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

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.

Fair enough ;). This explanation makes sense, as it is true.

(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?"

She doesn't steal the souls of people. Yet ;).

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.

I assume this is your own change? I remember them both being independent before joining Protectorate. Although I don't remember when they exactly joined, so shrug, it's fine either way.

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.

There will always be other competitions. So for me, it's not a big deal. I wouldn't mind a bit of a more relaxed slice-of-life chapter or two. And having some fun learning more hobby-focused skills.

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.

Well... I guess there may be some replacements like Archery or something similar to it?

Darn, and I was looking forward to going to the fashion competition only to get Emma assigned as our model :p

I think they would use adult models, just to avoid any controversies, but the image is... yeah.

[x] Tell him now.

[X] Plan New Options Explored
 
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I assume this is your own change? I remember them both being independent before joining Protectorate. Although I don't remember when they exactly joined, so shrug, it's fine either way.

Dovetail was a member of the Protectorate around the time of the Boston Games in 2007. (Do a Ctrl+F) She's been around the block for a while. (Shoutout to Wildbow, BTW, Aerobat is also a great cape name. I remember that was one of my big takeaways from the Ashley flashback arc in Ward.)

Sere was described by Wildbow as being available to bolster the Brockton Bay Protectorate in an AU where multiple Protectorate-ENE members died, so I feel it's a safe bet that he's also a Protectorate member, but itinerant.

Dovetail, Sere, Aerobat, and Adamant are the kind of Protectorate members that travel where they're needed. (I know Flechette was one of the rare instances of Wards that also traveled frequently due to being a ward of the state and not being tied down by parents (Youth Guard and parents normally limit stuff like that), but I don't remember if NYC to BB was her first move.)

The Protectorate has loads of capes that fill various roles - thinkers in Watchdog doing oversight work, capes like Clay that do undercover work, capes with murderbeam or torture-nexus powers that they send to HOSV's like Pueblo, capes that go oversee to liaison with foreign allies, capes like Edict and Licit that mostly just babysit small towns and rural areas, and more. We're just biased by Skitter's perspective. She only had to deal with the bulwarks against people like her for most of the story, so we only get a good focus on the Miss Militias and the Triumphs and the Tectons and the Armsmasters of the world.


Plan tally:
Plan New Options Explored: 3 (Ompa60, Escalatus, spudman)
Plan New Options Explored + Meditation: 1 (Simon. Andersen)
Plan New Options Explored and Hunting Prey: 7 (fictionfan, sleepypanda, BunnyLord, wizig, LightLan, bookworm702, Oseanman)
Plan Straw Hats Pain Delivery Service v2: 2 (Slamu, Kejmur)

Tell Danny about true extent of Baroque Works threat?
Wait: 2 (Simon. Andersen, Slamu)
Tell Him Now: 8 (Ompa60, sleepypanda, BunnyLord, wizig, bookworm702, Oseanman, spudman, Kejmur)

Here are the current votes. Vote closes Monday at Midnight EST.
 
Thinking about the way this power system works and how fast Taylor grows on a daily bases, it might have made sense to have some skill have a certain level requiremnt of other skill to even start learning them.

To keep it more balanced.
 
She doesn't steal the souls of people. Yet ;).
Neither does Glaistig Uaine worm is strictly materialistic with metaphysical souls not being a thing and all mind manipulation being direct physical brain manipulation. In Worm substance dualism is very much not a thing.

Which suggests interesting things about Taylor's ability to teach any magic skills to bet humans. They likely are completely unable to learn Haki because they lack the parts necessary.

One of the more interesting things about doing this sort of crossover. Also leads to the question of if Taylor got a metaphysical soul when she first went to One piece or if happened when she learned her first magic skill. Or if it will happen later.

If Taylor ever fights a combat thinker I expect them to be very confused. Also this explains why headway can't give us any precog powers. They don't model magic and are therefore useless to us.

Which also suggests that Coil is going to consistently model us wrong. Like trys an attack where his men gun us down, but in reality the sube-sube means that the bullets slide right off us.

To sum up Worm is not a world where people screw destiny by sheer force of will and gumption where just about every other world we have access to is.
 
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Thinking about the way this power system works and how fast Taylor grows on a daily bases, it might have made sense to have some skill have a certain level requiremnt of other skill to even start learning them.

To keep it more balanced.

No, being overpowered is intentional. While this quest is designed to have Taylor challenged at points, obviously, in the long run, it's a time management and resource management simulator more than anything. After a certain point, Taylor will be powerful enough to be more than a match for Yonko and Endbringers. The question for the players then becomes... now what?

If Taylor ever fights a combat thinker I expect them to be very confused. Also this explains why headway can't give us any precog powers. They don't model magic and are therefore useless to us.

Which also suggests that Coil is going to consistently model us wrong. Like trys an attack where his men gun us down, but in reality the sube-sube means that the bullets slide right off us.

I was wondering when someone would notice this!!!

Yes! Headway and its copying of magical powers explicitly makes you a sort of (not quite) blind spot to precogs. The more exotic bullshit you get from the multiverse, the worse precogs will be at predicting you and those in your orbit. Unfortunately, it also means parahuman powers you copy (Tattletale, for instance) will be more likely to blank out if asked to scan the Gems of Cyttorak or a Devil Fruit.


There will be an opportunity for a Shape Changing roll in the next update. I will describe the creature here in spoilers a bit earlier than vote close, right now the vote is a failure (13:50), but that could change with omakes.

Shape Changing: Giant Utensil Squid. Roughly forty feet long and five feet wide, an adult giant utensil squid attacks the Merry shortly after Taylor is about finished working on the reinforce-the-Merry project. Cooperating with Luffy and Zoro (who insists that this counts as 'light' exercise), they relatively easily drive it off.

The squid is largely the same physically as a typical giant squid from our world, with enhanced deep sea capabilities and a bizarre color palette. The oddity comes from its tentacles. Believed by Grand Line-specializing naturalists to be the squid mimicking human or fishman use of utensils, the flesh on the ends of the squids' tentacles has been changed into varying combinations of forks, knives, spoons, sporks, chopsticks, tongs, whisks, and other utensils, no two tentacles being the same.

Naturally, it's a maneater, and while most examples of the species target other sea creatures, small ships may prove a tempting target for the Giant Utensil Squid. Particularly if, say, the ship was anchored for repairs. (This may change when I write the update, it could be that GUS just swims along and catches up.)

Taylor doesn't have a megafauna form yet, so this would likely be a difficult skill for her to learn.

(You can tell that my creative process for One Piece creatures is just 'take a creature from our world, make it weird')
 
Thinking about the way this power system works and how fast Taylor grows on a daily bases, it might have made sense to have some skill have a certain level requiremnt of other skill to even start learning them.

To keep it more balanced.
Bah, balance. Important in a video game or table top RPG, but doesn't make any sense as an idea in quests. Becoming more powerful just means that Taylor takes on more responsibility we could become omnipotent and we would still have to make meaningful choices and trade offs.


In a video game the challenges are fixed so becoming more powerful then expected makes the game easy. In quests becoming more powerful just means mission creep where we want to do more.

Also we have no TRPG party members that we have to worry about overshadowing.
 
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Also we have no TRPG party members that we have to worry about overshadowing.
Agree with most of your points. But for this one I am a bit concerned about overshadowing the Straw Hats. Us being able to easily beat all of the enemies we run into will not only reduce the opportunities for them to grow into their own, but it will increase the threat estimation for our crew astronomically, potentially to the point that any retaliation will be completely beyond them if we happen to not be there.
 
Agree with most of your points. But for this one I am a bit concerned about overshadowing the Straw Hats. Us being able to easily beat all of the enemies we run into will not only reduce the opportunities for them to grow into their own, but it will increase the threat estimation for our crew astronomically, potentially to the point that any retaliation will be completely beyond them if we happen to not be there.
Not really for the same reason that crews under White beard and other Emperors are safer than they would have be if they were not subordinates. If someone attacks the Straws hats and we aren't there they might hold off for fear of our revenge.

Also just the way the One piece seas work targeting a specific crew is really hard. Notoriety is not nearly as much of a downside in one piece as Worm. Also information in one piece just works different. People don't see our actions just the aftermath.
 
Uhh i honestly don't see Taylor becoming OP so quickly that it overshadows the others. Even with the 3 worlds she has access to I'm thinking that by the time Luffy can beat Yonkos so can Taylor. I don't see her beating 2 Yonkos at the same time by that timeframe.

Frankly speaking the power upgrades for Luffy, Zoro and Sanji is really damn fast. There is of course the 2 year time skip but still. Also here I'm assuming that Taylor will help them get stronger faster.

Not that I mind OP characters.
 
Thinking about when Taylor being much more powerful than the rest of the crew might ever actually come up as something that effects anything the first time I can see that happening is Admiral Aokiji.

Before that point in the story the straw hats just win all their battles and an outside observer doesn't really have any way to tell if it was a stomp or a skin of their teeth victory.

But Aokiji is the first clear cut lose and it really changes things if Taylor beats him. Now I have no idea if we will be strong enough to beat Aokiji at that point or if we will even meet him. But that is the first time that Taylor being powerful might actually really change anything on a One Piece story level.

________________
Zoro is almost certainly going to become much stronger just from having a regular sparing partner.

Would do the same with Sanji, but Taylor is unfortunately female so Sanji is unwilling to spar with us. Which is a shame adding black leg style would be a nice addition to our marshal arts collection.
 
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I really don't think Taylor is going to be strong enough to beat Aokiji by that point. The man has most definitely mastered 2 forms of Haki and maybe has CoC haki, is most definitely better at all rokushiki techniques than Lucci. He probably has an awakened DF or at least mastered. He was probably fighting on 1% then. He was just there to see if Nico found happiness.

The only way she could win would be out of context abilities like maybe telepathy from X-men and then strong one too because maybe Haki blocks telepathy or being able to withstand King's haki means you can withstand it. Depends on what jcw3 makes of it.

[X] Plan New Options Explored And Hunting Prey

reason: I think we still have enough time to train for foulshout island but also start laying more groundwork on Earth Bet with regards to the merchants.

[X] Tell him now.

reason: you start hiding stuff now and that's just something that's going to keep happening. It will also make it so that her dad will trust Taylor less. So just do it and it's always better to be open.

I also went back to read the intro section for this thread and about the powers. I was wondering if eventually Taylor will be able to bring people to other universes? It did mention that there's no party ability and that she can transfer herself but not if it can somehow be trained.

I mean what if Taylor were to travel to a universe with gamer mechanics or universal travelers? Could she gain those powers to get an inventory or a party mechanic or a different way to travel universes?
 
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I really don't think Taylor is going to be strong enough to beat Aokiji by that point. The man has most definitely mastered 2 forms of Haki and maybe has CoC haki, is most definitely better at all rokushiki techniques than Lucci. He probably has an awakened DF or at least mastered. He was probably fighting on 1% then. He was just there to see if Nico found happiness.
I have doubts as well. Just saying that is the first time in the one piece story that the Straw hats being stronger might actually change things.

Well if we had joined earlier Zoro somehow beating Hawkeye also would have shaken things up. But we are already past that.
 
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I have doubts as well. Just saying that is the first time in the one piece story that the Straw hats being stronger might actually change things.

Well if we had joined earlier Zoro somehow beating Hawkeye also would have shaken things up. But we are already past that.

I dont think it'll change anything if much. Even combined they're too weak to beat him.

And Mihawk is of the same level probably seeing as he always fought shanks.

you saw what shanks did to the kidd pirates by himself? I'm not saying Aokiji is necessarily that level but he's somewhat close I'm guessing.

Anyway PL speculation aside

I wonder what kinds of fun things Taylor can do together with Usopp and Franky to make new things.
 
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Thinking on anti-Merchant projects.

Day 1
- Acquire Gear (1/3?) I expect this to be a short project, maybe 2 days but I budget for 3 in case there are delays
- Spy on Merchants (1/7)
- Skill training relevant to the project that isn't getting pinged via today's Spy on Merchants usage (Investigate, Criminal Psych, Forensics, etc)
- Freebie (for thematic's sake I'm going to say Ninjutsu)
Day 2
- Acquire Gear (2/3?)
- Spy on Merchants (2/7)
- Skill training relevant to the project that isn't getting pinged via today's Spy on Merchants usage (Investigate, Criminal Psych, Forensics, etc)
- Freebie
Day 3
- Acquire Gear (3/3?) I expect this to be a short project, maybe 2 days but I budget for 3 in case there are delays
- Spy on Merchants (3/7)
- Skill training relevant to the project that isn't getting pinged via today's Spy on Merchants usage (Investigate, Criminal Psych, Forensics, etc)
- Freebie
Day 4
- Make Bugs (1/4?) If Gear project is completed earlier, start project earlier. A guess how long this will take but I assume 4 days (shortened from whatever it could have been due to prior work on rolling for Engineering)
- Spy on Merchants (4/7)
- Skill training relevant to the project that isn't getting pinged via today's Spy on Merchants usage (Investigate, Criminal Psych, Forensics, etc)
- Freebie
Day 5
- Make Bugs (2/4)
- Spy on Merchants (5/7)
- Skill training relevant to the project that isn't getting pinged via today's Spy on Merchants usage (Investigate, Criminal Psych, Forensics, etc)
- Freebie
Day 6
- Make Bugs (3/4)
- Spy on Merchants (6/7)
- Skill training relevant to the project that isn't getting pinged via today's Spy on Merchants usage (Investigate, Criminal Psych, Forensics, etc)
- Freebie
Day 7
- Make Bugs (4/4)
- Spy on Merchants (7/7)
- Skill training relevant to the project that isn't getting pinged via today's Spy on Merchants usage (Investigate, Criminal Psych, Forensics, etc)
- Freebie
Day 8
- Villain Hunt [Merchants] (1/7?)
- other projects as desired

This conflates the 'make bugs' and 'spy on Merchants' projects a bit too much for my liking and I'm making assumptions about some project length, but suspect that after a week of stake-outs the actual villain hunt for the Merchants won't be as long because we'll already know where their supply routes, safe houses, bosses and habits are. I expect moving from 'spy' to 'hunt' would look like a few attacks to rile up the Merchants and then leading them onto prepared ground where a 4v1 fight is really no fight at all. (Either that or she finds Skidmark walking alone down a dark alley during the spy mission and bushwhacks him on day 3, which kinda throws my initial plans out the window.)

Would something like 'slight of hand' be its own skill, or is Taylor able to just make a claim like 'I am an expert pickpocket' and the universe at this point is reluctant to argue the point? Also, would people be willing to push back spying on Merchants until the bugs are done?

What Franky and Iceberg have is probably what we in Headway would classify as a form of Magic (as defined by the rules of this quest). They imbue their souls into their work, and they make something far greater than even a Shipwright 10 could.

You could call it the Tom's Shipwright Style, and it would make ships crafted by a user supernaturally resilient, on top of the fact that Mayim humans don't have the same limiters as those of us on our world or on Earth-Bet, and regularly go beyond superhuman even without any magical styles.

I'm curious how this'd effect the 'repair ships in the graveyard' project. I'm also curious how Squealer's power would react to being told 'hey, we have a semi-intact PanMax container ship, what can you do with it?'.

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.

We might be able to get Uber & Leet to walk into a trap if we just ask nicely. They're hard up for cash and were willing to do a collab with Bakuda not long from now despite her being, y'know, 'the Cornell bomber'. Send them a message we have a box of Squealer's Tinker tools she's not using (because we stole them) and we're wagering them against a chance to arrest them that we can beat them at a IRL game of Kong (or Street Fighter, or some other game) and I think they'd have to have a fairly brisk argument about whether or not it's worth it to try. IIRC Headway doesn't need us to arrest them, just kick their butts, right?

The caveat I see here is tackling them is going to be tricky with the 'stay low profile' thing, but I imagine we can figure a way around that.

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.

Circus is on my list for when we finish with the Merchants (they're winning over 'take on the E88, you can do it!' about 60/40 right now) and I think we can incorporate Circus' reflexes, aim and hammerspace as part of our skillset without too much trouble. It's something we can do from home instead of be on the streets, and I suspect the project will go something like "I have looked at all the robberies he has undertaken over the last four months and judging by the criteria he's using he will attack one of these six locations on one of these three days' and we stakeout until a silent alarm goes off.

@Kejmur I'm going to change my vote and would ask you to as well. I don't think we want to start the Villain Hunt yet and Ompa60's plan has more support than mine.

[X] Plan New Options Explored

There will be an opportunity for a Shape Changing roll in the next update. I will describe the creature here in spoilers a bit earlier than vote close, right now the vote is a failure (13:50), but that could change with omakes.

I have an omake or two batting around in my head, but I don't think I can manage a +37 swing here.
Still, I think we should go for it. Not because a giant squid form is strictly necessary (but it could prove handy in, say, bullying Marine ships or fighting Leviathan) or because being a megafauna might mean tackling Fenja & Menja on even footing, but because we'll always be able to generate whatever cooking or eating utensils are needed at a moment's notice and we'd get really good at hugging Danny. (Also casually juggling like six things at once and making people have a 'I do not know what I expected but this was assuredly not it' moment when they see us.

Also, hopefully it'd make it easier to get something like a mimic octopus or cuttlefish's ability to change the color of their skin to better hide in an environment. That'd be neat.

(You can tell that my creative process for One Piece creatures is just 'take a creature from our world, make it weird')

We already have kung fu seals, mail gulls, compass parrots, desert adapted chocobo ducks and snailphones, I think you're sticking to an established theme here.

Thinking about when Taylor being much more powerful than the rest of the crew might ever actually come up as something that effects anything the first time I can see that happening is Admiral Aokiji.

Before that point in the story the straw hats just win all their battles and an outside observer doesn't really have any way to tell if it was a stomp or a skin of their teeth victory.

But Aokiji is the first clear cut lose and it really changes things if Taylor beats him. Now I have no idea if we will be strong enough to beat Aokiji at that point or if we will even meet him. But that is the first time that Taylor being powerful might actually really change anything on a One Piece story level.

________________
Zoro is almost certainly going to become much stronger just from having a regular sparing partner.

Would do the same with Sanji, but Taylor is unfortunately female so Sanji is unwilling to spar with us. Which is a shame adding black leg style would be a nice addition to our marshal arts collection.

Presumably by the time we meet Aokiji (assuming that happens) we will have at least rudimentary Observation Haki from Skypiea and will have taught the same to most if not the rest of the crew. Add in a growing facility with Fishman Karate (against a guy with, y'know, ice powers) and I can see Escape Artist being considered the reason the rest of the Straw Hats got so far, leaving the rest of the crew to be undervalued as credible threats when the combination of extra-Mayim resources and knowledge, plus the training Taylor provides in things like 'mastering Clima Tact 3.0' and 'get Usopp a post-doctorate education on chemistry' means the Straw Hats are likely better equipped to handle threats.

I imagine we could at least ask Sanji to share Black Leg Style with us, just teach us the basic forms. If we get Othala's powers and can make people regenerate on top of doctor skills Sanji vs Zoro sparring might be a bit more full contact as well, so there's that.

Let's not forget ninjutsu, either. The list of sub-skills are as such;
- Meteorology
- Geography
- Disguise
- Acting
- Meditation
- Tactics
- Stealth
- Swimming
- Freerunning
- Horsemanship
- Knives
- Polearms
- Swordsmanship
- Blunt Weapons
- Explosives
- Demolitions
- Bombmaking
- Killing Intent

Both Usopp and Nami have a few subskills at very respectable levels, and Nami especially I can see taking advantage of her disguise, acting and stealth skills to learn how to do ninja stuff if she wants to get stronger and contribute during adventures in ways that aren't "join the monster trio + Taylor". (To clarify, I don't mean to claim she doesn't contribute as-is, but merely mention a potential path to power). A few skills like horseback riding and swimming may be challenging to train aboardship, but most of the other subsidiary skills could likely be done in collaboration with other crewmembers as needed.

reason: I think we still have enough time to train for foulshout island but also start laying more groundwork on Earth Bet with regards to the merchants.

Could I persuade you to change your vote? I don't think we're ready to start with the Merchants right now, and would like at least another week of prep to prepare things like training traps, getting equipment and basically preparing the ground.
 
potential headway world to go to. Toriko, get some of that good food and gourmet cells and become extreme superhuman really fast.
 
Would something like 'slight of hand' be its own skill, or is Taylor able to just make a claim like 'I am an expert pickpocket' and the universe at this point is reluctant to argue the point? Also, would people be willing to push back spying on Merchants until the bugs are done?

That's a good question. I can add 'Dexterity' to the list of general skills, since I don't see anything it could neatly or justifiably slot under. It'll likely be a pretty easy skill to catch up on to 6, since Taylor's pretty physically capable already with plenty of skills that overlap nicely with that capability, but anything beyond that might be a bit challenging.

I expect moving from 'spy' to 'hunt' would look like a few attacks to rile up the Merchants and then leading them onto prepared ground where a 4v1 fight is really no fight at all.

This is pretty close to what VILLAIN HUNT looks like. VILLAIN HUNT starts with the information gathering, and depending on rolls, leads into Taylor using Tactics to corner the Merchants. How effective that is, how long that takes, rolls dependent.

I'm curious how this'd effect the 'repair ships in the graveyard' project. I'm also curious how Squealer's power would react to being told 'hey, we have a semi-intact PanMax container ship, what can you do with it?'.

Mad Maxine: "How many raw materials ya got? Gonna take a long, long time to work on something that big, boss."

I have an omake or two batting around in my head, but I don't think I can manage a +37 swing here.

Might be a good idea to write it up and save it for a rainy day.

We might be able to get Uber & Leet to walk into a trap if we just ask nicely. They're hard up for cash and were willing to do a collab with Bakuda not long from now despite her being, y'know, 'the Cornell bomber'. Send them a message we have a box of Squealer's Tinker tools she's not using (because we stole them) and we're wagering them against a chance to arrest them that we can beat them at a IRL game of Kong (or Street Fighter, or some other game) and I think they'd have to have a fairly brisk argument about whether or not it's worth it to try. IIRC Headway doesn't need us to arrest them, just kick their butts, right?

The caveat I see here is tackling them is going to be tricky with the 'stay low profile' thing, but I imagine we can figure a way around that.

I don't really see Taylor being enthusiastic about the idea of meeting Uber and Leet on their terms - video games. I think she'd prefer to just ambush them and be done with it.
Presumably by the time we meet Aokiji (assuming that happens) we will have at least rudimentary Observation Haki from Skypiea and will have taught the same to most if not the rest of the crew.

There are a couple more opportunities you'll have to learn Haki before Skypiea. If you look at the list of fillers/movies and their place in canon between now and Skypiea, and consider the capabilities of some filler/canon characters you meet along the way, I think you'll be surprised how many opportunities you'll find.

I also went back to read the intro section for this thread and about the powers. I was wondering if eventually Taylor will be able to bring people to other universes?

Think a year in-universe before I change up the status quo that much. You have to have a status quo before you shake it up, after all. (This is a subtweet of the big two comic book companies)


On the question of Aokiji - Aokiji:
1. Almost certainly has an awakened Devil Fruit. That's (part of) why Punk Hazard was so devastated - he and Akainu were warping the landscape around them as they fought.
2. Almost certainly mastered both basic forms of Haki, almost certainly has Conqueror's Haki as well. All Vice Admirals have to have some form of Haki - he was a Vice Admiral twenty years ago, and he likely hasn't been sitting on his laurels.
3. Is a peer of Kizaru - who believed that he could intervene and meaningfully disrupt an alliance between the Animal Kingdom Pirates and Big Mom Pirates. Akainu did not meaningfully correct him or rebuke him on this.
4. Likely has knowledge of Rokushiki - how relevant this is on top of what is likely existing superhuman physical capabilities refined by constant conflict is up to you to decide.
5. Has decades of combat experience fighting pirates and Revolutionaries with exotic and and anomalous abilities
6. Has a Logia. This isn't an 'I win' button, but it normally puts you in the 'top 200 most powerful people on Mayim' list pretty instantly.
There is a reasonable argument to be made for Aokiji being one of the ten strongest people on Mayim. I think a conservative estimate would be top fifteen. If you fight Aokiji, and he's serious, you're fighting a guy who can blanket an entire island in ice in seconds, reinforce that ice with Haki, has decades of conventional experience on top of Kenbunshoku Haki enabling him to be cool (lol) in any situation, predict basically all of your attacks, and rapidly adapt, is virtually immune to any non-seastone, non-fire, non-Haki attack you throw at him (and his Haki likely helps him resist those as well).

All of this, assuming Aokiji is taking you deadly seriously from the start, is assuming you survive the opening move of 'Haki-reinforced island-bursting ice storm'. (I know that panel doesn't show an island being destroyed. But I feel like if it's disabling Blackbeard's crew, it counts as something on that level.)

Don't be demoralized by this - treat him as a long-term goal. With Taylor's growth, and the right time investments and acquisitions, anything is possible. ;)


Current vote, as far as I can tell:
Plan New Options Explored: 4 (Ompa60, Escalatus, spudman, Slamu)
Plan New Options Explored + Meditation: 1 (Simon. Andersen)
Plan New Options Explored and Hunting Prey 9 (fictionfan, sleepypanda, BunnyLord, wizig, LightLan, bookworm702, Oseanman, mojtaba, gjones600)
Plan Straw Hats Pain Delivery Service v2 1 (Kejmur)

Wait: 2 (Simon. Andersen, Slamu)
Tell Him Now: 9 (Ompa60, sleepypanda, BunnyLord, wizig, bookworm702, Oseanman, spudman, Kejmur, mojtaba)
 
That's a good question. I can add 'Dexterity' to the list of general skills, since I don't see anything it could neatly or justifiably slot under. It'll likely be a pretty easy skill to catch up on to 6, since Taylor's pretty physically capable already with plenty of skills that overlap nicely with that capability, but anything beyond that might be a bit challenging.
Slight of hand is often more about the mind games and distraction then actual dexterity. Dexterity helps, but it isn't the most important part. The important part is being able to focus people's attention where you want it.

Incidentally if anyone wants to write an omake for this quest but isn't good at writing (much like me) send me a PM. I to am not that great at writing, but I find that doing a collaboration with someone where you both roleplay dialogue in a Google doc is actually fairly easy.
 
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Pickpocketing overlaps heavily with acting and being a noisy git getting into the personal space of others and misdirecting them, as anyone that ever watched Apollo Robbins steal watches knows.

Sure, some pickpockets do it by stealth, but even those usually wait until 'something' is distracting the victim.

Ironically, it's the kind of skill that would actually be justified being under several general skills. Acting, misdirection, psychology, dexterity, awareness, stealth, multitasking.... probably more things i can't think of.


'attention is a limited resource' as the video says.
 
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potential headway world to go to. Toriko, get some of that good food and gourmet cells and become extreme superhuman really fast.

I'm not familiar with this world, but by context I'm assuming...cooking manga?


This is pretty close to what VILLAIN HUNT looks like. VILLAIN HUNT starts with the information gathering, and depending on rolls, leads into Taylor using Tactics to corner the Merchants. How effective that is, how long that takes, rolls dependent.

So what would you say the differences between 'VILLAIN HUNT' and 'SPY GAMES' are? My understanding was spying was intended to acertain the Merchants' assets, habits and ability to respond to select stimuli and conduct what sabotage Taylor expected to be able to conduct, and if a target of opportunity presented itself like Skidmark and a bunch of his lackeys passed out engaging in recreational pharmacology while on the job take what actions she deems necessary to make an arrest.

Villain Hunt I assumed was more 'tigress on the prowl', probing weaknesses to see what damage she can do before deliberately forcing an engagement.

That's a good question. I can add 'Dexterity' to the list of general skills, since I don't see anything it could neatly or justifiably slot under. It'll likely be a pretty easy skill to catch up on to 6, since Taylor's pretty physically capable already with plenty of skills that overlap nicely with that capability, but anything beyond that might be a bit challenging.

Unless you want it to be a master skill like Fitness or Exercise I'd say hold off on that. A "legerdemain" skill, covering things like pickpocketing, slight of hand tricks, juggling and other finesse-and-misdirection tasks...that I can see. Good for kid's birthday parties, reverse-pickpocketing a burner phone into someone's pocket or cheating at poker.

Mad Maxine: "How many raw materials ya got? Gonna take a long, long time to work on something that big, boss."

Dedicated coastal relief ship/base, probably a collaboration with some Protectorate capes that do large scale Tinkering well, intended to quickly and easily provide humanitarian support and jumpstart infrastructure rebuilding after disasters (ie Endbringers) and totally not be a dogwhistle for a certain kind of Fallen to try and sabotage.

Incidentally, I can see a Tinker identity getting added if we get a few Tinker skills under our belt. "I exist, I want to contribute and no you may not meet me" is basically Dragon after all. I just want to get to a point where we're able to make stuff that doesn't look like "this is obviously Squealer/Chariot/Bakuda/Magmalord's work" and suspicious sounds about us potentially being a power thief starts getting made.

Tangentially related, but if we develop something like the Goldfish Fishman form and don't use it for combat (unless there's a good reason to?) I wonder if we could use that to turn in bounties while still being a pirate.

On the question of Aokiji - Aokiji:
1. Almost certainly has an awakened Devil Fruit. That's (part of) why Punk Hazard was so devastated - he and Akainu were warping the landscape around them as they fought.
2. Almost certainly mastered both basic forms of Haki, almost certainly has Conqueror's Haki as well. All Vice Admirals have to have some form of Haki - he was a Vice Admiral twenty years ago, and he likely hasn't been sitting on his laurels.
3. Is a peer of Kizaru - who believed that he could intervene and meaningfully disrupt an alliance between the Animal Kingdom Pirates and Big Mom Pirates. Akainu did not meaningfully correct him or rebuke him on this.
4. Likely has knowledge of Rokushiki - how relevant this is on top of what is likely existing superhuman physical capabilities refined by constant conflict is up to you to decide.
5. Has decades of combat experience fighting pirates and Revolutionaries with exotic and and anomalous abilities
6. Has a Logia. This isn't an 'I win' button, but it normally puts you in the 'top 200 most powerful people on Mayim' list pretty instantly.
There is a reasonable argument to be made for Aokiji being one of the ten strongest people on Mayim. I think a conservative estimate would be top fifteen. If you fight Aokiji, and he's serious, you're fighting a guy who can blanket an entire island in ice in seconds, reinforce that ice with Haki, has decades of conventional experience on top of Kenbunshoku Haki enabling him to be cool (lol) in any situation, predict basically all of your attacks, and rapidly adapt, is virtually immune to any non-seastone, non-fire, non-Haki attack you throw at him (and his Haki likely helps him resist those as well).

All of this, assuming Aokiji is taking you deadly seriously from the start, is assuming you survive the opening move of 'Haki-reinforced island-bursting ice storm'. (I know that panel doesn't show an island being destroyed. But I feel like if it's disabling Blackbeard's crew, it counts as something on that level.)

Don't be demoralized by this - treat him as a long-term goal. With Taylor's growth, and the right time investments and acquisitions, anything is possible. ;)

So what I'm hearing is we should do a lot of push-ups first. /joke

Yeah, I don't mean to suggest "meh, we can take him". Still, it's a good goal post to measure ourselves against.

I don't really see Taylor being enthusiastic about the idea of meeting Uber and Leet on their terms - video games. I think she'd prefer to just ambush them and be done with it.

I can see that, but unless villains hold territory like Merchants, E88 or ABB I'm not sure how we can go on the attack against them without violating the Rules and attacking them at their residence. Goading them into doing a Frogger episode where they're messing around at the trainyard or something at least lets us set the theme and location. Doing it as part of the show makes it easier to approach and probably disguise her appearance and abilities. But if there's an ambush option that lets her avoid that hassle I'd be interested.

...admittedly one of the things I was worried about regarding public exposure was the Golden Snitch and now I'm wondering how difficult it would be to use Marksmanship (Primitive) to hit a small, elusive object 50 meters or more in the air with a paint round to obscure the camera so it has difficulties recording. Marksmanship 6, perhaps?
 
Neither does Glaistig Uaine worm is strictly materialistic with metaphysical souls not being a thing and all mind manipulation being direct physical brain manipulation. In Worm substance dualism is very much not a thing.

Oh, I was joking, this is why I left the 'winky face' at the end of this sentence, as I wasn't serious about this part. But again, it's hard to convey jokes in writing at times, when it's far easier in face-to-face talk.

But in the multiverse there are soul-stealing powers, and who knows what the full list of settings looks like here?

I know how it works in Worm, and Wildbow pretty much leaves it 'open to interpretation' in that WoG about souls if I remember right, but more leaning into 'no'.

Bah, balance. Important in a video game or table top RPG, but doesn't make any sense as an idea in quests. Becoming more powerful just means that Taylor takes on more responsibility we could become omnipotent and we would still have to make meaningful choices and trade offs.

Also, this is a multiverse story. If the author feels like the quest gets out of hand (but so far it looks pretty well in the balance department), there are always worlds that operate on very high levels of power like Dragon Ball, Saint Seiya, or Devil May Cry to name a few.

Frankly speaking the power upgrades for Luffy, Zoro and Sanji is really damn fast. There is of course the 2 year time skip but still. Also here I'm assuming that Taylor will help them get stronger faster.

Not that I mind OP characters.

While I'm wary of OP characters, as in fanfiction they start to get repetitive (too many of them if you ask me), this quest deals with it so far just fine. Yes, we know that writing well-overpowered protagonists is more than possible (One Punch Man), sometimes variety wouldn't hurt for something more balanced.

Anyway, pretty much how I see it. Taylor's Teacher skill will also help other Straw Hats gets stronger IMO. Also, this may mean the stronger, and more notorious Straw Hats become, the faster 'plot may speed up', which means stronger opponents. This also means that the risk of Taylor becoming unstoppable is lower. Getting the attention of stronger pirates/marines/etc. earlier. In the end, the world reacts to events people cause, although with how massive One Piece world is, this process may be slower.

This conflates the 'make bugs' and 'spy on Merchants' projects a bit too much for my liking and I'm making assumptions about some project length, but suspect that after a week of stake-outs the actual villain hunt for the Merchants won't be as long because we'll already know where their supply routes, safe houses, bosses and habits are. I expect moving from 'spy' to 'hunt' would look like a few attacks to rile up the Merchants and then leading them onto prepared ground where a 4v1 fight is really no fight at all. (Either that or she finds Skidmark walking alone down a dark alley during the spy mission and bushwhacks him on day 3, which kinda throws my initial plans out the window.)

I also mentioned that it may be possible to set up bait, with trapping, so we bait them in with some louder provocation for example. Bait and switch.

@Kejmur I'm going to change my vote and would ask you to as well. I don't think we want to start the Villain Hunt yet and Ompa60's plan has more support than mine.

I've changed it.

We already have kung fu seals, mail gulls, compass parrots, desert adapted chocobo ducks and snailphones, I think you're sticking to an established theme here.

Pretty much. Also, Kung Fu Seals may be our way to get access to supernatural Kung Fu progression. Although seeing Shaolin Kung Fu doing well in settings with powers as well, like inspired by its Fire Bending in Avatar series, I think it may progress or unlock some sort of supernatural progression for it, if we keep training it.

Presumably by the time we meet Aokiji (assuming that happens) we will have at least rudimentary Observation Haki from Skypiea and will have taught the same to most if not the rest of the crew.

If we'll end up in Skypeia, and defeat Enel, it mentions that his specific Logia type makes learning Observation Haki easier by its own nature.

That's a good question. I can add 'Dexterity' to the list of general skills, since I don't see anything it could neatly or justifiably slot under. It'll likely be a pretty easy skill to catch up on to 6, since Taylor's pretty physically capable already with plenty of skills that overlap nicely with that capability, but anything beyond that might be a bit challenging.

Dexterity works as a skill here, although I agree that in 'Sleight of Hand' mind games are at least as important. Unless it's something abnormal in any way to count as a separate skill. Like Kaito Kid in Detective Conan. His tricks (when does his thief work), inspired by magician tricks we know from real life, are so elaborate at times, that they feel borderline supernatural, so if it would end up as a separate skill, it wouldn't surprise me.

I don't really see Taylor being enthusiastic about the idea of meeting Uber and Leet on their terms - video games. I think she'd prefer to just ambush them and be done with it.

I don't think we need anything fancy here. The simple ambush would suffice IMO, and the only thing that may disrupt is an unexpected tinker-tech surprise.

Especially if they keep up the streaming regular schedule, but with them being villains, I doubt this is the case. You don't need to make it easier for enemies to capture you. But once they show up, they are pretty eye-catching, so Taylor quickly getting there shouldn't be hard if needed.

Slight of hand is often more about the mind games and distraction then actual dexterity. Dexterity helps, but it isn't the most important part. The important part is being able to focus people's attention where you want it.

True.

Incidentally if anyone wants to write an omake for this quest but isn't good at writing (much like me) send me a PM. I to am not that great at writing, but I find that doing a collaboration with someone where you both roleplay dialogue in a Google doc is actually fairly easy.

I dabble in fanfiction writing myself, but in my case, it's either I'm too busy, or I feel too lazy when I have free time. The vicious cycle continues.

But maybe I will call up for this. Trying to deal with my own current writing block sounds like a pain.

I'm not familiar with this world, but by context I'm assuming...cooking manga?

Oh, it's not just a 'cooking manga'. Yes, meals are important part of it, but power scaling here can be pretty bonkers. Like Gourmet Gods being pretty much cosmic level beings. Yes, this is the most extreme example, but it's a setting where you can find country sized monsters and people that can fight those.

Vs Battles Wiki describes the power scaling here reasonably well.

So to keep it simple - this manga is pretty much a shounen extreme version of superpowers cooking, on conceptual levels at times, mixed up with very powerful weird One Piece like fauna, and power scaling that later stages of Dragon Ball or Saint Seiya would nod and respect for what it represents. This is absolutely late game stage setting for this quest.

Unless you want it to be a master skill like Fitness or Exercise I'd say hold off on that. A "legerdemain" skill, covering things like pickpocketing, slight of hand tricks, juggling and other finesse-and-misdirection tasks...that I can see. Good for kid's birthday parties, reverse-pickpocketing a burner phone into someone's pocket or cheating at poker.

Legerdemain skill is an interesting way to represent it. It also makes sense. I guess 'Stage Illusions' would fall under it as well.

Dedicated coastal relief ship/base, probably a collaboration with some Protectorate capes that do large scale Tinkering well, intended to quickly and easily provide humanitarian support and jumpstart infrastructure rebuilding after disasters (ie Endbringers) and totally not be a dogwhistle for a certain kind of Fallen to try and sabotage.

Big Rig from Toybox could also work for this I would say taking into account his specialty. But again, with me talking that relationship may be taken by Taylor in both directions, this cooperation may not become a thing.

Incidentally, I can see a Tinker identity getting added if we get a few Tinker skills under our belt. "I exist, I want to contribute and no you may not meet me" is basically Dragon after all. I just want to get to a point where we're able to make stuff that doesn't look like "this is obviously Squealer/Chariot/Bakuda/Magmalord's work" and suspicious sounds about us potentially being a power thief starts getting made.

A fun way to do it would be to create VI/AI and make it pretend to be a real human or some Case53, with Taylor uploading her tinkering Headway database, so it can do some tinkering on it's own. I'm also curious if it could follow us to other worlds, counting as a 'creation' of Taylor instead of being a companion locked to some worlds like Straw Hats. Unless it would count as an Earth-Bet 'citizen' or Mahon one, depending on where it is created.

I can see that, but unless villains hold territory like Merchants, E88 or ABB I'm not sure how we can go on the attack against them without violating the Rules and attacking them at their residence. Goading them into doing a Frogger episode where they're messing around at the trainyard or something at least lets us set the theme and location. Doing it as part of the show makes it easier to approach and probably disguise her appearance and abilities. But if there's an ambush option that lets her avoid that hassle I'd be interested.

The way I see it would be interrupting the show at the most inconvenient time for both of them trying to counter Taylor. Pretty much to keep it as simple as possible.

But yes, trying to do something 'interesting' to bait them into it (like cosplay some sort of 'gaming' scene) in let's say a Trainyard may be one way to do it.

...admittedly one of the things I was worried about regarding public exposure was the Golden Snitch and now I'm wondering how difficult it would be to use Marksmanship (Primitive) to hit a small, elusive object 50 meters or more in the air with a paint round to obscure the camera so it has difficulties recording. Marksmanship 6, perhaps?

With how good Usopp can be with hitting long-range targets, I don't think it should be an issue, but yes, I'm not sure the exact rank needed to replicate the guy exactly.
 
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