Sunfish (Empathic Bond)

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at complete Bond at complete Bond
-*[[Cosmology]] +3 bonus (29 max)+*[[Cosmology]] +3 bonus (29 max)
-*[[Dipolomacy]] +2 bonus (8 max)+*[[Dipolomacy]] +2 bonus (8 max)
-*[[Empathy]] +2 bouns (25 max)+*[[Empathy]] +2 bonus (25 max)
-*[[Fast Talk]] +2 bonus (8 max)+*[[Fast Talk]] +2 bonus (8 max)
-*[[Fire Affinity]]+2 bonus (11 max)+*[[Fire Affinity]] +2 bonus (11 max)
-*[[First Aid]] +3 bonus (22 max)+*[[First Aid]] +3 bonus (22 max)
-*[[Flight]] +1 bonus (8 max)+*[[Flight]] +1 bonus (8 max)
-*[[Heat Affinity]]+4 bonus (16 max)+*[[Heat Affinity]] +4 bonus (16 max)
-*[[Intimidation]] +2 bonus (8 max)+*[[Intimidation]] +2 bonus (8 max)
-*[[Light Affinity]]+4 bonus (16 max)+*[[Light Affinity]] +4 bonus (16 max)
-*[[Lightning Affinity]]+4 bonus (16 max)+*[[Lightning Affinity]] +4 bonus (16 max)
-*[[Manipulation]] +3 bonus (12 max)+*[[Manipulation]] +3 bonus (12 max)
-*[[Metacreativity]]+2 bonus (10 max)+*[[Metacreativity]] +2 bonus (10 max)
-*[[Pain Tolerance]]+3 bonus (14 max)+*[[Pain Tolerance]] +3 bonus (14 max)
 +*[[Psychology]] +3 bonus (14 max)
 +*[[Redaction]] +3 bonus (16 max)
 +*[[Somatesthesia]] +4 bonus (17 max)
 +*[[Telepathy]] +2 bonus (11 max)
 +
 +[[User:Megnmax|Nemesys]] 02:55, 24 April 2011 (EDT)
 + 
 + 
[[Category: Empathic Bond Familiars]] [[Category: Empathic Bond Familiars]]
[[Category: Flying Familiars]] [[Category: Flying Familiars]]
[[Category: Zetesai Familiars]] [[Category: Zetesai Familiars]]

Revision as of 02:55, 24 April 2011

Contents

Known Abilities

Sunfish are small, potent creatures made out of golden plasma, which will damage those who attack them bare-handed. They have a special attack which does photonic and possibly heat. They attack normally with a body slam-like attack, dealing plasma damage. They are almost completely immune to physical damage, and are healed by fire, plasma, photonic and possibly heat. The contact damage effect that occurs when the familiar is struck will expend some of its vital humor, so while the sunfish may seem a good choice to "tank" in combat, it cannot do it indefinitely.

Madness Effect

Samples:

A panoply of unintelligible emotions rushes over you, and you oscillate between feelings of
fear and empowerment -- until these two things merge and become one apophatic sensation of
overwhelming anguish that consumes your consciousness.
You feel your own mind uncontrollably teetering and jittering across bizarre thoughts, settle
into a pattern of of unintelligible concepts, and blur into a sensation of overflowing joy that
consumes your consciousness.

This applies a highly random set of modifications to attributes and skills. The attribute modifications are always positive and large, and scale with bond strength. The skill modifications vary greatly, and appear to have some relation to the type of madness effect applied. The madness effect type also varies greatly.

Attribute Modifications

They seem to give the same bonuses as a Sunray. Essentially, a large semi-random bonus is applied to all attributes; the more madnesses the familiar shares with its consort, the larger these bonuses will be. This bonus greatly increases with bond strength. These bonuses are only applied when your familiar is in your current environment - currently this does not include when the familiar is carried, but probably this will change in the near future.

NB: The mental bonuses will be somewhat offset by penalties inflicted by the madnesses themselves.

Specialty Bonuses and Access

Tier 1

Tier 2

Tier 3

  • Fire Affinity NB: This skill is forcibly specialized to 1 on bonding with a constitution specialty point, but a bonus spec is applied at this tier.

Tier 4

At the middle of "fairly healthy" bond strength:

At "very healthy" bond strength, the Tier 1 bonus specialties are increased to 2.

At "Deep" bond strength:

In the middle of "Deep" bond strength:

Tier 5

Charms


Traits

In mid-late "somewhat frail" bond strength, the consort is turned into a photovore.

Also, in late "very frail", the consort gains one luminescence which increases with bond strength, albeit slowly.

At full bond luminescence = +6

Additional Powers

Sunfish give madnesses much like a sunray, all of them are temporary, which in turn grant you massive boosts to stats as long as you're near your familiar. They also enhance possibly random skills in extreme amounts. Note that the sunfish boosts are greater than the sunray boosts, but they can still put some of your skills into negatives and lower your stats, whether it's a madness or the actual bond doing this or not is unknown. Overall, the boosts are related to how insane you are, the more madnesses you have, the bigger your bonuses get.

Skills Buffed

It would seem that the skill buff is not entirely random. The ammount of buff is generally random based on some huge underling multiplier (yet to be determined but probably [bond strength * $rnd], where bond strength range is 0 to 1000).

The range of skills buffed is also composed of a small subset. Those identified so far are massive exertion, resilience, steadiness, centering, channeling, courage imagination, hardiness, recuperation, stamina, pain tolerance, psychology, empathy, fast talk, intimidation, torture

Completed Bond

at complete Bond

Nemesys 02:55, 24 April 2011 (EDT)

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