09-26-2016, 12:21 AM
Yeah I mean we can use the standard rule for that if people wanna change it, this just gives a 'default'. I figure this way we can also set rules per-power.
Looking through, there are some "character defining" powers that I think would be cheapened by being able to be picked up by a pill. It's arguable that all powers are like that, but here are the ones I would exclude. A lot of these include powers that would allow you to pass obstacles, such as those in the void gate quests. Given how rarely these situations come up, I think being able to get around them shouldn't be as easy as taking a pill for those one-off situations. Those powers I would exclude are:
Elasticity/Malleability
Shapeshifting
Shrink - this and the above, and some of the below, can get around obstacles like into facilities. Seems too cheap to allow as a one-off.
Integration
Mimic (after much thought - this ability is already sorta Mimic to begin with, and it would let you get around the other limitations)
Hive Mind
Disassemble
Phasing
Fusion
Adv. Enhanced Senses and up - Basic is more of a battle power, which is how I'd like these temp items to be used, whereas Advanced and Master have many uses.
Telepathy
Suppression - maybe too harsh? But I feel it's sort of the super-stealth, whereas anyone could imitate invisibility, this is for the pros who can mask their very essence.
Time Manipulation
Healing
Which leaves us with:
Super Speed - 100/250.
Burst Movement - 80/200
Basic Super Jumping - 30/85
Advanced Super Jumping - 50/125
Master Super Jumping - 80/200
Flight - 200/500 (raised price because it is pretty powerful)
Master Acrobat - 40/100
Growth - 80/200
Basic Enhanced Senses - 140/350
Insight - 200/500 (raised price because it's pretty bam to have as a one-off)
Foresight - 200/500 (see above)
Stealth - 200/500
Basic Telekinesis - 40/100
Advanced Telekinesis - 100/250
Basic Teleportation - 100/250
Advanced Teleportation - 150/425
No Master
All levels of Temporary Teleportation only allow you to move through empty spaces you'd otherwise be able to move through. Thus they are cheaper.
Basic Regeneration - 150/400
Advanced Regeneration - 200/500
Raised price due to usefulness even in comparison to Medigels.
Survival - 200/500
Temporary Survival will not stop you from dying due to injuries sustained once it wears off, unless they are healed.
Notes - a single dose can be stored up to 3 in one slot, or a 'mega' dose in a single slot. You may fill up multiple slots with the same type of dose if you have the slots and wish to.
With this, I may cheapen other consumables. I propose these prices to encourage usage:
Medi-Gel - 50 per
Elixir - 100 per
P/I/C/C Pills: 100 per
Power Pill: 150 per.
Deku Nut/Flashbang Grenade - 200
Mega Mushroom - 200
Isolation Verse - 300
Soldier Pill - 300 per
Starman - 500 per
Warp Whistle - 600 OM
Senzu Bean - 1000 OM
Looking through, there are some "character defining" powers that I think would be cheapened by being able to be picked up by a pill. It's arguable that all powers are like that, but here are the ones I would exclude. A lot of these include powers that would allow you to pass obstacles, such as those in the void gate quests. Given how rarely these situations come up, I think being able to get around them shouldn't be as easy as taking a pill for those one-off situations. Those powers I would exclude are:
Elasticity/Malleability
Shapeshifting
Shrink - this and the above, and some of the below, can get around obstacles like into facilities. Seems too cheap to allow as a one-off.
Integration
Mimic (after much thought - this ability is already sorta Mimic to begin with, and it would let you get around the other limitations)
Hive Mind
Disassemble
Phasing
Fusion
Adv. Enhanced Senses and up - Basic is more of a battle power, which is how I'd like these temp items to be used, whereas Advanced and Master have many uses.
Telepathy
Suppression - maybe too harsh? But I feel it's sort of the super-stealth, whereas anyone could imitate invisibility, this is for the pros who can mask their very essence.
Time Manipulation
Healing
Which leaves us with:
Super Speed - 100/250.
Burst Movement - 80/200
Basic Super Jumping - 30/85
Advanced Super Jumping - 50/125
Master Super Jumping - 80/200
Flight - 200/500 (raised price because it is pretty powerful)
Master Acrobat - 40/100
Growth - 80/200
Basic Enhanced Senses - 140/350
Insight - 200/500 (raised price because it's pretty bam to have as a one-off)
Foresight - 200/500 (see above)
Stealth - 200/500
Basic Telekinesis - 40/100
Advanced Telekinesis - 100/250
Basic Teleportation - 100/250
Advanced Teleportation - 150/425
No Master
All levels of Temporary Teleportation only allow you to move through empty spaces you'd otherwise be able to move through. Thus they are cheaper.
Basic Regeneration - 150/400
Advanced Regeneration - 200/500
Raised price due to usefulness even in comparison to Medigels.
Survival - 200/500
Temporary Survival will not stop you from dying due to injuries sustained once it wears off, unless they are healed.
Notes - a single dose can be stored up to 3 in one slot, or a 'mega' dose in a single slot. You may fill up multiple slots with the same type of dose if you have the slots and wish to.
With this, I may cheapen other consumables. I propose these prices to encourage usage:
Medi-Gel - 50 per
Elixir - 100 per
P/I/C/C Pills: 100 per
Power Pill: 150 per.
Deku Nut/Flashbang Grenade - 200
Mega Mushroom - 200
Isolation Verse - 300
Soldier Pill - 300 per
Starman - 500 per
Warp Whistle - 600 OM
Senzu Bean - 1000 OM
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!