It's hard to describe your homeworld. "Earth," "The Blue Planet," and "That World With All The Uppity Monkeys" are all descriptions shared by worlds in dimensions close to your own. It doesn't help that your mother wasn't exactly a huge fan of covering history, nor was your father. For some reason, Dad frequently claimed it made him hungry. Neither you nor Celes is quite sure how that's supposed to make any sense.

Civilization itself tried to start up several times, encountering hiccups each time. Which is to say, either natural disasters or exceptionally destructive Capes. Historians frequently argue about which it is, an issue not helped that the most powerful known postcog only being able to look back five centuries. At any rate, the scorched and crumbling ruins of several attempted settlements, chronologically located between 5,000 BC and 3,000 BC, have been discovered to the east of the Mediterranean Sea. You think the first was supposed to have been destroyed by fire, the second by lightning, the third by fire, the fourth and fifth by water and winds, the sixth by fire, and the seventh by an earthquake.

At around 2,950 BC, a Cape-led theocracy finally managed to properly form along the banks of the Nile River. The ruler of this civilization called himself "Pharaoh" and is believed to have leeched the powers of other capes. This state of affairs persisted until 2,563 BC, when he made the mistake of having ambitious twin children who acquired his powers after finding snakes in their beds. The brother and sister ultimately assassinated their father, split the kingdom into Northern Egypt and Southern Egypt, and proceeded to repeat the mistakes of their father.

Meanwhile, over in South America, a Builder-led civilization made it all the way to gunpowder before infighting destroyed most of their works and left much of the area barren. Tourist guides often omit that part, you notice; what's the point in having been the most advanced civilization if they fell?

Anyway, the two Egyptian Pharaohs got along with one another just fine and were often referred to as one entity, but the two-dozen children they had between their ascension and 2,260 BC got just a little tired of being overshadowed. It doesn't really help that might making right was rather codified in their religion, and they were really quite sick of being wrong. Unfortunately for them, three of Pharaoh's children decided to tattle on their siblings, leading to the banishment of most of the conspirators. Some people like to point at this as an excellent example of procrastination — if the Pharaohs had just killed them all, it would've saved quite a bit of trouble down the line.

Fast-forward to 2,130 BC and Egypt was constantly embroiled in a series of wars, courtesy of their banished children and grandchildren. Back in those days, information-gathering powers didn't seem to be nearly as common, making it difficult for Pharaoh to properly locate their enemies. This culminated in the female half of the pair being outright struck by lightning. To this day, nobody is quite sure if her sibling was responsible, if it was simply an unfortunate coincidence — she had been standing atop a pyramid in a rainstorm — or if another Cape had decided they didn't want to be ritually sacrificed. At any rate, the fall from said pyramid finished her and her sibling went just a teensie bit berserk. The glass lakes of Egypt remain to this day, including the pool where Pharaoh ultimately suffocated. Turns out that immunity to heat and significant resistance to damage doesn't do anything for an inability to breathe. You're still horrified that said glass pool is the most popular tourist attraction in the entire area. It contains the body of a dead person.



You're a bit fluffy on much of the history between the fall of Rome and the medieval-ish era, but you do know an acceptable amount about the Wars of Succession. Enough to not get teased mercilessly by random strangers, anyway. Back in the nineteenth century, one of the monarchs of the British Empire — you think it was one of the King Georges or something? — went and got himself killed in what was allegedly a riding accident. Since both his heirs were present and implicated in what was possibly an assassination, the nobility decided to kick up a bit of a fuss and refused to follow "Kinslayers." Canada took the opportunity to follow the example of the United States the century prior and revolved, coordinating with Australia to encourage it to do the same. Britain, fearing that the United States would simply help Canada, decided to focus their attention on the latter and all-but ignore Canada.

This would prove to be just a bit of a mistake. Canada managed to strike at England while its fleets were elsewhere, burned much of London to the ground, and crowned their own Queen Alise (or Alice, you can't remember if that was an ingrained spelling mistake or an urban myth) ruler of what would become the Canadian Empire. Spain and France promptly said, approximately, "bugger all that for a lark" and tried to oust Canada from Europe. Canada, possibly deciding things had gotten a bit out of hand, offered significant parts of its western border to the United States in exchange for military aid.

To cut a textbook-long story short, Canada was ultimately victorious and managed to establish control over much of the globe, a state of affairs that would last until the first World War. France, Spain, and England would cease to exist as independent nations until that faithful day. Although Canada is less of an empire in the modern era and more of a single nation with a bunch of tropical assets, it still remains a significant world superpower to this day, along with China, Russia, Australia, and the United States. Arguments over which is the most powerful are a frequent topic of flame wars on the Internet.



Voting is still ongoing; no concrete plan has formed beyond "Blur for school identities, human for heroic ones." If one isn't made, I'll default to brainstorming at Celes and letting her pick. And, uh, I'd intended for this interlude to be significantly longer, but it turns out summarizing an entire alternate world of history would be a longer process than I'm willing to do at one time. :o

Feel free to ask questions about specific points in history anyway. Smaller bites are easier.

I think I saw this EUIV play through
 
Okay so

Since voting is still on:

Do we have any kind of plan for how we're doing the artifact thing? Most I've seen is a couple people voting for Vebyast. What should we do here?
 
I know, I know. This week has not been nice to my schedule. :/

[x] Use the identities that you'll be taking to DIS-13.
-[x] Dress magical-girlishly so you can bluff your way past anyone that runs into you. This will come in especially handy on the way out.
[x] Get near Prism and call up Asterisks. Tell it that you're thinking of becoming magical girls and ask for advice/help on getting into Prism undetected and unbothered.

The school administration knows that we, in our real identities, met with Julia and Ayna, so if we name them publicly it'll probably give away our secret identity to Prism's administration. This is not ideal; in particular, it means we'll have to be more clever about calling them out.

[x] Arrive late a night, but not "past bedtime".
[x] Rename every familiar you come across, taking inspiration from the thread. Don't name Julia and Ayna, but do draw a few of the better quotes from the conversations they had near you so they'll know it was you.

The changing names of familiars will be noticed; magical girls are too genre-savvy to miss that it must be the work of a villain and that they someone should probably see if they can do something about it. This will cause an uproar, probably within ten or fifteen minutes, which we can exploit (Bavarian Fire Drill and similar tactics) to get past anyone that tries to ask us questions.

This is also how we get into a fight with Julia and Ayna and set them up as our rivals. They will immediately realize what's going on when they hear the first name that refers to their conversations and go straight for the Artifact to deal with us. This commits them to being our rivals: They can't ask for help without revealing that they know to go after us, and they can't reveal that without disclosing our non-cape identities. Their only choice is to oppose us directly.

So now we're in a race. We need to get to the artifact and get set up before they get to us. Ideally they react us right as we're finishing up; Eve's combat pool unlocks, Skye and Celes hold them off for the thirty seconds it takes Eve to dump her entire combat pool, and then we become magical girls in front of Julia and Ayna's eyes, disappear or pocket the artifact, and leverage the powerups we gained by becoming magical girls to break contact and GTFO. Bonus points if we can hand Julia and Ayna a defeat before leaving.

[x] Head for the Artifact. You need to get there ahead of Julia and Ayna so you can use your combat pool on it and then gain your powers in front of their eyes while they're helpless to stop you.

[x] Defeat or break contact with J+A. Transform into magical girls and use the chaos ensuing from your fight and people hunting for the villains that're renaming familiars to GTFO.
 
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I'm not sure whether we want to actually get into a fight with J+A. It might be higher-value for them to arrive just in time to be too late to catch us.
 
I'm not sure whether we want to actually get into a fight with J+A. It might be higher-value for them to arrive just in time to be too late to catch us.
Well if you plan for them to upgrade the artifact and go magical girl immediately upon sneaking in rather than just stealing it, that'll require some pretty precise timing that I'm not sure they could actually pull off. Maybe not bother with the MG transformation, and just upgrade the artifact into portability so the gang could upgrade it further at their leisure for a while before they have to go into that tech gauntlet? We don't really need to cause chaos, just alert Julia and Anya to the perpetrators by renaming asterisk to something like 'I Used To Be Asterisk' or something like that. Something that'll be noticed a bit after the gang has left.

Hm, shame the place is warded against teleportation. Or is that just for incoming teleports? If the gang could teleport out then it'd be a lot easier to let J&A arrive a little too late. Let them see, gloat a bit, and then vanish.
 
The fact that certain names and trends pop up despite significant historical differences is why certain cross-dimensional historians tend to have minor existential crises on a regular basis. Also, Capes really do gum things up when you start using them for more than just simple brute-force battlefield warfare. It wasn't uncommon to use stronger ones not in combat, but simply to help logistical problems along or introduce new ones — lending beneficial winds to sails, casually waltzing into a storehouse full of weaponry and setting it alight, introducing blight into food supplies, healing wounded soldiers en masse, that sort of thing. As far as you know, Australia is actually quite fertile and has been since a few decades after it was first used as a penal colony "settled," courtesy of the combined efforts of Australia's early Cape-settlers and some of the natives.
Wait...Australia isn't chock full of deadly animals in this universe? We really are in a bizarre variation on our world.
Powers granted are believed by some to be — at least, before Progenitor intervened and tossed the board — based off the environment in which they are acquired. So Europeans, AKA individuals with a long history of agriculture and land reclamation, might be able to use their abilities to enhance that in various ways, but they wouldn't be so well suited to fighting off the wildlife of Australia. Similarly, the natives didn't exactly have anything to help them with agriculture, but they did have plenty of powers to help guard them and their new friends from the local wildlife.
So, basically, the powers don't end up where they're actually needed, in some cases. Under this system, Capes from deserts are unlikely to have the power to produce rain or grow crops, but rather, are more likely to be summoning khamsins and speeding desertification. Capes from already technological civilizations are more likely to get Builder Powers, and thus their tech advantage becomes greater as time goes on, and then they can go conquer the surrounding, less advanced civilizations. Capes in cold countries aren't likely to be making fires, but rather, making things colder.

...Yeah, I think it's official: Progentior's predecessor was a f*cking d*ck.

Edit: And then there's the likelyhood of earthquake and volcano creating powers in seismologically active areas...I'm surprised we haven't had a super-volcano erupt and wipe out humanity, honestly.
 
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Eve's combat pool unlocks, Skye and Celes hold them off for the thirty seconds it takes Eve to dump her entire combat pool,


Question: Do we want to actively involve Skye, or do we take her along under upgraded concealment (respectively leave her at home if we steal the artifact)? Given that she explicitly asked to be excluded from anything villaneous.
Second question: Could Celes subdue the duo with Command?
 
So, basically, the powers don't end up where they're actually needed, in some cases. Under this system, Capes from deserts are unlikely to have the power to produce rain or grow crops, but rather, are more likely to be summoning khamsins and speeding desertification. Capes from already technological civilizations are more likely to get Builder Powers, and thus their tech advantage becomes greater as time goes on, and then they can go conquer the surrounding, less advanced civilizations. Capes in cold countries aren't likely to be making fires, but rather, making things colder.

...Yeah, I think it's official: Progentior's predecessor was a f*cking d*ck.

About halfway correct there. Someone from a desert would neither be able to grow crops nor produce rain, but they might be able to point to the closest oasis. The old system essentially allowed individuals to solve problems posed to them prior to the horrible incident which let them acquire powers, or possibly by the incident itself. This is believed to have led to a significant increase in the average power of Capes over time as permanent technologies replaced old challenges with newer, different issues.


Second question: Could Celes subdue the duo with Command?

Celes does not have outright mind control; her Request can be compared to a weaker Suggestion, or the ability to make her requests sound much more reasonable than they actually are. Going beyond that would involve outright combat, but knowing your sister, she could probably at least delay long enough for you to do Overdrive-Upgrading stuff.

EDIT: Celes could probably get them to stand idly by while you did the upgrading stuff, but you suspect they might take exception to that later. Noticeable control is just rude compared to attempted assault.
 
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About halfway correct there. Someone from a desert would neither be able to grow crops nor produce rain, but they might be able to point to the closest oasis. The old system essentially allowed individuals to solve problems posed to them prior to the horrible incident which let them acquire powers, or possibly by the incident itself. This is believed to have led to a significant increase in the average power of Capes over time as permanent technologies replaced old challenges with newer, different issues.
Slightly better, but still likely to focus the powers of any given area on useful, but not revolutionary, things. Culturally, it's also likely to enhance existing traits to extremes, which is a mixed-bag. Warrior cultures would probably have produced a lot of tough Capes, but that isn't a good thing in the case of marauders and raiders. Those tend to kill trade-routes, historically, and often fell civilizations because of it.
 
@Alivaril is Upgrade capable of giving out only-technically-upgrades? I'm thinking in terms of stuff like Limit in Exalted: upgrading resistance to mind-control by storing up the mental stress of it until a psychotic break occurs. Or "this key's ability to open locks would be upgraded by exploding the lock open"
 
@Alivaril is Upgrade capable of giving out only-technically-upgrades? I'm thinking in terms of stuff like Limit in Exalted: upgrading resistance to mind-control by storing up the mental stress of it until a psychotic break occurs. Or "this key's ability to open locks would be upgraded by exploding the lock open"

The answer to most of that question is a mixture between "Alivaril confused" and "possibly"...

Or "this key's ability to open locks would be upgraded by exploding the lock open"

...But this sounds right up Upgrade's alley*, even if she might have to bend the rules for it. Provided, that might result in one-use keys, but that's what Reverse is for!

*Possibly excessively so, given what you now know about superpowers and collateral damage.
 
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Provided, that might result in one-use keys,
Yeah that was kind of my point/question: changes that are technically upgrades but realistically detriments.

Like "improving" an enemy's keys to blow up their doorknobs. Or "upgrading" their weapons to be so powerful they drain the power supply instantly. Or "upgrading" a sheath's ability to contain a sword such that the sword cannot be removed from the sheath. Or "upgrading" someone's metabolism to the point they starve to death.

Or to follow along the Exalted example I mentioned before, screwing with the Magical Girl artifact in a way that "turn it off and on again" won't fix because "upgraded" is not "broken"
 
Like "improving" an enemy's keys to blow up their doorknobs. Or "upgrading" their weapons to be so powerful they drain the power supply instantly. Or "upgrading" a sheath's ability to contain a sword such that the sword cannot be removed from the sheath.

Yes, you're pretty sure you could use Upgrade for such detrimental effects, provided she understands you don't actually believe that. You think she might end up believing some really weird things if you aren't careful about that - or, almost as bad, think you're slightly crazy.
 
Vebyast creates awesome plans, as usual. Just got two points to address before I add my vote to the pile:
Get near Prism and call up Asterisks.
Isn't Asterisks sleeping in the basement? Do you mean Stop, the familiar we met when we came?
So now we're in a race. We need to get to the artifact and get set up before they get to us. Ideally they react us right as we're finishing up; Eve's combat pool unlocks, Skye and Celes hold them off for the thirty seconds it takes Eve to dump her entire combat pool
I believe the plan was to have Celes and Eve work together to upgrade the artifact, so you might need to revise this part. Here's the quote for reference:

Upgrade the artifact or its copy as much as possible before using it?

(^_^)
We were already planning to, preferably in a way that lets us get rid of the downsides.

:3

Д☆ - (>^0^)> ♪♪♪Д - Д☆☆ - (>^_^)>Д☆☆☆ - Д☆ - (^.^)/~☆☆☆ - (^.^)/~☆☆☆☆ - (^.^)/~☆☆☆☆☆ - (^.^)/~☆☆☆☆☆☆||
Upgrade the original in a way that lets us upgrade our powers further?

(^.^); ... Д☆ - (/◠0◠)/ ♪♪♪ Д
You sigh and try to figure out what singing has to do with anything. After several seconds of confusion, you wonder how to communicate Upgrade's impressions to Celes. It seems like the sort of thing she'd be better at.

!!!!!
...Celes?

(/◠0◠)/ ♪♪♪ Д
Oh. Have her somehow order the artifact to cooperate or something?

(/◕ヮ◕)/
How do you even know that would work in the first place? I've never even seen the MG artifact before, let alone while bonded to you.

¯\_(ツ)_/¯
That just raises further later. Are you sure that's even cost-effective? There are three of us to upgrade and one artifact. Changing the basis of a superpower so that it even can be upgraded seems like it'd be a pretty big change all on its own.

(/◠0◠)/ ♪♪♪ Д
Seriously? Celes ordering it around makes that big a difference?

(/◠0◠)/ ♪♪♪ Д☆ - Д++ - Д☆☆☆
Combination of upgrading and orders?

! (≧∇≦)/
A smile tugs at your lips from Upgrade's contagious enthusiasm. For a being which may very well be older than you are, it can be remarkably childlike sometimes. In the best possible interpretation of the term, of course.

I take it you think we should become your version of magical girls, then.
 
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I believe the plan was to have Celes and Eve work together to upgrade the artifact, so you might need to revise this part. Here's the quote for reference:
Oops, sorry, forgot to express that part.

The idea here is for Eve and Celes to work on the artifacts while J+A are still on their way, expending as much of their resources as they feel is appropriate, then hold and wait for Eve's "combat pool" to come online, at which point Celes turns around and starts playing keep-away while Eve dumps her combat pool into the artifacts.

I'll note that, based on the "Call them once you're in to ensure you have access to the combat pool", it's possible that we'll get the combat pool open as soon as J+A learn we're in the area and start after us. Usefully, the time it'd take J+A to reach us would probably correspond pretty well to the time it'd take Eve to dump her combat pool and then us to use the artifacts, which'd work perfectly for letting J+A be just too late to catch us as we run away laughing.
Isn't Asterisks sleeping in the basement? Do you mean Stop, the familiar we met when we came?
Ah, now that you mention it, Stop would probably be better.

Really it doesn't matter which one we call - the important part is that I bet the Familiars range far enough from the artifact, or can be called from far enough away, that they can get us in relatively easily.
 
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Is it possible to go in, change familiar names and mess with the artifact, and be long gone before any magical girls catch on? Fun as a last minute daring escape would be, I'd rather not plan for it.
 
Is it possible to go in, change familiar names and mess with the artifact, and be long gone before any magical girls catch on? Fun as a last minute daring escape would be, I'd rather not plan for it.
Running away cackling is part of the plan to create maximum rivalry with our new friends. It's not enough for them to be after us, we need them to be fully committed to it.

Besides, we hilariously overpower most people. If we aren't going for extra credit then we're kind of wasting our time, aren't we?
 
[X] Revised Plan Vebyast
[x] Use the identities that you'll be taking to DIS-13.
-[x] Dress magical-girlishly so you can bluff your way past anyone that runs into you. This will come in especially handy on the way out.
[x] Get near Prism and call up Stop (or any familiar). Tell it that you're thinking of becoming magical girls and ask for advice/help on getting into Prism undetected and unbothered.
[x] Arrive late a night, but not "past bedtime".
[x] Rename every familiar you come across, taking inspiration from the thread. Don't name Julia and Ayna, but do draw a few of the better quotes from the conversations they had near you so they'll know it was you.
[x] Head for the Artifact. You need to get there ahead of Julia and Ayna so you can use your combat pool on it in conjunction with Celes' Authority and then gain your powers in front of their eyes while they're helpless to stop you. Use your Upgrade pool, Overdive, and other resources as needed on the Artifact.
[x] Defeat or break contact with J+A. Transform into magical girls and use the chaos ensuing from your fight and people hunting for the villains that're renaming familiars to GTFO.


Basically Vebyast's plan with a few minor additions to match our previous intent (as discussed above).
 
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Running away cackling is part of the plan to create maximum rivalry with our new friends. It's not enough for them to be after us, we need them to be fully committed to it.

Besides, we hilariously overpower most people. If we aren't going for extra credit then we're kind of wasting our time, aren't we?

What's the point of extra credit? I thought we're gaining rivals so we can have heroes vouching for us in case other heroes think we're extreme evil. I just don't see the point of getting into a fight with magical girls literally in the magical school academy where they can easily call for backup once they see villains stealing their artifact.
 
powers to help guard them from the local wildlife
On the topic of dangerous wildlife, are the various monsters and supernatural creatures that show up in a lot of comic book settings around? Be it naturally, because Progenitor thought it'd be funny, or builders accidentally pulling a Jurassic Park and introducing new species?
 
On the topic of dangerous wildlife, are the various monsters and supernatural creatures that show up in a lot of comic book settings around? Be it naturally, because Progenitor thought it'd be funny, or builders accidentally pulling a Jurassic Park and introducing new species?

For the most part, no. There are a handful of vampires, werewolves, elves, and a couple intelligent other species, as well as a handful of the non-native/invasive critters they brought with them, but those are all believed to be immigrants from nearby dimensions. You don't think there are even a hundred of each on the entire planet.
 
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For the most part, no. There are a handful of vampires, werewolves, elves, and a couple intelligent other species, as well as a handful of the non-native/invasive critters they brought with them, but those are all believed to be immigrants from nearby dimensions. You don't think there are even a hundred of each on the entire planet.
Which implies there are dimensions with more vampires and werewolves. I kinda figured there were elves in some other dimension, I think it's been brought up before. Didn't think that vampires and werewolves and the like would get the same treatment, though. I wonder what their dimension(s) are like...
 
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