- Location
- Earth
@bookworm702
I can't find Weapon History on our Char Sheet even though it was acquired in the last thread.
@bookworm702
Acquired means we have the potential to train it now, not that we got level 0.@bookworm702
I can't find Weapon History on our Char Sheet even though it was acquired in the last thread.
missing space
your cookingYou call everyone to dinner, and even though you're cooking isn't quite up to Sanji's level,
Back to the ship.missing space
your cooking
I forget how her porting works if she ports off the ship then back a day later does she port back to the ship or over open ocean?
you of
sounda gentle tearing sounds can be heard over the screaming winds.
Remove one away.
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.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.
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.
Explosives and Demolition will be useful if we ever have to break into or out of a fortified enemy position
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.
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.
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.
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.
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 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.
That's ok. Real life's come first. Take your time.Doing alright. Apologies for the wait time, different things keep coming up. Still chipping away at it.