Magical Girl Escalation Taylor (Worm/Nanoha)

@Silently Watches
Huh. I'll admit I wasn't expecting the Adepts to be natural Mages. This complicates things at least somewhat, imo, especially with Legend (and very soon Alexandria and Eidolon) knowing magic is real. Not completely convinced of Epoch's sincerity yet, though. On the lighter side of things, I was chuckling at the conversation between Taylor and Sam.

Re: Tim-
He's certainly been busy then, if he's already got a couple projects complete to better equip the Privateers.

Epoch is a dude who was making magic bullets long before Taylor was around.
Technically true, even if his magic bullets don't deserve the title.
 
So... we have Extinction Knight now, and Timmy the cyberdoc. We can upgrade and skill-up to be this girl?
 
These guys are both parahumans and mages.
Remember how we can teach parahumans magic without using a device? These guys are it! I remember all the way back in S1 of Nanoha, her parents were similar mages: Weak, magic was tied into local mystical systems, that sort of thing.
Bingo.
... well that's a bombshell. @Silentlywatches, this is the thing you were warning us about, wasn't it? Legend and Alexandra now know magic is real and it can be taught.
:evil: If I had decided to keep you from making this mistake, PS would have cut off the video feed. And this is why you maybe shouldn't try to get too tricky when you don't know what's coming for you. Like I said, perfectly reasonable actions on your part, but ultimately not in your best interests.
Mana generator for the radio. Is this doable? Would it prohibit other projects? Because if not, I'd like to make some progress on mana generators for the Device-maker.
A mana collector? Certainly, but that's essentially a magical windmill. It gathers but it doesn't have the oomph that a generator would. If you want to build an internal reactor for the radio, you'll need to buy that skill along with planning to build a reactor.
1: More advanced microfoundries, 3d printers, and mana collectors.
He needs Internal Reactor to build mana generators small enough to put into the human body, but I don't like the (scrap version) tag next to the Privateers' new stuff. Building better things versions might make them more efficient.
Since he already has the microfoundry and printer built, I'll let you get both of these at a non-scrap tier for the low low price of only one of your projects. That leaves you with one more to play with. A better mana collector will count as a normal project.
2: A generator capable of providing Immortal Assimilation Engine the energy needed to build another device.
Let's go ahead see if he can do this. He probably can't, but we should check and make sure.
This is possible, but not right now. You need to go to the end of the energy supply branch to get this.
3: Objects capable of performing medical aid, like...ok, I can't think of anything specific, but I'm basically imagining emergency medical kits.
We have stuff that can print things off, so we might as well see if we can get medical stuff before we need it.
…Sure, why not. Three advanced first aid kits will count as one project and one build for the counter.
4: Cybernetics capable of handling important biological functions, like pacemakers, taking over for the liver, and breathing apparatuses.
Best to find out if he can do this before he needs to.
Pacemakers yes, because we have these in real life. Blood filters and ventilators, not yet. Remember what I said about the farther down a branch you can go, the more latitude I'll give you? You're only at the start of the branch right now.
5: Protective armor that can deflect bullets and protect their wearers.
The reinforcement skill he has says he can make power armor and prosthetics, but it only talks about strength and endurance. It's best to find out if he can make armor that protects before we put what he can make to use.
Basic power armor is armor, but it isn't the best armor Tim can possibly make. The third branch of that tree is all about upgrades.
Was a bit disappointed at no commentary from Perfect Storm during the power use, or after. Curious to hear their assessment of apparent "self awakened linker cores" (no idea if that's a thing in Nanoha).
"Self awakened Linker Cores" would logically have to be a thing. Somebody had to be the first person to use magic.
So, between this and having checked the Wiki.... what exactly is it the Adepts did to be labeled Villains???? Like serious question, there's the vaguest mention of "low crime rate" but it mostly focuses on the PRT deciding that they won't allow the Adepts to allow any recruitment attempts and so assigning an attack team to retaliate against.... talent poaching?

They hold no territory, they avoid conflicts with gangs.... based only on what the wiki offers, it honestly sounds like the Privateers are more villain than they are. (Obviously excepting if they did Master and not recruit Standstill, or anything similar.)
This is an extremely good question, and you're right, the Adepts don't sound very villainous in canon the one time they're mentioned. My own headcanon is that they're villains for the same reason Faultline's crew are villains: they're mercenaries who take jobs from villains and that aren't anywhere near legal. Should you spend more time with Epoch and meet the rest of the Adepts, he'll go into that a little more.

And yes, the canon raid against them for what honestly sounds like just recruiting a Protectorate member was way overboard for what they were actually accused of.
He levitated a bit and made a shiny ball. It would be one thing if Taylor or Perfect Storm mentioned the ball was magical in nature, but levitating and making a shiny ball aren't outside the realm of parahuman abilities.

I'll note again that I do think @Silently Watches intended to show that Epoch has magic, but the scene left me confused and unsure with the way it was presented.
Levitating and magic a shiny ball are within the realm of parahuman abilities. They just aren't within the realm of time-twisting parahuman powers. The reason it couldn't be presented well is that Epoch, and the other Adepts, can't actually use magic all that well. They're self-taught and don't know it's a matter of calculations. They're instead pulling from fuzzy Harry Potter–like sources about visualization and willpower, and it isn't helping much.
Can we have him make spare parts for IAE so we can install templates with less cooldown inbetween.

If we can source spare parts and a power source then we could brainwash give templates to as many mages as we can find.
Not yet. You need to be able to build Devices if you want to jumpstart template production, and if you want their to be no cooldown, you need to go way down the energy supply skill branch.
 
Because that's what Taylor just did.

As I was reading, I took that to mean a visually perfect match, because there aren't any cues to determine what that line means outside of the way the sphere looks. And it is described explicitly as a perfect sphere, so Epoch noting the similarities is in no way helpful, particularly since we already know he's assuming he's using magic regardless of whether or not he is.

I'm not sure how I'm misunderstanding anything, because, yet again, my uncertainty is literally, entirely due to a lack of explicitly being given evidence that what he demonstrated was magical, which you in no way cleared up. Context implies it to be obvious, but I did not find it obvious reading the update, and you have not shown any reason for me to find it obvious now.

Levitating and magic a shiny ball are within the realm of parahuman abilities. They just aren't within the realm of time-twisting parahuman powers. The reason it couldn't be presented well is that Epoch, and the other Adepts, can't actually use magic all that well. They're self-taught and don't know it's a matter of calculations. They're instead pulling from fuzzy Harry Potter–like sources about visualization and willpower, and it isn't helping much.

Yeah, again, context got that through pretty well. My confusion was just that it seemed more obvious to Taylor than it did to me, like she was noticing something I didn't about the energy ball. Because if she didn't, then there are any number of explanations for it: his powers aren't only time-twisting, but he's been hiding that fact; one of the other capes has Trump abilities to give minor magic-esque powers; he's secretly using Tinker-tech toys to pretend to have magic; etc.
 
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Alright, so I'm thinking that we have Tim build himself a better microfoundry and printer combination, buy the internal reactor skill, and then build a generator for the radio.

Anybody have any other ideas?
 
A mana collector? Certainly, but that's essentially a magical windmill. It gathers but it doesn't have the oomph that a generator would. If you want to build an internal reactor for the radio, you'll need to buy that skill along with planning to build a reactor.
I didn't say mana collector. But is that the thing we'd need to make Device Template Taylor-independent?
This is an extremely good question, and you're right, the Adepts don't sound very villainous in canon the one time they're mentioned. My own headcanon is that they're villains for the same reason Faultline's crew are villains: they're mercenaries who take jobs from villains and that aren't anywhere near legal. Should you spend more time with Epoch and meet the rest of the Adepts, he'll go into that a little more.
Hm. Good to know. Makes hiring them much easier PR-wise.
Alright, so I'm thinking that we have Tim build himself a better microfoundry and printer combination, buy the internal reactor skill, and then build a generator for the radio.

Anybody have any other ideas?
I am satisfied with that.
...Why did you quote me? I'm so confused...
I think I was going to say something about recruitment or the Alexandria/Legend situation, but I don't remember anymore.
 
I have to admit, I'm tempted to try and race to the end of the energy tree in an attempt to get more mages faster, but I think that it would be better to spread our focus around. Like, for the next skill purchase for Tim, I'm thinking Guardian Beast, then Carbon Fiber Plating. While the debate for if doubling the skill purchase cost in exchange for two Guardian Beasts is worth it can wait, giving Tim the ability to make Guardian Beasts can improve his safety, and might net him a lab assistant. However, starting on the power armor upgrade tree could be useful in a number of ways. We'll improve the defense of the armor, see what the second upgrade skill is like, and we might get started on figuring out if there's a pattern regarding Gadgeteer tree levels
 
I didn't say mana collector. But is that the thing we'd need to make Device Template Taylor-independent?
I decided to mention both because you can build mana batteries and collectors to charge them now with the default skill. You said a mana generator, though, which would need the Internal Reactor skill. I wasn't sure if you just meant a power source in general or something more specific.
 
I decided to mention both because you can build mana batteries and collectors to charge them now with the default skill. You said a mana generator, though, which would need the Internal Reactor skill. I wasn't sure if you just meant a power source in general or something more specific.
Whatever keeps the lights on, that radio running, and the factories of magical war churning. So if the generators need collectors for that fuel component, OK then.
 
Hm. Good to know. Makes hiring them much easier PR-wise.
More then that, we can turn Alexanrdia and Legend knowing about Magic into a Boon while unknowningly taking advantage of the "Don't hate me, Mini-me" thing.

Talk to Legend, Alexanrdia and Dragon about Flipping the Adepts to heroes or at least a group of Rogues. not only will this remove a "criminal" group from circulation but will also give us a training cadre for Heroic mages with which to bolster law enforcement. Parahuman mages become heroes, pure mages can join regular law enforcement to give them a long over do fire power boost. Those who don't want to fight will used as support staff and researchers.
 
The way it was answered (edit: ninja'd) made it sound like a "fully-independent, internal to the radio" generator would need the internal generators (basically miniaturization) skill and an improvement over collector. I think we just wanted a stationary "plug whatever in back at base" generator upgrade, one strong enough to plug the radio into? That sounds easier to me anyways, and avoids a new skill.

So, for projects, some mix of
1. Whatever the fastest way to get the radio usable for contact again, even if inconveinent
2. Something on the energy tech tree, if #1 didn't use up one or two projects already
3. An improvement to the microfoundry and printer (because this might let the Privateers produce mundane gear and armor for themselves, giving a broad power boost sooner than full tinkertech equivalents) and presumably offer some passive boon to any future projecting
4. First Aid Kit project, to supplement Tim's existing healing skills and cover for screwups (ranked lower as #3 hopefully helps prevent the need for healing :p)

If assumptions on 3 (can make kevlar/tasers or whatever, and can boost future projects generally) are wrong then drop it for first aid kits. Hoping with this mix we solve the immediate issue of the radio so we aren't in the dark on that front, and get a good start on the energy tree to get new device making sooner than later (because Adepts obviously make that higher priority than before). Don't see a reason to push too turbo-fast on the energy until after next Endbringer (if we don't TPK anyway :p) because it doesn't sound like we could get even another single mage ready even with energy research.

Also Senpai noticed me! Glad the question was a good one ^_^ Does confirm that the PRT isn't at least blatantly corrupt on the Adept issue necessarily, and lowers our interest a bit towards recruiting them (they have done bad things, they're likely to want to continue. What do good guys hire mercenaries for?) compared to if they were largely mistreated.
 
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It's not that bad having Alexandria and Legend knowing about this. I would argue that having Legend knowing about magic is a boon for us, in that he is honestly a good person and will treat well with us. Alexandria will be thinking of ways to use this, and as long as we can find a way into these plans then it can be a benefit to Taylor.
 
It's not that bad having Alexandria and Legend knowing about this. I would argue that having Legend knowing about magic is a boon for us, in that he is honestly a good person and will treat well with us. Alexandria will be thinking of ways to use this, and as long as we can find a way into these plans then it can be a benefit to Taylor.
it could also let us slam the mini-me button. she built the US's parahuman management set up while we build the set up for handling Mages.
though she might get inadequacy issues when/if we do a better job of it since we're not sabotaging things to get more trigger events.
 
Indeed, I find the idea of the Triumvirate knowing about magic to be a good thing imo. I can imagine them trying to get PRT soldiers to learn, but the time it takes to get combat ready without a device is probably very long...
 
Indeed, I find the idea of the Triumvirate knowing about magic to be a good thing imo. I can imagine them trying to get PRT soldiers to learn, but the time it takes to get combat ready without a device is probably very long...
have Tim develop a very basic device with three spells and have dragon help mass produce it. Every PRT trooper with a linker core gets a shield, a stun spell and master immunity as a starting point. That alone is a game changer.
 
Well, let's look at the bright side of this situation. As far as Legend and the PRT know, the Adepts know a way to expand people's powers, they think Calamity Witch has a similar ability but is just much better at it, and we now know that the Adepts have a decent number of mages among their ranks.

If we can get the PRT to try recruiting the Adepts to add to the PRT's forces, then we might find a large number of people who would be willing to get Devices. After all, surely there are a few parahumans who would be willing to give up their parahuman abilities in exchange for magic.
 
So plotting and theorizing on how to spin this to our favor is certainly a good thing.

But for the moment, how about some theories on how exactly this will qualify as a "screw up" we needed saving from? What are the possible negative responses from Legend and Alexandria and their ilk?

Bad memories of Teacher and similar villains, especially with our connection to a known Master (our dad)? Suspicious about Samantha as the mysterious cape frequently glued to our side and devotedly loyal? Fears we could raise an army or throw off balance of power, or maybe wondering why we're holding this back and having shared it already?

Naturally the Cauldron remnants having any complaints about "can teach new mages" is a very dark shade of pot to our kettle, but still something to figure out.
 
1. Whatever the fastest way to get the radio usable for contact again, even if inconveinent
2. Something on the energy tech tree, if #1 didn't use up one or two projects already
A mana collector, which you can build right now, would let you have a decent phone conversation with them. A battery, which you can build right now, would let you have the full Nanoha video-chat experience for a few minutes. A generator, which you can not build right now, would let you have video-calls for as long as you want.
3. An improvement to the microfoundry and printer (because this might let the Privateers produce mundane gear and armor for themselves, giving a broad power boost sooner than full tinkertech equivalents) and presumably offer some passive boon to any future projecting
Improving the foundry and the printer will let you build more things per week. You're limited to two right now because Tim's working in a cave with a box of scraps (and damn, that scene is appropriate for every Tinker ever). Get better tools or a skilled assistant or both, and you'll make more things faster. And in hindsight, I really should have named him Tony. :D

Regarding regular armor… Huh. Oddly enough, it looks like if you want just a mundane kevlar vest, you'd need the Carbon Fiber Plating skill. Which does make some sense if you think about it. Take the power out of "power armor", and you're looking at something out of the Middle Ages. I might be nice and say that if you want regular, nothing special guns, you could print those without an issue as-is.
4. First Aid Kit project, to supplement Tim's existing healing skills and cover for screwups (ranked lower as #3 hopefully helps prevent the need for healing :p)
Please recall that Tim's only "healing skills" is mundane surgery, and he doesn't have the set-up for anything more than emergency room-grade stuff right now. He still needs to build a surgical suite with anesthesia machines and ventilators for when (if?) you pursue prosthetics vs power armor.
have Tim develop a very basic device with three spells and have dragon help mass produce it. Every PRT trooper with a linker core gets a shield, a stun spell and master immunity as a starting point. That alone is a game changer.
You can't build those yet, and you or Tim would need to be involved in finding these people. There is some calibration work that has to be done, too, or else you get the Yuuno–Raising Heart issues.
But for the moment, how about some theories on how exactly this will qualify as a "screw up" we needed saving from? What are the possible negative responses from Legend and Alexandria and their ilk?

Bad memories of Teacher and similar villains, especially with our connection to a known Master (our dad)? Suspicious about Samantha as the mysterious cape frequently glued to our side and devotedly loyal? Fears we could raise an army or throw off balance of power, or maybe wondering why we're holding this back and having shared it already?

Naturally the Cauldron remnants having any complaints about "can teach new mages" is a very dark shade of pot to our kettle, but still something to figure out.
:evil: :D :evil: :D :evil: :D
 
My guess given the vast power disparity between Calamity witch and Epoch and his group she simply isn't noticing the difference. It's like growing a millimetre in height, it's a measurable real difference but good luck feeling it.
 
So my thoughts would be to upgrade the fabricator/printer, make a Mana Collector (if we need something battery-like we can fake it for now with the Cartridges I/we? want Taylor learning ASAP, i hope) , and then do something in the healing field (the first aid kits sounded like a build for consumables, but I'm not sure how many build-slots it takes to start on the surgery suite).

The next step after (next building-decision-turn) can go to whichever of Mana tree (for mages) or Armor tree (carbon fibre etc, for gearing up the Privateers) we think would give them a boost sooner. I suspect Tim and them would rather have some sort of toy before we chase too far down the slow-payoff mage route, or it sounds like we're getting all the benefits.

Naturally Tim knows as well or better than I what the fabricators can do on their own, since we haven't seen too much of what the Privateers need or do in a while, but hopefully we can at least help dear Daddy not need to hit up mobsters for his supply needs.
 
And that's why I voted to scan for linker cores if the opportunity presented itself. We could have scanned Epoch and had a definitive answer on if he's really a mage, as well as how strong his potential is.
 
And that's why I voted to scan for linker cores if the opportunity presented itself. We could have scanned Epoch and had a definitive answer on if he's really a mage, as well as how strong his potential is.
Since there seems to be this confusion, I'll come right out and say it: yes, Epoch does have a Linker Core. He's one of the seven guaranteed potential mages, and it's why his name is now on the potentiate list.
 
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