Magical Girl Escalation Taylor (Worm/Nanoha)

Just a thought.... Can Tim's Mana collectors/Mana generators charge cartridges for us? Cartridges just store raw mana right? So essentially batteries the collectors/generators could fill up?

We could set aside a collector/generator set to just charge cartridges for us, maybe 2-3 cartridges a week at the cost of using one collector/generator.

Even if we don't take the time to do that now, once we replace an older collector/generator with a newer better one, we can use the old one to charge them rather than tossing it...

Of course, I'm all for Endbringer prep atm, so I say start stockpiling ASAP.

For Tim's skill tree...I actually think Mechanical Intuition should be one of the first purchases. This is a NECESSARY skill for Tim to have to pass himself off as an actual Tinker, should anyone question him. Can't pass as a Tinker if you can't 'talk shop' with other Tinkers after all.

That said, I think his first purchase should be Internal Reactor. We NEED to get into proper contact with TSAB ASAP, and that's the only skill purchase needed to do so. Building a reactor for the radio should be our first build as well, worry about upgrades after (or if we can get more than one build going at the same time... need to go back and check that...)
 
That said, I think his first purchase should be Internal Reactor. We NEED to get into proper contact with TSAB ASAP, and that's the only skill purchase needed to do so. Building a reactor for the radio should be our first build as well, worry about upgrades after

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.

We don't need a skill purchase just to contact them, only needed if we want to be able to carry the radio around with us or have a lengthy detailed chat. Personally see voice-only as something of a benefit, as it allows us to only transmit the info we choose without being obvious (no seeing the background to know we look human, have a certain level of tech, are using a generator style they don't recognize, etc).

See your point about the Mechanical Intuition, but that depends when he actually needs to go out and have contact with other capes. Which somewhat depends on how much Tim enjoys hiding away from the front lines. Hopefully by upgrading his tools we will be able to get to the skill-buy faster than before and so have time to introduce him to Dragon or something before he needs to go out and fight.
 
We don't need a skill purchase just to contact them, only needed if we want to be able to carry the radio around with us or have a lengthy detailed chat. Personally see voice-only as something of a benefit, as it allows us to only transmit the info we choose without being obvious (no seeing the background to know we look human, have a certain level of tech, are using a generator style they don't recognize, etc).
1. That's unlimited video calls for the generator, not mobility or 'lengthy chat'.
2. That limitation of information hurts whatever TSAB aid we will get.
3. I have no idea why you would think 'we might not be human looking' is some sort of advantage to be preserved. We're looking for aid, not a war, and Nanoha isn't exactly a franchise that features lots of different types of species.
4. They already know what kind of tech and magic we have. We're a backwater planet with next to no mages, they're a penny by the thousands in Nanoha.
5. Unless we put the generator on-screen, they're not gonna know until they show up.
 
We don't need a skill purchase just to contact them, only needed if we want to be able to carry the radio around with us or have a lengthy detailed chat.
Wrong.
Only a few people remembered that Perfect Storm said no to you powering up the radio again. I thought about having it stick to its guns, but since you were all so eager to have Dragon talk to the TSAB, you got one exception. The radio is now firmly off unless you hook a bigger mana source to it than somebody's Linker Core. And yes, I actually did time myself reading the dialogue so I wouldn't shortchange you on your thirty seconds.
We CAN'T use the radio again until we get a power source for it.
 
Have you already decided his other stats, like his rank and if he possesses a Rare Skill?
The only stat I've "decided" is that his Core is B+ rank because he's already experimenting with flight. Where in that range he is and whether he has a Rare Skill we'll find out if you scan him.
Just a thought.... Can Tim's Mana collectors/Mana generators charge cartridges for us? Cartridges just store raw mana right? So essentially batteries the collectors/generators could fill up?
I've already answered this question, but no. No automated cartridge production unless your Gadgeteer is cross-trained with the Knight (or vice versa).
 
Wrong.We CAN'T use the radio again until we get a power source for it.
Which is either a mana battery, a mana collector, or the generator.
The first two we can make right now, no skill purchase needed. They're inferior to the generator in time and data capabilities respectively, but they're there.
 
@edale , did you not read the quote from SW or did you misunderstand me? I said we didn't need a skill purchase, as I understand it thats a bit different from a project (its not something on the tech tree itself, just an application of the Assembly Required passive skill).

As to the other, I said "lengthy" (unlimited duration) , "detailed" (video, not just audio) chat was the benefit to internal. I just wasn't seeing the reason to drop all 3 build points we have onto that when we can already do an unlimited audio-only chat by building a collector?

How about discussion on the other project ideas, which to prioritize once the radio is handled?
 
After the radio is sorted I think powered armour for the privateers and Danny shoild be near the top of the list.

It might not offer great, or even good protection right now, but it does offer increased strength.

I'd suggest we stick with batteries for powering any power arnour used, we don't want any tom, dick or harry able to recharge then if they get stolen.
 
Oh. My. God.
Earth Bet has its own mages. And it's not Myrddin.
I saw fics with Myrrdin as actual mage/wizard, but it's the first time someone remembered poor Epoch. Great job, Silently Watches!

For Tim's skill tree...I actually think Mechanical Intuition should be one of the first purchases. This is a NECESSARY skill for Tim to have to pass himself off as an actual Tinker, should anyone question him. Can't pass as a Tinker if you can't 'talk shop' with other Tinkers after all.
If I understand correctly, Tinkers usually don't understand each other very well. Otherwise they all would be capable to copy each other tech. Tim is perfectly capable to 'talk shop' with other Tinkers about collection, manipulation and conversion specific kind of subspace energy and he can demonstrate that his tech is working, it's more than enough.
If he demonstrate capability to understand and repair other Tinkers tech, he is Dragon-level genious. Do he really need such an attention?

I think of buying Mobility, speed is always good.
 
Which is either a mana battery, a mana collector, or the generator.
The first two we can make right now, no skill purchase needed. They're inferior to the generator in time and data capabilities respectively, but they're there.
@edale , did you not read the quote from SW or did you misunderstand me? I said we didn't need a skill purchase, as I understand it thats a bit different from a project (its not something on the tech tree itself, just an application of the Assembly Required passive skill).
The radio is now firmly off unless you hook a bigger mana source to it than somebody's Linker Core.
A mana collector/battery is a larger source than an S-rank Linker Core (Taylor's)? Becasue I read that as only the generator supplying enough juice.

@Silently Watches, just how much juice is needed to power the radio?
If I understand correctly, Tinkers usually don't understand each other very well. Otherwise they all would be capable to copy each other tech.
A Tinker may not be able to reproduce another Tinker's work, they can usually repair/maintain it. Which is exactly what that skill purchase would enable Tim to do.

Remember Tinkers DO collaborate with each other in Worm, which means they have to understand each other's work, even if they can't reproduce it themselves.

Dragon was special because her THINKER (NOT Tinker) power, allowed her to reverse engineer other's Tinker Tech.
 
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@Silently Watches, just how much juice is needed to power the radio?
*sigh*
Are you actually going to read the answer this time? Because it looks like you didn't when I first said it AND when Racoras quoted me in response to your earlier comments.
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.
Unless you're asking me to put a definite voltage or something on it, in which case ha ha fuck you. I've given you the relevant information.
 
@Silently Watches, just how much juice is needed to power the radio?
Very, very much. We are talking about spaceship radiostation with interdimensional and maybe interstellar reach.

Remember Tinkers DO collaborate with each other in Worm, which means they have to understand each other's work, even if they can't reproduce it themselves.
It means their shards understand each other's work and cooperating. Tim don't have a shard. And if Entities have never encountered Nanoha magotech, Tinker shards cannot help their Hosts to understand Tim's work.
 
*sigh*
Are you actually going to read the answer this time? Because it looks like you didn't when I first said it AND when Racoras quoted me in response to your earlier comments.

Unless you're asking me to put a definite voltage or something on it, in which case ha ha fuck you. I've given you the relevant information.
This is what happens when I read/post at midnight the day after I got less than 10 minutes sleep (so about 10 min sleep in about 40ish hours).

I read both the post you said that, AND where Racoras quoted you, and somehow missed reading/registering that paragraph both times...

Excuse me a moment.
*bangs head on desk repeatedly*
It means their shards understand each other's work and cooperating. Tim don't have a shard. And if Entities have never encountered Nanoha magotech, Tinker shards cannot help their Hosts to understand Tim's work.
Tim's work will be understandable by non-parahuman-humans, since it's based on real-world physics, and has no black-box, and won't require maintenance like Tinker Tech, so no problem there. The Mechanical Intuition skill will allow Tim to maintain a Tinker's Tinker Tech item, as well as intuit it's abilities and how to use it (Tinker-Tech is notoriously hard for a non-Tinker to use).

Tim comes across a piece of Tinker Tech in front of 'another' Tinker without that skill, and it's a dead giveaway that Tim's not a normal Tinker.

Granted, magic's existence is coming out, so not sure how much of a secret that needs to stay, but better safe than sorry. Not to mention the benefit of being able to use any Tinker Tech we come across.
 
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Tim's work will be understandable by non-parahuman-humans, since it's based on real-world physics, and has no black-box, and won't require maintenance like Tinker Tech, so no problem there.
It's still advanced tech, based on science compelety unknown on Earth, making use of unknown type of energy and, sometimes, pocket dimensions.
Normal engineers could understand it and even replicate it, of course... after they obtain Bachelor of Magic degree.

Tim comes across a piece of Tinker Tech in front of 'another' Tinker without that skill, and it's a dead giveaway that Tim's not a normal Tinker.
I don't think it's so important.
And, in either case, Tim is a part of not normal team and friend of not normal Case 53.

Not to mention the benefit of being able to use any Tinker Tech we come across.
This is a good point, but let's think about it when we actually obtain any Tinkertech.
For now I want to equip Privateers better than basic armor.
 
Build Counter: 3

Hardware skill tree
  • Reinforcement – Power armor and prosthetics can both be built. These are capable of greater feats of strength and endurance than are their organic analogues.
    • Mobility (3 builds) – New joint designs allow for faster movement, and thruster assemblies permit basic flight.
  • Mass Weapons (3 builds) – Construct physical weapons capable of shifting forms. These weapons may be concealed in prostheses or wielded independently.
  • Carbon Fiber Plating (3 builds) – Improved coverings reduce the damage armor and prosthetics receive from physical blows. Passive enhancement, does not count against power supply.
Peripherals skill tree
  • Supplementary Capacitance – Build mana batteries and collection panels, and adapt non-Tinker technology to run off mana. Each battery supplies up to two magical projects but needs to be recharged daily.
    • Internal Reactor (3 builds) – Build mana generators that are small enough to be installed in the body. Each reactor supplies up to five magical projects but needs to be provided fuel of some kind.
  • Mechanical Intuition (3 builds) – Understand Tinkertech enough to perform field repair.
  • REQUIRES INTERNAL REACTOR!!!
Utilities skill tree
  • Aerial Combat – Ability to fly. You are fully maneuverable in the air but must slow down if you wish to fight.
    • Guardian Beast (1 build) – Uplift a single animal's consciousness and give it combat and human forms. Like Mid-Childan Familiars, Guardian Beasts are totally loyal to their masters unless a truly unforgivable act is committed. Take note that though it will have its own Linker Core, it still fills it from yours.
  • Recursion Field (2 builds) – Create a dimensional barrier around yourself and nearby mages. Not all parahumans are similarly affected. 2 mile radius.
  • Strong Shield (2 builds) – Create a magic shield. Shield can resist three times as much damage as your Hazard Jacket.
Okay, so a few questions @Silently Watches.
How does Tim go about unlocking new designs? Because based on this skill tree, it seems that most things would require the ability to build an Internal Reactor, as relying on Supplementary Capacitance would be greatly inefficient for powering efforts.

Currently:
-Reinforcement - Valuable, but with only Supplementary Capacitance for power, it'd mainly be low grade power armor for Tim and Lacey alone.
--Mobility - Flight capable power armor...lets the Privateers field their own air force. Nice of course, but again no power supply for it.
-Mass Weapons - Great in the long run for effectiveness. In the short term the Privateers can use guns and tazers just fine.
-Carbon Fiber Plating - One of the better options as it doesn't take much power to operate, we could race for this and just provide Danny with decent armor.

-Supplementary Capacitance - Good enough for 2 projects(so basically we can power one full suit of Reinforcement + 2 upgrades and carbon fiber plating at present). Also good enough for the magic radio.
--Internal Reactor - One of these allows for magical technology NOT to require ongoing recharging from our mages. A massive leap forward in terms of providing equipment.
-Mechanical Intuition - Probably more valuable if we HAD any tinkertech :V

-Guardian Beast - As observed previous, it's a powerful option, but we're probably better off waiting until his Linker Core grows big enough to support two full strength familiars first.
-Recursion Field - Hmm...not very good for Privateers at present I think. Low priority.
-Strong Shield - Essential if Tim is going out any time soon.

So personal inclination, if he can immediately pick up a new skill is to invest all 3 Builds into Internal Reactor.
OR, it just occurs to me to read it differently, Tim will unlock a new skill after building a number of projects, which would let him build the new thing...derp.

So that means:
[] Plan Basic Kit
-[] Supplementary Capacitance
-[] Reinforcement(Power Armor) - Tim
-[] Reinforcement(Power Armor) - Lacey
-[] Unlock Internal Reactor

or
[] Plan Reactor Race
-[] Unlock Internal Reactor x3

Not sure how this works, might just be derping...
 
Not sure how this works, might just be derping...
Yeah, a little bit.
How does Tim go about unlocking new designs? Because based on this skill tree, it seems that most things would require the ability to build an Internal Reactor, as relying on Supplementary Capacitance would be greatly inefficient for powering efforts.
Mana batteries aren't inefficient at powering the gadgets, they just have a hard limit on how many they can power. A suit of power armor with a big battery pack is going to have the same strength and protection as one powered by a reactor. Ditto for power armor with a transforming weapon. But mana batteries aren't enough for, say, a suit of power armor with a transforming weapon, a hardlight shield, and flight capabilities. Also, and just like the radio, with batteries power armor can't run at full strength for very long, only a few minutes. With a reactor, it could run around or fly around for as long as you wanted.

And just to clear something up, power armor doesn't lack protection. It's just that Carbon Fiber Plating makes it better for scenarios like getting into a fistfight with a Brute.
How does Tim go about unlocking new designs?
New designs? You mean blueprint-wise? He'll build what you suggest. You're giving me ideas that I'm feeding into his head.
So that means:
[] Plan Basic Kit
-[] Supplementary Capacitance
-[] Reinforcement(Power Armor) - Tim
-[] Reinforcement(Power Armor) - Lacey
-[] Unlock Internal Reactor

or
[] Plan Reactor Race
-[] Unlock Internal Reactor x3
I'll show the formatting I would prefer, but by and large you'll just need to tell me what you want to build, like "Power amor" or "a mana collector". No need to name off the skill in question.
 
So that means:
[] Plan Basic Kit
-[] Supplementary Capacitance
-[] Reinforcement(Power Armor) - Tim
-[] Reinforcement(Power Armor) - Lacey
-[] Unlock Internal Reactor

or
[] Plan Reactor Race
-[] Unlock Internal Reactor x3
I think you've misunderstood the Gadgeteer template.


OK, to start with, each time we finish a project, we get 1 build point. The build points represent completed projects.

We have to spend X build points to unlock a new skill, we don't get access to everything that cots 3 build points once we reach 3 builds.

Also, we only need to unlock a skill once, after that we can use that skill/tech in any/all of our future builds (so a power armor would automatically get the better protection of Carbon Fiber Plating if built after we learn that skill, not sure if it'll auto-upgrade previously built armors).
So if we unlock Internal Reactor or for 3 build points, we'll go back down to 0 build points, and have to complete more projects to earn more build points to unlock more skills, but we'll be able to build as many reactors as we want without spending build points after that (within he time constraints).

Basically:
Build Point: Completed project
Project: Something we're currently building

We'll only need to vote for Internal Reactor once, after that we just have to start a project to build one.

Both your plans use the same number of build points (3, to unlock Internal Reactor), the rest of the votes would be to start those projects (since we already have the skills unlocked).

----------------

As to the whole thing of Mechanical Intuition not being useful because we don't have any Tinker Tech atm and we don't need to be able to properly "talk shop" with other Tinkers yet... I'll kindly point you to the "Inspiration" section of the FAQ, and ask if you guys know what min/maxing is:p?

Speaking of min/maxing... Tim's Guardian Beast(s). To properly Min/Max Tim's build, we should focus on lowering build point costs for skills (via Inspiration), so we can buy more faster; build anything that will increase our productivity (things that make us complete more projects/projects faster, such as a more advanced 3d printer); and NOT do anything that will double our costs.

This means either summoning a single GB now, and hoping they die when Tim reaches an S-ranked core, or just waiting to summon twin GBs then. Those are the only options for getting Tim as powerful as possible as fast as possible. Summoning twin GBs now would be crippling ourselves in the foot in the long run.

----------

@Silently Watches, Could I get a comparison in strength between Hazard Jacket, Barrier Jacket, Strong Shield, and Shell Barrier? I know the Barrier jacket is stronger than the Hazard Jacket, but how does the Barrier jacket compare to Strong Shield, for example.
 
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@Silently Watches, Could I get a comparison in strength between Hazard Jacket, Barrier Jacket, Strong Shield, and Shell Barrier? I know the Barrier jacket is stronger than the Hazard Jacket, but how does the Barrier jacket compare to Strong Shield, for example.
Strong Shield and Shell Barrier are multiples of the caster's defenses. A Strong Shield cast by a Gadgeteer will be weaker than one cast by a Witch or Enhancement, which will be weaker than one cast by a Knight.
 
Edit; Corrections and improvements from the proof reading and editing wonder of @Always Late

20 leagues from the sea

It was ugly, blocky, and somewhat dorky looking. A brass coloured orb set on the workbench. It had a large gold-tinted plate glass window cut into the front, with a brim bolted above.

Well, none of that really made it ugly or dorky. No, it was the large "flashlight" on top of the steampunk dive helmet that turned retro into weirdo.

It didn't fit. It didn't fit the look of the rest of the helmet. It didn't fit the look of the oversized dive suit on the nearby frame that went along with it. It just didn't fit! With the tubular addition, the whole suit spoke to some underwater steampunk theme, but then without it the whole suit was just a fancy costume.

The workbench rattled as his fist impacted the unfairly abused surface. He felt like kicking himself. What sort of Tinker forgets to put a power source on a suit of power armour? Well, he'd need only look in a mirror to see one.

At least no one knew about it, his hidden little side project, now his secret shame. Maybe he could work something out later, something better than bolting a magical battery to the top of the helmet. How hard could it be, right?

Inspiration failed to strike, the awkward helmet remained the "best" solution he could think of.

Well, at least he knew what not to do next time, Tim mulled as he stuffed the various components of the flawed power armour in a box. Lesson 1: Never build without a blueprint.
 
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So if Edale is explaining it right (it makes sense, but then so did Veekie's way to say it) , we'd have 3 build points to put into a locked skill that lists a number, and we know that say upgrading printers takes 1 of something and so on, but how do we know how many of the project-points we have? Is that one per week, and then upgrading with printers etc, or what?

I'm not sure where to settle between the "kit out Privateers" (mainly Hardware tree, internal reactor eventually) versus "boost mages/protags" (mechanical intuition and tool-upgrades to speed Tim's work, mana collectors etc for Taylors contacts with TSAB) in allocating time.

Batteries are probably fine for planned raids, reactor is needed for regular patrols. Medkits and surgery equipment and power armor multiplies the force of our private gang. Batteries and reactor and such (energy tree) are also what gets us new mages though...

Theres not a clear statement exactly that Inspiration is locked behind Mechanical Intuition, I see that coming up more for trying to benefit from a raid on a Tinker lab (were there any in Philly gangs? Gonna check) than from conversations with friendlies.

So maybe build points on Internal Reactor (energy tree helps both sides), projects focus on boosts to Mages (fabricator/factory, mana collector, medkits or surgery area) , and after we see if the Alexandria Interlude has anything happen that might relate to "talking to Dragon about Mages" we see if taking our newly powered Radio to her for another meetup is a good time to bring Tim along. Oh, and see if the results of "Back in the Saddle" or whatever happens next week (Endbringers panic!) ruins any longer term planning.

With those in place we should have a better idea if "new mages faster" is within striking distance on the energy tree, or if we should focus on getting a set of powerarmor for our minions. Alexandria and any fallout from Adepts will tell us if thats even a wise idea (risks looking a private rival to PRC mooks with their foam).
 
20 leagues from the sea

It was ugly, blocky, and somewhat dorky looking. A brass coloured orb set on the workbench. It had a large gold-tinted plate glass window cut into the front, with a brim bolted above.

Well, none of that really made it ugly or dorky. No, it was the large "flashlight" on top of the steampunk dive helmet that turned retro into weirdo.

It didn't fit. It didn't fit the look of the rest of the helmet. It didn't fit the look of the oversized dive suit on the nearby frame that went along with it. It just didn't fit! With the tubular addition, the whole suit spoke to some underwater steampunk theme, but then without it the whole suit was just a fancy costume.

The workbench rattled as his fist impacted the unfairly abused surface. He felt like kicking himself. What sort of Tinker forgets to put a power source on a suit of power armour? Well, he'd need only look in a mirror to see one.

At least no one knew about it, his hidden little side project, now his secret shame. Maybe he could work something out later, something better than bolting a magical battery to the top of the helmet. How hard could it be, right?

Inspiration failed to strike, the awkward helmet remained the "best" solution he could think of.

Well, at least he knew what not to do next time, Tim mulled as he stuffed the various components of the flawed power armour in a box. Lesson 1: Never build without a blueprint.
<250 words originally, and some major corrections needed.
Good idea, keep refining, keep expanding it.
And I better see the Nanoha equivalent of a Big Daddy when you're done.:V
 
20 leagues from the sea
<250 words originally, and some major corrections needed.
Good idea, keep refining, keep expanding it.
And I better see the Nanoha equivalent of a Big Daddy when you're done.:V
This. A good start, though.
So if Edale is explaining it right (it makes sense, but then so did Veekie's way to say it) , we'd have 3 build points to put into a locked skill that lists a number, and we know that say upgrading printers takes 1 of something and so on, but how do we know how many of the project-points we have? Is that one per week, and then upgrading with printers etc, or what?
Each finished project is one point, and you'll find the counter in his skill sheet. Tim can only build two projects a week so long as he has scrap versions of his printer and foundry.
Theres not a clear statement exactly that Inspiration is locked behind Mechanical Intuition, I see that coming up more for trying to benefit from a raid on a Tinker lab (were there any in Philly gangs? Gonna check) than from conversations with friendlies.
Inspiration is a mechanic, not a skill. You can do that now if you so desire, though conversations will interrupt his building.
 
Vote 6.7

Okay, so here's how the votes for Tim's Gadgeteer-ing need to be formatted. I want this in plans so they're easier to keep track of. I WILL NOT be combining plans, even if the only difference is spelling or phrasing. If you like a plan, just vote for its name unless you want to risk splitting your vote and letting something else win. Since a lot of you have dual-citizenship of sorts with SB and SV, you can cross-post to your heart's content.

Set up your plan like so:

[ ] Plan Example
-[ ] What you want to build; e.g. "power armor" or "a mana collector"
-[ ] Something else you want to build
-[ ] BUY the skill you want to purchase

Remember that Tim only has two projects per week so long as he has scrap versions of his fabricator and foundry. I would appreciate you using the BUY tag in front of your spell purchases just to prevent confusion. Again, if you like a plan, rather than copy and paste you can just vote

[ ] Plan Example

and the tally will pick it up and put it with the appropriate vote.

If you don't pay attention or don't follow directions and instead by-line your votes rather than putting them in a plan, NOT MY PROBLEM. You're all either adults or late-teens. If five-year-olds can follow directions, so can you.
 
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.

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.

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.

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.

:evil: :D :evil: :D :evil: :D

Which is either a mana battery, a mana collector, or the generator.
The first two we can make right now, no skill purchase needed. They're inferior to the generator in time and data capabilities respectively, but they're there.

Personally, my opinion is we need to have the following priority, for most recent week's projects.
1) A simple power source that will allow us to contact TSAB and send a small package of data on Endbringers. Perfect Storm is capable of evaluating the power requirements for the radio, so an hour's work with Tim is enough to figure out the necessities. I assume Perfect Storm is capable of transmitting the requisite data, and would like the author to correct me here if I am wrong.
2.0) We need to ask our dad as to what is the most pertinent need of the Privateers. He made that supply run which we still know nothing about - but knowing what Privateers as a group have and don't have, is vital to planning ahead.
2.1) We also need to ask both Dad and Tim whether they are planning any Privateer outings. If they actually do, get Dad some body armor. Unless, of course, something equally good was in that shipment.
2.2) Improve the 3D printer and the microfoundry, unless Dad indicates there's something more important based on 2.0 and 2.1.

I feel quite safe about Taylor herself and Samantha. I do not feel nearly as safe about Captain and Shipwright's well-being.

Moving ahead, I propose building a second copy of the upgraded manifacturing equipment on our second week of projects to move it off-site just in case of Endbringer Attack or similar base-wrecking occasion.
 
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