Magical Girl Escalation Taylor (Worm/Nanoha)

A wall of beachball sized explosions is a pretty decent area denial attack.
Yes it is. And when the next fight against a horde of beasts makes the news it will have a warning "People with weak stomach or children should leave the room. The following scenes feature gruesome brutality.". That is if we go lethal but against the Beasts I think we went lethal the last time.
Also if the fight will be underground (like last time) I hope we would bring earplugs for all those explosions. And that the roof doesn't collapse on us.
 
[X] Learn Ring Bind

Because we really don't need more beams at the moment. The amount of times utility would have helped us use our CURRENT beams to much greater effect has been ridiculous. Hell, even SW has pointed out pretty explicitly that we should have rounded out the basics a long time ago. And when the QM basically (paraphrased interpretation obviously) says "You might want to round out the basics guys!" you probably should round out the basics.

This is especially true when our most powerful attack can be dodged, but Ring Bind can help stop that. Mostly because even while enough pure power can break the bind, the one example we have of that happening required a person who trained specifically for that, using their strength at specific angles, and most importantly, they were also a mage which gives them an intrinsic ability to try and understand how the bind spell worked, which enabled them to figure out exactly how to break it. Let's be real here, how many of the Brutes are smart enough to figure out which angles are needed on the fly? If they even CAN without being able to figure out the math of the spell? Who says that the weaknesses of the bind can be figured out through normal physics and not the meta-physics required to cast a spell?

The needed angle(s) would change practically every time the spell is used since the bind(s) would be in different places on different people, and they need to have the proper leverage to move in the first place. Had that girl not been on the ground, but instead bound in the air by both hands and feet instead of a single chain holing her mostly in place but was instead completely immobilized? Even she wouldn't have been able to break the bind, power and training be damned. Parahumans, unlike mages who are used to doing calculations while they fight to alter their techniques, are not usually mathematicians.

Now if Accord suddenly gained Brute powers I'd be worried about him breaking bind, but unless we're facing people as powerful as Lung can get, even most Brutes who have the power needed to break free won't be doing so. Especially since we don't honestly know if it was pure strength. It is in fact possible that it was strength augmented by magic, and that brute force may not actually cut it.
 
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A wall of beachball sized explosions is a pretty decent area denial attack.
Depending upon what you define as a "wall" that isn't really in the cards:
Actually, out of curiosity, what is our max firing rate with Flare Shooter? I doubt we could get to Touhou levels of bullet hell, but could we do some heavy area saturation if we really concentrated on it?

Normally about 12 bullets at a time.

Given that each beachball has a diameter of about 2 feet:
Burst turns tennis-ball-sized bullets into beach-ball-sized explosions, so two foot diameter or so.
Twelve in a line would be 24 feet or 7.3 meters. For scale going by:
Wikipedia: Lane said:
The Interstate Highway standards for the U.S. Interstate Highway System uses a 12-foot (3.7 m) standard for lane width, while narrower lanes are used on lower classification roads.
a straight line would block about two lanes of traffic. I checked Philly on google maps and their major roads are about 18m across, not including sidewalks, and minor roads, again not including sidewalks, around 8m across. So even one of the smaller residential roads wouldn't be completely blocked by a straight line of Flare Shooters in Burst Mode.


Using cartridges might help since using two let us go from a normal maximum of two Rust Shooters to seven:
Rust Shooter works just fine against metal, but the mana needed for that spell is sufficiently different that normally you can only manage one bullet at a time, two if you push yourself.

In this case, 'normally' is the operative word.

A casting sigil spins into life beneath your feet, and two pops emanate from the chamber. Magic surges through your body. A wave of your hand, and you have not one or two but seven Rust Shooters hovering in front of you. "Now!"
So each cartridge just over doubled our capacity for Rust Shooters. No clue if it's that effective for Flare Shooters.
 
Everyone seems so very, very, very certain that we don't need to worry about Abaddon. Why? I mean, I know it was "headed to a non-earth planet" but considering that our story goes beyond earth, (TSAB is coming.) Who knows what it could do? How many worlds have Belkan Tech, or other Lost Logia? The Entities can learn technology per canon, which is why Tinker Tech /= Magic but rather just high technology and is where it comes from. All it needs to do is find a world with people and tech from Old Belka, or other such worlds from other ancient fallen empires, (Who says Belka is the only old empire out there that fell? In the scope of an entire universe that's rather ridiculous. Maybe older ones exist with unknown magics that have never been interacted with by TSAB) and suddenly we're dealing with yet another Entity and this one has Magic.

If something anywhere near this vein of thought ever showed up it would probably be late to end game, but still. Did the QM say anything to make us so sure it won't be a factor in the future? Whether directly or indirectly? Because I worry that a being that searches for "energy" might find some Lost Logia, use it, and then we have a REAL problem to deal with. Especially since these things operate on multiple dimensions at a time. There got to be a ton of dimension where certain canon events from MGLN just didn't happen. Jewel Seeds anyone? What happens if Abaddon or another Entity finds the world Yuuna did, but in a reality where he never went there and thus the Seeds are just waiting to be used?
 
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Did the QM say anything to make us so sure it won't be a factor in the future?
The win condition for this quest is killing the Endbringers:
Hah, SW that's genius. And that very special brand of genius that makes you wonder why it hasn't been done already.

I do wonder though, if you hate writing Endbringer battles, why have you made winning them the win condition?

That's the victory condition because without an entity cycle to end, the collapse of human civilization and then our extinction as a species is approaching. I think the canon timeframes were 20-something and just over a hundred years, respectively.
and I'm fairly sure Silently Watches killed Zion so we wouldn't have to worry about trying to fight an Entity.


Oh and something interesting I discovered while searching for that:
Parahumans =/= mages, regardless of Perfect Storm's choice in terminology.

I will say that of the three Endbringers, Behemoth is the most difficult to kill. Your most offensive spells are not pure mana but instead are mana turned into fire and *********, which are in his domain unless you hit him with a bigger punch than he's capable of tanking the way Phir Se did. There is a way to kill him a little easier than that, but it won't be immediately obvious unless you play around with a very dangerous spell on your list once you learn it.



Per authorial fiat, Behemoth can only move matter by hitting it with blasts of kinetic force. No telekinesis, no matter-to-energy conversion, no manipulating a physical object's energy state.
The "*********" is almost certainly "radiation". The "dangerous spell" probably isn't Ragnarök considering we can't really play around with it and that it's entirely fire/radiation. I would guess it was Misteltein except that quote is from before we picked up Extinction Knight as our secondary template. So my guess is either Frost Beam since it's the absence of energy or one of the spells we haven't unlocked yet.
 
Everyone seems so very, very, very certain that we don't need to worry about Abaddon. Why? I mean, I know it was "headed to a non-earth planet" but considering that our story goes beyond earth, (TSAB is coming.) Who knows what it could do? How many worlds have Belkan Tech, or other Lost Logia? The Entities can learn technology per canon, which is why Tinker Tech /= Magic but rather just high technology and is where it comes from. All it needs to do is find a world with people and tech from Old Belka, or other such worlds from other ancient fallen empires, (Who says Belka is the only old empire out there that fell? In the scope of an entire universe that's rather ridiculous. Maybe older ones exist with unknown magics that have never been interacted with by TSAB) and suddenly we're dealing with yet another Entity and this one has Magic.

If something anywhere near this vein of thought ever showed up it would probably be late to end game, but still. Did the QM say anything to make us so sure it won't be a factor in the future? Whether directly or indirectly? Because I worry that a being that searches for "energy" might find some Lost Logia, use it, and then we have a REAL problem to deal with. Jewel Seeds anyone?
I can't remember the third Entity ever even coming up in speculation except for one time I found with the search that was based on a scenario that SW rejected. So, why would we even suspect it? There's no reason to.

Abbadon went off in a 90° angle from Eden and Scion's path. And do you know when this was? When they were well outside of our galaxy. I kind of doubt the TSAB is intergalactic, especially with the way they can just spread out through dimensions instead of through space. So by your logic, after the collision, Abbadon would have to race to their destination, which would conveniently be a place that had beings using the same or similar method of generating personal power expressed as magic. Or this extra race would have been there once and left behind enough magitech for the Entity to figure out mana production. And then Abbadon would have to either choose at random a direction directly to us or for some reason or chase E&S significantly faster than they traveled.

So. Assuming all of that, we'd have another Entity flying around our dimensions. The only reason I can think of why it would chase E&S would be if you go with the "It set a trap for Eden" idea, so it'd try to take out Scion too, most likely. However, he's dead too, so the only thing left here are their shards. It could scoop those up, I guess.
Then it could do whatever, blow up everything to leave, leave without blowing things up, etc. Assuming that it also has magic now, that changes things... how? It would not be an entity that is an insignificant fraction of itself because it shed so many shards to the worlds below. It could do whatever it wanted, and basically everything we can do now, Entities can replicate anyway. So it gains a few more ways to do things it can already do.

Besides, Jewel seeds? The things that caused iirc, dimensional quakes with their power and threatened maybe a few dimensions? Entities can blow up a planet so hard, it explodes in every dimension!

So. TL;DR: There is no reason to believe Abbadon is even in the vicinity of our galaxy. If it did arrive it could do whatever and we could do jack shit, which would be stupid for a quest. Handing magic to the Entity would be like taking a carpenter with a completely stocked workshop filled with everything he needs and giving him an extra hammer.

The "*********" is almost certainly "radiation". The "dangerous spell" probably isn't Ragnarök considering we can't really play around with it and that it's entirely fire/radiation. I would guess it was Misteltein except that quote is from before we picked up Extinction Knight as our secondary template. So my guess is either Frost Beam since it's the absence of energy or one of the spells we haven't unlocked yet.
Dunno, I recall SW stating that shooting Ragnarök at an EB would result in something fun, and not something "fun", so I can see them meaning Ragnarök with it.
And sure we could play around with it.
-Find random uninhabited dimension
-Use cartridges and try it out
 
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I can't remember the third Entity ever even coming up in speculation except for one time I found with the search that was based on a scenario that SW rejected. So, why would we even suspect it? There's no reason to.

Abbadon went off in a 90° angle from Eden and Scion's path. And do you know when this was? When they were well outside of our galaxy. I kind of doubt the TSAB is intergalactic, especially with the way they can just spread out through dimensions instead of through space. So by your logic, after the collision, Abbadon would have to race to their destination, which would conveniently be a place that had beings using the same or similar method of generating personal power expressed as magic. Or this extra race would have been there once and left behind enough magitech for the Entity to figure out mana production. And then Abbadon would have to either choose at random a direction directly to us or for some reason or chase E&S significantly faster than they traveled.

So. Assuming all of that, we'd have another Entity flying around our dimensions. The only reason I can think of why it would chase E&S would be if you go with the "It set a trap for Eden" idea, so it'd try to take out Scion too, most likely. However, he's dead too, so the only thing left here are their shards. It could scoop those up, I guess.
Then it could do whatever, blow up everything to leave, leave without blowing things up, etc. Assuming that it also has magic now, that changes things... how? It would not be an entity that is an insignificant fraction of itself because it shed so many shards to the worlds below. It could do whatever it wanted, and basically everything we can do now, Entities can replicate anyway. So it gains a few more ways to do things it can already do.

Besides, Jewel seeds? The things that caused iirc, dimensional quakes with their power and threatened maybe a few dimensions? Entities can blow up a planet so hard, it explodes in every dimension!

So. TL;DR: There is no reason to believe Abbadon is even in the vicinity of our galaxy. If it did arrive it could do whatever and we could do jack shit, which would be stupid for a quest. Handing magic to the Entity would be like taking a carpenter with a completely stocked workshop filled with everything he needs and giving him an extra hammer.

It came up just a few pages ago for some reason. I personally don't think that we'll have to deal with it at all, but it seemed like it was just assumed that we wouldn't with rather high confidence. While my quickly made up scenario is indeed unlikely, I was just pointing out how assuming things wasn't a good idea because one can never be so certain of what the QM has in mind for the future.

As for the Jewel Seed thing - Yeah, Entities can do that. And that's without Magic, which has basically been a hell of a force multiplier, which I take to say it could make an Entity go from blowing up mere planets, to solar systems.

But I did forget that defeating the Endbringers was the ultimate goal of this thing. Which makes for a much simpler campaign.

I would say that your idea of TSAB not being intergalactic seems rather strange though. Intergalactic travel would be very simple for a government with teleportation, and would be one of the main reasons to even come up with the tech in the first place. Not to mention that it would be far easier than inter-dimensional travel, and would thus be far more likely to be discovered and utilized first. - Case in point, we humans, in real life, already have teleportation although it is only on a VERY small scale, as we can't currently keep atomic and sub-atomic particles in their current configuration when we teleport them. But the point is, we can teleport things, and will have that figured out far sooner than we will have inter-dimensional travel handled.

Then there's tactics to consider. You'd make sure you had a foothold in your own dimension before breaching into others. Just from a simple territory and defense standpoint. NOT being intergalactic makes absolutely no sense for TSAB just on basic principles. The planetary equivalent would be having a state in every country, before having a country of your own. it leaves you ridiculously isolated should your method of travel be interrupted/blocked/etc making you far too vulnerable to fight any kind of war.

Again, unless the QM says otherwise, anything is possible. While I won't assume things are going to happen (that way lies paranoia) I won't completely block out the possibility until given a good reason from an actual authority on the subject, not just random people crying "Impossible!" In this case, the authority is the QM. Again, I don't think this particular event is a thing, (I didn't even when I posted it) it was merely an example of possibilities and the dangers of assuming.

TL;DR - The point was made as more of a thought experiment / what if scenario than a prediction. But TSAB not being inter-galactic is, to use your own terms - silly. They have a LOT of worlds that they oversee. These worlds are going to be habitable, or else the only things there would be mines for gathering resources. Those worlds likely wouldn't even be counted among the general "overseen" population if they're only glorified mining stations, or way stations between destinations. So, they'll doubtless be intergalactic. Habitable worlds are pretty rare.
 
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There got to be a ton of dimension where certain canon events from MGLN just didn't happen.
Also, just now saw this sentence and... I really, really don't think that's how it works. Like, at all. Because all those dimensions would then also imply so many more TSAB's floating around that travel to other dimensions and that's just kind of silly.
 
Also, just now saw this sentence and... I really, really don't think that's how it works. Like, at all. Because all those dimensions would then also imply so many more TSAB's floating around that travel to other dimensions and that's just kind of silly.
You missed the point entirely?

1. Not silly though. - Infinite potential universes means that there could easily be multiple TSABs that never meet. Infinity is a rather big number. People can't even fully grasp how big 1 billion is, or how big space is, let alone an entire Dimensional Sea. We know WORM is using parallel realities and not merely alternate realities (subtle difference) due to point 2.

2. Furthermore, we already know from canon that alt realities where specific changes exist are a thing. Earth Aleph and Bet were identical until 9/11. Those born before the Endbringers exist in both worlds. The worlds being so different NOW is due to the domino effect. Thus, there is precedence. Personal incredulity about it doesn't make it not canon. - Suddenly I want to see a world where Belka won, and another where Al-Hazard never fell. However, that doesn't mean that MGLN uses parallel realities. Rather I think they merely use alt universes. Again subtle differences, but with the wild overuse of dimension and universe as the same word... Linguistic problems cause worse confusion on the issue.

3. The whole thing was more an exercise of mental possibilities to say "unless the QM says otherwise, while it may be unlikely, it isn't impossible" so it doesn't truly matter anyway other than as a point against assuming.
 
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On the topic of hidden spells:
What I expect is causing all the furor is the support class. To give you some behind-the-scenes background, support has always been excessively bloated. It started off with 18 skills. For comparison, the other GB classes had 4–5; Witch and Knight have 30 and 28, respectively. I cut the GB list to 12 and used the original list as the core for the human support class. Even then, 12 abilities compared to 4 or 5? I was essentially punishing you for choosing anything else. Paring it down further to a more modest 7 reduces that bias, especially since 2 of the Enchant abilities are upgrades to other skills.
So Calamity Witch has 30 skills. If we look at her current skill tree:
Flare Spells (6)
Flare Shooter​
Homing
Bullet Burst​
Telekinesis
Solar Wrath​
Ragnarok​
Void Spells (9)
Aerial Combat​
Strong Shield
Shell Barrier​
Frost Beam​
Temporal Sludge
Unknown​
Recursion Field​
Spatial Translocation
Dimensional Transfer​
Entropy Spells (7)
Rust Shooter​
Homing Billet
Burst Wide​
Area Search​
Ring Bind​
Guardian Beast​
Divide Energy​
Miscellaneous Skills (6)
Barrier Jacket
Immunity to Telepathic Intrusion
Telepathic Communications
Dark and Edgy
Improved Physique
Synthetic Linker Core​

If we assume each Basic Spell has two Advanced Spells hidden underneath we get:
Flare Spells (9)
Void Spells (9)
Entropy Spells (9)
Miscellaneous Skills (6)​
For a total of 33 spells. However there is no spell hidden under Ragnarok and the Homing/Burst spells are counted twice so it's actually more like:
Flare Spells (8)
Void Spells (9)
Entropy Spells (7)
Miscellaneous Skills (6)​
which comes to 30.

So there are currently six hidden spells in our Calamity Witch template. They are locked behind Telekinesis, Frost Beam, Ring Bind, and Divide Energy. Going off Tim's character sheet it's reasonable, but not guaranteed, to assume that Ring Bind is hiding Bind Mine:
Strong Shield – Create a magic shield. Shield can resist three times as much damage as his Hazard Jacket.
  • Ring Bind – Conjure rings of magic that wrap around target's limbs to lock them in place. The binds last one hour unless broken or dismissed. Three targets can be affected at a time.
  • Bind Mine (4 points) – Lay two traps that, when disturbed, encases target in a magic block that prevents escape.
and Divide Energy is hiding AMF:
Aerial Combat – Ability to fly. He is fully maneuverable in the air but must slow down if he wishes to fight.
  • Guardian Beast – Uplift an animal's consciousness and give it combat and human forms. Like Mid-Childan Familiars, Guardian Beasts are totally loyal to their masters unless a truly unforgivable act is committed. Take note that though it will have its own Linker Core, it still fills it from yours.
  • Divide Energy – Transfer mana to target. Has a 50% efficiency.
  • Anti-Magilink Field (4 points) – Disrupt magic and magic-like effects in a one-block radius around him.

Also going by:
Telekinesis is the start of a branch. It's a weird branch, or more honestly, it contains a skill I couldn't find anywhere else to put.
I'm going to guess that Petty Cure is hidden under Telekinesis. So we're looking at something like:
SPELLS
Flare skill tree
  • Flare Shooter (2/2 Master) – Basic shooting spell. Genetically engineered flame Mana Conversion Affinity installed. Currently programmed to be non-lethal by default. Can be cast simultaneously with any other spell.
    • Homing Bullet – Upgrade for Flare Shooter and Rust Shooter. Bullets now self-correct their trajectories to chase targets.
    • Burst (1/1 Master) – Modification for Flare Shooter and Rust Shooter. Bullets can be set to explode upon contact or remotely. Can be cast simultaneously with any other non-Shooter spell. Can be used with Homing Bullet but not other Shooter variants.
  • Telekinesis (2/2 Master) – Move things with your mind. Affects any objects of up to twice the total mass of the caster, living or nonliving.
    • Petty Cure (0/? Novice) - Mild healing spell that can be applied to others as well as self. Restores minor injuries (cuts and bruises primarily). Major injuries are unaffected.
    • Unknown but is either unlocked by Telekinesis (and thus unlocks Petty Cure) or is unlocked by Petty Cure.
  • Solar Wrath (6/6 Master) – Powerful bombardment spell. Unleash a beam of fiery destruction that is capable of destroying several barriers or walls before being stopped. Currently programmed to be non-lethal by default. Can be cast simultaneously with any other spell.
    • Ragnarök – The ultimate Flare-affinity bombardment spell. This is a city-killer and has no setting lower than apocalyptic. Has specific conditions to use safely.
Void skill tree
  • Aerial Combat (6/6 Master) – Ability to fly. You are fully maneuverable in the air and can dogfight at full speed.
    • Strong Shield (4/4 Master) – Create a shield of magical energy. Shield can resist five times as much damage as your Barrier Jacket.
    • Shell Barrier (4/4 Master) – Create a translucent shield over yourself and those nearby in a circle with a 15 foot diameter. Shield can resist five times as much damage as your Barrier Jacket, but it is immobile once cast.
  • Frost Beam (2/2 Master) – Magical laser traps multiple opponents under a layer of ice that lasts for 3 minutes. Beware of friendly fire.
    • Temporal Sludge (4/4 Master) – Slow the flow of time within an circle of a 20 meter diameter to a third of its normal rate. Spell lasts 60 seconds per casting.
    • Cannot be learned until Frost Beam is known!
  • Recursion Field – Create a dimensional barrier around yourself and nearby mages. Not all parahumans are similarly affected. 4 mile radius.
    • Spatial Translocation (2/2 Master) – Teleport on same dimension to known coordinates. You can teleport yourself and anyone within 10 feet of you. Selectively excluding or including people is possible, but it takes additional time and concentration.
    • Dimensional Transfer (4/4 Master) – Teleport across dimensions. You can teleport yourself and anyone within 10 feet of you. Selectively excluding or including people is possible, but it takes additional time and concentration. Currently limited to alternate Earths; Aleph, Gimmel, etc.
Entropy skill tree
  • Rust Shooter (2/2 Master) – Shooting spell. Bullet melts through metal upon contact. Currently programmed not to destroy mechanical life-support systems. Can be cast simultaneously with any other spell.
    • Homing Bullet – Upgrade for Flare Shooter and Rust Shooter. Bullets now self-correct their trajectories to chase targets.
    • Burst (1/1 Master) – Modification for Flare Shooter and Rust Shooter. Bullets can be set to explode upon contact or remotely. Can be cast simultaneously with any other non-Shooter spell. Can be used with Homing Bullet but not other Shooter variants.
  • Wide Area Search (2/2 Master) – Send out non-damaging homing 'bullets' that map out the surroundings or search for a specified target. Can search within an 8 block radius in 20 seconds.
    • Ring Bind (2/2 Master) – Conjure rings of magic that wrap around target's limbs to lock them in place. The binds last one hour unless broken or dismissed. Up to 5 targets can be affected at a time.
    • Bind Mine (0/4 Novice) – Lay X traps that, when disturbed, encases target in a magic block that prevents escape.
  • Guardian Beast – Uplift an animal's consciousness and give it combat and human forms. Like Mid-Childan Familiars, Guardian Beasts are totally loyal to their masters unless a truly unforgivable act is committed. Take note that though it has its own Linker Core, it still fills it from yours.
    • Divide Energy (2/2 Master) – Transfer mana to target. Has a 75% conversion efficiency.
    • Anti-Magilink Field (0/4 Novice) – Disrupt magic and magic-like effects in a X radius around her.
Knight skill tree
  • Flare Blade (2/2 Master) – Create blade out of Flare mana for close-quarters combat. Currently programmed to be non-lethal by default, though it will still cut through anything but living flesh with terrifying ease. Can be wielded simultaneously with any other spell.
    • Blitz Action (2/2 Master) – Move at high speeds in a straight line. Can change direction three times in a row.
    • Misteltein (0/4 Novice) – Drop spikes that petrify any living thing they hit onto a target up to 30 feet away.
  • Charge Cartridge (3/3 Master) – Store mana in bullet casings for later use. Cartridges are fed into the Device from dimensional storage. The more powerful the spell, the more cartridges it consumes. 10 cartridges maximum can be created per day, and you are left greatly weakened until you get a full night's sleep. You will gain progressive mana poisoning the more cartridges you use at one time.
    • Knight Armor – Full-body forcefield that greatly reduces damage received. This will upgrade your Barrier Jacket and all spells associated with it.
    • Reforge Armor (0/4 Novice) – Meditate to repair damaged Barrier Jacket. This process takes up to 5 minutes to complete, depending on degree of damage.
Passive skills
  • Barrier Jacket – Full-body forcefield that greatly reduces incoming damage. Because of your Mana Conversion Affinity, you are immune to fire and radiation damage.
  • Immunity to Telepathic Intrusions – Master and certain Stranger effects cannot influence you. Even the Simurgh is stymied.
  • Telepathic Communications – The ability to project your thoughts to others. Limited to line of sight without the assistance of your Device. Your connections to Perfect Storm and Samantha are especially strong.
  • Dark and Edgy – Your Barrier Jacket doesn't inspire thoughts of action figures and kissing babies, and calling yourself Calamity Witch just compounds the problem. Might as well get used to the unfounded accusations of being a villain.
  • Improved Physique – They can't hit you if they're busy ogling you. Your body has been adjusted to be more attractive than you ever imagined it would be, and while you will never admit it to anyone, you really aren't that upset with your Device for 'adjusting your parameters' if it includes giving you a hand in this department. Though does the skirt really need to be this short?
  • Synthetic Linker Core – Your Linker Core was modified to be larger than normal and has now reached its full size. It is strong enough to support twin familiars or to accept the partial installation of a second template.
Looking at that I'm actually kinda amazed at how much Taylor still has to learn. Out of her 36 potential skills she has only learned 23, just 63.9%%. If you look at just the trainable skills rather then the misc then out of 30 she has learned 17 or just 56.7%. What's more we've still got another six spells to unlock with our second cross-train:
In quest mechanics news, I have worked out how the cross-training system will work. You will actually have TWO opportunities to do this, one in the not-too-terribly-distant future and the other I don't know when. The first time, you can pick another class and you will have access to six (6) of that template's spells that I think are a fair representation of what that class is capable of and give you more tactical options. The second time, you will have the choice of grabbing six spells from a third template or six more from the template you previously cross-trained in. There WILL be abilities in a template that you will never have access to unless you find another potential mage and have Perfect Storm install that template into them.

Oh, and if you feel like you really don't want to add more abilities at the time the import option is given to you (like, for instance, you still haven't progressed beyond the basics of your main class), you will have an option to postpone the training for another time. There will be no consequences for doing that beyond not having immediate access to those abilities.
which will be unlocked when we learn the two remaining Extinction Knight spells:
Here's how this is going to work. There are three other classes to choose from, and each offers 5 or 6 unique spells from their skill trees that I think really capture the flavor of that class. Once you learn all those spells, you can choose to cross-train a second time. Details about that are in the FAQ section.


Edit:
Just noticed that in the FAQ the second cross-training is limited to only three new spells:
Once all the spells available from that first cross-training are known (training and mastery are not required), the second cross-training opportunity becomes available. There are two ways this can be done. First, you can pick one of the two remaining classes and get 3 spells from that skill tree. A good choice if you're happy with your current build and just want a couple of spells for flavor. Second, you can choose to delve deeper into your secondary template and learn a set of three more spells that focus on one of that class's primary purposes.
I'm guessing the FAQ is more accurate and up to date then the quote form above.
 
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[X] Learn Ring Bind

KIND of an essential spell considering all the Busters and stronger beams take time to charge up.
Theres a reason Binds are essential to Nanohaverse combat strategy, past the minimum wattage, you need a bind that holds them for even 3 seconds to hit for effect
 
Ring Bind, very good for the long term, but I'm not seeing how it is going to help against clones in the sewers.
 
KIND of an essential spell considering all the Busters and stronger beams take time to charge up.
Theres a reason Binds are essential to Nanohaverse combat strategy, past the minimum wattage, you need a bind that holds them for even 3 seconds to hit for effect
The reason is that any mage that is throwing around Busters and the like also generally has flight and so can move fast. Calamity Witch can fly at supersonic speeds:
It is only now that you've dropped out of your maximum flight speed – and wince as the windows below you rattle with the aftereffects of your sonic boom
and is capable of dogfighting at those speeds:
Aerial Combat (6/6 Master) – Ability to fly. You are fully maneuverable in the air and can dogfight at full speed.

The speed of sound at seal level is 340.29m/s and since Calamity Witch is supersonic she must be going faster then that. If we say she can do 350m/s and that a Buster takes three seconds to charge then by the time one is finished she could be up to 1,050m (just over 1km) away.

For an athletic human something in the 7.8m/s range is a good speed. At those speeds three seconds only gets 23.5m away and that is if they instantly start running at maximum speed the second we start charging, highly unlikely. Given that Solar Wrath can obliterate mall sized areas 23.5m just isn't far enough.
 
And yet at the same time we have already repeatedly demonstrated that without binds, our Busters or even Shooters cannot get a clean shot, because you don't objectively need to move that much to render it very hard to target you
 
I would say that your idea of TSAB not being intergalactic seems rather strange though. Intergalactic travel would be very simple for a government with teleportation, and would be one of the main reasons to even come up with the tech in the first place. Not to mention that it would be far easier than inter-dimensional travel, and would thus be far more likely to be discovered and utilized first. - Case in point, we humans, in real life, already have teleportation although it is only on a VERY small scale, as we can't currently keep atomic and sub-atomic particles in their current configuration when we teleport them. But the point is, we can teleport things, and will have that figured out far sooner than we will have inter-dimensional travel handled.

Then there's tactics to consider. You'd make sure you had a foothold in your own dimension before breaching into others. Just from a simple territory and defense standpoint. NOT being intergalactic makes absolutely no sense for TSAB just on basic principles. The planetary equivalent would be having a state in every country, before having a country of your own. it leaves you ridiculously isolated should your method of travel be interrupted/blocked/etc making you far too vulnerable to fight any kind of war.
How you got the idea that teleportation = simple intergalactic travel I will never know. I can't of the top of my head find any sci-fi franchise where there was long range teleportation (teleporting outside the star system) with intergalactic travel by technological means. The only thing I can think is the interstellar teleportation platforms in the Dahak series by Dawid Weber that lead to the destruction of the human Empire by way of biological weapon. But there was no instant intergalactic travel there. As for the gigantic Ori stargate (and other intergalactic stargate connections) in the Stargate franchise that was using wormhole technology and nothing about teleportation. Except for the Destiny every intergalactic ship (I'm not counting Atlantis experimental drive) used hyperspace drive which put the ship into another dimension where the rules of physics were different enough that without proper shielding/armouring the ship would be destroyed. And Worm or Nanoha which are the settings used in this quest don't say one way or another how ftl works here.

That leads us to Nanoha and Worm. In Worm we have multiple instances of powers crossing dimensions (Doormaker, the connection to Earth Aleph) but the entities didn't give out space/ftl flight powers for travel inside the same dimension (can't remember if Legend's power being Eden's interstellat drive was canon or fanon but even there travel wasn't instantaneous). Also if I'm not wrong the reason why the Entities destroyed the planet wasn't out of spite or to "clean up" but to use the destruction to power themselves in travel to another location. Most theories (and "science" in sci-fi franchises) about FTL travel propose that it should be cheaper to get out of this dimension where the light speed limit is imposed and travel through another where either it's different or where the relative distances are lower than our own. In Nanoha that outside dimension is the Dimensional Sea. Most long range "teleportation" is about travelling through the Dimensional Sea with magic and not about deconstructing/reconstructing the mage after teleporting the pieces like in Star Trek. If we assume that TSAB is multidimensional and not just using the Dimensional Sea to travel between planets in the same dimension (since I can't remember seeing a map anywhere in the show) then they most likely have discovered a way to use the Dimensional Sea to travel to other dimensions before getting to other galaxies (if they even managed as one the TSAB is fairly young and two from the numbering of planets in the show the number of unadministered worlds shouldn't have left 3 digits. And that number is A LOT smaller than the proposed number of habitable planets in our galaxy. So there is no way TSAB is intergalactic anyway.

As for your tactics. Which is the wrong term here as tactics are used when the battle is started. The correct term for planning your expansion and long term defence is strategy. You are first thinking in terms of 3 dimensional travel when we have a lot more dimensions here. And your analogy of a state in every country is also wrong. If in terms of ship travel time and energy spent it is cheaper/"closer" to acquire a planet in a different dimension then you acquire that planet and don't spend extra time/energy/money to search for planets in your own dimension that are "closer" but cost more energy to get to. If it's cheaper to travel to the same physical spot in another dimension then you most likely have a habitable planet right where you exit unless there are a lot of differences between dimensions. If it takes an hour to get to the "nearest" planet in another dimension but a day to the nearest habitable planet in the same dimension no planner would chose planet in the same dimension to expand to. And your argument about interrupting or blocking a travel method counts for a lot of in dimension FTL travel types. Interdictors from Star Wars as one example. So it's not only about travel between dimensions. In Nanoha the planet Belka is lost not because it blew up (probably as it's fate is unknown) but because of a dimensional dislocation and no one can find it now. And as the only FTL travel method is the Dimensional Sea in Nanoha that I know of then blocking access through it will block the relief forces no matter if the planets are in the same dimension or different ones.

Also in terms of safety interdimensional > intergalactic as in worst case scenario there could be an event that destroys the galaxy/multiple nearby galaxies/entire dimension that won't happen in other dimensions unless it can propagate by a constantly open interdimensional connection.
Adhoc vote count started by Hawkmoon on Aug 5, 2017 at 3:33 PM, finished with 109 posts and 41 votes.
 
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And yet at the same time we have already repeatedly demonstrated that without binds, our Busters or even Shooters cannot get a clean shot, because you don't objectively need to move that much to render it very hard to target you
You're talking precision targetting, removing a single person from the fight. He's talking widespread destruction, levelling the entire playingfield with thaumic artillery. The difference is, your ideas are more useful in the kind of fights we get into, whereas his ideas are more useful if we ever get into another Endbringer fight or have to deal with a group similar to the S9. It's a friendly fire thing, where fire can, in fact, be taken literally.
 
Honestly, considering our job as a superhero, the fact that we still don't have Ring Bind is a fucking travesty. It's no fucking wonder we can never catch anyone without setting EVERYTHING on fire first with the shit bindings we do have.
 
if they even managed as one the TSAB is fairly young and two from the numbering of planets in the show the number of unadministered worlds shouldn't have left 3 digits. And that number is A LOT smaller than the proposed number of habitable planets in our galaxy. So there is no way TSAB is intergalactic anyway.
While I generally agree with you post I feel the need to point out the flaw in your logic here. The TSAB have three separate planetary numbering systems; Administrated Worlds for inhabited planets who are members of the TSAB, Unadminstrated Worlds for inhabited planets who are not members of the TSAB, and Uninhabited Worlds which are (obviously) uninhabited planets.

So even if there might only be a minimum of 61 Administrated Planets and 97 Unadministrated Planets there isn't anything saying they are all within the Milky Way. For all we know there might be minimum travel distances in the Dimensional Sea that mean those 158 planets are spread out across a dozen different galaxies.
 
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