Magical Girl Escalation Taylor (Worm/Nanoha)

Alternate Route: Meister (Bad End...?)

"How is the patient?"

"Still in a coma after the empowerment event."

"...And the ones she empowered?"

"The Privateers are still making astonishing headway against Empire. With their own natural coordination and the powers they gained from the event, they've been virtually unstoppable."

"Have we managed to recover any of the tech they have displayed?"

"Only one sample, from a Privateer killed in action. It seems like a normal cutlass, but made of an unknown material. Not surprising for tinkertech, but other than that, none of the other functions we've seen the Privateers utilize are readily apparent."

"Personally keyed to the individual?"

"Possibly."

-=-=-=-=-=-=-=-

Meister powers, the Privateers get wiped out nearly to a man after pissing off the wrong person, and Taylor in a moment of extreme stress turns to Perfect Storm.

-=-=-=-=-=-=-

-=Mistress, this could potentially be lethal due to Mana Depletion=-

"Y-yeah, but there's a chance it won't, right?"

-=2.635% chance, given favorable conditions=-

"...And the chance those guys will survive, if I don't?"

-=...=-

-=-=-=-=-=-=-=-

Basically she 'Knights' them. Like, "Wolkenritter" knights them.
 
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Nice. Dark, but nice. Also quite ironic considering Perfect Storm's origin.

A point to you. Where do you want it to go?

Can we hypothesize upgrades, or do you have a list of available upgrades to choose from? Or do we just slot another point into what we have?

I'm thinking something like the bombardment types multi-shot charged spells, IE: Fate's Phalanx Shift/Genocide Shift

Basically where they take a moment to charge the spell, generating an array of a lot more shooters than they usually generate.

Alternately, something to improve device building, should we get around to template-grafting other people, like Storm referred to off hand a while ago.

EDIT: By that Alternate, I mean that as something that falls in line with the concept of the Omake I wrote. Er, or maybe that was clear. I'm a bit tired.
 
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Can we hypothesize upgrades, or do you have a list of available upgrades to choose from? Or do we just slot another point into what we have?

I'm thinking something like the bombardment types multi-shot charged spells, IE: Fate's Phalanx Shift/Genocide Shift

Basically where they take a moment to charge the spell, generating an array of a lot more shooters than they usually generate.
There are already upgrades that you will have a chance to choose from when you pick which new spell you want to learn. Omake points I generally give you so you can train spells you already know without spending quest time in Perfect Storm's simulator.

If you want to propose a new spell, I'd let you, but just because you propose it doesn't mean I will approve it.

Alternately, something to improve device building, should we get around to template-grafting other people, like Storm referred to off hand a while ago.
You have very limited Device-building skills right now because Calamity Witch can't actually do that. Perfect Storm can generate one with a built-in template, and Transcendent Gadgeteer (the Combat Cyborg/Device meister class) can build non-template Devices as one of its skills, but you cannot.
 
I've been doing some thinking recently, specifically about the randomized choices you receive when you finally get a chance to learn a new spell. A couple of people have complained about it – nothing ugly or strenuously, but still brought it up – and I have to admit, they do have a point. There isn't much control in how your character develops if you have little choice in exactly how their skills develop, is there?

So, like I said, I've been thinking. How do I address these complaints without upsetting game balance? The easiest solution is probably to arrange all the spells into actual skill trees rather than the skill pools they are at the moment, with the three main trees having different branches. That would give you more input on exactly how your skills develop, though it would make voting more complicated. I'm undecided on just how I would work that out, but that is a matter for another time. It would also make Taylor's growth different from any other bombardment specialists you might make in the future since if I grouped spells together thematically, I know you already have a couple of spells that would be farther down the list than they should be, but that we'd just have to deal with.

This is not me saying that I'm going to do this. I'm not even putting it up for a vote at this time. What I am doing is asking for some opinions. Do you like how we're doing it now, or would you prefer this method, or do you have some other suggestion?
 
I've been doing some thinking recently, specifically about the randomized choices you receive when you finally get a chance to learn a new spell. A couple of people have complained about it – nothing ugly or strenuously, but still brought it up – and I have to admit, they do have a point. There isn't much control in how your character develops if you have little choice in exactly how their skills develop, is there?

So, like I said, I've been thinking. How do I address these complaints without upsetting game balance? The easiest solution is probably to arrange all the spells into actual skill trees rather than the skill pools they are at the moment, with the three main trees having different branches. That would give you more input on exactly how your skills develop, though it would make voting more complicated. I'm undecided on just how I would work that out, but that is a matter for another time. It would also make Taylor's growth different from any other bombardment specialists you might make in the future since if I grouped spells together thematically, I know you already have a couple of spells that would be farther down the list than they should be, but that we'd just have to deal with.

This is not me saying that I'm going to do this. I'm not even putting it up for a vote at this time. What I am doing is asking for some opinions. Do you like how we're doing it now, or would you prefer this method, or do you have some other suggestion?
I would absolutely prefer 'spell trees' we can progress down. As for voting, I think have some ideas that might help, and a long, wi-fi free train ride ahead of me to type things up. Would you be interested? I'd be able to get them to you tomorrow evening.
 
I've been doing some thinking recently, specifically about the randomized choices you receive when you finally get a chance to learn a new spell. A couple of people have complained about it – nothing ugly or strenuously, but still brought it up – and I have to admit, they do have a point. There isn't much control in how your character develops if you have little choice in exactly how their skills develop, is there?

So, like I said, I've been thinking. How do I address these complaints without upsetting game balance? The easiest solution is probably to arrange all the spells into actual skill trees rather than the skill pools they are at the moment, with the three main trees having different branches. That would give you more input on exactly how your skills develop, though it would make voting more complicated. I'm undecided on just how I would work that out, but that is a matter for another time. It would also make Taylor's growth different from any other bombardment specialists you might make in the future since if I grouped spells together thematically, I know you already have a couple of spells that would be farther down the list than they should be, but that we'd just have to deal with.

This is not me saying that I'm going to do this. I'm not even putting it up for a vote at this time. What I am doing is asking for some opinions. Do you like how we're doing it now, or would you prefer this method, or do you have some other suggestion?
Well, simple idea I came up with while reading that is to group the pools together into a few smaller pools and then let us choose one pool, or two possibly, via vote, then make some rolls and pull out random spells like you're doing now, then we vote for which we want. Or would that be too much?
 
Well, simple idea I came up with while reading that is to group the pools together into a few smaller pools and then let us choose one pool, or two possibly, via vote, then make some rolls and pull out random spells like you're doing now, then we vote for which we want. Or would that be too much?
That's still taking a key element of leveling up out of the players hands and leaving it up to RNG. It doesn't matter who's doing the rolls, the QM or the Players, or what pool gets selected, it still comes down to rolling on a table. That's the kind of thing you do for critical hits/misses, not anything remotely associated with the player(s) agency.
 
I would absolutely prefer 'spell trees' we can progress down. As for voting, I think have some ideas that might help, and a long, wi-fi free train ride ahead of me to type things up. Would you be interested? I'd be able to get them to you tomorrow evening.
Sure. It isn't like this is a decision that needs to be made soon; you won't get your next spell choice until the end of this arc.
 
I think the simple, biggest thing...is to let us know what sort of options are in the tech tree, at the present accessible items and one unlock behind?

That gives us control, in the sense that we can pick actions and stunts which emphasize one branch or another, without giving direct control.
 
I don't mind a tech tree, but one random spell, per spell choice would be nice.

Or at least spells that have a use during special events.

But what ever happens, happens, so long as everyone has fun, and enjoying themselves.
 
Alternate Route: Knight

There was a *ping* as the tiny shotshell bounced off the wall across the room for the third time.

-=Insuff..=-

"INSUFFICIENT PRESSURIZATION! YES, I GET IT STORM!" Taylor raged, slumping across the room to pick up the seemingly innocuous target of her ire. She grumbled all the way across the room, till she once again slumped at her desk, staring angrily at the tiny plastic-and-metal container. That had been attempt number fifteen, and she was still no closer to puzzling out the arcane secret behind charging these 'cartridges'. Being a Device, Storm had a wealth of information on the technical aspects and details of the system, but it's esoteric implementation was rather lacking.

Apparently when it came to charging these tiny shells, it was ever so slightly different for each person. Which meant it was impossible to just tell someone how to do it, and thus, her afternoon of frustration.

She had figured out early that she had to sort of...force her mana into it, and if she didn't 'push' hard enough, it just kicked the mana back out into the air, wasted. So she had immediately tried to brute-force as much energy as she could channel, which seemed to work at first, until she started getting light-headed, and a few moments after that Perfect Storm had warned about an overflow error and all the Mana she had managed to pack in vented into the air, a small amount of it causing a brief burst of flame.

Luckily, Taylor had still been lucid enough to grab the extinguisher and put her curtains out before it spread too far. The shattered window was another matter.

The next few tries were more restrained, and she found out that she could maintain a fairly steady flow into the thing, but she had to completely focus on it, because if she let up on the pressure for even an instant, a safety cutoff engaged and prevented her from getting any more in. So she tried again.

...And again.

3 hours later, she finally felt like she made a sort of progress, around attempt number nine, when Perfect Storm told her she had just managed to fill it up.

Then, Storm shattered her good mood by informing her that the contents had to be pressurized at about 300% the capacity that she had just barely managed. The first throw had left a decent dent in the drywall of her room.

Taylor sighed as she picked up the small cylinder and started trying to push the mana in again. "Stupid rassa-frassin dumb magitek bullshit. You won't beat me." she grumbled quietly to herself.

-=-=-=-=-=-=-=-=-=-=-

The idea for how the Belkan Cartridges "Pressurized Magic" works I took from Daishi Prime's Deva Series, which is a pretty good story if you want an AU to StrikerS that doesn't focus on Nanoha. Just you know, citing the work I blatantly stole from. :V
 
The idea for how the Belkan Cartridges "Pressurized Magic" works I took from Daishi Prime's Deva Series, which is a pretty good story if you want an AU to StrikerS that doesn't focus on Nanoha. Just you know, citing the work I blatantly stole from. :V
0/10, not enough Power Games references.:V
More seriously, nice little omake. It's the very real frustrations of Research and Experimentation. But I am now more than a little interested in the what-if of Taylor adopting the actual Belkan Knight honor expressed in Power Games from Signum, since it fits Taylor's key character traits of stoic and fervent devotion to success and heroism rather well.
"You're a romantic," she called as he smashed the butt of his spear into a rack of shelves to clear them out of the way so he could manoeuvre. Food cans tumbled in a cloud through the air, and she sent a jet of fire at the powder that he'd filled the air with. It didn't explode, but it forced him to retreat through an auxiliary station for the offline reactor to avoid the burning cloud. "A knight's honour demands only one thing – to win, and bring your master glory!"
"Where did you get your ideas of a Belkan knight from?" she called, goading him. "Bedtime stories and romanticised memories of an age long forgotten? Where is the honour in failing your master through stupidity and leniency given to an enemy without reason? Where is the honour in shaming your training by leaving an opponent alive to kill you later? Dishonour comes from failing your master; betraying their will,
ancient Belkan honour is a very, very different beast from your typical samurai code or knightly chivalry. Oh, there are standards and rules of war, but only in formalised war against others who respect them. Outside those times; the core of a Belkan knight's honour code can be boiled down to "winning brings honour; failure brings disgrace".
Knight of Escalation anyone?
 
0/10, not enough Power Games references.:V
More seriously, nice little omake. It's the very real frustrations of Research and Experimentation. But I am now more than a little interested in the what-if of Taylor adopting the actual Belkan Knight honor expressed in Power Games from Signum, since it fits Taylor's key character traits of stoic and fervent devotion to success and heroism rather well.

Gamesverse is the one where Nanoha actually gets through to and connects with Fate before the TSAB show up, right?
 
The idea for how the Belkan Cartridges "Pressurized Magic" works I took from Daishi Prime's Deva Series, which is a pretty good story if you want an AU to StrikerS that doesn't focus on Nanoha. Just you know, citing the work I blatantly stole from. :V
I'll have to check this out. There are a dearth of good, long Nanoha stories, particularly ones that delve into world-building.

If you were Extiction Knight, this would have to get a point in the cartridge-charging spell, but since it isn't, pick a spell.

Indeed.:evil: Nobody spoil it!:V
Also, Hi @Aleph! Your work is great!
NOOOOOOOOOOO! Don't call Aleph here! I don't want one of my favorite authors to look through this. I just know her opinion would be "Wow, this is crap."
 
Too late, she already was. Hence why I said hi.:V
Yeah, I turned up five posts before the ping, when you quoted three of my PG posts. I tend to do that when notifications pop up of people quoting me in threads I've never seen before. :p
NOOOOOOOOOOO! Don't call Aleph here! I don't want one of my favorite authors to look through this. I just know her opinion would be "Wow, this is crap."
Awww. I'm one of your faves? You're sweet.

And no, it's not crap. First quest post looks pretty good, even if Worm isn't really my thing. I'm glad other people like Nanoha enough to write for it!
 
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