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Post by Riku on Oct 8, 2019 2:46:59 GMT -6
Some of these may be answered somewhere. Some were from PM but want public access to them as well as reconfirmation. Some are new.
1.) Can Malii be trained Intimidation? 2.) Can Malii be trained Pack Instincts? 3.) Do Hive Mind and Pack Instincts stack? 4.) Blessing and Dark Pact can be stacked together, right? Cuz I have a whole custom based on that duo-element. >.< 5.) Does Chlorophyl only come into effect with active moves? Or do passive effects (like blessing or dark pact) activate it? 6.) Does Keen Senses make sound based moved not throw off Danger Sense? 7.) Can a pet with Healing Aura in their stats be trained Heal or Cure? 8.) Would a Fire/Ice themed Malii with a foxfire base be able to swap foxfire with balefire since it’s pretty much the equivalent in the new elements? Malii have 6 Mentality +4 shadow/light for Foxfire. Whereas Balefire is the 10 flat. TP wise, for clarity, Foxfire is 5 and Balefire is 8. Also Balefire has nrs. 9.) Is a Familiar’s FP cap affected by the master’s MP that is permanently taken? For instance, by the skill familiarity, which can take 4MP. Or is it simply based on how much MP their master technically has - even if some of it will never ‘recover’ the next day?
Thanks for the help! <3
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Post by Renathan on Oct 24, 2019 9:00:05 GMT -6
I can only answer the non-rulings questions, so I will be answering the non-rulings questions below.
9. Oh, I know the answer to this one. Your Familiar's FP cap is definitely effected by the master's MP that is permanently taken. IE: Renathan only has 24 MP since his familiar took one of it for the Familiarity spell. That means that Auburn is capped at 12 FP forever.
If you have a total of 9 'Greater Nodes', and have 81 total MP, then take familiarity, that means that your total max MP at the time is 80, since you no longer have 81 MP. So your familiar could only ever have 40 FP. If you got your total MP 'sapped' somehow down to 60 MP, then your familiar would cap out at 30 FP, and will 'lose FP' from 40 to 30 to match your new cap.
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Post by Riku on Oct 30, 2019 0:15:51 GMT -6
10.) Since it’s the whole shadow, does it still only apply to the head attacks? Or would claws and stuff work as well?
11.) Does the shadow take damage regular? Or just the two damage? Does it have resistances like the creature? Or is it just the “2 additional” that can’t be resisted? Does the shadow have to be targeted? Or will the creature just now always have two additional unresisted damage from any area of effect attack?
12.) Double Headed says “the creature”. Does that mean “the creature attacking” or “the creature being attacked”? It said “receives two attacks”....but does that mean “to use that turn” or “gets attacked twice that turn”?
13.) Are shadows visible in the pit? And would flaming feet make the shadow non-existent...? Lol
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Post by Silver on Nov 5, 2020 19:04:07 GMT -6
Yes
No
No, I would think you could only have one or the other.
Yes (but it takes two turns to set up, of course).
Only moves that create literal darkness (like ‘Darkness’) or light (like Sun from the Heavens) affect Chlorophyll, not just any light or dark aligned move.
No, the sound moves that cancel Danger Sense are not ‘sneak attacks’.
I don’t see why not.
No you can’t swap a move for a more powerful move, even if that move would be more or less powerful based on your creature’s stats.
It specifies head attacks, so I would think it’s a no on other physical attacks.
Moves that specifically affect shadows do an additional 2 non-resistible damage. The only move I can think of that does that currently is ‘shadow strike’.
The creature (attacking) gets two chances to attack with head attacks that turn. (I will re-word this one shortly, that is rather wonky.)
Yes, shadows are visible in the pit; no, flames on a creature would not make the shadow disappear (since shadows near flames just flicker).
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Post by Riku on Jan 16, 2022 14:30:09 GMT -6
Just found this again. Had the same questions and forgot I had already asked. Lol
“Do Hive Mind and Pack Instincts stack?
Silver: No, I would think you could only have one or the other.”
If a custom with pack instincts was injected and got hive mind, would the ruling be that pack instincts gets the statistical advantage and that all hive mind does is give the queen-bee effect without the stat boost? It’s for a plot, and that wouldn’t really break any system since it’s not really useful anywhere else. Trying to make a guardian for the Malii Mantra who can keep the Malii in check but also have the stat boost from pack instincts….which, again, would only be useful in the mantra. Lol
Thanks for your time! <3
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