Headway/Nexus Quest 3 (Worm/The Gamer-lite/Multicross/Dimensional Travel)

[X] Remain on the Merry full time. Taylor will work with the Straw Hats until she feels they're ready to manage whatever the Grand Line throws at them without her.
 
[X] Remain on the Merry full time. Taylor will work with the Straw Hats until she feels they're ready to manage whatever the Grand Line throws at them without her.
 
I'm going to have to reread this while waiting for a update.

If you really want to make the straw hats rely less on luck, concentrating on teaching sounds like the way to go.
 
[X] Remain on the Merry full time. Taylor will work with the Straw Hats until she feels they're ready to manage whatever the Grand Line throws at them without her.
 
[X] Remain on the Merry full time. Taylor will work with the Straw Hats until she feels they're ready to manage whatever the Grand Line throws at them without her.
 
Too late to vote, and I was going to join the bandwagon anyway, so no problem.

For those who are trying to remember the story and can't afford (timewise) to read the previous 2 threads, you can try what I did.

I reread the previous thread starting from @SynchronizedWritersBlock's Off Haitus Recap and then the following 7 updates.

Also, thank you very much for continuing this quest, I love the Headway system and wish there were more stories or quests using it.
 
I'm delighted to see this back, though I only found out about it by chance - since you're not the OP of the previous thread, it didn't alert me.
Quest Rules

Omakes Rewards:

Okay, we all love omakes. They're a sign the players enjoying the universe and ideas enough to write stuff. They're awesome. Here is how I'll reward omakes:

Omakes 750 words or longer may be rewarded at the GM's discretion. The typical reward is your choice of +30 points to training rolls or +10 points to a power acquisition roll. Longer omake will add around +10 to training or +3 to power acquisition for every 750 words.

Here is how you can spend your omake points. Pick ONE:
1. At any time divide all your points between any number of skills, which will be spent on the declared skills if and only if they cause a failure to become a success. The entire declared amount is spent at once.
2. Declare all your points for the next failed power acquisition roll. Note that you will not know what the power will be ahead of time.


You are of course, welcome to post omakes even if they don't meet the criteria for explicit rewards.

Headway/Nexus Information:
1. You cannot take more than two of the same option in a single day unless explicitly stated that you may. Headway does not allow training twice in a day.
2. "Powers" are supernatural abilities that can only be learned by you.
3. "Magic" is a catch-all term for supernatural abilities that can be taught to others. They are not necessarily actual magic.
4. Questions about Headway/Nexus to the questions doc, please.

Voting Rules:
1. Please vote in Plan form. Name your plan like [X] Plan Name-goes-here, then list all the actions. This helps with the vote count.
2. The vote is automatically closed at a set time. Any votes after that time will not be counted, even if I haven't officially posted a vote closed message.
3. There is never a timeframe for how long the update takes to write. It will be done when it's done.

Name: Taylor Anne Hebert.
Birthday: June 19
Age: 15
Worlds:
Earth-Bet (Worm).
Earth-Bet was the starting world of Taylor Hebert. Outside of minute differences, Bet was an ordinary contemporary 20th century Earth that saw an extradimensional entity named Scion visit in the 1980s. From there, Scion began giving out powers to those who suffered traumatic events in their life, and as such, the world has gone downhill from there. Abominations from and beyond Earth roam Bet, and at present, are among the strongest foes Taylor has to defeat one day.
Earth-Mayim (One Piece). Earth-Mayim is a shonen fantasy world, taking place on a waterworld several times the size of Earth. Twenty years ago, the pirate Gol D. Roger died, and inspired pirates everywhere to go out in search of his treasure. Now, the corrupt and decadent World Government and anarchic forces, good or bad, face off around the entire world, with the Straw Hat Pirates and other adventurers caught in between.
Earth-Mahon (X-Men Evolution). Earth-Mahon is a superpowers comic book world, taking place on Earth in an alternate 2000s. Mutants with superpowers are appearing from the human population, threatening to overturn the status quo forever. For now, their existence remains secret, but that will not last forever. Charles Xavier leads a team of mutants called the X-Men as they struggle with integrating their powers into society and into their lives, and with those who would choose a different path.
Mission Goal: Taylor's first present and eternal goal is the acquisition of power: personal and otherwise. At the moment, her goal is achieved through training, adventures on Earth-Mayim, and more training. However, her second present and eternal goal is the protection of people around the multiverse, in all of the worlds she protects.




Mastery Skills are skills whose primary purpose is to make other skills easier to learn. They may have other effects, but skills like Martial Arts Mastery and Fitness mostly improve the roll requirements for other skills.

Category Skills are a way to increase multiple related skills at once. Increasing a category skill will increase ALL skills under it to the same level. However, you can only train a category skill if all the subskills are the same level as it or higher. Very seldom a category skill might have special abilities, which represents what you get for mastery of an entire discipline. Category skills will be significantly more difficult to raise than the skills under them, depending on number of subskills and level. They may even require multiple successes to raise.

Catch-Up Skills are subskills that for whatever reason, start below their parent category skill. Catch-up skills are significantly easier to train and may even be merged into a broader skill once you reach their level. The most common reason you'll have a catch-up skill is because you just entered a new world and are still figuring out how that world works.

A very general idea of how the ranking system works, mostly based around physical general skills, but you should be able to guess how they relate for most things. 0 is nonexistent skill, 1 below average, 2 is average, 3 is above average, 4 is professional level, 5 is low level Olympian, 6 is peak human, 7 is Batman level superhuman, 8 is Captain America level superhuman, 9 is demigod level, and 10 is god level. It probably won't go above that except in special cases. Keep in mind that that isn't always the case, and those scales usually only work for general skills. Generally, 1-6 is fairly easy, but it gets much more difficult after that.

Taylor has noted that this scale applies best to Earth-Bet. On other worlds, what exactly is "average" is different.

Powers:
Superhuman abilities that cannot be taught to other people. Separated into categories to cut back on bloat. Categories will be expanded. Please ignore the numbers in invisitext and don't make them a discussion point, they're for my use only.

Powers: Devil Fruits
Devil Fruit: Paramecia: Kachi Kachi no Mi 2:
The ability to give your body properties of rock. It's weak right now, and takes a long concentration. Also known as the "Rock Hard Fruit". 40 2x +10
Devil Fruit: Paramecia: Sube Sube no Mi 8: The ability to have things slide off your skin. You can turn it on and off with a bit more than a second's concentration, hold it in the background after turning it on, and control which parts are slippery and which aren't with only a thought. You're confident you can keep it going even under pressure, and are able to partially direct strikes that slide off your body. The Slip-Slip Fruit. 0

Powers: Shape Changing
Shape Changing: Bear 10 (MAX):
You have the ability to turn into a grizzly bear. In almost an instant, you can fully assume the form of a grizzly bear. With less than that, you can freely transform parts of your body into bear parts and vice versa. You can also assume the forms of other types of bears, such as polar, black, cub, and so on, with an almost instant rate of speed.
Shape Changing: Giant Albatross 10 (MAX): You have the ability turn into a giant albatross. With less than a second of effort, you can fully assume the form of a giant albatross. With less than that, you can freely transform parts of your body into albatross parts and vice versa. You can also assume the forms of closely related birds, such as petrels, and have control over the size of your form and the ability to speak while transformed.
Shape Changing: Swordfish Fishman 6: You have the ability to, with a slight amount of effort, spend fifteen seconds morphing into a swordfish fishman form, which is several times stronger on land, and much stronger on water. 20 1x +10

Magic: Superhuman abilities that can be taught to other people. Separated into categories to cut back on bloat. Categories will be expanded.

Magic: Supernatural Fighting Styles (Physical).
Fishman Karate (Beginner) 3:
You know the basics of how to warp water around yourself and use it to enhance your combat/physical abilities. Unfortunately, it's only effective in the water at this current level, and it takes five to ten seconds or to draw the water in for even a punch. That, and you tend to lose control of the water around you fairly quickly. Still, it's a powerful technique for underwater combat. 0 1x +5, 1x +10, 1x+15
Fishman Jujutsu (Mizudangan) 1: You can shoot a small ball of water across a medium-sized room at very low speeds by twitching your muscles. That's mildly more useful than splashing your hands. 0
Musashi Family Style 6: Harness your tragedies. Overcome them. Annihilate your enemies with the passion of your blade. You feel a noticeable effect from using this magic, and are able to use it in regular swordfighting. 0

Magic: Supernatural Abilities
Killing Intent 1:
You can now consciously intimidate someone just by projecting an intent to kill. Your intimidation needs work though. Also, it would work better if you actually intend to kill them. 30

General: Mundane abilities that your Headway power can make the best of, and turn superhuman in and of themselves. Separated into categories to cut back on bloat. Categories will be expanded.

General Skills: Academics
Art 6 (category skill):
You have a peak human knowledge of how to use your creativity to create. 5
---Art History 5: You have a super-professional knowledge of art history. You could easily get a job as a professor for Art History. 35
---Painting 2 (catch-up): You're no Monet or Picasso, but you're better than average at painting. Of course that's because few people paint at all. 100, 40, 0
Computers 7 (category skill): You're beyond human at being a computer specialist. By now, you've earned a minor Tinker rating with computers. 5
---Programming 6: You're quite literally the best that any human can be at programming, with all of the advantages that imbues you with.
---Technical Support 5: You aren't the most patient person to begin with, so helping people with computers is annoying no matter what, but you're one of the best at it, for some reason. You would have preferred the ability to fly, but whatever, being patient with people who are bad with computers is a miracle in and of itself.
---Computer Maintenance 5: You're an Olympian when it comes to building and maintaining computers.
Criminal Psychology 0: You hardly know anything about the academic study of crime.
History 5 (category skill): You're damn good at History.
---Earth-Bet History 5: You have an Olympian knowledge of history of your own multiverse. That's like a tenured college professor, you guess.
---Earth-Mayim History 5: You have an Olympian knowledge of the history of Earth-Mayim. You're just starting delve into the real mysteries of this world's history.
---Earth-Mahon History 4: You have above average knowledge of the history of Earth-Mahon.
---Geography 6: You have an exceptional knowledge of geography. You have a peak human knowledge of where Earth's nations, landmarks and regions are.
World Issues 7 (category skill): You don't even have to read the news to know the news behind the news.
---Earth-Bet World Issues 7: Despite Mr. Gladly being a bit of a twit, you do have a very impressive level of knowledge of current events, almost as much as one who literally reads every single bit of news, and your skill is starting to get deeper and deeper into the facts of the stories themselves, rather than simply what the news reveals to the public.
---Earth-Mayim World Issues 7: You have a perfect grasp of every single public news story from Mayim, from the Blues to the Grand Line. Despite this, there are many events that don't make the news or the public eye, and those events continue to elude you. Keeping up-to-date on Earth Mayim seems more difficult than Earth Bet for some reason.
---Earth-Mahon World Issues 6 (Catch-Up): You good grasp of public news stories from Mahon and can separate out rumor from fact fairly well, Despite this, there are many events that don't make the news or the public eye, and those events continue to elude you. You suspect there might be an active coverup of current events on Earth-Mahon.
Law Studies 3: You have an above average knowledge of the American legal system.
Mathematics 6: You own a calculator and can definitely use it, even though you really don't need it at this point. You have a peak human knowledge of mathematics.

Parahuman Studies 6: The scientific study of parahumans, a subspecies of humanity that results when baseline humans manifest superhuman abilities after significant trauma, is rife with disagreement and misconceptions. You've reviewed the evidence and something is seriously rotten in the field of parahuman studies. You know everything human science knows about parahumans, and all of it is wrong.
Science 7 (category skill):
You have a knowledge of science just above peak human. (subskills are Biology, Chemistry, Geology, Meteorology, Physics)
---Biology 5: You have a genius biologist's knowledge of biology.
---Chemistry 6: You have a peak human chemist's knowledge of chemistry.
---Geology 6: You have a peak human geologist's knowledge of geology.
---Meteorology 3: You have an above average understanding of the science of weather.
---Physics 6: You have a peak human physicist's knowledge of physics.
Teaching 1: You know the basics about how to help someone else learn.

General Skills: Languages
Japanese 5 (MAX):
The language of the Japanese people, common amongst refugees in America, as well as being the de jure tongue of the World Government. You have an equivalent knowledge of the language to a professor of the Japanese language.
Programming Languages 5 (mastery skill): This is a general skill that covers the learning of programming languages. Right now, you have an Olympian aptitude for learning programming languages.
---Language: C++ 5 (MAX): A language from Earth-Aleph, pioneered by corporations called Microsoft and IBM. It's a system mostly used on Aleph computers, you're just learning it for fun, mostly. You've mastered this language.
---Language: Combover 5 (MAX): A language invented by a group of prodigy college students, which goes about rather unorthodox yet oddly simpler methods of achieving the same goal as other languages. You've mastered this language.
---Language: ComLangPlus 5 (MAX): A language built in inspiration of Earth-Aleph's C++ before the source for it was traded over, it was rather similar and different to C++ at the same time. It's fallen out of use since C++ became more well used, but you've learned it for completion's sake.
---Language: EnWin 5 (MAX): Another generic company language, that really doesn't have much to offer. You're just checking it off your list at this point. You've mastered this language.
---Language: EX-3 5 (MAX): Another generic programming language, mostly just used by businesses in Canada and the northwest. You've mastered this language.
---Language: FORLAN 5(MAX). A more commonplace coding language, FORLAN was one of the programs invented by Dragon, meant to be used for commercial programmers, and was one of the many ways she funded the Guild. It's easy to learn, and you're getting the hang of it fairly quickly. You have a complete knowledge of it now.
---Language: LogaRhythmic 5 (MAX): A newer program invented by Megan Sugiyama, a professor at the Brockton Bay Institute. It's a computer language that relies on symbols and equations rather than written commands. You know every single trick this program has to offer, and can easily use it. Ha. So much for being one of the hardest programs to learn how to use.
---Language: Newton Alpha 5 (MAX): You've mastered Newton Alpha, one of those older languages that's somehow still kicking.
---Language: SimSim 5 (MAX): A program invented for the general public by a Denverite parahuman rogue named Simon Warner. You were curious to see if a language built by capes was any different from normal ones. It really wasn't.
---Language: Virtual Basic 5 (MAX): A basic program for Microsoft Windows. It should be fairly easy for you to master, which will then pave the way for more computer languages. You have an almost expertly knowledge of Virtual Basic. You essentially know every single trick, every single workaround, and almost all of the varying glitches, problems, and loopholes within the code this program generates.

General Skills: Combat/Fitness
Acrobatics 3:
Flips and such. Jumps and balance tricks.
Axemanship 1: You have a beginner's idea of how to use an axe.
Blunt Weapons 3: You an average ability to use blunt weapons.
Combat Instinct 9: The ability to know when attacks are coming. You have a level of combat instincts several levels above peak human.
Dual Wielding 7: You've actually made using two weapons at once practical and effective.
Exercise 10 (MAX) (mastery skill): When it comes to improving the human body through physical activity, you're as good as it's possible to be. In fact, you're several tiers better than it's possible to be.
Fitness 10 (MAX) (mastery skill): There isn't really any simple terminology to use for how this feels. It just feels amazing. You've naturally developed fitness on par with...with a god, maybe!
Freerunner 4: The art of maneuvering through obstacles. You like the word freerunning better than parkour. You could be a professional freerunner.
Marksmanship (Primitive) 3: You know the basics of how to operate some primitive weapons.
Martial Arts Mastery 7 (mastery skill): You've become a peak human in enough styles that you have an average idea of how to master martial arts. The more you train martial arts, the higher this general skill will go, and the faster you'll train martial arts.
---Aikido 10 (MAX): This is a Japanese martial art built around disarming and taking down your opponent without harming them, although you eventually found ways to do that too. You've pushed all the way to the loftiest heights in earthly Aikido.
---Boxing 9: Float like a butterfly, sting like a Taylor- oh god there are bees everywhere. Your level of boxing no longer operates on a scale you can compare to others.

---Capoeira 4: You're a professional in the Brazilian martial art of capoeira.
---Judo 6: You're top in the world in this Japanese martial art.
---Shaolin Kung Fu 9: A Chinese martial art, and perhaps the second most well known martial art in American consciousness. Your skill at Kung Fu is near godlike. It's better than the movies.
Reflexes 8: The ability to dodge or move out of the way of incoming attacks. You have reflexes of a superhero far beyond peak human.
Running 8: You have a running ability several levels above peak human.
Swimming 6: You're as good a swimmer as a human can be.
Swordsmanship 10 (MAX): You're not sure how good you are at swordsmanship, but saying it's god-level seems reasonable when compared to Bet human norms.
Weightlifting 8 (mastery skill): You have beyond peak human knowledge of weightlifting. This skill primarily focuses on training and strength enhancing activities. It's more about form than strength.

General Skills: Practical Skills
Blacksmith 7:
You're just above one of the best blacksmiths a normal human could be.
Armorsmith 5: You're an Olympian-equivalent armorsmith.
Weaponsmith 5: You're an Olympian-equivalent weaponsmith.
Cold Resistance 5: You're much more resistant to cold temperatures when compared to the standard human living in cold climates around Earth-Bet.
Cooking 6: You've one of the best cooks on Earth-Bet.
Acting 3: You know the basics of acting. You wouldn't be out of place in a school drama club.
Disguise 3: You're average at disguising your age and identifying features. Keeping disguises simple is a rule you know you should break. Yet.
Engineering 1 (category skill): The study of science in order to invent, design, improve, and use the machines that make humanity great. You have a terribly basic knowledge of it.(subskills are: Earth-Bet Engineering, Bombmaking, Clockwork Engineering, Shipwright)
---Bombmaking 1: This covers making explosives. You have a very basic idea of how to do that.
---Clockwork Engineering 1: This is a specific type of engineering to do with conducting power though gears and springs, and with piezoelectricity and water and steam power. You hardly know anything about this.
---Earth-Bet Engineering 1: All the things built by humans on Earth-Bet, including tinker-tech that non-tinkers can understand but not what they can't.
---Shipwright 4: This covers general repairs of a ship, as well as enhancements. You could be a professional shipwright.
Doctor 0: This is the very start of the doctoring profession. You know no more than a pre-medical student. (subskills are: First Aid, Anatomy, Medicine)
---First Aid 7: If you had to use the first aid kit in almost any emergency, you would almost certainly treat the problem adequately to stabilize the patient if doing so was possible. You have beyond peak human knowledge of first aid.
---Anatomy 4: You have a professional knowledge of the human form.
---Medicine 4: You have a professional idea of how to administer pills and solutions to the human form.
Heat Resistance 5: You have an excellent resistance to heat. Note: This is heat resistance, not fire resistance.
Housework 2:
You have an average idea of how to do Housework. This extends to general cleaning and housekeeping in all regards.
Locksmith 1: You have a basic idea how to make and open locks.
Marine 4: Justice will prevail! You could be an average marine. You have an average idea of general marine knowledge, how to act like a marine, and understanding a marine's motives. This does not cover specific knowledge like codes, but covers general knowledge like ship types.
Navigation 3: You could navigate a ship. You're at an advanced amateur level.
Cartography 0: The skill of mapmaking, and the analysis of information to do so. You only have a very rudimentary knowledge of the field.
Pain Resistance 3: You have an average resistance to pain.
Perception 7: You can see things. You can see an inhuman level of detail with your glasses, even at distances where most people would need optical aids, and have world-class vision without your glasses, to the level where you don't really need them at all. You've also noticed that your hearing and even sense of smell is enhanced. Perception without glasses is -2 to the actual score. You get the feeling that next increase that may equalize somewhat.
Pirate 5:
Yargh, shiver me timbers, set sail for One Piece! You're an excellent pirate. This covers general knowledge of how to act as a pirate (whether a Luffy-type or a Doflamingo-type), and understanding pirate's motives.
Poisoncraft 3: You know more about making poisons than your average person, and combined with your knowledge of Chemistry can make some basic poisons.
Poison Resistance 7: Your resistance to poison is superhuman. You can continue functioning under many lesser poisons even if you can't completely ignore their effects, and throw off most poisons far sooner than a normal human. It takes exotic poisons to really hurt you.
Repair 3: You're skilled at repairing most standard broken items.
Carpentry 1: You have basic idea how to make wood into basic household items.
Electrician 2: You have a decent idea how to install and repair electrical circuits.
Plumbing 1: You have a basic idea of how to install and repair water piping.
Seaman 5 (category skill): You're one of the finest sailors in the world. (subskills are Seaman (Modern), Seaman (Age of Sail), Boatswain)
---Boatswain 6: The boatswain always had the responsibility of maintaining a ship's hull and commanding the parts needed to keep it in order. You're probably the best boatswain on Earth Bet.
---Seaman (Modern) 5: The appropriate level of knowledge needed to survive day to day life on a modern ship. You'd be in competition for the best sailor in the world.
---Seaman (Age of Sail) 6: The appropriate level of knowledge needed to survive day to day life on a pirate ship or similar wooden craft, and perhaps beyond. You'd be one of the best sailors possible.
Stealth 6: You're as sneaky as a human can be. But even so you know you could be sneakier.
Survival 4 (category skill): You're a professional survivalist. (subskills are Fishing, Hunter, Naturalist, Skinning, Tracker)
---Fishing 4: You're a professional fisherman.
---Hunter 4: You're a professional hunter.
---Naturalist 6: You'd do excellently in identifying plants and animals on Mayim, including in Paradise. Exotic items in the New World might be beyond you.
---Skinning 4: You're a professional skinner.
---Tracker 5: You're an Olympian-level tracker.
Tactician 7: You have a knowledge of tactics just above superhuman.
Clothier 7 (category skill): Encompassing all the uses of fabric to make clothing. (subskills are Tailor, Fashion, Sewing)
---Tailor 7: You have knowledge of assembling clothing just above peak human.
---Fashion 6: You might just be the best fashion designer in the world.
---Sewing 8: You have a superhuman ability to sew.

General Skills: Diplomacy/Charisma
Barter 3:
You better than average idea of how to negotiate. This higher than your average person on Bet and about the level of someone on Mayim who frequently buys things for a household.
Public Speaking 2: Your acting practice has helped you a lot here, and you're about average at talking to a crowd, a subject few people get to practice.
Leadership 0: You have only the very faintest notion of how to lead, inspire, and command others.

General Skills
Dancing 0:
You're not a very good dancer, but you try your best.
Woodwind Musician 2: You have an average of how to be a woodwind musician, with a focus on flutism.


Traits
Ambush Mistress:
In situations where you can catch your enemy off guard, your attacks and strikes get significant boosts. You're significantly better with strategies and the like. However, when you're caught off guard, you take significant penalties in combat.
Hopeless Idealist: You're determined to make the world a better place. Your social malus is reduced by two thirds when speaking to those who want to improve the world.
MacGyver: When crafting, you can use or substitute substandard materials or parts in many cases, and can jury-rig simple single-use one-use devices. This is still limited by your skills, but allows you to craft with improvised materials at a corresponding decrease in quality, durability, or number of uses.
Nascent Defender of Existence: You gain +1 to all physical skills, powers, and magic when faced by an enemy on the caliber of the Endbringers or above. Your social malus is negated when in situations like that.
Socially Stunted: Let's face it. You haven't exactly been a social butterfly. When it comes to situations where you aren't in a situation of power, you suck. -15 to all Social Rolls, unwritten negative to most conversations.
Waterbreather: You can breathe underwater, in any and all of your forms.
When Life Gives You Lemons: You don't necessarily need to kill an enemy to gain their ability. Rather than the standard 50% of gaining a power from a defeated enemy, you have a 80% chance of gaining their power/ability after knocking them out or taking them down.
Might I suggest putting the informational posts in the swanky new Informational threadmarks, which I believe weren't around when the last thread was started? And possibly looking into formatting the informational posts with spoiler boxes or the like - it's looking a little bloated now, and if the quest goes on for a while as I very much hope it does, that's just going to become more and more the case.
 
Hey there you all. i'm new here, and had just made my account yesterday, because I love this quest very much.
So thank you very much OP, for restarted this quest again.
Here are some ideas for skill I come up

First here some skill I think is very important for Taylor
[] Meditation
[] Socialize
[] Strategy

The reason why is, because a lots of fiction work there had meditation, to help train power/skill/magic, and so would maybe help Taylor with some of her training.
Socialize is to help Taylor be more sociale and remove some of the sociale maul.
Strategy is different from Tactician, because it's deal with long-term goals, manage resources, how to command a fighting force and how to fight a war. Taylor can't fight everywhere at once, and she will get her own team at some point later in the story, and maybe her own paramilitary force.
 
So, had some thoughts;

We want to get additional languages under our belt. I would suggest pursuing languages that cover as much of the planet and its population as possible (Spanish, Portuguese, Chinese, French, etc), and I suspect that the more languages we get under our belt the better we'll be at learning new languages, and I hope to unlock a 'polyglot' skill or trait around ten languages or so. My reason for doing so is that we don't know where we'll be called in Endbringer fights, and we saw in the Behemoth fight that being able to coordinate with local capes is going to be important. Furthermore we can justify this in the shorter term as broadening the languages we know in preparation for the language learning software, though I don't think we're quite at the point where we can tackle that project. As languages are capped at 5 this shouldn't be too difficult to accomplish and the rolls should become easier as we go along.

Secondly, we want to develop our combat skills. I'm leaning towards prioritizing Fishman Karate over Musashi Style (though both is nice of course) as A) I'm worried about Leviathan and B) in a place like Mayim you're more likely to be separated from your sword than you are the water. Probably pretty good against fruit users too. While I am willing to include bringing Weightlifting from 8 to 10 I see that more as a social action spending time with Zorro than I do increasing our combat capability. My primary concern here is facing the various combat monsters in the Grand Line, with secondary but related concerns about cape fights and Endbringer fights in Bet. The more we develop these the more capable of facing peer opponents we'll be. At first I was feeling confident about our ability to tackle anything the world threw at us, but then I remembered how much even the Strawhats' heavy hitters struggled even in someplace like Alabasta.

Thirdly, I think we'll want to snipe Victor's power, and sooner is better than later. My primary concerns there are how that is going to interfere with Factota's image to the Protectorate after she just got finished saying "punching Nazis is fun but it's not the answer to the city's problems", and what Victor could do if he was able to pick up skills from Taylor (even if she doesn't lose skills, just having him as someone with similar tactical, combat or technical skills in the 'somewhat superhuman' range is going to be ugly.) The good news is that by defeating him we can keep him off the streets, and while his coworkers are almost certainly going to attempt a breakout that's going to be an opportunity to collaborate with the Protectorate to see Nazis taken off the streets, pick up a few more power sets to train and hopefully gain goodwill among the white hats. It is not, however, something we want to do without considering how to go about it. The obvious advantages of getting Victor's power are faster skill gain, like potentially unlocking Haki earlier than cannon or picking up skills normally unavailable to us. While I don't want to just go around stealing peoples' skills (more for moral reasons than to tip people off that that's something we can do) I don't mind, say, stealing the various skills members of the Merchants have. Even if we're unlikely to use something like Drug Dealing or Drug Manufacturing skills, that one fewer person is proficient in it is a win, and while I don't respect the average Merchant's skills in general there are a few that they have that we might benefit from picking up, like Pilot (Squealer's Monster Truck Monocycles) or Marksmanship (modern).

Fourthly, I want to focus on getting Teaching to a high enough level. I'd feel more comfortable about Danny's safety if he could punch a face full of water into some Nazis if they started something (not that that wouldn't open up a whole new can of worms, but 'the Protectorate is asking pointed questions' is far preferable to 'need to schedule dad's funeral') and I have...plans for a high Teaching Taylor in Brockton Bay, with an eye towards revitalizing the city's economy and getting a lot of people back to work. It should help clean up a lot of the low level crime in the area, and if it brings in more capes trying to horn in on the prosperity that just means more people for Factota to punch. Furthermore being able to teach people to do some of the things she can do is both a force multiplier, and an opportunity.
 
I just binged through all three parts of this weeks and had to take a few days of break to organize my thoughts... @Slamu brings up some interesting thoughts, so there is my own addition.

While gaining Victor's power would be good, the one that would be really boon for Taylor is Othala's power. Then she could temporarily empower not only Danny, but also her pirate gang... or any other future allies she might get. Just the regeneration power that Othala's power can grant would be a great boon.

One option to empower Danny is also to acquire devil fruit in One Piece and have Danny consume it... thought issues with water that come with devil fruits are probably not something Danny would want to deal with, so this would be more of a back-up plan. But with access to X-Men Evolution world there are many options to somewhat safely empower people, she would just need to start searching for them, or study some of that world's science to develop her own ones.

On the topic of her being active in three worlds... I am hoping Taylor can develop some sort of time-manipulating abilities or she will start missing out on events in some of the worlds.

More immediate goals that I would like Taylor to tackle are doing training to unlock Giant Fur Fish form, Longarm form and Goldfish Fishman form, as well as start unlocking languages that she had 100% chance to unlock - Spanish, Korean and Portuguese for now. Training Knives, Vehicle Mechanics, Driving, Photography, Trapper and Painting... also 100% chance to unlock. We do not need to train them further for now, but unlocking them means that should Taylor get a 'mandatory action' involving them we'd automatically have a chance of raising them up. Of course spreading that training around would be a good thing. I am also trying to figure out how such a change in approach could be explained in-story, to make it easier on @bookworm702 . Maybe Earth-Mahon is answer, if she encounters somebody like Xavier, who would probably start mentoring her.

Btw, bookworm702, you threadmarked the latest bit as 2.27, when it should have been 2.17.
 
While gaining Victor's power would be good, the one that would be really boon for Taylor is Othala's power. Then she could temporarily empower not only Danny, but also her pirate gang... or any other future allies she might get. Just the regeneration power that Othala's power can grant would be a great boon.

I won't argue that Othalla's power would be handy, and where he is she is likely to be nearby so the opportunity of gaining both is more likely than encountering them in isolation, but my primary interest in her powers is the ability to apply regeneration effects to our allies (allowing Zorro to recover enough to train again, for example) while my primary interest in Victor's power is to speedily gain the initial, say, 1d6 levels of a skill and save us a week of training while also getting us a headstart on things like Haki long before it's available to us. I don't know if we could siphon Tinkertech levels off of someone like Squealer (that seems like a powers interaction question we don't have reason to know the answer to at this time) but if so that's another way we might be able to power up.

One option to empower Danny is also to acquire devil fruit in One Piece and have Danny consume it... thought issues with water that come with devil fruits are probably not something Danny would want to deal with, so this would be more of a back-up plan.

I'm hesitant to rely on any plan that starts with 'obtain a Devil Fruit', though if we happen to encounter one I'm willing to entertain ideas of what to do with it. As a back-up plan, it would imply either we don't have a fruit (in which case it's not much of a plan) or we do have a fruit and haven't given it to someone (in which case it's power not employed by anyone). If anything, should we have a Devil Fruit in our possession (and the Strawhats have no objection to us taking it to Bet) I would instead look for someone of good moral character willing to act heroically who isn't connected to Factota's personal identity. I want to empower Danny, but not with a Devil Fruit.

But with access to X-Men Evolution world there are many options to somewhat safely empower people, she would just need to start searching for them, or study some of that world's science to develop her own ones.

This is something I had a notion about, actually; I presume once we encounter mutants proper we might obtain a skill relating to it similar to how we have Parahuman Studies now (Mutant Biology? Genet-X? Homo Sapiens Superior theory?), and at a high enough level of that skill (and probably a few others, like regular biology) we might be able to undertake a series of projects attempting to give mutant powers to non-mutants. That would help us empower people in Bet, give a normalizing option to people in Mahon ("she can fly, and so can you!") and, as my personal favorite consequence, give an entire population of lab rats the ability to shoot lasers from their eyes and summon storms. There is no way this can possibly have a downside.

As to the technological option, that's something I'm interested in pursuing as a means of addressing power imbalances and Brockton Bay's moribund economy, but right now it's very much a 'pie in the sky' situation. My general plan is to keep upping the Engineering skill so we can at least patent things like the holographic watch and probably some of the more sophisticated civilian technology we saw and use that to bootstrap an industrial revival of the city. We're nowhere near ready to tackle that option though, so I'm on the lookout to advance skills like Law, Economics, Engineering and Teaching. Something for marketing's probably not a terrible idea either but I think just doubling down on Bargaining ought to hold our attention for a while.

On the topic of her being active in three worlds... I am hoping Taylor can develop some sort of time-manipulating abilities or she will start missing out on events in some of the worlds.

I know there are time-manipulating powers in Worm (the ones that come to mind are Clockblocker's time stop ability, Grey Boy's time loop ability, Phir Se short term atemporal portal ability and that guy who could travel 5 minutes into the past who got taken down by Weaver using butterflies). With enough familiarity with those we might be able to create a 'chronological understanding' skill, but I suspect by the time we get that a lot of important events will have passed us by, and I doubt we'll want to go too deeply into chronological shenanigans. My recommendation is to either keep a close eye on the dates of worlds we're in contact with and decide what events we want to involve ourselves with, or accept that for all our power we are one person and can't be everywhere so take things as they come.

Fake edit; I think Dispatch in Houston has something similar involving a pocket dimension where he can pack hours in a few minutes to fight someone?


More immediate goals that I would like Taylor to tackle are doing training to unlock Giant Fur Fish form, Longarm form and Goldfish Fishman form,

The only reason I could see for her to pick up Goldfish Fishman form is so she could disguise herself as a Goldfish Fishman, as I see more utility in her improving her existing Fishman form than her starting afresh to get most of the same benefits. Longarm I could see some benefit towards melee options, but overall it doesn't seem like the kind of game changer that Fishman Karate or some other teachable supernatural skill would be. As for Giant Fur Fish, not that I'm not interested in giant fuzzy centipedes...what are you hoping to get from it?

as well as start unlocking languages that she had 100% chance to unlock - Spanish, Korean and Portuguese for now. Training Knives, Vehicle Mechanics, Driving, Photography, Trapper and Painting... also 100% chance to unlock.

The more languages we learn the easier it will be for us to learn languages, so I don't object to your linguistic choices here. Vehicle Mechanics and Driving I don't have a problem with as they both help her navigate Bet and Mahon as an adult (going places with a car instead of turning into a giant bird to bring groceries home), and I have some notion about dismantling one of Squealer's cars in combat time with a high level of Vehicle Maintenance (which, if Computer Maintenance is anything to go by, is probably where we make our own batmobile analogue as well). Knives training would be worthwhile as part of ninjutsu training but I think would probably be better to focus on as part of the category skill as that's a choice of 100% chance to raise 1 skill versus a 20% chance to raise...what, 8? Personal preference I suppose, but being able to train ninja skills in general seems worth our attention, you know? Trapper's a useful skill, but I am mostly interested in it for expanding our tactical options fighting capes. When we start looking at fighting capes that's worth our time, but unless we expect to have prep time fighting people in the Grand Line it's going to be an iffier proposition. Painting...not unreasonable, and it's a catch-up skill so we should train it faster anyway, but is there a reason you want it or is it just an exercise of making the numbers go up? I'm hoping to use it to unlock Miss Golden Week's paint-based powers as a counter to Lung personally.

Overall though I'd say it's better to have a few skills at superhuman levels than have a bunch of skills at merely mundane levels, though having Victor's power ought to help us obtain the latter so we can spend more time working towards the former.
 
I was planning to wait on this until the next training vote, but since Slamu brought up Ninjutsu in that last post, I guess I'll do it now.

I've seen a lot of people in thread that haven't been too enthusiastic about training Ninjutsu, and I sort of get that knee-jerk reaction. After all, it has a 0% chance of getting to level 0 (without omake bonuses) and we already have most of the skills in that category that we want. What the hell are we going to do with Horsemanship, right?

BUT! What people are forgetting is that this isn't a mundane Category skill that just allows training of all of the skills under it at the same time. Ninjutsu is in the Magic section of our character sheet for a reason, it enhances all of the skills under its purview with Ninja Magic! We saw evidence of this when the ninja was able to float through the air supernaturally, that was Ninjutsu enhanced Freerunning most likely.

So, lets look at the skills under Ninjutsu again. Regular text are ones we don't have. Bolded we have. Italic means that they are at least peak human (6). Underlined are mastered.

Meteorology, Geography, Disguise, Acting, Meditation, Tactics, Stealth, Swimming, Freerunning, Horsemanship, Knives, Polearms, Swordmanship, Blunt Weapons, Explosives, Demolitions, Bombmaking, Killing Intent

As you can see:
We already have 12/18 of the skills.
We have peak human skill in 6/18
And we've mastered one of them.

A lot of these skills are ones that we either already use a lot, or will be using a lot in the future, enhancing them with Ninja Magic would make a huge improvement to our general combat and espionage abilities. Swordmanship, Tactics, Stealth, Swimming, and Freerunning are all self-explanatory. Disguise and Acting we saw an example of in our Hero Debut update. Killing Intent is a good non-lethal option for taking out mooks. Explosives and Demolition will be useful if we ever have to break into or out of a fortified enemy position. And Meditation just intrigues me honestly.


tl;dr Ninjutsu is a heavy investment with its 0% success rate, but it will massively benefit us by enhancing a lot of our core skills with Ninja Magic™
 
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Explosives and Demolition will be useful if we ever have to break into or out of a fortified enemy position

Skills I personally would like to have just in case we have to go up against Bakuda. It wouldn't help us defuse tinker tech probably, but it should at least let us think like a bomber better.

Also the two best reasons I can think to raise Polearms are to help train Nami to 10 with them and to style on Armsmaster with a bamboo stick. I'm going to pretend like the first idea to come to me was helping Nami.

Knives I like the look of as a way to expand our threat profile beyond melee range; we're hell on wheels within arm's reach or in swording range, but knives includes throwing knives, and as we see from Batman that can let you do stuff like knocking guns out of peoples' hands or pinning them to walls by their shirt lapels. I doubt we'll put the same effort into Knives as we do in swords or martial arts, but just getting them to 5 or 6 will let us pull some impressive stuff. Also, keep in mind that these skills are supposed to work together syngergistically; disguise and acting to get places seen but unnoticed seems reasonable enough, but explosives and acting to play the smoke and mirrors routine Bruce Wayne uses to go beyond man into myth.

As for what Meditation does, I'm guessing that at base it helps Taylor center herself and achieve greater focus in her efforts, whatever those might be. I know a lot of Gamer fics will use that as an excuse to increase mana production and all, but I'm hesitant to suggest something like that until we get to the 'more than mortal' levels and see what that holds for us.
 
I won't argue that Othalla's power would be handy, and where he is she is likely to be nearby so the opportunity of gaining both is more likely than encountering them in isolation, but my primary interest in her powers is the ability to apply regeneration effects to our allies (allowing Zorro to recover enough to train again, for example) while my primary interest in Victor's power is to speedily gain the initial, say, 1d6 levels of a skill and save us a week of training while also getting us a headstart on things like Haki long before it's available to us. I don't know if we could siphon Tinkertech levels off of someone like Squealer (that seems like a powers interaction question we don't have reason to know the answer to at this time) but if so that's another way we might be able to power up.

Hmmm... that is more in-depth than I considered Victor's power... good point. I'd agree that siphoning off Tinkertech levels might be too much, but other stuff... hmmm. Good point :)

I'm hesitant to rely on any plan that starts with 'obtain a Devil Fruit', though if we happen to encounter one I'm willing to entertain ideas of what to do with it. As a back-up plan, it would imply either we don't have a fruit (in which case it's not much of a plan) or we do have a fruit and haven't given it to someone (in which case it's power not employed by anyone). If anything, should we have a Devil Fruit in our possession (and the Strawhats have no objection to us taking it to Bet) I would instead look for someone of good moral character willing to act heroically who isn't connected to Factota's personal identity. I want to empower Danny, but not with a Devil Fruit.

Same, but in a sense of ''if push comes to it'' and ''better than nothing''... as bad as Devil Fruit would be, it would be better than nothing. Assuming, of course, one could be obtained. I'd definitely prefer to empower Danny in some other way and realistically temporary empowerment via Othala's power would be something he'd accept way sooner than anything else.

This is something I had a notion about, actually; I presume once we encounter mutants proper we might obtain a skill relating to it similar to how we have Parahuman Studies now (Mutant Biology? Genet-X? Homo Sapiens Superior theory?), and at a high enough level of that skill (and probably a few others, like regular biology) we might be able to undertake a series of projects attempting to give mutant powers to non-mutants. That would help us empower people in Bet, give a normalizing option to people in Mahon ("she can fly, and so can you!") and, as my personal favorite consequence, give an entire population of lab rats the ability to shoot lasers from their eyes and summon storms. There is no way this can possibly have a downside.

As to the technological option, that's something I'm interested in pursuing as a means of addressing power imbalances and Brockton Bay's moribund economy, but right now it's very much a 'pie in the sky' situation. My general plan is to keep upping the Engineering skill so we can at least patent things like the holographic watch and probably some of the more sophisticated civilian technology we saw and use that to bootstrap an industrial revival of the city. We're nowhere near ready to tackle that option though, so I'm on the lookout to advance skills like Law, Economics, Engineering and Teaching. Something for marketing's probably not a terrible idea either but I think just doubling down on Bargaining ought to hold our attention for a while.

Well... we might not even need to delve into copying mutant powers to people. Stabilization formula McCoy uses for his power might be an enormous boon in Worm-verse, but what I actually meant was... Captain America is canon for X-Men Evolution, iirc. Trying to develop a copy of formula that empowered him would be my Plan A, tbh.

I know there are time-manipulating powers in Worm (the ones that come to mind are Clockblocker's time stop ability, Grey Boy's time loop ability, Phir Se short term atemporal portal ability and that guy who could travel 5 minutes into the past who got taken down by Weaver using butterflies). With enough familiarity with those we might be able to create a 'chronological understanding' skill, but I suspect by the time we get that a lot of important events will have passed us by, and I doubt we'll want to go too deeply into chronological shenanigans. My recommendation is to either keep a close eye on the dates of worlds we're in contact with and decide what events we want to involve ourselves with, or accept that for all our power we are one person and can't be everywhere so take things as they come.

Maybe synergy of powers? Clockblocker, Doormaker, Phir Se, .... not anything that works on its own, but something that interacts with Nexus in such way?

The only reason I could see for her to pick up Goldfish Fishman form is so she could disguise herself as a Goldfish Fishman, as I see more utility in her improving her existing Fishman form than her starting afresh to get most of the same benefits. Longarm I could see some benefit towards melee options, but overall it doesn't seem like the kind of game changer that Fishman Karate or some other teachable supernatural skill would be. As for Giant Fur Fish, not that I'm not interested in giant fuzzy centipedes...what are you hoping to get from it?

Overall, by unlocking them I am hoping Taylor could unlock shapeshifting on its own, or at least develop ways to unlock it more easily. Besides, we never know when she might need them. My philosophy is ''better safe than sorry''... so better to have them and not need them than to not have them and need them.

Overall though I'd say it's better to have a few skills at superhuman levels than have a bunch of skills at merely mundane levels, though having Victor's power ought to help us obtain the latter so we can spend more time working towards the former.

Fair enough. I'm opposite - have as many as possible and then pick which ones to train.

I was planning to wait on this until the next training vote, but since Slamu brought up Ninjutsu in that last post, I guess I'll do it now.

I really like your reasoning, so... we need to boost up our chances and bonuses and then tackle it?
 
[X] Return to your normal schedule. The Straw Hats, with Mr. 9 and Vivi's help, are probably more than enough to tackle most problems on the Grand Line. Taylor will still check in periodically, and might lose actions to help the Straw Hats.

Actually getting a bit tired of One Piece myself even if it's been pretty easy to gather treasure and powers.
 
2.18 The First Stretch
Location: First Stretch, Paradise, Grand Line, Earth, Milky Way Galaxy, Earth-Mayim, One Piece Multiverse, One Piece-bookworm702
Date: Saturday, May 23, 1532


You're woken up by a very tired Vivi, who promptly flops onto the bed while you're getting ready for the day. Nami is already waiting for you in the helm slash dining room, log poses and charts at the ready. You continue to refine the process of mapping and coordinating with the poses, and make some good progress on a finalized system. Halfway through, Nami sighs and looks wistfully down at the small cluster of poses.

"It's a shame that we can only use three Poses after we get to Foolshout. I would love to keep the increased accuracy from the other three. The accuracy I could get from six independent points of reference would be amazing. Maybe even approaching Marine cartographers."

"But the other poses will all lock on to the same signal when we reach the first island?" You ask. Nami responds with an idle nod. "What if I were to keep the Log Poses on my world?"

Nami shakes her head. "Your world has a magnetic north, the same as ours. The Poses would just align to that if you took them there."

As you think over the problem, the solution hits you in the face. "Be right back."

Location: Brockton Bay, New Hampshire, United States of America, Earth, Sol, Milky Way Galaxy, Earth-Bet, Worm Multiverse, Worm-bookworm702
Date: Wednesday, January 11, 2011


Back on Bet, once you've adjusted, you move the sticky note on the fridge to let Dad know you came back, then set to work. You carefully peel off the mesh of the screen door and take it down to the basement. There, you cannibalize an old cabinet that's been sitting around, preparing some slats of wood. Then it's just a simple matter of cutting and stapling, and you go ahead and add in a fastener for good measure. It's a little clunky looking, but you're not exactly planning on putting it to market. There we go: an entire planet's magnetic field foiled by 3 dollars of wood and metal. Headway gives you the sensation of a job well done, and with a silent thank you to Michael Faraday, you return back to the Going Merry with your prize.


Location: First Stretch, Paradise, Grand Line, Earth, Milky Way Galaxy, Earth-Mayim, One Piece Multiverse, One Piece-bookworm702
Date: Saturday, May 23, 1532


Nami catches you as you come back, then looks dubiously at the box in your hands. "What's that supposed to be?"

"It's a Faraday cage," you respond. "It's designed to block electromagnetic interference. Log Poses can't interact with magnetic fields while they're inside. Watch." You carefully put 3 of the Log Poses in the box, and when you close it up, every single one goes limp. You slowly swivel the box to let the needles spin, point made, then pull them out. They all immediately reposition back to their original headings. Nami's eyes slowly begin to widen and sparkle as she grasps the implications.

"Taylor!" Suddenly, Nami grabs you up in a hug and lifts you off the ground. "Did I ever tell you you're my favorite crew mate!? Because you are!" Giggling, she starts to spin the two of you around.

"Well, no, but-" You start, then stop as Sanji peeks into the room, ever present cigarette hanging from his mouth.

"...Am I interrupting something?" You swear he's trying not to smirk as Nami quickly sets you back down on the deck. "Just need to make breakfast."

"No, you're fine," Nami says quickly, packing away the charts, before glancing at the pile of poses. "Taylor, would you mind taking two of those in your new box and storing them back on your world? Just in case."

Nodding, you gather them up and put them back in storage before coming back for a quick (and delicious) breakfast with the rest of the crew, ready to start another day on the Grand Line.

A light drizzle outside slowly ramps up into what would be considered a pretty sizeable tropical storm back in Bet, but at this point in your journey it practically feels like a vacation. The Straw Hats confidently move about the rigging and the deck to adjust to the storm and the winds, so you feel relaxed enough to offer areas of improvement and adjustments to technique instead of just barking out orders. Nothing serious, but minor tweaks to knots and sail adjustment provide small improvements to speed and security.

It's just as you're wrapping up a discussion with Zoro on perfecting his square knot that you hear a zipping sound, followed quickly by a cry of pain. You turn around just in time to see Mr. 9 slam onto the deck, eliciting a groan of pain.

You run over to him, making some preliminary checks as people start to crowd. "Mr. 9, what happened?"

"Sorry, Miss Boatswain," Mr. 9 says with a grimace. "Rope got out of hand." An understatement, by the way the blood is leaking out of his clenched fists. "Took a bit of a tumble."

"Mr. 9, are you alright!?" Vivi says, sounding distraught as she looks over your shoulder.

"No problem, Miss Wednesday, just some dings and scrapes. I'll be fine." He provides a shaky grin, then leans in to speak to you quietly. "Help me up, I can't move my arm." A quick look confirms that his right arm is most likely dislocated, so you wave off the rest of the crew to see to their posts while you help Mr. 9 to the storage room to see what you can do for him.

An examination of his right arm confirms a partial dislocation. After a few moments of cautious maneuvering, you manage to let it 'fall' back into its socket. Mr. 9 gives a few tentative swivels of his arm as he looks at you with an appraising eye. "It's Taylor, right? You're the boatswain, the shipwright, the doctor, you can stand in for the cook, and you work with the navigator. Is there anything on this ship you don't do?"

You roll your eyes as you grab a flask of water. "Yeah. My musical talents need work, and I'm not much of a hairdresser. Hands." Mr. 9 obligingly holds out his hands. They're bleeding sluggishly, but it doesn't look like there's any damage to the muscle. You clean out the wounds, then apply some medicinal alcohol as an antiseptic. Your first aid knowledge lets you know that's not ideal, but it should be fine. Mr. 9 tries to hide his wince as you start wrapping his hand neatly with bandages.

"And how does a girl of so many talents end up on a tiny caravel with a crew of pirates?" He asks, raising an eyebrow.

You let him stew for a bit as you finish wrapping up his bandages and collect your thoughts, then respond. "When I realized that I...could do things like this, I knew that I had a responsibility to use my abilities to help people. Most people would think that and join the Marines, I guess, but...even though they fight crime and work to uphold the law, they also hold up many of the same institutions that cause so many problems. Maybe I could change that from the inside, but I figured throwing in with the Straw Hats would be better." You look him in the eye as you finish putting away the supplies. "You don't even know who we are, do you?"

At Mr. 9's shake of the head, you continue. "Luffy picked up every one of us on the way here. He's a one man hurricane. He doesn't let things like 'tradition', 'decency', or 'overwhelming opposition' slow him down. When he sees someone he likes, he helps them, and when he sees someone he hates, he beats them up. I've got a stack of the bounty posters of every pirate he's beat so far. It's over 100 million beri, and obviously that doesn't include the Marines." As you disinfect your hands, you can see Mr. 9's eyes boggle. "Yeah. So I decided to bet on Luffy. I think he's going to be the next Pirate King, and together we can change the world. Guess I'm a bit of a sap like that. Maybe if I hadn't met him, your recruiter's stupid pitch might have worked.

"And what about you?" You incline your head towards him. "How did you end up in Baroque Works?" When he flinches a bit at the name, you smile ."Oh, come on. No need for secrecy, I told you I already know."

Mr. 9 was silent for a bit, seeming to mull it over, then turned back to her. "I...I was in a gang, back when I was a kid. Got set up by one of my friends, thought we could make a name for ourselves. He decided we'd have a sports theme, and I decided I liked baseball more than hockey." He inclined his head towards the two baseball bats crossed on his back. "Things weren't too bad for a while. But...I guess we pissed off the wrong people. Someone sent assassins after us, and I was the only one who made it out, as far as I knew.

"After that, I ended up working as a bounty hunter. Turns out I was pretty good with a bat, because I made a bit of a name for myself." You feel something niggle at the back of your head, like you should remember something about that, but before you can figure it out, he continues. "After a couple years of that, I ended up being approached by Mr. 7. Well, the old Mr. 7. Gave me a pitch about using my abilities to make a better world. I was kind of tired of bounty hunting, so I took him up on it. And...that's pretty much it. Been doing well for myself ever since." He shrugs nonchalantly, then grabs his right shoulder with a wince.

After taking a moment to process that, you give him an unimpressed look. "And you've been working with a terrorist organization and killing people just for that?"

Mr. 9 scowls back at you as he gently massages his shoulder. "Oh, spare me the righteous indignation. You've got your crew, and I've got mine. Everything after that is details." He stands up. "We should probably get back on deck."

You're unsatisfied with that answer, but nod. "You're on light duty for the next couple days, but you'll probably be fine. Don't be another difficult patient."

"I try not to argue with my doctor," He says with a smirk as he exits the storeroom.

You follow after him shortly, and help the rest of the crew as the last dregs of the storm fade away, leaving you with overcast skies and a stiff eastern breeze. You're able to fall back into the easy routine of keeping the machinery of a sailing ship going, until just after lunch. At that point, you see a large seagull making its way towards the Merry. Before you can get suspicious, you spot the sigil of the WENP on a sash it's wearing. You keep an eye on it on its approach, but instead of landing on the railing and waiting for you, the news coo simply nudges the newspaper out of its satchel with its beak, flying away as the rolled newspaper lands on deck with a thump.

You feel a slowly growing sense of dread as you walk over to the paper. Maybe it was because you were in the Grand Line. It would make sense for the news coo to not drop off papers directly in such dangerous waters, right?

"Oh, the paper's here!" Luffy says as he leaps towards you. "Can I read the comics, Taylor?"

"I told you, Luffy, I didn't pay for the comics," you idly reply as you unroll the paper. "Just the newspaper and the-" your voice catches as you see your own face staring back at you. "...the bounty posters."

They ended up re-using the shot from the bank for the poster. Underneath in bold letters, was 'Dead or Alive: "Escape Artist" Hebert Taylor. 14 million beris.' You suppose your little chase with Smoker got a little more attention than you thought it would, with what little part of your brain is still functioning.

"Hey, guys!" Luffy calls out to the rest of the crew. "Taylor got a bounty! It's pretty good, too!"

You try and rally as several of the Straw Hats and their guests make their way over to you. "Where's the bounty poster?" Zoro says as he looks over your shoulder. You silently hand over the posters for him to examine. "Hmm, 14 million? That's not bad."

"14 million!?" Miss Wednesday, Mr. 9 and Usopp shout in unison.

"What the hell did you do to get 14 million for your first bounty!?" Mr. 9 jumps into your personal space, eyes ablaze with a mixture of shock and anger.

"Uh, well, I'm pretty sure it was because I ran interference with a Marine Captain. I guess he probably wasn't happy about me knocking out his assistant, either." You idly scratch your head and look for a diversion, seeing Luffy smiling proudly to your left. "Besides, it's not that big a deal. Luffy's first bounty was 30 million."

As the villainous duo turn to gawp at Luffy for a change, you hear a choking sound behind you. "What the hell!?"

You turn to see Zoro glaring in consternation at the stack of bounty posters, before grabbing the top one and flipping it around for you to see. "What the hell is this!?" he repeats.

On the bounty poster is a somewhat grainy shot of Zoro's face in profile, with what looks to be Loguetown in the background. 'Dead or Alive: "Pirate Hunter" Roranoa Zoro. 10 million beris.'

"I beat the shit out of that weirdo blade guy, and they stick me with a lousy 10 million!?" He looks to the bounty poster in fury, and his fingers start to crease the paper before he thinks better of it and hands it and the rest of the paper back to you. "Taylor, the next time we fight somebody, I'm taking out the lead guy!"

"Uh...sure. Fine by me." You respond mildly. You're not really sure what's got his dander up, but it's probably best not to press him on this. You quietly hope that the next person to get in the Straw Hats' way didn't have any powers that were too nifty when you hear Nami approaching from the wheelhouse. She did not look happy.

"Usopp told me you two idiots got bounties?" She said, glaring sternly at both you and Zoro.

"Yeah. Sorry about that," You sheepishly hand over the paper as Zoro mumbles "Idiot?" to himself.

Nami gasps lightly as she sees the two of you and the prices on your heads. "This is terrible! Combined with Luffy, the three of you have a bounty of over 50 million beris! That's...that's-"

"Aw, don't worry about it too much, Nami!" Luffy says as he pats Nami on the shoulder. "I'm sure if we keep at it, we can be worth, like, 100 million beris in no time!"

As you carefully try to extricate Luffy's head from the deck, Nami shouts to the rest of the crew. "Listen up, guys! We need to be more careful from now on. We can't just keep racking up bounties, or we'll get taken out by some hotshot bounty hunter or some Marine armada before we can even make it halfway through the Grand Line."

"So? We'll just beat them up." Zoro says with a shrug. "Besides, it's not like Luffy will be careful just because you ask him to."

As Luffy's head comes free with a pop, Nami looks to you with pleading eyes, clearly expecting you to be a voice of reason. You hesitate, then speak up. "Well, I agree that we should probably be a little more cautious, but...Zoro has a point. In any case, 50 million for the crew is…" You take a moment to give it some thought, "Manageable. As long as we don't do anything too crazy for a bit, we'll probably be fine."

As Nami slumps her shoulders in defeat and sulks back to the wheelhouse, Zoro orders the crew back to their stations while you and Usopp gather the materials to fix the hole in the deck.

Dinner is another rowdy affair, with everyone barely managing to fit onto the bench. You had to dodge more than a few elbows to get your portions of roast and potatoes, and you're pretty sure that from an outside perspective this might look more like some kind of free-for-all than a meal among friends, but you have to admit the energy had kind of grown on you over time.

After dinner/evening workout, Nami invites you to the aftcastle while the weather is manageable. In between giving call outs to Sanji on course adjustments, she provides some tips on how to read the air and the sea to guess at the future conditions. You're admittedly a little out of your depth, as even with relatively calm conditions this region of the Grand Line had very erratic weather patterns, but you work hard at recognizing the subtle changes Nami talks about, and by the end of it you feel like you've finally reached a level of meteorology that Nami might be able to call on you to navigate in an emergency. With that, you say your goodbyes to her and head to bed in the ladies' room, intent on being well rested for the early morning shift.

Location: First Stretch, Paradise, Grand Line, Earth, Milky Way Galaxy, Earth-Mayim, One Piece Multiverse, One Piece-bookworm702
Date: Saturday, May 24, 1532


Waking up in the early morning, you come out to see Sanji and Vivi maintaining the sails and Usopp waving at you from the wheelhouse. It's relatively calm, so you spend the pre-dawn hours with them, making light conversation while maintaining the ship's heading. After the last couple of days, it's almost therapeutic. You're actually a little sad when the sun peaks over the waves and Nami comes out of the cabin with a stretch to call you into the wheelhouse to put the finishing touches on your Log Triangulator.

Sitting down with her at the bench with your sprawl of maps, charts and poses, the two of you scratch out the final formulas and calculations necessary to provide accurate headings off of the log readings. Nami's own mathematical abilities are, like many of her other academic skills, far beyond the normal Earth-Bet humans', but still a little rough. You offered a few minor corrections and adjustments to the formulas she used, which helped tighten up the accuracy of the system. After dodging a few people grabbing breakfast, you finally manage to finish all the calculations and start wrapping up the various rolls of paper, handing them over to Nami for her to store with the rest of her navigational tools.

Once she's finished setting things up in her area, Nami turns back to you with a shine in her eyes, and lays a hand on your shoulder. "Thank you, Taylor. This will make navigation so much easier, and it'll help with my mapmaking, too!"

You're not quite sure what to say, so you simply respond, "Glad I could help," with a smile. With a nod of understanding, the two of you go your separate ways and you head out on deck for another day of uncertainty on the Grand Line.

However, part of that uncertainty is the possibility that nothing bad happens at all. Through morning and the early afternoon, though the weather erratically vacillates between chilly and sweltering, no serious weather patterns develop, and you're able to spend most of the day focusing on making sure the rest of the crew is up to speed on nautical procedure. Though you occasionally have difficulties communicating the exact concepts you want, your ability to direct the crew and keep everyone on task is almost starting to scare you a little: the Merry starts to flow like a well oiled machine, each crew member feeling almost like an extension of your own body. It's a heady feeling, and perhaps it's that distraction that allowed what happened next.

The weather dips down to well below freezing, and you take turns filling in positions as everyone gets their winter clothes on. The weather remains clear, so you think little of it and keep directing the ship. However, you get a strange feeling that something is very wrong, just before the Merry jerks, an unholy grinding and snapping noise echoing through the ship before quickly being replaced with the deep gurgle of rushing water.

Luffy turns from his spot on the prow, a confused look on his face. "Guys, I think something's wrong with the Merry."

Immediately, the ship explodes into a frenzy of activity. You order the sails furled and anchor dropped as you sprint around the edge of the ship looking for the damage. You find it on the port side, and you can see both the powerful inrush of water from the hole, and the sides of the ship visibly sinking lower in the water. You've got less than a minute before the Merry's beneath the water line.

As you desperately try to think of a solution, Luffy walks up to you with an expression of mild concern, Zoro at his side. As he opens his mouth, inspiration strikes, and you yell before he can even start speaking.

"Zoro, grab Luffy's head!"

"Got it," he says mildly, gripping Luffy's head with both hands strongly enough to compress his skull a bit.

"Oi, what-" Luffy starts, but you waste no time in wrapping both arms around Luffy's torso and running towards the portside railing. Stretching Luffy's body to maximize surface area, you chuck him over the side. Shortly after, the suction of the hole catches him, sucking him to the hull like a limpet.

You turn back to Zoro, now holding the head of an unconscious and quietly moaning Luffy. "Keep him there. Wednesday, Nine!" Both criminals pop their heads up from their positions." "Bilge pumps, now!" As they scramble below decks, You point to Sanji and Usopp. "Sanji, grab the lumber and pitch out of storage. Usopp, let's go look at the damage."

Both of you make your way down to the men's room, sloshing through shin-deep water. You find the hole that Luffy plugged, water still seeping through a bit. It looks like something raked across the ship, tearing out a long chunk of the hull. The two of you take quick measurements of the hole before coming back out on deck. It's frantic work, but the pair of you together manage to size and cut the replacement lumber, clean up the hole, fit the new planks and retar everything while the water slowly drains. Finally, the pair of you come back up and you give Zoro the thumbs up to reel Luffy back in. Before you can even ask the question on your mind, Nami walks up to you, bundled in her winter coat.

"I managed to make out what caused the damage. Come over here." She leads you to the prow, and starts pointing. "Do you see the change in the currents, there and there?" After a moment, you nod, noticing the infinitesimal changes in the flow of the water. "They're icebergs. Completely clear ice, floating just under the water line. Almost impossible to notice. Getting out of here is going to be a pain in the ass."

After a moment of thinking of and discarding ideas, you realize the best solution and turn to Nami. "You take care of the navigation. I'll take point beneath the water line and keep the icebergs out of the way." She seems confused at first, but then appears to remember that you can just turn into a fishman, and nods. You start transforming there on the prow, and then dive into the sea. Now in the water, with the enhanced sense of the fishman, you can make out the forms of the icebergs floating around like mines with only mild difficulty. The Merry is underway shortly, and with the speed you have underwater it's child's play to keep a solid lead on her, occasionally pushing an iceberg out of her path with ease. After an hour or so, the water quickly raises in temperature, and you can make out no more threats in the vicinity, so with a short dive, you quickly swim towards the surface and breach, leaping towards the deck and landing with a wet thud.

As evening approaches, things return to some semblance of normalcy, though everyone remains on edge from that close encounter with the dangers of the Grand Line. So much so that everyone, yourself included, jumps when Usopp shouts from the top of the mast.

"There's something coming from the air!" He points towards it, and you can make out in the far distance what looks to be a large group of birds carrying a bundle of fabric between them. They appear to be making a direct course towards your ship.

You tell as much to the rest of the Straw Hats, who seem mostly ambivalent. "If they're trying to attack us, they won't get very far," Zoro says with a shrug.

You and the rest of the crew keep an eye on the group of birds as it slowly approaches, and just before the sun can start touching the sea, the flock of two dozen large albatrosses arrive just to starboard of the Merry, keeping pace as one flies down to the deck with a chalkboard around its neck that reads 'Hello. We are the traveling Albatross Bazaar, with rare and exciting goods from across the Grand Line. Would you like to do business?'

"Oh, I've heard about these guys," Miss Wednesday says, looking up at the birds waiting to land with their merchandise. "They do have some neat stuff most of the time, but they have a reputation as real misers. You'll be lucky to get anything at a decent price."

The albatross looks put out at that, and grabs a piece of chalk hanging by a rope to write 'Rude' on his chalkboard.

"A traveling shop from all over the Grand Line!?" Luffy says, sparkles in his eyes. "Awesome! Come on down, birds!"

At a signal from the bird on deck, the rest of the flock carefully lands their canvas package, the rest of you making room for them. Frantically, they begin unpacking and laying out various goods, from clothing and foods to weapons and jewelry. Several more albatrosses with chalkboards begin walking around with Wednesday, Sanji and the other crew members, while both several Straw Hats and albatrosses held back around the edges, suspicious eyes making sure that neither party were up to any funny business.

While Nami speculatively holds up a blouse and Luffy starts fiddling with some spindly contraption while one of the albatrosses flaps its wings frantically, you start walking through the rough aisles with a discerning eye. Most of the stuff seemed to be either purely practical, or knick knacks for tourists, and if Vivi was right, most of it would be absurdly gouged. Eventually you reach a small, bookshelf, and peruse it for a moment before pulling out a book bound in thick leather with a colorful cover of a beaming cartoon man on the prow of a ship, a chestnut inexplicably growing out of his head. "The Tale of Dolan the Liar, and Other Children's Stories."

You hear the rapping of chalk on slate, and turn back to see that your albatross minder had written 'Ah, you have a discerning eye. An excellent anthology, as well as a very rare edition.'

You idly crack open the book and take a quick peek at the first page. "This says it was the third edition."

The albatross looks momentarily frazzled before wiping the slate with a wing. 'The third printing was notoriously limited, you see.'

Right, and you're Alexandria. Still, you manage to start negotiating with the albatross, projecting just the right level of interest to keep the price steadily dropping. The albatross goes through a good portion of his chalk piece, but you finally manage to get the total down to something reasonable, and the two of you give nods to a worthy opponent as the beri changes hands. Headway tells you that you've gained additional skill in Barter as well, so you suppose you could consider the book a bargain.

Everyone gathers their purchased goods and provides a wave to the departing albatrosses, several of whom return the farewell as they fly off to the south. With that taken care of, it's only a short while before Sanji calls everyone in for dinner, experimenting a bit with some spices he picked up from the bazaar. After that, the evening is uneventful for an hour or so before Usopp comes out of the men's room with a lit lantern, yelling for everyone to gather around as he places the lantern on the deck.

"What's going on, Usopp?" Miss Wednesday asks as she approaches.

"Well, it's something my dad told me about, when he was at sea with Shanks and his crew. You see-"

"Wait, Red Haired Shanks!?" Mr. 9 yells in shock.

"He's their marksman, it's not a big deal," Usopp says, waving the attention away. "Anyway, like I was saying, it was a tradition to stave away boredom and keep spirits up. We sit around the fire and tell stories of adventure and bravery! I'll go ahead and go first!" As the crew huddles around the small light of the lantern, Usopp launches into a tale of "The Brave Captain Usopp". Every once in a while someone will wander off to check the heading or adjust the sails, but he has most of the crew's attention as he goes through the obviously false but still very entertaining story.

"-and with a final blow, the King of Gluttons flew past the horizons, and at long last I had saved all of Reindeer Island from his tyranny! During the feast, we broke into the King's wine cellars, and the reindeer and I got so drunk that we spilled most of the cellar all over the mountain! They say on some days, the mountain remembers that day of revelry, and the Land of Reindeer is showered in pink snow, like cherry blossoms falling from the sky."

With a round of polite clapping, Usopp takes a bow and returns to the circle, and eyes go to Nami, sitting next to him. "Uh, sorry, guys. I don't think I really feel up to it. Maybe next time?"

"That's alright, Nami, I'm sure your story will be amazing when you feel like it!" Sanji says from Nami's side, hands clasped and hearts in his eyes. You and Nami roll your eyes in sync, and Sanji continues. "Anyway, I actually have a story you might like. It was back when I was just a scullery boy for Old Man Zeff." He launches into the tale, running back and forth across the Baratie on a list of errands, frantically asking chef after chef for the ingredients and tools he needs, only to find one after the other that none of the things Zeff asked for actually existed. You all enjoyed several laughs throughout the story, and Sanji sits down with a smile.

"Pass," Zoro says simply, lounging against the mast.

"What!?" Sanji yells, leaping to his feet as flames appear to consume his eyes. "I pour my soul out and you just pass like a lazy bastard, you asshole!?"

"Since when do you care?" Zoro asks with an irritated expression. "Besides, Nami just passed, too."

"That's completely different, don't try and change the subject!"

As a scuffle broke out that quickly moved out of the light of the lantern, Luffy started laughing uproariously, holding his sides with his arms. "Oh, wait, wait! That reminds me of a story I can tell!"

With that, Luffy leaps up from the deck, and descends into a slightly rambling tale about a long hunt for a large beetle he saw in the forest as a child. It was fun listening to the captain's excitement, even if the story itself was a little mundane. He finally captured the beetle just after the sun went down.

"Then Curly Dadan and her gang showed up! Apparently they'd been looking for me for hours, and they were so worried they beat me to an inch of my life when they found me!" As he laughed, the rest of you looked at each other with confused expressions.

"Luffy,...was Curly Dadan a bandit?" you ask.

"Uh huh!"

"Wait, you were raised by bandits?" Usopp butts in.

"Ever since I was six!"

Nami looks at Luffy with a speculative expression. "Actually...that would explain a lot."

"Anyway, your turn, Bat Guy!" Luffy says, sitting down and slapping Mr. 9 on the back.

"It's Mr. 9," the man huffs, then stands up. "Alright, this an old story from my hometown. The Tale of The Black Eel!" he says in a spooky, wavering voice. It's a fairly run of the mill ghost ship story, but Mr. 9 puts in the effort and the ambiance of the night makes it at least a little unsettling.

"-and to this day, people still swear that on dark nights, they can still hear the screams of the lost crew off the shoals, begging for rescue." He takes his muted applause with a theatrical bow and returns to the circle.

Next is Miss Wednesday, who stands up with a little hesitance. "Well, I'm not sure if it's that great of a story, but...when I was a kid I had this friend named Toza, and we were in a gang together." She goes on to tell of some of the fun antics her and her friends got up to as kids, ending with a pitched fight against some bandits that ended up attacking them...though she wasn't really clear on why they did that. You get the suspicion that she might be drawing on her actual past for the story.

"Eh, I don't know, I think you made some of that up," Usopp says dismissively.

"What!? My story is way more believable than that ridiculous tale about the reindeer!"

"I'll have you know that the Tales of the Brave Captain Usopp are one hundred percent factual!" Ussop says, leaping up with an accusing finger.

"Uh, guys?" You say before they can begin fighting in earnest. "Mind if I take my turn now?"

Though the two give each other the stink eye, they sit back down and you take your place in the center, quelling your nerves a bit. You mulled it over and decided that this would be one of the better stories to tell.

"This is the story of the fall of Kyushu, from my home world, and how one man tried to save it.

"The Endbringers were a part of life by the time Leviathan struck Kyushu in 1999. They attack without warning, and victory is only recorded in lower than average casualties, and if there's enough of the city to be rebuilt when they're done. This fight was no different from the others. Hundreds of capes from across the world, headed by the Triumvirate, the three most powerful heroes, could only try and hold back Leviathan. Every instant they failed to tie him up was another tidal wave he unleashed; and with every tidal wave thousands were crushed, and thousands more drowned. It looked like the city would be destroyed entirely, and Leviathan might even drag the entire island beneath the sea.

But then, a man rushed through the water into the fray, encased in fire. He was struck down almost immediately, but fired back with a bolt of flame. Leviathan swiped him with his tail, throwing him into a building, but as he got to his feet, the wounds were already healing. The heroes began to support his assault, and with every moment, scales erupted from his body, he kept growing larger, and the flames kept growing hotter. Leviathan charged at the unknown hero, and as they clashed, he tore open a chasm in the earth, creating a massive whirlpool. Though the lesser heroes evacuated, the dragon and the Triumvirate remained, and though Leviathan sought to draw the dragon into the chasm, Alexandria would not allow it, and they remained locked in combat. And still the dragon grew.

"Even before the Endbringers, Japan told tales of giant monsters, beyond the power and understanding of men. Some came to destroy men and all that they had worked to build, while others stepped in to protect them. One of my earliest memories was as a little girl, huddled with my family on the couch, watching those stories come to life. We kept watching, even as the flames grew and the people filming had to retreat ever farther, until all we could see was the inferno, raging in the center of the ruined city like the forge of a god. And as we watched along with the rest of the world, a world jaded by destruction and cataclysm, we began to believe that an Endbringer could fall."

You take a moment to gauge the crew's reaction, and their enraptured expressions through you out of the rhythm of the story a bit. "And...in a way, he did. The earth could no longer sustain the battle, and the pair of them fell into the chasm, the flames consumed by a titanic eruption of steam. Leviathan sustained greater wounds in that fight than any other, before or since, but he lived, and he escaped. Still, that was one of the great victories. Millions died that day, but millions more lived, because of that one man. Lung, the Dragon of Kyushu."

Silence falls as you wrap up the story, the only sounds the creaking of the rigging and the quiet flickering of the lantern. Usopp speaks up. "So, what happened to Lung after the fight?"

Your shoulders slumped; you really wish your world had a happier tale to tell about the aftermath. "Alexandria was able to rescue him from the sea after Leviathan ran. But...he gave up. He said that he wouldn't fight an Endbringer again, that it was like a man trying to fight the ground, or the rain. He actually lives in my city. He runs a gang, pushes drugs and stuff. No one can really stand up to him, or he'll just escalate until the city's in ruins." You deliberately square up your posture, trying to put some energy in your expression. "Still, the hope that he created that day 12 years ago is still real. On that day, one man could stand up to an Endbringer. And there are new heroes every day. One day, someone won't stand up to an Endbringer. One day, someone will kill them."

With smiles and nods around the lantern, you feel your spirits lift a little. Usopp pats down his overalls and gets up to grab the lantern, blowing it out with a huff. "Well, that was pretty fun! We'll have to do this again sometime."

With several nods and non-committal sounds, the crew disperses to their various positions. For you, that was your ever-reliable hammock in the girl's room. You leap in, and soon fall into a deep slumber.

Day 1:
67:50 Engineering 2 unlocked
63:85 Seaman 6 not unlocked
83:55 Seaman (Age of Sail) 7 unlocked
98:90 Boatswain 7 unlocked
13+10:20, 29:90 Teaching 2 unlocked, Teaching 3 not unlocked
25:90 Leadership 1 not unlocked
84:30 Doctor 1 unlocked
90:60 Meteorology 4 unlocked

Day 2:
39:100 Mathematics 7 not unlocked.
70:70 Seaman 6 unlocked
11:100 Seaman (Age of Sail) 8 not unlocked
99:95 Boatswain 8 unlocked
35:55 Teaching 3 not unlocked
20:65 Leadership 1 not unlocked.
31:70 Shipwright 5 not unlocked
39:80 Swordfish Fishman 7 not unlocked
70:25 Barter 4 unlocked
33:50 Public Speaking 3 not unlocked
-3000 Beri
+The Tale of Noland the Liar, and Other Children's Stories

+Engineering 2
+Seaman (Age of Sail) 7
+Boatswain 8 (+2)
+Teaching 2
+Doctor 1
+Meteorology 4
+Seaman 6
+Barter 4
___________

Hey, guys. I'm back with the milk. I don't think any of us really wanted the update to take this long, and I don't really have any good reason for that. No votes at the moment, Taylor is still uncertain that the Straw Hats would be fine without her. Hopefully the next update won't take another, what, 4 months? Also, you can thank jcw3 for that omake bonus for the Teaching upgrade.
 
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