11-09-2017, 09:58 PM
(11-09-2017, 12:04 PM)Ebonywood Hellscythe Wrote:(11-09-2017, 10:49 AM)Sister Evangeline Wrote: [spoiler]So I'm trying to work out how to best make some buffs as normal moves and from what I can gather the one thing I can't really do with buffs is have them boost stats unless it's expending SP, which I don't want to, so I'm wondering if someone could help me out.
I'm thinking of having a bunch of different medications that do different things, probably limit it to 10 doses each, the raw materials for which have to be gathered in the mean time but are reasonably abundant. So I has to go up to each individual I want to buff and apply the medication. It might be a patch, injection or a pill, each of which would have differing application times
So these are my current ideas, let me know if I'm on the right track. I know each of these would be an individual move.
Stimulant, reduces fatigue
Anti-anxiety, Improving accuracy (like how snipers use Valium)/calming someone who's panicking,
Detox, Purges the body of impurites (like they've been poisoned or something)
Painkiller, Reduces the effect of damage on the body (So it takes the same amount of hits to kill someone, but they show the effects less)
Psy juice, improves neural activity in pyskers, reducing the strain of preforming psychic attacks
Magic Juice, Same as above, but for witches and heretics
I could also add in negative effects to boost the potency I'd imagine. The stimulant might come with tremors and temporary behavioral changes for example.
So is this looking alright? I've tried searching and I can't find much on buffs like this so if there are any that I've missed feel free to direct me to them.[/spoiler]
First off, my suggestions are only for buffing someone else. Not yourself. Which I think is your intention.
I mean... It would be nice to occasionally use them but you know the rule; Don't get high of your own supply. So if it breaks balance then I'm fine with not using it myself. The thing that I'd like to point out is that the negatives should be on the "Castee" not the "Caster". They're drugs, not magic so.
Quote:Now, going through in order:
Stimulant - If you want to remove fatigue, rather than make them be able to ignore it for a short time, or accumulate it slower, you might need healing. It would also probably require some kind of drawback, either a bunch of time taken out of combat, or you essentially taking on their fatigue if you wish to remove it. If you just want to give them a burst of energy, however, you can probably do something similar to WAAAAAAAAUUUUGH!, but with a different execution to suit your character.
Might being the operative word I hope. Healing is a power that I want to get, but damn its expensive.
Quote:Anti-anxiety - Probably doable without large downsides, unless it's a significant boost. Giving them something like tunnel vision, so they're unable to easily spot another target to the side or something would probably work as a fair drawback here.
Might also reduce speed by 1 or something?
Quote:Detox - This will need healing. Simply removing all damage over time effects and the like are probably going to need a drawback of sorts, like taking some time to do, or being tiring.
RIP. I need a way to stop the nurglite and his heretical campaign. Come on guys, help me out.
Quote:Psy Juice/Magic Juice - You may need telepathy yourself, or a related power.
Do you think? Because I mean I would imagine the fluff would be that it's just a neurological booster, like the stimulant only much more targeted.
Quote:For durations, I would advise avoiding pushing for anything longer than a minute, with more potent buffs lasting for less time. Unless you're okay with having larger downsides.
I'm okay with horrific downsides.


