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.
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.