Magical Girl Escalation Taylor (Worm/Nanoha)

This just drastically changed the power dynamic in town. On one hand there's pretty much an entire gang wiped out. On the other, the PTR now knows A. that a measly rocket launcher can take us out of the fight, and B. When we go down, the "no killing" rule goes out the window.
And Cadejo is not going to hold back against us or Sam.
 
This just drastically changed the power dynamic in town. On one hand there's pretty much an entire gang wiped out. On the other, the PTR now knows A. that a measly rocket launcher can take us out of the fight, and B. When we go down, the "no killing" rule goes out the window.

Well, for now. Everyone seems to be in agreement that we need Knight Armor to bolster our defenses pretty badly.

And all that tells the Protectorate is that while we may be scary, Sam is scarier. She's relentless and much more willing to twist a few necks to protect her daughteru after all.

...Fuck, we'll prolly never learn Frost Beam at this rate. We keep getting shinies thrown on our plate as it is!!!!

But, at the very least if the votes pan out properly we should have another chance to learn another spell in the next few weeks. Maybe.
 
...So, why exactly Taylor didn't just shoot gangsters with non-lethal Flare Shooters?
They definitely have enough concussive force to flung people away, and Taylor can send much more of them...
Because nonlethal flare shooters are less reliable for 'clean' takedowns, more or less. Once disarmed the PRT pretty much has them beat
Oh, side note. Will Vista's new arm be considered "living" for the purpose of her power? Because if not, she could have some fun.
Manton effect generally considers it in the biological/nonbiological sense.

So yes, she can probably play Dhalsim with that arm and her power.
 
He already wasn't. He's already tried to kill us and Vista, and has killed Heroes in the past.
Let me put it this way: He's already tried to kill MM, Ice-giant dude, and Dauntless. They do not fight to kill in return.
Sam will. Calamity Witch and the Privateers have delivered a massive blow to Cadejo and MS-13's reputation by this defeat.
One of the things MS-13 is notorious for is brutal revenge killings and long-running vendettas with other crime groups. It's how they're able to keep pace with the ex-paratroopers of Los Zetas, they're just that cruel and ruthless.
Samantha just made the Privateers a prime target for MS-13 and Cadejo. This is now, as they say, personal.
 
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On the other, the PTR now knows A. that a measly rocket launcher can take us out of the fight,
Eh. While technically true in that a direct hit did, temporarily, KO Calamity Witch it's not practically true. Calamity Witch was floating still because she was still recovering from using two cartridges. Normally she's wizzing around the battlefield. That is a problem because rocket launchers generally fall into two categories:
A) Dumb fire rockets that are only useful against either stationary targets or ones moving along a predictable path.
B) Infrared guided rockets that are meant for super hot exhaust not body temperature humans.​
Neither of which are good for hitting a fast moving flying human.

Really this should be a lesson for Taylor: never stand still. There is a reason helicopters were considered death traps for a very long time. They are large, obvious, stationary targets. Don't be a helicopter.
 
I suspected as much but it would be kinda cool if she did.
Tayler has to very good at instantaneous mental math to use magic so she might have.

For the new spell I say that we get Knight Armor incase MS-13 randomly try to shoot us with a rocket launcher again to get back at us. Everyone's reactions when Taylor then shrugs it off would be hilarious.

Also is it possible to vote that if Taylor is going to be sniping multiple targets from the air without moving again that she uses Strong Shield beforehand?
 
But I really want to Hang Out with Vista... :(
Sadly I think it will be a while before we get the time to do this. Silent provides so many good choices and not enough time to do them all. Kind of like real life I guess.

Samantha just made the Privateers a prime target for MS-13 and Cadejo. This is now, as they say, personal.
If Cadejo hurts Danny, I think it would be time for Sam and Taylor to actively hunt down the doggy. The two times we've encountered Cadejo so far we have been reactive, but if he starts actively going after the people we care about it will be time to proactively deal with the MS-13 ourselves.

Edit:
As for spells, I say we go with Telekinesis or Frost Beam. Those are the only two basic skills we haven't unlocked yet
 
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For spells, I'm thinking about Frost Beam or Knight Armor (leaning towards this atm). For weekly actions, I'm wanting to do Fishies! and Back in the Saddle part 3 (once our ribs heal up anyway...).

So Perfect Storm has a revolver system that has to be manually loaded. On one hand that's a pain, but on the other hand it makes it a lot harder to burn through crazy numbers of cartridges, like Nanoha, so it's probably for the better.
"Six bullets Mana cartridges, more than enough to kill anything that moves. Hopefully."
"I never should have bought you that Metal Gear Whatsit game from Aleph."
"Dad! :mad:"

Sam's current state-


On the other, the PTR now knows A. that a measly rocket launcher can take us out of the fight,
You are drastically underselling what we just got hit by. It's a damned anti-tank weapon, not a popgun. "Measly", indeed.
 
Currently there are the spells we can unlock:
  • Burst (1/1 Master)
  • Telekinesis (2/2 Master)
  • Shell Barrier (2/4 Adept)
  • Frost Beam (2/2 Master)
  • Ring Bind (2/2 Master)
  • Divide Energy (1/2 Adept)
  • Blitz Action (0/2 Novice)
  • Knight Armor
If I remove the spells that aren't fully trained up yet we're left with:
  • Burst (1/1 Master)
  • Telekinesis (2/2 Master)
  • Frost Beam (2/2 Master)
  • Ring Bind (2/2 Master)
  • Knight Armor
As it current stands we have completed Week 1 (Maskless 6.1 -> 6.4), Week 2 (Maskless 6.5 -> 6.7), and Week 3 (Maskless 6.8 ->6.11) so this is the last week in Maskless. This is important because next arc is another Endbringer Arc:
ENDBRINGER FIGHT NEXT ARC
and given how much the last one shook things up I wouldn't be surprised to see something equally game changing this time. My bet is this is when the TSAB show up.

We also have to consider what actions we're taking this week. Currently people seem to be favoring Fishies and Saddle. On one hand Saddle means we're almost certainly going to get at least one more spell unlock but on the other hand we're entering a situation, tunnel fighting, which we know could have killed Taylor. Now things have changed, we have Cartridges and backup, but there is still an element of risk here.

Burst would be very helpful in taking out more monsters in cramped quarters but pretty useless in the Endbringer fight. Telekinesis might be helpful against Typhon and would be helpful in clearing debris/grabbing people for S&R in the Endbringer fight. Frost Beam could be very useful for restraining Typhons hoards and of massive importance against Leviathan if he's the next Endbringer. Ring Bind probably won't help against Typhon's creatures as they are probably strong enough to break it and definitely won't help against any Endbringer. Knight Armor could be useful against Typhon since closed quarters mean an increased chance of getting hit and could mean the difference between life and death against an Endbringer.

@Silently Watches - We know that back in Emigration 4.5 Calamity Witch's Barrier Jacket was insufficient to resist the pressures the wreck sank to. Will upgrading it to Knight Armor improve the depths we can safely reach by a noteworthy amount? I ask because while it hopefully won't be relevant we might run into problems diving for that wreck with Dragon.


Over all right now I'm torn between Knight Armor and Frost Beam. Knight Armor could be a lifesaver but Frost Beam is incredibly versatile and reveals a new spell which Knight Armor doesn't.
 
Over all right now I'm torn between Knight Armor and Frost Beam. Knight Armor could be a lifesaver but Frost Beam is incredibly versatile and reveals a new spell which Knight Armor doesn't.
I was thinking of doing Frost Beam, but if after this next week we're going directly into an Endbringer fight, I say Knight Armor.
We can eat the mana poisioning for Ragnarok if it gets that bad, but we need to live to do that.

That said, this also pushes back Missy's new arm to... essentially never.
 
We unlock new spells when we get into major combat, right? Then we should be able to unlock another spell when we go after Typhon, so we might be able to get both Frost Beam and Knights Armor before Leviathan arrives.
 
We unlock new spells when we get into major combat, right? Then we should be able to unlock another spell when we go after Typhon, so we might be able to get both Frost Beam and Knights Armor before Leviathan arrives.
Maybe. Maybe.
Also, Simurgh might be crazy enough to send Behemoth after us. The thing's a massive tank, and a walking nuclear bomb. If there's anyone who could tank, then throw back, our lethal energy, it's be him. Or he can't control our energy, and he'll escalate to throwing roughly-equivalent stuff at us.
 
One thing we need to remember is that we really SHOULDN'T directly engage the endbringer. Silently told us last time that doing so against the Simurgh would have ended in a game over. Nothing has changed regarding that. I think it would be FAR more intelligent to play teleporting rescue squad and emergency barrier support.
 
One thing we need to remember is that we really SHOULDN'T directly engage the endbringer. Silently told us last time that doing so against the Simurgh would have ended in a game over. Nothing has changed regarding that. I think it would be FAR more intelligent to play teleporting rescue squad and emergency barrier support.
If we get Behemoth you are absolutely right. There is nothing Taylor or Samantha could do against him. Outside of barrier support, questionable against the raw power of Behemoth, and S&R the only thing Taylor could contribute would be throwing Temporal Sludges at Behemoth if we can do so from a "safe" range.

Against Leviathan it's a completely different story. Frost Beam could, depending upon how big we can charge it, be used to: help block incoming waves, pin down Leviathan via his water shadow, interfere with attacks, and just generally deprive him of water. Aside from that we've also got Wide Area Search which is important because, in the BB battle at least, Leviathan was a slippery bugger so tracking support could be invaluable. Solar Wrath and even Ragnarok, assuming we could arrange an area with minimal collateral damage, would also be quite useful.
 
There is no minimal collateral damage area with Ragnarok.
Sure there is. Ragnarok is only 30kt:
Ah, Ragnarök isn't that big. Just 30 kilotons.
A 30kt nuclear weapon is only dangerous out to a maximum of 2.3km and that is from burns. The blast pressure is only really lethal out to 1.4km.

Given the damage Endbringers cause it's really just a matter of luring Leviathan to an area he's already trashed sufficiently for it to be a write off. Hell depending upon how hardened those evacuation bunkers are we might even get clearance to deploy it in non destroyed areas if the civilians have been given sufficient time to head for them.

Amusingly enough Simurgh is probably the best target for Ragnarok attacks since she descends from orbit which means it's possible to hit her before she's close enough to the ground for the blast to effect anything else. Would probably require amazing timing though.
 
@Silently Watches - We know that back in Emigration 4.5 Calamity Witch's Barrier Jacket was insufficient to resist the pressures the wreck sank to. Will upgrading it to Knight Armor improve the depths we can safely reach by a noteworthy amount? I ask because while it hopefully won't be relevant we might run into problems diving for that wreck with Dragon.
Not really. Barrier Jacket and Knight Armor are meant to handle sudden blows, not sustained pressure.
One thing we need to remember is that we really SHOULDN'T directly engage the endbringer. Silently told us last time that doing so against the Simurgh would have ended in a game over. Nothing has changed regarding that. I think it would be FAR more intelligent to play teleporting rescue squad and emergency barrier support.
Actually, I think I said getting into hand-to-hand combat with the skills you had in Arc 3 against an Endbringer was a death sentence, and even that isn't a game over. You'd have to recheck the AAR.
 
That's still a 3 mile wide circle, you know. It has the descriptor of city killer for a reason.
Maybe it's just me sense of scale is off because I'm Australian and we have really large, as in sprawling, cities but 16.6km^2 is not a city killer in my eyes. It's certainly not nothing but even in New York City we're only talking 2% of the city. If we look at a less cramped city like Philly that number drops to around 0.4%. In fact if I recall correctly a nuclear weapon is really considered a city buster until it's into the megaton range. Which is understandable since then we're talking about 65.8km^2 of death and 360km^2 of third degree burns.

Actually, I think I said getting into hand-to-hand combat with the skills you had in Arc 3 against an Endbringer was a death sentence, and even that isn't a game over. You'd have to recheck the AAR.
Indeed. There were only two situations that you listed as killing Taylor:
If you chose to flee, you quickly would have discovered Ziz chasing you. She can't figure out what you're doing if you aren't there, now can she? At that point, you could have chosen to lead her back to Brockton Bay and thereby become part of the fight in an active combat role, or you could have tried to hold her off where you were, which would have ended… badly. Fatally badly.
Joining the impact group would have gotten you killed, full stop. That consequence was meant to be obvious.
although you thought about a third:
Originally, running back to base was guaranteed survival, attacking the Simurgh was guaranteed death, and attacking or distracting Monster Mom was a chance at death. That idea was changed because 1) I was tired of the arc and wanted it to be over, 2) thinking about it again, killing you does not serve the Simurgh's interests any more than letting you run around outside of the battlefield does, and 3) it would have almost certainly kicked up a riot that I did not want to deal with. I'm not that oblivious.

As for what you had to say on going all Blaster on Ziz:
Without Solar Wrath, you wouldn't have been able to do much good in the Blaster group. You would have gotten two new spells instead of one, though.
 
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