heartlining (
heartlining) wrote2013-03-22 12:14 pm
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aspects; hope
Keywords: Rejection, denial of outcomes, pushing against all odds, belief.
Element: Gravity
Whisperings: The Strife
General Stats:
Offense: 3/5
Defense: 3/5
Support: 3/5
Hope boosts the Semperstand stat, which confers mental fortitude and resistance/immunities to special abilities. Also slightly bugged in that Hope players simply won’t get tired normally. Bonus when crafting Prophecies. Hope is the ability closest to pure telekinesis, and is quite easy to weaponise. Players of hope are often a bit deluded about what their powers actually are; they’ll call them anything but antigravity/rejection. Has 87 abilities.
Abilities:
[Dancing With Myself] - Passive Ability. Players instinctively know when to best move while a Fraymotif is playing.
[Dreams Don't Die] - Cancels all abilities from working on the caster, even friendly ones. Also keeps you from getting wet.
[Hope Rides Alone] - Passive ability. Overpowered as fuck and basically the reason why Hope players can effectively solo the game. It negates the audience effect, therefore removing the need for Unbreakable Unions.
[The Stand] - Defensive ability. Cancels all fraymotif bonuses.
[Eject] - Ejects something from your sylladex. So broken. Why? You can shoot diamond bricks or titanium dishwashers. They do massive damage to underlings.
[Defying Gravity] - Passive ability that does exactly what it says on the tin. Ceiling Hope Players are watching you plot and/or sleep.
[There Are No Heroes Left In Man] - Buff/Taunt. Fire it at your teammates, and it imbues them with the Strife of Hope, and makes them want to prove you wrong.
[Light Up The Night] - Buff. Gives an all-around stat bonus that is inversely proportional to how hopeful you feel.
[Don't Stop Believing] - Prevents morale from lowering as long as there is a cause to believe in.
[The Will Of One] - Gives a morale boost when morale is at its lowest.
[Here Comes The Arm] - Basic crushing force ability.
[When Your Eyes Shine Just Like Mine] - Scans other people's pluck meters.
[Sepulchritude] - Ridiculous endgame ability with 8 million activation conditions, one of them being to have four pieces of candy corn on your person. Activation conditions negated if a rage player screams at you for long enough.
[Ride Of The Valkyries] - The ability to fly by altering the affect of gravity on the Hope player who has cast it.
[Due Vendetta] - Player locks onto an enemy and is rendered invulnerable to all other enemies.
COMBO ABILITY
[Cut Me Down Or Let Me Run] - Lets you store all the negativity and damage from being attacked.
+
[Either Way It's All Gonna Burn] - Unleashes all the negativity and damage back to where it came from. [Either Way It's All Gonna Burn] is autocast when a Hope player dies. That rejects... a whole lot of hurt. When a Hope players go down, they usually leave a crater behind. A big one.
COMBO ABILITY
[Ocean Star] - Hope players gradually accumulate power over the course of the session, and it forms into a twinkling “star” somewhere close to their Land.
+
[Ocean Star Falling] - The basic idea is that when a player is facing imminent death, that star will fall on that player at supersonic speed. It’ll provide health vial recovery, huge stat buffs, dreamself-esque flight, and a cool glowing effect. The only catch? The player has to have accepted that they are about to die, and with Hope being the Aspect of rejection? It very rarely activates.
BERSERK TRIGGER - [Rex Duodecim Angelus] - Also known as "Wrath of God". Try not to trigger it.
UNITE SYNCHRONISATION - Hope&&Light - [Epiphany] - Support ability. Clues in castees that they're probably not going to get out of this fight alive, and should fight like cornered dogs.
Element: Gravity
Whisperings: The Strife
General Stats:
Offense: 3/5
Defense: 3/5
Support: 3/5
Hope boosts the Semperstand stat, which confers mental fortitude and resistance/immunities to special abilities. Also slightly bugged in that Hope players simply won’t get tired normally. Bonus when crafting Prophecies. Hope is the ability closest to pure telekinesis, and is quite easy to weaponise. Players of hope are often a bit deluded about what their powers actually are; they’ll call them anything but antigravity/rejection. Has 87 abilities.
Abilities:
[Dancing With Myself] - Passive Ability. Players instinctively know when to best move while a Fraymotif is playing.
[Dreams Don't Die] - Cancels all abilities from working on the caster, even friendly ones. Also keeps you from getting wet.
[Hope Rides Alone] - Passive ability. Overpowered as fuck and basically the reason why Hope players can effectively solo the game. It negates the audience effect, therefore removing the need for Unbreakable Unions.
[The Stand] - Defensive ability. Cancels all fraymotif bonuses.
[Eject] - Ejects something from your sylladex. So broken. Why? You can shoot diamond bricks or titanium dishwashers. They do massive damage to underlings.
[Defying Gravity] - Passive ability that does exactly what it says on the tin. Ceiling Hope Players are watching you plot and/or sleep.
[There Are No Heroes Left In Man] - Buff/Taunt. Fire it at your teammates, and it imbues them with the Strife of Hope, and makes them want to prove you wrong.
[Light Up The Night] - Buff. Gives an all-around stat bonus that is inversely proportional to how hopeful you feel.
[Don't Stop Believing] - Prevents morale from lowering as long as there is a cause to believe in.
[The Will Of One] - Gives a morale boost when morale is at its lowest.
[Here Comes The Arm] - Basic crushing force ability.
[When Your Eyes Shine Just Like Mine] - Scans other people's pluck meters.
[Sepulchritude] - Ridiculous endgame ability with 8 million activation conditions, one of them being to have four pieces of candy corn on your person. Activation conditions negated if a rage player screams at you for long enough.
[Ride Of The Valkyries] - The ability to fly by altering the affect of gravity on the Hope player who has cast it.
[Due Vendetta] - Player locks onto an enemy and is rendered invulnerable to all other enemies.
COMBO ABILITY
[Cut Me Down Or Let Me Run] - Lets you store all the negativity and damage from being attacked.
+
[Either Way It's All Gonna Burn] - Unleashes all the negativity and damage back to where it came from. [Either Way It's All Gonna Burn] is autocast when a Hope player dies. That rejects... a whole lot of hurt. When a Hope players go down, they usually leave a crater behind. A big one.
COMBO ABILITY
[Ocean Star] - Hope players gradually accumulate power over the course of the session, and it forms into a twinkling “star” somewhere close to their Land.
+
[Ocean Star Falling] - The basic idea is that when a player is facing imminent death, that star will fall on that player at supersonic speed. It’ll provide health vial recovery, huge stat buffs, dreamself-esque flight, and a cool glowing effect. The only catch? The player has to have accepted that they are about to die, and with Hope being the Aspect of rejection? It very rarely activates.
BERSERK TRIGGER - [Rex Duodecim Angelus] - Also known as "Wrath of God". Try not to trigger it.
UNITE SYNCHRONISATION - Hope&&Light - [Epiphany] - Support ability. Clues in castees that they're probably not going to get out of this fight alive, and should fight like cornered dogs.