Magical Girl Escalation Taylor (Worm/Nanoha)

[X] Do something with Missy
-[x] Talk with her about your experiences in Philly, then invite her to join you in Kayleigh and Laura's game
 
[X] Do something with Missy
-[x] Talk with her about your experiences in Philly, then invite her to join you in Kayleigh and Laura's game
-[x] But first, ask if there's something the matter right now, since she doesn't seem to be enjoying herself.

Also, has anyone noticed the new behaviour of the Spoiler tag? I actually missed at first that there WAS a spoiler in @Archeo Lumiere's post, it's almost as hard to find as invisitext without the reveal code. (Dark theme, which might matter.)
 
That's a laugh, her power gives her an immunity to any mental disorder, AKA yes it's impossible for her to be insane clinically, but the way she abuses that power is something no truly sane human would do. Immunity to Body Dysmorphia doesn't mean it's sane to get Amy to give you tentacles.

[X] Do something with Missy
-[x] Talk with her about your experiences in Philly, then invite her to join you in Kayleigh and Laura's game
-[x] But first, ask if there's something the matter right now, since she doesn't seem to be enjoying herself.

Also, has anyone noticed the new behaviour of the Spoiler tag? I actually missed at first that there WAS a spoiler in @Archeo Lumiere's post, it's almost as hard to find as invisitext without the reveal code. (Dark theme, which might matter.)

I didn't see it at all until you pointed it out. I'm used to spoilers being a tag you click on to reveal, not a slightly fuzzy bit that resolves to normal text upon being clicked. The whole reason I'm responding to these posts is in the hopes it improves the odds of somebody noticing it who likewise did not see it, with @Obliviated fan 's post not including a direct link to the post in question.
 
Thanks to Tim's Temporal Manipulation skill, time itself is your plaything. Dilation blasts are fire-and-forget weapons that will stop an enemy in place for up to twenty seconds at a time. Sadly, multiple blasts will not stack. If you're that worried about someone unfreezing, you could instead use the dilation beam. It will freeze someone in place for as long as you keep it focused on them.
So, a silly question. Been rereading the new threadmarks, saw what was the option for internal devices...

What happens if Tim builds a Dilation Beam Cannon and hits an Endbringer with it? Does it get frozen in time, or does it ignore the effect?
 
So, a silly question. Been rereading the new threadmarks, saw what was the option for internal devices...

What happens if Tim builds a Dilation Beam Cannon and hits an Endbringer with it? Does it get frozen in time, or does it ignore the effect?
Probably works but requires Large Weapons (7pts) which Silently has been strongly hinting we should get for anti-Endbringer weapons.
 
So, a silly question. Been rereading the new threadmarks, saw what was the option for internal devices...

What happens if Tim builds a Dilation Beam Cannon and hits an Endbringer with it? Does it get frozen in time, or does it ignore the effect?
Well if you build a big enough gun
Probably works but requires Large Weapons (7pts) which Silently has been strongly hinting we should get for anti-Endbringer weapons.
(this guy gets it), you'd have to try and see. I will point out that Leviathan was frozen in time both here (by Epoch) and in canon (by Clockblocker), so they aren't innately immune to timey wimey shenanigans.
 
I know the vote's SUPER close, but I'm going to go ahead and call it.

Although, I will say I'm surprised I haven't gotten any questions about the new skills in Tim's sheet. Oh well.
Adhoc vote count started by Silently Watches on Sep 15, 2019 at 8:54 PM, finished with 76 posts and 45 votes.
 
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Although, I will say I'm surprised I haven't gotten any questions about the new skills in Tim's sheet. Oh well.
...I had forgot to check Tim's character sheet.

So with that out of the way:
Barret Boost (6 points) – Serums can be produced that improves a parahuman's or mage's ranged or area of effect abilities, be it through increasing strength or removing restrictions. In individuals without such powers, they will gain one of a few possible ranged powers. Effect lasts 5 minutes. With Mutagenics skill, a serum to provide this enhancement or power permanently can be produced that would create mild mutations.
there is going to be a pretty massive demand for this. Just temporary power boosts or actual powers is valuable on its own. The option to make it permanent at the cost of a mild mutation makes things even more attractice since if you like the power you don't need to keep buying refills.

So questions:
  1. What is your definition of Ranged and AOE powers? Because arguably every Shaker, Master, Blaster, and Stranger along with a number of Trumps could qualify.
  2. How significant an improvement are we talking here? Minor boost, second/third trigger, or somewhere inbeween?
  3. Is the degree of benefit equal across powers? So would someone like Legend (top tier Cauldron Cape) or Narwhal (second trigger) get the same degree of improvement as say Miss Militia?
  4. How many doses of the temporary serum or permanent serum can we produce per build slot? I'd guess one for the latter but if we want to see any use of the temporary serum, aside from as a "Try before you buy!" ting, we probably need to be able to produce more then one vial per slot.
  5. We know Alexandria is immune to mutations but what about the temporary boosts like this one?
Physical Heal (6 points) – Serums can be produced that heals the recipient of mild to moderate injuries over the course of one to a few minutes. With Mutagenics skill, a serum to provide regenerative capabilities can be produced that would create mild mutations.
This is definately less useful now that we have Lacey on the team but having a backup can certainly be useful.

Questions:
  1. The big one for this; how many vials per build slot? Unless it is plentiful there is little point to producing these when we already have a dedicated healer.
  2. How effective is the regenerative capabilities the permanent version grants? What are the limitations on maximum damage reparable (could it say restore an eye or limb?) and the timescales involved?
  3. How does this healing, both the temporary and permanent versions, interact with Mana Poisoning?

Oh and one quick question regarding Strike Boost serum: The spell version explicitly synergizes with parahuman powers:
Strike Boost (2/2 Master) – Increase force of the recipient's physical attacks. Synergizes with parahuman superstrength and touch-based powers. Effect lasts 60 seconds.
is this also true for the serum version?

Oh and while I'm at it just to confirm; which permanent boost requires its own separate mild mutation correct? Oh and do those mutations count for directing the random mutations from the Linker Core Mutagenic?
 
We seriously need to work on getting Tim enough tech points to get large weapons. That time dilation weapon scaled up to anti-Endbringer level would be a massive force multiplier especially against Behemoth since he's the slower of the two Endbringers. Especially if we can set up multiple time dilation beams that can hold down the target.

With it we can set up combos to kill Endbringers provided we have enough mages with the necessary skills. I.e. we can freeze Behemoth in place and then set up a teleport to punt him over to a uninhabited world and then with pre-set time dilation beam cannons keep him frozen the instant we teleport (given Nanohaverse teleport's ability to pin point teleport) and set up the killzone to spam Breakers and equivalents and if necessary a Arc en Ciel blast.

@Silently Watches can Physical Heal serums be mass produced? As in creating a production line that can constantly churn out the heal serums?
 
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That's more like it. :)
What is your definition of Ranged and AOE powers? Because arguably every Shaker, Master, Blaster, and Stranger along with a number of Trumps could qualify.
I was thinking specifically of the "typical" Blaster and Shaker powers. The problem there is that ratings are based on combat tactics, but spells and serums treat powers mechanistically. For example, Miss Militia would not benefit because even though she has a Blaster rating, the mechanics of power is actually a creation effect; likewise, shield capes like Narwhal are rated as Shakers even though they don't have a true AOE power. They have shields.

Legend and Purity shoot blasts at people; they would benefit. Vista and Labyrinth control and manipulate an area; they would benefit. Ash Beast explodes everything around him; he would benefit.
How significant an improvement are we talking here? Minor boost, second/third trigger, or somewhere inbeween?
It's either a straight boost to power or a second trigger effect, depending on the cape and their power. It could be affecting a larger area, increasing speed of blasts or effect, or removing Manton limitations. Or something else if you had a suggestion and I felt it would work.
Is the degree of benefit equal across powers? So would someone like Legend (top tier Cauldron Cape) or Narwhal (second trigger) get the same degree of improvement as say Miss Militia?
The degree of benefit should be equal.
How many doses of the temporary serum or permanent serum can we produce per build slot? I'd guess one for the latter but if we want to see any use of the temporary serum, aside from as a "Try before you buy!" ting, we probably need to be able to produce more then one vial per slot.
I was thinking one per slot, but you make a good point. Let's say… 5 temporary serums per slot? I've edited the entry for the Strike Boost serum in the Ideas for Tim Informational to reflect this as well.
We know Alexandria is immune to mutations but what about the temporary boosts like this one?
She can't receive one because they have to be injected, and no needle can pierce her skin.
This is definately less useful now that we have Lacey on the team but having a backup can certainly be useful.
Eh, not necessarily. You can keep a healing serum in your pocket. Lacey can't fly or teleport, and in the time it took for you to call her and arrange transport, you could have already injected yourself.
The big one for this; how many vials per build slot? Unless it is plentiful there is little point to producing these when we already have a dedicated healer.
We'll keep the 5 temp serums per slot for this one too.
How effective is the regenerative capabilities the permanent version grants? What are the limitations on maximum damage reparable (could it say restore an eye or limb?) and the timescales involved?
It doesn't work on old injuries. Otherwise, it has the same capabilities as Lacey's spell. It won't restore immediately life-threatening injuries, though it would buy you time. It… could restore an eye, but you wouldn't be able to regrow a limb. It would just cause skin and scar tissue to grow over the stump to keep you from bleeding out.
How does this healing, both the temporary and permanent versions, interact with Mana Poisoning?
It doesn't.
Oh and one quick question regarding Strike Boost serum: The spell version explicitly synergizes with parahuman powers:
is this also true for the serum version?
Yes.
Oh and while I'm at it just to confirm; which permanent boost requires its own separate mild mutation correct? Oh and do those mutations count for directing the random mutations from the Linker Core Mutagenic?
Each permanent boost is its own mutation (though Strike Boost is actually only a minor mutation; these are the same degree of change as with the LCM serums). And yes, they do count as prior mutations where the LCM is concerned.
Also, could that healing serum help Danny? Because even if Taylor isn't thinking of it Tim might be.
It's been too long.
@Silently Watches can Physical Heal serums be mass produced? As in creating a production line that can constantly churn out the heal serums?
Uh… Hmm. Not right after purchase for sure. I'm thinking I might require you to get the Tech Knight's Cartridge skill, which allows mass production of cartridges, to do mass production of stuff like this, though it won't be every serum. We'll hash out the fine details if we ever get there.
 
Uh… Hmm. Not right after purchase for sure. I'm thinking I might require you to get the Tech Knight's Cartridge skill, which allows mass production of cartridges, to do mass production of stuff like this, though it won't be every serum. We'll hash out the fine details if we ever get there.

This is the first time I've thought that cross training Tim into anything other than IE for his second choice might be worthwhile. I'm still leaning more towards IE to see what he would gain access to, but being able to produce these things in large quantities is very tempting.
 
This is the first time I've thought that cross training Tim into anything other than IE for his second choice might be worthwhile. I'm still leaning more towards IE to see what he would gain access to, but being able to produce these things in large quantities is very tempting.
Another choice is we could template another person for the other one maybe. Sure it'll take a hell of lot of time to get the other person to the level Tim is now, but in the long term that would be worth it imo. Get Taylor to social a hell of lot more and if we are lucky find a science oriented friend that wouldn't mind staying in a lab or something and grind away at tech points.

Or... hm.

@Silently Watches when we template a person we can choose to have them be able to access nearly all the spells from the get go at the cost of future growth potential right? IIRC when we were templating Lacey we had that option. Can such a template mage of Gadgeteer cross class into Knight?
 
Mutation serum inhaler when? :V
"So can you do it?"

"Well... the issue is that your powers stop you from receiving the injection..."

"Ah... Right."

"Sorry."

"It's ok."

*Later that Day*

"Ok... so run this by me again... after you left the lab earlier you went and found a shipping container, several hundred metres of Anchor Chains, and you've used them to bring me Hatchet Face in a box..."

"Yes. Now can you do it?"

"I suppose so... but really, why are you so set on a pair of animal ears?"
 
Another choice is we could template another person for the other one maybe. Sure it'll take a hell of lot of time to get the other person to the level Tim is now, but in the long term that would be worth it imo. Get Taylor to social a hell of lot more and if we are lucky find a science oriented friend that wouldn't mind staying in a lab or something and grind away at tech points.

Or... hm.

@Silently Watches when we template a person we can choose to have them be able to access nearly all the spells from the get go at the cost of future growth potential right? IIRC when we were templating Lacey we had that option. Can such a template mage of Gadgeteer cross class into Knight?

As I recall, we weren't voting for how Lacey would level, we were voting for how every new template character would be leveled. That's why I fought against going the training route, as I've only managed to produce a grand total of one training points via omake.
 
when we template a person we can choose to have them be able to access nearly all the spells from the get go at the cost of future growth potential right? IIRC when we were templating Lacey we had that option. Can such a template mage of Gadgeteer cross class into Knight?
That choice wasn't about access to spells, it was about mastery of them.

We decided to enable mastery, which means every Lacey's spell has only about a half of normal AoE/duration/range (Novice) and we need to sacrifice Lacey's time to training or make omakes to push these parameters to 100% (Adept) and then to 150% (Master).

If we had decided to disable mastery, all Lacey spells would have had 100% of normal AoE/duration/range without any chance to improve them. But we still would have needed to unlock spells by sending Lacey to fight.

Gadgeteer doesn't have mastery at all.
 
Another choice is we could template another person for the other one maybe. Sure it'll take a hell of lot of time to get the other person to the level Tim is now, but in the long term that would be worth it imo. Get Taylor to social a hell of lot more and if we are lucky find a science oriented friend that wouldn't mind staying in a lab or something and grind away at tech points.
It might not be a bad thing to have another Gadgeteer, particularly if you find someone who'd be willing to split time 50/50. New Gadgeteer might be more of the combat cyborg person, making armors and prosthetics for themselves as well as others and trying them out in the field, and Tim keeps doing all the weird esoteric stuff since he has the Exotic Physics.
@Silently Watches when we template a person we can choose to have them be able to access nearly all the spells from the get go at the cost of future growth potential right? IIRC when we were templating Lacey we had that option. Can such a template mage of Gadgeteer cross class into Knight?
As I recall, we weren't voting for how Lacey would level, we were voting for how every new template character would be leveled. That's why I fought against going the training route, as I've only managed to produce a grand total of one training points via omake.
That choice wasn't about access to spells, it was about mastery of them.

We decided to enable mastery, which means every Lacey's spell has only about a half of normal AoE/duration/range (Novice) and we need to sacrifice Lacey's time to training or make omakes to push these parameters to 100% (Adept) and then to 150% (Master).

If we had decided to disable mastery, all Lacey spells would have had 100% of normal AoE/duration/range without any chance to improve them. But we still would have needed to unlock spells by sending Lacey to fight.

Gadgeteer doesn't have mastery at all.
@Shaseyu has the right of it. Lacey, had you not voted the growth option, still would have started out with three spells and would need to learn more by fighting. She just would have every skill at Adept level rather than Novice level with no chance to improve them further. And no, this is not the setting for every new template. Each time you give a non-Gadgeteer template, you'll have this choice.
 
Each permanent boost is its own mutation (though Strike Boost is actually only a minor mutation; these are the same degree of change as with the LCM serums). And yes, they do count as prior mutations where the LCM is concerned.
So, hold up. We can give people super powers... to make it easier to give them super powers. I want to say this may have unintended consequences, but honestly, I'm just too happy about the general idea of super soldier serums.
 
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