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Post by bustedcasuality on Aug 20, 2012 11:26:05 GMT -5
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. [/color][/quote] Oh GOD, Flux abilities. I can tell you, they don't make much more sense from the outside. I've seen [Breakng the Fourth Wall] used, and I think it's a Scry-Type ability that detects "Significant" events, things, or objects, although I'm told it's far weirder than that. There's also the ability [Black Rose Ring]. It manifests as a black stone ring that can't be removed (we tried), and among other things, it causes the target to count as a Player for a whole bunch of effects. Supposedly, it works by binding "significance" to the target. Note that this is bugged, and doesn't seem to wear off.
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Post by disasterAverted on Aug 20, 2012 18:22:42 GMT -5
So I've recently (like, within the last few days) stumbled on a Rage ability that's all kinds of weird. I get the feeling not many people have seen it and have the suspicion that I actually managed to invent it myself through "improvisation".
The ability's called [Take Me To Your Leader]. Mechanically it mostly acts like a standard mass-fear effect, so all the normal fear rules and bonuses apply (such as a bonus if you use it right after soundly defeating one or more foes, for any definition of "defeating"). You should be shouting something about them being unworthy foes and/or showing you their champion at the time to get the right effect. But as soon as the all of the affected enemies have successfully "fled" they'll vanish (think a reverse of the "offscreen" teleportation they use to spawn) and be replaced by one enemy worth the combined experience of everyone who fled. That could mean either a stronger monster or a boss monster (it defaults to the latter if you don't carefully manipulate the XP total so it lands right on a real enemy type), can be an enemy that's not even supposed to be able to appear yet, and you could even repeat the process for as long as the new foe is something you're capable of scaring. Remember that bosses are all-but-immune to further fear effects and aren't going to drop the grist types you shouldn't have access to yet, but have bonus loot.
So it's basically a skill that summons a boss monster without letting you farm at any faster a rate than normal. Why bother? Several reasons.
First off, would-be pacifists will love this skill. The enemies don't just vanish--we tried letting a horde of imps steal clothes with tracking chips in them and the imps do in fact appear somewhere else at random, even in another player's land. But if you defeat whatever you summoned instead the game counts it as if you defeated the horde for the sake of, say, a scripted event where the game's really not gonna let you off the hook until you kill a bunch of enemies (which I'm seeing no shortage of). In addition to being just plain less bloodshed in total, this could be useful if there's some enemy types you're less comfortable killing than others, especially since the same number of one enemy type will always produce the same replacement.
Even if you're not trying anything like that, it basically acts as a "cycle threat types" button. Terrible against ranged attackers? Force that horde of basilisks to become a boss ogre instead. Want a specific type of grist that can't be obtained yet? Meld some ogres into a high level foe that drops it. And yes, while it equalizes the XP summoning bosses on purpose will probably net you a bit of extra grist. The only caveat is that it DOES teleport rather than despawn--if you combine, say, six basic imps into a dual-prototype ogre and then combine two such ogres into a lich (no that's not the actual XP value of a lich), you've left two extra dual-prototype ogres wandering around somewhere, so if you try to force something that requires several "mergings" you may have to deal with the leftover out-of-your-depth enemies later.
It should go without saying that this skill requires some serious trial and error to use right. Probably session-specific ratios too, since different prototypings are worth different XP.
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Post by meticulousDemiurge on Aug 24, 2012 0:28:08 GMT -5
Still on my first session so I don't know if I'm qualified to offer advice, but one thing I found that I think is probably very easy to miss is that [The Big Time] can actually be used to modify more than just your roles' primary statistic (mangrit, scamperaway, whatever) as the game implies, you can shuffle most of your stats around (probably don't mess with any of the "useless" ones, the Grid doesn't like that) and it makes Dream a fairly versatile aspect.
The downside is that you can't use any given permutation of stats more than once (but really why would you want to?).
Also, [Innocent When You Dream] can be a great way to cheese your way out of horrible horrible circumstances. Sure it only boosts your currently sleeping self's defense, but the buff is actually surprisingly substantial given the cost, and nothing beats frolicking on your dream moon while you wait for your teammates to retrieve your dozing real self from the clutches of an osmium ghast. You'll wake up with a monster headache but it beats dying.
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Post by captianMaudlin on Aug 24, 2012 9:39:37 GMT -5
All the OTHER new Void players should t a heads up about their basic attack ability, [n ]. It reduces an u Health Vial, yes, but it's also p to erasing whole LIMBS based on... dunno. Maybe ' a roleplaying thing? y bisected a Basilisk while keeping it f the Maid, but just straining l hard isn't enough.
Which r me to the OTHER point- I don't think that [ u ] has a maximum range. Maybe it o erased too? That trick with the of Blood I mentioned was done when our Lands orbited close to each other, g binoculars (don't tell r it's a surprise). You ' have to do arcane gestures either, just squint at the monster and n it to the Cornfield.
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cutthroatcanadian
New Member
In this cold, unforgiving world, I shall thrive%\0\%
Posts: 43
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Post by cutthroatcanadian on Sept 22, 2012 18:18:27 GMT -5
I found some pretty awesome Mind ones
[Mind over Matter]Personal Buff, any damage taken does not send the player into shock. They simply ignore the pain for a while, long enough to kill the assailant. [DAMNurysm] Causes the targets head to explode. yep, really fun that one ('I') [Loglicute]: The caster sends a jolt of electricity to the foes body, paralyzing whatever it touches. High pluck cost. [Electric Boogaloo]: Turns the caster into a living battery, electrocuting whatever they touch. [Lancer] The player launches off a cheap-costing bolt electricity that imbues the target with brain contractions. [Connection Lost]: By pressing their hand onto the enemy's head, they sever all electrical impulses too and from the brain. May only be used once per 8 in game days. For some reason, I've only seen princes get this, are there classpect specific powers as well? [Think twice like your lightning] Dual lightning bolts target one creature larger than you and strike through in an x-pattern and finally the game changer [Thunder comes Second] I just call this one Brainstorm, but i should address it by it's proper name. Bunch of thoughts in a thundercloud that electrocute enemies all day long.
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Post by flarpchampion on Sept 22, 2012 21:49:19 GMT -5
I've got a few Light ones that we brainstormed earlier.
[Biolumenessence]: causes target to glow, about as bright as a sprite pendant. Will stay on until the caster switches it off.
[Loves Labour Lost] is Angelic counterpart for [Squiddissension], which clears and disables further attempts of Other Corruption. It works on the basis of freeing people from burden of Angel's "love".
[Vision Lightfold] - basically X-ray vision with added perk to gain some vital insight for the nature of the object.
[Golden-Paved Road] - Light Scrying. Seeing the best possible alpha timeline (so, satisfying every prophecy, closing every paradoxical time loop, and still having enough freedom to make things perfect) and how you make it so. [Fleet of Foot] - Scamperway boost [Luck Be A Lady] - less fucked-up version of [Dance of Thorns], and also much cheaper, but applies bonus only to single action. [Aurora] - Heightens your chances to not getting hit by enveloping you in bright light.
[Darkest Before The Dawn]: Gives huge bonus's to all stats if your timeline is doomed but you have the means to stop it.
[Kill The Lights]: Banishes all light within 10-30 meters of the caster.
[Lucky Bastards]: raises the luck of 10 random targets in a 50 meter radius.
[Refraction]: allows the user to bend light around a target, rendering them invisible as long as the caster concentrates.
[Morning Sunshine]: Automatically wakes up a sleeping target.
[Blinded By The Light]: Creates a blast of bright light around the target. Think a light attribute smoke screen.
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Post by overwroughtStenographer on Oct 16, 2012 12:31:24 GMT -5
For Flow players [These Peoples Try to Fade Me] can give you some wonderful stat 13onuses commensurate with your stress level, which if you're native Flow can 13e tremendously helpful. [Hot Damned] can dramatically 13oost the effect of your coplayer's fraymotiffs, don't 13other casting it solo though.
Oh and I'd advise against time players using [Thank You For Giving Me Your Valuable Time] deliberately. If you find you 12eally need to forestall the 12eckoning via doomed selves like this, chances are you haven't 13een managing your timeline effectively anyways, at least in my meager experience. If you've got a lot of doomed timelines 12unning anyways it can 13e a nice 13onus though.
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Post by wintersgrip on Oct 17, 2012 3:55:34 GMT -5
[Mil0 Rangoon warning] HeyHey! Heart player here, an0 I've foun0 a few in my session I've never seen mentione0 elsewhere. Whether that's a result of the session or jut luck, it can't hurt to sprea0 them aroun0.
Okay, firt off is [Total eclipse]. 0oesn't soun0 particularly hearty, but as quite a few things in my lan0 have been name0 after songs I think this one may be new. Put simply, its a tool to increase the effectiveness of the Sparklies-manipulation. Using this skill results in removing ALL the Sparklies in the target temporarily, which 0efinitely makes for a 0ouble e0ge0 swor0. Yes, it gets you powerful weapons at a moments notice, but those things shatter like glass an0 if they 0o when your hol0ing someone important...well, it woul0 not be pretty.
Next is [Beats for you] a han0y compass-like tool. If its cast on certain things, you start getting a constant feeling of which 0irection they can be foun0 in. I'm not sure what the restrictions on it are though, as I've only ha0 it cast successfully once so far.
Thir0 is [Of iron]. Only use0 this one once, as the buffs it gives you are way outbalance0 by the sacrifice in my opinion: when this is activate0, you will focus on the one thing most integral to your soul, an0 nothing else. Frien0s, quests, survival, all will be 0isregar0e0 if they aren't really stuck in your psyche. Use at own risk.
Finally is one that looks pretty weak for me, but in the han0s of a 0e0icate0 replayer coul0 be 0evastating. It's calle0 [Cupid's Broken Arrow] and it's requirements are through the roof, but when cast it apparently calls an echo of everyone whose heart you've touche0 or who has touche0 yours. If these are say, your next 0oor neighbors from before your first session they won't make much of a 0ifference, but if you coul0 call an army of Go0tiers from your soul...Well, maybe one 0ay, right?
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Post by incidentalCompeer on Oct 17, 2012 10:04:17 GMT -5
Found a fe int esting ones in my las essions
"[Those Chosen by the Planet]" Late g me "Life" buff. Ad s a bonus b sed on numb r of play rs left when you g to "Sk ia". Buff is r ally good if yo have veryone stil alive.
"[Just This Once]"/"[Everybody Lives]" "Life" abilit es. F und in tw separ te dung ons but the abilit is compoun . Act vates when a maj r saving throw s req ired. As long as ta get is avo ding s mething fatal, can be used t dr stically mprove odds f succ ss. Only wor s once per pl yer per s ssion. You c n only use t onc on each co layer.
"[Follow my Lead]" "Fate" ab litiy. Can b cast on p tty much nything you w nt to follo you. Good fo consor escor miss ons. Als c n be used t thr w enemi s int walls if you kn w what you'r doing.
"[Morning Rays]" "Fate" ab lity. Earl game, grant s abilit to put arrow on any lit s rface includin w lls nd ceiling. This can e usef l when you wan to get around a mob f "Imp ".
I wil ed t this when 'm not pl ying V id.
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Post by inventorsdisquiet on Oct 20, 2012 8:04:53 GMT -5
So I suppose I'l share some of the ones I've found.
First of all, Hope has one of the earliest flight abilities in the game. It's called [Screw Gravity] and it's basically just straight up rejecting gravity's pull on you. It's subject to a few limitations: first of all, it's more levitation than anything else. Until you get the hang of rejecting gravity differently on different parts of your body, you can only float up, and even afterwards, it's pretty slow compared to other flight abilities. Also, you can't get too far from your planet because you need gravity before you can reject it (for some reason in sburb gravity just cuts off at a certain height). This means you can't just fly up to Skaia straight away.
Later on they get [Gonna Fly Now], which is a flight ability and just a generally great buff to everything. When you use it, your ideograil actually comes off of your body and becomes awesome wings of power which just looks badass. There's also the ability called [Eye of the Tiger], which is basically a ridiculous stat boost (wow hope ability with ridiculous stats who saw that coming) to grind stats. Also, if you synchronize your training with the music of your whispering it works even better. It's kind of like that montage from Rocky (the name of the song escapes me right now).
Flow is also pretty awesome in the flight department because they get [I'm Hot Cause I'm Fly] which basically lets them just take off into the sky while shrouded in flame. Rhyme players get basically the antitheses of that, [You Ain't Cause You Not], which basically shuts that shit down and makes a no-fly zone. Weirdly, some flow players end up learning the latter to be used as a sort of follow-up to [I'm Hot Cause I'm Fly]. I guess the idea is that they're doing that aspect reversal thing, because when Thieves of Flow use [You Ain't Cause You Not] their own flight gets faster.
Anyway Flow is great cause they also get [Highway to The Danger Zone]. It's more or less moving so fast your like a fucking jet plane. Hell, use it with [I'm Hot Cause I'm Fly] and you leave a fire trail across the sky like you've got afterburners on. You can carry a person with you while using this power as a sort of wingman. Speed is relative to pluck spent, and it can also be cast on others if you want to re-enact Top Gun or something.
For more speedy shenanigans, they get [Can't Stop the Top] which means that when they do awesome high speed backflips or whatever it's impossible to hit them. Leather trenchcoats and slow motion recommended but not mandatory.
I'll post more some other time.
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Post by tenebrouspsycher on Dec 28, 2012 10:36:51 GMT -5
okay, i was maid of vo d in my first session. though i did not go godtier, i did a whole fuckload of freestyling with this aspect. that turned out to be immensely helpful.
[Seasons of Wither] This is a damage-over-time ability that makes enemies weaken a bit. the visual effect is sort of disconcerting. wrinkly ogres are fucking creepy.
[resistance is futile] Psy debuff. applicable possibly on berserk players but it glitches something fierce and has a slight chance of backfiring and hitting you. good luck if that happens. it isolates the target from feeling anything strongly emotionally. kind of like eye of the storm but not nearly as useful. i chanced it most of the way into a fight with the black queen. it saved our asses, so ymmv.
[n ll gravitation] it's a strange thing that you can use to have things ignore certain rules of physics. i used it on the air molecules around a few boulders and tossed them at ogres. using it on rocks just made it sort of olly outy to skaia or some shit. using it on air is also less pluck-intensive.
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Post by agonyembraced on Jun 15, 2013 8:51:22 GMT -5
Hello everybody, Bane of flesh reporting in for some of the less well known abilities of this aspect.
[Deathsight] is a relatively minor ability that allows us to see living (and undead) things and look through a body layer by tissue layer. Useful in running quick diagnostics. With enough Pluck sunk into it, works through walls (with the awkward quirk of ignoring not-flesh materials, so you end up seeing through synthetic clothes).
[Speak with Dead] Is pretty much what it says on the tin. The body needs at least its brain and its mouth to be intact. So then for much less pluck than completely re-animating them, you temporarily animate the brain and mouth so that you can ask questions, and the head will respond. Useful for doomed timeselves, who have a habit of both being dead and possessing useful information (note: the time player will not appreciate your collection of his severed heads).
[Pain Heals] Creepy, but also relatively straightforward: you regenerate health proportional to how much you feel like you're in pain. Obviously meant to make you last longer in combat, but can also be used to heal out of combat by doing things that are painful, but not damaging as damaging. I find that hangovers and tazers are a good source of this.
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Post by artsyAcademic on Jun 15, 2013 18:13:49 GMT -5
Thought I'd include a particularly interesting Space ability I found when rolled Guard of Space.
[Calorie Bomb] It does as the name implies: 'fattens' up the underlings or other enemy you use it on. Not only does it make the target much slower (but also a bit hardier than normal), it yields more grist than usual when the enemy is slain. [Gravity Bomb] is a more offensive move than [Calorie Bomb]. It amplifies the gravity under the target substantially, usually crushing imps instantly while dealing large amounts of damage to larger enemies. I happened to use [Calorie Bomb] more during that session by personal preference.
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Post by laughingman on Jun 17, 2013 14:18:30 GMT -5
I've eventually succeeded in my attempts at the creation of a couple of Void aspect abilities [Empty Shells] has the interesting effect of temporarily voiding all of a person's emotional statistics, which effectively renders them temporarily fully logical, which has proven immensely beneficial in ensuring calm during a crisis situation. I've yet to inform the relevant co-players of my possession and utilisation of this ability, though, so I'm uncertain of how they will react to it. However, should they become cognizant of my actions and are displeased with them, for the sake of continued group cohesion I have also developed [The End of All You'll Know], which from my tests on non-useful carapacians and underlings, seems to be of great utility in the erasure of certain memories.
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Post by cryptologicalMystic on Jul 2, 2013 14:42:38 GMT -5
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. [/color][/quote] Oh GOD, Flux abilities. I can tell you, they don't make much more sense from the outside. I've seen [Breakng the Fourth Wall] used, and I think it's a Scry-Type ability that detects "Significant" events, things, or objects, although I'm told it's far weirder than that.[/b] There's also the ability[/color] [Black Rose Ring]. It manifests as a black stone ring that can't be removed (we tried), and among other things, it causes the target to count as a Player for a whole bunch of effects. Supposedly, it works by binding "significance" to the target. Note that this is bugged, and doesn't seem to wear off. [/quote] Nope, that's [Dangerously Genre Savvy], at least in this session anyway.
I've figured out some other Flux abilities-
[Breaking the Fourth Wall] Mental ability that makes the target go philosophical all of a sudden. They will literally stop doing whatever they were doing before and start contemplating their own existence. Pretty Pluck-costly.
[It's Poetry In Motion] This ability is flipping awesome. It makes everything the target says rhyme. Why you would need something like this, I have no idea, but it's pretty cheap. It's like, [This Is My Rock] cheap.
[Death of the Author] Has no relation to its name. It's a good thing, I know, but WTF? Shields you from most mind control. Average Pluck cost.
[Medium Awareness] AoE version of [Breaking the Fourth Wall] that drains Flummoxie based on how big you make it. Pluck cost is (cost of [BtFW] * number of targets), plus about 15% of that because Sburb is annoying.
I'll tell you if I find any others.
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