161 posts
Sage of Breath
Played by Nedben
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Post by telestialGrotto on Jun 3, 2016 0:39:41 GMT
In Sburb, dying is everyone's (least) favorite traumatizing pastime. So let's not die then. Not enough lives and whatnot. In the interest of making people not die, here's Not Dying General. Post all your tips and tricks on not dying. Got a great healing item? Figured out how to freestyle a healing ability out of a relatively not-overtly-lifey aspect? Cool armor? Share it! To potionspam and lifecakes, ladies and gentlemen and assorted others and Others. Cheers. For me personally I prefer monitordodging flashstep style and everybody's favorite spammable snack cake of choice, lifecakes. It's possible to overstuff yourself with those but in that case learn flashstep tricks and get better armor and try even harder at not dying for ARC's sake. Armorwise I usually go with a Yang cosplay charged with Blood to give it Semblance so it's a full-body defensive field and then when the grist cost isn't prohibitive mix in an Eiserne Jungfrau/SSVD uniform (the mystery inquisitors, not the torture equipment) for some decent automatic and at-will barriers if it clears a no-corruption check to ensure that 'oh they work for heaven' does not automagically write in 'angel corruption lolololol' (white queen chess piece, a metal detector, and possibly a non-corruptive guide to driving away evil spirits tends to alchemize into an affordably expendable corruption-checker eventually if you can get the combos right, though be prepared to drop it like it's a bomb if it looks like it's going to explode into tentacles or angelfire). It may not look that protective but it actually is. What do you guys use to not die? Also, feel free to share methods of making death not stick, like how to corpsesmooch someone even if your kismettle is why or get them to a quest bed/crypt slab before they die to death and loopholes in what (in)formally defines Heroic and Just deaths as far as the game is concerned so you can avoid them both.
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112 posts
Page of Void
Played by Ben
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Post by alphanumeric on Jun 3, 2016 1:09:49 GMT
For my not dying setup, I generally spam life cakes like there's no tomorrow. I also rely very heavy on custom made computer programs.
I've got a fail safe chip implanted in my brain, where if I die it should broadcast a message through the EBS. (Sorry in advance)
In addition, I wear a computerpack doubled with a chip in my arm. This connects to each piece of clothing I wear. Every second, my clothing runs a check on local corruption levels, danger zones and possible areas of interest. This is all conveyed through my glasses and through an earpiece for when I have a blind spell.
Armor wise, I prefer not to wear any, opting to rather speed around my enemies or take them out from a distance.
As for helping other people with not dying, I try to buff them and keep them safe with ranged attacks.
As a side note, I've noticed that the fray motif [Grace Like A Wave] can regenerate minor amounts of your health vial if you perform really well with it.
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161 posts
Sage of Breath
Played by Nedben
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Post by telestialGrotto on Jul 10, 2016 16:53:35 GMT
Healing with Aspects Other Than Life: A bunch of summarized reposts on freestyling or...'non-traditional application' by Julie Lamarck, original files in server filebin. ((OOC: they don't exist, sorry *shrug*))
In general, most of them suck because they have very little to do with the concepts of life, because they're separate fucking aspects. You have to freestyle and use a lot of concepts that are less than 'central' to the core idea of the aspect, so the pluck costs are gonna be high and the mastery of the aspect needs to be higher. Healing items, a crystalanth, or a Life player are almost ALWAYS better in virtually every circumstance (unless the Life player has an unsupportive class they suck at working around), so research into this is...clumsy at best. The Creative class with their focus on extension and construction is one of the better classes for healing outside of Life, and the Champion with its stride-forward vagueness is also impressively capable of good heals in the right aspects. Cryptics and Defenders are also pretty good because of their complexity shtick and protective powers respectively, as cryptics are often tasked by the game to do weird confusing shit and defenders' protective roles mean that keeping you alive is arguably within their territory, though cryptics are gonna be incomprehensible about how it worked so generally defenders are better.
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Blood: Blood 'healing' is more like adding max hp in a videogame rather than restoring what was lost, and it usually costs the blood player their reinforcement while doing so. Blood can create life and fortification, but it comes at the aforementioned cost of losing their own massive bonus health vial if it's on the level of being actually helpful in addition to pluck cost most of the time. You can partially reduce the cost when it comes to detached body parts by animating said body parts as if they were other objects and then helping them reattach, preferably with a crystalanth's healing light, to reunite it with the main body.
Breath: No, just NO, NOPE.AVI. The aspect of FUCKING DESTROYING THINGS is almost as extremely bad as the aspect of Sand when it comes to healing, which is to say you're more likely to kill to death whatever you're trying to heal than actually heal it. I heard of a guy who somehow managed to take the 'impulsivity' and 'wildness' parts and awkwardly freestyle a sort of berserk mode where you fight through your pain, convert some of the breeze into temporary windy replacement flesh as if he had turned into wind and back partially at the same time and continued fighting while severely injured, though the pluck cost was draining as all hell and he barely made it out of the edge of that atomyk ebonpyre to a crystalanth as a broken pile of Breeze to barely whistle the song of healing enough to not die and I think he was halfway or more to avatar already. As a native Sage of Breath I can say that this sounds like a bad idea. No. Don't do it. Breath DOES NOT LIKE that. It's like asking a conventional non-healing explosive to heal you, fuck that make healing explosives.
Coins: Create healing items with abundance and creating and alchemical relationships from bandages and health potions. Also, fancy gold magic bandages. you are the gold mummy it is u. One of the few aspects to actually have reliable access to healing because being able to convert low-grade natural healing plants of the Land into need-regeneration-now healing is good.
Doom: AHAHAHAHA NO. Doom is the fucking antonym and pair of Life. Displacement and destroyer and sometimes other classes can sort of heal by taking out all of the doom, though except for the D&D pair it's going to be bad for the ARC. A player managed to freestyle a variant of the poison-healing ability that buffs the health restoration from cannibalism as food consumption (making the other person embody decay by consuming the dead and reverently destroying the corpse and grow stronger from it) that can be shared, so if I ever somehow manage to roll Doom despite being the fucking embodiment of sending people to hell, destroying things, tainting the world, and in general making shit end and be doomed at various speeds, or at least meet a more open-minded doom roll than Mica, I will totally keep some timeclone corpses to hand out to the bleeding to help fix that.
Doubt: Doubt, like Flesh, is a consistent-glitch style aspect created by the corroboration of what I assume to be Sand, Rage, Sight, possibly Law, maybe Doom, and likely a few other components. I don't think it can heal, none of its likely components are good healer aspects and most of them appear to be opposed on various conceptual levels to those that are.
Dream: Dream is ordered creativity. There isn't much you can do to restore an existing pattern in the aspect of fuck that shit move on to new ideas. You can create dreamglass restorative tricks but that'll only work a few times if that unless if you can come up with different ways to make it so, and after that you're pretty much restricted to making their body focus on healing itself and dreamglass protective/structural 'armor' for various purposes if you can be creative about how it's woven. I think the concept of 'systemization' might help a little in conjunction with something else, but on its own nyeh.
Dust: Ugh. Nyeh. It's...what it is. The aspect of scarcity is not very good and making use of what you have is about the only useful concept, but it can milk a little bit more function out of that which you have but isn't exactly working at peak efficiency because it's bleeding from holes. Like Breath the use is more than a little based on tangent ideas and abusive modifications of game-designed abilities, but you can sort of work out a humbled strength of form where you TEMPORARILY buff yourself or someone else to deal with them being hurt and work around it as much as feasibly possible at least a little while, like how the dying can sometimes pull themselves together even after they have decided they will die and find strength in their final moments, though that's more a Stars' [ Ocean Star(s) Falling ] with all the acceptance. So it's more like you're a beggar without access to medical care who just has to put up with it. Then you take it off and magic healing fixes it because actually waiting for a severe wound to heal naturally in a fucking deathgame where the slightest slipup on the knife's edge will more often than not cut you like a bitch is a bad idea, so it's going to hurt your ARC like a bitch in an aspect where you definitely need the ARC for what little stats increase beyond certain core mechanical progression you can get. Ewww. Be humble kids.
Fate: Directed survival instinct: have the Faith, and let it tell you what you must do. You can also sort of use the direction-shoving non-harmful kind of arrows at very low power to keep yourself from bleeding out by reducing the amount of it actually leaving your body, force fluid pathways to flow, direct force to keep yourself from being crushed when being compressed and decompress safely (it's a variant of that one defensive buff where you use the force arrows at high power to push away weapons like you're Hope-ing it up in this joint), and let everything fall into place with whatever push Fate says, though specific tiny application is more for people who are really good with Fate and thus can do it on instinct and as their aspect says, or have extensive medical training and thus know where to put them on instinct already.
Flesh: This is discussed. Flesh is like a zombie aspect that ate a bunch of stuff from blood, doom, life, etc. so it's like the bastard child of blood and doomsteal/life healing. Much like Flux you're probably going to end up unplayeroid if you rely on it too much, so expect to reach the door an unrecognizable monstrosity that looks closer to the lovechild of a horrorterror and a giant blob of cancer than a player, sort of like the Queen of Pus but without the whole radiating corruption thing and fewer horrorterror emotions.
Flow: Can be good for chucking someone's body into high emergency mode via buffing, a little bit 'pushing them to continue even through pain and damage' and little else is documented. My go-to Flow dude was a combat class so you know not the class of heals delivery outside of killfests.
Flux: Six words: [ My Body Is Ready -Flux Edit(ion)- ]. It's an actual healing ability outside the Life aspect for both your vial and physical body, though admittedly one that is much better when you look fine and/or are mostly fine already. Beyond that because plot relevance and potential and evolution (and I guess meta though it's not really that heal-y) are all qualities that are much easier to execute when you are not dead, filling you with importance surprise surprise tends to make you less likely to die horribly and ruin the bildungsroman Sburb is shittily dragging you through kicking and screaming. Because of the 'evolution' quality, like Flesh you may end up a bit different on the cellular level or more, though it's not going to give you cancer or anything since the concept of potential tends towards positive potential rather than negative potential. If you ever roll Flux look into giving your enemies terminal cancer though. Imbuing with importance = good for u.
Heart
ohgodbasiliskhorde BRB
Heart: It depends. I need to ask a Heart player about this. My current thoughts are 'no, because the identity is already trying to be expressed' but maybe hacking damage scripts? Do test, Heartthrobs everywhere! The 'biomodding only slightly more effectively than Life' makes me think 'actually maybe but only if you're good with the physical node'. Hrm.
Hope: I guess you can reject wounds? Avatars maybe, look into this
Joy: You know the thing where flowers sometimes burst out of Joy player wounds and start healing them and then they are shed when the wound is healed over? Yeah that's their Aspect doing the Joyful thing and redeeming etc. because they want to be not injured so their aspect does the doing-y thing. And it can be shared. In case of dead Joy players, look for the random playeroid-shaped flower bed, that's probably their corpse. Flowers are a living thing, joy is central to verifying a good life, the connection of concepts is very strong here. As usual not as direct or strong as Life but if you're okay with being a living flowerbed for a few minutes to hours depending on severity and light/water levels that's good. Giving the flowers' plant-y sections light and water allows them to heal you faster so get watered on in the landlight to save your life better with Joy. You are the flowerpot. It is you. Like Stars, the constant Joy they get that drives them to rain-tier laughter as part of their aspect (inb4 Life + Rain = Joy?) means they take more pleasure in the taste of food and thus get more vial out of healing items.
Law: Not sure. Maybe they can disallow further damage and bind up wounds to prevent escaping or blocking crushing a la Fate? Gotta ask a Law player about this. Probably doesn't work on eyes for obvious reasons.
Life: see like most life faqs
Light: Like Joy, Rhyme, and Flux another potential healer, but it takes a lot of time and pluck and understanding of Life to transition from 'enlightenment' to 'restoration', with Light's 'favorisation' being targeted on the restoration of wounds. Once you figure it out it works best on eyes, brains, and other sensory organs in that order, with other healing being a matter of the body being able to restore itself or luckily make it to a crystalanth or other healer in time. Try looking at how the light of a crystalanth or other healing item works, because that light is the beneficial side you can tap into for healing.
Might: Might 'healing' is like Blood 'healing', in that it's really just temporarily buffing your strength so you can get to an actual healing source, albeit much more centered on actual mangrit strength rather than much durability, though I lack enough data to be sure.
Mind: Maybe for brain damage to restore capability of choice, or repair other neurological anomalies and electrical issues? Mind is more for psychological repairs than physical repairs.
Mist: The aspect of substantiation and copying can create more flesh, and it might be able to take from the environment to do so if you modify Variations and that other ability in both target and purpose.
Ploy: What the fuck is Ploy? Do you duct-tape stuff??
Rage: Can you order YOU WILL NOT DIE and YOU'RE GOING TO HEAL THAT WOUND *NOW* at things? Ragelords and rageladies everywhere look into this.
Rain: Try bullshitting it into working. Headaches tend to be heavy on the friendly fire though so you'd better fucking be good at it first.
Rhyme: Decrudescence is literally one of the core concepts of Rhyme. Rhyme can reduce your suffering, bring the chill to cool your fevers and becalm your mundane diseases (though not script diseases usually) enough to be felled by your immune system and protect your wounds from further harm in braces of icy cool. It focuses more on limiting the problem and reducing the danger of the symptoms so an actual healer can get to it and leaves the actual repairs to other concepts, so it's more 'keep yourself from bleeding out so you can find a return node, go home, and alchemize more healing items'.
Sand: AHAHAHAHA NO!!! Sand is the aspect of weakness, fragmentation, and destroying strength, and unlike the Breeze the Break has no concepts capable of being used restoratively. Only a destroyer or displacement would even be able to do anything remotely positive to your body with the involvement of Sand, usually by completely fucking ripping it out of you to do good things for your strength Might-style. You can't heal with Sand, it's like how they have psydebuff whisperings instead of psybuffs. This is why sandcakes killed people by ripping up their internal organs like a chainsaw went off inside their bodies. Absolutely not. No. No Sand healing exists ever, regardless of what your Sand player says, hell, especially because of what they say since they are most likely lying or misdirecting you.
Self: Idk about Self. 'Freebies' in the reposted aspect explanation probably means they get random good stuff.
Sight: Three words: Fuckoff Symbolism Zone. Not sure what symbolism you'd relocate to conceptualize 'healing', but w/e. The way it has to take from other ideas and physicalization is temporary at best means that it probably is not an actual healer aspect and like Blood and Might is more for reinforcement-until-it-CAN-be-fixed than real healing.
Sound: I don't think Sound has anything like that, but they do have a lot of good barriers to prevent further harm.
Space: There was a post on the old forum about how it's possible to sustain yourself with the World, even through a highly lethal apocalypse disease, though eventually the disease won out in that case IIRC. Space also concerns the matter and sometimes energy filling the physical space it embodies, especially when the session doesn't have players of other aspects who could conceptually fill in, which is why it's associated with mass and radioactivity as well as portals and the actual physical space. By adding more space as matter rather than distorting space as space, you can provide material to rebuild life with.
Stage: Stage might be able to form areas of restriction from committing harm and abstract away the risk of death temporarily. Not sure, don't know much.
Stars: You know how Ocean Stars Falling works? Yeah that's how Stars heals, don't rely on it but do not struggle, merely accept. It heals you when you accept death because Stars is acceptance but is also attraction and allurement, which is why they seem to benefit more from healing out of combat because they're accepting being restored and drawing it to them and not currently having to accept being harmed as well. Not sure if they have any other healing. Because their ability to accept means they'll enjoy food more they might be able to milk more health vial restoration out of random healing plants. You get to like the taste of grass, I guess?
Time: No. Time is the aspect of the inevitable. Stability and certainty that things happened and cannot be changed. The gears and clockwork of inertia and erosion that ensure all comes to pass. Time heals all wounds is only in the sense that wounds take time to heal. Selective time-distortion healing is not recommended except possibly on godtier players of certain aspects due to all the damage that can cause from materials moving at incorrect speeds and lack of sustenance provision and the damaging amounts of aging that accompanies it.
V id: The Nul does no he eali g rts. Only displacement/destroyer or similar 'removal of wounds as a thing that exists' can do remotely beneficial things here by erasing the wounds because it is conceptually countered to the idea of things existing, nevermind existing in a pristine state. Old Isn't is very centric on the not-being of things, nonexistence and disappearance. Old Isn't is for the purpose of getting rid of things, not adding them back in to recreate, so syntactic fuckery of role is required to force positives.
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