The ambrosia candidate should've been the hedgehog. A hedgehog with a gun would be super powerful
"THE GREEAAAAT DOCTOR MAMMOTH IBIS CAN FIX THIS ISSUE! LET'S MAKE EGDE A REAL BLADE SHALL WE? HAHAHAHAHAHAHAHAHAHAHA- *cough* *cough* Bleh this is the last time I take those blasted nutrient pills. Darn them! You shall not dry the GREAT DOCTOR IB- *COUGH-HACK* okay I really need some water now-"
 
Following-up on @Pawn Lelouch 's post, I just wanna mention stuff I've noticed.
Code:
[Transformation] + [Transformation] + [Regeneration] + [Regeneration] + [Fitness] = [Autobiokinesis]

[Clairvoyance] + [Clairvoyance] + [Energy Manipulation] + [Energy Manipulation] + [Ally Empowerment] = [Force Fields]

[Clairvoyance] + [Clairvoyance] + [Transformation] + [Teleportation] + [Invisibility or Invulnerability] = [Phasewalking]

[Enhanced Strength] + [Clairvoyance] + [Enhanced Senses] = [Battle Precog]

[Energy Manipulation] + [Elemental Manipulation] + [Solar Absorption] = [Fundamental Force Manipulation]

[Enhanced Strength] + [Clairvoyance] + [Elemental/Energy Manipulation] = [Telekinesis]

Like Pawn has mentioned, the synergies tend to range from 3-5 keywords. In terms of separate distinct keywords, most synergies we've come across so far have 3 different separate keywords in them each time with the exception of Phasewalking having 4 separate ones; so much for this one synergy, no wonder Shroud is a 7.

With how related Biokinesis is to Autobiokinesis, it must only have few distinct difference in keywords, I feel. So Transformation is a given, as well as Regeneration – you cannot tell me Regeneration plays no part in Biokinesis with how related it is to organic matters. While Autobiokinesis has Fitness in its keyword, I'm not quite as sure of that one. It could be possible that Biokinesis just has all the tags Autobio has except with one addition, but so far the max keywords we've seen is 5 so until evidence shows up that clearly shows the contrary, I have to assume Biokinesis is a five-tag synergy. With how related it is to application of others, the two keywords I'll have to assume for it are Ally Empowerment or Energy Manipulation. Ally Empowerment might've been a given except Biokinesis can be used to crippled senses and motor functions as well, as seen through Justiciar. It might still be a possibility it applies but that would sorta make Ally Empowerment a very weird tag and it would compel me to forward the AE question to Wolong that showed up last time. So Energy Manipulation is the only other thing me and Pawn are able to think of outside of AE.

A slight non-sequitur, but imagine if we got someone both Autobiokinesis and Biokinesis. We'd practically be running a Mahito build where they can shapeshift as well as affect and change the shape of other organic beings as well. I imagine tho that to do it to that extent, it would require a significantly high potency like 9-13.

Back to this topic, if Biokinesis is a power that affects and changes the organic, I would describe Transmutation as a power that affects the inorganic. Before Biokinesis showed, I had the impression that Transmutation was generally about Transforming stuff outwardly, including that of organic beings. Now I can confidently classify the two as a bit different, Transformation tag aside; You cannot tell me Transmutation doesn't have the Transformation tag in it when it is literally in the name. I'm of similar opinion to Pawn in that Transmutation is likely Transformation + Energy Manipulation + [???]. I'm also of the opinion that last tag is probably Elemental Manipulation, similar to how Fundamental Force Manipulation requires both. So that would make this a 3-tag word, though I'll hold onto the possibility that there might be doubles here, which if there are, I'd put it on Transformation.

We haven't completely nailed the other two tags that we got and know about (True Telepathy, Space Time Manipulation), tho if I were to give my own two cents on it: True Telepathy is a synergy the thread has talked about for a long time. So among the tags, I think we can reasonably guess that it is 2x Clairvoyance + Mental Manipulation + [???]. If I were to guess the last one, I would say it's between Energy Manipulation or Enhanced Senses, leaning towards the latter. Meanwhile Space Time Manipulation is harder one to parse, but I hold the belief that it is an upgrade of FFM. I would STM is a synergy that requires several double or perhaps triple ups in its tags.

Speaking of @Bitterman this may be a question that was already answered but do we know if there're synergies that requires another synergy to upgrade? Like if getting the keyword requires having FFM (or its three tags that we know of) to make?
 
I think at turn 4, all our teammates should do a stats train. Just taking a look at this turn. But we can skip rep training, because we did a few mission that help with.

So here a list on, what each member should train on.

1. Lady Leizi. HIT Training. As we had seen in this mission. Leizi power had a lot more to it, than she thought. So it make sense that want she to train and experiment more with it before. And a weapon could also help with it.

2. Black Swan. Esp/Ope training. She can only train these two. I'm not saying, we should max them out. Getting them both to 5 is fine. But remmeber this part of her cover story. She is the future heir to JU leadership. Her OPE should be as high as possible. Not max, but acceptabel for a leader for a hero team.

3. Menagerie Witch. Hit Training. MW need some hit train, not only so she dosen't get hurt from making a chimera, but also some self defence skil. It's only in case some ramdom mook get cloese to her, and dosen't kill her. Yes, I know she can make an army of shadow clones, that can procet her. and again, it's only in a case somebody get close to her. The stat dosen't had to be max, just at an acceptabel figthing skill.

3. Handyman. ESP/OPE training. Getting ESP to 10 should unlock something special to his power. Or do some OPE training, so he start thinking more on his own. Heck, he may even be in change of somebodies someday. OPE 5 should be fine for that.

4 Châtelet. ESP training. Her ESP stat is the lowest among her stats. Getting it up to 5 is ok. She just need the skill to be good at, lying, go undercover, dig for info, and snaky aroung. It should be raise up to an acceptable skill LV.

5. Doctor Silver. Hit Training. His HIT is the lowest among his stats. He could experiment more with his power, so he could also use it as attack as well. And also how to punch somebody better. Getting it to HIT 5 is ok.

6. Valiant Gold. Hit/ESP/OPE training. Getting either HIT or OPE to 10, so we may see what going to happen. But she should at the most train her ESP. As it was say in the story, she is a bad liar and had problems with keeping a secret. She most train on those thing. Again, getting it to ESP 5 is ok.
 
Code:
[Transformation] + [Transformation] + [Regeneration] + [Regeneration] + [Fitness] = [Autobiokinesis]

[Clairvoyance] + [Clairvoyance] + [Energy Manipulation] + [Energy Manipulation] + [Ally Empowerment] = [Force Fields]

[Clairvoyance] + [Clairvoyance] + [Transformation] + [Teleportation] + [Invisibility or Invulnerability] = [Phasewalking]

[Enhanced Strength] + [Clairvoyance] + [Enhanced Senses] = [Battle Precog]

[Energy Manipulation] + [Elemental Manipulation] + [Solar Absorption] = [Fundamental Force Manipulation]

[Enhanced Strength] + [Clairvoyance] + [Elemental/Energy Manipulation] = [Telekinesis]
Honestly looking at commonalities...

Clairvoyance shows up in Force Fields, Battle Precog, Phasewalking, and Telekinesis.

Why? It's projected/Extra senses functionally, Another way to read it might be to phrase it as Sixth Senses.

Force Fields involve Projecting a Psychic "Skin" so to speak with whatever properties.

Battle Precognition is basically gigaboosting thinslicing/instinct type shenanigans (I got a feeling this is going to happen based on XYZ but i can't explain it)

Phasewalking Requires you to be able to sense the world around you even as you fall out of phase with it.

Telekinesis is moving stuff with your mind, and what makes it different from just say blasting something is that there is (presumably) a degree of feedback when you know that you're touching something.

If we play it off this understanding then, the difference between TK and FFM becomes clear because where TK would necessarily imply a sort of sense for things, FFM doesn't. Indeed, the examples we've seen seem to more or less be blasters of some sort or another.

What about battle precog vs telekinesis? they're basically the same skill as far as requirements go. TK calls for Elemental or Energy Manipulation, that is something that lets you move stuff around with your mind (contact optional but tk is about doing from distance, thus clairvoyance) while precog calls for enhanced senses (going back to effectively, your brain is collecting a bunch of information and predicting it out further thannormally seen.)

Enhanced Strength then, isn't necessarily about it being MUSCLE, it's basically "Take this trait and it's functioning at a higher value (if Normal is 1, Enhanced Strength is 10 as an arbitrary number)

This is why it's not in Autobiokinesis despite that being a seeming power that would go along with it. it's not being enhanced really. It's ALSO probably why Handyman, who's keywords are Just Enhanced Strength and ABio, is basically a morpher. Enhanced Strength Empowers Autobio.

FITNESS though, is probably just exactly what it sounds like. You're way more fit. It's probably a keyword that just exists by itself in a lot of cases, but fitness in general also tends to imply a greater understanding of your body and what it's capable of. It's probably the basic building block of a lot of super strength/speed/etc type powers, or at least is something synergizes with them well.

Finishing the thought, Energy and Elemental Manipulation being separate is interesting, especially given that they're interchangable with the TK synergy. Which seems odd at first, but makes sense if you read them as basically "Manipulation of Raw Energy (Kinetic, Electric, etc)" and Manipulation of Matter (Rock, Stone, water, Etc) Which tracks for why BOTH are required for Fundamental force manipulation as you're basically working with particles and energy at those kinds of scales. Solar Absorbtion is basically drawing in extra energy that's just free floating, but also mass by way of photons and company basically.

last thoughts before things wind down, Autobio requiring double keywords for both transformation AND regen then tracks under this understanding of the individual parts, because basically you're tearing your body apart and having it heal rapidly. Fitness basically providing the robustness to actually survive the process in the initial aspects while the regen keeps you from dying from the effectively self inflicted wounds if we're continuing the power parts atomization.

This also explains why Phasewalking requires either Invisibility or Invulnerability to function then. Invulnerability to survive falling out of phase (so to speak) or invisiblity which is functionally a less severe phase shifting type ability. Teleportation basically existing to push you through space, while invisibility let's you move through I guess..Light Then????????????? Something to that effect.
 
If I had to take a guess at Transmutation I'd probably say it was some combination of Transformation, Elemental Manipulation, and Construct Creation.

As for Space Time Manipulation, I have a hunch it includes FFM, on the basis that FFM could be considered an upgraded form of Energy and Elemental Manipulation, going from manipulating what makes uo the universe to manipulating the rules of the universe, and then further from there with Space-Time Manipulation being manipulating the fabric of the universe. As for other tags, the only two that seem to fit are Teleportation, being g thr obvious one that I reacts with space in some way, and Enhanced Speed, on the basis that speedsters often manipulate or interact with time in some way and that manipulating speed and manipulati g time are conceptually similar.
 
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Opale is a defense specialist and Epoxy was a lockdown type.
True!

Being VERY generous with the term though (by which I mean, I meant blaster as much as pew pew lasers as you just throw forces around, but that's me being lazy) Oplae has Construct creation for her manipulation of gravity and force to be focused through., while Epoxy seems to have to actually touch you to make use of that power.
 
With how related Biokinesis is to Autobiokinesis, it must only have few distinct difference in keywords, I feel. So Transformation is a given, as well as Regeneration – you cannot tell me Regeneration plays no part in Biokinesis with how related it is to organic matters. While Autobiokinesis has Fitness in its keyword, I'm not quite as sure of that one. It could be possible that Biokinesis just has all the tags Autobio has except with one addition, but so far the max keywords we've seen is 5 so until evidence shows up that clearly shows the contrary, I have to assume Biokinesis is a five-tag synergy. With how related it is to application of others, the two keywords I'll have to assume for it are Ally Empowerment or Energy Manipulation. Ally Empowerment might've been a given except Biokinesis can be used to crippled senses and motor functions as well, as seen through Justiciar. It might still be a possibility it applies but that would sorta make Ally Empowerment a very weird tag and it would compel me to forward the AE question to Wolong that showed up last time. So Energy Manipulation is the only other thing me and Pawn are able to think of outside of AE.
Bitterman has previously stated that the max 9 keywords, but 5 is normally where they max out:
Uh, 9. But that's a special one. 5 is the normal max.
 
I think at turn 4, all our teammates should do a stats train. Just taking a look at this turn. But we can skip rep training, because we did a few mission that help with.

So here a list on, what each member should train on.

While I do want stat-ups, the guaranteed increases are probably more appealing for the characters who have them available, and it's very possible we might get some personal action options that are cool enough that they might be more popular than those. In turn 2 we had You're not my Real Dad and Madeline-Bowl LVIII, after all, and this turn we have So... How About Them Yankees?, Lost Lenore and You Live Like This?!

Sometimes narrative and random rewards are more appealing than something guaranteed. So really, it might all depend.

And LL has, IIRC, an action that lets her try to get sponsors - that might be really appealing next turn given how we're starving for more money. That could end up winning... alternately, trying to get intel on Yellow Qilin and stuff, given the PM mission next turn.
 
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BTW I just realized if we give Song the Power to regain his youth hed be an Inverse Captain Marvel.

Where Billy is a Kid who becomes a man with Superpowers.

Song is an Elder who regains his prime and gets Powers to make him an even better fighters.
 
I think at turn 4, all our teammates should do a stats train. Just taking a look at this turn. But we can skip rep training, because we did a few mission that help with.

So here a list on, what each member should train on.

1. Lady Leizi. HIT Training. As we had seen in this mission. Leizi power had a lot more to it, than she thought. So it make sense that want she to train and experiment more with it before. And a weapon could also help with it.

2. Black Swan. Esp/Ope training. She can only train these two. I'm not saying, we should max them out. Getting them both to 5 is fine. But remmeber this part of her cover story. She is the future heir to JU leadership. Her OPE should be as high as possible. Not max, but acceptabel for a leader for a hero team.

3. Menagerie Witch. Hit Training. MW need some hit train, not only so she dosen't get hurt from making a chimera, but also some self defence skil. It's only in case some ramdom mook get cloese to her, and dosen't kill her. Yes, I know she can make an army of shadow clones, that can procet her. and again, it's only in a case somebody get close to her. The stat dosen't had to be max, just at an acceptabel figthing skill.

3. Handyman. ESP/OPE training. Getting ESP to 10 should unlock something special to his power. Or do some OPE training, so he start thinking more on his own. Heck, he may even be in change of somebodies someday. OPE 5 should be fine for that.

4 Châtelet. ESP training. Her ESP stat is the lowest among her stats. Getting it up to 5 is ok. She just need the skill to be good at, lying, go undercover, dig for info, and snaky aroung. It should be raise up to an acceptable skill LV.

5. Doctor Silver. Hit Training. His HIT is the lowest among his stats. He could experiment more with his power, so he could also use it as attack as well. And also how to punch somebody better. Getting it to HIT 5 is ok.

6. Valiant Gold. Hit/ESP/OPE training. Getting either HIT or OPE to 10, so we may see what going to happen. But she should at the most train her ESP. As it was say in the story, she is a bad liar and had problems with keeping a secret. She most train on those thing. Again, getting it to ESP 5 is ok.
Putting the fact that Bitterman has mentioned wanting to remake the personal actions aside, I'll insert my two cents into this.

I disagree with the premise of making all our members do stat training due to how personal action give us a break in each segment and gives us potential fluff, not to mention we're currently relying on personals this turn to give us money through rng. I think we can give those a bit of credit. Edit: @Parabola pretty much summed up what I want to say in a better fashion.

But putting that aside as well, in terms of who I want for stat training, I agree with Lady Leizi, Black Swan, Handyman, and Chatelet (tho Lady Leizi already has a global action that works on that). I heavily disagree on MW and DS.

Menagerie Witch already had the free HIT training this turn, and personally I'm more inclined to improve her OP/ESP, her two best stats. Even if there was an option for MW to train her Hit (through something similar to how LL and Opale would do it), I'd prefer it if we gamble less; in Lady Leizi's scenario, her stat was low enough that I found it acceptable for her to roll. MW is different, especially when I want her to prioritize in different stuff. If you want to upgrade MW, I'd suggest focusing less on her stats and more on adding to her menagerie, which we have a global action for that as well.

For Doctor Silver, my reasons for him are a bit different, and it's to do with his narrative. Doctor Silver straddles between being a silly dad-figure, and being a cold avenger. So far we've seen the former a lot of the time with the latter making occasional peeps. I kinda feel like the lesson we should take from his story really is to be more and not go down the dark path. Moreover, his accomplishments in terms of HIT is usually as an accompaniment to another character, as it should be cause we don't really want him to be focused on damage so much as support and Operations, which is the stat I lean more towards him.

Valiant Gold, I lean on Operations as well, she's had a few misses with it despite being fairly high. Moreover Mona's HIT was 10 iirc before it was raised to 12; I want VG's thing to be different (though I expect Dynamite to take her to Hit 12 temporarily)

If I had to take a guess at Transmutation I'd probably say it was some combination of Transformation, Elemental Manipulation, and Construct Creation.
Mmmmm, I'm not feeling Construct Creation personally based on previous examples we've seen so far. You could kinda argue on Printempts part (though I remember he distinctly needed seeds to accelerate the plant's growth), but I really don't Giant Slayer's had anything to do with making stuff, rather hers is about picking stuff up that already exists and increasing its size. Moreover, when I think of Transmutation, I think of something like changing the properties of an object. I feel like that barely has much to do with Construct Creation.

I know this is true - Space-Time Manipulation was initially two different synergies before Bitterman rolled them into one, and FFM was one of those two. I don't remember the second, though.
Gore already mentioned it, but it's Time Manipulation. It's part of why I think FFM may be a requirement to it. Parsing how this works is kinda difficult here, which is why I feel like repeats of Elemental and Energy Manipulation might be necessary. Heck thinking on it, you could argue Enhanced Speed in some ways, tho I admit I'm reaching a bit here.
Bitterman has previously stated that the max 9 keywords, but 5 is normally where they max out:
Well that's nice to know.

Hmmm, I don't think Biokinesis is necessarily a strict upgrade of Autobiokinesis – tho I could easily be wrong – so I think I'll stick to my basis of it being 5 tag.
 
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Mmmmm, I'm not feeling Construct Creation personally based on previous examples we've seen so far. You could kinda argue on Printempts part (though I remember he distinctly needed seeds to accelerate the plant's growth), but I really don't Giant Slayer's had anything to do with making stuff, rather hers is about picking stuff up that already exists and increasing its size. Moreover, when I think of Transmutation, I think of something like changing the properties of an object. I feel like that barely has much to do with Construct Creation.
I'll admit, Construct Creation is mostly because it's the closest conceptually to an "empowered object" power that we have, since Construct Creation is used both for minion master type powers and powers that create some sort of item.
 
My calls for training personally are:

Skip Leizi and Opale

Mona: OPS
Maddie: ESP
Rhys: ESP
John: OPS, though I could make a case for ESP just because of my "reading lips" idea
Ellie: OPS or HIT
 
Oh right, forgot about Autonomous Creature Creation. Mmmmm, I think that one's likely something like 2x Construct Creation, 2x Energy/Elemental Manipulation, Ally Empowerment at a guess, sweeping through the list of keywords.
 
Oh right, forgot about Autonomous Creature Creation. Mmmmm, I think that one's likely something like 2x Construct Creation, 2x Energy/Elemental Manipulation, Ally Empowerment at a guess, sweeping through the list of keywords.
Name: Menagerie Witch, Madeline du Marseille
Keywords: Construct Creation, Energy Manipulation, Autonomous Creature Creation

Maddie does have both Construct and Energy leading credence to X2 of those being needed for ACC.
 
Yeah, Nephtys has Construct Creation, Ally Empowerment, and Energy Manipulation, so Autonomous Creature Creation is almost guaranteed to need you to double up on one or several of these tags, honestly.
 
Yeah, Nephtys has Construct Creation, Ally Empowerment, and Energy Manipulation, so Autonomous Creature Creation is almost guaranteed to need you to double up on one or several of these tags, honestly.
An Easy Check if Soraia cant afford a Healing Biokinesis is:

Plan ACC
-Nepthys 5
-Dragonsteeth 3

To see if it gives ACC once subteams start being made another ACC wouldnt be bad anyway. Plus I dounbt QM woudl be so boring as to give Soraia ACC similar to Maddie since MoW shows another way it can form.
 
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