Magical Girl Escalation Taylor (Worm/Nanoha)

[X] (Tech) Infinite Enhancement – Serums with various enhancing properties.

I'm looking forward to the synergy with Mutagenics, plus Healing Potions and Potions in general.


We made so many and used so few that SW removed them from our inventory 3 or 4 arcs ago and said "just assume you have enough", so...eh.
I don't get why people are still going "OMG, Automated Mana Cartridges" when we use them so infrequently that it's assumed we can refill them between fights without dedicating an action to it.

Maybe if / when we have a full mage corps who use them frequently, but Tim can't use them himself (you can't use them to power magitech and he doesn't have any spells of his own) and I rather doubt Lacey would use one barring extreme circumstances like healing at an Endbringer battle. Maclibuin might be able to use it too, but probably with the same qualifier.
 
Do we actually?
- Sam is the only 'parahuman' who is certainly a part of Calamity Witch team.
- Dragon is the world reknown Tinker, a respected hero of the Guild. To say she belongs to Calamity's team is a little silly (the Protectorate as whole of course doesn't know about her nature as AI and Unison Device).
- Shipwright was a Privateer, like Calamity, yes, but now he works for Dragon.
- His GBs are obviously working for Dragon too.
- Cassiel is Dragon's ward. (note, Chevalier, Dragon is much better in deprogramming child-soldiers than you! :V)
- Lacey is doing her own thing in the hospital. She was seen with Sam exactly one time, not enough evidence to call her a member of Calamity's team. She also has a guardian drone, which connects her with Shipwright and, therefore, with Dragon.

So, as far as the Protectorate is concerned, Calamity has only 2 'parahumans' in her team, herself and her Guardian Beast.

I meant more that this is how the members of our group would be seen by them, not that they knew about all of them. As for Dragon, saying she is under us is pretty ridiculous. Saying she is a partner or nominal member similar to how Dragon is in the Guild and independent of them at the same time is not so much a stretch.

Sooo. Can Tim do things like Invisibilty Potions, or Miracle Alzheimer Cures? If he cross-trains into Tech Enhancement.


Is this only available if we pick Tech Knight now? As opposed to picking it as his second cross-training?

On the inverse, is it possible for a original template to pick up their Tech variant as a cross-training (so Lacey would become a Potion-Brewing Witch so to speak)?

P.S. Those :mad: FRAKKIN :mad: "Internal Server Error" :mad: messages :mad: keep borking my browser!!! :mad:
P.P.S. Seriously had to reload every page like five times, as in half the time I tried to give a rating to any post. БЕСИТ!!!


P.3.S. Yeah, I'm all for Tech Enhancement and Mutagenic Shenanigans.

I doubt it. TG already functions as tech, so getting a bit more of an extension to that existing knowledge makes a lot more sense than a mage suddenly learning high tech. Then again, I suppose if somebody first cross classed into TG and then for the second time to the tech version of their class... maybe?


Well, since I was describing situations where you have a valid excuse for irrational behaviour, hormonal fluctuations in extreme but predictable circumstances would also count. It's when the person has none of these but is still an idiot that you can dismiss them as being an actual idiot.

which is kinda weird, when you allow mana motors.

Try running an internal combustion engine on C4, or possibly on sticks of dynamite, given how much power is packed into each shell.

As much as I'd like to see what EK could add to cybernetics and various defense options, I've got to go with

[X] (Tech) Infinite Enhancement – Serums with various enhancing properties.
 
Maybe if / when we have a full mage corps who use them frequently, but Tim can't use them himself (you can't use them to power magitech and he doesn't have any spells of his own) and I rather doubt Lacey would use one barring extreme circumstances like healing at an Endbringer battle. Maclibuin might be able to use it too, but probably with the same qualifier.
You need an Armed Device or an AD mod to use cartridges. Only Taylor has one currently; template mages need to take the Knight template or cross-training to get it.
 
Well at this point you could say we're all on Dragons new non-Guild team, it must seem that way to the outside observer.

She already calls her power armor initiative Dragons Teeth. The lot of us put together could be Dragons Horde/Hoard. Alternatively, Dragons Nest. The Golden.

The Wyverns. The Drakes.

The Golden Drakes/Wyverns.

The Golden Horde if you want to imply sheer intimidation (too villainous though)
 
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[X] (Tech) Infinite Enhancement – Serums with various enhancing properties.
 
[X] (Tech) Extinction Knight – Improved close-combat technology.
Adhoc vote count started by SlickRCBD on Mar 6, 2019 at 9:23 PM, finished with 19856 posts and 26 votes.
 
Try running an internal combustion engine on C4, or possibly on sticks of dynamite, given how much power is packed into each shell.
I used to work in the Navy. We did this shit. It was called DC power systems. Capacitors the size of your head that would have one charge on the right, another than had the other charge on the left. And there were hundreds of these, so we could pulse 20 times a second. Because apparently AC can't build up the sheer charge.

You got a gun with a pulse setting to play bazooka rather than pew pew laser................
 
[X] (Tech) Extinction Knight – Improved close-combat technology.

FOR VISTA!
Adhoc vote count started by ChaoticSky on Mar 6, 2019 at 10:51 PM, finished with 19859 posts and 28 votes.
 
I used to work in the Navy. We did this shit. It was called DC power systems. Capacitors the size of your head that would have one charge on the right, another than had the other charge on the left. And there were hundreds of these, so we could pulse 20 times a second. Because apparently AC can't build up the sheer charge.

You got a gun with a pulse setting to play bazooka rather than pew pew laser................

Engineering, while interesting, ain't my thang, so I can't say much past that... though, how long can you power something that CW is limited to making ten a day? Then again, we're talking about taking the tech tree that would let Tim build a cartridge charging system, and using each cartridge to fire a single shot moves out of the whole sustainability problem...

Great, now I'm going to be thinking about ways to apply that all night. Theoretical BS IS my thing =P

For now, though, the answer boils down to "because SW says so", and seems to be focused on game mechanics rather than laws of Galean mathemagics.
 
how long can you power something that CW is limited to making ten a day?
Depends on if they're really capacitors as the appear to be, or if they can be batteries as well. And then how much charge each one holds.

I think they're capacitors so they won't every power anything for long, but given Mana collectors, motors, batteries, powered tech and other sundry tim can create, it seems bizarre to me that large DC style capacitors NEED a linker core to work. I'd understand if it needed stronger wiring or something, or if they burned out wiring in a similar fashion to mana poisoning, but not the hard No.

As for WHAT it would power, anything that needs a sudden surge of energy rather than a constant flow. Overload strength. Blitz action from a vehicle or armor. Bombardment spells from a gun. Shotgun style setting for a gun. Those grenades people keep talking about Tim making and inventorying but we never freaking use them.

Edit: If you wanna use a capacitor for more than one use per max charge, you can set up a wiring system called a leveler. It's basically another smaller capacitor and a transistor that feeds the remaining charge back into the larger one while keeping the larger capacitor 'open'. Useful for high res radar rather than long distance. Also useful for making the cartridges last longer.
Adhoc vote count started by Solusandra on Mar 7, 2019 at 1:45 AM, finished with 19862 posts and 29 votes.
 
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Inserted tally
Adhoc vote count started by Parzival95 on Mar 7, 2019 at 8:11 AM, finished with 19863 posts and 30 votes.
 
That tally doesn't surprise me at all. People seem to really want to be mad scientists (almost certainly due to the implied capacity to create Linker Core serums I'd wager).
 
Hey @Gino how did you designate a winning task like that? I have never seen that before, but I wants. :eek:
That tally doesn't surprise me at all. People seem to really want to be mad scientists (almost certainly due to the implied capacity to create Linker Core serums I'd wager).
That's weird if it's the case since they can already do it right now, but whatever.
 
Hey @Gino how did you designate a winning task like that? I have never seen that before, but I wants. :eek:

That's weird if it's the case since they can already do it right now, but whatever.
In my case my vote is for doubling down when we have more than two weeks to start mutating people. It'd really suck mutating someone, finding out that we botched the roll, and then having no time before an endbringer attack to reverse the situation. That's something Wildbow would do because Life On Earth Bet Is Suffering.
 
Depends on if they're really capacitors as the appear to be, or if they can be batteries as well. And then how much charge each one holds.

I think they're capacitors so they won't every power anything for long, but given Mana collectors, motors, batteries, powered tech and other sundry tim can create, it seems bizarre to me that large DC style capacitors NEED a linker core to work. I'd understand if it needed stronger wiring or something, or if they burned out wiring in a similar fashion to mana poisoning, but not the hard No.

As for WHAT it would power, anything that needs a sudden surge of energy rather than a constant flow. Overload strength. Blitz action from a vehicle or armor. Bombardment spells from a gun. Shotgun style setting for a gun. Those grenades people keep talking about Tim making and inventorying but we never freaking use them.

Edit: If you wanna use a capacitor for more than one use per max charge, you can set up a wiring system called a leveler. It's basically another smaller capacitor and a transistor that feeds the remaining charge back into the larger one while keeping the larger capacitor 'open'. Useful for high res radar rather than long distance. Also useful for making the cartridges last longer.

I think it's more a matter of the cartridges being highly compressed mana that explodes when released. They always release their entire capacity instantly when activated.
Alternatively, it could be that the cartridges we create contain traces of our mana nature, which doesn't bother us in the same way a person with A- blood can take A- blood but not B+, that then damages the machinery catastrophically, before it can do anything with that power.
For another alternate hypothesis, the problem is that Tim doesn't have the EK cross class, so not only can he not make cartridges, he can't make use of them in his own designs, with the only exception being armed devices, which he is building according to plan rather than adapting to other purposes.

We never use the grenades because we never made any. People have brought them up many times, and SW has agreed to let them be rechargeable so they aren't a massive waste of build slots, but they have yet to win a vote.

Edit: I've decided to change my vote, not that it has a chance of changing the outcome

[X] (Tech) Extinction Knight – Improved close-combat technology.

@Silently Watches Would the IE serums be reusable the way you allowed for grenades(not using more build slots to replace what we use)? One shot items of sufficient utility might still be worthwhile, but I thought I'd ask and see.
 
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[X] (Tech) Infinite Enhancement – Serums with various enhancing properties.

Drugs are freaking awesome
Anyone who says otherwise I refer to Captain America as THE example of why (certain) drugs are good!

@Silently Watches Would the IE serums be reusable the way you allowed for grenades(not using more build slots to replace what we use)? One shot items of sufficient utility might still be worthwhile, but I thought I'd ask and see.
That may depend on the form they take, I know SW said that the Invisibility field would be a Device, not a Potion, so that's probably rechargable.

We may be able to choose IE: a Healing Potion (1 build slot) or a Healing Device for some larger number of build points. (Though I'm not sure the balance on that if a suit of power armor or a high power laser rifle is 1 slot. Maybe batches of 3-8 (1d6+2) per build slot?)

Mutagenic and pseudo mutagenic serums... probably not re-usable, IIRC we have to tailor each serum for the recipient.


Edit: not sure if I misread SW's thoughts on grenades before or now, but the idea is any we use will automatically be replenished between fights unless we start abusing them?
In that case 1 healing potion per 'encounter' / week should be fine for 1 build slot.
(Took me a bit to remember where I'd seen a rule like that: Rogue Trader! If you buy grenades or other personal consumables you have effectively infinite supply of them, but can only field as many at a time as you buy.)
 
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