cannonOverload
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SIX SUPERHEATED ROTATING CHAINSAWS.%\0\%
Posts: 107
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Post by cannonOverload on Nov 26, 2012 18:41:44 GMT -5
ROLLED [SMITH OF PLOY].
CERTAINLY SOUNDS COOL, BUT IT WOULD HELP IF I KNEW WHAT THE HELL [PLOY] EVEN DOES.
LIL' HELP HERE?
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Post by genesisArtificer on Nov 26, 2012 18:55:57 GMT -5
general consensus is that Ploy does same shit as Flux does, but using something different as a bullshit explanation? basically you are breaking story elements down? random shit, something like that?
our resources on Ploy are woefully small.
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Post by bustedcasuality on Nov 28, 2012 21:32:05 GMT -5
Ploy abilities tend to work like a bizarre dance of Hope, Rain, and Life. They tend toward copying and opposing things, or providing things with oppertunities to change. One trick, [I'll Face Myself], acts like [Tangled Waltz] except that you can use it on other people, you need a big mirror (large enough to reflect the target completely) to make it work, and it talks like the Eldtrich Heir. This is a very nice trick to use on opponents, but unless you've got a land of Mirrors or you're very, very clever, it's damn near impossible to pull off. You can also use it as a cut-price copy of "Tangled Waltz", if you feel like getting in arguments with yourself every half and hour. There's also a whole subset of abilities that let you improve stuff by fighting with it, arguing with it, inducing uncertainty and possibility, etc. [The Changing Game] lets you give someone a small permanent bonus by making life more compliicated for them, or adding additional factors, variables, or problems for them to deal with. This is generally a good way to piss people off, but the bonuses stack up fast.
Frankly, A lot of ploy abilities tend involve either causing conflict or confusion, which somehow ends up making things better.
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