Post by apianAnchorite on Jun 28, 2012 19:29:07 GMT -5
Before the faq had a section on Stars, I had been sort of considering possibly writing a guest section on the aspect. Obviously, it didn't work out like that, and it still seems a bit presumptuous to post it, even here. But I thought putting it up here would at least make it unquestionably non-canon. So yeah. Tried not to fangeek out over my fave aspect here, but would love to know what you fine people thought, anyway? Anything you like? Anything you disagree with or would change?
Star aspect
Tendency: Zero personal space
Expect star players to use very small speaking distances, to lean on people or scruffle hair or throw an arm around shoulders, etc. It's not (usually) sexual in intent, they just want to be close to people. Just tell them if they're weirding you out, but know you'll probably have to remind them unless they're actively thinking about it.
Warning: Hugging it out
Regardless of what is actually advisable in a given situation, every star player I've ever seen defaults to first to Hugs, then Dropkicks, and only if there is literally no other choice, Running Away for dealing with teammates. Even then, they tend to try and bring the berserker with them.
Warning: Don't try to drag star players anywhere
Seriously. No one can play 'drop and stop' like Star players.
Glitch: Where did this come from?
Occasionally, Star players will notice obects in their Sylladex that they never captchalogued. They're almost never anything valuable or useful, but if you're wondering why your star player suddenly has a muffin tin for no reason, now you know.
Trivia: Spawn Rates
There's a rumor going around that in worlds where the Star player is the spawn rate is increased by [maths]%. It isn't. They just have a larger pull radius than most characters--there are the same number of enemies around, it's just that more of them want to kill you at any given time. Needless to say, crowd control abilities like [Time Out] become essential.
Trivia: Practical Pacifism
Enemy characters first immobalized by [Time Out] and then affected by [Consider My Point of View] both become non-aggressive AND drop grist. Doing things this way scales you up your Echeladder much, much less quickly than killing them outright, but it IS a possible way to get through the game without killing things.
Berserk Trigger:
[Black Hole Sun] does exactly what you'd expect: pick a point, <i>everything else</i> goes to that one point. You would be surprised how often Star Players will choose somewhere absolutely ridiculous for this point, like their own hearts. Note also that you and everyone else in the battle count as part of "everything else". If you can' prevent this being cast in the first place, it's recommended that you abscond as far and as fast as possible.
Common Abilities:
Externalizing
[Time Out]: Enemies bottoms are attracted to the ground.
[Knockout!]: Enemies heads are attracted to each other. Higher levels get some pretty good velocity going on.
[Next!]: Drags in enemies from neighboring zones if your current zone is already cleared.
[Reach for the sky]: Counterpart of Hope's [Feet Don't Touch the Ground]; short term floating.
[Switcheroo]: (also see Hope skill of the same name); displacement-class exclusive; exchanges locations of two objects.
[Black Hole Sun]: See Berserk Trigger.
Imbuing
[Entreat Me Not to Leave Thee]: prevents star player from being separated from character imbued.
[Mine] and [All Mine]: Takes ranged damage meant for (all) other party-members.
Conceptualizing
[Come to Terms]: A mental support ability, helps party member accept situations they can't change. Different from the more costly [Catching the Falling Sky] in that it doesn't help you with your feelings on the situation at all, it only counters denial about what the situation IS. Can be helpful with Rain and Mist players having problems.
[Bring it On]: Raises probability of a single possible future timeline. You'll need a Seer, or a Mind/Time character to tell you what the possibilities are though.
[There Are Five Lights]: Increases odds of enemies accepting mind altering abilities. Pairs really well with Heart and Rage skills.
[Consider My Point of View]: Depending on your level, 25-100% chance of causing hostile characters to become non-aggressive. Note you'll want either a defender or some kind of crowd control in the meantime, due to long casting time.
Star aspect
Tendency: Zero personal space
Expect star players to use very small speaking distances, to lean on people or scruffle hair or throw an arm around shoulders, etc. It's not (usually) sexual in intent, they just want to be close to people. Just tell them if they're weirding you out, but know you'll probably have to remind them unless they're actively thinking about it.
Warning: Hugging it out
Regardless of what is actually advisable in a given situation, every star player I've ever seen defaults to first to Hugs, then Dropkicks, and only if there is literally no other choice, Running Away for dealing with teammates. Even then, they tend to try and bring the berserker with them.
Warning: Don't try to drag star players anywhere
Seriously. No one can play 'drop and stop' like Star players.
Glitch: Where did this come from?
Occasionally, Star players will notice obects in their Sylladex that they never captchalogued. They're almost never anything valuable or useful, but if you're wondering why your star player suddenly has a muffin tin for no reason, now you know.
Trivia: Spawn Rates
There's a rumor going around that in worlds where the Star player is the spawn rate is increased by [maths]%. It isn't. They just have a larger pull radius than most characters--there are the same number of enemies around, it's just that more of them want to kill you at any given time. Needless to say, crowd control abilities like [Time Out] become essential.
Trivia: Practical Pacifism
Enemy characters first immobalized by [Time Out] and then affected by [Consider My Point of View] both become non-aggressive AND drop grist. Doing things this way scales you up your Echeladder much, much less quickly than killing them outright, but it IS a possible way to get through the game without killing things.
Berserk Trigger:
[Black Hole Sun] does exactly what you'd expect: pick a point, <i>everything else</i> goes to that one point. You would be surprised how often Star Players will choose somewhere absolutely ridiculous for this point, like their own hearts. Note also that you and everyone else in the battle count as part of "everything else". If you can' prevent this being cast in the first place, it's recommended that you abscond as far and as fast as possible.
Common Abilities:
Externalizing
[Time Out]: Enemies bottoms are attracted to the ground.
[Knockout!]: Enemies heads are attracted to each other. Higher levels get some pretty good velocity going on.
[Next!]: Drags in enemies from neighboring zones if your current zone is already cleared.
[Reach for the sky]: Counterpart of Hope's [Feet Don't Touch the Ground]; short term floating.
[Switcheroo]: (also see Hope skill of the same name); displacement-class exclusive; exchanges locations of two objects.
[Black Hole Sun]: See Berserk Trigger.
Imbuing
[Entreat Me Not to Leave Thee]: prevents star player from being separated from character imbued.
[Mine] and [All Mine]: Takes ranged damage meant for (all) other party-members.
Conceptualizing
[Come to Terms]: A mental support ability, helps party member accept situations they can't change. Different from the more costly [Catching the Falling Sky] in that it doesn't help you with your feelings on the situation at all, it only counters denial about what the situation IS. Can be helpful with Rain and Mist players having problems.
[Bring it On]: Raises probability of a single possible future timeline. You'll need a Seer, or a Mind/Time character to tell you what the possibilities are though.
[There Are Five Lights]: Increases odds of enemies accepting mind altering abilities. Pairs really well with Heart and Rage skills.
[Consider My Point of View]: Depending on your level, 25-100% chance of causing hostile characters to become non-aggressive. Note you'll want either a defender or some kind of crowd control in the meantime, due to long casting time.