I should actually make some teleportation builds.

Flash Step
DNA Profiles: Memoria (4), Lightstep (7), Soldier X (1), Daggermaw (1)
Potency: 13
Keywords: [Clairvoyance], [Enhanced Strength] x 2, [Enhanced Senses] x 2, [Enhanced Speed], [Teleportation], [Fitness], [Regeneration], [Invulnerability], [Transformation]
Notes: The aim here is to combine teleportation + super speed to get a teleporting bruiser build. Daggermaw and Soldier X are secondary, but are tacked on to add a bit of extra juice. This is also trying to fish for the synergy hinted at between Clairvoyance and Enhanced Strength.

Mirage
DNA Profiles: Memoria (4), Miss Conception (3)
Potency: 7
Keywords: [Clairvoyance], [Invisibility], [Teleportation], [Energy Manipulation]
Notes: Illusions + teleportation. Teleportation of any allies shrouded by the user's illusions? Probably wouldn't allow for long range teleportation but could be very useful on the tactical level.
 
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Alright, I had to go back and reread that Apiary update for clarifications on E-B. For the longest time, I thought we had to research how to give up meta human potential to get the high tolerance candidate into E-B.

Welp, we're already here anyways, might as well go big or go home.

[X] Empower both
 
Okay we're at 7 Tolerance John officially so I'm going to throw out some of the Espionage and Operations oriented builds given the consensus seems to be pushing against hit oriented builds for him. Credit to Lucid Prop and Wing101r for their builds here and if anyone has others they want to add to the pool here let me know.

Primarily Espionage?
iSpy + Ms Conception + Mr. Hunch + Millions + Daggermaw - Potency 3 = Potency 7
(2x all) Invisibility, Clairvoyance, Energy Manipulation, (1x all) Transformation, Enhanced Senses, Enhanced Strength
Build Goal: Make a spy who ideally is not in direct combat super often through abusing iSpy and Mr. Hunch for info gathering. Ms. Conception allows for hiding the Hunch objects and for tagging with iSpy easier. Millions is for an Energy Manipulation tag and since Ms. Conception would allow for hiding the mines. Daggermaw is for minor synergy fishing on the first Wolong synergy, to give some Strength for self defense, and for Enhanced Senses to work with with iSpy and Ms. Conception's powers.

This has the downside of no direct durability boosters but it should be in direct combat less than the rest and has at least a reasonable chance of pretending he was hiding his powers.

Espionage and Operations Mix?
Memoria + iSpy + Millions Minefield + Mister Hunch - Potency 3 = Potency 7 (Lucid Prop's build)
(3x) Clairvoyance, (1x all) Teleportation, Invisibility, Energy Manipulation
Build Goal: This idea is around trying to increase the range of the teleport through iSpy and Mr. Hunch (and information gathering to potentially change the teleport form) while also allowing for the inanimate teleports to be explodable as necessary.

Memoria + iSpy + Steadfast - Potency 3 = Potency 7(Lucid Prop's build)
(2x) Clairvoyance, (1x all) Teleportation, Invisibility, Invulnerable
Build Goal: This is built around trying to make a mostly immortal teleporter through Steadfast and seeing if the iSpy/Memoria combination would allow for teleporting people out of harm's way before they would be hit.

Chatroom + Memoria + Mr. Hunch + Millions - Potency 3 = Potency 7 (Wing101r's build)
(3x) Clairvoyance, (1x all) Ally Empowerment, Teleportation, Energy Manipulation
Build Goal: The main goal here is to try and rock a telepathic teleporter while having Millions' mines as some sort of offense but otherwise is relying on Memoria's teleportation to try and keep them safe.

All of these builds are focusing on using Memoria for battlefield control and safety while either trying to coordinate things (and likely using people are teleportation points?) or using iSpy for information and leaning on the teleportation points angle harder.

Primarily Operations?
Bulwark + Fast Track + Steadfast + Millions - Potency 3 = Potency 7
(2x all) Energy Manipulation, Ally Empowerment, (1x all) Self-Enhancement, Enhanced Speed, Invulnerable
Build Goal: Fast Track is there to gain and imbue speed, Steadfast is to make the battlefield support functionally immortal and compensate for Fast Track's weakness, and Bulwark is there to imbue shields on top of the speed. Millions is here to try and change Fast Track's speed stealing by having it be siphoned from the mines going off alongside using them to fuel Bulwark's shields better. Fast Track's speed also allows for much more clutch Bulwark shield placement timings if necessary.

Chatroom + Bulwark + Millions + Mr. Hunch - Potency 3 = Potency 7
(2x) Ally Empowerment, Energy Manipulation, Clairvoyance
Build Goal: Chatroom is a battlefield operations center for coordination while Bulwark allows for directly benefitting allies by shielding them. Millions is there primarily to try and fuel Bulwark's shielding while giving some offense. Mr. Hunch is there to give the options for transceivers for range boosting alongside some espionage sneaking in here.

These builds primarily are based around shielding our allies through Bulwark and using Millions to bootstrap the builds up while either boosting everyone's speed or trying to connect them up for information control. I would probably lean the Bulwark build of the two given the psychic synergies aren't fully sorted yet so it might not have one while the Fast Track build has higher highs imo.

Also honest question, but how much money do we have left rn?
Regardless of if the 1k a turn income gain is at turn start or at turn end we'll be rocking up to next turn with 1k in the bank before we look into any potential income rewards from missions or personals if both get empowered.
 
In all honesty, we have enough of ESPIONAGE to last us a while, especially considering Lady Leizi's -3 to DC and… just Rhys. I kinda want another frontliner (since Rhys never really ended up falling into that role) that can also do OPERATIONS.
 
My assumption for the E-B stat boost is that it'll be a big Hit boost, equal-ish but smaller Rep and Ops boosts and little to no Esp.

Do we have a plan for training next turn? My call is:

-Mona: Ops
-Maddie: Ops
-Rhys: Esp
-Noelle: Hit
-John: Hit or Ops
 
I kind of want to see the rewards list. We know there's extra DNA profiles and animals for Maddie there, income and shield generators wouldn't surprise me, and there seems to be a seperate list for hunting through Nora's lab. No goldnine or symbiote there though I think. Too hard to justify naratively.
-Mona: Ops
-Maddie: Ops
-Rhys: Esp
-Noelle: Hit
-John: Hit or Ops
I'd do Maddie's random reward action, personally. It sounds interesting. And Chatelet can do Girl's Night Out.
 
My reasoning is that with the advent of squads, we can't rely on everyone contributing to every stat, so shoring up weaknesses becomes important, and so we gotta start taking advantage of the free +1s now instead of delaying them with personal sidequests
 
We should wait to see how Personal Actions were reformatted by Bitterman before we do any training. For all we know, it might be AP-inefficient.
 
I need someone to do a "Spend less on candles" meme for Project Prometheus. I'm too tired to do it myself.
Listen, more superheroes is an investment in our ability to do more superheroing, which is our primary source of income. If we live long enough Ellie and John Henry are gonna be net positives for revenue.

And if we dont live that long then itxs not our problem
 
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