I was wondering, and I probably missed reading somewhere that it's not possible, if it's not better to spend an entire day or even 2 days repeatedly training the same skill. With the way Headway works, what if Taylor just spend 2 days practicing sube sube no mi or ninjutsu etc.
If it is possible, wouldn't it be much better to be really good at one devil fruit or fighting style?
You can. Shape Changing forms can't mix - no fishman with albatross wings, for instance, but you can, as in the last update, use bear vocal cords in human form to enhance your voice, or things like that, assuming you've invested the time.
Devil Fruit powers can be combined - I have been wondering why people weren't prioritizing Kachi Kachi more. Sube Sube's greatest weakness is that a good knife can still cut you. Being able to manifest burning rock skin seems to mitigate that problem. Where DF powers contradict, we may have to evaluate that on a case by case basis.
I had been operating under the assumption that only one devil fruit at a time could be manifested, which is why I was pushing for Sube Sube mastery over Kachi Kachi proficiency. That also gives a reason to invest in training Zoan type powers we pick up, which I had been dubious of.
This man is smarter than Reed Richards. I hadn't even considered how I'm going to handle his making the Clima Tact in quest. We'll show Usopp finding some exotic components on the way to Alabasta, getting a few ideas. I've been underselling him as a super-scientist, I think. You can diminish the accomplishment by making it reliant on certain exotic Mayim components (oil from a fish with protective electric skin for the Thunder Ball, something like that) but that's not that much less impressive.
After Foolshout, I may add 'make the Clima Tact, a less stupid (no party tricks) variant than the one Usopp made for Nami in canon' as a project for Usopp and Taylor.
I'd get in on that; we've got good Blacksmithing/Weaponsmithing chops there, and if we incorporate Mahon/Bet elements like electrical wiring from tasers we can probably make the 'lightning' part of the equation easier. If we include divvying up components with Usopp and seeing Nami fight regularly (plus maybe end the project with her giving the weapon a sparring session so she's not figuring things out while people are trying to puncture her) I think we can work out something at least as good as cannon.
Options to buy those can be added in the next update. Phones will need to be purchased on Bet, but the rest can be found on Mahon. The cell phone is going to be a rough sell with Danny, who's already going to be pretty worried about Baroque Works.
So, we're expecting ~$10,000 in...about ten days ago, apparently, so I'm not as worried about being able to afford everything as I used to be. Dropping $500 in Mahon and a similar amount in Bet for the various tools and electronics we're interested in doesn't seem unreasonable, especially if we can add making bugs for the warehouse Skidmark had his 'accounting meeting' and his personal vehicle in the mix.
The cell phone bit though is going to be rough, both with Danny and Taylor. Not sure how to square that circle other than say something trite like 'the only way past is through', which doesn't really help.
Sounds like something that might be helpful for Musashi Style and its 'know oneself, overcome your tragedies' mindset. Plus we see the various great masters of martial arts and swordsmanship engage in it so there's probably something to it on its own merits.
*sigh* I wish we knew when the required bosun aactions would go down, so we have six daily actions to play with rather than five (barring other required actions that pop up). Partly why I'm hoping getting Usopp the tools (note I added metalworking tools to it) will expedite that.
Eh...so long as the Merry upgrade is done before Foolshout (so she's more resistant to damage, which should cut down on the need for repairs too), it taking a slot now or later doesn't mean much to me. Though probably better to get it done to make sure it's done in time.
Assuming five actions per day, I might just drop the last action for drivers ed next time.
I consider the villain hunt a priority. Not only to get things going on Bet but for the skills associated with it.
Putting the skills you mentioned in a slot or two once or twice each is a good idea.
Hm....
Next update
Day 1
Merry upgrade
Kachi
Nin
Photography
Criminal Psych
Day 2
Merry upgrade
Kachi
Nin
Crew action (leaning towards Nami and science books)
Villain hunt
Day 1
Merry upgrade (finish)
Kachi
Nin
Forensics
Villain hunt
Day 2
Kachi
Nin
Doctor
Villain hunt
Crew (marksmanship, Usopp)
Might be a bit heavy on the kachi and nin, but I'd see how it goes.
Beyond that I don't want to plan or assume too much. Though other actions to take could involve weights, dual sword sparring, meditation for focus with Zoro, poison resistance or making (Usopp and/or Sanji), and more bombmaking.
@gjones600@assana73 just a heads up that I changed one action in my plan. Driver's Ed on the second day can't be done. Swapped it out for doctor. See above for the latest version.
How's this? Assuming your Long Term Planning plan wins and we maintain 5 non-Bosun actions, until we get to Foolshout Island:
Day 3
- Driver's Ed (3/3)
- Upgrade Merry (3/5)
- Mahon shopping (tools, electronics) (if the cyber tools project includes this, disregard and replace with Criminal Psych)
- Sube Sube
- Cyber tools project (1/5)
Day 4
- Upgrade Merry (4/5)
- Cyber Tools (2/5)
- Kachi Kachi
- Ninjutsu
- Bet shopping (cell phones, electronics) (If cyber tools project includes this, disregard and replace with Forensics)
Day 5
- Upgrade Merry (5/5)
- Cyber Tools (3/5)
- Ninjutsu
- Criminal Psych
- Sube Sube
Day 6
- Cyber Tools (4/5)
- Investigation
- Weightlifting (Zoro should be back online)(...although the dates don't match up. Is Zoro fit for duty now?)
- Kachi Kachi
- Ninjutsu
Day 7
- Cyber Tools (5/5)
- Spy on Merchants (1/7)
- Doctor
- Weightlifting
- Sube Sube
Day 8 (might arrive at Foolshout by then)
- Spy on Merchants (2/7)
- Kachi Kachi
- Photography
- Doctor
- Low profile costume project (1/2)
Day 9
- Sube Sube
- Spy on Merchants (3/7)
- Doctor
- Low profile costume project (2/2)
- Ninjutsu
Day 10
- Kachi Kachi
- Spy on Merchants (4/7)
- Doctor
- Ninjutsu
- Fishman Karate
It maintains Devil Fruit training daily, does at least one thing to prepare for Merchants/Cape activity on Bet daily, keeps preparing us for conflict on Foolshout and we squeeze in some projects here and there. Spying on the Merchants starts Day 7 as I assume that's the cyber tools project completes and while it doesn't have as much Fishman Karate as I'd like, it does get some ninjutsu training in.
@jcw3 About what level of mastery in a skill would Taylor feel comfortable using it in combat? 3? 5? Higher is better, obviously, but when does she look at something like Ninjutsu and say "I am confident I can incorporate this in my fighting style against the ABB"?
I had been operating under the assumption that only one devil fruit at a time could be manifested, which is why I was pushing for Sube Sube mastery over Kachi Kachi proficiency. That also gives a reason to invest in training Zoan type powers we pick up, which I had been dubious of.
Zoans and Logia can't be hybridized, but Paramecia can. That was the assumption I've been operating under in my head the whole time - and I apologize if that wasn't made clear. So you could use Law and Kidd's fruits together, but not Kaidou and Dalton's, or Enel's and Honey Queen's.
So, we're expecting ~$10,000 in...about ten days ago, apparently, so I'm not as worried about being able to afford everything as I used to be. Dropping $500 in Mahon and a similar amount in Bet for the various tools and electronics we're interested in doesn't seem unreasonable, especially if we can add making bugs for the warehouse Skidmark had his 'accounting meeting' and his personal vehicle in the mix.
Taylor will prioritize Mahon for electronics, and will only buy what she absolutely needs from Bet. The money's been processed into the account by now, Taylor's just not had the time to focus on it with the First Stretch demanding all her attention.
@jcw3 About what level of mastery in a skill would Taylor feel comfortable using it in combat? 3? 5? Higher is better, obviously, but when does she look at something like Ninjutsu and say "I am confident I can incorporate this in my fighting style against the ABB"?
We'll say 5 is where it starts to become more intuitive, something Taylor can pull out of her bag of tricks casually, without becoming something she has to actively concentrate on. Which is obviously actively dangerous in an active cape conflict.
With the right investment, they can go down shortly. The high investment in keeping the Merry sailing will likely fade once the Straw Hats enter Foolshout's climate zone - the First Stretch will be over, and after that, it's much smoother sailing. It was the same way in canon when the Straw Hats left Cactus Island - but Foolshout is much further from Reverse Mountain than Cactus, so it takes longer to get to that point. Without a good boatswain (and maybe a bit of Nika's unconscious blessing), the Straw Hats would have died trying this.
LOL, this is the exact reason I made that decision in the first place. Don't think I've ever seen someone else say it loud.
Here's where we currently stand on voting, with less than eight hours until polls close. Hopefully no one edited their post to change their vote. Next time, I may try to figure out a better way to separate stuff like MENTALITY and POWER USE from the main vote.
Power Use - Minimal, mundane skills - 0 (no users)
Power Use -Compromise, mundane skills+Sube Sube/Ninjutsu/'justifiable' skills: 12 (Ompa60, SCO, Escalatus, Kejmur, Verdom, LightLan, mojtaba, wizig, spudman, Slamu, Demonlorddraco91, assana73)
Power Use - Almost everything while presenting as a skill+ thinker: 3 (Gooey, Simon. Anderson, Daniel14541)
Plan Preparation and Experience: 4 (Ompa60, SCO, Simon. Anderson, fictionfan)
[X] Plan Parahuman Detective: 1 (Escalatus)
[X] Plan Find The Circus And Additional Improvents: 1 (Kejmur)
[X] Plan Merchants and Logia countermeasures: 1 (LightLan)
[x] Plan Team Prep and long term planning (updated): 5 (spudman, Demonlorddraco91, gjones600, assana73, Direfox)
[x] Plan Making Foolshout of Us: 2 (slamu, BunnyLord)
I had been operating under the assumption that only one devil fruit at a time could be manifested, which is why I was pushing for Sube Sube mastery over Kachi Kachi proficiency. That also gives a reason to invest in training Zoan type powers we pick up, which I had been dubious of.
I'd get in on that; we've got good Blacksmithing/Weaponsmithing chops there, and if we incorporate Mahon/Bet elements like electrical wiring from tasers we can probably make the 'lightning' part of the equation easier. If we include divvying up components with Usopp and seeing Nami fight regularly (plus maybe end the project with her giving the weapon a sparring session so she's not figuring things out while people are trying to puncture her) I think we can work out something at least as good as cannon.
So, we're expecting ~$10,000 in...about ten days ago, apparently, so I'm not as worried about being able to afford everything as I used to be. Dropping $500 in Mahon and a similar amount in Bet for the various tools and electronics we're interested in doesn't seem unreasonable, especially if we can add making bugs for the warehouse Skidmark had his 'accounting meeting' and his personal vehicle in the mix.
The cell phone bit though is going to be rough, both with Danny and Taylor. Not sure how to square that circle other than say something trite like 'the only way past is through', which doesn't really help.
Sounds like something that might be helpful for Musashi Style and its 'know oneself, overcome your tragedies' mindset. Plus we see the various great masters of martial arts and swordsmanship engage in it so there's probably something to it on its own merits.
How's this? Assuming your Long Term Planning plan wins and we maintain 5 non-Bosun actions, until we get to Foolshout Island:
Day 3
- Driver's Ed (3/3)
- Upgrade Merry (3/5)
- Mahon shopping (tools, electronics) (if the cyber tools project includes this, disregard and replace with Criminal Psych)
- Sube Sube
- Cyber tools project (1/5)
Day 4
- Upgrade Merry (4/5)
- Cyber Tools (2/5)
- Kachi Kachi
- Ninjutsu
- Bet shopping (cell phones, electronics) (If cyber tools project includes this, disregard and replace with Forensics)
Day 5
- Upgrade Merry (5/5)
- Cyber Tools (3/5)
- Ninjutsu
- Criminal Psych
- Sube Sube
Day 6
- Cyber Tools (4/5)
- Investigation
- Weightlifting (Zoro should be back online)(...although the dates don't match up. Is Zoro fit for duty now?)
- Kachi Kachi
- Ninjutsu
Day 7
- Cyber Tools (5/5)
- Spy on Merchants (1/7)
- Doctor
- Weightlifting
- Sube Sube
Day 8 (might arrive at Foolshout by then)
- Spy on Merchants (2/7)
- Kachi Kachi
- Photography
- Doctor
- Low profile costume project (1/2)
Day 9
- Sube Sube
- Spy on Merchants (3/7)
- Doctor
- Low profile costume project (2/2)
- Ninjutsu
Day 10
- Kachi Kachi
- Spy on Merchants (4/7)
- Doctor
- Ninjutsu
- Fishman Karate
It maintains Devil Fruit training daily, does at least one thing to prepare for Merchants/Cape activity on Bet daily, keeps preparing us for conflict on Foolshout and we squeeze in some projects here and there. Spying on the Merchants starts Day 7 as I assume that's the cyber tools project completes and while it doesn't have as much Fishman Karate as I'd like, it does get some ninjutsu training in.
@jcw3 About what level of mastery in a skill would Taylor feel comfortable using it in combat? 3? 5? Higher is better, obviously, but when does she look at something like Ninjutsu and say "I am confident I can incorporate this in my fighting style against the ABB"?
I honestly think the drivers ed could be dropped for Day 3 for another crew action(Nami with science books) for the sciences and teaching.
The former (sciences) because the Endbringers are always in the back of my mind, and the latter (teaching) for making Taylor's allies stronger sooner (and if we can improve the skills of allies, that time might also help Taylor improve those skills, the best way to learn is to teach).
I'd even consider just putting it on hold altogether, but changing the vote suddenly like that (unless it's fixing a mistake) doesn't sit right.
I haven't been able to keep up with all the discussions, so I probably missed some things. Why the low key costume project?
Otherwise, it looks good. In general I would like to get one Strawhat interaction action per update, to develop relationships with the crew if nothing else, but also help them and Taylor improve.
With the caveat that we may want to change things up depending on success/failures. I don't think we need to get past Doctor 4 anytime soon (and I don't think we have a prayer of surpassing Chopper before we're likely to meet him).
@jcw3 if you're ever looking for inspiration random things to happen with the Straw Hats, you might to look at some of the chapter cover arts for inspiration forbrandom stuff. Especially the ones with the Straw Hats and animals, or fan requests.
Speaking of inspiration, I remembered I had some notes for an omake or two that I never got around to. I don't think I will anytime soon, either (small children do that 😅), but if I find them I'll share some more details in case anyone is interested and might want to use the prompts.
The former because the Endbringers are always in the back of my mind, and the latter for making Taylor's allies stronger sooner (and if we can improve the skills of allies, that time might also help Taylor improve those skills, the best way to learn is to teach).
Until we can bring the straw hats between worlds they are something of a nonstarter for helping us against the endbringers. Of course there is also the problem that even at their strongest I don't see how they can help against the endbringers. Unless Haki turns out to be something that they are helpless against somehow.
Until we can bring the straw hats between worlds they are something of a nonstarter for helping us against the endbringers. Of course there is also the problem that even at their strongest I don't see how they can help against the endbringers. Unless Haki turns out to be something that they are helpless against somehow.
Here's where we currently stand on voting, with less than eight hours until polls close. Hopefully no one edited their post to change their vote. Next time, I may try to figure out a better way to separate stuff like MENTALITY and POWER USE from the main vote.
Power Use - Minimal, mundane skills - 0 (no users)
Power Use -Compromise, mundane skills+Sube Sube/Ninjutsu/'justifiable' skills: 12 (Ompa60, SCO, Escalatus, Kejmur, Verdom, LightLan, mojtaba, wizig, spudman, Slamu, Demonlorddraco91, assana73)
Power Use - Almost everything while presenting as a skill+ thinker: 3 (Gooey, Simon. Anderson, Daniel14541)
Plan Preparation and Experience: 4 (Ompa60, SCO, Simon. Anderson, fictionfan)
[X] Plan Parahuman Detective: 1 (Escalatus)
[X] Plan Find The Circus And Additional Improvents: 1 (Kejmur)
[X] Plan Merchants and Logia countermeasures: 1 (LightLan)
[x] Plan Team Prep and long term planning (updated): 5 (spudman, Demonlorddraco91, gjones600, assana73, Direfox)
[x] Plan Making Foolshout of Us: 2 (slamu, BunnyLord)
Alright. Vote closed. MENTALITY: No Change narrowly wins, 8 to 7. POWER USE: Compromise, mundane+ wins, 12 to 0 to 3. Plan Team Prep and long term planning wins, 5 votes, over the nearest of 4.
73:50. Seaman (AoS) 8 unlocked.
94:70. Boatswain 9 unlocked.
97:100. Carpentry 6 not unlocked. 75:100. Teaching 5 not unlocked.
16:40. Driving 2 not unlocked. Progress made on driver's course.
65:??. Limited progress made on sourcing metal for the Merry - scrapyard in Mahon NYC, will let you pay money for scrap metal. Partnered with a specialty store selling good-quality (if a bit pricy) welding tools. In the interest of expedience, Taylor acquiesces. Speaking with Usopp on plans to look over the Merry for potential sources. Solid start.
50:10. Bombmaking 3 unlocked. 71:60. Bombmaking 4 unlocked. 10:60. Chemistry 7 not unlocked.
25:??. Supplies purchased for Usopp. He'll need a bit more teaching before he's ready to use them, but it won't be too long before he's more independent. Will likely require an action investment to instruct him, but when done, will increase number of available actions.
41:100. Seaman (AoS) 9 not unlocked.
47:100. Boatswain 10 not unlocked.
95:80. Carpentry 6 unlocked. 22:90. Teaching 5 not unlocked.
85:60. Doctor 2 unlocked. +First Aid 8. +Anatomy 5. +Medicine 5.
68:100. Blacksmith 8 not unlocked. 59:40. Shipwright 5 unlocked. You begin work on applying sourced scrap metal to obvious potential weak points - the tiller, the steering, etc.
95:80. Survival 5 unlocked. 73:100. Naturalist 7 not unlocked. 73:20. Fishing 6 unlocked. (Yes, really. Twice in a row. I saw it refresh and everything.)
46:00. Trapper 0 unlocked. 87:40. Trapper 1 unlocked. 74:100. Trapper 2 not unlocked.
10:40. Kachi Kachi no Mi 3 not unlocked. Omake bonus not applied, would not have helped.
Day 1:
Taylor gets an understanding of some higher-ranking Baroque Works members.
Vivi and Horlio (Formerly known as Mr. 9) are added as trainers and temporary(?) allies.
-$487.33 Mahon-USD for carpentry tools for Usopp and the Merry. Need to take some more time to thoroughly instruct Usopp in their use. Will be an action option.
-$2089.99 Mahon-USD for some good welding tools for the Merry and your general use, can be taught to Usopp at later date.
-$40.00 Mahon-USD for scrap metal for Merry upgrade project.
Day 2:
N/A
LOL, let me know if I forgot anything, spudman. I don't think I forgot anything. The 2x+10 thing sort of confuses me, I don't think that was a mechanic from my quest. I applied the roll to that formula, and you can see the result.
I've prewritten the crew meeting, will be working on the rest of this over the next few days. I tried my best to keep the exposition down, but the first draft is a bit heavy on it. Need to inject it a bit more with personality on a second go. It'll do for now, though, and I'll likely finish the rest before hitting it again.
If anyone can think of examples of things on the Merry that might need reinforcement and such, let me know, I may be racking my brain a bit over the next few updates. Unlike Taylor, I am not a superhumanly competent boatswain.
Are there no banked omake bonuses to help with the devil fruit power acquisition?
Or was that formula it?
Edit:
After reading the prompts : (2x +10 bonus available) , it's the format for how many points of omake bonus are available to apply to a failure.
And the rules:
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.
In other words, there are 2 bonuses of 10 points each (that can be applied separately or together?), in order to turn a failure into a success.
My question is, in point 1, there is the caveat that the points will be spent on the skill if and only if they cause a failure to become a success.
So, if the roll was 19 or lower, then the result is 19 and the 2 bonuses are still available.
If the roll was 20-29, both 10 point bonuses are spent, and the action is successful. If the roll was 30-39, one entire 10 point bonus is spent, and the action is successful, leaving another 10 point bonus for next action?
No, you're all right. My mistake - was not my formatting, misread. I have corrected - it's just a standard failed roll now. Omake bonus will be preserved for next time.
If anyone can think of examples of things on the Merry that might need reinforcement and such, let me know, I may be racking my brain a bit over the next few updates. Unlike Taylor, I am not a superhumanly competent boatswain.
Obviously the original Merry ended up having to be let go because its Keel was too damaged and in order to fix it they'd basically have to take apart the whole boat and then rebuild it around a new keel, and at that point you might as well just order a new ship instead. So if there's anything Taylor could do to reinforce that, it's probably the most important thing she could do. Not sure there is anything though.
Then there's the masts, but again that's a huge log and isn't something she can easily reinforce or replace.
Maybe she could replace the ropes and sails if there are any stronger material alternatives to what the Merry is using? Modern pully systems and cinches for the ropes?
Obviously, what prompted this was the Tiller breaking when they tried to enter Reverse Mountain. But the entire Tiller + Rudder system could probably stand to be replaced with a stronger alternative.
"A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects."
So
Childcare not check
We have tactics, but not strategy
Taylor has Woodwind 4, but no composition skill.
No financial skill, good math skill. Some barter.
Carpentry to build a wooden wall.
I don't know if first aid covers setting a bone.
No idea what skill comforting the dying would fall under.
Taylor doesn't seem to mind having Luffy as a captain, but I don't know if that counts.
Level 1 leadership for giving orders.
We might actually want to consider getting a teamwork skill. I know that in one piece the straw hats always even up in a bunch of one on one fights, but it would be cool if we could just work together and kick ass.
Taylor can act alone. She kind of has to.
Mathematics skill 6 among the best in the world
analyze a new problem? Don't know what skill that would fall under.
Big muscle to pitch manure with.
Superhuman programming skills.
One of the best cooks in the world
Ambush mistress to fight effectively
The original story makes it clear that Taylor can die, not sure how galant it was.
"A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects."
Childcare could be gotten if we join the Xavier institute. Or it could be useful for if/when we get there.
For strategy, it should be easy enough to get a starting level with library books, Sun Tzu, Machiavelli, etc...
Composition is the harder part of music, playing something someone else prepared is a lot easier than coming up with something that's easy on the ears. Writing a sonnet should go under poetry, if I'm not mistaken, and a library trip would be good for that as well.
Accounting can also be learned at the library, at least balancing books/tax forms.
Carpentry is fine.
First aid does cover setting a bone, but not a compound fracture (bone breaking the skin, shattered bones), that would need Doctoring or even Surgery.
Charisma, empathy, for comforting the dying... Going by Heinlein, being a gigolo/Jezebel also helps (Taylor is too young for that part)
Taylor can follow orders, but has/had a lot of trust/authority issues.
Level 1 leadership for giving orders, could be worked on during the First Stretch voyage.
We might actually want to consider getting a teamwork skill. I know that in one piece the straw hats always even up in a bunch of one on one fights, but it would be cool if we could just work together and kick ass. Agreed, team tactics as an evolution to tactics, but also cooperation during carpentry with Usopp, navigation with Nami, fitness with Zorro, etc... Honestly we should already be getting cooperation or team effort skills.
Taylor is the queen of acting alone... Not very wisely, but efficiently enough.
Mathematics is good.
Analyze a new problem, should go under thinking on your feet, innovation, dealing with new stress... No idea if 1 skill is enough to cover that.
Big muscle to pitch manure with, but you also need the humility to accept doing menial/dirty work.
Superhuman programming skills.
One of the best cooks in the world.
Ambush mistress to fight effectively. Many martial arts disciplines, maybe lacking on firearms/sharpshooting, but working on it with Usopp already.
She can't die gallantly at all, she'll go down kicking and screaming, taking as many of the bastards down with her. As Shiryu said and I misquote : "A dragon may well die, but it never dies alone".
With Usopp needing some instruction to learn a bit more and reduce required bosun actions, it may be worth it to adjust your plan for the next several days to get that done ASAP. But we'll see with the update, I guess. [/SPOILER ]
We'll say 5 is where it starts to become more intuitive, something Taylor can pull out of her bag of tricks casually, without becoming something she has to actively concentrate on. Which is obviously actively dangerous in an active cape conflict.
So, with this as a benchmark for combat skills and assuming that on Bet the difference between a lvl 5 and a lvl 7 skill is going to be indistinguishable from an outsider's perspective (higher is better, of course, but 6+ is harder to get than 1-5), and assuming it's better to have a narrow focus on Mayim and gradually either build on your bag of tricks or expand what you're good at, how about the following;
Devil Fruits
Take Kachi Kachi to 5
Take Sube Sube to 10, see what happens then
depending on how things pan out, either double down on Sube Sube or raise Kachi Kachi to top as well
get new fruits to 5 as a baseline
Ninjutsu to 5, see where that leaves us
Intended primarily for Bet/Mahon work for now
Fishman Karate
Get to 10+ as practicable, intended to be a prime Mayim skill
Similar abilities like Fishman Jujitsu get raised to 5 and advanced as opportunities allow
Killing Intent to at least 5, as that seems like a combat ability that will hopefully allow us to not have a fight ("We don't want to mess with her, she's scary!" etc)
Marksmanship (Primitive) to 10 as best we can make it; it gives us ranged options so we're a threat outside of arm's reach and we can deploy specialty munitions on target (gas or smoke bombs, capsaicin balls, tracking devices, arrows with boxing gloves on them...), plus we'll have a teacher who can take us through most if not all of the steps and we can collaborate on developing new munitions
I also suspect that mastering Marksmanship (Primitive) would make it easier to learn similar skills like (Modern) if we wanted to add modern pistols with rubber bullets to our equipment or (Advanced) if we got our hands on some Tinker-made weapons like Coil's laser attachments or Kid Win's spark pistols
Blunt Weapons like Luffy and Zoro I don't see a whole lot of added utility from baseball bats that we don't see with swords, but given the likelihood we can get some tips from Mr. 9 I don't see spending an action or two getting tips on how to get it to 5
Fengten's Tekkutoryu...I'm not sure about this one. At the very least it seems like it has some anti-Brute capabilities but I'm not familiar enough with how 'aura, not haki' works to say whether we're locking ourselves out of other aura abilities or whatever is going on here. Assuming no changes, reccomend bringing to 5 and seeing where that takes us
Normally I'd call this a back-burner skill to develop, but if we expect to take on Brute like Hookwolf, Alabaster or Enterprise I'd want to get it up to at least a 3 so we can pummel them with greater ease
Knives I'm tempted to say 'go out of our way to raise up high' mostly for the ability to add throwing knives to our skillset (as if batarangs aren't cool enough), but with Marksmanship (Primitive) already adding that sort of ranged option and Ninjutsu being a category skill that would likely raise Knives I'm toying with letting this languish at 0+
Acrobatics...not really a combat skill but it feels tied to something like Dodge? I imagine this is the 'backflip over the opponent so you can punch them in the kidneys' skill. More importantly, it's what we'll want for 'standing on a telephone pole posing like a bad ass ninja on a moonlit night'.
Polearms. My interest in this is solely to get it super-high and style on Armsmaster. That said, that is a worthy goal and is easily a 10+ ambition thinly justified by something like 'gives us a reason to walk around with a collapsible 10 ft pole like an adventurer'. Otherwise fairly low priority that we can let follow at whatever pace training ninjutsu takes us
The caveat here is how it interacts with Nami's Clima Tact skills; if it's profitable to train her up in using a 6 ft marvel of meteorological manipulation to hit people with I'm all for it
Does anyone have any qualms about robbing Squealer's workshop of tools if we find it? My assumption at present is that the Spy project (as opposed to Villain Hunt: Merchants) would give us a list of targets to hit that includes things like drug caches, production facilities, meeting places and (a relevant concern for a team with a Tinker, especially one that doesn't really do 'petite' projects) Squealer's workshop. I don't know if it'd work better as a follow-on project where we case the joint trying to figure out what sort of defenses it might have or a single action ("smash, grab, exfiltrate. doesn't have to be hard") but yoinking her toys ought to put the Merchants on the back foot for a bit and make her easier to defeat. Plus who knows, there might be a PRT bounty paid in circumstances like that. I imagine Armsmaster would be asked to examine them to see if there's anything of interest.
Fake edit; I'm guessing the difference in approaches there would be whether we want the theft to be more "Ocean's 11" or "smash and grab". Of the two I favor the former, as it's a lot harder to go from loud to quiet than quiet to loud.
Victor: With regards to the specific aspect of Victor's skill-stealing ability, you'll be able to steal general skills and start them at maybe a 3-5 for the average skilled individual, skipping the step of training their very first levels. Very few people are above 5 (at 6) in the world naturally. Anyone/anything beyond that is exotic, and his power may also conflict with magical skills and abilities, depending on the case, but that's the sort of thing you can ameliorate with supplemental magical training. If you understand Dr. Strange-style magic more, you'll probably be better equipped to steal Dr. Strange-style magic using Victor's power.
Scenario 1: we have Observation Haki 0 and Victor's Skill 4 and fight (and defeat) someone with Armament Haki. Could we leech that different kind of Haki off them or are we only to rummage in their pockets for whatever levels of Observation Haki they may or may not have?
Scenario 2: we have been training on a 'magic 4 dummies' book written by Dr. Fate and know DC Magic [Law] 1 and are fighting Klarion. Could we pick up DC Magic [Chaos] 0+ that way?
Scenario 3: we have been given pointers on 'how not to magically screw up so badly it causes a problem for other people' by Wong and have Marvel Magic [Dr. Strange] 0, is that enough to help us siphon magical knowledge/skills from the Scarlet Witch? (alternately, the inverse; if we beat up Wanda and have her powers at 1 can we use that to get more Wong-tutelage efficiency?)
Scenario 4: We defeat Victor a second time. Can we use [Victor's Power] to drain knowledge of [Victor's Power] off the Nazi?
Scenario 5: We are fighting a 6 Paths user and have Fishman Karate (Beginner) 10, can we steal various Path knowledge from the 6 Paths users or are they too dissimilar? What about a Fishman Martial Artist who doesn't use Fishman Karate?
If anyone can think of examples of things on the Merry that might need reinforcement and such, let me know, I may be racking my brain a bit over the next few updates. Unlike Taylor, I am not a superhumanly competent boatswain.
- Sails get wear and tear, replacements are kept and repairs are made but seem like the sort of thing that are one of the more commonly replaced items requiring specialty manufacturing to do on anything resembling a large scale. Replacing canvas sails with something lighter and tougher should make the ship less top-heavy (thus more stable) and durable in strong winds
- Ropes get damaged from sunlight, extremes of temperature, tension and moisture and require regular replacement, again from specialty manufacturing for some of the lines in use. Replacing hemp lines with modern materials (nylon? I'm not sure what material would work best here but you can probably get them from places that supply modern sailboats) likely means the lines are able to take more strain. To make better use of the new materials you're probably looking at upgrading some of the points the lines are attached to (though not as many as I initially thought). Incidentally, sailmakers and ropemaker concerns were major industries during the Age of Sail, the kind of merchants for whom crowns went out of their way to cultivate as a means of keeping strong navies well-supplied.
- copper bottomed ships both reduce instances of seaborne parasites like barnacles and shipworm, plus it helps the ship sail a little faster and smoother (~5% iirc) if it's newly installed. Given the flora and fauna of the Grand Line I don't know what it might protect from but it's probably an uncommon thing to do given how many wooden-bottomedships we see even on the latter portion of the Grand Line (incidentally, it's tough getting
- The keel and ribs of the ship are important but not the sort of thing you want to do outside a drydock. You might manage some sort of crude remodeling to make a few watertight compartments in case there's a breech but if Taylor didn't have highly tuned shipwright skills I'd say forget it
- an improved or automatic water pump in case the ship takes on water to give more time to fix whatever problem there is (or ignore it if it's a very minor problem, but minor problems have a tendency to become non-minor problems if left unattended)
A side note; we have meteorology 4, 'spend time with Nami' gives us 60% chance to get meteorology 3 and 20% chance to get meteorology 4. Similarly we have two seperate chances to get navigation 5. We also have Swimming 6 already, same with Seaman (category), and Woodwind Musician to 4.
What is the 'do brain surgery'/'install cybernetics' skill under Doctor? "Medicine"?
With Usopp needing some instruction to learn a bit more and reduce required bosun actions, it may be worth it to adjust your plan for the next several days to get that done ASAP. But we'll see with the update, I guess. [/SPOILER ]
Day 3
- Train Usopp
- Kachi Kachi
- Driver's Ed (3/3)
- Upgrade Merry (3/5)
- Forensics
Day 4
- Upgrade Merry (4/5)
- Shopping in Mahon (disregard if part of Cyber Tools project, replace w/ Criminal Psych)
- Kachi Kachi
- Cyber Tools (1/5)
- Academics with Nami
- Forensics
Day 5
- Upgrade Merry (5/5)
- Cyber Tools (2/5)
- Shopping in Bet (disregard if part of Cyber Tools project, replace w/ Forensics)
- Investigate
- Kachi Kachi
- Weightlifting with Zoro
Day 6
- Cyber Tools (3/5)
- Kachi Kachi
- Fishman Karate
- Investigate
- Lockpicking with Nami
- Tactics (plan out potential combat encounters)
Day 7
- Cyber Tools (4/5)
- Kachi Kachi
- Fishman Karate
- Hang out with Luffy
- Marksmanship with Usopp
- Criminal Psych
Day 8
- Cyber Tools (5/5)
- Spy on Merchants (1/7)
- Kachi Kachi
- Cook with Sanji
- Investigate
- Fishman Karate
This is under the assumption that there isn't a new option that blows me away. As a side note, if there is something like 'train politics with Vivi' I am all over that and want to see where that goes. As it is, this circulates between the various Straw Hats once per day, doubles down on Kachi Kachi so we'll hopefully get it to 5+ by the time we get to Luffy's hometown Foolshout, sets aside time to prep for villain hunting with the various skills outlined before (Forensics, Investigation, Criminal Psych and even squeezes in some Lockpicking) and maybe (though probably not) enough Fishman Karate to get us to 5. I originally had more Doctor training going on here but figured FK would be more immediately useful, though I'm not unwilling to swap that out for something else.
Similarly, while I'm still inclined to go with Spy on Merchants I'd likely be willing to consider shifting to Villain Hunt: Merchants if that is the majority preference. I'd also ask @jcw3 if we need to spend an action researching cape betting and put a wager on "Factota fights [list of Merchant capes]" before doing so.
Knives I'm tempted to say 'go out of our way to raise up high' mostly for the ability to add throwing knives to our skillset (as if batarangs aren't cool enough), but with Marksmanship (Primitive) already adding that sort of ranged option and Ninjutsu being a category skill that would likely raise Knives I'm toying with letting this languish at 0+
The main utility of knifes they are an easy to conceal weapon when we are out of costume and they generally aren't illegal to carry. There are legitimate reasons to carry a knife. They are not just a weapon, but also a very multi purpose tool.
Acrobatics...not really a combat skill but it feels tied to something like Dodge? I imagine this is the 'backflip over the opponent so you can punch them in the kidneys' skill. More importantly, it's what we'll want for 'standing on a telephone pole posing like a bad ass ninja on a moonlit night'.
I had been operating under the assumption that only one devil fruit at a time could be manifested, which is why I was pushing for Sube Sube mastery over Kachi Kachi proficiency. That also gives a reason to invest in training Zoan type powers we pick up, which I had been dubious of.
I'd get in on that; we've got good Blacksmithing/Weaponsmithing chops there, and if we incorporate Mahon/Bet elements like electrical wiring from tasers we can probably make the 'lightning' part of the equation easier. If we include divvying up components with Usopp and seeing Nami fight regularly (plus maybe end the project with her giving the weapon a sparring session so she's not figuring things out while people are trying to puncture her) I think we can work out something at least as good as cannon.
It would be nice to be able to plant some solar panels on Merry for some electricity. If not, at least some portable smaller solar powered accumulator, so it's always possible to recharge tools on Merry.
The cell phone bit though is going to be rough, both with Danny and Taylor. Not sure how to square that circle other than say something trite like 'the only way past is through', which doesn't really help.
Modified walkie-talkie, around the range of the whole Brockton Bay may be an alternative for some communication.
Although yes, this is kind of a situation that requires time to heal. Honestly therapy angle may be considered as well, or simply get an action to talk about it. The main issue in canon (although here it looks far better) is that Danny and Taylor pretty much always refused to talk about their problems. It won't be easy, but you always need to start somewhere. Because... well, moving on is the way to deal with it.
Sounds like something that might be helpful for Musashi Style and its 'know oneself, overcome your tragedies' mindset. Plus we see the various great masters of martial arts and swordsmanship engage in it so there's probably something to it on its own merits.
Learning yoga may be a good relaxation tool, while also improve the elasticity of the body. Also mixes well with potential meditation and acrobatics. At the high levels? Pretty much look at Dhalsim from Street Fighter, who is a very high level martial artist, heavily inspired by yoga, called yoga master in the setting. Also may include some sort of 'enlightement' type of deal.
The former (sciences) because the Endbringers are always in the back of my mind, and the latter (teaching) for making Taylor's allies stronger sooner (and if we can improve the skills of allies, that time might also help Taylor improve those skills, the best way to learn is to teach).
In canon we know Protectorate and some people (like Accord) keep Endbringer flesh for the research purposes. So if we level up proper skills, and we gain their trust, this may be a way to find a long-term way to deal with them.
Until we can bring the straw hats between worlds they are something of a nonstarter for helping us against the endbringers. Of course there is also the problem that even at their strongest I don't see how they can help against the endbringers. Unless Haki turns out to be something that they are helpless against somehow.
Marvel has a much better change to help out here, I agree. One Piece doesn't operate on this level. In theory there is Flechette around, which we know would work, so if we could gain access here, it would help. There are also some options that MAY work (like Damsel of Distress or Scrub with how their powers work). While the first one is a villain, so access here is doable, the Scrub doesn't exist yet, and his power may never show up with all those butterflies.
Pretty much anything that screws with physics. So anything on the All-or-Nothing list has the highest potential to counter Endbringers.
Going on some out of Brockton Bay cape hunting actions wouldn't hurt. Also the thing about Damsel of Distress is that she lives in small town of Stafford, with only 3 parahumans around there, so 'hunting' her can be a very low profile action.
Masonry skill would be something that would help for any wall building and any sort of building things like houses, fortifications, etc. Or more general Construction would do the trick.
We might actually want to consider getting a teamwork skill. I know that in one piece the straw hats always even up in a bunch of one on one fights, but it would be cool if we could just work together and kick ass.
Killing Intent to at least 5, as that seems like a combat ability that will hopefully allow us to not have a fight ("We don't want to mess with her, she's scary!" etc)
Marksmanship (Primitive) to 10 as best we can make it; it gives us ranged options so we're a threat outside of arm's reach and we can deploy specialty munitions on target (gas or smoke bombs, capsaicin balls, tracking devices, arrows with boxing gloves on them...), plus we'll have a teacher who can take us through most if not all of the steps and we can collaborate on developing new munitions
Archery could be an alternative, to turn Taylor into some sort of Green Arrow/Hawkeye expy, with Usopp's mad science genius more than doable. This also has advantage of playing with 'cape rules'. As capes are wary of firearms use, and may escalate if firearms start getting used. It's not a high priority, but it's a possible alternative.
I also suspect that mastering Marksmanship (Primitive) would make it easier to learn similar skills like (Modern) if we wanted to add modern pistols with rubber bullets to our equipment or (Advanced) if we got our hands on some Tinker-made weapons like Coil's laser attachments or Kid Win's spark pistols
Blunt Weapons like Luffy and Zoro I don't see a whole lot of added utility from baseball bats that we don't see with swords, but given the likelihood we can get some tips from Mr. 9 I don't see spending an action or two getting tips on how to get it to 5
There is a utility here. Some Devil Fruits deal far better with let's say blunt damage than slicing/piercing one and other way around. Luffy is a perfect example, as he is borderline immune to blunt one, but it's still possible to pierce/slice him.
Pretty sure similar logic applies to parahumans. Hookwolf should be far more resistant to slicing/piercing, than heavy blunt damage.
But yes, this isn't a priority either I would say.
Acrobatics...not really a combat skill but it feels tied to something like Dodge? I imagine this is the 'backflip over the opponent so you can punch them in the kidneys' skill. More importantly, it's what we'll want for 'standing on a telephone pole posing like a bad ass ninja on a moonlit night'.
Polearms. My interest in this is solely to get it super-high and style on Armsmaster. That said, that is a worthy goal and is easily a 10+ ambition thinly justified by something like 'gives us a reason to walk around with a collapsible 10 ft pole like an adventurer'. Otherwise fairly low priority that we can let follow at whatever pace training ninjutsu takes us
Range increase, but with how bullshit swordmanship can be in One Piece, learning something to increase range here/ranged attack with swords is possible, so I wouldn't say it's a neccesity.
A side note; we have meteorology 4, 'spend time with Nami' gives us 60% chance to get meteorology 3 and 20% chance to get meteorology 4. Similarly we have two seperate chances to get navigation 5. We also have Swimming 6 already, same with Seaman (category), and Woodwind Musician to 4.
With how versatile Doctors are in One Piece, it wouldn't shock me if it would partially unlock it. But I would say Surgeon would fit this. For installing cybernetics, the skill of the same name.
This is under the assumption that there isn't a new option that blows me away. As a side note, if there is something like 'train politics with Vivi' I am all over that and want to see where that goes.
I'm curios what else we could learn from Vivi. Diplomacy would fit the list as well. Canon also mentions her spying skills. She also uses some weaponry. Heck, against Laboon she wanted to use a bazooka with her partner, so this may also be 'unlock modern weaponry' skill as it may be similar to what Taylor knows from her world?
The main utility of knifes they are an easy to conceal weapon when we are out of costume and they generally aren't illegal to carry. There are legitimate reasons to carry a knife. They are not just a weapon, but also a very multi purpose tool.
There are quite a few all-or-Nothing devil fruit power like the hobby-hobby fruit. It's up to you how effective they might be.
Edit: Man that would be weird. We get rid of an Endbringer and no one remembers that they ever existed. We don't even get an rep because everyone forgots.
–[ ] MENTALITY: It doesn't. You and your friends will fight them, and you'll win, having done what you were planning to do all along. No change to skill chances. Taylor continues on as normal.
–[ ] POWER USE: Hide your power by claiming to be a skill-combat thinker, as above, but you'll use powers like Sube Sube and Ninjutsu (once fully leveled) more openly in combat. It's a thinner definition of 'skill-thinker with some bonuses to it', but you think it's consistent with what you told New Wave. Locks off options to fight most gangs in groups. Taylor will be willing to ambush (some) villain capes if they're by themselves or in groups of three, where she would previously have just withdrawn completely. If you choose this option, next update, a project to create a new back-up identity will be added where you can use your other powers, players allowed to elaborate in write-ins with my permission. I will also add projects to go after more gangs in the subsequent update.
[x] Plan Team Prep and long term planning
Day 1
-[x] Online driver's education. New Hampshire lets you drive supervised at 15 1/2, and take your full test when you turn 16 in June. But just knowing how to drive could be handy in emergencies, or on other worlds. 1 action/2 days. (1/3 to completion, next skills: Driving)
-[x] Upgrade the Merry to replace crucial wooden parts with metal and other more durable materials. 1 action/day. (0/5+ to completion, next actions: Shipwright, Blacksmith)
-[x] Ask Usopp to teach you more about explosives. 90% of Bombmaking 3. 40% of Bombmaking 4. Potential increase in Chemistry. Potential increase in Teaching.
-[x] Buy some more tools for Usopp. This investment may reduce the number of actions you need to take on the Going Merry in the long run. Include some metalworking tools to help with the installation and upkeep for the planned upgrades to the Merry. 1 action . -$200-500 Mahon USD, depending on rolls.
Day 2
-[x] Doctor
-[x] Upgrade the Merry to replace crucial wooden parts with metal and other more durable materials. 1 action/day. (0/5+ to completion, next actions: Shipwright, Blacksmith)
-[x] Ask Sanji about plants and animals. 20% Survival 5, 0% Naturalist 7. Potential increase in related skills. Potential increase in Teaching.
-[x] Trapper (catch-up). Learn how to set up traps and the like. 100% of Trapper 0. 60% of Trapper 1.
-[x] Devil Fruit: Paramecia: Kachi Kachi no Mi: The ability to give your body properties of rock. Also known as the "Rock Hard Fruit". 60% of Kachi Kachi no Mi 3. (2x +10 bonus available)
2.21 The First Stretch 5/Prelude to Baroque Works 1
Location: First Stretch, Paradise, Grand Line, Earth, Milky Way Galaxy, Earth-Mayim, One Piece Multiverse, One Piece-jcw3
Date: Saturday, May 28, 1532
You've never seen Luffy this kind of mad.
You've seen him lash out childishly and pettily, when someone takes the last bit of meat, for instance. You've seen him get annoyed, when someone smacks him upside the head for being a bit of a brat. That's not what this is.
There's a darkness in his eyes, a quietly smoldering fury. It'd be captivating if it wasn't so unsettling. "..ckies say you're sailing towards Foolshout Island. We'll be waiting."
You hear a click sound as the Den Den Mushi ends the recording. The eight of you sit or stand in the lounge room, Usopp and Sanji standing, Luffy, Zoro, and Mr. 9 on one booth of the kitchen table, Vivi, Nami, and you on the other. (Usopp was seated next to you, but then Sanji insisted, firmly, that he let the princess sit.)
You take a chance to gauge everyone's mood. Usopp looks terrified, he's glancing back and forth between the various members of the crew and Vivi, trying to gauge how concerned he should be, and never quite finding a reason to calm down. Nami's heard the recording before, hell, she was there for it, and she stills looks spooked. More reserved than Usopp, but scared nonetheless.
You weren't expecting fear from Zoro and Sanji. Zoro looks more unimpressed and irritated than anything. There's a light scowl on his face, but you wouldn't be able to judge his reaction if you didn't know him, and even though you're well acquainted with him at this point, you still aren't fully sure what he's thinking right now. Sanji's in a similar boat, casting a neutral expression at the snail. You can't help but notice that he's gone through two cigarettes since the beginning of the meeting. The smell lingers in the lounge room.
Mr. 9's face is contorted in a mixture of shock and fear. Vivi's eyes dart between him, you, and Luffy at key points of the recording, but remains tight-lipped, resolute. "That was the extent of the conversation between myself, Escape Artist, and Mr. 5," she begins. "My kingdom is und-"
"Hold on." Luffy holds up his hand, and stares at the snail. "Hey, Taylor." You look over to him. You meet his eyes. "He really said all that?"
You nod. Luffy looks straight ahead at nothing for a few moments, as the crew and guests sit in silence. "We're gonna kick the crap out of them," he finally says.
Basically exactly what you were expecting him to say. Despite Nami and Usopp's varying degrees of nervousness, they don't even look that surprised either, both letting out a little and a large sigh respectively. Zoro and Sanji close their eyes and smirk, and then they realize they both made the same expression and glare at one another.
Mr. 9 doesn't look that impressed. "Are you serious? Do you know who you're up against here? Mr. 5, Miss Valentine, they work for Crocodile. Just knowing that nam-"
Luffy makes a dismissive gesture with his hands. "Don't care."
"You can't just wave away-"
"Don't care."
"You-"
"Don't care." Luffy gets up out of the booth and raises his arms up into a stretch. "Maaan, that recording pissed me off! When do we get to the next island, Nami?"
Despite her trepidation, she smiles, an involuntary thing. "Eight to twelve days, Captain."
"Whaaat? But that's forever from now!" There we go. The normal Luffy is coming back.
Nami closes her eyes in what an outside observer might think was purely aggravation. But you recognize the relief in her face. You feel it too. Luffy behaving as he normally does… there's a pressure lifted from the kitchen's tight quarters. "I can't control the sea, Luffy," she says, resting cheek in hand.
"Be cool if you could," he pouts quietly.
The navigatrix points lazily at you. "Sorry. If it helps, I'm sure that's on Taylor's to-do list."
Oh, ha ha. You let out a little snort, and give her a friendly eyeroll. Luffy's eyes widen excitedly. "Really?!"
Jeez, she had to put you on the spot, huh. "In... in the distant future," you say, holding your hands up placatingly. Your mind conjures up grainy photos and 3D replications of Leviathan, the middle-child Endbringer.
"Darn," he looks down, and absent-mindedly raps a fist against the wall. Everyone's eyes on are him. You allow yourself a little amusement at how flabbergasted Vivi and Mr. 9 look right now. "Welp. I think that's about it."
"Got a plan for us, Captain?" Zoro asks, smirking as if he already knows the answer.
Luffy strokes his chin, narrowing his eyes as he goes deep into thought. "We sail to Foolshout Island and…" There's a pregnant pause as he keeps thinking. "...yeah, we kick the crap out of them. Good plan?"
Zoro affectionately pats the scabbards of his swords, giving the rubber man a cocky smirk. "The best."
"I joined a crew full of lunatics," Usopp manically mutters under his breath.
Luffy claps his hands, nodding in a self-satisfied way. "Yosh! Meeting injured!"
What? "Do…" Vivi speaks up, seemingly before realizing she was even asking the question. She shakes her head after a very brief moment of confusion. "Do… you mean meeting adjourned?"
Ah, she had the same question. "That too, I guess. Why?"
"So…" they lock eyes briefly, both almost certainly wondering what the other is thinking. Vivi continues. "You didn't say- will you help me? Save Igaram? Karoo? My kingdom?"
He shrugs, scratching his nose. "Sure."
She lets out a relieved laugh. "Oh. Oh, that's wonderf-!"
Luffy waves her off with one hand, the other excavating for a problematic booger. "Talk to Taylor about the hero stuff. I just want to beat up these Baroque Works guys." Already standing, he starts walking out towards the deck. "I'm gonna go out on watch. You guys can keep talking if you want."
The seven of you sit in silence as he strides out, opens the door, and closes it behind him. You can hear the downpour pounding against the wood of the Merry. "What the hell was that?" Mr. 9 demands almost as soon as the door shuts. "Is he insane? You're going up against the most powerful group of bounty hunters in the sea, and he just leaves? To go sit in the rain?!"
Sanji extinguishes what's left of his cigarette. "That's just the way he is. He's not the sort to get much out of strategy meetings," he shrugs.
"How… how did he even get to be captain of this crew?"
"He sort of just showed up at our islands one day, and insisted we joined. It's worked out well so far," Sanji muses.
Mr. 9 leans back in despair, almost falling off of the bench in the process. "We're doomed, Miss Wednesday. We're going to die horribly. Burning, wax, crushing, piercing, strangling, slicing, shishkebabing, desiccating. Take your pick. Or don't. We probably won't get the luxury of a choice."
"Don't be such a fucking wuss," Zoro rolls his eyes as he looks at the exiled bounty hunter to his right. "We beat Baroque Works three times already. We'll do it again."
"And it's not Miss Wednesday. Not anymore, not really ever," Vivi says, meeting his eyes. "I'm not some… cackling villainess, even if I might have played the role of one.
He shakes his head. "Never figured that was all you were."
She looks taken aback for a moment, before shaking her head. "It's Vivi. Just Vivi. No… princess, or her majesty, or anything like that."
"Horlio."
"Bless you?"
He makes a face, waving his hands comically. "No, no - that's- that's my name. Horlio."
Zoro and Usopp snigger a little. It's… not a very nice thing to name a boy, you guess, but surely there are cultural oddities across the world, and a guy named Usopp definitely doesn't have room to talk. "What? It's a good name! Common where I come from!"
Vivi's face burns as she looks down. "I… wasn't aware! I'm very sorry!" She bows her head in mortification. "It's very nice to meet you, Horlio! Again, ah, for the first time!"
"Right, right, right. That's enough of that," Nami claps her hands together impatiently, more of an annoyed golf clap than the gesture of finality Luffy left on. "We've gotta talk plans."
"Tough to make plans when we don't know the kind of enemy we're facing," Sanji replies, giving Horlio and Vivi a level gaze. "Who are we up against here?"
Finally! You have to resist the urge to sigh in relief. Your guests share a look, before Vivi speaks up. "I'm guessing you want to start with the immediate threats?" she asks. "The ones who are more likely to be on Foolshout Island?"
"If you're comfortable telling us, Vivi-san, we'd love to know." When Vivi gives an affirmative, he continues. "Then let's start with that sh- that scoundrel on the snail," Vivi starts talking, and Horlio fills in where he knows more. Interestingly, Vivi is more likely to have relevant knowledge, which almost surprises you, since she was only a member for a third of the time he was, but she was there for information gathering, and she did her job well.
Mr. 5, also known as Gem. He ate the Bomu Bomu no Mi, and became an explosion-man who can ignite his own body without harm to himself. A clumsy martial artist who can nonetheless punctuate a lesser blow with the force of a good-sized bomb blast, who can 'eat' fire and explosions.
He prefers a tried and true tactic of launching boogers, spit, earwax, or clipped fingernails at his enemies, the explosions from those attacks less restrained than the ones tied to his martial arts, which merely burn away sweat or dead skin.
"The woman on the line. Who was she?" you ask. You have an idea as to the answer. Miss Valentine, a self-gravity manipulator. But this way, you can get even more details. Mikita, who ate the Kiro Kiro no Mi, becoming a gravity-woman. She can control her own mass, shifting her weight along a spectrum between one and ten thousand kilograms.
It sounds like Mr. 5's power is more diverse than just the booger bombs you remember from the manga, which apparently chose the most frustrating time to end prematurely. You imagine future chapters would have let you know you all of this information ages ago.
Miss Valentine, on the other hand, just makes herself heavy or lightweight. She doesn't sound like as much of a threat as her ruin blaster partner. Anyone who pays attention and has decent reflexes could manage her, a low-to-mid-level striker (mover/brute), if going by the PRT's standards. "And this booger guy is the brains of the operation?" Zoro asks, nobly trying to maintain a bare minimum of interest.
Vivi considers it for a moment, and shakes her head. "I only knew Mr. 5 by reputation, but he's not the strategy-type. He and his girlfriend aren't much more than thugs, reliant on their Devil Fruit powers and fighting synergy. If I had to guess… Mr. 5 implied there was an entire operation on Foolshout Island waiting for us. If there is a large-scale operation and if anyone was going to be in charge, it would be Mr. 3."
"That's an awful lot of ifs," Nami remarks.
Vivi shrugs haplessly. "All I can really do is guess, based on what I know of what officers are in the area of Foolshout. Obviously, Mr. 5 and Miss Valentine will be there. But who else? Messrs.-" There's an old-fashioned word. "-0, 1, 2, 4, 6, their partners - all of them are stationed further down the Grand Line. If I had to guess… they're home. In Alabasta. For Crocodile's plan. But Mr. 3 is more transient than they are. He roams, hunts. His power lets him command his ship to sail at speeds far beyond the average, meaning almost any pirate in the first half of Paradise can be his quarry."
"What power?" you ask.
The Doru Doru no Mi. Wax-Wax Fruit. Sanji recognizes that one. A warlord in the North Blue once owned it, centuries in the past. It's an interesting distinction between Bet and Mayim. On Mayim, powers repeat. Even if you get an excellent power, so long as one of its hosts before you was unsubtle, people will still know your strengths and weaknesses.
Mr. 3 is a wax-man, a Paramecia host who can generate massive torrents of wax from his body, starting out as a viscous slurry, before hardening into a substance harder than steel. Vivi doesn't know if he can keep it in the semiliquid state voluntarily, or if it has to harden. His power reminds you of Marquis, oddly enough, with the sheer variety of ways in which he can shape his cerakinesis.
"Never worked with the guy, but he's a monster. Sadistic, evil. I ain't a saint, but the stories I've heard about Mr. 3 freak me the hell out," Horlio adds.
Vivi narrows her eyes, concentrating. "He's a planner. He sits in the background, strategizing, coming up with ways to hobble the enemy without their even knowing of his existence."
"He likes to brag, I know that much. The Billions talk about him, he's an insufferable jackass who talks up a philosophy of evil. Motivates everything he does."
"Evil?" you ask, disbelievingly. "What do you mean by that?"
Horlio frowns. "You know. Evil. He's evil, and happy about it."
You stare at him. "Like… he's proud to be evil? Doesn't think he's actually good and it's actually everyone else that's bad or something, he just… thinks he's evil."
"That's what I said, isn't it?"
Christ.
Mr. 3's a complicating factor here. A wide-scale shaker with a good degree of ruthlessness, who could easily catch the Straw Hats off guard and disable most of them with the right kind of ambush attack. You're more and more thankful that Mr. 5 inadvertently gave you advance warning of the ambush on Foolshout Island.
"They have woman partners too, right? Who's his?" Nami asks.
"Miss Goldenweek," Vivi says. "She's… a bit weird, but not that bad, on a person level."
You aren't the only one to give her an incredulous look. Come on, Vivi. This is a woman who works alongside the 'proud to be evil' guy. "No, really!" she continues. "Out of all the officer agents I met, she's the closest to normal. Just this quiet girl, about my age. It's her power that's the real scary thing."
Vivi looks down at her outfit, one of the seaman outfits in Nami's size. "You guys haven't seen me use it, but she's the one who taught me a hypnosis technique."
You remember that from the manga. It was so ridiculous and stupid, you almost didn't want it to be real. "Can you teach me that? Hypnosis, I mean," you ask, almost without thinking. You feel a bit self-conscious for interrupting, but you didn't want to risk forgetting it in the midst of the glut of information.
The princess blinks. "Possibly? It took Miss Goldenweek a few days to teach it to me, and she only taught me a basic aspect of her Colors Trap, the Circles of Vertigo. And she had to prepare an outfit custom-made for me for it to work in the first place. I doubt I'll be good enough to show you by the time we get to Foolshout."
"We'll have to try sometime," you say.
She nods, before getting back on subject. "Miss Goldenweek is an artist who can accurately recreate the colors of emotions. She uses paint to make refined color images that hypnotize people. If you step on one of her symbols, if she gets one of her symbols on to you, you'll be caught in her trap, turned against your allies, unable to fight at all, dizzied to usefulness. Any number of effects, combinations."
"Hypnosis, huh? Someone oughta warn Luffy. He's simple-minded enough to fall for that stuff," Zoro remarks boredly. There are murmurs of agreement around the table.
Fuck. You think you might add Miss Goldenweek to the top of your to-do list. Either her or Mr. 3. If these two aren't even at the top of Baroque Works' rankings, just how powerful is Crocodile?
Vivi gives a list of the officer agents' descriptions, and those of you who are paying attention memorize them.
Other names are thrown around of potential, if lesser, threats. Messrs. 10, 11. Miss Monday, Tuesday, Thursday. People you could have beaten before you even joined the Straw Hats, from the sound of it. Gimmick fighters, the sorts of people on the very edge of uselessness.
You'd feel a bit mean pointing a finger at Vivi and her yo-yos, but… You almost suspect that the agents at the low-end of the scale serve more as motivation for lesser-ranked members to strive for greatness. 'If you do good work, maybe you'll wind up a frontier agent'.
You're about to suggest that the crew start forming plans of attack, going over what's known about Foolshout Island itself - what terrain will Baroque Works and Mr. 3 have to take advantage of, do they have any local allies they might call in, but then the ship rumbles. Right. You're still on the First Stretch, one of the more dangerous bits of Paradise.
The crew follows you when you instinctively rush to deck, and… waterspouts this time. Not far enough from the ship to destroy it, but enough to be concerning. Really now. You were almost worried it'd be something dangerous. "Zoro, mizzen! Sanji, Horlio, Vivi, main sa-"
Luffy's already in action. "Gomu Gomu no… Stamp!"
His foot launches out, sandal ramming out towards one of the smaller, less stable waterspouts, kicking through it and destabilizing it, making it sputter out and stumble.
If you had a week, you couldn't list all the reasons that shouldn't have worked. Doesn't matter. He's buying you all precious time. "-il. Usopp-"
You've gotten the hang of this. Every day, you make steady progress towards being better and better at being the Straw Hats' bosun, and Headway rewards you with the penultimate stage of perfection. You also become an even more superior pre-modern sailor in the process of guiding the crew out of the swarm of waterspouts.
On that note… "Gomu Gomu no… Gatling!" Luffy shouts, a look of undisguised rage on his face. Ah. That… yeah. He's taking his anger out on the waterspouts. His fists spring back and forth repeatedly, presenting the illusion of tens of punches flinging out at once for hundreds of feet of distance, pounding holes in the nearest spouts, that fill up again in mere seconds at most.
You doubt it's accomplishing anything in the long run, the ones he's hitting often aren't dispersing to that great an extent, but you think he might just need something to hit right about now. Just a shame it's something so diffuse, harder to really lash out against in the way he's used to. "You bastards aren't getting my crew!" Luffy roars, giving the nearest tornado a hateful glare. "Gomu Gomu no… Whip!"
His foot launches out again, and splits a mid-sized waterspout in twain with a sideways kick. The Merry's making good distance from the threat, and you don't have the heart to tell Luffy that it's almost pointless to keep fighting them. "Gomu Gomu no… Baaaaazoooookaaaa!" Another waterspout disappears.
The sheer pressure of the waterspouts, the wind force making them up, it diminishes the impact of Luffy's attacks, but he's making decent progress on his own. It's just that he probably won't be able to get them all.
You feel sort of bad that you enjoyed a moment of triumph from Headway just a few moments ago, and now Luffy is obviously… not in a good state. You give the crew the single to abandon emergency positions, and… you take giant albatross form. At this distance from the waterspouts, he's having trouble launching attacks with both the range and the power to impact them, and you suspect you know what his next move is.
Luffy grinds his teeth, and suddenly, he squats down against the deck, smashing into the fucking wood despite knowing that you'll have to fucking fix that, his legs closing down until they're only half the normal height, coiling together like a - "Gomu Gomu no Spring!" - yeah, like a spring- Oh. Oh no. He calls out the technique, before jumping, the force of his legs pressing against the wood - breaking it entirely and cutting a hole through to the storeroom!
But not only that, he's jumping towards the fucking waterspout! You barely even think before swooping towards him, talons changing from their gruesomely sharp state to something a bit more gentle, and you grab a hold of him, the two of you crashing together as you try to gently slam into the railing near the figurehead, but failing, bending the wood despite your best efforts.
"What the hell are you doing?" he snaps, glaring at you, furious, struggling clumsily in your grasp. "I had it! I could have beaten it!"
"It's a fucking waterspout, Luffy! We made it away! We're safe! It's not coming after us!" you yell in his face, still in bird form with a human voice.
"It tried to kill my crew!" he protests.
"It's gone now! You beat up loads of them, they aren't gonna come back after us. They aren't even alive!"
He seethes, not even responding, before growling incomprehensibly and slamming his head into the railing. "I hate this!" he shouts, clawing at his face. "That stupid Baroque Works guy and his stupid recording! I want to punch him in his stupid face and kick the crap out of him and all of his jerk friends! Everyone who wants to take you guys away, I want to blow them all away, right out of the sea!"
It's not Baroque Works, you realize. It's just the idea of that nebulous threat lurking in the background, that he's having trouble coming to terms with. Heretofore, anyone who threatened the Straw Hats had put themselves in convenient punching distance. But what about the threat that's over a week away, that's spread over all the sea, that sneaks into the shadows and hides? How does a straightforward kid like Luffy handle that?
Like this, apparently.
You abandon your giant albatross form and release Luffy. He gives you a suspicious look, lips curled into an angry pout. You return the glance, and try to give him an expression that's closer to sympathy than pity. You tentatively reach an arm out, and place it on his shoulder as he sits up. When he doesn't push you away, you lean in for a hug. It feels awkward at first, but he returns it.
"You gave me friends, real friends, for the first time in my life," you say softly, into his ear. "I'm with you. They're with you. We're all in this together. It's not just on your shoulders."
"I'm the Captain," he sulks, hands balled into trembling fists. Not just from the rain, you're guessing.
"And we're your crew," you retort quietly. He doesn't respond. For a moment, the two of you just sit there in silence.
"Yeah. You are. Sorry. I… got carried away," he says. He looks at you, seriously for a moment, before he starts laughing. "Aw, man. You're supposed to be the pointlessly unconfident one, not me, Taylor!"
You feel your face starting to burn. "Asshole." That just makes him laugh harder. You narrow your eyes at him. "Well, since you're feeling better-" you yank on his ear, pulling it to the side at an odd angle only possible because of his unique physiology, "-we can talk about how you just gave me and Usopp hours of work, you big rubbery-"
–
Vivi approaches you as you're finishing work on the hole in the storeroom roof, the water from the rainstorm luckily having been drained out without any damage worth considering to the stored contents, although you did burn through a bit more wood stock. "Impressive work," she remarks. "I've seen professional carpenters at work. I didn't expect to find one on a pirate ship."
"You think it's good now, see me in a few weeks," you say, grunting a bit as you finish shaving down a piece of wood for one of the holes in the deck railing. With the storm passed, you can finally start substantial work on repairing the damage from Luffy's impromptu therapy session. Usopp's helping, too, on the other side of the deck, after a few pointers.
"The crew has mentioned that you like to learn skills, and you do so well," Vivi remarks, giving you an affected friendly smile.
You aren't trying to be rude here, but you want to get this carpentry work done so you can move on to other things. "Vivi… I don't want to be mean here-"
"Sorry," she says, immediately, and to her credit, she does look regretful. "I'll get to the point. Your captain. He… seemed like he was in an emotional state there. Is he…"
"He'll be ready," you say, without a fraction of a doubt. "Luffy doesn't deal well with abstracts. That doesn't mean he's going to fall apart when we fight Baroque Works. Mr. 5 just rattled him a bit with that phone call, and we had to get him back down to Earth."
"'Fone'?" Vivi frowns.
Oops. You shake your head. "Don't worry about it."
"Alright," Vivi replies, not looking entirely convinced. "I suppose I'll have to see him in action."
You let out a little laugh. "Don't let a little moment of doubt put you off. You saw him punching those big holes in the waterspouts, right? Imagine those being Mr. 5's face. It might make you feel a bit better."
You begin repairs on the railing, Vivi still lingering by you, looking like she has something to say but isn't sure how to say it. You don't press her, but you don't push her away, either. "I need to save Igaram and Karoo. I need to save my kingdom. I don't… I don't know what I'd do if I lost… if I lost." She trails off.
Time to present confidence you aren't sure you have. "We won't lose," you tell her. "Words are words, and I'm not really great with talking, but… I told you the Straw Hats single-handedly saved the East Blue, evaded Smoker. Baroque Works will just be another notch on our belt."
You won't tell Vivi this, it would be counterintuitive to reassuring her, but you were considering shifting your focus entirely, to centering combat or combat-adjacent skills and powers only, but… you aren't a one-woman act. You have a crew backing you, you have a good idea of what's ahead of you, and you already have pre-established plans and projects. It's a close-call in your mind, but you don't think now is the time to be single-minded.
Finishing with the portside railing, you stand, placing your hand on her shoulder. "We'll save your country and the people you love, and we'll get stronger in the process. Together."
Vivi's taken aback a bit, but after a moment or two, she smiles bitterly. "Yeah. Sorry again. It's… it's been… I've been trying to keep it together, not knowing what Baroque Works has been doing to Igaram and Karoo, not even knowing if they're still… alive."
You don't know what to say. "I'm sorry," you settle for that.
She gently raps against the newly repaired railing, testing its strength, before resting against it. "Don't be. If they survive, it'll only be because of you."
"And my crew."
Vivi chuckles, brushing aside hair from her face as a gust of wind blows over the top deck. "Yes. And your crew. Thank you, Taylor. For… listening."
Location: Brooklyn, New York City, New York, United States of America, Earth, Milky Way Galaxy, Earth-Mahon, X-Men: Evolution Multiverse, X-Men: Evolution-jcw3
Date: Sunday, November 12, 2000
Vulcan Scrap & Recycling's entrance is an unremarkable one-story office building attached to an enormous warehouse, and an even bigger junkyard lot behind it, filled to the brim with recycled, cheap metal being dismantled and resold at a profit.
With the damage done to the Merry today in a matter of minutes, you've decided to dedicate some time to a project you've had in the back of your mind for at least a few weeks now. Upgrading the more sensitive bits of the Going Merry with modern metal parts, supplementing the existing wood with something stronger, or replacing it entirely.
You're in the plaid-carpenter-woman disguise again, and after placing an order for a few hundred pounds of various types of scrap metal for modifying the Merry, you spend a while wandering around the attached store, which is where Vulcan really stood out to you in the course of your asking around at kiosks. It sells specialty gear for welders, both massive, industrial grade equipment presently beyond the scope of your operation, and more low-key stuff for hobbyists and do-it-yourself gurus, which is closer to what you need right about now.
You get odd looks as a woman trying to buy welding tools in bulk, even as you do your best to play the part well. Your Disguise really carries the performance, and the improvements you thought of two days ago work well, but even with some damn good Acting, you see the sales assistant frown a couple times when he thinks he's spotted a whole in your narrative. A woman by herself with interests like yours is apparently uncommon enough that he's inclined to be suspicious.
You think metal-in-gas welding will be sufficient for what you have planned. You manage to talk the clerk into giving you a better deal on an older model of portable, battery-powered MIG welding gun, which your Blacksmith skill let you know was grossly overvalued.
It was recalled for long-term errors that popped up in the welding process - even coming dangerously close to blowing up in the user's face - but you're confident those issues wouldn't show up until the gun had been in use for a few years, and that's something you'll be able to resolve with the Repair skill long before that becomes an issue.
That, plus two masks, some welding gloves, sleeves, boots and pliers (these will be useful add-ons for carpentry around the ship as well), heat-resistant welding magnets (Usopp might be able to find non-repair uses for those in his own projects), a metal brush for making the final product just a bit prettier, an angle grinder, a pack of soapstone for marking, a filer, and a decent supply of nozzle gel - all of fills out your purchase list.
The final cost, after some more haggling and what can almost be described as bickering, is $2,089.99 Mahon dollars. There's some more waiting around Vulcan as they eventually determine that your cash isn't counterfeit, and the suspicious looks increase even more as they realize you're really paying in bills and not card.
But at the end of the day, you're a paying customer, and they have other things to do. You slip them a couple more twenties for some scrap steel and other materials that could be handy for the upgrade project, and then you lug in on to a rented welding cart and take it away.
You're frankly a bit humiliated by the stares as you come to and from Vulcan to pick up supplies, take them to a distant alley, and drop them off, and after you take back your rental deposit for the cart, you resolve to not come here again if you need to find more supples in this vein. Finding some sort of means to more easily transport goods without being noticed would be amazing.
You make your way to a hardware store far away from Vulcan, on the other side of town, and spend some more money for more substantial carpentry supplies and tools for the Merry. A combo set of saws on a seasonal holiday discount sets you back the most, but you also pick up an electric sander, power drill, screw gun, and a laundry list of screws, drills, and bits.
The bulk of them are recharged with batteries, only a few with cord, so while you'll eventually need to pick up more batteries or come up with a more exotic means of recharging, these will do just fine for a caravel without electricity. The total order sets you back by $487.33 in Mahon bucks, but now you can hopefully save yourself a fair bit of time, and teach Usopp how to do elements of your job, simplifying both of your lives.
Location: First Stretch, Paradise, Grand Line, Earth, Milky Way Galaxy, Earth-Mayim, One Piece Multiverse, One Piece-jcw3
Date: Saturday, May 28, 1532
"This is amazing, Taylor!" Usopp gushes, holding the Hammer welding gun almost reverently. You frantically give a second glance to make sure he isn't about to accidentally activate it. You've done everything possible to 'childproof' it while you're not actively using it, but this crew is ingenious in its foolishness, and right now, the two of you are in the predominantly wooden lounge room. "This is way beyond anything I've ever seen before! How… how much stuff like this does your Earth have?"
"A lot," you reply, a smile on your face, "But that's from my third Earth, not my home Earth."
"Oh. Yeah. Right," he says, and you're one hundred percent certain he barely retained anything you just said. You shake your head, and give him a moment. "So I can use these?"
You shoot him a stern warning look. "Only once I've shown you how. I have some other stuff to do today, but tomorrow I'll want to do some work around the ship with them." His eyes almost literally gleam. "They're mine, but I'm letting them be used for the Merry while we figure out how to give her some more longevity. Please, don't use them without asking."
He looks just a little crestfallen, but nods. "Tomorrow?" he asks, hopefully.
"If you promise to only watch me do everything first, then I'll let you try once we're in a good spot. We've gotta do it while Sanji's not working, since we'll have to shape the metal in the kitchen to avoid fires," you gesture at the brick composing the kitchen as you say that.
Sanji gives you an appreciate 'thank you' from his position in the kitchen. "You had a list of things on the Merry that were worrying you, right?"
Usopp nods. "Yeah, I've got it somewhere, but… aw, maybe it's just best I take a look around again first. I misplaced it when I was working on some formulas for maybe modifying the Gunpowder Star. Not really based on Boo Jack's stuff, but I was going over some stuff of his we dismantled when I came up with some ideas."
Curiosity piqued. "Like what? Do you mind showing me?"
–
"You're a genius, Usopp, you know that?" you shake your head in disbelief. "This… I don't know how you're pulling stuff like this off with a makeshift workshop on a wooden ship."
He chuckles in an affected deep voice. "Why, it's nothing at all for the heroic and multitalented Captain Usopp!" You give him a friendly side eye, and he sags a bit. "Back in Syrup, I had a lot of talent for tinkering. Sometimes I'd get dinner by making a little explosive at just the right size, shot out at just the right angle. Traps, bombs, all sorts of fun stuff. Just never had the focus to do anything with it until I signed on with Luffy."
You glance at the pile of assembled Gunpowder Stars. Worrying implications there. "How have you been holding up? With all that's been going on?"
It's his turn to give you a look now. "How do you think?" he gripes, examining one of his Lead Stars as he talks. "Might be able to make these a bit more aerodynamic with that file you got," he mutters. "Um, right. You were saying. I dunno. We got ourselves into a fight with another bunch of evil, scary, insane people. I share a latrine with a princess now.
I guess I have to stock up on tools, make more weapons. You've helped a bunch with that now. Not just with the free time to do that in the first place, but with tools that… wow. Those things you bought are so cool. Even if you didn't let me use the noisy ones, they'd still be gamechangers."
You let him ramble like that for a while. You suspect he needs it. While you do, you ask questions, on the specifics on the composition and construction of the Gunpowder Stars, his primary focus for the day. Headway loves it. In an hour's conversation, you go from an amateur hobbyist to a military-grade professional in bombmaking.
Location: Brockton Bay, New Hampshire, United States of America, Earth, Milky Way Galaxy, Earth-Bet, Parahumans Multiverse, Parahumans-jcw3
Sunday, January 16, 2011
Dad gives you a relieved smile when he sees you walk up to his room. "Hey! How's it going! You didn't come back last night, I was worried!"
You give an embarrassed smile. "Sorry, some stuff came up."
"On the Merry?" he asks, concerned.
You… don't want to tell him the full extent of what Mr. 5 threatened, but… "Yeah. You remember Mr. 5 and Miss Valentine? From the manga?"
His face falls. "Oh no."
You shake your head. "No, no, they haven't attacked us yet. The princess, her secret was revealed, and she tried to reach out to Mr. 8, her… I don't know their exact relationship. But they care about each other. She tried to call and warn him once Nami and I convinced her Baroque Works was after her. Mr. 5 had beat us to it, and her pet, Mr. 8, they've both been captured. So now we're sailing off to save them."
"They told you where they were?" Dad asks. "Why? Is it an ambush?"
"We think so. They know we have Vivi, they know Luffy's worth thirty million beri." You know for a fact you haven't told him about your bounty yet. It might be better to wait on that front, to convince him you can handle yourself a bit better. He's worried enough now as it is, and secrets from other worlds are temptingly easy to keep.
He looks out of place, having a discussion like this in his pajamas. "Well… you know I love you, and you know you've gotta be careful."
That ship has sailed. "I'm not planning to rush into anything stupid," you say. "Luffy will be there, Sanji too, and Zoro's almost better. Vivi's told us what our enemies are capable of… we're in a good spot, and I'll be in an even better spot in eight, twelve days."
He seems to accept your reasoning, or at least doesn't protest it. "So what have you been up to these past few…"
The conversation continues from there, and you give him a brief catch-up, before heading back to your room to work on more of that bullshit driver's ed program. It's easy. It's frustrating. It's nonsense. It's a waste of time, and the fact that you're guilty over concealing the truth from your dad about your bounty, about the full extent of Baroque Works… you don't feel any increase in your Driving skill. There's some decent progress made with the course itself, you'll probably only need another hour or so on another day to finish it, but… not the greatest possible result.
A bit disappointed, you head to bed.
Location: First Stretch, Paradise, Grand Line, Earth, Milky Way Galaxy, Earth-Mayim, One Piece Multiverse, One Piece-jcw3
Date: Sunday, May 29, 1532
You take advantage of the clear skies and quiet seas to show Usopp some basic tricks on how to use the carpentry tools. It's not a full crash course - you'll want to spend another hour or so doing that on another day, but you're confident he won't accidentally maim himself… less confident he'd be able to use them effectively.
The last of the repairs from Luffy's waterspout war are finished, and you manage to plug a tiny potential leak in the men's room as well. They're simple jobs, maybe about twenty minutes of work in and of themselves, but you're held back a bit by having to show Usopp the basics of operating the crew's new toys.
Usopp's damn clever, but even one of the smartest premodern people will have trouble adjusting to unwritten rules of modern technology, getting their minds around new concepts and assumptions outside of their framework. With your teaching and Usopp's innate intuition, you don't think it would take much effort to train him fully in using the woodworker's tools to their full potential.
At the very least, explaining to Usopp how to use the saws or drills and so on for specific problems in the ship reinforces your Carpentry skills, and you realize that you're about as good as an ordinary human could possibly be at woodcraft.
To Usopp's great disappointment and happiness all at once, you have to move on from basic ship repairs to the overarching project of reinforcing the Merry with scrap metal. East Blue oak is apparently insufficient for the rigors of Paradise, and you start with the poor, hapless tiller.
Your crewmate watches in something approximating awe as you expertly weld together a replacement for the tiller from scrap and old car parts, as well as supplementary reinforcements for rest of the whipstaff. You have a plan in mind for installing this without significantly disturbing the Merry, connecting it without risking it all ripping it off when a significant shock hits the structure.
"Holy crap, Taylor. That… that looked like it should have taken you days."
"Superhuman Blacksmithing," you grin. "Now you know how I feel seeing you make the stuff you do with only primitive tools."
Huh. You sounded like the 'smug advanced alien visiting Earth' trope now. "Good creepy," he mutters sagely
After getting approval from Nami to drop anchor briefly - "Hurry, though! We've got a good wind coming in an hour or so!" - you coordinate the crew in putting the Merry on hold. Nothing they haven't done before, but you haven't walked them through the process yourself, and there are some idiosyncrasies here and there to correct.
Crew gawking as you do, you hurriedly dismantle the whipstaff as it is now, and begin welding together, flashes of sparks and metal following you as superhuman strength practically hurls components into place, one-handed at times. Sometimes you call on Usopp to drop a specific implement down.
From an outside perspective, it must look insane and chaotic, but along every step of the process, you accomplish another step in your plan, Blacksmithing and Carpentry high enough that everything goes according to plan. To your satisfaction, you become a professional Shipwright in the process.
You get some stunned looks even from the rest of your crew, and your guests look almost horrified. "That… how?" Horlio asks, unbelieving.
"Practice," you reply. They don't need to know the details of Headway just yet, if ever.
Luffy bursts out laughing. "Shishishishi, you're scary, Taylor! Scary cool!"
Nami blinks as she looks at the new, practically shining tiller. "Um. Well. I guess we… raise anchor, everyone?"
"Let's give the new whipstaff a test first, alright?"
No problems. Not that you expected any. The steering mechanism is more resilient and responsive at once, which will give the crew an advantage when it comes to moving the Merry in a hurry… but it also means you have to spend a bit of time you might have used for regular training to teach everyone the new levels of strength they should get used to using.
You mentally class that under your regular Boatswain responsibilities, and you… don't want to talk about how hard it was to convince Luffy he didn't need to yank on… never mind. Not worth dwelling on.
You spend some time reviewing the medical text Crocus gave you, occasionally popping back into your bedroom on Bet to cross-reference stuff in the book to the internet, and you're incredibly satisfied with the results. Doctoring is a skill you have less of a frame of reference for, and while you're great at First Aid, assisting long-term recovery and solving more exotic problems is outside of your skillset.
But increasingly, that's no longer true. When you finish your training session, you're around the same level of skill as a typical doctor, a year or two out of med school, maybe one who's been apprenticing under a more experienced general practitioner. It's a noticeable jump, and even better, it comes with bonuses.
Yet more comprehension of First Aid, ways in which you can stabilize wounds, adjust splints, keep others or yourself going in a pinch, well beyond that which a normal human would be capable of. Not only that, but you gain what would be one of the greatest understandings of Anatomy and Medicine on Earth-Bet… just by spending an hour, maybe an hour and a half reading a presumably out of date textbook from a more primitive world.
Headway is bullshit, and you love it.
You don't have that same kind of luck with the Kachi Kachi no Mi. Fragile, slightly warm growths manifest on body parts as you try to expand your concentration and capabilities. You can just about cover your entire form with the formations, and you try to experiment, going further… only for the growths to abruptly crack and most of them crumple to the floor. A little humiliated, you try to casually and surreptitiously sweep your sheddings off the deck. At least if Usopp needs subpar ammo in a pinch, you can help him out on that front.
You spend a few moments considering your next move, when it comes to using things like Kachi Kachi on Bet. You have, as today has established, an absurd, broken ability. If the extent of it was discovered, you would rapidly become a resource to be acquired by the more powerful organizations on Bet. Best to limit your showing, at least temporarily.
You told New Wave you were a skill/combat thinker who could use ordinary skills to ridiculous extents, and at least for the foreseeable, immediate future, you'll stick to that when heroing on Bet. Maybe with some add-ons like Sube Sube or Ninjutsu that can be justified along your claimed theme.
After stopping by home to say hello to Dad and let him know you're alright, you return to the ship. You realize it feels like it's been a while since you spoke in-depth with Sanji. He… can be a bit forward, but if disciplined correctly, he's not that bad. He gives you a friendly smile as you enter the kitchen. "Oh, good evening, Taylor-san. Are you looking for Usopp? He was on lookout in the crow's nest last I checked."
You shake your head. "I was actually hoping to pick your brain on some survival stuff. Like, Foolshout Island is supposed to have giant cacti, right?"
"Mm, that's right. I'm not too familiar with it - even our guests haven't ever been there, as far as I'm aware - but I might be able to tell you a few things. Owner Zeff certainly made me spent enough time de-spining cacti imported from there."
De-spining cactus? What sort of meal… never mind. If all goes well, you'll get the chance to try it soon, you guess. "Huh. I think where my train of thought was going - was that I wanted to try to better understand what we're walking into. See if we'll be better able to handle the environment when we go, know the land better than Baroque Works. It's not their territory, either."
Sanji exhales. "Unfortunately, I suspect they're working to remedy that disadvantage as quickly as you're working on ways to counteract them." He specifies 'you', but you've seen him exercising on the deck, practicing his Black Leg style. The crew's all trying their best with the news of the coming conflict, in their own way. "But, if it helps, I remember Patty telling me a story, when I was helping him with his cake-ti…"
Their conversation devolves quickly from there, the cook sharing everything from old stories to fishing tips to horror stories from the Baratie chefs about what they had to do to survive before they arrived on the Baratie. It's nice. You poke him for details, and he shares memories and secondhand tales, and Headway rewards you with increases in not only the base skill of Survival, but additional bonuses to Fishing, Hunting, Naturalist, Skinning, and Tracking. Incredibly lucky break, that you only don't dwell on because it's about time for supper.
Dinner with the crew goes as normal. Horlio and Vivi are participating a bit more enthusiastically, the former Mr. 9 joining in the usual Zoro-Sanji bickering to nearly explosive results. With you, Vivi, and Nami sitting together, you have a nearly impenetrable bulwark against the captain's sticky fingers.
"Ah! Come on, Taylor, you're taking so long to eat that!" the captain whines as you smack his hand away… again.
You maintain eye contact with Luffy as you eat another piece of facehugger squid (don't ask. It showed up while you were gone, apparently.) slowly and deliberately. He almost cries.
Sanji refuses offers to help him clean up after dinner, and, about to head back to the women's room to relax for an hour or two before bed, you spot Usopp setting up his work station again. "Thought you were done for the day?"
He shakes his head. "Got an idea for a good trap while up on the platform. Wanted to draw out some diagrams. Wanna see?"
When he realizes you aren't actually experienced in trapping at all, he excitedly walks you through some basics. Rope traps, tripwires, and the like. If he wasn't constantly going on tangents about the new idea - something to do with lantern oil, as far as you can tell, the engineering is still a bit beyond you - you'd likely pick up more than what you would, just from a casual conversation.
At the very least, trapping seems easy for you to pick up on - your mind forms connections between a Trapper's knowledge and that of your Blacksmithing, Survivalist, and other skills, and it plays naturally into your preference for ambushes. Within an hour of a friendly conversation with Usopp, you can create basic traps in ideal conditions provided you have a decent amount of time.
You head to sleep, another productive day behind you.
Day 1
73:50. Seaman (AoS) 8 unlocked.
94:70. Boatswain 9 unlocked.
6:40. Leadership 4 not unlocked.
97:100. Carpentry 6 not unlocked. 75:100. Teaching 5 not unlocked. (These refer to general bosunry activities.)
65:??. Limited progress made on sourcing metal for the Merry - scrapyard in Mahon NYC, will let you pay money for scrap metal. Partnered with a hardware store selling good-quality welding tools. Speaking with Usopp on plans to look over the Merry for potential sources. Solid start.
25:??. Supplies purchased for Usopp. He'll need a bit more teaching before he's ready to use them, but it won't be too long before he's more independent and able to take on more of your responsibilities.
88:80. Disguise 5 unlocked. 43:90. Acting 5 not unlocked. 16:70. Barter 5 not unlocked.
50:10. Bombmaking 3 unlocked. 71:60. Bombmaking 4 unlocked. 10:60. Chemistry 7 not unlocked.
16:40. Driving 2 not unlocked. 2/3 Progress made on driver's course.
Day 2
41:100. Seaman (AoS) 9 not unlocked.
47:100. Boatswain 10 not unlocked.
95:80. Carpentry 6 unlocked. 22:90. Teaching 5 not unlocked. (These refer to general bosunry activities.)
85:60. Doctor 2 unlocked. +First Aid 8. +Anatomy 5. +Medicine 5.
68:100. Blacksmith 8 not unlocked. 59:40. Shipwright 5 unlocked. You begin work on applying sourced scrap metal to obvious potential weak points - the tiller, the steering, etc.
95:80. Survival 5 unlocked. 73:100. Naturalist 7 not unlocked. 73:20. Fishing 6 unlocked. (Yes, really. Twice in a row. I saw it refresh and everything.). I will fully admit I didn't realize Survival was a category skill until I'd already posted this update, and have done a hasty edit. There may be errors, let me know if you spot any.
46:00. Trapper 0 unlocked. 87:40. Trapper 1 unlocked. 74:100. Trapper 2 not unlocked.
10(2*10+10=30):40. Kachi Kachi no Mi 3 not unlocked.
Day 1 Loot Changes:
Taylor gets an understanding of some higher-ranking Baroque Works members.
Vivi and Horlio (Formerly known as Mr. 9) are added as trainers and temporary(?) allies.
-$487.33 Mahon-USD on Usopp's tools for the Merry.
-$2089.99 Mahon-USD for some good welding tools for the Merry and your general use, can be taught to Usopp at later date.
-$40.00 Mahon-USD for scrap metal for Merry upgrade project.
Day 2 Loot Changes:
N/A
+1 Anatomy (5)
+1 Boatswain (9)
+2 Bombmaking (4)
+1 Carpentry (6)
+1 Disguise (5)
+1 Doctor (2)
+1 Fishing (6)
+1 First Aid (8)
+1 Hunter (5)
+1 Medicine (5)
+1 Naturalist (7)
+1 Seaman (AoS) (8)
+1 Skinning (5)
+1 Survival (5)
+1 Tracker (6)
+2 Trapper (1)
You have two days to vote on now. Day 1 (Tuesday, January 18, 2011, Monday, May 30, 1532, Tuesday, November 14, 2000), and Day 2 (Wednesday, January 19, 2011, Tuesday, May 31, 1532, Wednesday, November 15, 2000). Voting closes on Monday, May 8, at midnight EST.
This option should be considered separate from the voting below, but: Should Taylor tell Danny the extent to which Baroque Works threatened the crew, or should she keep it a secret until she's a bit more convincingly powerful? Bear in mind other potentially relevant factors. You can include details on strategy if you'd like, Taylor will probably overthink this in-character, but I reserve the right to veto. This will be a free action if you choose to do it.
[ ] Tell him now.
[ ] Wait.
Day 1 has three actions available. Two are reserved for normal boatswain/First Stretch-related work on the Merry. One is reserved for finishing the driving project. One is reserved for the 'upgrade the Merry' project. Day 2 has four actions available. Two are reserved for normal boatswain/First Stretch-related work on the Merry. One is reserved for the 'upgrade the Merry' project.
Should you choose one of Day 1's actions to be the 'train Usopp in the tools' option, you will have five actions on Day 2, and obviously, more actions for future updates.
-[ ] Online driver's education. New Hampshire lets you drive supervised at 15 1/2, and take your full test when you turn 16 in June. But just knowing how to drive could be handy in emergencies, or on other worlds. 1 action/2 days. (2/3 to completion, next skills: Driving)
-[ ] Upgrade the Merry to replace crucial wooden parts with metal and other more durable materials. 1 action/day. (2/6+ to completion, next actions: Shipwright, Blacksmith)
-[ ] Re-equip the Merry with Bet-modern quality of life equipment. Electricity, appliances, marine sonar, optics, night vision, etc. Requires some planning, a whole lot of learning, and a lot of money. 1 action/day. (0/10+ to completion, next skills: Engineering, Shipwright. Be very specific with what you want with this option. Include details with what you want in your post. Be mindful of how some creatures on Mayim communicate.)
-[ ] Create a low-key superhero outfit that doesn't draw attention to your powers, for use on worlds like Earth-Mahon. 1 action/day. (0/2 to completion, next skills: Tailor, Sewing)
-[ ] Spy on Merchant operations. The Merchants seem likely to be one of your first targets in Brockton Bay, and spying on them has the useful side effect of improving some of your underutilized skills. 1 action, potentially higher/day. (0/7+ to completion. 60% of Forensics 0. 5% of Forensics 1. 30% of Criminal Psychology 1. 0% of Criminal Psychology 2. 20% of Stealth 7. 10% of Perception 8. Chance of other skills improving depending on how the investigation plays out. Warning: unknown chance of random encounter/mandatory action. If Taylor sees something fucked up going on, she may intervene, and a random action may be removed as she takes time to deal with it. Mutually exclusive with VILLAIN HUNT projects. This project should be considered more hands-off than VILLAIN HUNT.)
-[ ] Learn how to create bugs - not the buzz kind, but the listening device kind. Ideally, you'd like be able to uncover information more effectively and record it, like Vivi did with Mr. 5. 1 action/day. (0/??. Next skills: Engineering, Earth-Bet Engineering. Taylor's fairly sure her Engineering skill is a bit low to make this really work, but if this option is chosen, she'll train with that specifically in mind.)
-[ ] Now that you've decided to be a bit conservative with revealing the extent of your powers on Bet, you can maybe spend some time considering what a potential, temporary backup identity could look like, in case you needed to go after a target with greater use of your abilities. 1 action/day. (0/2 to completion, designing a costume, picking a name and which powers to use. Write-ins are acceptable here, but I'll shoot down anything ridiculous.)
-[ ] Expand your gear set for when you're out in costume as Factota. Buy a body cam, voice changer, some burner phones, comms jammer, cell phone cloner, gas mask, other gear players might be interested in. 1 action/day. (0/?? to completion. Computers, Engineering, other skills will be trained during the course of this project. Write-in additions to this, ask first, it will likely extend the project. Must be available on Mahon, besides the phones, which will be purchased on Bet. You'll soon most likely have to start pulling from your cape account to buy things, which will also extend the project - since you'll have to speak with a specialty bank to open that card account. (See Brockton Bay actions below, that will be included in this project should you choose to take it.) Cell phones will require an uncomfortable conversation with Dad, which could also prolong things.
(It's unlikely you'll get any powers in time to make a difference at Foolshout, but could be useful for the future.)
-[ ] VILLAIN HUNT: Scope out the Merchants and their general activity, with the eventual goal of bringing in Skidmark, Squealer, and Mush. As the bottomfeeders of the Brockton Bay cape community, no one will miss them much, and reputation for defeating them will largely be contained to the cape community. 1 action/day. (0/?? to completion, next skills: Investigation, Stealth, Forensics, Perception, ???. More street-level, out-in-the-field stuff than the Circus option. Mutually exclusive with other VILLAIN HUNT projects.)
-[ ] VILLAIN HUNT: Try to track down Circus. They're an independent thief villain cape with (possibly) a grab-bag assortment of random powers. They know their stuff, so they'll likely be pretty tough to find. 1 action/day. (0/?? to completion, next skills: Investigation, Perception, ???. This option will involve more research, data-tracking stuff at home, less street-level stuff. Mutually exclusive with other VILLAIN HUNT projects.)
-[ ] VILLAIN HUNT: Try to track down Uber and Leet. They're annoying as fuck, but they could have potential useful powers. It's possible Uber's power could synergize well with yours, and while you wouldn't want to train Leet's until you had a good existing knowledge of Tinker powers, they could be useful. 1 action/day. (0/?? to completion, next skills: Investigation, Perception. More research at home at first with this option. Mutually exclusive with other VILLAIN HUNT projects. By accepting this villain hunt, you acknowledge that you have read my informational post confirming that Uber and Leet are not as powerful/useful as in fanon, and you understand that Taylor will not be training Leet's power until she has a considerably better understanding of Tinker powers.)
-[ ] VILLAIN HUNT: Try to get a good idea of the Empire's capabilities. It's dangerous to tackle them as your first cape group, but you don't plan to pick fights with them just yet. You're specifically looking for Alabaster, Victor and Othala, but you'll consider hitting others if you find them alone. 1 action/day. (0/?? to completion, next skills: Investigation, Perception, ???. This option will initially involve more research, data-tracking stuff at home, less street-level stuff than the alternatives. Mutually exclusive with other VILLAIN HUNT projects. This project will be longer and riskier than the others.)
-[ ] Write-in. Tag @jcw3 first.
Going Merry actions. 1 action each. Max 1 action per person, 3 different persons per day. New options may unlock as you get to know the crew better.
-[ ] Help out around the ship. 10% of Boatswain 10. 50% of Shipwright 6. 20% of Teaching 5.
-[ ] Hang out with Luffy. Potential increase in a skill/skill acquisition?
-[ ] Lift weights with Zoro. 40% of Weightlifting 9.(Medically inadvisable, Zoro needs to fully recover before doing his typical exercise. He'll be better on Friday, January 21, 2011/Thursday, June 2, 1532/Friday, November 17, 2000.)
-[ ] Two swords is halfway to three swords, right? Ask Zoro for some tips on wielding two swords at once. 0% of Dual Wielding 8. (reduced due to lack of room) (Medically inadvisable, Zoro needs to fully recover before doing his typical exercise. He'll be better on Friday, January 21, 2011/Thursday, June 2, 1532/Friday, November 17, 2000.)
-[ ] Help Sanji in the kitchen. 20% of Cooking 7.
-[ ] Ask Sanji about plants and animals. 0% Survival 6. Increase in related skills. Potential increase in Teaching.
-[ ] Ask Sanji about training your poison resistance. ???
-[ ] Lockpicking lessons with Nami. 100% of Locksmith 2. 40% of Locksmith 3.
-[ ] Hang out while Nami works. 40% of Navigation 5. 20% of Navigation 6. 20% of Meteorology 5. 20% of Cartography 1.
-[ ] Show Nami some Earth-Bet science and history books. Potential increase in academic fields. Potential increase in Teaching.
-[ ] Teach Usopp how to use the carpentry tools you're lending the Straw Hats. He knows how not to hurt himself, but to give yourself a bit more free time, he should learn how to actually use them. 10% of Teaching 5. Usopp learns how to use the tools. You gain +1 action for all days remaining in the First Stretch, and will have fewer mandatory boatswain actions going forward past that as well.
-[ ] Ask Usopp for sharpshooting lessons. 100% of Marksmanship (Primitive) 4. 60% of Marksmanship (Primitive) 5.
-[ ] Ask Usopp to teach you more about explosives. 20% of Bombmaking 5. Potential increase in Chemistry. Potential increase in Teaching.
-[ ] Ask Usopp about training your poison resistance. Potential increase in Poison Resistance, Potential increase in Poisoncrafting.
-[ ] Ask Usopp to teach you more about trapping, with fewer diversions this time so it's even more effective. 90% of Trapper 2. 60% of Trapper 3. 20% of Trapper 4.
-[ ] Ask Vivi to take a look at that outfit Miss Goldenweek designed for her, and if she has any details on what she was told by the villainess. ???
-[ ] Ask Vivi to show you the Peacock Slashers style. Your power tells you it's an indigenous Alabastan style. 75% of Peacock Slashers 0. 10% of Peacock Slashers 1. This is a magical Mayim combat style.
-[ ] Ask Horlio to teach you about handling Blunt Weapons. 60% of Blunt Weapons 3. 10% of Blunt Weapons 4.
-[ ] Ask Horlio to show you some AcroBATics. 80% of Acrobatics 4. 40% of Acrobatics 5.
-[ ] Write-in. Ask first, please.
Earth-Bet actions.
-[ ] Write-in a shopping list to buy personally. 1 action.
-[ ] Write-in a shopping list for dad to buy. 1 action.
-[ ] Your money from your account with Markus and Federson should have come in by now. Talk to Dad and see if you can reach out to a local bank branch to surreptitiously withdraw funds from your cape account, get a credit card. You imagine it's an involved process. 1 action, will unlock a future (next few days) mandatory action to actually withdraw the funds.
-[ ] Look into how to register with the PRT. You aren't sure you're fully willing to commit to it yet, but it seems like something that you need to do to really start to operate as a heroine on Bet. 1 action. Opens an option for a vote next update.
-[ ] Write-in. Ask me first. Keep in mind, almost anything you can currently do on Bet, you can do on Mahon, with a bit more effort up front and without worrying about Watchful Eyes.
Earth-Mahon actions.
-[ ] Practice smithing at your chosen iron works. 1 action. 15% of Blacksmith 8, 75% of one of Armorsmith 6 or Weaponsmith 6.
--[ ] You may write-in a specific item to work on, subject to veto. Taylor's choice otherwise. Some items may take multiple actions.
-[ ] Visit a market stall in Mahon-NYC to buy specific items that could be of use to you or your allies. 1 action. If you want to buy a load of stuff, it may take multiple actions.
--[ ] Write-in here, but keep it reasonable. Subject to veto.
-[ ] Use the library to do various research on potentially useful local knowledge. 1 action per location.
Training: Powers. 1 action each.
-[ ] Devil Fruit: Paramecia: Kachi Kachi no Mi: The ability to give your body properties of rock. Also known as the "Rock Hard Fruit". 80% of Kachi Kachi no Mi 3. 0% of Kachi Kachi no Mi 4. (2x +10 bonus available)
-[ ] Devil Fruit: Paramecia: Sube Sube no Mi: The ability to have things slide off your skin. The Slip-Slip Fruit. 0% of Sube Sube no Mi 9.
-[ ] Fishman Karate (Beginner). This martial art is meant for water breathers to fight in a three-dimensional arena. It's a long road to go down, but getting started could put you near the top in a world so reliant on the ocean. You can now train this any time at the Boat Graveyard. 0% of Fishman Karate (Beginner) 4.
-[ ] Fishman Jujutsu (Mizudangan). Hydrokinesis is hard. You can now train this anytime at the Boat Graveyard. 20% of Fishman Jujutsu (Mizudangan) 2.
-[ ] Shape Changing: Giant Fur Fish. An amphibious animal, native to Furskin Island. 100% of Giant Fur Fish 0. 90% of Giant Fur Fish 1. 60% of Giant Fur Fish 2. 30% of Giant Fur Fish 3.
-[ ] Shape Changing: Longarm. Whoa. Nifty. You could get an extra joint. 100% of Longarm 0. 90% of Longarm 1. 60% of Longarm 2.
-[ ] Shape Changing: Goldfish Fishman. 100% of Goldfish Fishman 0. 90% of Goldfish Fishman 1. 40% of Goldfish Fishman 2.
-[ ] Shape Changing: Swordfish Fishman. 30% of Swordfish Fishman 7. (+10 bonus available)
Training: Magic. 1 action each.
-[ ] Fengten's Tekkutoryu. The pirate Fengten used a style with brass knuckles that amplified his punches to superhuman levels. 20% of Fengten's Tekkutoryu 0. This is a magical Mayim combat style.
-[ ] Ninjutsu (category skill). The ninja you fought on Warship Island had a few special techniques she used that seemed beyond human ability. Headway tells you that these techniques are derived from mastery of other skills. 5% of Ninjutsu 0. (+20 bonus available) (subskills are Meteorology, Geography, Disguise, Acting, Meditation, Tactics, Stealth, Swimming, Freerunning, Horsemanship, Knives, Polearms, Swordmanship, Blunt Weapons, Explosives, Demolitions, Bombmaking, Killing Intent)
-[ ] Killing Intent. You can now consciously intimidate someone just by projecting an intent to kill. You have a feeling this is much more difficult given that you don't intend to kill anyone. If you did find yourself in such a situation, it would increase far more readily. After that snail call with Mr. 5, you're suddenly understanding this a bit more. 70% of Killing Intent 2.
Training: Academics. 1 action each.
-[ ] Math. 25% of Mathematics 7.
-[ ] History (category skill). Increases Earth-Bet History and Earth-Mayim History. 20% of History 6.
-[ ] Weapon History. 100% Weapon History 0. 50% Weapon History 1. 10% Weapon History 2.
-[ ] Computers (catch-up). 30% of Programming 7. 55% of Technical Support 6. 15% of Computer Maintenance 6.
-[ ] Criminal Psychology. Understanding criminals. 70% of Criminal Psychology 1. 20% of Criminal Psychology 2.
-[ ] Forensics. How to analyze crime and track criminals. 70% of Forensics 0, 10% of Forensics 1.
-[ ] Law Studies. The law is really important going forward. 50% of Law Studies 4.
--[ ] Parahuman Studies. At this level, you're past reading scientific papers, and more focused on the inner workings of parahumanity. 0% of Parahuman Studies 7. (unavailable until special actions taken)
--[ ] Science (category skill). 0% of Science 8.-(unavailable as component skills are too low)
-[ ] Science (catch-up). 85% of Biology 6. 40% of Chemistry 7. 5% of Geology 7. 85% of Physics 7.
-[ ] Psychology. 50% of Psychology 0.
Training: Languages. 1 action each.
-[ ] Spanish. 100% of Spanish 0. 50% of Spanish 1.
-[ ] Mandarin Chinese. 90% of Mandarin Chinese 0. 10% of Mandarin Chinese 1.
-[ ] French. 90% of French 0. 40% of French 1.
-[ ] Hindi. 75% of Hindi 0.
-[ ] German. 90% of German 0. 40% of German 1.
-[ ] Korean. 100% of Korean 0. 75% of Korean 1.
-[ ] Russian. 60% of Russian 0.
-[ ] Arabic. 75% of Arabic 0.
-[ ] Portuguese. 100% of Portuguese 0. 40% of Portuguese 1.
-[ ] Vietnamese. 80% of Vietnamese 0.
-[ ] Learn two new programming languages. 95% of Warrior's Type 1-5 (100% of 1-3). 95% of COM-VOY 1-5 (100% of 1-3).
Training: Mundane Combat/Fitness. 1 action each.
-[ ] Acrobatics. Flips and such. You can train this at the wildlife refuge, but it might be a better idea to talk to Horlio. 50% of Acrobatics 4.
-[ ] Dual Wielding. 0% of Dual Wielding 8. (Refer to Going Merry Actions)
-[ ] Weightlifting. 20% of Weightlifting 9. (Refer to Going Merry Actions)
-[ ] Knives. This skill covers combat using blades short enough to be considered knives, both in melee and thrown. You suspect your mastery of swordsmanship gives you a boost here. 100% Knives 0, 60% Knives 1, 20% Knives 2.
-[ ] Running. You'll train in the countryside or in Earth-Mahon. 50% of Running 9.
-[ ] Freerunner. The art of maneuvering through obstacles. You like the word freerunning better than parkour. You can train this in the countryside. 70% of Freerunner 5. 20% Freerunner 6.
-[ ] Swimming. You now can swim as well as an Olympic athlete. You can now train this anytime at the Boat Graveyard. 40% of Swimming 7.
-[ ] Boxing. You thought boxing was simple when you started. Boy were you wrong. 0% of Boxing 10. Slight chance of increase in Martial Arts Mastery.
-[ ] Capoeira. 100% of Capoeira 5. 80% of Capoeira 6. 10% of Capoeira 7. Slight chance of increase in Martial Arts Mastery.
-[ ] Judo. 50% of Judo 7. Slight chance of increase in Martial Arts Mastery.
-[ ] Kung Fu. You started with online videos, but by this point you're inventing techniques. 10% of Kung Fu 10. Slight chance of increase in Martial Arts Mastery. (+10 bonus available).
Training: Resistance skills. 1 action each.
-[ ] Cold Resistance. You can train this any time at the Boat Graveyard. 0% of Cold Resistance 7.
-[ ] Poison Resistance. Mundane poisons go straight through you and you remain functional to a degree. Maybe it's time to talk to Usopp or Sanji instead of training this on your own? 0% of Poison Resistance 8. 40% of Poisoncraft 4.
Training: Crafting and related skills. 1 action each.
-[ ] Engineering (category skill). This could be a massively useful skill. 35% of Engineering 3. (+20 bonus available) (subskills are Bombmaking, Clockwork Engineering, Earth-Bet Engineering, and Shipwright)
-[ ] Clockwork Engineering. This is a specific type of engineering to do with conducting power though gears and springs, and with piezoelectricity and water and steam power. 60% Clockwork Engineering 2. Potential increase in Earth-Bet Engineering.
-[ ] Earth-Bet Engineering. Limit your studies to just mundane machines on Earth-Bet. 90% of Earth-Bet Engineering 3. 60% of Earth-Bet Engineering 4. 10% of Earth-Bet Engineering 5.
-[ ] Poisoncraft. Learn how to make poisons from scratch, and from natural ingredients. 5% of Naturalist 7. 70% of Poisoncraft 4.
-[ ] Repair. This is a general skill, covering the repair of objects. 80% of Repair 4. 10% of Repair 5.
-[ ] Carpentry. 0% of Carpentry 7.
-[ ] Electrician. 60% of Electrician 3.
-[ ] Plumbing. 70% of Plumbing 2. 20% Plumbing 3.
-[ ] Vehicle Mechanic. This is a general skill covering the fixing and maintenance of vehicles, of any mundane sort. 100% of Vehicle Mechanic 0. 70% of Vehicle Mechanic 1.
Training: Practical skills. 1 action each.
-[ ] Cooking. Earth-Mayim isn't a world that has convenient supermarkets. 0% of Cooking 7. (Refer to Going Merry Actions)
-[ ] Doctor. Crocus gave you a medical textbook, and you'll combine that with basic resources available online to study the medical profession. 0% of Doctor 3. Doctor is a category skill for Anatomy, Medicine, and First Aid.
-[ ] Driving. 100% of Driving 2. 50% of Driving 3. 0% of Driving 4. (2/3 to completion of Driver's Ed project)
-[ ] First Aid. There's a first aid kit just sitting in the kitchen. Honestly, you're pretty good at using it already. 0% of First Aid 9. 10% of Medicine 6. 10% of Anatomy 6. 1 action.
-[ ] Meteorology. (Refer to Going Merry Actions)
-[ ] Navigation. (Refer to Going Merry Actions)
-[ ] Perception. You might have glasses, but that doesn't mean you don't notice things. Or can't. 10% of Perception 8. (+25 bonus available)
-[ ] Photography. Now that you have a fancy camera, you best learn how to use it. 100% of Photography 0. 50% of Photography 1. 10% of Photography 2. Low chance of increase in Art.
-[ ] Stealth. Hide from animals and people. Can be trained at the wildlife refuge for now. 15% of Stealth 7.
-[ ] Seaman (category skill). You're going to be spending a long time on ships. You're good, but you could be better. 20% of Seaman 7. 1 action.
-[ ] Survival (category skill). Increases Naturalist, Fishing, Hunting, Skinning. 0% of Survival 6.
-[ ] Fishing. You're going to be on a ship for extended periods of time, and this might be necessary. 10% of Fishing 6.
-[ ] Trapper (catch-up). Learn how to set up traps and the like. 70% of Trapper 2. 40% of Trapper 3.
-[ ] Tactics. You're going to be a superhuman with rapidly growing abilities. You might as well learn how to best leverage said abilities. 40% of Tactician 8.
-[ ] Public Speaking. Yeah, this is going to be a tough one. 60% of Public Speaking 3.
-[ ] Leadership. Another tough one, though you feel like you're growing into the role. 20% of Leadership 4.
-[ ] Politics. 50% of Politics 0.
Training: General. 1 action each.
-[ ] Clothier (category skill). 0% of Clothier 8. (unavailable as component skills are too low)
-[ ] Fashion. How to make clothes look good. 10% Fashion 7.
-[ ] Locksmith. Man, Dad will be confused when he finds out you're trying this out. 80% of Locksmith 2. 20% of Locksmith 3. (Refer to Going Merry Actions)
-[ ] Woodwind Musician. For your mom. 50% of Woodwind Musician 4. 10% of Woodwind Musician 5. (+50 bonus available)
-[ ] Painting. 100% of Painting 3. 40% of Painting 4. 0% of Painting 5.
-[ ] Singing. 50% of Singing 0.
-[ ] Dancing. 70% of Dancing 1. 15% of Dancing 2.
-[ ] Acting. 25% of Acting 5.
-[ ] Disguise. 0% of Disguise 6.
-[ ] Meditation. Can help you center yourself in moments of panic or concern. 80% of Meditation 0. 20% of Meditation 1.
-[ ] Write-in. Ask me first. 1 action.
Training: Unlisted skills.
The following skills and their derivative skills are blocked as you don't have an appropriate place to train them. Maybe you should work on that, huh?:
none right now
The following skills and their derivative skills are not listed because you have not sought out a way to advance them:
Art, World Issues, various Weapons skills, Barter
I see that there have been some questions directed towards me, and will respond to those today - I have some stuff IRL to do, and I want to get this finalized update/changes to character sheet and equipment page out first. But I will answer those questions later. Please make me aware of any errors you spot.
hmmm, focus completely on one piece world, crew needs us to be ready in less than 2 weeks, brockton bay can wait, plus gains from helping out in one piece will make bay actions easier later, so go all in on preparing for combat and refitting the merry
Considering this world has Franky the cyborg carpenter that ordinary human qualifier is important. Then again Iceberg seems to be just as skilled and he isn't a cyborg. So Taylor might be underestimating one piece humans.