Magical Girl Escalation Taylor (Worm/Nanoha)

After looking at the numbers, it appears that there are only three Beasts that can make Storage Devices in this batch, so depending on how the PRT prioritizes things, it may take a while for the new powerhouse mages to be kitted out. Do you think the PRT will want some of the lower ranked mages to get Devices first so they can figure out how they will want their new mages to function in the field?
Not as long as you might think. Do remember that one of the Gears' abilities is to give build slots to other engineers. That includes other Gears.
In addition, I was wondering how things could have played out if someone did have a Rare Skill. If it was something like Affinities or Regeneration we probably would have just let them know about the Skill I think. For something more...I guess a good way of putting it would be "active" like Summoning though? Presumably we would have pulled whatever agent rolled that aside before having them create a Guardian Beast to other hem know about their ability.
If anyone had a Rare Skill, Taylor would have pulled them aside and told them.
Also, has it been stated how exactly summoning works here? Because since Lacey can summon those Scoiattoli things, I'm curious about how that works.
It has not been stated how summoning works, but I'm basing it off Aleph's MGLN world-building in that the "summons" are not actual creatures but organomagical constructs much like Guardian Beasts whose forms are more or less hard-coded into the summoner's line's DNA. Don't ask for the exact details of how the hell that information is maintained generation after generation; the method of creating such intricate mutations and genetic engineering was born and died with the Al Hazardans.
I would not however consent to being injected with a mutagenic compound likely to have unpredictable side effects. Especially not one derived from a insane tinker, and in turn based on the powers of a different crazy parahuman. It might be horribly flawed meat but its meat im stuck in and risking messing it up is a terrible idea from base principles. While we, OOC, can dictate the form of mutation, my understanding is that this is not something that would be known beforehand in-story (Query?) and so i wouldnt push Vista to agree to it.
Tim knows he can determine the benefit any specific mutation would offer beforehand (e.g., if he wants to give someone a defensive mutation, they won't grow wings or horns but something that would actually protect them), and for an extra build slot you could narrow the range of possibilities for exactly how that mutation would present physically so you have some degree of control (to continue the above example, you could say you want the mutation inside the skin to produce something like rhino hide or scales rather than accidentally giving an insectile carapace or secreting an impact-resistant slime from the pores). The absolute final outcome, however, would still be in my hands alone.

That being said, the stronger the benefit, the worse the mutation, and vice versa. A slight enhancement of hearing or sight might only cause somebody to grow animal ears or eyes, for example, and for smaller stuff like that I would probably give you more control.
 
Last edited:
So cat eyes for night vision, and I think snakes can see similarly via heat. Witcher eyes aren't too bad.

Rhino skin probably would be what, brute 2 at best? Not worth it for the change.

Apparenlty Eagles have best daytime vision, including a zoom function, ultra clear. Also see more colors into UV. Pretty good.

Ohh, what about an octopus skin camouflage mutation? With control they could even keep it human camp most of the time. Although, that only works if they're naked, so no good actually.
 
Last edited:
The absolute final outcome, however, would still be in my hands alone.
So...Say I actually bothered to get people to pay for a rechargeable kitsune grenade. The fox kid would look different every time? Oh, and it would be a sensory/agility brute package. I'm unsure, but would bio-plasma-fire be available? Or would we be limited to something like psychedelic poison for illusions? Just for the ludicrous thought experiment of making Kitsune bombs, not seriousness.
 
Not as long as you might think. Do remember that one of the Gears' abilities is to give build slots to other engineers. That includes other Gears.
...oh my. I hadn't quite realized that. I guess when I read other engineers, I had thought that I hadn't quite realized that Gears could themselves count as engineers.

It has not been stated how summoning works, but I'm basing it off Aleph's MGLN world-building in that the "summons" are not actual creatures but organomagical constructs much like Guardian Beasts whose forms are more or less hard-coded into the summoner's line's DNA. Don't ask for the exact details of how the hell that information is maintained generation after generation; the method of creating such intricate mutations and genetic engineering was born and died with the Al Hazardans.
I see. I had read some of that myself, and that was what I was wondering about. Still though, I appreciate the information. I have to admit, this is a lot better than some of the other possible ways I was thinking about how Summoning could work.
 
Some sharks and eels have skin sensors to detect electricity, which we could maybe use to detect living organisms and tech around us?
Also sonar, echolocation, infrared and ultraviolet visions. A hallucinogenic/paralyzing venom/spit like Newter.

Eyes are probably the best option, they're the least drastic mutation, and even look cool more then freaky.

Maybe retractable claws/nails?

Spider webbing in wrist? For capture, not swinging.

Minor enchancements are probably best, though I'm sure some people wouldn't mind cat/wolf/fox ears.
 
Last edited:
Okay, so more on the actual vote rather than speculatives:

Tim has 4 Build Slots
He can add 2 more from his familiars if we don't want them to be cranking out bulk equipment more efficiently(we probably don't, the PRT's Gears can build most of their own stuff).
Tim has 1 Tech Point, and gains about 1 Tech point per project(?), but theres nothing he urgently needs to buy so advanced spending is nice but not urgent.
He still has the Myrridin Bomb and Wanton Bomb to analyze

The PRT has their own ability to produce Storage Devices, which should suffice for mages of up to B rank. However, A-rank and above mages would be significantly better off with an Intelligent Device(and its an almost criminal waste for an AA rank to be using a Storage device), though we are not obligated to provide them with those, it'd make them more effective and progress towards purchasing the PRT's friendship to some extent.

I'm tentatively thinking like so:
[] Plan Public Service
-[] Slot 1: Analyze Myrddin Bomb
-[] Slot 2: Analyze Wanton Bomb
-[] Slot 3: Build Intelligent Device for PRT's AA rank mage to specifications(takes 2 slots)
-[] Slot 4: Build Intelligent Device for PRT's AA rank mage to specifications(takes 2 slots)
-[] Slot 5(GBs): Build and Test Grey Boy Loop disrupters on loops occupied by only plants and animals.(assigned two slots)
-[] Slot 6(GBs): Build and Test Grey Boy Loop disrupters on loops occupied by only plants and animals.(assigned two slots)

@Silently Watches
Question: Did the AA rank mage in the PRT state any preference for their role during the meeting?
 
So...Say I actually bothered to get people to pay for a rechargeable kitsune grenade. The fox kid would look different every time? Oh, and it would be a sensory/agility brute package. I'm unsure, but would bio-plasma-fire be available? Or would we be limited to something like psychedelic poison for illusions? Just for the ludicrous thought experiment of making Kitsune bombs, not seriousness.
It would be the same mutation applied every time, so no, it would be consistent. The sensory/agility benefits would be minor as befitting the mutations in question. Not to foxfire. Poison glands maybe. :)
@Silently Watches
Question: Did the AA rank mage in the PRT state any preference for their role during the meeting?
As was implied during the chapter, that mage is a field agent and will get a variety of spells. You can not vote on her spell selection, but of the advanced Devices, an Intelligent Device would be best.
Wait a minute. Are linker core mutations on the table?
You'll have to be more specific.
 
Well, off the top of my mind anything that has a noticeable impact on a mage's abilities. Such as gaining or losing a Rare Skill, increasing or decreasing in size, or maybe something like outright losing a Linker Core?
This skill cannot modify a mage's Linker Core, for better or worse. Narratively it's because Tim won't agree to make it for that purpose.
 
ah well... I could totally put together a gene list for bio-plasma too.
It would be the same mutation applied every time, so no, it would be consistent. The sensory/agility benefits would be minor as befitting the mutations in question.
So it would be consistant every time, but the benifits are based on how extreme the mutation was dialed for. Right.
This skill cannot modify a mage's Linker Core, for better or worse. Narratively it's because Tim won't agree to make it for that purpose.
But theoretically, given you mentioned the hazardan, this was how it was done?
 
Last edited:
Linker Core mutation rules
What about outright creating one?
I wondered how long it would take for someone to ask this question. :D It took literally less than five minutes after coming up with the mechanics for Mutagenics to remember that the Linker Core is a physical organ and therefore you guys would want to circumvent the system.

The answer to your question is "yes but". Yes, you can create a Linker Core in someone who pops up negative for one naturally. But, it comes with risks. Namely, Tim has no clue how to control this the way he can other mutations.

The process would be the following:
1) Taylor and Tim would need to spend a social activity/build slot talking to the prospective mutatee.
2) Once given the mutagenic, I would roll 2d6 to find out what happens next.
2a) The reason the roll is 2d6 instead of a d12 or something is because I want a nice bell curve. Most of the time, you would get moderate mutations to go with a Linker Core.
3) Linker Core strength and chance of Rare Skills would then be rolled as normal.

Assuming you want to go this route, you might want to use it in-story on a random animal first. It would help alleviate Tim's anxiety.
 
Last edited:
I wondered how long it would take for someone to ask this question. :D It took literally less than five minutes after coming up with the mechanics for Mutagenics to remember that the Linker Core is a physical organ and therefore you guys would want to circumvent the system.

The answer to your question is "yes but". Yes, you can create a Linker Core in someone who pops up negative for one naturally. But, it comes with risks. Namely, Tim has no clue how to control this the way he can other mutations.

The process would be the following:
1) Taylor and Tim would need to spend a social activity/build slot talking to the prospective mutatee.
2) Once given the mutagenic, I would roll 2d6 to find out what happens next. 12 is a critical success, Linker Core with the most minor of changes. We're talking anime hair or eye color. For 11 to 3, mutations would crop up; the lower the number, the worse the mutation. 2 is a critical failure, so not only would the recipient get a terrible mutation, they also WOULD NOT get a Linker Core.
2a) The reason the roll is 2d6 instead of a d12 or something is because I want a nice bell curve. Most of the time, you would get moderate mutations to go with a Linker Core.
3) Assuming you don't get a crit fail, Linker Core strength and chance of Rare Skills would be rolled as normal.

Assuming you want to go this route, you might want to use it in-story on a random animal first. It would help alleviate Tim's anxiety.
We'll spend a few months experimenting, get the process down, create a breeding population of wizard cats. Nothing can go wrong with this plan!
 
I wondered how long it would take for someone to ask this question. :D It took literally less than five minutes after coming up with the mechanics for Mutagenics to remember that the Linker Core is a physical organ and therefore you guys would want to circumvent the system.

The answer to your question is "yes but". Yes, you can create a Linker Core in someone who pops up negative for one naturally. But, it comes with risks. Namely, Tim has no clue how to control this the way he can other mutations.

The process would be the following:
1) Taylor and Tim would need to spend a social activity/build slot talking to the prospective mutatee.
2) Once given the mutagenic, I would roll 2d6 to find out what happens next. 12 is a critical success, Linker Core with the most minor of changes. We're talking anime hair or eye color. For 11 to 3, mutations would crop up; the lower the number, the worse the mutation. 2 is a critical failure, so not only would the recipient get a terrible mutation, they also WOULD NOT get a Linker Core.
2a) The reason the roll is 2d6 instead of a d12 or something is because I want a nice bell curve. Most of the time, you would get moderate mutations to go with a Linker Core.
3) Assuming you don't get a crit fail, Linker Core strength and chance of Rare Skills would be rolled as normal.

Assuming you want to go this route, you might want to use it in-story on a random animal first. It would help alleviate Tim's anxiety.

I guess they're eying Vista...
 
Well, we could try Eidolon. He already took a similar gamble in the past, so he might be willing to do so again. Plus, even if he just gets a D rank Core, we could give him an template to make him useful again.
 
Well, we could try Eidolon. He already took a similar gamble in the past, so he might be willing to do so again. Plus, even if he just gets a D rank Core, we could give him an template to make him useful again.
Eidolon's response:
"You want to give me something that is guaranteed to turn me into a monster on the chance I could gain magic? Fuck you."

tl;dr: He really doesn't like you right now.
 
"You want to give me something that is guaranteed to turn me into a monster on the chance I could gain magic? Fuck you."
"We've refined it, duh... the chance you'll get magic is 5 out of 6. Of course, the chance you'll get a useful amount of power is 1 in 12, and the mutations are minor. Usually. Not like it could hurt your ugly mug to have green hair and pink eyes..."
 
I see.

Anyway, what sort of mutations could we see on the non-1 or 12 rolls? We talking stuff like extra fingers, skin taking on new colors, or being covered in chitin or fur? Or will we only find out on actually testing the stuff?
 
I see.

Anyway, what sort of mutations could we see on the non-1 or 12 rolls? We talking stuff like extra fingers, skin taking on new colors, or being covered in chitin or fur? Or will we only find out on actually testing the stuff?
On the high (mild) side, it could be finger and toe webbing or very fine pinkish snake scales or fur. In the middle, extra limbs or draconian horns and scales or translucent skin. On the low (severe) end, the mutations start interfering with the ability to have a normal life. Become a dryad who can't eat food and has to photosynthesize or fish-like and can't breathe out of water.

There's a wide spectrum. I have to keep it interesting, but the bell curve should put most people in the middle.
 
OH! I almost forgot. The more mutations someone already has when you artificially give them a Linker Core, the less bad a (non-crit) mutation they will get. Crit fails are ALWAYS terrible.
 
OH! I almost forgot. The more mutations someone already has when you artificially give them a Linker Core, the less bad a (non-crit) mutation they will get. Crit fails are ALWAYS terrible.
I don't suppose the mutations here can be refined as well? Like with the kitsune joke which turned out not to be a joke?
IE: no matter where you fall on the 1-11 mutation scale, it's targeted towards a...design? for an extra buildslot or two?
 
Last edited:
Back
Top