Magical Girl Escalation Taylor (Worm/Nanoha)

I really, really hope you are right, @Always Late

[X] Cadejo – Payback's a bitch, isn't it? For Vista!
-[X]Deploy Recursion Field.
--[X]Tell the console to warn the Protectorate backup of the RF.
-[X]Use Flare Shooter on lethal against him.
 
[X] MS-13 mooks – They're the ones who have the PRT pinned down, after all.

Getting revenge on Cadejo would be nice, and hopefully we'll get a chance today, but taking out the mooks is more important. With them out of the way the PRT troops are free to either escape, which either resolves the combat situation or makes it a lot simpler, or or participate, ConFoam is great stuff.
 
Why is everyone talking about lethal Solar Wrath in this situation? ESPECIALLY as an opener?

No offense, but are you all stupid?!

Are you trying to be a loose cannon, and kill a few dozen people? This is an urban environment, you do NOT use attacks that can easily destroy several buildings in that type of environment. Especially if radiation is a worry.

Non-lethal Solar Wrath ONLY, unless we're in a recursion field. And even then, non-lethal Solar Wrath can still destroy buildings, and even if a person survives the blast itself, they don't survive the building collapsing on them.

That said, after reading all the comments, and thinking things over, I'm inclined to vote as following:

Upon arriving:
[X] Assess the situation with WAS
-[X] MS-13 mooks – Flare Shooters/Rust Shooters, take them out. They're actively breaking the Truce, fair game.
-[X] Winter Hill capes - Send Samantha to thank them for their assistance, but ask them to withdraw, or risk violating the Truce.
-[X] Cadejo - Depends on the situation.
Recursion Field use reserved for after we get a better grasp of the situation.

*edit- Had forgotten that Cadejo was part of MS-13, edited vote to reflect that.
 
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Why is everyone talking about lethal Solar Wrath in this situation? ESPECIALLY as an opener?

No offense, but are you all stupid?!

Are you trying to be a loose cannon, and kill a few dozen people? This is an urban environment, you do NOT use attacks that can easily destroy several buildings in that type of environment. Especially if radiation is a worry.

Non-lethal Solar Wrath ONLY, unless we're in a recursion field. And even then, non-lethal Solar Wrath can still destroy buildings, and even if a person survives the blast itself, they don't survive the building collapsing on them.

That said, after reading all the comments, and thinking things over, I'm inclined to vote as following:

Upon arriving:
[X] Assess the situation with WAS
-[X] MS-13 mooks – Flare Shooters/Rust Shooters, take them out. They're actively breaking the Truce, fair game.
-[X] Winter Hill capes - Send Samantha to thank them for their assistance, but ask them to withdraw, or risk violating the Truce.
-[X] Cadejo - Will depend heavily on his actions at the scene, all we know is that he's there. If he's just after MS-13, same as Winter Hill; if he's doing anything that can be viewed as breaking the truce... He becomes an Acceptable Target.

Recursion Field use reserved for after we get a better grasp of the situation.

...you do know that this is only a vote on who to focus on right? Not only that, but we're all pretty much going to use the recursion field to minimize damage anyway, so I'm not sure where you get off on calling us stupid.

The main arguments have been about the most efficient way to take cadejo out of the fight. That's the only reason that we're considering lethal solar wrath.

So yeah, making your case is fine and all, but don't insult our intelligence in the process.
 
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The problem with Recursion Field is that it will suck in the Protectorate heroes, which were called in to deal with the mooks, not Cadejo. Hoovering them up would leave the PRT forces without backup and additionally remove the kinda-allied capes of the Winter Hill gang.

So, my suggestion would be to offer the PRT to cast Recursion Field while en route along with telling them which capes would be drawn one.

Once there we should focus on disabling the MS-13 mooks as quickly as posibble with a storm of Flares, so that we can then ALL gang up on Cadejo and make him cry like the pile of bitches he is go slasher movie on his ass bring him into custody.

Would it make sense to have Samantha run interference on Cadejo to prevent/minimize PRT casualties while we disable the mooks?

Her Shredding Claws might make his teeth and claws fragile enough that they'll break when he tries to bite through body armor.

will be deemed in violation of the truce

We in no way have the Authority to say any such thing, not to mention that we don't even know whether it is true.

I'd prefer it if we left the grand-standing to the PRT. They'll either have told them already or don't want to tell them.
 
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[X] MS-13 mooks – They're the ones who have the PRT pinned down, after all.
-[X] Remain airbourne, you aren't staying on the ground where they could get at you.
-[X] Open up with nonlethal Homing Rust Shooter spam, set to lock onto their weapons. Disarm the lot of them and they'd have to retreat, freeing up the PRT to assist their capes with the other situations. If they continue to fight despite being disarmed, switch to Flare Shooters for knockout.
-[X] Consult with PRT forces regarding Cadejo. You could try to drag him into a Recursion Field so you could switch to wide area lethal energy attacks, but this will require that anyone vulnerable to high temperature plasma get out of the area first so they don't get dragged in. Go with their preferred plan of dealing with him.

Okay, heres my reasoning:
-MS-13 mooks - They have numbers, and they're limiting our offensive options
-Rust Shooter - Why not just KO them with Flare Shooters? Because this fight is about to get a lot worse once Cadejo arrives. I prefer that they be able to evacuate under their own power than to deal with being careful about potentially killing unconscious mooks in the chaos.
-Cadejo - He's a threat yes, but one that the PRT might have established countermeasures for. We simplify the fight while consulting, then have them move their Solar Wrath vulnerable members out of the cage zone before we raise a Recursion Field.
 
I can't shake the feeling that this is going to horribly wrong and it's going to become a trend that everytime we go against Cadejo everything jus ends up backwards...
 
-Rust Shooter - Why not just KO them with Flare Shooters? Because this fight is about to get a lot worse once Cadejo arrives. I prefer that they be able to evacuate under their own power than to deal with being careful about potentially killing unconscious mooks in the chaos.

If we knock out the mooks first then we can simply pull Cadejo and most of the other capes into a Recursion Field afterwards. That would allow us to gang up on him without fear of collateral damage. And the PRT officers could secure the gang member without having to keep an eye one the Winter Hill capes or Cadejo.
 
I would honestly expect Cadejo to bolt if the mooks go down, and no small part of me hopes he does. As much as we gave him the opportunity last time, he was playing with us. I hate to think what he does if he really wants something.

That aside, dealing with the gangers is still the best choice. It earns us brownie points with the Protectorate and PRT, which will help keep things calm if we get Vista her new arm. If the Winter Hill mooks back off after we're done, that help's the truce hold until we're ready to go after whoever's in the sewer, and maybe get a lead in finding out if our friend is a WH cape or not. And if Cadejo decides to commit go for the transport in spite of all the cape around it, then we're right there with what should be nearly a dozen other capes ready for him.
 
Hoovering them up would leave the PRT forces without backup and additionally remove the kinda-allied capes of the Winter Hill gang.
PRT should have this in the bag. They're not facing capes, and they have superior equipment and training. MS-13 ain't exactly paratroopers.
I can't shake the feeling that this is going to horribly wrong and it's going to become a trend that everytime we go against Cadejo everything jus ends up backwards...
Same. Before the players didn't catch on to the vote issue over flying with Missy.
Here, it may turn out that they were too skittish and so caused death/injury by leaving three non-brute Protectorate heroes to face a Lung-level combatant with a known hero kill count.
 
Can we choose a defensive action instead of an offensive one?

Like rather then going after Cadejo or his mooks, could we instead choose to simply reinforce the PRT transport? We could teleport there and drop some Strong Shields between the our allies and the attacking gang and then start blasting at any MS-13 members that get too close.

That is basically what they were calling use to do isn't it? Provide support fire and aid for the PRT and Protectorate members.
 
Can we choose a defensive action instead of an offensive one?

Like rather then going after Cadejo or his mooks, could we instead choose to simply reinforce the PRT transport? We could teleport there and drop some Strong Shields between the our allies and the attacking gang and then start blasting at any MS-13 members that get too close.

That is basically what they were calling use to do isn't it? Provide support fire and aid for the PRT and Protectorate members.
Isn't that just phrasing the "Go after the MS-13 mooks" in a different way?
 
PRT should have this in the bag. They're not facing capes, and they have superior equipment and training. MS-13 ain't exactly paratroopers.

MS-13 attacked a PRT transport, and they have them pinned down hard.

Uhm... no. The PRT definitely don't have it in the bag. That's why they called us in the first place. They only realized while on the phone with us that Cadejo was coming as well.

Here, it may turn out that they were too skittish and so caused death/injury by leaving three non-brute Protectorate heroes to face a Lung-level combatant with a known hero kill count.

Remember that the PRT transport is said to be pinned down hard. I'm going to go out on a limb and assume that the MS-13 aren't using base-ball bats to do it.

A group of people with fire-arms is a lot more deadly than a pack of ghostly wolves. The non-brute heroes you're talking about can dodge the wolves, what they can't do is dodge bullets once the wolves have driven them out of cover.
 
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That said, @Silently Watches, would Miss Militia get dragged into RF? It's a little hard to figure out if she would be affected.
I've decided that I'm no longer answering the same questions multiple times. If I've taken the time to answer it once this update, you can take the time to find it.
Actually, out of curiosity, what is our max firing rate with Flare Shooter? I doubt we could get to Touhou levels of bullet hell, but could we do some heavy area saturation if we really concentrated on it?
Normally about 12 bullets at a time.
Edit: I don't suppose we've made any cartridges yet to help power this mega spam?
Ehhhhhhhhh… Just plan to act as if you haven't.
 
If we knock out the mooks first then we can simply pull Cadejo and most of the other capes into a Recursion Field afterwards. That would allow us to gang up on him without fear of collateral damage. And the PRT officers could secure the gang member without having to keep an eye one the Winter Hill capes or Cadejo.
That works if it all goes perfectly as planned yes. I'm leaving some room for variance, because the PRT is wholly capable of dealing with disarmed criminals without further attention, while nonlethal knockouts can be less than reliable.
 
[X] MS-13 mooks – They're the ones who have the PRT pinned down, after all.
-[X] Let the PRT know that you are ready to remove most of the capes from the battle-field by using your pocket dimension. You can't exclude the Protectorate Heroes, so you're waiting for them to tell you if and when to do it.
 
2 spells that would be REALLY useful in this situation:

Shell Barrier
Burst

Shell Barrier to let the Protectorate and PRT bunker down in relative safety.
Burst to get splash damage from the Flare Shooters.

Too bad we don't have either yet.
 
@Silently Watches - I've been looking but I can't find if you ever specified the effects of mana poisoning. I know you've been comparing it to radiation poisoning but there is a pretty wide range of variation in effect there.

For example; let's say we're fighting Leviathan. Calamity Witch is constantly flying, throwing up WAS spells to keep track of him, throwing Solar Furies around and just generally going all out. Then the time comes and she gets a chance to hit him with a Ragnarok powered by ten cartridges. What happens? Will Calamity Witch still be able to fight? If so will that make her sicker? And how sick would she get to begin with?
 
[X] MS-13 mooks – They're the ones whohave the PRT pinned down, after all.
-[X] Remain airbourne, you aren't staying on the ground where they could get at you.
-[X] Open up with nonlethal Homing Rust Shooter spam, set to lock onto their weapons. Disarm the lot of them and they'd have to retreat, freeing up the PRT to assist their capes with the other situations. If they continue to fight despite being disarmed, switch to Flare Shooters for knockout.
-[X] Consult with PRT forces regarding Cadejo. You could try to drag him into a Recursion Field so you could switch to wide area lethal energy attacks, but this will require that anyone vulnerable to high temperature plasma get out of the area first so they don't get dragged in. Go with their preferred plan of dealing with him.
This looks like a solid plan, hoping that when we get there we can get a better idea of what's needed.
 
@Silently Watches - I've been looking but I can't find if you ever specified the effects of mana poisoning. I know you've been comparing it to radiation poisoning but there is a pretty wide range of variation in effect there.

For example; let's say we're fighting Leviathan. Calamity Witch is constantly flying, throwing up WAS spells to keep track of him, throwing Solar Furies around and just generally going all out. Then the time comes and she gets a chance to hit him with a Ragnarok powered by ten cartridges. What happens? Will Calamity Witch still be able to fight? If so will that make her sicker? And how sick would she get to begin with?
…Crap. I meant to have that in the Mana Poisoning FAQ itself, but it looks like I forgot it. Let me fix that and add a link to this post.

There are five stages of acute mana poisoning.
  1. Stage 1: The mage begins to feel vaguely ill. Nausea, abdominal cramps, malaise, and slowed reaction times soon follow.
  2. Stage 2: Now the mage starts having difficulty concentrating on complex and unfamiliar tasks. Adept and Mastered spells lose one training level and spells at Novice level are inaccessible.
  3. Stage 3: Enough toxic byproducts have built up that the mage develops mild confusion. Close allies and hated enemies are still identifiable, but new faces may blur together, and information may be misinterpreted, leading to bad decisions.
  4. Stage 4: Tunnel vision and more profound confusion set in. Only the most routine of tasks are unaffected. Previously mastered spells are only accessible at novice levels, and other spells cannot be used at all.
  5. Stage 5: The most severe stage of mana poisoning. The Linker Core is now so far damaged that it cannot heal itself, and instead it continues to pump out lethal metabolites that cause multi-system organ failure. This stage is invariably fatal within 24 hours, with the mage generally falling into a coma shortly after crossing this threshold.
Stages 1 through 4 will resolve on their own as the liver and kidneys process the toxins produced by the damaged Linker Core, though this requires casting little to no magic, and later stages take longer to resolve. Should magic continued to be used, mana poisoning will persist or even worsen if high-intensity spellcasting is not curtailed. Advanced societies have treatments and medications that decrease recovery time, though even these are limited to a small number of specialized hospitals.

Should mana poisoning become chronic, the mage will become more tolerant to intense mana influxes, but she will develop other severe health issues, including a compromised immune system, autoimmune diseases, malignancies, or even permanent magical crippling. Individuals who develop chronic mana poisoning have moderately to severely decreased life expectancies.
 
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…Crap. I meant to have that in the Mana Poisoning FAQ itself, but it looks like I forgot it. Let me fix that and add a link to this post.

There are five stages of acute mana poisoning.
  1. Stage 1: The mage begins to feel vaguely ill. Nausea, abdominal cramps, malaise, and slowed reaction times soon follow.
  2. Stage 2: Now the mage starts having difficulty concentrating on complex and unfamiliar tasks. Adept and Mastered spells lose one training level and spells at Novice level are inaccessible.
  3. Stage 3: Enough toxic byproducts have built up that the mage develops mild confusion. Close allies and hated enemies are still identifiable, but new faces may blur together, and information may be misinterpreted, leading to bad decisions.
  4. Stage 4: Tunnel vision and more profound confusion set in. Only the most routine of tasks are unaffected. Previously mastered spells are only accessible at novice levels, and other spells cannot be used at all.
  5. Stage 5: The most severe stage of mana poisoning. The Linker Core is now so far damaged that it cannot heal itself, and instead it continues to pump out lethal metabolites that cause multi-system organ failure. This stage is invariably fatal within 24 hours, with the mage generally falling into a coma shortly after reaching crossing this threshold.
Stages 1 through 4 will resolve on their own as the liver and kidneys process the toxins produced by the damaged Linker Core, though this requires almost complete abstinence in regards to spellcasting and later stages take longer to resolve. Should magic continued to be used, mana poisoning will persist or even worsen if high-intensity casting is not curtailed. Advanced societies have treatments and medications that decrease recovery time, though even these are limited to a small number of high-level hospitals.

Should mana poisoning become chronic, the mage will become more tolerant to intense mana influxes, but she will develop other severe health issues, including a compromised immune system, autoimmune diseases, malignancies, or even permanent magical crippling. Individuals who develop chronic mana poisoning have moderately to severely decreased life expectancies.

Mana's a hell of a drug then. Neat.
 
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