Magical Girl Escalation Taylor (Worm/Nanoha)

SPELLS
  • Strike Boost – Increase force or speed of the recipient's physical attacks. Synergizes with superstrength, superspeed, and touch-based powers. Effect lasts 45 seconds.
  • Barret Boost – Increase force of the recipient's energy attacks. Synergizes with ranged and area of effect powers. Effect lasts 45 seconds.
  • Physical Heal – Heal mild to severe injuries. This takes up to 1 minute per area of injury.
  • System Purge – Remove toxins and debilitating parahuman effects. Fast-acting poisons are stalled while patient is being healed. It takes 20 seconds to remove each individual ailment.
  • Ring Bind – Create rings of magic that wrap around target's limbs to lock them in place. Teleportation is likewise affected. Up to three targets can be affected at once.
  • Struggle Bind – Trap target in chains that also forcibly revert any magical transformations. Up to three targets can be affected at once.

  • Inherent Forcefield – Full-body forcefield that reduces incoming damage.
  • Immunity to Telepathic Intrusions – Master and certain Stranger effects cannot influence her. Even the Simurgh is stymied.
  • Telepathic Communications – The ability to project her thoughts to others. Limited to line of sight without the assistance of Lacey's Device. Her connections to Lacey and Asclepius are especially strong.
So, for those of you who haven't seen Olivia's sheet, let's have a look. The Boost spells are good, though I admit that the duration seems a little small to me. The medical spells definitely look good, and the bit about fast toxins being stalled is definitely helpful, even if we probably won't see a lot of use for it. And of course the Binds will definitely come in handy if she ever needs to restrain anyone for any reason, though I must admit that Struggle Bind's additional effect doesn't seem that useful at the moment.

All in all, she looks very nice for her intended role as a support specialist. I'm curious about what the RNG enabled bonus was, though.
 
So, for those of you who haven't seen Olivia's sheet, let's have a look. The Boost spells are good, though I admit that the duration seems a little small to me. The medical spells definitely look good, and the bit about fast toxins being stalled is definitely helpful, even if we probably won't see a lot of use for it. And of course the Binds will definitely come in handy if she ever needs to restrain anyone for any reason, though I must admit that Struggle Bind's additional effect doesn't seem that useful at the moment.

All in all, she looks very nice for her intended role as a support specialist. I'm curious about what the RNG enabled bonus was, though.
Did not have to pay for tattoo. Have you seen what they're charging for ink nowadays?
 
I would veto that vote just as I've done whenever this dumb idea crops up. Or else I would do whichever one fucked you over more as a stronger lesson not to be stupid.
Could you be less hostile, please? I was merely explaining what he meant, because your reaction indicated you hadn't understood what he was asking. I didn't know this idea had come up before, and did not know you considered it stupid. I'm sorry.
 
[X] Save XP
New character sheet! New descriptions for spells. Question time.
Can System Purge be used on Mana poisoning? Would mana be considered a "toxin" to be removed?
Can Struggle Bind be used to undo the Barrier Jacket formation on a mage? (and failing that, can it undo Barrier Jacket modification like Missy's Haste mode?) If Struggle Bind is used on a Guardian Beast's war form, will it be reverted to it's human/pet form?
 
So, for those of you who haven't seen Olivia's sheet, let's have a look. The Boost spells are good, though I admit that the duration seems a little small to me. The medical spells definitely look good, and the bit about fast toxins being stalled is definitely helpful, even if we probably won't see a lot of use for it. And of course the Binds will definitely come in handy if she ever needs to restrain anyone for any reason, though I must admit that Struggle Bind's additional effect doesn't seem that useful at the moment.

All in all, she looks very nice for her intended role as a support specialist. I'm curious about what the RNG enabled bonus was, though.

Struggle Bind is the ability that would turn Nidhogg back into a human form. The odds are heavily against Lacey ever having need of it, though, unless she needs to calm down a parahuman who either isn't in complete control of their powers or of themselves.

If Ring Bind could be linked to a gurney instead of to a point in space time, it could help restrain patients even better than the straps we have access to, or if nothing else, hold somebody lashing out to keep them from hurting somebody, none of the added effects of SB needed. Olivia only has the higher version of the spell because her spell template is meant for field combat support. I wouldn't be surprised to find that SB is the bonus spell for her being random.

Could you be less hostile, please? I was merely explaining what he meant, because your reaction indicated you hadn't understood what he was asking. I didn't know this idea had come up before, and did not know you considered it stupid. I'm sorry.

Asking directly what SW thinks isn't the problem, it's the repeated insistence that the characters have to choose for us that really bugs them. There have been a number of incidents where people got... 'excited' during a discussion, haranguing others about Taylor forcing our will on the characters rather than us being the ones who decide what the characters want(within the boundaries of what SW considers acceptably in character).
 
Catching up after being like 3 months behind, and just as I finish the last chapter, a new one gets posted... Nice.
 
With the new Guardian Beast having the spell for removing Toxins what are we saving up the EXP for? Do we want the Fatigue one?
Well, Lacey having the toxin removal spell would let her use it while Olivia's occupied with something else, like another patient. Admittedly the fatigue spell would also be useful, and Olivia's having the toxin spell would let Lacey get the fatigue spell without us having to worry too much about running into some sort of poison, but I would like Lacey to get that toxin spell for herself eventually.
 
Ugh, I can't wait till we get Magical Girl Squad their devices. I got this splash panel image in my head of them storming a Fallen facility, blasting goons, magic shit flying all over the place in all it's 90s technocolor glory. All they leave behind is a smoking crater. the fading fires in the shape of their group symbol. Eat shit, Fallen.

Fuucccck it's gonna own.
 
Well, Lacey having the toxin removal spell would let her use it while Olivia's occupied with something else, like another patient. Admittedly the fatigue spell would also be useful, and Olivia's having the toxin spell would let Lacey get the fatigue spell without us having to worry too much about running into some sort of poison, but I would like Lacey to get that toxin spell for herself eventually.
The Toxin spell is very important, especially seeing as she works in a hospital she has far more use for it than the fatigue spell(though the doctors and nurses would be ecstatic about this spell, priority is treating patients, but I suppose it could be useful for certain patients...).

So I'd say the order of importance for her spells is toxin, Medical Mastery, then fatigue. 4, 2, 4.
 
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Probably would have pulled in Purity as a magical girl during the Brockton Bay segment. I had an idea for Calamity Witch and Shadow Stalker interacting and actually getting to like each other, but that was just a passing fancy. I also, uh, kind of pictured the Privateers being a more central part of the story, even to the point of envisioning them getting a manatech flying ship with laser cannons or something else equally outlandish. :oops:
I kinda thought it was heading that way when we first got Tim as the Gadgeteer, but with some kind of vehicle for deploying power-armor equipped team, or possibly something like battlemechs or mobile suits.
Then we got that one arc where the relationship soured because we were too busy putting out fires to interact with them and those plans were dashed.
I'm honestly unsure what we could have done differently in that arc that would not have made an even worse outcome.

As for Lacey, she could use System Purge, so let's
[X] Save XP
 
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*waves*

Regarding the whole Privateer situation ... speaking as someone who only just started reading the Quest yesterday and having caught up:

As presented, I never got the impression they could have been useful long-term, so I am not at all surprised people didn't vote to interact with them much.

They were never "our" team so much as Danny's team, where we frankly didn't fit in from the get go and probably never should have officially joined anyway.

Taylor's a teenage girl while they are a gang of burly middle aged dockworkers. It was practically guaranteed they would share practically no common interests, set of priorities or possibility for equal-footing interactions.

And then there is the fact they were ... a bunch of normies with some good initial ideas and a whole lot delusions of grandeur, if we wish to be charitable. Beating up Merchants is about the limit of what this group could have expected to achieve. Given Taylor's powerset, having them tied to us was an active detriment for our ability to get things done from the start, not a boon.

Things 'might' have been different had Taylor's first template been the Gadgeteer one, where she would have been more forced to rely on others as force multipliers to get things done, but as Calamity Witch they don't contribute anything at the leagues we play at.

And even if Taylor had been a Gadgeteer, I can't imagine things working out with the Privateers long-term anyway, because the issue still remains that they are a bunch of people who don't necessarily share Taylor's morals and priorities. The clusterfuck still would have happened eventually, and Taylor has no way to enforce her views or have anyone else follow them short of threatening to disable her toys they depend on. The Privateers had "disaster" written all over them from the start.

Taylor would have had to leave eventually anyway to form her own group lest she blow her gasket (maybe with some select Privateers choosing to follow her), sort of what she is doing now - with people who actually 'get' her and are naturally inclined to follow and work with her from their own volition.

From a meta perspective, having just read all of the story in one sitting, the Privateers never felt like a potential resource. They felt like a task - a chore, a burden with no clear possible payoff besides more chores to keep hanging out with them for some reason, when we always knew Taylor was meant to play in far bigger leagues with companions of our own choosing, not the gaggle that came pre-packaged with Danny and all their issues. And for what? For being part of a 'gang' that does nothing for Taylor?

It's almost the Laura situation - kinda pressured to initially join due to her father (which might have looked like a good idea at the time to try and mend their relationship), only to quickly find out there is little in terms of commonality between them. Yeah, I'm not surprised people didn't care to waste time with them as things kept progressing and more important/personal for Taylor things kept coming up.

At least that's my impression having just read through it all, maybe I'm just crazy ^^
 
*waves*

Regarding the whole Privateer situation ... speaking as someone who only just started reading the Quest yesterday and having caught up:

As presented, I never got the impression they could have been useful long-term, so I am not at all surprised people didn't vote to interact with them much.

They were never "our" team so much as Danny's team, where we frankly didn't fit in from the get go and probably never should have officially joined anyway.

Taylor's a teenage girl while they are a gang of burly middle aged dockworkers. It was practically guaranteed they would share practically no common interests, set of priorities or possibility for equal-footing interactions.

And then there is the fact they were ... a bunch of normies with some good initial ideas and a whole lot delusions of grandeur, if we wish to be charitable. Beating up Merchants is about the limit of what this group could have expected to achieve. Given Taylor's powerset, having them tied to us was an active detriment for our ability to get things done from the start, not a boon.

Things 'might' have been different had Taylor's first template been the Gadgeteer one, where she would have been more forced to rely on others as force multipliers to get things done, but as Calamity Witch they don't contribute anything at the leagues we play at.

And even if Taylor had been a Gadgeteer, I can't imagine things working out with the Privateers long-term anyway, because the issue still remains that they are a bunch of people who don't necessarily share Taylor's morals and priorities. The clusterfuck still would have happened eventually, and Taylor has no way to enforce her views or have anyone else follow them short of threatening to disable her toys they depend on. The Privateers had "disaster" written all over them from the start.

Taylor would have had to leave eventually anyway to form her own group lest she blow her gasket (maybe with some select Privateers choosing to follow her), sort of what she is doing now - with people who actually 'get' her and are naturally inclined to follow and work with her from their own volition.

From a meta perspective, having just read all of the story in one sitting, the Privateers never felt like a potential resource. They felt like a task - a chore, a burden with no clear possible payoff besides more chores to keep hanging out with them for some reason, when we always knew Taylor was meant to play in far bigger leagues with companions of our own choosing, not the gaggle that came pre-packaged with Danny and all their issues. And for what? For being part of a 'gang' that does nothing for Taylor?

It's almost the Laura situation - kinda pressured to initially join due to her father (which might have looked like a good idea at the time to try and mend their relationship), only to quickly find out there is little in terms of commonality between them. Yeah, I'm not surprised people didn't care to waste time with them as things kept progressing and more important/personal for Taylor things kept coming up.

At least that's my impression having just read through it all, maybe I'm just crazy ^^

There are several important things to remember when judging how things turned out with the Privateers. First, people didn't understand that they could have scanned the entire group for mages as one vote, nor that Taylor could make a Template without having somebody to make Devices for her. A 5% chance to scan one person and find they had potential, when weighed against whatever else was going on at the time. Further, people misunderstood that they had to deliberately choose a write-in to interact with a group that told them they would work with them on upcoming raids. Miscommunication has cost us a number of times.

Another is that the Privateers as they wound up became that way because of the choices made by the players. Different choices would have led to a radically different group at the end of things, all because the choices the players made at the time would have been made real by the QM.

Both TG and IE would have needed lots of support to turn themselves into effective powers, so picking either of those would have made the Privateers vastly more important. That the players at the time didn't pick the options that required that assist meant a resource was less valuable than they could have been. If we had scanned them back in BB, and gotten the first TG back then, we'd have had a lot of time to build up a tech pool that could outfit the group far beyond what any non-tinkers would be able to have. Making more Templates would have meant a much larger force of Mages, which again would have meant a vast difference when measured against what we wound up getting.

Sometimes, people get too caught up in the way things happened, and look back, not seeing how things could have gone differently. Others overestimate how much of a change minor choices could have made. Things are the way they are. If they weren't, they'd be different.*

*My own version of the medium anthropic principle.
 
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There are several important things to remember when judging how things turned out with the Privateers. First, people didn't understand that they could have scanned the entire group for mages as one vote, nor that Taylor could make a Template without having somebody to make Devices for her. A 5% chance to scan one person and find they had potential, when weighed against whatever else was going on at the time. Further, people misunderstood that they had to deliberately choose a write-in to interact with a group that told them they would work with them on upcoming raids. Miscommunication has cost us a number of times.
That and there one more major problem... we didn't have separate social interactions.
 
There are several important things to remember when judging how things turned out with the Privateers. First, people didn't understand that they could have scanned the entire group for mages as one vote, nor that Taylor could make a Template without having somebody to make Devices for her. A 5% chance to scan one person and find they had potential, when weighed against whatever else was going on at the time. Further, people misunderstood that they had to deliberately choose a write-in to interact with a group that told them they would work with them on upcoming raids. Miscommunication has cost us a number of times.

Another is that the Privateers as they wound up became that way because of the choices made by the players. Different choices would have led to a radically different group at the end of things, all because the choices the players made at the time would have been made real by the QM.

Both TG and IE would have needed lots of support to turn themselves into effective powers, so picking either of those would have made the Privateers vastly more important. That the players at the time didn't pick the options that required that assist meant a resource was less valuable than they could have been. If we had scanned them back in BB, and gotten the first TG back then, we'd have had a lot of time to build up a tech pool that could outfit the group far beyond what any non-tinkers would be able to have. Making more Templates would have meant a much larger force of Mages, which again would have meant a vast difference when measured against what we wound up getting.

Sometimes, people get too caught up in the way things happened, and look back, not seeing how things could have gone differently. Others overestimate how much of a change minor choices could have made. Things are the way they are. If they weren't, they'd be different.*

*My own version for the medium anthropic principle.

I am not sure how much I like the "QM could have made it happen" argument - I mean, certainly, the QM can make literally anything happen, no matter how implausible, but I was more looking at it from the storytelling perspective and how much sense something made in that context. And from that side of things, Privateers turning out as a valuable asset doesn't seem very realistic.

Certainly, Taylor could have scanned the whole group and gotten more mages out of it - but I consider this an undesirable course of action, because as a group the Privateers were never a group aligned with Taylor's principles and morals. She joined because her dad asked her to, not because of the group itself. They were Danny's pet project, not Taylor's, and as we found out he was the only thing keeping them from going off reservation.

One can only imagine how much worse things could have turned out if the few mages Privateers got turned out to belong to the radical faction - chances are we would have needed to put them down ourselves, and the havoc they could have wrought would have tarnished Taylor's reputation something fierce.

And no, I don't believe Taylor could have kept that from happening once Danny went away (realistically given what we had to work with, outside of QM arm-twisting to the point of brainwashing) regardless of player choices. Taylor has nothing in common with these people as a whole, her concerns and dreams aren't their concerns and dreams and her age means by and large she would have been treated about as seriously as Missy gets treated by the Protectorate.

And neither Taylor - nor the Players - have any real motivation to try and forcibly shape this group of strangers into something not too objectionable. We (neither Taylor nor players) don't get anything out of it.

If we want magical allies, then what Taylor is doing now is the vastly superior choice - empowering specific individuals that she can count among her actual friends and allies, not random members of a group she has nothing in common with aside from them being her estranged dad's disgruntled coworkers.

And even that besides, Taylor's interests and goals don't include being a part of a gang or holding territory, so the Privateers are entirely pointless for her anyway, even in the unlikely scenario where they can be wrangled into something decent. They have no use besides some small-time fights with other gangs, which is so far below Taylor's playing field that the world would actively be a worse place if time was being wasted on the Privateers - a bunch of people who have neither the training nor the mindset to actually make the world better.

We are empowering entire Protectorate teams (Guardian beasts) that will finally allow the law enforcement to stop being outnumbered by the villains and really start cleaning the gangs up. We are as thick as thieves with Dragon; we are learning Cauldron's secrets and collaborating with Legend and Alexandria, who see us as the Triumvirate's successor. We are being instrumental in Endbringer fights. We have the Simurgh at our disposal. We are the point of contact between Earth and an Alien civilization which just might be the salvation of us all.

That's the level we are playing on. Our actions are literally shaping the future of the whole world and making it better on a societal scale. That's why, as has been noted in the narrative, Taylor doesn't have to care overmuch about the opinion of someone like Chevalier - because she works on a level where the opinions of a single Protectorate head don't matter.

The Privatters have no place on that stage. Where we have to tread, is not a path they can walk. And if we had tried to forcibly drag them along, they could realistically never be more than a chain around our neck, holding us back.

The world would literally be a worse place for Taylor having tried just that, on account of all the time that would have been wasted on them - a remnant of Brockton Bay who are interested in only their little corner and waging an ill-thoutht-out war against the nearest petty drug dealers - as opposed to any of the other world altering tasks and allies we are dealing with.

Thankfully Taylor (nor the players at large) never had a reason to care overmuch about the Privateers, so it's a good thing we never tried to force her to try and fit this round peg in a square hole. Cruel as it is, I almost want to say it's a good thing that Danny was knocked out of action. Because with him out of the Picture, Taylor truly had no reason to try and integrate herself with a group that offered nothing to her and with which she has nothing in common with.
 
Cool. I didn't actually intend for you guys to spend Lacey's XP, but I wanted to give you a preview of how buying spells with the XP system would work.
Adhoc vote count started by Silently Watches on Feb 19, 2020 at 8:06 PM, finished with 49 posts and 19 votes.
 
I'm only going to address a couple of points on this, as much of what you're saying is opinion, and thus inherently difficult to discuss without a full on derail.

I am not sure how much I like the "QM could have made it happen" argument - I mean, certainly, the QM can make literally anything happen, no matter how implausible, but I was more looking at it from the storytelling perspective and how much sense something made in that context. And from that side of things, Privateers turning out as a valuable asset doesn't seem very realistic.

Half the options we had would have not only benefited from but required a team to empower, a team the QM made available from the first couple of chapters. We really could have taken them in a different direction.

Certainly, Taylor could have scanned the whole group and gotten more mages out of it - but I consider this an undesirable course of action, because as a group the Privateers were never a group aligned with Taylor's principles and morals. She joined because her dad asked her to, not because of the group itself. They were Danny's pet project, not Taylor's, and as we found out he was the only thing keeping them from going off reservation.

The Privateers that followed us to Philly were the most devoted to the idea. Since we had interacted with them so little, we didn't have an opportunity to shape what kind of people would be welcome to follow us. As for their wishes if we made an army, well, there was a lot of invisitext early on that most of us missed(particularly those, like me, who read on ff.net) where PS edited Taylor's personality in small ways, mostly in terms of making her more self confident. That Templates back then would likely have ensured that any Mages we gave them to would be, at worst, neutrally aligned was something neither players nor the characters really knew about.

A large part of them going the way they did came from being a group of normals fighting the gangs that the 'heroes' weren't dealing with. When we didn't help them out, we lost our opportunity to show leadership and to show that we did care and were trying to make things better.

We are empowering entire Protectorate teams (Guardian beasts) that will finally allow the law enforcement to stop being outnumbered by the villains and really start cleaning the gangs up. We are as thick as thieves with Dragon; we are learning Cauldron's secrets and collaborating with Legend and Alexandria, who see us as the Triumvirate's successor. We are being instrumental in Endbringer fights. We have the Simurgh at our disposal. We are the point of contact between Earth and an Alien civilization which just might be the salvation of us all.

The idea to share the Guardian Beast ritual came from the players, as I recall, but I agree that it is doing a lot of good. This matters because SW was trying to give us what we might need, and we simply went in a different direction. They wouldn't have reached the levels of power we now possess as individuals, but they didn't need to to be effective. Ships equipped with anti-EB weaponry, crewed by a steadily growing army with all the coordination benefits Captain could provide would be able to handle rather a lot. One of our current plans to kill the remaining EBs involves using a magi-tech ship after all--the TSAB ship, true, but we could have had something similar.

I think it could have been a really fun story to read. If I weren't into reading variations on the same basic ideas, I wouldn't be reading fanfiction, after all.
 
Tech Skills and Rituals
We've talked a lot about how much the rank of a mage's Linker Core matters in regards to what they can actually do. Now let's look at the exceptions.

TECH SKILLS
Magiengineering and manatech skills, such as those used by the Transcendent Gadgeteer template and Guardian Beasts of the Gear, are not exactly power-intensive. The fact that even the weakest mage can support a Gear should be proof enough of that. It should be no surprise, then, that any mage with a more mechanical inclination can learn to build manatech regardless of how strong or weak their magic is.

There are two issues with becoming a magiengineer. First, like real-world engineering, you can't jump straight into the deep end and expect to succeed. Even basic tier tech skills will likely require certain prerequisites such as learning about how mana actually works as an energy system. As such, don't expect to be able to dabble casually in manatech; for a character to make their tech skills useful, they will probably need to dedicate several of their available spell slots to get to what the average SVer would call "the good stuff".

The second issue… really is not much of an issue, but it is something to be aware of. Namely that not all tech skills are created equal. There are tech skills in every tier of spells, and the price per tier is the same as for normal spells. A mage's rank does not bar him or her from learning the higher level skills, nor does his/her choice of Device, but they will need to save their XP to get to these higher tiers.

RITUALS
Long before mages used modern Devices, they used rituals to pool their magical and mental strengths in order to achieve effects that were impossible for a single mage to replicate. Computational technology made the mental element near obsolete, but weaker mages can still benefit from the mana-pooling. It is not a casting methodology used in TSAB space, but that's no reason Earth Bet mages can't bring it back into style.

Every ritual needs a single "master" and multiple "servants", better described as batteries. The master is the mage who knows the ritualized version of whatever spell they want to cast and therefore leads the ritual. Maclibuin played that role when charging the Adepts' charms. Since they are the only ones who have to know the rituals they are casting, from a mechanics point of view that means they are the only ones who have to spend XP.

Servants do one or two things. If they have Devices, they can lend their Devices' processing power for the calculations if needed; most of the time, it isn't. More importantly they give some of their power to the master so he can cast the ritual. This means that each servant MUST know the Divide Energy spell. If they can't share their power, they are nearly useless for our purposes.

Now, what I know everyone wants to know. What are the actual power requirements?

To make the math easier on me, we will be using D-rank equivalents (hereafter deqs) as our unit of measurement. 1 deq is the amount of power a single D-ranker can contribute. C-rankers provide 2 deqs, B-rankers provide 3 deqs, and A+ rankers are greedy and only give up 4 deqs.

The ritual version of an advanced tier spell requires 8 deqs. It also puts the master in stage 1 mana poisoning.

The ritual version of a WTF tier spell costs a whopping 16 deqs and causes stage 2 mana poisoning.

If I might offer some advice? If you want to go heavy on rituals, it might behoove you to build a "ritual team" who each know one or two rituals and they all have Divide Energy to spread out the XP costs and mana overload.
 
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