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Post by bustedcasuality on Jul 23, 2012 15:11:55 GMT -5
This is BustedCasuality. There's no real guide to the abilties you learn in the game; which is an issue, since there are a lot of them, and you don't necessarily learn or see them all. Plus, there's no thread where people can share/showoff the custom abilities they've created, which would be helpful to those without a good grasp of their aspect's abilities. Anyway, here's the one's I've encountered personally, correct me if I get them wrong.
[As A Feather]: Light buff, self-only. Dramatically reduces the caster's weight, along with whatever they're carrying so useful for acrobatics or climbing. First saw it used my session's Knight of Light.
[Space-Time Swap]: Space technique. Exchanges the positions of two objects (living or nonliving0 of roughly equal mass; note that the pluck cost increases dramatically if the shape of the objects is radically different, and using it on living beings can fail if the Sempersand is high. Saw it used by the session's Thief of Space.
[Flash-Forward]:Time Ability. Lets the user go into the future a short way. Saw used by a Scout of Time
[Stare]: Doubt Ability. Make's the user's eyes intimidating and scary. The ability is bugged, and doesn't turn off once activated, but it can be turned down, and doesn't work if the other person can't see your eyes. Sunglasses work wonders. (OOC: with thanks to OtherwiseGent for coming up with this ability)
[Bridge of Stars]: Passive Stars Ability. Lets the user determine the direction of his own personal gravity. Pluck-Cheap.
[Er sure]: Void Ability, disinte ates non-living matter, seems to fail on iving th ngs. Seen on a Grace of Vo d.
[Expedition]: Fate Ability, subconsciously lets you know where traps and environmental hazards are located as long as it's activated. Quits if you try to think about it. Discovered it myself as Witch of Fate.
[No Time to Wait]: Time ability that accelerates off the "fire delay" for an ability; in short it "skips" from when you pull the trigger to when the gun actually fires, metaphorically speaking.
[Glad You Came]: Might buff. Buffs the Mangrit of the user and acts as a psybuff against loneliness and depression on the target, or vice versa. Get's a bonus if the user and the target are in a Unbreakable Union.
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Post by ExtropianDreamer on Jul 23, 2012 16:18:47 GMT -5
You could always check one of the ability FAQs drifting around for listings of the pre-made abilities. None of them are quite as useful as GM or GG's guides generally, but they do still exist. Not really worth having a separate list here on the forums.
That said, I've got a few favourites when it comes to freestyling that I can share if you want.
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Post by bustedcasuality on Jul 23, 2012 16:58:06 GMT -5
You could always check one of the ability FAQs drifting around for listings of the pre-made abilities. None of them are quite as useful as GM or GG's guides generally, but they do still exist. Not really worth having a separate list here on the forums.
That said, I've got a few favourites when it comes to freestyling that I can share if you want. Go ahead! My session has a bug that lets non-players learn abilities from various aspects (long story), so I figured I could start this thread and keep track of what I see at least.OOC: I intended this to be sort of a forum game/roleplay thread, where people could to make up neat abilities and the stories behind them, though I'm thinking about expanding this into a full-blown guide on the interaction between Aspect and Title. I posted it before checking the other threads and realizing this was more of a "links" forum. I can move it if it's in the wrong place.
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Post by ExtropianDreamer on Jul 23, 2012 18:21:09 GMT -5
Rain is probably the best Aspect for Freestyling, possibly next to Dreams, so I have a good selection built up. The aspect of "making up crazy shit as you go along" is apparently pretty good at making up crazy shit as you go along.
[Scream With Me] was a variant on [Hardchorale] I came up with a few sessions back when I was the Waste of Rain. The gist of it was that, instead of sharing your madness with your allies to make them stronger, you share it with your enemies. Just lock eyes with them and laugh and laugh and laugh whilst you pound as much Headaches into their flimsy little skull as you can through the mediums of sight and sound. At the minimum, you'll drive them mad (and not in the good way). More likely, they won't be able to handle all the Rain you just jammed in there and they'll come down with a nasty case of headsplosion. You can have work off just the sound of your laughter if you want and get multiple folks at once, though it reduces the effectiveness somewhat. Laughing at/with your enemies until their heads explode is always fun.
[You're In My World Now] was another good trick I came up with. It keyed off ambient rainfall, limiting it's use, but when it was usable it was very effective. Rainfall conducts Rain rather easily, surprisingly enough, so you just pump the area full of your aspect and use it to turn off certain laws of physics (or the bits of code that serve to imitate them). Up is down and left is right, just so long as it suits you, because when the world is Rain the world is yours. Walk on the ceilings, walk on the walls, walk on thin fucking air if you please, 'cause gravity is just one more rule you can break. If you need to, here can even be there, so long as the Rain falls ('cause the Rain gets confused sometimes, and the two might as well be the same). Basically, you get to pretend to be a Space aspect a little with regards to location and orientation so long as you're in the rain. Extremely Pluck intensive (IE only try this if you have the tiger already), but worth it.
[Freedom Lets Go] is a custom psybuff. It takes an issue somebody might be suffer from, and turns it into incomprehensible gobbledegook so long as you keep it going. For example, a newbie Time player will suddenly have no problems dealing with his dead selves because the idea that it should matter to him has now become incomprehensible nonsense that he no longer understands. So he'll shrug and move on as if the issue no longer existed. Very useful and can be used on just about any issue you can name, though like all custom psybuffs it can have unforeseen consequences if you keep it on too long. I will warn everyone that custom psybuffs are very hard to get right and can go badly wrong if you start playing in someone's head without knowing exactly what you're doing. Rampant sociopathic tendencies, lack of empathy and few other mental glitches are the expected side effects of leaving it on someone too long - beyond the standard effects on someone's sanity from soaking their brain in Rain for a prolonged period.
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Post by genesisArtificer on Jul 23, 2012 19:32:15 GMT -5
Well, my calling card when I am plaing Space. It only works after Godhood, and consumes a good chunk of the Pluck [Should Be True] simply put... creates more Space for a while. It distorts the three dimensions nearby. the effect is similar to bigass explosion, but you have a full control over it. Can spread in all dimensions, and you can blow the ground with it without a problem. It still won't work on bedrock though.
more of the Seer toolbox B) [Frogwork Spypond] creates a web of tiny portals that you can look through and even stick cameras in them. Good for monitoring your house and Pluck cheap if you are a Seer.
[Hat Full Of Sky] simply lets you see the Land from above. It actually is useful, like a spying satellite is. Underling concentrations, Denizen Lairs, Gates, Ruins, Dungeons, Consort Villages, you can see it all. It is Pluck costly a bit
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Post by tenaciousTheseus on Jul 24, 2012 0:24:16 GMT -5
((Is that a Discworld reference I see, GA?))
Might as well hit up with some Doom stuff.
[Stagnant Air] An ability that makes the abilities more likely to affect enemies. Start every strife with this.
[Fire Your Musket And I'll Run You Through] Enemies that attack you get to eat a facefull of the Blight. A great ability, although what do you expect? Any ability with a name taken from Iron Maiden lyrics has to be awesome
[Chlorine Calamity] Creates chlorine gas. DO NOT USE AROUND COPLAYERS. It'll eat their lungs from the inside. Not fun.
[Mustard Seedbomb] Creates a time-delayed mustard cloud. Again, DO NOT USE AROUND COPLAYERS. Less Pluck-expensive than [Chlorine Calamity].
[Blighted Exile] Hits a target with a whole bunch of bad shit. Does a lot of damage, and poisons them. Does more damage to carapaceans, so it's good on the Black King.
[Rust in Peace] Rusts metal. Another ability named after heavy metal. This time it's a Megadeth album. Awesome.
[Break my Rusty Cage] Frees you from mental restrictions. Pretty pluck-expensive, but you'll be glad you have it.
[Caustic Retort] More or less our only psybuff. Use of harsh words and/or sarcasm to snap someone out of grief. May work, may piss the other person off.
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Post by genesisArtificer on Jul 24, 2012 7:02:57 GMT -5
((tenThe: You bet it is :] Also, I spy with my little eye a SMT reference))
More Space Stuff: [Landscape Eyes]: Well, you need to be in Skaian Summoning, or it won't work. It is an Land scrying ability that also allows you to speak to your Consorts remotely. Also, somehow buffs Pluck and Vitality restoration
And Time shit: [Single Moment] Well, it is a good ability to have. It allows you to do two diffrent things in the same span of seconds (limited by your Pluck) in the same space. It doesn't create doomed offshots, it is... ugh hard to explain if you thing linearily. Time Heroes will know what I am talking about
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Post by musicalDecay on Jul 24, 2012 11:10:43 GMT -5
I think I know of some blood stuff I guess: [March on home]: Very high pluck ability, best used when you are far from your dwelling spire. This ability when used, will take [Ashes of Logorg] and times it by 10. The golems will then start to march to your dwelling spire and not stop unless they have to fight something. They will also seek out the nearest gate(s) to your land if you are not currently on your land. It's an ability best used if you have [Blood Transfusion] going on and don't want to sever the link.
[RUN!RUN! AS FAST AS YOU CAN!]: Semi-important psybuff. When you use it on yourself, it will make you want to run like hell from whatever you were fighting. Best used early on so you don't go and try to get your teammates killed by trying to get them to fight super monsters with you.
[This is my rock]: Absolutely useless ability, Mainly. Works like [Awakening] but can only be used on rocks. It cost so little pluck that you could spam it nonstop for a day and it wouldn't even put a dent in your pluck meter. But it does have it's use. The life that you put in those rocks can be transferred to other things for no cost. You could infuse a 30 foot tall statue for the same pluck cost as picking your nose.
[This is my pet rock]: Use with [This is my rock]. Gives your rocks googly eyes. It cost all of your pluck. All of it.
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Post by stanzicApparati on Jul 24, 2012 11:21:46 GMT -5
Haven't rolled any other Aspects yet, so all I've got is Time.
[Not A Moment To Waste] - works kind of like a speed-boost, but it only seems to work when I really need it...like if you need to get someone to their Quest Bed now, but it's on the other side of the Land.
[We Are Legion] - I'm half-sure that this is a custom ability, or at least that the name is custom; it seems more appropriate for a Maid of Time, rather than a Mage. But I'm not gonna complain. It summons doomed selves from every timeline where you didn't succeed at the thing you're trying. It's also so pluck-intensive and has such a long cool-down that you could maybe pull it off twice in one session...if you don't mind not doing anything else. Not gonna lie - the only time I'm going to use this is during the endboss fight.
[Time After Time] - you know that thing where we rewind things so we can decimate that Ebonpyre again? Yeah. This is that thing.
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Post by bustedcasuality on Jul 25, 2012 13:26:03 GMT -5
Figured out a couple of tricks, and I'm reporting a few abilities my co-players have developed.
[Mugged By Inspiration]: Not so much a custom move as a applying [Rediscover Fusion] to an intellectual puzzle or problem. Input the outcome of "I solve the puzzle- I figure out the awnswer" to fate wherepon fate guides you down the logical path to the answer. Relatively pluck-costly, and usually will noticeably ding your role-play meter given it inverts Fate to mind-like ends. However, It's very good if you need an answer right now. Feels similar to a revelawesome, hence the name.
[Holding Out For A Hero]: A odd Light aspect trick developed by our Knight. Only works when rescuing or saving someone who's helpless, but it gives a downright silly luck bonus to the knight for "rescuing" and the damsel for "escaping", and it also removes obstructions or restrictions that would prevent them from happening; chains break, buffs are dispelled, and doors open of their own accord. Our Knight of Light used this to rescue our Maid, and I saw the rocks Ogres dropped dropped in front of them roll uphill to get out of the way.
[Flight Impulse]: Fate Custom. Yanks the "flight" impulse of an enemy, imbuing them with an overwhelming urge to get away, or just move. Note that the fine control isn't that accurate, so while the targets will probably be running, they won't necessarily be running away.
[Lost in the Woods]: Another Custom trick. Mass Debuff that throughly wrecks the target's ability to comprehend directions, follow a path, and move in a straight line. Great for stopping pursuers.
[Sculpt the Haze]: A Mist Ability developed by our Sage; manipulates existing mist, haze, smoke dust clouds, anything that is suspended particulates in air. You can condense or spread out clouds, move them around, or even expand them if there's raw material available- you can draw from a pool of water to add to a fog bank, for example. The one thing it can't do is create mist or haze where there wasn't any before.
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Post by mislaidLullaby on Jul 26, 2012 6:47:39 GMT -5
[Gone with the Wind] is a pretty hand Breath ability. It's a one-hit-kill one which costs a relatively small amount of pluck, so pretty useful. Though, like Space's [Off With Your Head], it's gonna fizzle if you haven't knocked their health down sufficiently first.
[Stormfront] is a pretty cool little AOE that will toss your enemies around a bit. Won't affect you or anybody standing next to you due to the weird way it maps itself.
[Every Breath You Take] is...Well. Let's just say it's the other berserk trigger that Breath can land. Will only work on target's of one type- So if you aim it against [Imps], it's gonna asphyxiate every single imp in range to death or as close at it can get to death. Loses efficiency over distance, so if they're starting this up? RUN. EDIT: I've been told that thankfully this one doesn't target properly if you just aim at [Players]. The second they specify into something like [Time Player] or [Doomed Timeclone] though? The issue suddenly vanishes. Running remains the safest bet.
Lastly, [Maelstrom] is a weak-to-medium strength but easily spammed psybuff. Pick an emotion, any emotion. Watch this ability start dragging it down to the back of your mind. Useful for when things like [Eye of the Storm] can't be spared for whatever reason.
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Post by tungstenTinkerer on Jul 26, 2012 7:01:57 GMT -5
Let's face it, Mist is possibly the worst aspect for freestyling. Sessions are usually an endless sequel of [crush groove]ing until you get access to [Smoke and Mirrors], which is when the fun starts. There's some low level abilities that can be interesting. Most of them come from revelawesomes obtained in joint dungeons.
[Digital Bullet] is an ability found on Hope lands, after you learn [Reverberata]. It basically mimics the [Reject] ability, only instead of something from your silladex it will shoot a single [Reverberata]. Those are your phalanxes, btw, which means you can only shoot 28 before having to worry about finding out where your fingers have gone. Not suggested until you got the hang of at least sensing where your reverberata are.
[Fractal] Is found in Sand dungeons. It gives your reverberata more reverberata. Basically you'll be able to break out in smaller pieces indefinitely. A good defensive ability.
[Cloud Tempo] Is found on Flow or Rhyme dungeons. It's a very basic ability that shrouds you in fog. Sadly, further manipulation of that fog is impossible.
[Substantiation] is another very basic offensive trick that will help you bridge the gap until you learn [Crush Groove]. It substantiates haze into (slightly bigger) instances of your [Reverberata]. My advice is to do so over enemies and watch them get stoned by the hail of heavy things. Useless if you are made of something dumb or really light, like, I dunno, text messages.
[Tu'hum] creates a gust of foggy stuff blowing away the enemy, It's found commonly in Rage, Breath or Hope dungeons. Yelling "fu ro DAH" when casting is optional. Rage, Breath and Hope incidentally all have a more powerful and pluck-effective version of this ability under different names.
I would like to point out that you will stop using all of these as soon as you get access to a [Smokes and Mirrors]-supercharged [Arcade Thunder] or get access to the [And it Don't Stop]-[Burn Baby Burn] combo.
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Post by tenaciousTheseus on Aug 16, 2012 23:17:51 GMT -5
I'll add a few more things here that I remember, from aspects I had
[Spatial Rend] A powerful Space ability. Rips apart the space that the target occupies.
[Worldview] A Space ability. Allows you to see the whole Medium. Pluck free, relatively early acquired. However, it gives you a migraine like no other, because your mind isn't quite equipped to see an entire universe at once, even a small one like the Medium. The average Space player will be wrestling to turn it OFF. Protip: alcohol helps.
[Eyes on the Back of my Head] Another Space ability. Allows you to see everything within a 25 feet diameter of yourself. Handy for watching out for ambushes.
[Achilles Complex] A Blood custom. Infuses the Pulse to a large degree all over your body to the point of near invincibility, except for one spot of your choice. I wore a cup, and that took care of that problem. Don't attempt until you tier.
[Dreaming Dead] Dream ability. Construct that gains more power based on the number of enemies you killed with it. Starts off shitty, becomes awesome.
[Through the Fire And Flames] A Flow custom psybuff. Works best in times of great adversary. Motivates people to forge on ahead anyways, and gives them a buff to their stats if they do. Very useful when shit has rocketed fan-ward. Also gives them a resistance to fire and heat.
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Post by versatileVirtuoso on Aug 19, 2012 19:36:29 GMT -5
I've been getting some of the more obscure Aspects as of late and I just wanted to share with you lot some of the abilities I have learned and recorded.
[Take Two]: A Stage ability. It's basically a try again ability that allows you to repeat an action you just tried and failed at but this time it makes your success almost guaranteed. Like most Stage abilities it’s most potent when you use it with three or more of your fellow Players doing something together. Its only fault is that is that it’s pretty Pluck-expensive and really should only be used when your finally going after the Black King. [I'm Right Here]: A Sound ability. This is perfect for shenanigans and messing with your friends. It allows you to through your voice to anywhere in a 20 mile radius. Thieves/Rogues should love this ability and think of all kinds of ways to abuse it for their shenanigans.
[The Dead Shall Rise] An offense Flesh ability. Currently a Muse of Flesh (hate the God-Tier outfit) and by God I have never had some much fun with an ability before now. Its’s exactly what you expect and more, it allows to summon an entire Romero film worth of zombies to act as bodyguards and servants. They will do anything you ask, just as long it supports your Title’s role. For example, as a Muse of Flesh I have been using my rotting minions to act as personal construction crew to create all my batshit crazy projects for my session. Fair warning though, they do tend to leave some BO but you get used to it eventually.
[Corpse Whisperer] Another amazing Flesh ability, it serves as a revival ability that lets you temporarily bring back Players who have recently died. I usually use to get information from the recently deceased and find out who ganked them. On a more somber note, it also allows for Players to have some last words before they go into permadeath.
[Who Is The Fairest?]: This ability was hand-coded just for Sage/Seer Players, it’s just too perfect for scrying. It’s a Ploy support ability, and what it does is tap into your Reflection (Ploy’s Whisperings) and summon a slivery framed mirror that reflects back to you the greatest foe you are going to encounter in your session. It’s awesome for finding out whose going to be causing you most Hell in your session and when paired with a Sage/Seer’s natural scrying you can find how and when they’re going to cause trouble.
[MSPA Reader] This is a Flux ability and well… I’m not going to lie it’s a weird one. Really most of the Flux abilities are just plain trippy and when I was the Guide of Flux in my 9th session I totally didn’t know what the Hell I was supposed to do. MPSA Reader was pretty much the only ability that I really understood fully. Anyhow, back on point, what is does is give you an alternate vision, kinda similar to [mIrAcLeS] but instead it lets you see and perceive the entire Story of your session frame by frame, like a picture book or comic. The cool thing about it was that it was like having a fusion Time and Space powers, letting me see the events of my session from almost everyone’s point of view ; My fellow Players, the Derse Agents, the Royalty, Hell even the Exiles. Even better was the fact that sometimes when a major Story event occurred there would be sick animation that flashed to several different events and perspectives all at once giving a fully view what was going on. The only downside of this ability is that it sometime had a really long cool down that could take weeks to recharge. It usually happens whenever a massive Story event occurs. PS: Wondering if any of you guys know of any other Flux abilities. Like I said the whole aspect was confusing to me and most of its abilities just let me scratching my head. Those who have also played Flux before might remember abilities like [Meta], [Breaking the Fourth Wall], [Author Insert], [Shipping Grid], [Trolling Creator] and [The Huss] if you do know what the hell any of these abilities are supposed to do, please tell me.
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Post by grasshopperFarmer on Aug 20, 2012 3:26:00 GMT -5
I'm trying to make sure this is makes sense, but I can't read. I can just hear what the computer reads back to me, and tell it what to write. I tried my best, though, so here are some things I've learned to do with Joy, and maybe it won't be too hard to read?
Manifestations: [Lotus]: White and pink flowers and leaves bud and bloom across all nearby water sources, calming everything in the area. It does need water, though. [Flower Crown of Poppy]: Bright orange and red flowers spring up around the feet of nearby enemies, either sending them into a nightmarish sleep or making them hallucinate their worst fears. It's pretty intense. And can hit coplayers.
Imbuing with power: [The Inner Light]: Temporarily makes your land reputation go up just by being around consorts, but also draws in monsters. Which can make your land reputation go down by getting consorts attacked. [Laughing Forest]: Fills everything in the area with Joy. This doesn't make things non-aggressive, though, just... happy. If that makes any sense? It'd probably work really well together if there's a rain player with you. [Ascension]: Kind of like [Eye of the Storm], except it doesn't destroy emotion, just... makes the emotion serenity? You unbothered, but not unaware or forgetful.
Manipulating through the Laughtrack: [Abundant Laughter]: I've used this one on myself a lot. It makes it easier to shrug off hard things. It can be aimed at anyone, though. [Here Comes The Sun]: Almost a sight-y thing, or a future-seeing thing, to lead towards choices that make you feel good. It works best when everything seems awful.
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