have the organization/network tech specialty, this has it's general suite of devices that we can play around with. When we get a download from a parahuman does it expand the power and nature of the devices already in our specialty, add new devices to our network specialty based on the shard we connected to, or is it like having a secondary specialty with it's own separate list of devices?
 
Ok, having established the use of the term phase in these options, can you explain the temperature thing? Do I understand correctly that you meant "as long as an object / device affected is within 0..300 Celsius temperature range, you can freely turn it into liquid / solid / gas, even if normally its melting temperature is, say, 1000 C"?

If so, a second question: are second-order phase transitions (between paramagnetism and ferromagnetism for example, or between non-superconductivity and superconductivity) included in this?

Also, do I understand correctly that in the second pair of options "to phase" is used in a comic book sense, ie "to assume a state of existence where an object phasing can pass through solids"? If so, for the future you might want to distinguish those.

Ok. Let say that we are farther in the quest and have a range of like -200 degree Celcius to 100 degree Celcius playing field. You then can make things like liquid nitrogen which has a melting point of -210 degree Celcius. (It is actually over by just a bit but you can fudge that with good equipment.)

Now, you might be wondering what is the point? We can make liquid nitrogen on earth now.

You can somewhat lock the molecular configuration in place. Provided it isn't disturbed much it would remain locked in its "phase". The liquid nitrogen will remain liquid with all properties associated with it even at room temperature which as you can imagine would have several uses.



Ok but clarify this for me:

We have the organization/network tech specialty, this has it's general suite of devices that we can play around with. When we get a download from a parahuman does it expand the power and nature of the devices already in our specialty, add new devices to our network specialty based on the shard we connected to, or is it like having a secondary specialty with it's own separate list of devices?

In practice, it adds to your tech tree than making another listing. That said, your tech tree is more of "how" than a general listing. For example, you now have the knowledge to make materials have the ability to phase for 1 second! How you leverage that to your existing device and creation of a new one is supposed to be an exercise of creativity for the questers.
 
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Ok. Let say that we are farther in the quest and have a range of like -200 degree Celcius to 100 degree Celcius playing field. You then can make things like liquid nitrogen which has a melting point of -210 degree Celcius. (It is actually over by just a bit but you can fudge that with good equipment.)

Now, you might be wondering what is the point? We can make liquid nitrogen on earth now.

You can somewhat lock the molecular configuration in place. Provided it isn't disturbed or yo it would remain locked in its "phase". The liquid nitrogen will remain liquid with all properties associated with it even at room temperature which as you can imagine would have several uses.
Ah, ok. So, essentially what you are saying is that these options are "allow materials at temperature T1 and pressure P1 to behave as if they were at temperature T2 and pressure P2", where T1 and T2 are in a range of [RT..300C] or [-100C..100C], and pressure ranges haven't been specified. Is that correct? Or is it more limited, strictly limiting to base states (solid, liquid, gas)?

Also, how open are you to scientific exploitation? I mean, exploits based on actual science / effects that go beyond highschool physics program?
 
Ah, ok. So, essentially what you are saying is that these options are "allow materials at temperature T1 and pressure P1 to behave as if they were at temperature T2 and pressure P2", where T1 and T2 are in a range of [RT..300C] or [-100C..100C], and pressure ranges haven't been specified. Is that correct? Or is it more limited, strictly limiting to base states (solid, liquid, gas)?

Also, how open are you to scientific exploitation? I mean, exploits based on actual science / effects that go beyond highschool physics program?


Something like that. Though, you actually have to provide the pressure and temperature with your equipment which is another limiting factor if we allow that. The "magic" or tinker tech is it locks the phase configuration in place.

Well, tinkertech is basically bullshitium anyway. If you can back-up it with actual science and math so much the better. :)
Though, I do reserve the right to veto if something will break the quest if allowed.
 
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Here's a list of capes we will meet regularly and what basic tech we might get out of them.

Heroes

Wards:
Vista-Space Tech
Kid Win-Modular tech
Gallant-Some sort of emotion control tech
Aegis-Adeptive tech
Clockblocker-Time tech
Browbeat-Maybe precisie manipulation tech

Protectorate:
Armsmaster-Miniaturization/Efficiency tech
Miss Militia-Projection tech?
Assault-Kinetic manipulation tech
Battery-Energy storage tech
Dauntless-Escalating tech
Triumph-Sound tech
Velocity-Speed tech of some sort

New Wave:
Lady Photon-?
Brandish-?
Flashbang-?
Glory Girl-?
Laserdream-?
Manpower-?
Panacea-Bio tech
Shielder-?


Villains

ABB:
Lung-
Oni Lee-Teleportation tech

E88:
Kaiser-Metal creation tech
Krieg-Kinetic manipulation tech
Hookwolf-?
Purity-Sunlight manipulation tech
Fenja/Menja-Size manipulation tech
Crusader-?
Night-?
Fog-Phase tech?
Alabaster-?
Stormtiger-Air manipulation tech
Cricket-Sound tech
Viktor-?
Othala-?
Rune-?

Merchants:
Skidmark-Vector tech?
Squealer-Vehicle tech
Mush-?

Uber & Leet
Uber-?
Leet-One use tech

Undersiders:
Tattletale-Information gathering tech
Grue-Sensory deprivation tech
Regent-Nerve manipulation tech
Bitch-?

Coil-Simulation tech?

Rouges:
Parian-?

This is just a speculative list and any help getting good tech names for the people I missed is appreciated.
 
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Couldron:

Alexandria: Changeable Earth relative Self Applied Time or Statis, Shard based brain simulation & Shard based self body control by brain simulation.

Eidolon: Instinctive Power Search & Use?, Short Range Power Collector From Shards.

Legend: Ftl tech, Self Applied Switcher Between Energy & Matter States, Laser tech.

Number Man: Mathematic Calculator & Analyzer?

Contessa: Future & Present & Past Simulator, Long Range & Detailed Planner?



Endbringers:

Simurgh: Medium & Long Range Subconscious Mind Influencer, Medium & Long Range Telekinesis, Future & Past Simulator, Long Range & Detailed Planner?

Leviathan: Short & Medium & Longe Range Hydrokinetic Control.

Behemoth: Short & Medium & Long Range Energy Convertor & Controller & Collector.

Teeth:

Butcher: Shard based brain simulation & Shard based self body control by brain simulation, Shard based Shard Power Administration, Entity Limited Host Selection.

U&L

Uber: Shard Based, Number & Activation Time limited, Skill Transfer to Host.

Leet: Number Limited Prototyping Tech,

What powers Do Both Alexandria and Butcher has? Both of their conscious stored in their Brain. (At least Bucher's does. I'm not so sure about Alexandria.
Also, Clockblocker and Alexandria's powers are almost same. Alexandria's power freezes herself and by changing her relative position to Earth, she is flying and using Super Strength.
Also, all parahumans have a shard based conflict influencer.
 
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Protectorate
Miss Militia- Ballistics and weapons tech

New Wave:
Lady Photon- Forcefields (area) and Lasers (pools with Laserdream and Shielder)
Brandish- Hardlight
Glory Girl- Forcefields (Personal)
Laserdream-Lasers
Manpower-Electromagnetism
Shielder- Forcefields (area)


Villains

ABB:
Lung- Fire/Escalation
Bakuda - EXPLOSIONS

E88:
Crusader-Remote presence
Fog-Gas manipuation
Viktor-Tech that makes up for a lack of skill/hinders skill
Othala- Power granting tech

Merchants:
Mush- Waste removal

Uber & Leet
Uber-Skill tech (pools with Victor)


Rouges:
Parian- Textiles
 
[X] No invulnerability here!

For me it's not so much the armor piercing rounds because those seem a bit too lethal to use much. Instead the value I see is ability to phase stuff through walls. A human at a decent pace can get through a wall in under a second. Plus the obvious idea of putting bugs (in the spy sense) inside of walls. Being able to run away through walls is a lot more powerful a defensive measure than phasing for 1 second in a lot of cases, and it's also good for infiltration.
 
BFF Forever (11+)
Close Friends (7 to 10)
Friends (4 to 6)
Ally (2 to 3)
Positive Acquaintance (1)
Neutral (0)
Negative Acquaintance (-1)
Unfriendly (-2 to -3)
Hostile (-4 to -6)
Enemy (-7 to -10)
Archenemy (-11+)

How does this work?

having neutral at 0 seems weird to me, since most of our cape interaction is probably going to be that.
also the negative modifier would technically mean we'd lose points.

perhaps a solution to the neutral thing would be having it at 0.1 as that would mean we'd earn something at least simply by spending time with capes.
 
[X ] No invulnerability here!

One of the major points for keeping Shadow stalker by piggot was her ability to counter many threats using her phasing ability. Phasing for even one second would help us to arm any team we make with phasing weapons(bullets, arrows or whatever we come up with) which could do damage against parahumans like hookwolf, lung in his ramped state, etc. Even if we don't plan on going on the route of wards, we should capitalize on this ability.

@Night Sentinel
You might have answered it already but is it necessary to have an interaction with a parahuman to gain experience in that particular tech tree. Like if Taylor creates her own group and fights alongside Faultline's Crew for some reason, will she automatically get projection tech from labyrinth by fighting alongside her or she would have to interact specifically with her to get it?

also, how would time be judged in interactions? Sophia, hostile, punching Taylor would be less than 1 second while Sophia, enemy, chasing Taylor for 15 minutes would have a considerably more exposure time for Taylor. If measured by seconds, we would have to pester every parahuman we find to squeeze out any possible tech tree or have a single drawn-out engagement to get complete mastery. Might be something that could break the quest balance down the line.
 
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