Which of the other starter choices do you want to see interludes from most?

  • Dishonored

    Votes: 3 7.0%
  • Legend Of Zelda

    Votes: 9 20.9%
  • Shadow Of Mordor

    Votes: 2 4.7%
  • Tengen Toppa Gurren Lagann

    Votes: 4 9.3%
  • Preacher

    Votes: 0 0.0%
  • JoJo's Bizarre Adventure

    Votes: 8 18.6%
  • Fist Of The North Star

    Votes: 0 0.0%
  • Kill Six Billion Demons

    Votes: 12 27.9%
  • The Zombie Knight

    Votes: 0 0.0%
  • Mob Psycho 100

    Votes: 2 4.7%
  • Author's Choice

    Votes: 3 7.0%

  • Total voters
    43
  • Poll closed .
[X] Plan Informed Discussion
-[X] [Today] Ludens
-[X] [Tomorrow] Ozpin
-[X] [Next Week] Touch Help Fluffy Tail No Actually Yeah Fluffy Tail
-[X] [Next Week] Understanding The Process
-[X] [Next Week] Preparing For Leefall
 
[X] [Today] Ozpin
[X] [Tommorow] Ludens
[X] [Next Week] Understanding The Process
[X] [Next Week] Touch Help Fluffy Tail No Actually Yeah Fluffy Tail
[X] [Next Week] Luxins, How Do They Work

For some reason, now that I've gotten an amount of sleep, my voting priorities didn't change much.
Ozpin first, because chatting with him sooner rather than later seems like an excellent idea. And he might have a vague degree of insight about Ludens.
Then, Ludens. Because the magic-code amalgam probably meant well, and I feel bad for it.
Process, because figuring it out is almost certainly an important thing.
Teammates and their stuff, because I want good things for Jaune's teammates.
 
I cannot say I enjoyed basically anything to do with the Ludens segment. I'm not moved by the idea of the Transistor growing a soul in comparison to my dislike of Ludens. His weirdly casual sort of disgust (and, I'm not sure what to call it, soul elitism?) towards the Transistor makes me just not interested in what it has to offer, and I hardly care that it's 'dying' because despite how it berates the Transistor for not being 'alive'; I don't consider Ludens to have been ever alive either. It was just a mouthy virus leftover. The idea of the Transistor having a soul kinda ruins for me some of its uniqueness value. It having an Aura would be objectively a good thing, but the only use I can see for it is keeping Salem from fucking it up casually since Ozpin is probably not going to fight us and the Maidens won't be hurling hexes instead of fireballs and icicles.

There's nothing wrong with the characterization, it's just made unappealing by how Ludens talks to the Transistor A.I.
I know it's going to get picked, and despite my dislike it does need to be done, but Ludens just kinda makes me hate the idea of it. It's a weird feel.

I'm excited to be at Beacon! Classes and meeting new people. I want to run around and shake everyone until they spit side-quests at us. I want to find out what's the deal with all the new OC's and our teachers, and how can we leverage that into getting new Functions or cool world building / lore. Also, apparently our shipping manifest is all in on Weiss. Civics, Glyphcraft, Music... the only thing without her is Aura Arts.
As a reminder, that's Sidequests: Pallas in Virgo and Mideheaven in Leo.

Did anyone else notice this bit? Professor Blackbeard Teach is the head of Civics, but the Transistor also said he did Dust Alchemy but that wasn't listed as an elective. Either Dust Alchemy is a core class or we can't take it yet.

I'm think you might need to change the vote to have the days and options in brackets like [Tonight][Tomorrow][Next Week] so you can tell what votes are hooked to what. Fixed before I finished curating my own post.

[X] [Today] Ozpin: You still need to meet the man who caused all of this and see what he has to say.
[X] [Tomorrow] Understanding The Process: Reliance on the Transistor aside, you have the odd feeling that the Process might not be doing everything in the most efficient way possible. You should look into that.

Oz won't mind if we replace his school with an exact replica that might also be a techno-shoggoth, right? It helps with school security! He'll never have to worry about infiltrators if the walls have ears after all. And forget repair costs for when some drunk picks a fight on your front lawn, just Process that all back together.

[X] [Next Week] Preparing For Leefall: You haven't forgotten about Ada or the shadow looming closer to Vale with every passing day. It wouldn't do to not be prepared for the thing you formed a godlike AI to deal with.
[X] [Next Week] Blake Belladonna, (possibly) Former Terrorist (definitely) Current Catgirl: Blake seemed pretty nice, for as little as you talked to her yesterday. That… doesn't change the fact that she's apparently on at least three wanted lists, and is also on the same team as someone with a massive target on her back from the same organisation Blake used to work for. You should, probably talk to her about that. And the Faunus thing.
[X] [Next Week] Write-in: Coding for Healing: Continue working on Directory_Repair(). It blows the hell out of your Medkit, and might save someone's life.

[JK] Arc Solidarity: Remind Mrs. Goodwitch she owes your sister 100 Lien.


It occurs to me, that in the last chapter Ada freaked out over the Transistor's red eye due to her nightmare, and the Transistor changed its eye color to something like seafoam green. Is it still that color? Did Jaune wake up, notice, and decide he just wasn't going to comment, or did it swap back to Red once everyone was up and moving about? Like, changing the eye only at night is fine, but it'd feel weird if it wasn't still red for everything else, right?

Errr, that tree from the Initiation that we partially processed, is that still out there in the forest, going full strength? I can't help but feel that might come in handy in a couple months, but maybe we should make sure it isn't going grey goo out there because the Transistor wasn't around to tell it to stop.

During initiation we voted to turn on Blue over Bracket. If we had picked Bracket, would it have picked a fight with Blake? I just realized that since Blue is our social AI half that it was willing to wait until we were away from the group to make Jaune aware of Blake's history, if we had picked the combat AI would that plot point have begun pretty much the moment the Transistor scanned Blake against the extranet?

Character sheet needs minor updating again. Our shield has a name, we've got that Aether dust crystal now in our inventory. Also who knows if the lien count is right. The last expenses we had we going out drinking but I think Weiss covered for that, and before that was going out to eat with Weiss. Which apparently doesn't seem to have cost anything either, so maybe Weiss also treated us then, or maybe we just didn't pay on account of the store getting shot up. In Final Cycle, Part 2 Jaune tells his mom he's got 6,400 Lein left since they're talking about getting him a second weapon and he doesn't do anything to gain money after that.

Want to piss off / amuse Oz, want to make people stop asking you about your Semblance? Congrats! You're a Wizard, it's all magic! What? The Sword? Oh, that's my spellbook, it talks and everything. Say hi, spellbook.

Said boyfriend is smiling as Lumen goes off on a rant about, the art electives, you think, but you can tell he's obviously a little overwhelmed by Lumen's sudden energy-

Someone bumps into you, a boy with light brown hair and narrow eyes, and a belt buckle stamped with a minimalist design that's supposed to look like some kind of bird, though you can't exactly tell what kind it's supposed to be.

"Sorry-" you start, the apology dying in your throat when you see the absolutely disgusted sneer he shoots you as he turns to acknowledge you.
So Dove is apparently a shit, but Sky is at least cool enough that Lumen can get along with him and seems to enjoy his presence. That's still Cardin and Russel up in the air on team bird theme.

[] You like Unit Design, don't you Squidward Transistor: Help the Process build a combat form it can take in battle to assist you. Finally, a real world use for all that Glyphstory you played! You know you want a Breath of the Wild Guardians in white and red as a large artillery unit! You know you want it now at least!
-Units can come as Offense, Defensive, Supportive, and Emplacement styles. Get inspiration from other Supergiant games maybe? Transistor, Bastion, Pyre, Hades, or maybe go offbrand for something like the Zerg of Starcraft. Get something like a Protoss Observer out to go Map places!
[] Social Activity: Meet some people, or maybe just dig up their online social profiles. Useful for hunting Semblances or making people more willing to listen to you or the Process. Or maybe you should take you team and sit next to them in the cafeteria until you've made the rounds?
[] Soul Scanning: Either ask or stalk a classmate to scan their soul so you can create a Function based off their Semblance. You can run, but you cannot hide from our glorious red eye.
-Ask a classmate.
-Pay a hunter, Roll for Semblances.
-Ask a relative. What, you don't have all seven sisters and your parents yet? What about your extended family? What were you doing with your backstory!
- Reveal to someone: There are hunters out there who don't know their Semblances, but you can figure out if they've just not discovered it or if it's formatting or something, right?
[] Functions: Code a new Function from a stored Semblance save, or continue coding ones you already have. You can also suggest new Functions without scanning a Semblance.
-Modify an existing Function to have an added effect. Increases power at the cost of MEMORY stat. (Can we do that? Not adding a Function to another function, but modifying the base Function. If so I want to add a shorter shottime to Breach and never let that go).
-Work on Lift()
-Work on Cache()
-Work on Slice()
-Suggest a Function. We're still missing Transistor canon: Cull(), Spin is very similar to Flood(), Get(), Help() (now with white Grimm forms!), Mask(), Purge(), Tap(), and Void().
[] Code a Limiter: Rather than make yourself a new Function, maybe a Semblance scan or an idea could be used to debilitate someone else? Create a techno-curse to use on other people.
-Apply a Limiter to the Process as a Behavior. If it's on your side, why not make these for it?
[] Get a job: Earn some money by going into Vale to do a job. You've got programming to do and Lien to rake in!
[] Hierarchy: Challenge another team (CRDN) or student (Cardin) to a fight (beatdown) so as to establish (dominance) your own or your teams' credentials.
-What, you want to challenge someone else? Well, I guess. Challenge [Team] or [Student] in your year during non class time.
[] Extra Credit: Study up and learn you good to help buff up your skills. May help with whatever classes you have, or be used to get a little in on the side by helping some skill you don't have a class for. You were very tempted to get some CQC training after all.
[] Glyphstory: De-stress a little by pwning those online fools who dare- no no, you're calm.
-Help Jaune lose stress points.
-Teach the Process how to play online strategy games. Then, get the Process unbanned once before just teaching it how to pirate up some new accounts.
[] Map: What do you mean the school has a basement bigger than its floorplan? Go exploring, because why wait for the plot?
-Why stick to the school? There's a whole world out there to explore. Remotely, at least, you still have homework. Send the Process to go map in incredible detail [] area of continent [] Sanus, Anima, Solitas, Menagerie, or the Grimm continent. Even a real-time overhead mapping app would be worth literal mountains of Lein to Hunters and the Militaries.
[] Campaign: Create a force of Process and take the fight to the Grimm (remotely) in some location in the wilds. [] Previously mapped area.
[] Team Time: Ask your team to set some time aside for something. This can be social, homework / class stuff, training together time, or just wanting to touch base and see if someone has something they'd like to ask about.
[] Cellular Migration: Hand out Cells to anyone willing to take them. Or maybe you have your eye on asking someone in particular? [Pyrrha needs one, damn you]
[] Cloudbank: Work for yourself. Do something for the Company or the Process mass under your hometown: []?
- Construct Additional Pylons Reserves: Travel to a new area to seed some Process underground. Warning, you need to be there and back before your teachers get irritated, so you're probably not going out of the city. Or you could give some Process matter to a flying Process and send it off to go somewhere. Surely Vacou doesn't need all that desert, right?
- Mountain Glenn: Hold on, there's this one spot with a sealed tunnel shaft in the middle of Vale that leads all the way out of the city to the nearby ruined city. Lots of empty space with nobody in it? Hell yeah, Seed the tunnel and have the Process spread like crazy in there! Seed the tunnel with Process , 1d200 per Seed. (0/20000). Once started get a new daily distance roll. Speed up time by choosing this option again.
[] Taunt Ironwood: Yeah, hey, did I mention my A.I. might be able to grow it's own soul?
[] One whole cow Disaster Watch: Spy on Leathers to get insight into his semblance and be aware of any disaster's brewing this week.
[] School competitions: Spy on other schools, because you seem to have nothing better to be doing right now?
[] Science!: Your semblance is about calculation, but your curiosity drives you!
-What was that Nuclear thing the Transistor mentioned, and can you harness it?
-Reactive metals? Help the Process learn about the Alkali metals or some other elements of the periodic table. Expand the periodic table, because who knows where Remnant science is!?
-Help the process create certain tools or matter. Never have the gauze incident again.
- Spy on a Grimm, gain bonuses against all Grimm of that kind for you and the Process.
-Improve: Your gear is good, but it might be better. Design a better version of your gear. Remove some of that movement penalty from your torso slot!
[] Most Wanted: Learn about the criminals of the Kingdoms and the crimes they've committed. The Process is the answer to many problems, after all.
[] Village building: You've got a strange habit of playing this game called Minecraft, have you ever wanted to just build a town in the wilderness? Who knows, maybe you can put up Faunus there for cheap if you feel like helping the race issues or something.
[] Hack: Atlas has all these cool toys, or maybe you'd like to look elsewhere for a change to get some designs?

Function Category: Combat

Function: Target and remove a enemy / target from the field, shoving them into a twist of space for a time (8 seconds base). Similar to the currently Beta Function Cache() or completed Function Freeze(), Shunt() is intended to be usable in combat due to targeting enemies instead of objects. Shunt() can target beings with Aura (or not) below a certain size threshold (Nothing bigger than a regular Ursa without modification). Shunt() cannot be used in its base forms against buildings, obstacles, or terrain.

-Function, Modified: Shunt() can be modified for a variety of effects. Shunt() can be improved to effect an area instead of just a single target, to Shunt() larger targets, Shunt() terrain away for a time leaving a smoothed landscape without obstacles, or to Shunt() the target for longer. Additionally, if paired with a DoT (Damage over Time) Function (Like Purge()) Shunt() can be used to do DoT, or certain Functions can cause Shunt() to do some damage immediately or upon release to the target as well as its base effects.
Bounce(): When Shunt()+Bounce() is used the Bounce() is sent out to deal damage to a target. Upon hitting a target, Shunt() is then applied for 4 seconds. Bounce() then seeks out and hits a second target if one is within range, applying Shunt() again for 4 seconds.

Breach(): When Shunt()+Breach() is used, Shunt() deals the damage of Breach() to the target at that is Shunted() at the start of Shunt().

Crash(): When Shunt()+Crash() is used, Shunt() applies first, dealing Crash's() damage at the end of the Shunt(), any target released from Shunt() to takes more damage for 6 seconds.

Cull(): When Shunt()+Cull() is used, at the end of Cull's() damage is applied during Shunt(). If Overkill is applied, Shunt() explodes in an area at the end of Shunt(), dealing the overkill damage in an area around the Shunt() target's location.

Flood(): When Shunt()+Flood() is used, the area of Shunt is increased, turning from effectively a small target area into a medium. Increases size of Shunt() area.

Get(): When Shunt()+Get() is used, enemies and targets are pulled towards the Shunt() for 2 seconds before the Shunt() is applied. Minor Get() damage is inflicted at the end of the Shunt().

Help(): Shunt()+Help() creates a Shunt() that can remove obstacles and terrain. The area left behind is flattened. Doesn't work if an object inside the effective Shunt() terrain would be destroyed by the absence inflicted by Shunt().

Jaunt(): Shunt()+Jaunt() lengthens the time of Shunt from 8 seconds to 16 seconds.

Load(): Shunt()+Load() causes immense damage at the end of Shunt() to any enemies near the end of the Shunt() and to the target of the Shunt(). 4 second Shunt() duration.

Mask(): Shunt()+ Mask() causes User to become intangible but able to reposition about the battlefield. Essentially Ada's semblance without the Telefragging damage ability.

Ping(): Shunt()+Ping() causes Shunt to recharge quicker, enabling a Shunt to be used while another Shunt() is on the field.

Purge(): Shunt()+ Purge() causes Purge() damage to be done for the entire duration of Shunt() and for 3 seconds after Shunt(). Vicious combo.

Spark(): Shunt()+Spark() causes Shunt() to apply in many smaller areas, clustered together, enabling an entire Beowolf pack to be Shunted() at once. Deal no damage, lasts for 8 seconds. Large area effect.

Switch(): Shunt()+ Switch() causes Shunt() to effect a larger area for a shorter period of time.

Tap(): Shunt()+Tap() causes any enemy target Shunted() away to take damage for the 8 second duration and the User to get minor Aura restoration as life heal from the Shunted Target. Works on Grimm, may be partially magic rather than pure Aura / Science?

Void(): Shunt()+Void() causes Shunt() to reduce the attack and defense of the target caught by Shunt() once Shunt() is over for 6 seconds. Effectiveness reduced on Aura users.

Slice(): Shunt()+Slice() causes Shunt() to lock the enemy in place, but not place them in a special warp. Essentially a murder hold. Less effective on targets with Aura. Very high MEM cost. Base duration lasts for 4 seconds.

Spin(): Shunt()+Spin() turns the target area for Shunt() into a horizontal column of area in front of the user to be locked away for 15 meters and 6 seconds. Does not lock away terrain or obstacles, blocked by terrain and obstacles.

Drive(): Shunt()+Drive Increases the size of Shunt() the largest of all Shunt() size increases. You want to lock away the Grimm dragon for exactly 3 seconds? Increase the cooldown length of Shunt() based on the area locked away.

Shunt(): Shunt()+Shunt() Increases the size and length of the Shunt(). Time up to 14 seconds. Area up to medium.

-Function, Passive: As a passive, Shunt() wraps Jaune in what is effectively a damage mitigation aura that reduces all incoming physical based attacks before Aura damage. Shunt() could also be used to 'dodge' large attacks by using Shunt on Jaune himself, though this would not be used as a 'Passive' Function effect.

-Function, Upgrading: Used attached to other Functions Shunt() locks the target of the Function away for a few seconds on hit (based on what Function Shunt() was attached to), useful on close range Functions to prevent attacks or counter-attacks. Used on ranged Functions Shunt() can be used to lock away pesky ranged fighters for the time needed to close in on them or to remove them from attacking while you do something else. Used on some Functions, Shunt() no longer locks the target away but can somehow bypass physical resilience or armor, or possibly even Aura if you dare. Paired with Directory_Repair() Shunt() would shove the target (hopefully an ally) away into the spatial twist to heal them for 14 seconds, providing protection and healing. Attaching Shunt() to certain other combat Functions removes the effects of Shunt() entirely an instead freezes the target in place spatially, leaving them stunlocked and available to be damaged, but this has high MEM cost.
Bounce(): Bounce()+Shunt() causes Bounce to be able to target enemies over a larger area between bounces.

Breach(): Breach()+Shunt() causes all enemies hit by Breach() to take Breach() damage and by locked away in Shunt() for 3 seconds.

Crash(): Crash()+Breach() causes the target to be stunned by Crash() and left more vulnerable more much longer.

Cull() Cull()+Shunt() causes any enemy hit by Cull() to be thrown much higher into the air from Cull, increasing damage and causing the enemies thrown by Cull() to take 3 seconds to come back down.

Flood(): Flood()+Shunt() causes any enemy hit by Flood to be unable to move while taking damage from Flood().

Get(): Get()+Shunt(), any enemies drawn by Get() take damage and are locked away inside Shunt() for 2 seconds. Enemies drawn by this combo take doubled Get() damage at the end of the Shunt(), perfect for a light hit to kill them at the end of the combo.

Help(): Help()+Shunt() causes Luna to become intangible while moving, allowing Luna to have what is essentially Ada's Semblance.

Jaunt(): Jaunt()+Shunt() causes Jaunt() to enable User to Jaunt() through solid objects.

Load(): Load()+Shunt() causes enemies hit by Load() to take increased damage. Shunt() effects cause targets hit by the Load() to be paralyzed in place for 2 seconds.

Mask(): Mask()+Shunt() [Strike-Dependant] Hitting an enemy deals damage and causes them to be Shunted() for 8 seconds. User gains slight damage reduction for 5 seconds after becoming visible once more.

Ping(): Ping()+Shunt() enables Ping() to stop a target in its tracks for .3 seconds. Low MEM usage.

Purge(): Purge()+Shunt() causes Purge() to last longer.

Spark(): Spark()+ Shunt() causes an enemy hit by Spark() to be stunned for longer.

Switch(): Switch()+Shunt() causes Switch() to last longer.

Tap(): Tap()+ Shunt() causes an area around the User to be locked away in Shunt() but not the User. Useful as a panic move against enemy groups who have closed on the User. In addition, it does Tap() damage first and still heals the User for 1% of Tap() damage.

Void(): Void()+Shunt() causes an enemy caught within Void's() area to move slower for 2 seconds.

Slice(): Slice()+Shunt() causes an vertical arc of energy that deals Slice() damage but slows enemies hit by it for 4 seconds.

Spin(): Spin()+Shunt() increases the 'drag' Spin() has on things caught in the projectile of Spin().

Drive(): Drive()+Shunt() [Strike-Dependant] causes Drive() to stop at the first enemy hit and Shunting() that enemy for 5 seconds. Turns Drive() into a melee counter-attack.

Shunt(): Shunt()+Shunt() Increases the size and length of the Shunt(). Time up to 14 seconds. Area up to medium.

Projected MEM Cost: As a solo Function Shunt uses 3 MEM, as a passive Shunt uses 2 MEM, as an Upgrade Shunt() costs 3 MEM.
Function Discovery: Inspired by Ada, without scanning her Semblance, but based off her '4th dimensional being' state. An idea to weaponize Freeze() based on what scans the Transistor had already taken of Ada's Semblance.
Function Category: Combat

Function: A straight charge, similar but much slower than Jaunt(). Drive() maps poorly to Turn(), leaving its use best used without Turn(). On its own Drive() does decent damage, but it's real usage is hooking other Functions on it, making it a slower but much more damaging cousin to Jaunt().

-Function, Upgraded: Hook nearly any Function to Drive() to cause Drive() to perform that second Function either during or at the end of Drive(). Attach Crash() to Drive() to cause damage, stun, and leave vulnerable any target hit by the Function. Attach to Breach() to cause even more damage along the Drive() Function's length. Attach Jaunt() to Drive() to extend the length and speed of both but do only limited damage. Attach 2 Jaunt() to Drive() to hit Mach 1.

Bounce(): Drive()+Bounce() [Strike-Dependant] upon hitting a target with Drive(), Drive() is aimed for the next closest enemy after trampling through the first enemy.

Breach(): Drive()+Breach() Increase the speed and length of Drive().

Crash(): Drive()+Crash() any enemy hit by Drive() is stunned for 3 seconds and left vulnerable for 4 seconds.

Cull(): Drive()+Cull() massively increase the damage of Drive().

Flood(): Drive()+Flood() causes Drive() to have a corona of Plasma generated just in front of the User during Drive(), increasing damage.

Get(): Drive()+Get() Enemies are drawn to the front of Drive() as the User charges forwards.

Help(): Drive()+Help() transforms Drive() utterly, turning a charge the user performs into creating and then launching a duplicate of the User to perform the Drive(), leaving the User free to act.

Jaunt(): Drive()+Jaunt() increases the speed of Drive() to instantaneous speed.

Load(): Drive()+Load() build up a load as the User travels with Drive() to explode at the end of Drive(). Massive damage.

Mask(): Drive()+Mask() causes the User to become temporarily invisible at the end of Drive() for 3 seconds, enabling retreat or further attacks.

Ping(): Drive()+Ping() causes Drive to be more efficient in Turn() and recharge faster.

Purge(): Drive()+Purge() causes any enemies still alive at the end of the Drive to be afflicted with a Damage over Time effect.

Spark(): Drive()+Spark() causes Drive() to explode at the end of the Drive(), dealing more damage than a regular Drive() but costing significantly less than Drive()+Cull().

Switch(): Drive()+Switch() causes any enemies alive at the end of Drive() to be Switched() for 3 seconds.

Tap(): Drive()+Tap() causes you to heal for a third of the damage inflicted to enemies by Drive().

Void(): Drive()+Void() causes any enemy alive at the end of Drive() to be weakened, having less Attack, Defense, and increasing incoming attack's powers.

Slice(): Drive()+Slice() widens Drive's() width by double.

Spin(): Drive()+Spin() causes a trail to be left behind by Drive() that yanks the enemies crossing the trail towards the end of Drive(). Trail persists for 4 seconds.

Shunt(): Drive()+Shunt() causes any enemies alive at the end of Drive() to be Shunted() for 4 seconds, enabling retreat.

Drive(): Drive()+Drive() causes Drive() more damage and move the User faster, but also take longer to cooldown.

-Function, Passive: Drive() gives a boost to your movement speed and increases damage from non-Function attacks User performs.
-Function, Upgrading: Causes the Function Drive() is attached to do more damage and also move forward on most Functions. Functionally little difference whether Drive() is the one being Upgraded or the one Upgrading.
Bounce(): Bounce()+Drive() causes Bounce() to do more damage and move faster as a projectile.

Breach(): Breach()+Drive() causes Breach to be much wider, enabling more enemies to be caught in Breach().

Crash(): Crash()+Drive() causes Crash() to do more damage and have slightly longer range.

Cull(): Cull()+Drive() causes User to charge forwards using Drive() for a short distance, 'scooping' enemies before completing Cull() by throwing the gathered enemies into the sky.

Flood(): Flood()+Drive() causes Flood() to have more velocity and damage by a moderate amount.

Get(): Get()+Drive() causes Get() to draw enemies more fiercely and to increase Get() damage.

Help(): Help()+Drive() causes Luna to charge about with Drive() rather than attack by biting.

Jaunt(): Jaunt()+Drive() causes all enemies passed through with Jaunt() to take minor damage.

Load(): Load()+Drive() causes Load() to explode if an enemy touches the Load() bomb.

Mask(): Mask()+Drive() causes Mask() to do proximity damage to any enemy close to you while invisible. Duration of Mask changes to 4 seconds.

Ping(): Ping()+Drive() causes the User to kick with the force of Drive() without moving. Low MEM usage.

Purge(): Purge()+Drive() causes any enemy to take greatly increased Damage over Time over a shortened duration. Base damage of Purge() 120 over 3 seconds. Purge()+Drive() causes 160 damage over 2 seconds. High MEM usage.

Spark(): Spark()+Drive() is very similar to a Crash()+Spark() or Spark()+Crash(), being a three pronged near-melee attack. The user does not move during Spark()+Drive() but instead throws out three Sparks() that push enemies away from the user with Drive()-like force.

Switch(): Switch()+Drive() causes the enemy affected by Switch() to move much faster towards other enemies.

Tap(): Tap()+Drive() causes Tap() to have a greatly increased area. As Tap() causes the user to slam the Transistor into the ground at their feet and unleash a pulse of damaging energy that also heals the User by 1% of the Tap damage, this attack changes only a little by increased area of attack.

Void(): Void()+Drive() causes the enemies hit by Void() to have their defenses and attack reduced even further.

Slice(): Slice()+Drive() causes Slice() to be wider and thicker, and deal more damage on impact with enemies.

Spin(): Spin()+Drive() causes the Spin() to have more velocity and deal more damage.

Shunt(): Shunt()+Drive() Increases the size of Shunt() the largest of all Shunt() size increases. You want to lock away the Grimm dragon for exactly 3 seconds? Increase the cooldown length of Shunt() based on the area locked away.

Drive(): Drive()+Drive() causes Drive() more damage and move the User faster, but also take longer to cooldown.

Projected MEM Cost: As a solo Function, Drive() costs 4 MEM, as a Passive Drive() costs 3 MEM, as a upgrade Drive() costs 3 MEM.
Function Discovery: Created after witnessing Xanadu and his bullshit Inertia Semblance from Signal's Final and deciding, you know what? You want that. And so it was. It's nowhere near as impressive as the original, but it's still something that could be used to charge straight through a Beowolf pack, and with the right Upgrades attached to it you'll be able to charge straight through Ursa Majors.
Function Category: Utility / Other

Function: Teleportation. Yeah seriously. It's done in Transistor towards the end with the doors that link to other doors with weird spacial stuff. To pull it off a certain level of Process density has to have been achieved, so it's not like you'll be able to go just anywhere at will, you'll have to do work with the Process to set up 'Gates', stationary portal locations. Done right, you might even be able to bring other people with you. Who needs Raven?
Create those teleport gates in combination with the Process to create remote teleport marks and teleport to them. Not a combat skill.

Projected MEM Cost: Arbitrarily large MEM costs don't matter because it's not a combat Function so you could swap it in and out as needed with the help of the Process teleport gates. High research costs and time, but once it's done... teleport places, because travel makes us sick and we've got the capability by that point, so why not? May need to somehow capture and Trace() Raven to pull it off unless we want to spend 8 turns researching just this one Function though.

Function Discovery: You asked yourself, could it be done? You needed to fulfill that promise to fix the moon for Weiss, right? How would you even get the Process up there? This might not be the method due to needing a Process Gate on the other side, but you considered it.
 
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[X] [Today] Ludens
[X] [Tomorrow] Ozpin
[X] [Next Week] Understanding The Process
[X] [Next Week] Preparing For Leefall
[X] [Next Week] Blake Belladonna, (possibly) Former Terrorist (definitely) Current Catgirl
 
[X] [Today] Ozpin: You still need to meet the man who caused all of this and see what he has to say.
[X] [Tomorrow] Ludens
[X] [Next Week] Understanding The Process
[X] [Next Week] Preparing For Leefall
[X] [Next Week]
Touch Help Fluffy Tail No Actually Yeah Fluffy Tail
 
Ugh, I just finished binging this quest and now I'm caught up. The worst feeling.

Ludens is definitely an ass, but I think he might be right about the need for his soul, if not in his reasoning for it. Ignoring the claims about personhood, there are tangible benefits to having a soul that are worth considering: aura, semblances, and the ability to use magic. I also don't think the Transistor will be able to help us with magic as much if we don't go that path.
 
[X] [Today] Ludens: Crazed half-code half-magic AI tells your friends that it's possible to grow a soul if they tell you and you help them. Yep, it's Tuesday alright.
[X] [Tomorrow] Ozpin
[X] [Next Week] Understanding The Process
[X] [Next Week]
Touch Help Fluffy Tail No Actually Yeah Fluffy Tail
[X] [Tomorrow] Preparing For Leefall
 
Adhoc vote count started by catDreaming on Nov 2, 2020 at 4:22 PM, finished with 38 posts and 34 votes.

Tally for those interested.
 
[X] Plan Informed Discussion
-[X] [Today] Ludens
-[X] [Tomorrow] Ozpin
-[X] [Next Week] Touch Help Fluffy Tail No Actually Yeah Fluffy Tail
-[X] [Next Week] Understanding The Process
-[X] [Next Week] Preparing For Leefall
 
And I do not think it is necessary for them to help us at all with magic. The magic users are Ozpin, the Maidens, and Salem and they are more likely to use physical spells against Jaune himself especially if they have the same mindset as Ludens. The Brothers Grimm created the world through magic. The Process is on its on doing just that without any magic whatsoever.

Let the questline die

Vote
[X] [Today] Ozpin
[X] [Tomorrow] The Process

And help the Process with its own reality-altering abilities.
 
forums.sufficientvelocity.com

Vote Tally: Scheduled voting

Scheduled Voting, is now an option for quest runners (and collaborators). Back in August, a number of vote tally changes where rolled out, and today the final features have finally been enabled after a pile of testing. A new start/end point is now possible; This can be dated into the future...
Thank you!

Anyway, there's a lot of stuff to go through, mainly a lot of somewhat understandable aggression towards Ludens, but almost all of it's going to be addressed the moment you actually sit down and deal with the situation properly, so, that's a future Prok problem.

Current vote tally is, somewhat chaotic, one of these days I'll learn, but as best I can tell- going by planning, it's a 3-way tie between pretty much the exact same plan, the only differences between them being Ozpin and Ludens in the today/tomorrow slots, and whether or not the third next week slot is dealing with Creme or Blake, so, that's gonna be a pain in the ass to deal with if they all win.

Going by line tallying and just taking the most popular options for each slot as they appear, it goes: Ozpin, Ludens, Process, Lee, Creme. Weirdly enough, line voting is the only time 'Plan Priorities' actually appears, it doesn't show up in plan tallying at all, which is concerning, because it has 8 votes altogether, which would make it a clear winner if I knew what it actually was.

For now, I'm going to close voting at 8 pm GMT tomorrow, and then you'll probably not hear from me again for the rest of November because I'm trying to be more honest with myself and others trying NaNoWriMo for the first time and so far it's actually going okay, it turns out using the literary equivalent of a gun to your head actually works, if you don't mind the immense stress it puts you under.
 
[X] Plan Informed Discussion
-[X] [Today] Ludens
-[X] [Tomorrow] Ozpin
-[X] [Next Week] Touch Help Fluffy Tail No Actually Yeah Fluffy Tail
-[X] [Next Week] Understanding The Process
-[X] [Next Week] Preparing For Leefall
 
If I'm going to do NaNo I need to start today before my backlog grows to an insurmountable level.

I am *not* using that app though. That's some top tier evil shit.
 
[X] Plan Informed Discussion
-[X] [Today] Ludens
-[X] [Tomorrow] Ozpin
-[X] [Next Week] Touch Help Fluffy Tail No Actually Yeah Fluffy Tail
-[X] [Next Week] Understanding The Process
-[X] [Next Week] Preparing For Leefall
 
There really shouldn't be any plans, not when we're already doing [Tasks], it just confuses the tally. It has no extra benefit. I guess you'll just have to add them up by hand, unless you have a better tally system that can handle it. I don't think it looks too close anyway, it should be fine.
 
I wonder if this Luden Arc is an attempt to weld two specific aspects of the Transistor and RWBY universes together. Specifically the fact that in Transistor, you can directly upload the entirety of a person into the blade in order to unlock abilities, which this quest has presented as creating a model scan of people's auras. Perhaps this Avenue of exploration will result in the ability to edit those soul copies in a manner similar to the game itself, allowing us the ability to tweak then/be 'actually soul powered instead of a facsimile' rather than having them be one power kinda things.

At the very least, it's providing a way for the challenge to remain in the setting beyond 'lol process' ing our way through most of the major challenges in setting. Obviously the best approach is to get even more Process and make it even stronger /s.
 
I'm not entirely against going far, far away from human civilization and just letting the process go ham on creating a maximally efficient automated mining complex/agriculture and then just presenting it fait accompli. A bigass robot fortress-arcology.

Sure, it's totally illegal, but soo useful!
 
I'm not entirely against going far, far away from human civilization and just letting the process go ham on creating a maximally efficient automated mining complex/agriculture and then just presenting it fait accompli. A bigass robot fortress-arcology.

Sure, it's totally illegal, but soo useful!
Not really.

The Kingdoms don't control the planet, they control small parts of it... people leave all of the time to build settlements.
 
Bah, just find some ruin in the middle of nowhere, away from all civilization, and turn it into a massive futuristic facility. Then, announce the Discovery of the Century: a fully autonomous Dust-extracting and manufacturing facility that clearly hasn't been built by any known Kingdom. Aliens? Gods? Precursors? Lost civilization? Who knows?! You discovered it, and the facility appears to obey only you for some reason, so it's yours! Who is going to prove otherwise?
 
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Yeah I was wondering about that too. There are a lot places that not optimal for humans to live in due to lack of arable land or just from the amount of effort to make it liveable. But with the Process, why not just stake a claim and let it go ham for a few months? As far as anyone knows Jaune is still in school and there would be zero shipments of supplies to his patch of land in the middle of nowhere.

Then suddenly

Cloudbank
 
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