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xinoehp512

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Everything posted by xinoehp512

  1. Happily, time was still going backwards, so he was cured instead!
  2. Except, since time was going backwards, he was actually regurgitating it.
  3. Except that time was going backwards, so it was actually sinking.
  4. Except that now the temporal flux would discharge all at once.
  5. In desperation, he switched the red and blue wires.
  6. He'd invented a clock that ran on time crystals.
  7. @StrikerEZ, what about Feruchemical abilities? If the ability stored is Feruchemical, will it be filled? If so, will using it drain it? Do we get to know the probability of a spike being generated? Do we get to know whether or not one was generated when someone dies? If so, do we get to know what type it is? If the Hemalurgist kills a player or an uncharged spike is used, is there also a chance that another spike will be created? Does the player who uses the uncharged spike get to keep the charged spike? A powerful tool. I would advise picking Augur, Lurcher, or Sparker, but if you have ability that would synergize well with another such as Nicrosil or Duralumin, those could be good options as well. I assume that not all items will be available all the time. How will we know what is available at any given time? Will the thread be informed? If we decide to purchase an item and there are multiple of that type available, will we get to choose which one we receive? Are there a limited number of all items, or just certain ones? Can boxings be earned both turns?
  8. From what I understand, this ability allows you to use both of your normal actions to perform a single other action, as well as giving you extra actions. (So if you tap once, you can use both of your normal actions plus the extra one- and with each nicrosil charge on top of that, you can use the action once more.) This has the potential to be incredibly powerful in combination with another role, as it allows you to save up actions. It’s similar to A-duralumin, except that if you store the ability from the action you use, you can use your original action on that as well. A duralumin-nicrosil pairing would have the potential to store up both actions each turn until they got some other way to use them. This ability doesn’t seem particularly useful. A 20% chance for immunity is much weaker than the immunity granted by a Smoker, and there are likely to be many more negative actions flying around than positive ones. Allows you to store up your own vote, essentially. It might not seem like much, but it can be very, very dangerous- essentially allowing a single player to take control of the lynch.
  9. A self-protect. This seems like a risky one to store up to for- only one turn of protection for two turns of weakness. More powerful when used in conjunction with something that lets you store a whole bunch at once. A limited protection role. Unless you really want to be a lynch leader, you might as well store whenever. Tapping is up to each individual player depending on circumstances. A self-protection role. Notably, you can store and still get boxings if your posts are exactly 200 words long. The tapping abilities seem like they would be more useful to elims (or the kandra), but the protection would be useful to anyone. This is the only passive Feruchemy role in the game, but it is probably the most dangerous to store. I leave it to the decision of any with this ability to decide their storing patterns. Also @StrikerEZ what counts as an attack action? A RNG-manipulation role. So it essentially gives you an extra slip in the pot, so to speak? Interesting. More effective with lower numbers, obviously. I would imagine that Spinners would try to store when they’re on huge lynch trains and tap when they’re on smaller ones.
  10. A scanning role. Each level will likely have its own uses; although I personally would save up to do a bunch of alignment scans, I bet many people would be more clever with their usage. I have a similar question with this as with steel- can you only store one charge at a time? @StrikerEZ A self protection role. Rather powerful if used in conjunction with an ability that lets you store a bunch at once; otherwise somewhat risky/difficult to use. I’ve never been comfortable with random chance myself and would likely be overly cautious with this role- I hope whoever got it is smart (and lucky) with their usage. It’s unclear to me whether this role activates on storing, tapping or both- although I would guess tapping only? @StrikerEZ This role reminds me of the omniscope from discworld: theoretically you can see anything, the trouble is getting it to see a specific thing. People with this role might as well spam and hope they get lucky. This has a power similar to gold with the four charge effect, but is expensive to charge up. The storing requirements aren’t too onerous, however- the big issue is losing boxing opportunities.
  11. Wait... really? *checks rules* Harmony's Bands! That makes Duralumin/Nicrobursting/Steelrunning more powerful than I thought. Imagine a double steel storing up all their actions and then releasing it all at once in a glorious wave of destruction. It does only increase by one at a time, unfortunately (or perhaps fortunately). So it shouldn't completely break the game. A protection role, both for yourself and for others. If you get roleblocked, do you lose the charge? @StrikerEZ The retaliatory protection is powerful, but also expensive. Storing solely in pewter, it could only be done every other cycle, and that’s at the expense of any other action. If you happen to be only a Brute, or if you don’t have any use for your other role, it might be a decent choice. I’ll leave it to any with this role to weigh the options for themselves. A PM spying ability. Given that the elims have a doc, it’s unlikely that any really implicatory discussions will be discovered. The use of this ability will be to gather information; what gets done with that information is likely going to depend on what it is and who gets it, just as it usually is.
  12. His elbows were not devoid of oddly colored static electricity, either,
  13. Similar to the Nicroburst, but self-contained. Essentially, you store up an action for later. This could be used multiple times in order to perpetuate the extra action until it is needed. The extra action could be an additional storing action, an item action, or potentially allow a Twinborn to store, tap and burn all at once. Useful for storing up actions, similar to duralumin. I am curious as to whether it works against itself- can you only store one steel per cycle? Per turn? The prohibition against using the same action twice in one turn means that even though the amount that can be stored is unbounded, the actual effectiveness of multiple tapping actions is limited. If Hemalurgy was used to grant another Feruchemical power, perhaps one dangerous to store, such as gold or bendalloy, this power could let you store multiple times at once, limiting the negative effects that you receive. A self-protect. This is the only feruchemical power that does not have a tapping power- instead, storing is the power. As far as I can tell, storing is unbounded, so this is essentially the same as an allomantic ability except that you can use both actions on it.
  14. I’m curious as well. The cap on gasper word counts is all I see in the rules. A roleblock. Another village power role- potentially even more powerful in this game, due to the actions that cause weakening. I have questions about this similar to that of a Pulser- what happens if the target takes multiple actions on the cycle you target them? What about the turn? Does the Leeching action need to share a cycle with the target action, or just the turn? Because this is a role that affects others, it makes sense that this would be a role that reveals to others in order to work in conjunction with them. Of course, you should always be careful when roleclaiming, lest you give the elims too much information, so you’ll have to weigh the benefits against the risks yourself. A totally useless role, as far as I can see. I don’t think there are any actions that cause redirection of self-targeting actions. It could maybe, maybe be used to appear to take an action that you actually don’t, but I’m not sure it does even that. (Not that that would be a very useful thing to do, either.) @StrikerEZ
  15. This is certainly a busy first cycle. Similar to gold, but you have to get lucky with your burning (you can’t react to an action that targeted you a previous turn). Has the plus side of giving immediate results, rather than having to wait an additional cycle. An interesting ability. This has the potential to disrupt several things. It’s unclear to me what would happen if this was used on a Gasper who successfully kept within the post limit on one cycle, but not on the next. This role also has the possibility of allowing for the doubling up of actions, or even potential tripling. @StrikerEZ, what happens if this role gets used multiple times against someone? What if they take multiple actions on the turn you target them? Does the target action you have to be on the same half of the cycle as the action itself? If it targets every action a player makes (including ones previously delayed) then a good bit of fun could be had with this. A type of protection role. Also a redirect of sorts. The random scattering aspect of it makes it harder to control or read, but it could still prove useful.
  16. Another vote manip role, albeit a much simpler one. Similar to the coinshot, people with either of these roles have an added responsibility to be alert and observant so that they can use their powers to sway the lynch towards eliminators. A role that protects against vote manipulation. Potentially useful in a tight lynch situation as a blocker against nefarious manipulation. I don’t see as much use for the protection against seeking, although I’m sure one could be found. Just be careful not to Smoke anyone the village needs role-scanned! In many games, this is an alignment scanner. In this game, it’s a role scanner (albeit an imperfect one, as people won’t necessarily always be burning their metal.) Because of this, it’s useful to the elims as well- which makes Smoker a much less elim-centric role. An inverse scan. If this role were to be protected from an attack, they would be able to use their power to identify who the would-be-killer was. Likewise with a roleblock or suspected vote-manip. All in all, this role could prove to be one of the most useful in the game. I would advise trying to find a Lurcher buddy if at all possible.
  17. Rule Analysis time! And nonsense, Kynedath. Of course I'm going to do analysis on the whole doc. What use am I if I don't analyze? A kill role. Useful for eliminating suspicious people that it might be hard to get a lynch off on otherwise. People with this role have an added responsibility to be active and observant, as their power could turn the course of the game. A protection role. Notably, it does not preclude protecting someone twice in a row on the same turn, so could potentially be used to make someone immune to night kills. A target scan. Not as useful alignment scan or a role scan, or even an action scan. Nevertheless, it is potentially implicatory- anyone who targets someone the turn they die has a much higher likelihood of being the person who killed them. An extra life. Part of where having a vigilante (village kill role) will come in handy- if someone very suspicious is lynched and survives, a kill can finish them off. A vote manip role. Essentially, you are hijacking someone else’s vote. This can be used by elims to appear to support a lynch candidate, but actually be working against it.
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