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Piltover doesn't actually care that much. If Jinx plays her cards right, demonstrates that she's made Mages safe with her regulator, and has the right set of favors lined up, the council will huff and haw and give her the stamp of approval at the end of the day.

That's what Hydroponics is for. Destroying Damacians leverage.

Also hydroponics and the water filtration visibly helping both Piltover and Zaun would help normalize Hextech as magic adjacent.

Also hexgates but I'm less sure as to the current status of that
 
We don't have these options because The fire lights can barely oppose Silco let alone supplant the enforcers. The council of Piltover is not going to just replace a 200 year old institute in the space of a few years without even a built up alternative.

Oh, I'm not proposing open war, and I wouldn't vote for such an option if available. A black panthers style organization could work though.

I agree that replacing the enforcers is a pipe dream at the moment, and even something as tepid as replacing Marcus is probably beyond our grasp for now. But even something as simple as a poorly directed "down with this sort of thing" protest will at least let us find a few like minded pilties.

What I really want is to open a really clear lane for cooperation between Piltover and Zaun. Sevika thought that her options were Silco or accepting subjugation. For any sort of peace to be possible, Sevika needs to be wrong about that. So we need to have people in Piltover visibly fighting for, or at least desiring, rights for Zaun. Preferably they can protest/work/do something shoulder to shoulder.
 
Pow-Pow / Grenades
Magic Flow Regulator
Hydroponics
Zaun Concerts
Kiramman Way
+1

Is vaguely where my head wants to be.
Maybe Grenades works better for weapon there because Jinx also supplies the pyrotechnics for Seraphine's concerts :V
 
Silvermere Visit - This one has some conflicts in it, because it has boons and if people want to go down that ship its a bit needed, I'd only really want to do this with Magic Flow Regulator so we have a gift to help out Lux, but this is as much a political mission as just hanging out with a friend.
How would we give Lux the regulator? Darmecia hates everything magic and a runic whatever would scream magic.

Also hydroponics and the water filtration visibly helping both Piltover and Zaun would help normalize Hextech as magic adjacent.

Also hexgates but I'm less sure as to the current status of that
So does ventilation, I'd argue it's the most important to Zaun. It's the most visible and symbolic difference between the two states.

Hydroponics on the other hand not only spread our influence in Zaun but Piltover and gets both off the reliance of foreign powers.
 
So just so that others can appreciate the image on my head.

We're expecting things to come to a head eventually. Things might get spicy for the Council. (Hopefully not as spicy as canon as I think Jinx would take losing Cassandra violently terribly)

But just imagine Cassandra dragging Mel over to Jinx to get a Mage Regulator with an incredibly "I can't believe I'm doing this" face

How would we give Lux the regulator? Darmecia hates everything magic and a runic whatever would scream magic.

Include a minor secondary function that Lux could say is the primary that would make sense for someone who has a friend that is a Hextech person to make and send.

With an incredibly low key design (which is the truly hard part) so people don't think about it as often.
 
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Unlike Zapper, it's hard to pass grenades off as a tool that just happens to be useful for self-defense.
Oh no, my spare hextech crystals (which everyone knows can be extremely volatile) just so happened to violently and unpredictably explode during this high stakes fight, when I threw them at my attackers in a desperate ploy! How fortuitous for me!

Jinx, why did your spare hextech crystals have shaped charges and shrapnel?

…reasons.
 
I'd rather not do Grenades for reasons very well illustrated by Mylo and Claggor.

Terrible in close quarters, which is 95% of Piltover & Zaun and liable to cause heavy collatera.
 
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There's some obvious synergy in Regulator+Mage Law, both locally and internationally. The issues mages face are internal fears about not being able to control their powers and potentially harming themselves/friends/family and the external one of societies laws punishing or even killing them depending on what occurs.

Taking both reveals potential assets within Zaun and Piltover that can reveal themselves and be open with their powers in a way they could never have before. This then is also highly likely to attract mages from other nations if they can see a place they can live safely without fear of reprisal, thus strengthening us while also diminishing other nations of very useful individuals. This is what we'd be able to sell it too the council given the vast benefits they can accrue , and Jinx and the Kiramins would have been responsible for this improvement.

Then there is the unknowable currently of just how useful their powers can be, particularly if the hextech regulation allows much greater stability and reliability, and thus being able to be reproduced. It wouldn't surprise me if it ends up a frenzy of competition with Mages being sponsored and supported by various influential people and council members.
 
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There's some obvious synergy in Regulator+Mage Law, both locally and internationally. The issues mages face are internal fears about not being able to control their powers and potentially harming themselves/friends/family and the external one of societies laws punishing or even killing them depending on what occurs.

Taking both reveals potential assets within Zaun and Piltover that can reveal themselves and be open with their powers in a way they could never have before. This then is also highly likely to attract mages from other nations if they can see a place they can live safely without fear of reprisal, thus strengthening us fear while also diminishing other nations of very useful individuals.

Then there is the unknowable currently of just how useful their powers can be, particularly if the hextech regulation allows much greater stability and reliability, and thus being able to be reproduced.

Also this is further synergized with the Hexgate stuff the Council is supporting.

Turns out - easier transportation means the above happens quicker if it starts
 
OK here is my to plans with their variations, which is basically the same plan different weapon options (I am partial to Grenades because adds some useful anti armor and AOE options, and adds another nonetheless option)

My reasoning it is at is follows, we get at least two clear synergies, one with the combination of Hextech Hydroponics and Undermine Silco's Monopoly: The Kiramman Way, and another with Magic Flow Regulator and Mage Law Reforms... And finally, I don't know if we can call it a synergy, but all the previous actions are going to affect our relationship with Demacia significantly so we are going to High Silvermere to see how things are going (and maybe give Lux a modified Magic Flow Regulator)

[] Plan: Maximizing Synergies (Dakka version)
-[] Pow-Pow
-[] Magic Flow Regulator
-[] Hextech Hydroponics
-[] Undermine Silco's Monopoly: The Kiramman Way
-[] Mage Law Reform
-[] A Visit To High Silvermere

[] Plan: Maximizing Synergies (Boom version)
-[] Grenades: Lots and Lots of Grenades
-[] Magic Flow Regulator
-[] Hextech Hydroponics
-[] Undermine Silco's Monopoly: The Kiramman Way
-[] Mage Law Reform
-[] A Visit To High Silvermere

[] Plan: Maximizing Synergies (Silent but Deadly version)
-[] P-Thwip Mk II
-[] Magic Flow Regulator
-[] Hextech Hydroponics
-[] Undermine Silco's Monopoly: The Kiramman Way
-[] Mage Law Reform
-[] A Visit To High Silvermere

And my second set of plans, which operate under the assumption that this is the last chance to finish any of the "long/structural" projects because this is the last timeskip (as said per the QM), but that we may be able to finish other smaller projects like the Magic Flow Regulator during the acts (Jinx in canon designed and built Fishbones in a couple of weeks tops)

[] Plan: Jinx Kiramman Philanthropist Extraordinaire (Dakka version)
-[] Pow-Pow
-[] Ventilation System Improvements
-[] Hextech Hydroponics
-[] Shimmer Research
-[] Undermine Silco's Monopoly: The Kiramman Way
-[] Mage Law Reform

[] Plan: Jinx Kiramman Philanthropist Extraordinaire (Boom version)
-[] Grenades: Lots and Lots of Grenades
-[] Ventilation System Improvements
-[] Hextech Hydroponics
-[] Shimmer Research
-[] Undermine Silco's Monopoly: The Kiramman Way
-[] Mage Law Reform

[] Plan: Jinx Kiramman Philanthropist Extraordinaire (Silent but Deadly version)
-[] P-Thwip Mk II
-[] Ventilation System Improvements
-[] Hextech Hydroponics
-[] Shimmer Research
-[] Undermine Silco's Monopoly: The Kiramman Way
-[] Mage Law Reform

Thoughts? As always I appreciate any kind of feedback...
 
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Grenades: Lots and Lots of Grenades
This includes some very nice options, as I understand it explosives, goop (cc, also I wonder if they could be used to block off areas), and the firefly bombs... this is a lot of options.

Magic Flow Regulator
Shimmer Research
Hextech Hydroponics

A Visit To High Silvermere
Undermine Silco's Monopoly: The Kiramman Way

As I see it, hextech Hydroponics + Kiramman Way interferes with Silco the best, also if we are investigating Shimmer this means we have a better idea of what Silco is trying to do, providing evidence against him. Visiting Silvermere means we are establishing a bond with the food producing nation making it easier to undercut Silco
I suspect Hydroponics won't make the city fully self-sufficient but it will make things easier
Visiting Silvermere + Magic Flow Regulator feels like they work well together, builds bonds etc.

... It is kind of a pity we can't take part in trying to fix the enforcers. From my perspective what they need is an over-site agency, preferably recruiting from both Piltover and the Lanes


For reference I don't see Piltover and Zaun as separate cities, just the slum/mining/industrial district and the merchant/noble/scientist/engineer district.


In no particular order I see the problems as
a) lack of clean water, solved at least to a good degree
b) lack of clean air, part solved by the Kirammans, I wonder how many people in Zaun actually know their envolvement
c) lack of access to food, solvable by Hydroponics
d) lack of social mobility, hardest to solve... we do this by being the best example of a Zaunite that Piltover has ever seen
e) crime in both Zaun (majority of violent crime, creating the stereotypes) and Piltover (mostly white collar crime, and manipulating criminal elements in Zaun)
f) corruption in Piltover
 
@Randino Treviani what do you think about my plans? They are admittedly quite similar to yours but have some essential variations that I think mekes them more optimal for their specific purposes...
 
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[] Plan: Friendship is Big Gun Business
-[ ] Pow-Pow
-[ ] Magic Flow Regulator
-[ ] Shimmer Research
-[ ] Hextech Hydroponics
-[ ] Seraphine's Zaun Concerts
-[ ] Undermine Silco's Monopoly: The Kiramman Way

[] Plan: Friendship is Pyrotechnic Business
-[ ] Grenades: Lots and Lots of Grenades
-[ ] Magic Flow Regulator
-[ ] Shimmer Research
-[ ] Hextech Hydroponics
-[ ] Seraphine's Zaun Concerts
-[ ] Undermine Silco's Monopoly: The Kiramman Way

[] Plan: Friendship is Political Business
-[ ] Pow-Pow
-[ ] Magic Flow Regulator
-[ ] Hextech Hydroponics
-[ ] A Visit To High Silvermere
-[ ] Seraphine's Zaun Concerts
-[ ] Undermine Silco's Monopoly: The Kiramman Way

These are all in general Zaun improvement based plans, they let us get and keep our foot in the door of Zaun to hinder Silco and improve people's lives while either giving us more information on our enemy (Shimmer) or improve our political outreach with (Silvermere Visit) which makes our ability to in character have more leverage to get the law change, because in character it's not like we know that we're not getting more time to change the mage Laws.

We've done a lot already to have a good position in Piltover with basically most things outside the enforcers. But our position in Zaun needs the most effort and even the success of changing the mage laws comes with drawbacks, it will cost political capital with a lot of Piltover even with wheeling and dealing combos as well as harm the Demacian trade deals. However if we play it a bit slower in character and make sure the regulators don't have funky glitches and have properly set ourselves a position to make the argument that the fears around mages can be remedied and actually provide a benefit to everyone similar to how Hextech has. Time helps and going for it now while certainly possible I think maintains risks and a heavy action cost requirements.

Edit:
For those that think we have to do Mage Law right now even if I think it would make sense to not push it immediately.

[] Plan: Friendship is Mage Business
-[ ] Pow-Pow
-[ ] Magic Flow Regulator
-[ ] Hextech Hydroponics
-[ ] Seraphine's Zaun Concerts
-[ ] Undermine Silco's Monopoly: The Kiramman Way
-[] Mage Law Reform
 
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Thoughts? As always I appreciate any kind of feedback...
With there unlikely to be a third time trip, Mage Law reform becomes a whole lot harder to sell to the council without the regulator, so I don't feel like voting for the ones that take one but not the other.

However the ones that do take both Pass on shimmer, which is a big no now that shimmer counteracting agents have been suggested.

[] Plan Meaningful Changes to Life in Jinx's Home
-[] Pow-Pow /// Grenades: Lots and Lots of Grenades
-[] Magic Flow Regulator
-[] Hextech Hydroponics
-[] Shimmer Research
-[] Undermine Silco's Monopoly: The Kiramman Way
-[] Mage Law Reform

Now, speaking of Synergy

So, we have the Magic Flow Regulator for making Mages safe for an easier sell/favor purchase with the council, the actual Law reform since this is likely the last chance, and Hextech Hydroponics as a bit of political Leverage in the form of making Piltover self-sufficient. That's our Legalize Mages Synergy Play.

The we have Hydroponics, Kiramman Way, and Shimmer Research to undermine Silco. The first two let us undersell him food wise and the latter allow us to potentially save shimmer addicts from side effects, Health complications, and addiction, hopefully. Some potential upgrades for the fire lights is a bonus. The organic Chemistry in shimmer would also help with the fertilizer aspects of Hydroponics. We know Heimerdinger is going to want normal stuff augmenting the Hextech anyways.

I'm split on weapons. Admittedly, dakka, but also, there is some chemistry in shimmer and grenades being combined. Thoughts?
 
@Chengar Qordath, I'm not certain if this is intentional or not, or if it's the sort of thing you are willing to address, but I'm not seeing any options for limiting the power of enforcers? Or curbing their worst excesses?

The closest option I can see is arming the Firelights, which isn't exactly the same, and it's implied they will be used mostly against Silco.

Fixing the Enforcers isn't really an option for Jinx right now, considering she's 15-18 and the Sheriff kinda hates her.

So @Chengar Qordath does this mean that this is kind of our last chance on a very long time to get structural projects or long-term council reforms (like: Ventilation System Improvements, Shimmer Research, Hextech Hydroponics, Mage Law Reform...), or we will be able to deal with some of the issues in regular arc turns?

A lot of the big long-term things probably can't happen without time to work on them, but a few things might be viable or can play out differently. Frex, once Mel's manifests she's naturally going to become a big supporter of mage rights.

That said, some of these things can have consequences if left to wait too long.

@Chengar Qordath what's the effects of the band action on Zaun? Will this give Jinx more influence personally then the infrastructure and food actions?

Is it like anime (Macross) where the singing will inspire hope? Etc

Seraphine's music has generally pushed a message of peace and unity between Piltover and Zaun, since the empath naturally sees building empathy and understanding as the first step towards fixing things. Jinx being there associates her with the message and helps ensure Seraphine's performances go well.
 
With there unlikely to be a third time trip, Mage Law reform becomes a whole lot harder to sell to the council without the regulator, so I don't feel like voting for the ones that take one but not the other.
I would like to point out that despite Jinx being a complete novice in Hextech still managed to create Fishbones in a couple of weeks in canon, and in this timelone she is far far more knowledgeable...

That is why I did the Philanthropist Extraordinaire plan, I honestly think the Magic Regulator is something we can create in regular turns, unlike the rest of the long term/infrastructure projects so that would soothe the council...
The we have Hydroponics, Kiramman Way, and Shimmer Research to undermine Silco. The first two let us undersell him food wise and the latter allow us to potentially save shimmer addicts from side effects, Health complications, and addiction, hopefully. Some potential upgrades for the fire lights is a bonus. The organic Chemistry in shimmer would also help with the fertilizer aspects of Hydroponics. We know Heimerdinger is going to want normal stuff augmenting the Hextech anyways.
If I had one more action for Shimmer Research I would go for it straight away, but I don't and removing something else would affect the rest of the plans Synergies...

And honestly going to Demacia would be great, Jinx could use the chance to see the world (and Sneak a magic regulator to Lux)

I'm split on weapons. Admittedly, dakka, but also, there is some chemistry in shimmer and grenades being combined. Thoughts?
If waponising Hextech is problematic already weaponising Shimmer is 10 times worse, so I would like to keep it away from our arsenal...

As I said I prefer Grenades over Pow-Pow because it gives us some capabilities that we lack, and I kind of feel that both Fishbones and Pow-Pow are things that could be created in regular turns...
 
A lot of the big long-term things probably can't happen without time to work on them, but a few things might be viable or can play out differently. Frex, once Mel's manifests she's naturally going to become a big supporter of mage rights.

That said, some of these things can have consequences if left to wait too long.
The problem with Mel is that we kind of need to shoot her in the back to break that seal though, and we are too civilised to do it now...

But @Chengar Qordath considering that Jinx is a gadgeteer genius that managed to build Fishbones from scratch in a few weeks while being a complete novice in Hextech... I think that we can assume that creating "smaller" inventions like Pow-Pow or the Magic Regulator should be doable in regular turns (specially now that Jinx is one of the co-creators of Hextech)
 
[X] Plan Meaningful Changes to Life in Jinx's Home : Pow-Pow
-[X] Pow-Pow
-[X] Magic Flow Regulator
-[X] Hextech Hydroponics
-[X] Shimmer Research
-[X] Undermine Silco's Monopoly: The Kiramman Way
-[X] Mage Law Reform

[X] Plan Meaningful Changes to Life in Jinx's Home : Grenades
-[X] Grenades: Lots and Lots of Grenades
-[X] Magic Flow Regulator
-[X] Hextech Hydroponics
-[X] Shimmer Research
-[X] Undermine Silco's Monopoly: The Kiramman Way
-[X] Mage Law Reform

So, bad as the Air is, Starving is still worse, and the Hydroponics is an easy council sell we can leverage into an easier time undermining Silco's Monopoly while favor trading for Mage law reform with the regulator as our mages can be made safe core argument. We'll have multiple years to work towards this.

Meanwhile we'll tackle shimmer to counteract it and undercut him if he tries to cut a deal with Noxus to sell them weaponized shimmer for shock troop creation, and grab Pow-Pow because It's the weapon most of us want.

Who knows, maybe we make the Kiramman's enough money Cassandra will pay for the ventilation system to be Jayce and Viktor's next project after Hexgates. She is in charge after all. Either way, we can only get so much done.
So, we have the Magic Flow Regulator for making Mages safe for an easier sell/favor purchase with the council, the actual Law reform since this is likely the last chance, and Hextech Hydroponics as a bit of political Leverage in the form of making Piltover self-sufficient. That's our Legalize Mages Synergy Play.

The we have Hydroponics, Kiramman Way, and Shimmer Research to undermine Silco. The first two let us undersell him food wise and the latter allow us to potentially save shimmer addicts from side effects, Health complications, and addiction, hopefully. Some potential upgrades for the fire lights is a bonus. The organic Chemistry in shimmer would also help with the fertilizer aspects of Hydroponics. We know Heimerdinger is going to want normal stuff augmenting the Hextech anyways.

I'm split on weapons. Admittedly, dakka, but also, there is some chemistry in shimmer and grenades being combined. Thoughts?
Synergy explanation.

And honestly going to Demacia would be great, Jinx could use the chance to see the world (and Sneak a magic regulator to Lux)
The primary purpose in going to Damacia is feeling out the Jinx/Lux relationship, which can guaranteed happen in regular Arcs.

I would like to point out that despite Jinx being a complete novice in Hextech still managed to create Fishbones in a couple of weeks in canon, and in this timelone she is far far more knowledgeable...

That is why I did the Philanthropist Extraordinaire plan, I honestly think the Magic Regulator is something we can create in regular turns, unlike the rest of the long term/infrastructure projects so that would soothe the council...
The problem is I'm trying to get the mage reform pushed through over the time skip and we already have the QMs word for how that would work with both being taken. Maybe, over the course of a few arks, we could figure out a regulator with our nose to the grinder, but that relies on some consistent voting across multiple arks and hoping nothing happens with any of our three mage friends in the meantime. It's a lot to gamble on for just a bit more synergy.

If waponising Hextech is problematic already weaponising Shimmer is 10 times worse, so I would like to keep it away from our arsenal...

As I said I prefer Grenades over Pow-Pow because it gives us some capabilities that we lack, and I kind of feel that both Fishbones and Pow-Pow are things that could be created in regular turns...
If we can make all these grenades over a time skip making any one of them during an ark downtime is definitely doable. Pow-Pow? Fishbones? Their not likely to be single Ark prospects and in the meantime Jinx has a bunch of arm strength limited AOE weapons and the Zapper. That said, I have plans with both.
 
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The problem is I'm trying to get the mage reform pushed through over the time skip and we already have the QMs word for how that would work with both being taken. Maybe, over the course of a few arks, we could figure out a regulator with our nose to the grinder, but that relies on some consistent voting across multiple arks and hoping nothing happens with any of our three mage friends in the meantime. It's a lot to gamble on for just a bit more synergy.

If we can make all these grenades over a time skip making any one of them during an ark downtime is definitely doable. Pow-Pow? Fishbones? Their not likely to be single Ark prospects and in the meantime Jinx has a bunch of. That said, I have plans with both.

Any sort of emergency nose-to-the-grindstone tech work by Jinx is probably going to be prompted by extreme circumstances. Just consider what could happen that might prompt Jinx to drop everything and start frantically pulling all-nighters to get a Magic Regulator done ASAP.
 
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