Okay since I said I would, let's go over Telekinesis and its potential tags. We know it uses 2 Clairvoyance and min 1 Energy Manipulation for sure, with at least one unknown tag. Our main example of its usage is Scissors mode in VG's kit having it. I am going through every base tag we have access to so far.

We have had it confirmed to not be flight and we realistically know it is not Ally Empowerment due to that being Force Fields.

Solar Absorption, Invisibility, Construction Creation, Regeneration, Fitness, and Transformation seem to have no basis in Telekinesis whatsoever.

While Telekinesis could make one harder to hit it likely does not actually include Invulnerability, Self Enhancement falls short when it does often involve using the Telekinesis externally, while wind could maybe be an argument for Elemental Manipulation that feels like a stretch, and while Enhanced Strength maybe for mentally grabbing things it feels like there are better candidates as Telekinesis isn't actually a function of strength.

Teleportation, Enhanced Speed, Mental Manipulation, and Enhanced Senses feel like the main candidates for the final Telekinesis tag. I want to say Mental Manipulation and Enhanced Senses feels like the most likely of the lot to fit the bill, but I'm not comfortable cutting the other two here.

Though all of this is mostly just for fun early speculation as we should just complete it at the next Prometheus empower.
 
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But yeah our main mission set for the upcoming turn is probably mostly locked in now.

Reality Check, Train Kept a Rollin', and Smoke on the Water are locked in and count for 4 AP. From there we either do 2 ND missions (Third Person and YQ due to wanting Arc to alter the Shroud mission) or 1 ND mission alongside Pest Control and Make the Rounds.

Kind of just depends on what are the numbers for the YQ and Reality Check missions, our money situation, and how much are we comfortable leaving for the Fellowship turn.
 
I'm now beginning to wonder if that 3 is going to cause too much salt. I'll say if it wasn't for that nat 20 and that you included TRH's scaling, it would be so much worse now it's just going to get weird.
I really hope you never feel pressured to change things because of salt!

I appreciate the pre-turn insights you provide but I'd be sad if the resulting reactions at all interfered with the flow of the story.
 
Unrelated thought: If it's feasible, I want to bring Arc onto our mission to take down Le Petit Prince.

Imagine his superpowered gaslighting, or even his normal verbal gaslighting, getting reflected back at him. He'll HATE it.
 
But yeah our main mission set for the upcoming turn is probably mostly locked in now.

Reality Check, Train Kept a Rollin', and Smoke on the Water are locked in and count for 4 AP. From there we either do 2 ND missions (Third Person and YQ due to wanting Arc to alter the Shroud mission) or 1 ND mission alongside Pest Control and Make the Rounds.

Kind of just depends on what are the numbers for the YQ and Reality Check missions, our money situation, and how much are we comfortable leaving for the Fellowship turn.
Oh actually, cuz of that 3, Pullea Magi AND Reality Check have to be taken together. And Reality Check expires after next turn.
 
I'll only get mad if the 3 undoes a victory.

I'm exasperated and frustrated at how we're basically under siege by half the setting, but that's not the same thing as me being mad. That would be if a randomly rolled thing at the end of a fight against a really annoying, overpowered monster undoes a victory against it.
 
I'll only get mad if the 3 undoes a victory.

I'm exasperated and frustrated at how we're basically under siege by half the setting, but that's not the same thing as me being mad. That would be if a randomly rolled thing at the end of a fight against a really annoying, overpowered monster undoes a victory against it.
Nah, you've actually won hard in a big way, but now there's a new complication and opportunity. You'll see.
 
Anyway, before I go to bed, maddened by stress and anxiety, I had a brainwave.

Algernon-types are Potency 13 powers. We know they're "Always Meant for Two", and that Ellie's superpower is "The ability to use EXCEED-BEYOND', but it's derived from Nora's power, just that she thought that she took out the Algernon stuff and just made it a "Blank" Power.

But we know they have the Same power, since Resonance happens between them. And now we see that Ellie's superpower is--indeed--"Algernon-type"

And that's what Nora meant when she said "It was always meant for two"

A Seeker, and a Receiver. You can't do both, you need someone to focus solely on digging in, and one person who cannot dig at all, but makes use of the knowledge extracted by the Seeker. Because if you try to do both at once, you're opening yourself up to other influences--and we know there's a lot of influences in the Stage with enough power to meddle. The Rebound feels almost malicious in how it fucks you up. Like how the EXCEED-BEYOND armor's instructions were perfectly fine, but the safety measures--and the safety measures alone--were lost in the memory hole. If it was just a coincidence, you'd expect more fragmented data in the use and maintenance sections, you know? This was almost tailor made to kill whoever took up her legacy.

But if each person in an Algernon-pair is focusing their full attention on a single detail, you can block out hostile influences--or maybe it's just a matter of being able to simply get specifically what you're looking for without garbage information.

Anyway, that's just my brainwave, probably way off base, but I need to slep now.
 
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Oh actually, cuz of that 3, Pullea Magi AND Reality Check have to be taken together. And Reality Check expires after next turn.
There must be quite a narrative reason for this to the case. What ties the Frozen Throne and Yellow Qilin to the Mysteries and Osanyin...? The Interlocutor, maybe? Hmm.

Nah, you've actually won hard in a big way, but now there's a new complication and opportunity. You'll see.
Complications and opportunities are fun. Possibly the most fun part about quests!

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Oh, and the ND missions are back to 1 AP for . . . reasons.
Oh dear. Oh. Guys I think I know what the Nat 20 for Reputation helped do.
 
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