Noted there o7

Then my only real issue is largely just thinking Crimson Soprano is basically a perfect piece for Seraph and wanting to build around that to help give Yara more direct offense while still being a great support. Given the extra knowledge on how dropping works wrt synergies, I'd probably lean on the below?

Seraph/Crimson Soprano/Steadfast/Hunch/Millions/Daggermaw

Should get True Telepathy, FFM, Telekinesis, and Battle Precog synergy wise. Crimson Soprano there to double up flying and start on the energy absorption route, which gets further enhanced by Millions' core power, while giving Yara actual DPS. Steadfast for defense and making sure the flier can move fast safely. Hunch for the 2nd Clairvoyance tag and Daggermaw to be a synergy fiend.

I figure True Telepathy and Battle Precog allow for near perfect battlefield knowledge and being able to inform teammates of such. Telekinesis plus energy absorbing mines allows for the fun world where Yara could literally telekinetically throw enemies in mines she makes for some damage and hard battlefield control, while the FFM would be the cherry on top for giving Yara the proper P13 firepower.
I guess I'm worried that this sort of build would be stepping on Mona's toes a little bit? We already have a durable flying blaster, having a second one who's also our battlefield control/field tactician would be... sad. I'd be much more interested in Yara helping Rhys on stealth missions as an infil/exfiltrator via Telephasing, in addition to her battlefield information support capabilities.
 
You know sometimes I forget Synergies could be part of OTHER synergies....
I think that Space-Time Manipulation and Matter Creation are both synergies built from other synergies personally. Maybe Transmutation as well. I guess a quick way to find out would be to use Epoxy in a build (wink wink nudge nudge)
I wonder what's the most common synergy to have. It seems to be FFM based off our DNA profiles.
It does seem like it's the most common, or at least gravity manipulation is the most common form of it. I'm guessing King has the S tier version what with him being able to atomize people.

I think that True Precognition is a keyword. We know there are metahumans that have it and we just found out about the lesser version.

While I'm yapping let me throw out some more wild True Telepath guesses (I still do not get how to determine whether or not to double a keyword. I'm sure there's logic to it. Maybe just how exotic the power is in practice?)

V1: Clairvoyance + Clairvoyance + Mental Manip. + Mental Manip. + Ally Emp.
This is pretty much Force Fields with Mental Manipulation swapped for Energy Manipulation. Even if it's not True Telepath this probably does something.

V2: Clairvoyance + Clairvoyance + Ally Emp. + Ally Emp. + Mental Manip.
The previous formula but with more emphasis on Ally Empowerment.
 
I think that True Precognition is a keyword. We know there are metahumans that have it and we just found out about the lesser version.
See, I think that between the Woman In Blue's mentions, that memory fragment from Kintsugi and Kyoko's comments, Augur isn't really a precognitive, he's a time looper/traveller, or a Zero Escape style SHIFTer posing as one.

Wolong 'predicts the future', but it's through analyzing the most likely course of action by taking in all the data. And Battle Precog is probably a more limited version of that focused on what your opponent will do next. But there's no 'fate' or 'future' set in stone that someone can see.
 
@Bitterman just to clarify, does Telekinesis only need one Clairvoyance or two?

Plan: All Eggs in One Basket
[] Puella Magi Justice Unlimited Magica (2 AP)
[] Smoke on the Water (1 AP)
[] Reality Check (1 AP)
[] Train Kept a Rollin' (2 AP)
[] Grand Theft Person (1 AP)
[] Long Shadows of the NIght (1 AP)
[] Pest Control (1 AP)

Long Shadows of the Night needs to be done very soon, while Air in the Valley can be done at anytime.
You might have read the plan considering you just made an 8 AP version of it (Needs Must(8th Edition)) but Long Shadow's expiration is still way off that we can afford to delay, while Air in the Valley is there for us to finish it asap while it's still 1 AP, while also making a grab for +1 OID
 
See, I think that between the Woman In Blue's mentions, that memory fragment from Kintsugi and Kyoko's comments, Augur isn't really a precognitive, he's a time looper/traveller, or a Zero Escape style SHIFTer posing as one.

Wolong 'predicts the future', but it's through analyzing the most likely course of action by taking in all the data. And Battle Precog is probably a more limited version of that focused on what your opponent will do next. But there's no 'fate' or 'future' set in stone that someone can see.
Given Woman In Blue says whatever she's up to is predicated on not being noticed, stands to reason that basically precog stuff all builds off of information analysis type abilities. More info you're able to take in, the more you're able to analyze and figure out.

Basically doing some laplace demon shit, where presumably if you had someone who could fill in all the data, you could more accurately predict the future. Which is probably what the watcher girl is providing then, gives guy more information to plug into the prediction machine.
 
You might have read the plan considering you just made an 8 AP version of it (Needs Must(8th Edition)) but Long Shadow's expiration is still way off that we can afford to delay, while Air in the Valley is there for us to finish it asap while it's still 1 AP, while also making a grab for +1 OID

No, you have it the wrong way around, Long Shadow will expire on Turn 5, emanwhile Air in the Valley will never expire.

Additionaly, we will probably gain control of the OID as we only need 5 points which we can get thought Grand Theft Person (1 point) + Smoke on the Water (1 point) & Puella Magi Justice Unlimited Magica (3 points)
 
I guess I'm worried that this sort of build would be stepping on Mona's toes a little bit? We already have a durable flying blaster, having a second one who's also our battlefield control/field tactician would be... sad. I'd be much more interested in Yara helping Rhys on stealth missions as an infil/exfiltrator via Telephasing, in addition to her battlefield information support capabilities.
I guess part of my thing is I don't think we're realistically having Rhys on the same squad as Yara? Like we need Yara and Mona on the same squad due to the whole core facet of the power. And frankly, just off interactions I'm pretty sure we're going to end up putting Belle on the same team as Yara due to the prior built up bodyguard relationship.

And those 3 are a massive concentration of power already, where even if we put Ellie on the other side due to her power and versatility, I think Rhys probably ends up on that squad just to try and help bring up the Hit. Plus the likely 2 fliers on that squad would make for a poor set of people to try and transform into unless having Yara literally carry him with Telekinesis to fake it.

Where with the overlap side, that's already going to happen to some extent? Seraph is already a flying telepathic blaster and we're adding Invuln to the build anyway. I think things are probably going to be more focused on her battlefield and information control more than anything else with her powers as long as she has Telekinesis and True Telepathy together as is.
 
No, you have it the wrong way around, Long Shadow will expire on Turn 5, emanwhile Air in the Valley will never expire.

Additionaly, we will probably gain control of the OID as we only need 5 points which we can get thought Grand Theft Person (1 point) + Smoke on the Water (1 point) & Puella Magi Justice Unlimited Magica (3 points)
??????? That's not how that works. It expires at turn 6. Turn 5 is when it'll be one turn left.

Also my argument still stands about Air in the Valley having 1 AP so we should do it as soon as possible before Crusade recovers if we have 9 AP
 
??????? That's not how that works. It expires at turn 6. Turn 5 is when it'll be one turn left.

No, That is how it works, remember we only had 2 turns to do the meetings with (Global Justice, Four Seasons and New Dawn) and Turn 1 it said I quote [2 Turns Until Expiration].

These things count the current turn.
 
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The thing with synergies is that often times the base keywords are still expressed in the synergy. Like I don't see a world where True Telepath isn't heavily reliant on Ally Empowerment even though Seraph doesn't have the Ally Empowerment tag. And Bitterman has said before that a good way to counter psychics is just having another psychic. So i wouldn't worry about it.
As the person who made the almighty four synergies plan, it's mostly focused on attack over defense and that kind of sucks.
Like, Yara will likely be able to detect enemy telepaths and take them out, maybe shield from psychic screams as well, but there'll be no long-range scrying and I don't know what'll happen against PREVAIL
Wolong 'predicts the future', but it's through analyzing the most likely course of action by taking in all the data. And Battle Precog is probably a more limited version of that focused on what your opponent will do next. But there's no 'fate' or 'future' set in stone that someone can see.
Oh yeah, his thing is [Analytical Precognition]. Should add that to the synergies list.
 
See, I think that between the Woman In Blue's mentions, that memory fragment from Kintsugi and Kyoko's comments, Augur isn't really a precognitive, he's a time looper/traveller, or a Zero Escape style SHIFTer posing as one.

Wolong 'predicts the future', but it's through analyzing the most likely course of action by taking in all the data. And Battle Precog is probably a more limited version of that focused on what your opponent will do next. But there's no 'fate' or 'future' set in stone that someone can see.
I mean 99% of precogs in super hero fiction don't actually accurately predict the future, so I wasn't really expecting that anyway. But I think it could work mechanically if they had charges and a limit like Wolong, they'd be an OPS monster. Really I'd give anything to not be fucked by dice rolls even slightly more often lol.
 
No, That is how it works, remember we only had 2 turns to do the meetings with (Global Justice, Four Seasons and New Dawn) and Turn 1 it said I quote [2 Turns Until Expiration].

These things count the current turn.
[Must be taken within 3 turns]
Turn 1 of 3 till expiration starts now in turn 3. That quote I just gave you is the start of turn 3.

Heck if the premise you are suggesting is the correct one, then if I were you, I'd abscond Pest Control in your plan and take Long Control, regardless of what QM suggested
 
As the person who made the almighty four synergies plan, it's mostly focused on attack over defense and that kind of sucks.
Like, Yara will likely be able to detect enemy telepaths and take them out, maybe shield from psychic screams as well, but there'll be no long-range scrying and I don't know what'll happen against PREVAIL
Well, for defense the Phasewalking tag was implied to protect from psychic attacks, so it's reasonable to assume that maybe it's good against psychic syphons as well? Can't take emotions from a shadow after all.

Does suck that she can't be our long range scryer tho.
 
Well, with the synergy revelations, I think I'm gonna take my Yara build from the top here.

Build: Mercury Mind

Seraph + Adamant + Eastwood + Daggermaw + Soldier X

True Telepathy + Flight + Clairvoyance + Elemental Manipulation + Transformation x2 + Enhanced Strength x2 + Regeneration x2 + Fitness + Mental Manipulation + Construct Creation + Enhanced Senses

Synergies:
[True Telepathy] [Autobiokinesis] [Battle Precognition] [Telekinesis]

This is built to cover both our need for both a psychic and a frontline fighter.

The way I imagine it working is, starting with the Seraph+Eastwood combo, she would be able to use Telepathy to induce emotions to absorb, creating a self-fueling psychic energy loop. This then feeds into Adamants liquid metal transformation to create more and more of the metal, which thanks to Autobiokinesis, Telekinesis, and Construct Creation can be shaped and manipulated at will, potentially taking on more emotional manipulating properties itself from Eastwood's power. Battle Precognition meanwhile could come from a sort of emotion/intent reading, possibly even subtly pushing enemies to act in the predicted manner.
 
Although this is making me wonder about that mention someone said about having too many high potency heroes cause yeah it looks sus.
The thing is that maybe for some, more likely the most complicated ones, we would need them to punch below their true capabilities. At least in normal situations like patrols, were most people are likely to see. Then, after some time, have them use their powers normally under the excuse of "we trained them" or even "we found something else they can do".

Is about the thing with powers that could be suspicious. But for Yara, one could say that her near-death experience seemed to be the stimulation she needed to trigger her power.
 
@Temes1066 i also want to emphasize

Since people have mentioned it, that one does change if Arc is there or not. The fact that you helped her and she's awake means it's already changed.
Bitterman has confirmed that Arc's presence in Long Night changes stuff in the mission. Why would he mention this info if turn 5 is when it expires and is the very turn that Arc makes her return?

Also I'm not always here so I didn't exactly know how much Puella Magi gives us, but even then, that's not my only point. The premise I was suggesting was that Crusade may not stay down for long and ND missions may return back to 2 AP in turn 5, hence pushing it there. And because I'm reasonably sure we could fit in Long Night and Fellowship there no matter what (because it's high priority), I was comfortable with doing Air in the Valley before Long Night despite the latter being time-limited
 
Dreamer From Beyond Our World
DNA Profiles: Seraph (6), Memoria (4), Steadfast (2), Daggermaw (1)
Potency: 13
Keywords: [True Telepathy], [Flight], [Invulnerability], [Telekinesis], [Battle Precognition], [Phasewalking]

So, considering that a lot of people like this plan, I'm going to do some speculation on how this one could go once we Ambrosia Yara.
  • Yara gains the ability to manipulate light through her Phasewalking. This allows her to have a psuedo-telekinesis by solidifying the light around an object and moving that? Similarly, her Invulnerability would come in because of her body being a light construct— like Mona, but without a core to be reduced to. Her presence and physicality would be justified here by some sort of connection to the Stage?
  • Battle Precognition and True Telepathy seem like two sides of the same coin here, ngl? For all we know, Battle Precognition and True Telepathy could be part of a synergy together. True Telepathy is the version of the psychic communication used outside of combat, with Battle Precognition being the brainwaves and gut instincts read in combat.
  • Flight would be something where in exchange for going super fast, maybe she can be reflected by mirrors or some shit? Classical superhero weakness.
  • She might get an Wolong-like ability where she can auto pass either REP or OPS checks.
 
Apropos of nothing, I noticed that Apiary, despite being a hivemind and demonstrably having a strong psychic presence, doesn't have a single psychic keyword. She doesn't even have Clairvoyance.

So my wild theory is this:

Matter Conversion isn't just about transforming matter, it's about making it yours, or making it part of yourself. And Apiary's psychic abilities are probably rolled up into Matter Conversion as component keywords.

So with this in mind, on top of likely containing Transmutation and Autobiokinesis, Matter Conversion could also require something like Mental Manipulation or True Telepathy. Possibly Self Enhancement too.
 
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