Headway/Nexus Quest 4 (Worm/Gamer-lite/Multicross/Dimensional Travel/One Piece/X-Men Evo)

Have to say, @jcw3 , one thing I've absolutely loved these past updates is your phenomenal read on characters and how they bounce off of each other. Your portrayal of Taylor's emotional wounds and how Nami empathizes with them, and how Taylor completely failed to understand the Straw Hat's desire to destroy Baroque Works for threatening her, top notch.

On a separate note, I've read through some of the conversation, and I think a lot of people, like myself for a while, have a pretty substantial misunderstanding of what Taylor is capable of with her present combat abilities. I think I saw one guy claim Uber would beat her? Dang. So, allow for my thoughts and ramblings to shed some clarity on the matter.

Allow me to first preface this by saying: I no longer wear the fancy hat on this ship. My understandings of the setting are not ironclad, but will be backed up with references from the story. Okay, moving on.

Let's present a hypothetical scenario. We're a member of a Protectorate think tank, and we've just been handed a completely accurate and exhaustive dossier on every ability Factota is willing to admit to having (it appeared by magic). Our job: evaluate Factota's threat in a hypothetical combat scenario and provide appropriate countermeasures utilizing the resources of Protectorate Branch ENE.

Pour the coffee and pop the antacids, boys, this one's gonna be rough.

Physical Abilities
"Welcome to the PRT Think Tank, how tough are ya?"

The big question on the docket: what can Taylor
do, physically? For this, I could point to any number of her most recent fights, but those can be slightly misleading, as they put her up against her rough physical equals (or definite physical superiors) in the Mayim world, and so even though technically very impressive, they might look a little underwhelming without proper context. So, let's go back to here, the last time Taylor worked out with Zoro, and the last time our physical capabilities ever increased. We engaged in a bout of one-upmanship that lead to both us and Zoro failing to complete one-finger vertical pushups while balancing boulders on our feet.

On the lower end of guessing Taylor's abilities, we can assume two basic things from this.
1. Taylor can perform vertical pushups while balancing a boulder with two fingers.
2. Taylor can perform one finger vertical pushups without balancing a boulder.

These abilities showcase very high physical strength. It means that, if a normal thug swung a haymaker at Taylor's face, she could catch it and stop it cold with her index finger. A serious flick would carry more energy than a sledgehammer blow. All of this is based off of human physical fitness, so however many times stronger a person's punch is from their flicks, that's how many times stronger Taylor's punch is.

Speed is likewise scaled from physical human abilities. Taylor's physical reaction speed is absurd, and her ground speed is more limited by her need to stay on the ground and not break what she's running on than any limits from her own body. However, our yardstick is now a problem for Taylor: since her abilities are just scaled-up human abilities, it means her durability is much lower than her strength or speed. So, how tough is Taylor? Hard to say, since she gets hit in fights so darn rarely. Let's assume a low Brute rating: a punch is ignored, a sledgehammer will bruise, and a bullet might cause injury worthy of concern, but this is far more nebulous.

"But Bookworm, you said this was the lower level of evaluating Taylor's abilities!"

Yeah. It is. Because the upper level we can extrapolate from that scene is "Well, Taylor kept up with Zoro's training and failed where he failed. So...Taylor is basically as strong as Zoro." Zoro, who trains his sword strikes with this. Zoro, who at the end of this arc was going to throw a building at someone. Taylor's raw physical capabilities are so good that she might have to hide what her true limits are to the PRT, as even an explanation of "my power lets me train beyond human limits" might not be enough to explain what she can really do. At worst, she's a solid Brute. At best, she's a very high Brute. This alone would make her a terror to fight, but it gets worse.


Combat Skills
Good news for most PRT combat analysis jobs: most Brutes aren't Combat Thinkers, and most Combat Thinkers aren't Brutes. Bad news for us: not Taylor! Imagine, if you will, a theoretically perfect human fighter. This fighter has the absolute human limits of ability in a combat style of their choice, combat reflexes, fighting instincts, awareness in battle and tactical acumen. This fighter is an absolute monster, has probably never actually existed in human history, and would get completely destroyed by Taylor even with normal human strength and speed. The best human martial artist possible has their specialty at 6, and maybe a few other styles at 4 or even 5. Taylor has Aikido 10. She has Shaolin Kung Fu and Boxing 9. She's possibly the best judoka in the world and she barely studied it.

And that's just direct combat styles. She has inhuman combat instincts, that make the best soldiers in the world look like drunk civilians. Her reflexes are tuned to the point where she can react to and deflect bullets. Her Perception is more acute than a human being's ever could be, and likewise she's better than any human tactician that ever lived in human history (before Scion).


Conclusion
What do the suits expect from us, a miracle? Factota has Brute abilities that outclass every hero in Protectorate ENE, and she might be stronger than Glory Girl. She has Combat Thinker abilities that outclass every other combatant in Brockton Bay as a baseline, and might be better than Armsmaster's combat algorithms. They want a comprehensive plan to neutralize her? Ambush her with combat foam sprayers and bring half the Protectorate ENE as a backup.

Yes, this is basically the same plan we gave them for Lung. No, we are not getting our bonus this quarter.
 
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I guess it could be possible if we would make her play a specific role that isn't villainous. Like for example she acts like some sort of spoiled teenager of some rich parents and wants to do something 'cool and illegal' like gambling, as she isn't an adult yet, to gather information on some gangs. Although with how different it would be from her normal person, I think she may need a bit higher Acting, unless I underestimate the skill for what it is already.

"It's not really gambling if I'm putting up money to prove I'm right. 'Gambling' implies the chance I'd lose."
cue Boa Hancock 'bending over backwards to prove how superior I am to the plebs' laugh

I know you don't ask me, but I would be fine with prep really. I would still like to go for Circus or Uber & Leet, but you made a good point about Merchants promise, so Merchants that is.

But personally, I would focus on One Piece with the incoming threat.

I sort of want to see if we can squeeze in at least a little prep work every day, even if it's incidental. Do you have any thoughts as regards the preparation for villain hunting?

I suspect getting access to Dodge from Toybox would do the trick. Yes, they are rogues, but taking into account they sell their tinkertech to pretty much anyone (and those people don't use that tech for nice purposes), I would say they are very borderline. But again, getting access to them may be impossible for now, and we would make some bad enemies out of it. Just a long term thinking.

I don't know how Taylor'd view Toybox though. Yeah they arm villains but they're also independents in a society that really doesn't want to see Tinkers be independent so I think she'd be at least a bit sympathetic.

I think personally register soon, as it still adds to our legitimacy. Do one good heroic action (like capture Merchants) and after it simply do it. If we want some undercover/more subtle work, we will go with a second cape persona for it.

Let's not register before we have to. We don't need to register to take down small fry like Circus or the Merchants, I'd wait until we're at least making serious headway (rimshot) against the Empire and the PRT is getting suspicious. Then we can go in for testing and register or whatever and they can be grudgingly mollified while we crack (skin)heads.

Out of character part of my reluctance is Calvert, but maybe one part in eight. The greater part is I don't see Taylor being keen to validate her existence just because the biggest kid on the block crooks their finger at her. She's here to be a new kind of hero, not rehash something that has been tried for three decades now and has mixed results at best.

With how Engineering works, my long-term idea is to turn Danny into our War Machine, like he is for Tony Stark in Marvel.

Another way would be to find a Devil Fruit and give it to Danny to eat. But that weakness kind of sucks though. Although this one will require lots of luck, so I don't call this a reliable way to do it.

I see him more as a top lieutenant for Taylor's heroic gang of DWU hooligans learning super science and running around with ninja powers and fishman karate. We establish a base of operations (the Docks), teach people with good reason to be loyal to the in-group
("We're all union men here, right?"
"Oi!"
"Ooops, sorry Taylor!")
and do a one-two punch of setting up new jobs (hologram tech is my go-to atm but I'm willing to be convinced for other stuff) and training up a security force who can roll around in mundane-compatable powered armor, do the ninja thing, etc to keep super-powered gangs from getting a strong toehold in Brockton Bay again. We might do some recruiting (I wonder how difficult it'd be to get the Undersiders or Faultline's Crew to join up as semi-independent contractors?) but overall I want to be able to have a strong enough position to tell the PRT "No." and win.

[X] Plan New Options Explored+Meditation
-[X] Day 1
--[X] 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.
--[X] 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)
--[X] 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)
-[X] Day 2
--[X] Ask Horlio to show you some AcroBATics. 80% of Acrobatics 4. 40% of Acrobatics 5.
--[X] 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. ???
--[X] Ask Usopp for sharpshooting lessons. 100% of Marksmanship (Primitive) 4. 60% of Marksmanship (Primitive) 5.
--[X] 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)
--[X] Meditation. Can help you center yourself in moments of panic or concern. 80% of Meditation 0. 20% of Meditation 1.

Mind if I ask why you're starting up meditation right now? Everything else makes sense but meditation seems a bit left field, y'know?

Pour the coffee and pop the antacids, boys, this one's gonna be rough.

"You didn't tell us she knew kung-fu!"
- some analyst, somewhere, at the top of their lungs and throwing papers everywhere
 
I've thought it over for a bit and I think we should tell him now. Yes it'll stress him out, but you have to consider his stress levels going forward as well. If we only tell him about dangerous stuff after the danger has passed, then he'll never be unstressed, for all he knows we could constantly be in danger and his imagination will continue running wild forever.

At least if he knows he can trust us to tell him about this stuff immediately he can have stress free periods where he knows for certain that we aren't in danger because he trusts us to tell him if we are.

[X] Tell him now.

[X] Plan New Options Explored
-[X] Day 1
--[X] 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.
--[X] 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)
--[X] 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)
-[X] Day 2
--[X] Ask Horlio to show you some AcroBATics. 80% of Acrobatics 4. 40% of Acrobatics 5.
--[X] 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. ???
--[X] Ask Usopp for sharpshooting lessons. 100% of Marksmanship (Primitive) 4. 60% of Marksmanship (Primitive) 5.
--[X] 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)
--[X] 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)



@fictionfan here's a version of my plan with the Merchant hunt if you would like to copy it and put it forward.

[] Plan New Options Explored And Hunting Prey
-[] Day 1
--[] 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.
--[ ] 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.)
--[] 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)
-[] Day 2
--[] Ask Horlio to show you some AcroBATics. 80% of Acrobatics 4. 40% of Acrobatics 5.
--[] 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. ???
--[] 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.)
--[] 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)
--[] 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)
 
[X] Plan New Options Explored And Hunting Prey
-[x] Day 1
--[x] 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.
--[x] 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.)
--[x] 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)
-[x] Day 2
--[x] Ask Horlio to show you some AcroBATics. 80% of Acrobatics 4. 40% of Acrobatics 5.
--[x] 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. ???
--[x] 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.)
--[x] 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)
--[x] 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)
 
Feed leviathan a devil fruit and watch it because a hammer in the water. We would likely need to learn the trick or how you feed devils fruits to objects to actually do that.

This image cracks me up. While Leviathan can be absurdly fast, so we need to at least match this up, as I think this may be a moment it stops holding back. But yes, this should work.

Yes, this is basically the same plan we gave them for Lung. No, we are not getting our bonus this quarter.

I agree with this threat assesment of Taylor. Also people underestimate her, and I agree with her being pretty dangerous already.

Ironically, I think who has the best shot is Armsmaster. For two reasons. His combat algorithm, that may make up for Taylor awareness/instincts, and combat skills. In canon this is still the same guy who could keep up with a Leviathan, that was holding back, solo for a short while. This is a pretty impressive combat feat.

The rest may be too weak, or not skilled enough.

"It's not really gambling if I'm putting up money to prove I'm right. 'Gambling' implies the chance I'd lose."
cue Boa Hancock 'bending over backwards to prove how superior I am to the plebs' laugh

Yeah, if Taylor would level properly here, it would be pretty much a guaranteed way to make money. Of course she would need to do it smart, and sometimes lose on purpose, but well - I actually consider leveling up gaming/gambling skill of sorts. As I said - good poker player can make some really nice money.

I sort of want to see if we can squeeze in at least a little prep work every day, even if it's incidental. Do you have any thoughts as regards the preparation for villain hunting?

Realistically I think Merchants at this point are the best starting option, as we already know some places where they operate on. Uber & Leet wouldn't be hard to find as well, as it would simply require waiting for one of their shows to go live again.

I considered Circus, but this sounds like a project, that may simply not work for now, as it may require too much time to research where we may even find Circus in the first place.

I would also consider checking around Boston itself. Damsel of Distress is semi-public figure for example. And Stafford is somewhere around Boston in canon.

Setting up those bugs would work. Some other way is consider paying up some beggars to give us info around the Merchants spots we found out. This either works, or if they betray us, we may prepar for a counter-ambush. Before we go find some 'informants/fake spies', we prepare some good traps beforehand, as we have a trapping skill now.

If we end up betrayed (for example we end up talking with one of Skidmark's 'plants'), we may surprise them with our own surprise. So this may work, while we prepare for the scenario where they try to surprise us.

Pretty much in this case we don't go full stealth, but simply go with 'bait and see how it works'. If needed, we may also call New Wave into this, or one of the independents. Sere or Dovetail may be around, or someone who have yet to know about.

Out of character part of my reluctance is Calvert, but maybe one part in eight. The greater part is I don't see Taylor being keen to validate her existence just because the biggest kid on the block crooks their finger at her. She's here to be a new kind of hero, not rehash something that has been tried for three decades now and has mixed results at best.

Fandom also has tendency to overestimate his infiltration of PRT. In canon, he ordered Undersiders to attack PRT Headquarters, to get sensitive information out of the base. If his infiltration reach is as deep as fanon suggests, this kind of risky action wouldn't be neccesary. He has some access, but it's not absolute, as some people love to suggest.

Anyway she may still work more like Batman, while sell this kind of image of a hero that gets 'shit done'. I don't think registration would ruin this, but well, it's not a desperate need. I guess we may wait if Protectorate starts being suspicious.

I see him more as a top lieutenant for Taylor's heroic gang of DWU hooligans learning super science and running around with ninja powers and fishman karate. We establish a base of operations (the Docks), teach people with good reason to be loyal to the in-group
("We're all union men here, right?"
"Oi!"
"Ooops, sorry Taylor!")
and do a one-two punch of setting up new jobs (hologram tech is my go-to atm but I'm willing to be convinced for other stuff) and training up a security force who can roll around in mundane-compatable powered armor, do the ninja thing, etc to keep super-powered gangs from getting a strong toehold in Brockton Bay again. We might do some recruiting (I wonder how difficult it'd be to get the Undersiders or Faultline's Crew to join up as semi-independent contractors?) but overall I want to be able to have a strong enough position to tell the PRT "No." and win.

I don't see Fautline's Crew going for it, as they don't really work in Brockton Bay, outside of this one case where Bakuda goes on a rampage.

Undersiders maybe, but this also needs to be a delicate touch, with Bitch record cleaned up, because Protectorate believes that she is a genuine murderer, and this is how they approach her. This could put Dockworkers in a pretty bad PR position for hiring 'someone like that'.

Mind if I ask why you're starting up meditation right now? Everything else makes sense but meditation seems a bit left field, y'know?

I assume it's kind of an intense moment, with the Baroque Works. Having a skill that helps to relax may help out.

"You didn't tell us she knew kung-fu!"
- some analyst, somewhere, at the top of their lungs and throwing papers everywhere

I have this image of Taylor in Kung-Fu Panda, and it is a funny image.
 
As for me, I certainly advocate telling Danny. He has absolutely no power in this situation, and so the only way to really help him feel like he's able to stay on top of things is that he can trust Taylor is being honest with him and he knows what's going on. Betrayal of that trust will cause him to feel useless while also deeply harming his relationship with Taylor.
For priorities for the next couple days...eh? Try to level one or two combat abilities, any close to usability are fine. Finish up reinforcing the Merry, and start working on taking out the Merchants. Soft or loud should be fine, but Taylor definitely wants to start having a real impact in her hometown, is my read.
 
--[ ] 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.)
Wouldn't it be better to start with this option.
-[ ] 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.)
We would lay the grundwork, for taken down the Merchant.
I just saying.
 
[X] Tell him now.

[X] Plan New Options Explored And Hunting Prey

I'm choosing this plan for two reasons. One, I want solid action in Earth Bet, and this has it. Two the other plan is missing an action in Day 2.
 
Sorry, which plan is missing an action? I checked both New Options Explored and the meditation version of it and they both seem to have the 5 required actions on Day 2 based on my count.
Huh, what a strange thing. The New Options Explored plan in the vote tally only lists 3 options in Day 2. In any case, after looking over the actual posted plans and not vote tally's lies, we actually need to lose an action from day 2 in the Finding Prey plan, as one action will be locked in the Villain Hunt.
 
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Huh, what a strange thing. The New Options Explored plan in the vote tally only lists 3 options in Day 2. In any case, after looking over the actual posted plans and not vote tally's lies, we actually need to lose an action from day 2 in the Finding Prey plan, as one action will be locked in the Villain Hunt.
Doing the Usopp training action on Day 1 gives us an extra unlocked action on Day 2. So 5 total AP on Day 2. And the Hunting Prey plan has the Villain Hunt listed on both days already since it won't be included in the locked actions until the next update. Thus Day 2 has 4 AP used on training actions and 1 AP listed as the Villain Hunt project for a total of 5.
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.
 
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In this case, we would only add Surgery if we find a supernatural user of it pretty much that gives it a unique spin to it?

Correct.
We have an example in canon with Valefor, that if power can't be used in the designed way, it can change how it works by shard itself in specific circumstances. Pretty much they eye-gouged Valefor to make his 'line of sight' brainwashing power stop working, and once he lost the eyes, his power changed to work with voice instead.

I would argue that's an 'apples and oranges' situation. They didn't remove Valefor's skill at using his power entirely, they removed his ability to do so. If I cut off someone's legs, they'll be less practically effective at cycling, but they'll still have that skill of being able to ride a bike, they just won't be physically able to do it. That's different than removing the skill of being able to ride a bike entirely.

Loving the character interactions here. Embrace the nakama, Taylor.

Thank you!

Super happy to see this back, as much as I loved the continuations a return to the OG writer feels very fitting, also wanted to ask @jcw3 would it be possible for you to add the winning vote as a spoiler at the top of the chapters? It's a huge help for people who are binging what has been written already and for those who are not active enough in thread to catch every vote.

Excellent idea, I've edited the posts and will add the winning plan going forward. Thank you, and welcome back!
Have to say, @jcw3 , one thing I've absolutely loved these past updates is your phenomenal read on characters and how they bounce off of each other. Your portrayal of Taylor's emotional wounds and how Nami empathizes with them, and how Taylor completely failed to understand the Straw Hat's desire to destroy Baroque Works for threatening her, top notch.

Thank you very much! Look forward to more.

Taylor's raw physical capabilities are so good that she might have to hide what her true limits are to the PRT, as even an explanation of "my power lets me train beyond human limits" might not be enough to explain what she can really do.

Not commenting on your well-researched overall post - I don't want to poison the well of discussion with GM fiat - but I will point out that one comparison people will likely make to Taylor with her current pretense of 'mundane+' is that she's like a self-focused version of Bastard Son.

(Taylor when she reveals her full powers on Bet: "I'm kind of like a combination of Glaistig Uaine, Professor Haywire, Crane the Harmonious, Teacher and Bastard Son - why are you running?"

Sere or Dovetail may be around

Those are itinerant Protectorate capes, stationed in other cities nearby, likely on America's East Coast. They move around where they're needed. Not independent heroes from BB.

jcw3 has clarified those options. Villain Hunt will start out very similar to the Spying project, it just has more of a focus on actually engaging the Merchants and their operations instead of just mapping them all out.

Correct.
 
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I know I've been skimming over the quest and might have missed the results, but what ever happened to the cooking and fashion(?) competitions.

I probably skipped it on accident, but could someone tell if Taylor won or not?
 
I know I've been skimming over the quest and might have missed the results, but what ever happened to the cooking and fashion(?) competitions.

I probably skipped it on accident, but could someone tell if Taylor won or not?

I removed those since Taylor would likely be wholly focused on the First Stretch. I felt a bit uncertain about this at the time, but feel more justified knowing that the players were switching to a more conservative, 'don't reveal our power level' kind of approach. Assume that Danny got refunds for the entry fees offscreen.

Also, Bet has tighter gun control thanks to the friendly neighborhood Contessa, so it's possible the shooting challenge wouldn't have even been canon compliant. For now, I'm shelving the idea of competitions.
 
How would we go about countering someone spraying us with containment foam? Likely turn the rock hard fruit to maximum heat. We really are similar to Lung.

But also take advantage of our shape shifting to give ourselves a pocket to work with and cut ourself out.
 
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How would we go about countering someone spraying us with containment foam? Likely turn the rock hard fruit to maximum heat. We really are similar to Lung.

But also take advantage of our shape shifting to give ourselves a pocket to work with and cut ourself out.

It depends on the exact mechanics of the foam, but I wouldn't be surprised if it simply were to slide off Taylor before it could harden if she was using Sube Sube no Mi.
 
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[x] Wait
[x] Plan Straw Hats Pain Delivery Service v2
-[x] Day 1
--[x] 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.
--[x] 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.
--[x] Ask Horlio to show you some AcroBATics. 80% of Acrobatics 4. 40% of Acrobatics 5.
-[x] Day 2
--[x] Ask Usopp for sharpshooting lessons. 100% of Marksmanship (Primitive) 4. 60% of Marksmanship (Primitive) 5.
--[x] 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. ???
--[x] Ask Horlio to show you some AcroBATics. 80% of Acrobatics 4. 40% of Acrobatics 5.
--[x] 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)
--[x] 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.

The point of Wait here isn't to never tell Danny, but a reflection of Taylor falling into bad habits partially justified by being busy with things like 'making sure the ship doesn't sink' and 'training to kick butt', but after Foolshout have Taylor have a 'oh no I have erred' moment and then tell her dad everything...he needs to know.
It's a process, not a cure.

Anyway, as said before investing in tool instruction seems uncontroversial, selecting Vivi/Horlio actions in general to keep up social links and getting some work in on getting Marksmanship (Primitive) to 5 and Devil Fruit/Fishman Karate...closer to being ready. In the future I'd probably keep hammering away at Acrobatics as much as we can make it work, while I want just enough Peacock Slashers knowledge to work on it ourselves later because I suspect the Colors Trap style is the real take-away here, something that pairs well with Traps and Ambush Mistress. Once Zoro's back to full health I'd want to start including Weightlifting actions.
 
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