Magical Girl Escalation Taylor (Worm/Nanoha)

I would assume short to melee? Like a magical stun gun/taser.
And I know the name says nerve, but as it is a paralysis spell could it paralyze things without nerves like machinery?
Kindof what I was thinking too. Like a short-range low voltage/amperage "Force Lightning" that only goes a couple feet from the caster and causes muscles to lock up and machinery to short, but not enough to actually cause lasting harm.
 
And I know the name says nerve, but as it is a paralysis spell could it paralyze things without nerves like machinery?
I figured it would not be a real "paralysis spell" a la causing a paralysis status effect from Final Fantasy or Pokemon. I was picturing more of a taser like @Almech_Alfarion apparently was, so no reason it couldn't interfere with machinery.
 
Let's check with the creator of the spell. @Tzardok, what were you picturing when you came up with Nerve Zapper?
I imagined something like "from the other side of the room". Dunno wether that's still short range. I also imagined not an area effect, but more "choose up to x targets".

Edit: To give a few more details: The thing I imagined was founded on my idea of the familiar taking the shape of a snarky, crotchery grandpa. Picture a well-dressed spry old man being harassed by three punks. He glares at them, taps his cane on the ground and suddenly the punks seize up with small cosmetic sparks playing on their skin.
 
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Vote closed
Closing the vote. Technically "Nerve Zapper" was the winning spell, but it and Thundershock seem so similar that I might as well fold them together, and Thundershock is a MUCH better spell name IMO.
Adhoc vote count started by Silently Watches on Jul 15, 2021 at 2:04 AM, finished with 32 posts and 15 votes.
 
Going over some of my notes brought up some new questions about spells.
@Silently Watches, you've said that Advanced spells can be made into Artifacts so long as a Basic-tier Artifact spell is known, even by lower-ranked mages who cannot actually cast the spell in question. Just wanted to confirm that WTF support spells can be made into Artifacts under the same rules.

We have Boost Serums, which improve or give abilities. Could we also make Break Toxins, which would weaken or remove abilities? Also, once a mage has Potion Master (which makes Serums drinkable) could they create a potion aerosol and induce the serums effects via gaseous inhalation?

If a Mage has Forced Displacement, and they know the coordinates of a person/object (presumably because they just used the spell to send them/it there or they set it up beforehand), can they "reverse" the spell, and bring the person from the location/dimension they are located to right in front of the mage in question?
 
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Could we also make Break Toxins, which would weaken or remove abilities?

Interesting idea for a modified tranquilizer weapon that can apply such in combat, or a (preferably reversible) serum that can be used to make parahumans easier to contain, so fewer people need to be sent to the Birdcage.

If we make the latter, though, we need to never give the formula to any government. Sooner or later, that would get abused, and with this being Worm, I'd put my money on "sooner".
 
Just to be clear, Shadow Stalker's power is on the order of a WTF spell?

One, there's a difference between mana powered abilities and parahuman ones, and two, Shadow Stalker had a major vulnerability to electricity, which this says they'd be immune to as well. Thirdly, it IS a pretty strong power with lots of creative uses if you aren't a psychopath like Sophia. At least, that's my interpretation of the matter.
 
Just to be clear, Shadow Stalker's power is on the order of a WTF spell?
One, there's a difference between mana powered abilities and parahuman ones, and two, Shadow Stalker had a major vulnerability to electricity, which this says they'd be immune to as well. Thirdly, it IS a pretty strong power with lots of creative uses if you aren't a psychopath like Sophia. At least, that's my interpretation of the matter.
Picture more the Custodian's intangibility, and you'll likely get a better sense of how powerful Intangibility can be. I mean, Intangibility has the same effect as Invulnerability, just from the opposite angle. Both prevent all (or most) damage from affecting the person employing it, either through repelling all damage from the body or letting damage do nothing by passing through the body. And as Wyrd says, this magical intangibility that was described has different weaknesses that are likely harder to bring into play.

Interesting idea for a modified tranquilizer weapon that can apply such in combat, or a (preferably reversible) serum that can be used to make parahumans easier to contain, so fewer people need to be sent to the Birdcage.
That was the intent behind my idea. Would mainly work against Brutes and Thinkers, but making anyone less resilient to damage means fighting them becomes much easier to handle. Since these "Toxins" are a derivative of the Serum idea, they absolutely would be temporary unless Tim gets involved with his mutagenics. And wouldn't that be a kick in the teeth. "Well Mr. Stoneskin, not only will we be stripping you of you parahuman resilience, but we're making you a mutant in the process.😭"
 
Exciting news! My artist friend, AliceDaRabbit, has completed my commission of Laura/Scathach. Please partake in this amazing piece of art and revel in it's grandeur!



As a bonus, here's the image without the background.

And here's Laura sans mask.
 
Cool Picture, I always tend to have a hard time picturing a character's appearance in a purely written medium like this (even when there are detailed descriptions, so I am very thankful for drawing and other images of characters like this.
 
Cool Picture, I always tend to have a hard time picturing a character's appearance in a purely written medium like this (even when there are detailed descriptions, so I am very thankful for drawing and other images of characters like this.
Honestly, same. It's one part of why I commissioned the art in the first place. I was going to follow it up with two more pictures of Missy in both her normal Jacket and Haste Mode, but my friend is taking a break from art for a bit, so it'll be a future thing.

Okay, so since @Almech_Alfarion was asking about a spell list for Missy, I took my jumble of notes and refined it into a more definitive list for criticism.

Magical Missy
Since Missy has a Boost Device and the Summoning Rare Skill, there are two main trees of spells that only she can fully specialize in, Summoning and Teleportation. I'll start with Summoning since we already have two of the spells already.
  • Giant Summon - Missy's Breaker equivalent, likely a giant Cerberus. Able to take on an Endbringer or destroy an entire city. While it is active, Missy cannot cast any spells, though spells with continuous effects like her Barrier Jacket Haste Mode and any other active summons will remain usable.
  • Siege Summon - The middle ground between Champion and Giant, likely around the size of a bus. A match for many of the strongest Parahumans, plus Missy can cast spells with it active, means that it could be a welcome addition to the team for non-endbringers S-class threats, for either attacking a threat or working to protect civilians.
  • Distant Caster - Allows Missy's Champion summon to cast any spell that isn't restricted to Missy (so no Barrier Jacket, Familiar, or Summons). Increases Anubis's combat potential by allowing him to mirror many of Missy's tactics, which is a good fit since they Anubis is primarily a close-quarters combatant and our attitude towards Missy's spells so far reflects this.

Next is Teleportation. This is one of the "End an Endbringer" strategies that has been posited, where several mages with Dimensional Transport and Forced Displacement work in concert to send an Endbringer to a non-populated Earth so it can "Taste the Rainbow."

  • Spatial Translocation - The initial spell for the tree. We know what it does.
  • Dimensional Transference - Can teleport to other dimensions. Means Missy can do interdimensional exploring on her own.
  • Forced Displacement - The major draw of this spell grouping. Banish opponents from the battlefield to a new location, up to other dimensions. With Missy's speed boost, concievably can be done extremely quickly. One of the potential strategies to deal with an Endbringer.
  • Teleport Mastery - Not strictly necessary, but if we're trying to port an Endbringer, I'd definitely prefer having Mastery over the techniques involved.

So if these complete groupings are purchased, that's 7 spell slots out of Missy's available 9. If you drop Siege and Caster from the summons group, since they're non-essential to Anti-Endbringer strategies, and then we're down to 5, so 4 spells left.
Here are some spells I was pondering about with which to fill those slots.
  • Sprint - Another upgrade for the "speed=defence" strategy that Missy is wielding with Haste Mode. Adding another 3X boost to her speed improves her ability to take out threats pre-emptively as well as improving her dodging ability to ludicrous levels. My preferred choice for her next spell.

  • A spell affecting the opponents ability to aim at Missy synergizes well with her speed. I'm personally in favour of Mirage, as it's the most "aggressive" of the illusionary spells and so I feel it suites Missy the best. Also, the illusionary duplicates will likely be moving at her speed when created so it will sow confusion and panic in enemies when they appear to be trying to crash into them. Cover would be my second choice as it makes her invisible, but she can see herself so no worries about accidental collisions due to not seeing her body. Other than that, not much to say. I just don't know enough about Purple Haze to rate it above these other two, but it goes on here as it meets the criteria.

  • Something Long-ranged - I know, Missy is on record with saying "I'm not a Blasty Mcblasterson", but it certainly can't hurt to install a way to hit far off enemies in an emergency. Only spell I like for this is Sniper Stun. The single shot is described with "higher flight speed" which decreases the possibility of Missy simply outrunning the shot. It also has a barrier-breaking effect, so Missy could use it to open the way against forcefield-using opponents. Farther down this analysis is a non-spell idea to cover ranged attacks, so this is my least favourite idea on this list.

  • Close-combat spell to add to her arsenal. While Attack Mastery, which has the description "Increases mage's capability with directly damaging spells, allowing them to cast these spells while focusing on something else entirely." means that it is meant to be paired with spells like these, I don't believe it is absolutely necessary for this build. For the spell, I have three main ideas to choose from.
    • First is Flash Forge, which would allow the creation of mana constructs. This is the most flexible choice, as it can be used for weapons, tools, small mana plates for shielding or armour, or just magical art. Since they can be created anywhere on her body, it would allow for unconventional angles of attack, freeing actions against bindings and grapples, and with her reflexes, directed shield formation at the moment of impact. They are decidedly non-lethal and can be combined with the Shatter mod for some explosive action. Another idea for a mod would be a weakening effect, to improve the effectiveness of the mana constructs as well as other weapons and spells.

    • Second is a single pure-mana weapon. We could go with a sword, but I like one of the ideas I posted for Zeus, the Mana Lash. A magical whip can enable Missy to wrap up opponents, pull environmental hazards around, and/or remove enemy weapons from medium-range. Since Missy can't instantly master a whip like a Sword Beast can, having it made of pure mana and therefore 90% non-lethal means it's a lot safer to flail around with, as well as Missy having some direct control over it. Some mods to increase it's power could include adding an Elemental attribute (or buying it with one originally), or increasing the amount of whips generated (call it the Cat O'Nine Tails or Multiplicity Mod) and have Missy go Magical Tentacle Monster.

    • Third is a weapon-enhancement spell. It's been stated that Hardlight doesn't take spells well, so I'd direct the spell to her prosthetic arm, either enhancing her particle cannon or her new crystal claws. The particle cannon is pretty powerful already, so the best idea I have for it is a spell mod that halves its power requirements, so Missy would have double the shots (10 instead of 5). For the claws, while applying a weakening effect would be effective, I'd want to go for a slowdown effect to increase the level of "Missy is a Master of Motion." Also, I think that applying a weapon-enhancement essentially "sheathes" the weapon being enchanted with mana, allowing it to be non-lethal.

So with all that written down, my current spell list for Missy works out to these two ideas, with a variant in the second list based on pairing mods with spells.

  1. Spatial Translocation
  2. Dimensional Transference
  3. Forced Displacement
  4. Teleport Mastery
  5. Giant Summon
  6. Sprint
  7. Mirage
  8. Weapon-enhancement for claws - Slowdown
  9. Siege Summon
  1. Spatial Translocation
  2. Dimensional Transference
  3. Forced Displacment
  4. Teleport Mastery
  5. Giant Summon
  6. Sprint
  7. Mirage
  8. Flash Forge OR Lightning Lash
    paired with...
  9. Weakening Mod OR Multiplicity Mod
I'm more partial to the first group with the Siege Summon, since it's unique to Missy and Summons are cool, while other mages could use the mana-weapons and mods I have in the second group.

More Mutant Missy
Since we have definitively set Missy on the trans humanism path, taking her further down this route by permanently mutating her with a Support Serum is another option for improving her abilities. Currently we have Strike Boost and Physical Heal Serums available, with Barret Boost a future option along with at least two other types of Serums (My guess is Defence Gain and Soul Wings but 🤷‍♂️)

  • Currently my favoured option for the mutation is waiting and going for the Barret Boost for Missy. This is for two reasons. One, it covers her range deficit with a non-spell option, so we can use that slot for something else. Two, once Missy has her Giant Summon, if it's out, she can't use any spells, so having more non-spell alternatives than she already possesses will benefit her. We still have to unlock it, as well as see what from the range of options she would get, but I'm hopeful that it would be something interesting.

  • Physical Heal would be my next choice for mutation. Since we've decided to favour speed over defence, that means that Missy is slightly more likely to injure herself if she receives a blow. Being able to regenerate and recover quickly would be beneficial as yet another mitigation factor to her lowered defence.

  • Strike Boost mutation is a choice between increased strength or increased speed. I'm personally in favour of choosing speed, as it will enhance the speed boost's that Missy already possesses by another factor. Strength isn't completely out of the question, as Missy already has a uneven boost to this with her combat prosthetic, but I don't think the prosthetic's strength would synergize with the strength mutation the way that the speed one would with her magic speed.

  • As for my guesses for future serums, Soul Wings would only be a thing if we thought Missy needed to fly when her Giant Summon is out. Defence Gain would effectively completely mitigate our decision to favour speed over defence, by making her body resilient enough to match the Barrier Jacket even in Haste Mode.

Arm-maments
Another idea for Missy's future development is the creation of new prosthetic arms for her, with more specialized designs for different functions.

Heavy Combat Arm - Subdue and Capture
  • Mechashift Syringes + Injection Expansion (Fingers + Forearm)
  • Hardlight Sai/Sasumata Head (Palm)
  • Synthetic Musculature
  • Round Shield
  • Carbon Fiber Plating
For live-capture/bounty hunting and usage of Serums in combat, maxed out syringe capabilities with the injection expansion allows for a large amount of tranquilizers, paralytics, and other chemical concoctions for dealing with opponents while also allowing us to keep Serum injections for alternate situations (ie. healing serum or power booster for self-usage). If Silently approves off my Break Toxin idea I posted previously, that would also be a great addition to this arm's arsenal.
The Hardlight weapon (I'm picturing either a Sai or the head of a Sasumata, something with prongs) is used for pinning down limbs for injection, and the Synthetic Musculature pairs with this to overpower and hold down most opponents. The Carbon Fiber Plating is to help prevent the injection structure from being smashed and leaking fluids all over the place. Last slot is a shield to provide another defensive layer to prevent the arm from being smashed. Biggest issue with this arm is the lack of a dedicated source of Serums to supply the arm, so we probably should wait until we have a more dedicated potion-maker, but if we just use mundane chemicals, then it should still function fine.

Heavy Combat Arm - Scifi Slice and Dice
  • Mechashift Chainsaw (Forearm)
  • Synthetic Musculature
  • Mechashift (3) Daggers (Dorsum)
  • Plasma Claws OR Wireless Taser (Fingers)
  • Carbon Fiber Plating
A close-combat arm built around cutting, the Carbon Fiber plating helps it stand up to physical blows. The mechashift chainsaw chews through obstacles and intimidates those who face Missy with the noise and motion. The Mechashift Daggers are a standard slash and stab, with that Wolverine flair that just looks so cool. For the last slot, I can't decide between two choices. The Plasma Claws offer a more heat-based cutting weapon to melt and burn through materials that might resist the other cutting tools. The wireless taser offers a mid-range weapon that can also empower the mechashift daggers (Electro claws) and possibly the mechashift chainsaw (electrocution dismemberment).

Heavy Combat Arm - Artillery Platform
  • Mechashift Grenade Launcher (Upper Arm)
  • High-Powered Laser Beam (Forearm)
  • Synthetic Musculature
  • Tower Shield
  • Subdermal Voltaic Lattice
A longe-range specialized arm, the passive upgrade is the Subdermal Voltaic Lattice to disperse long ranged energy attacks that may be used against this arm. The High Powered Laser Beam is the main weapon that cuts foes and obstacles to ribbons. Backing it up is a Grenade launcher installed in the upper arm to further harass foes, with a barrel that can pivot to alter the trajectory of the shots. The final component is a Tower Shield, so Missy can bunker down behind it and lob grenades overtop to deal with long range attackers that can pin her down.

Medium Combat Arm - Energy Output
  • Basic Laser Beam (Forearm)
  • Dilation Blasts (Palm)
  • Pain Beam (Dorsum)
  • Wireless Taser (Fingers)
  • Subdermal Voltaic Lattice
The only medium combat arm I could come up with. The variety of different energy weapons on this arm give Missy several options to go with in combat. The laser offers a good mixture of impact, burning, and cutting force. The dilation blast pairs with Missy's speed so she can stop multiple enemies and hazards in an area completely, nullifying any impact they would have in a conflict. The pain beam is a great way to incapacitate enemies in a recoverable way, and the wireless taser is both intimidating and covers electrical attacks. Armour is the Lattice because this is another ranged-specialized arm, so anyone firing back with their own energy blasts will have them weakened.

Heavy Combat Arm - Physical Force
  • Hardlight Mace (Hand)
  • Elbow Thruster (Forearm)
  • Synthetic Musculature
  • Nanomachine Distribution Channels
  • Carbon Fiber Plating
Missy Punch! That's what this one's all about. Musculature for strength, Elbow Thruster for more velocity, Hardlight Mace for a more serious smash and to protect the hand somewhat, and Nanomachines and Carbon Fiber to help the arm endure and recover from the powerful attacks.

So there you have. Please critique away, offer your own rebuttals or suggestions for what I have, or write up your own list for what magic, mutation, or metallic limb you think Missy should get in the future.
 
The issue I see with sending Missy down the Teleportation tree is that her Giant Summon has been a key point in previous discussions as one of the components of the teleportation plan that lets us pin the Endbringer down long enough to actually get the teleport off. Missy could do one or the other, but not both, and generally speaking, Summons are the more valuable skill to specialize in under the circumstances. We can hopefully enlist the aid of some PRT mages to help with the teleporting when the time comes, since you don't need a bloodline to be able to go that route.

My thoughts on a build for Missy look more something like this:
  1. Sprint
  2. Mirage
  3. Flash Forge – Create small mana constructs.
    1. Shatter – Upgrade for Flash Forge. With a mental command, constructs can explode rather than simply dissipate.
  4. Distant Caster – Champion summons can cast spells that their mage knows. The mana to do this comes from the summoner's Linker Core.
  5. Shell Break – Decrease target's physical resilience.
  6. Purple Haze – Distorts target's senses. /Or: Thorns – Create a damaging aura around the caster.
  7. Siege Summon
  8. Giant Summon
I chose Flash Forge and Shatter partly for the reasons you list above, but also because I think she can find a way to work it into her Cyber Ninja theme by generating practically infinite Shuriken and Kunai to throw and Esplode in people's faces. Distant Caster factors into her Summoner specialization again, and will allow Anubis an enhanced arsenal by giving him all of Missy's "ninja-spells". Shell Break gives her something to let her break through heavier defenses that isn't her particle cannon, since she doesn't have very many other options, and branching into other harder hitting spells would eat into her Summoner tree. I choose Thorns or Purple Haze as my last difference because they both let her control a wider area of effect, but in different ways. Thorns is just a straight damage aura, making her a nightmare to fight in close, but doubly so because it'll be difficult for a lot of opponents to get away from her. Purple Haze would let her disorient groups, making them easier targets and giving her opponents nightmares of the experience in general from how "not in control" they would be.

Hardware:
Keep that list pinned. The biggest hurdle to equipping Missy with more tech is the same hurdle facing Kayleigh in our limited build slots. Similar ideas have been brought up in the past, but they haven't really gone anywhere because there have been more urgent or larger opportunity priorities that have come up that put them on the back-burner. Other than that, though, I don't really see anything overtly wrong with the ideas.
 
I feel Missy should get all the available Summon spells because that's her inate specialty.
She has plenty of slots for it.
 
One of the reasons I picked purple haze instead of mirage ( which I looked long and hard at for similar reasons kamkong stated) for my last build plan is the ambiguity of the statement "senses." Mirage seems mostly sight based while Haze could conceivable futz with those who use other senses as well beyond sight.

Also possibly messing with machine senses too like cameras or heat sensors etc though that might be a stretch for that tier
 
Combine the two and it gets even better. With Purple Haze you already can't trust your senses, but then throw in a bunch of illusory body doubles and things get that much more confusing. Even if Mirage doesn't have an auditory component, the disorientation from Purple Haze might even be enough for people to hallucinate the sounds and touch, and their vision might even split to give the appearance of there being even more doubles than there "actually" are.
 
The issue I see with sending Missy down the Teleportation tree is that her Giant Summon has been a key point in previous discussions as one of the components of the teleportation plan that lets us pin the Endbringer down long enough to actually get the teleport off. Missy could do one or the other, but not both, and generally speaking, Summons are the more valuable skill to specialize in under the circumstances. We can hopefully enlist the aid of some PRT mages to help with the teleporting when the time comes, since you don't need a bloodline to be able to go that route
I feel Missy should get all the available Summon spells because that's her inate specialty.
So I was being very inclusive with my spell list. Missy is the only one with the Summoning Rare skill, and Missy is the only current person we control who can fully learn teleportation (Over B-rank, Boost Device). Nevertheless, I do agree that I have a preference for the Summoning ability for its uniqueness.

The issue with getting more teleporters for the Endbringer plan is that we need a B-rank or higher mage, with a Boost Device, and who we either have control over their spell list or they want to learn it due to author fiat. I know that at least one member of the Enforcers has Dimensional teleport (and possibly Forced Displacement, but unconfirmed) so in the future I'll campaign for a social vote to get a crew roster of the Enforcer's mages and what they can do.

Currently, the PRT mages have Storage Devices, so they can't learn Forced Displacement or Dimensional Teleport. Even if we gave them Advanced devices, why would they learn the Dimensional variant? They're essentially police officers, so on their own they would likely not care to learn it since other dimensions are not in their jurisdiction.
Getting more mages under our control has it's own issues, with the general resistance of the forum towards expanding the cast anymore than it already is, and even if we do get more mages, the preference towards more combat-oriented spells.

With our final template for the future, the Infinite Enhancement one will eventually learn both the spells required, guaranteeing us a mage capable of this strategy, but if we could also make another Transcendent Gadgeteer and build a multitude of dimensional teleporters and hopefully port an Endbringer with magical tech.

I chose Flash Forge and Shatter partly for the reasons you list above, but also because I think she can find a way to work it into her Cyber Ninja theme by generating practically infinite Shuriken and Kunai to throw and Esplode in people's faces.
Shell Break gives her something to let her break through heavier defenses that isn't her particle cannon, since she doesn't have very many other options,
I like my idea of turning Shell Break into a Weakening Mod for Flash Forge, as It's less expensive, Missy would have no issue closing distance and applying it multiple times (like Samantha's Feral Claw), and I feel it just fits her build better to apply the effect to a generated weapon. While I'm not as invested with Missy getting explosions, I can see the appeal and having two mods allows her to pick and choose whether an opponent will get weakened or bombed with a thought.

Purple Haze would let her disorient groups, making them easier targets and giving her opponents nightmares of the experience in general from how "not in control" they would be.
One of the reasons I picked purple haze instead of mirage ( which I looked long and hard at for similar reasons kamkong stated) for my last build plan is the ambiguity of the statement "senses." Mirage seems mostly sight based while Haze could conceivable futz with those who use other senses as well beyond sight.

Also possibly messing with machine senses too like cameras or heat sensors etc though that might be a stretch for that tier
So I read your responses and thought about it, and I still can't reconcile giving Missy Purple Haze, as it seems to me too disconnected from her current spells and the direction we seem to be taking her. However, we have all forgotten about an aspect of Missy that I think is more suitable for this spell, her familiar Zeus.

Zeus will start with the spell Thundershock, which is a mid-range lightning attack. Building off off that, we can build his remaining spell list for mid range support, since Missy and Anubis have close-combat covered extremely well. Since he'll be supporting from the back, Purple Haze allows him to hinder enemies that Missy potentially cannot spot from her frontline position, making them less able to attack her.

@Orkus Majorkus also has a very good point. The use of the specific word "senses" made me ponder deeper on the thought of how Purple Haze would operate. Senses are essentially the interpretation of information encoded and transmitted via electricity. So I could definitely conceive of a mod that allows Haze to work on mechanical sensory devices (cameras, microphones, etc.). But consider this. If the mage casting this spell has a Lightning Mana Affinity, like Zeus, would that magical electricity serve to enhance the ability of Purple Haze?

I would follow up with giving Zeus Strike Boost, so he can enhance the speed (or strength) of Missy, Zeus, or whatever member of Arcana he gets partnered with. Next, I'd give him Blink as it allows him to somewhat keep pace with Missy's speed and allows him to skip past obstacles that would stop Missy and let loose with Thundershock. For his final spell, undetermined for the moment.

Thorns is just a straight damage aura, making her a nightmare to fight in close, but doubly so because it'll be difficult for a lot of opponents to get away from her.
I think I didn't consider Thorns because Anubis has that, and so I put it aside in my mind. I'd need more convincing to go for it, since Flash Forge can act as a facsimile of this with generated mana spikes (that weaken or explode with the mods I've chosen).
I'd keep my weapon-enhancement for her crystal claws for her final spell, as it makes one of her tech weapons less hazardous to go wild with, and the slowdown will make her appear even faster by comparison.

Updated Spell List
Missy
  1. Sprint
  2. Mirage
  3. Giant Summon
  4. Distant Caster
  5. Siege Summon
  6. Flash Forge
    1. Weakening Mod (Erosion?)
    2. Shatter Mod
  7. Slowdown Claws
Zeus
  1. Thundershock
  2. Purple Haze
  3. Strike Boost
  4. Blink
  5. ?????
 
I'd keep my weapon-enhancement for her crystal claws for her final spell, as it makes one of her tech weapons less hazardous to go wild with, and the slowdown will make her appear even faster by comparison.
  1. Sprint
  2. Mirage
  3. Giant Summon
  4. Distant Caster
  5. Siege Summon
  6. Flash Forge
    1. Weakening Mod (Erosion?)
    2. Shatter Mod
  7. Slowdown Claws
Fair points, and giving Purple Haze to Zues is a fair enough trade to shift my thoughts on the matter, I think. My issue with highlighted bits above is the Specificity of an enhancement. You might as well give Missy a modified Strike Break keyed towards the enemy's overall speed rather than just their attacks (but possibly to a lesser degree as a compromise). That way she isn't limited to only applying it to her claws, so she can also apply it to any other weapons we give her in the future. After all, the only reason her Kopesh is Hard-Light is because we wanted to give her a weapon with a non-lethal setting without having to wait to give her an enhancement spell.
 
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My issue with highlighted bits above is the Specificity of an enhancement. You might as well give Missy a modified Strike Break keyed towards the enemy's overall speed rather than just their attacks (but possibly to a lesser degree as a compromise). That way she isn't limited to only applying it to her claws, so she can also apply it to any other weapons we give her in the future. After all, the only reason her Kopesh is Hard-Light is because we wanted to give her a weapon with a non-lethal setting without having to wait to give her an enhancement spell.
Okay, I understand your concerns now. Here's two ways on how to resolve this.
  1. Change it a more generalized weapon enhancement, like how Samantha's Shredding Claw works. Missy can apply the slowdown effect onto any weapon she wields, with her prosthetic being considered a weapon so it can gain the effect as well (call the spell Arresting Armament). This covers your issue with any future weapons Missy might obtain, and Distant Caster Anubis can easily make a weapon using Quicksand to take advantage of this as well.
  2. Make it a spell enhancing Missy's body, specifically her extremities. This way, Missy can apply the effect to both her hands, as well as her feet (call the spell Slowdown Silat). With this, even if Missy is disarmed by her enemies, she can still utilize this spell to make her opponents easier to deal with. While it may not extend to weapons (that aren't her robotic fist), it is something that would combine well with her superspeed, and Anubis would also benefit greatly from it as he could use it right off the bat.
I still can't see Missy getting Thorns, and I now have my thoughts together enough to explain why. With Haste Mode, Missy's combat strategy should consist mainly of one-hit knockouts and hit-and-run tactics. Missy should rush in, deal fast decisive blows to her opponents, then back off if they aren't taken out by her attacks. Since Thorns is a "damaging aura," it works best if you maintain proximity to your opponent for a longer period, so Missy's style would lessen the overall effect of the spell. For a brawler like Anubis, it's ideal, since he cannot retreat as easily as Missy (yet), and so he has to remain close to his opponents to take them down. I also could see Thorns being given to Laura, where her MCA will add Ice flavour to the spell, and her Knight Armor lets her tank blows and remain close to her opponents.
 
Hey, @Silently Watches, is Earth Shin (with Goddess included) and Earth Cheit (with 12 Billion people included) canon for this quest? Any plot ideas involving them?
As I've never read Ward and frankly have zero intention of ever doing so (Glory Girl was never a character I liked in Worm, and from things I've read Ward just goes full on grimdark), no, they aren't in this quest. I'm having enough trouble getting ideas and motivation to continue the quest with all the stuff I already have without adding yet more complications.
 
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