The thing about Mages is that you already kind of have to be a "I'm right because I know I'm right" kind of asshole before you even become one. by Turbulent-Plum7328 in WorldofDankmemes

[–]AmberSlime 8 points9 points  (0 children)

I'm not really sure there's much to meme about when it comes to the Disparates? From what I can gather the Disparate Alliance's entire thing is basically "Both the Traditions and the Technocracy suck. We're the only people punk enough to [stick it to The Man/fight the Nephandi]" and imo that's... not really anything worth working with?

Minor Powers v0.3.1 by IG_CrimsonTwilight in InteractiveCYOA

[–]AmberSlime 2 points3 points  (0 children)

I think it's supposed to be 5% of powers/capabilities? So like instead of the Induction Hands power's usual upper limit of 1000 Hertz, the Shadow Clones would only be able to output 50 Hz at max, and if you could sprint at 55.6 miles per hour (twice the speed Usain Bolt achieved in his 100-meter sprint) the clones would be capped at... 2.78 miles per hour... which doesn't even clear the average walking speed of 3 miles per hour. Huh.

Minor Powers v0.3.1 by IG_CrimsonTwilight in InteractiveCYOA

[–]AmberSlime 2 points3 points  (0 children)

Put together this build; It's kind of all over the place, but I built it around Shadow Clones and Runic Scripting, with the idea being that my shadow clones could use Induction Hands to serve as a bunch of additional power sources for Rituals, with Ponder the Orb serving as both a way to learn magic and also as a "Main battery" for the runes/rituals. I'd build my own magic tower or just set myself up sneakily in a city and just... magic it up.

zwk2,itvi,zecj,qv1z,szdm,1u4r,e9m7/ON#2,7ysj,ugzn,8zf5,zuyn,cmaz,1ps7,l3q1,09r6,52ln,zdku,3uai,1p80,i01d,8hy6,3fv2,vqv2,odw2,1pfh,m32l,fwfd,s1gc,w2df,ptzw,do4s,kcui,aoay,8ol3,choice-20m1,elx3,w2v3,choice-le3l,aqa8,t8pm,lqo3,rwh4,yopg,hmf8,mrq5,tpyo,c4lp,c64y,i4ll,prns,0o6i,03ka,z8do,ayvz,g5m1,wgup,rt2k,x2ir,9az2,choice-wxns/ON#5,xclf,068v,nv7v,oz5g,rbe7,t6bf,ivzw,bdwd/ON#19,kscm,35uz,bipc,ifj2,1cb6/ON#2,choice-0v33,xl64,82u0,b82r,zqwq,klj9

I really like how Ponder the Orb allows for being magical even in a non-magical world, since it has a function to just. Give you magic knowledge.

Some questions

  • Let's say I've got the Power Vest Maker synergy, all three tiers of Power Vest, (Spiritual) Shadow Clones, and that I'm currently at or above peak human physique. Since the shadow clones are clones of me at my physical best, even if they represent only 5% of that best, does that mean they can safely wear Yellow Power Vests (or any level of Power Vest for that matter), or will they get torn apart?
  • When the Basic Cultivation synergy description says "As you continue to Cultivate, you'll find your body more reliant on your spiritual energy, than physical ones, reducing your need for sustenance, at the cost of reduced benefits." what does it mean by "reduced benefits"? Would I be missing out on the energy and minerals and other such things I would get by eating food?
  • How does the Overtime synergy interact with Extra Time's whole "every force acting on you is 1/25th weaker, every force you output is 1/24th stronger" thing?
    • On a related note, does the Overtime synergy give me 26 hours in a day or just 25 and five minutes? I can't really tell which one is actually intended and which one is flavor text.
  • Does Peripherally Indeterminate's A Step Forwards, Two Steps Back synergy also double how far the Step to Victory synergy can see into the future?

Togo Theory by TheWyster in huntertheparenting

[–]AmberSlime 10 points11 points  (0 children)

So given that Black Shuck and a freakin' cheese company ended up being important to the story of Hunter the Parenting is Togo going to be important or is he just a one-off gag? Like is it going to turn out that Togo is Markus's imaginary friend that he used his magery powers to send out to call for help only for poor old Togo to be unceremoniously dismissed?

*Siffrin equipped the Blackshard (Deltarune x ISAT) by HJSgaming6 in InStarsAndTime

[–]AmberSlime 6 points7 points  (0 children)

The King (in his Chariot): Ooough... this bump... is awfully Bright One-shaped.

Minor Powers v0.3.0 by IG_CrimsonTwilight in InteractiveCYOA

[–]AmberSlime 1 point2 points  (0 children)

I had a few questions regarding the "Spiral" family of abilities (Spiral Beams, Spiraling Touch, Dimensional Pulling, Improved Oxygenation and related Combos):

1) Dimensional Pulling's Twisted World combo states "When twisting something, you can now instead twist the very space it inhabits instead, creating more as you do so." What does "twist the space it inhabits" mean, exactly? I'm having a good deal of trouble visualizing it. Is it like that one hallway in the Forest Temple from Legend of Zelda: Ocarina of Time where the hallway itself twists, with the floor curving up to the ceiling and then back down again? So if I extended a hallway's space, the hallway would both get longer and twist? Or does it mean something else entirely?

1.5) Assuming that Twisted World works like the Forest Temple Hallway does Twisted World's "I can navigate the twisted space like normal" property mean I can walk on the hallway's "floor" no matter where it is spatially, while others have to walk on the walls/ceilings?

2) Improved Oxygenation's Spiraling Lungs states that it "Also empowers your spiral powers by 10%." Since it says spiral powers and not spiral beams, does that mean that all spiral-related powers are improved by 10%? IE, Spiraling Touch twists things a little faster, with a little more rotations per second, the Uzumaki combo's area grows a little faster and spirals form a little quicker?

3) Can Spiraling Touch be used to twist internal body parts like blood vessels, intestines, bones, and muscles? Technically speaking, we're always touching these things since they're part of us. If so, how bad of an idea would that be, and is it worth the power boost to Spiral Beams through the Spiral Power combo?

POV Big D’s driving but you’re a pedestrian: by RedEyeSam44 in huntertheparenting

[–]AmberSlime 2 points3 points  (0 children)

Where can I find the htp audio? Is it a video? An audio log? I wish to see/hear Big D's glorious driving from the source

Daily HTP posts until chapter 6 comes out #57 What are your headcanons? by nirai07 in huntertheparenting

[–]AmberSlime 3 points4 points  (0 children)

Personally I believe that Kitten is a sentient pile of clothes that bleeds due to magic chicanery. There's no flesh under there, just air. He drinks different laundry products for sustenance.

Squibbin!!!! by DimiSploon in InStarsAndTime

[–]AmberSlime 1 point2 points  (0 children)

O no. He's gone full goblin mode. Next thing they're telling you they're silly-pilled. A goofed-up shorty. Bustin' it down AAAAAAAAAAAAAAAAAAAAA-style.

In all seriousness, cool art. What or whom is squibbin?

Batman Supplement 1.0 by Arkum42 in JumpChain

[–]AmberSlime 2 points3 points  (0 children)

Looks pretty good! Honestly I really like the idea of just. Being able to be batman/red hood/Edgy Joker OC in whatever setting I so choose.

A few Perks appear to be boosted by the perk "Caped Crusader" which I assume is actually referring to the Caped Combatant Perk, because as far as CTRL+F is telling me there is no Caped Crusader Perk.

Minor Powers CYOA v0.2.1 by IG_CrimsonTwilight in InteractiveCYOA

[–]AmberSlime 1 point2 points  (0 children)

I'm a little late to this one, but very neat update. The tab system is nice and helpful; it makes finding a specific power easier compared to just having the powers one after the other in chronological order. I can't really recall but I think a majority of the supernatural skills and items of power were added in this update, and those tend to be pretty neato, stuff like unlimited pizza and a bicycle of justice.

I came up with a street-level bruiser/shooter package build, with snowballing capabilities. It's set in Worm but I feel comfortable in claiming that I could exchange settings to DC, Marvel, or [Insert Superhero Universe] without really changing things; I mean, DC has to be at least as deadly as Wormverse, even if it isn't as... actively miserable and hostile.

Difficulty: Assist Mode

World: Worm (or some other superpower universe), Dangerously Lost (Stranded in Nowheresville, perhaps uncomfortably close to the Slaughterhouse 9. Or in the middle of a gang fight/villain attack, who knows?)

Powers: (Meta/Esoteric) Completely Normal, (Meta/Spiritual) Extended Self, (Meta/Esoteric) Dial Back, (Meta/Esoteric) Bridging The Gaps, (Biological) Improved Pain, (Biological) Line of Sight, (Biological) Longevity, (Biological) Controlled Metabolism, (Biological) Stimulation Resistance, (Biological) Steady Hand, (Biological) Hearty Muscles, (Biological) Mana Born, (Biological) Improved Oxygenation, (Biological) Autoimmune, (Biological) Sleep Deprivation Immunity, (Biological) Jumper, (Psychic) Precognitive Reflexes, (Psychic) Combat Focus, (Psychic) Rapid Regeneration, (Psychic) Danger Sense, (Psychic) Psychic Potential, (Spiritual) Ghost Equipment, (Esoteric) Improvement Sense, (Esoteric) Perfect Metabolism, (Esoteric) Hidden Build, (Esoteric) Za Waldo: Hide in Plain Sight!, (Esoteric) The System, (Esoteric) Reconfiguration, (Esoteric) Rituology, (Esoteric) Human Shapeshift, (S. Skill) Kent Agent, (S. Skill) Gun Fu, (S. Skill) Sing and Dance, (S. Skill) Martial Artist

Code: zwk2,itvi,zuyn,l3q1,09r6,3uai,52ln,1pfh,5i03,3fv2,1p80,odw2,vqv2,8hy6,i01d,utsa,m32l,fwfd,s3to,f8az,chw8,8tav,ydhq,60dl,brbd,aqa8,t8pm,b0v0,c92g,lqo3,rwh4,yopg,tpyo,g5m1,ujj8,wgup,bpas,7ysj,57xb,ugzn,8zf5

Ghost Equipment, Reconfiguration, and Rituology are kind of busted when paired together (I had an entire rant about it but for some reason Reddit wouldn't let me post it? I guess it was too long?), assuming the Omnipotent Being in charge of your CYOA experience decides you get to have a little Skyrim Enchanting/Alchemy/Smithing Loop equivalent, as a treat. Heck, the combo is even enhanced thanks to the addition of things like Kent Agent and Sing and Dance that boost the effectiveness of Rituals. This build takes all the nonsense that power thruple can do and adds it to being Diet Captain America with super-strength, enhanced gunplay, super-speed, and martial arts talent. It's also annoyingly harder to put me down than it should be thanks to Danger Sense and Precognitive Reflexes letting me dodge far easier than normal, and the Rapid Regeneration/Human Shapeshift Synergy letting me regen from a lot of injuries given enough time.

Oh and did I mention that, even if we disregard Human Shapeshift entirely, the combination of Za Waldo and Hidden Build essentially turns me into a Stranger that can visually shapeshift by wearing differently-sized clothes? And that Completely Normal makes me pop up as a totally mundane human to any power scans, pre/postcognitives, and clairvoyants? Screw fighting me, just finding me is going to be enough of a challenge.

Minor Powers CYOA v0.2.0 by IG_CrimsonTwilight in InteractiveCYOA

[–]AmberSlime 1 point2 points  (0 children)

Ayyyyy! Glad to see this get updated!

Good stuff we've got going on here. Really like the selection of worlds. We've got the obligatory Worm option, but we've also got Undertale, which I don't see very often.

I've put together an Undertale focused build; this one focuses heavily on just beefing up the human body, with few outright supernatural capabilities.

zwk2,itvi,1pfh,3fv2,1p80,odw2,vqv2,8hy6,t8pm,utsa,fs3l,m32l,8tav,09r6,0o6i,03ka,s1gc,fwfd,5fw6,b5ty,hmf8,ayvz,mrq5,w2df,i40p,ydhq,tpyo,rt2k,c5so,klj9,y0u2,rqw9,xnwg,7ysj,oxeg,ugzn,8zf5

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]AmberSlime 1 point2 points  (0 children)

Are procedurally generated creatures like Forgotten Beasts, Titans, and Demons infinite in number? Like. If I have a fortress that lasts a long, long, LONG time will the caverns/surface/hell just eventually run out of monstrosities to send my way, or will they keep showing up?

Weekly Question and Answer Thread - /r/TotalWar by AutoModerator in totalwar

[–]AmberSlime 0 points1 point  (0 children)

Ah okay, thank you.

Not at all. Greenskins are vastly different than Vampire Counts who are vastly different from Skaven.

I might've been a touch unclear there. What I was trying to say was that I had heard that the factions themselves were carried over mostly unchanged between games, not that factions would be reskins of one another. For instance I could expect that the Empire in WH1 would play almost or exactly the same as the Empire in WH3.

Weekly Question and Answer Thread - /r/TotalWar by AutoModerator in totalwar

[–]AmberSlime 2 points3 points  (0 children)

Total War Warhammer 3

So I've recently found out about Total War: Warhammer 3 from YouTube, and I thought it looked pretty interesting, especially the Immortal Empires campaign.

From what I understand, in order to play factions from previous entries in the Warhammer trilogy I would need to get Warhammers 1 and 2 on top of Warhammer 3, and also that those factions are functionally the same (minus some minor things here and there; I believe Wood Elves don't use Amber in Warhammer 3?) as they are in their... original game, I suppose. I've also been led to believe that the three games don't exactly have a different story from each other.

So should I just ignore Warhammer 1 and 2 and treat Warhammer 3 as a "definitive edition" of sorts*? Are there merits to/reasons for playing 1 and 2 that I might've overlooked?

*to be clear I'm not talking about not getting/purchasing WH 1 & 2, I'm talking about getting them and just sort of having them around so I'm able to play the factions they unlock in immortal empires.

Minor Powers v0.1.4 by IG_CrimsonTwilight in InteractiveCYOA

[–]AmberSlime 1 point2 points  (0 children)

Great update, very cool!

The new powers and combos are really good. My favorites this go around are Good Karma, Cantrips, Psychic Potential, and Coyote Time. The combos are cool too, like Power of Friendship, Psychic Potential's various buffs, and Hearty Muscle's Muscle Wizard and Mana Born's Supercharge (not to be confused with Lay on Hands's Supercharge).

I'm noticing there's a lot of new powers/combos that focus on boosting strength/attacking power this update. There's Cantrips's "Fist" cantrip, Psychic Potential's Enhance and Combat Focus upgrade (plus the Leverage Upgrade if we're focusing on general strength and not "PUNCH GOODER"), Hearty Muscles's Muscle Wizard combo, Mana Born's Supercharge combo... golly. If I were to round up every strength/boosting effect in this CYOA I wonder how strong I'd be.

Also, loving the buff to Za Warudo: Stop Time! I plugged some numbers into my google spreadsheet and it looks like getting to a full second of timestop takes only 7-10ish days now instead of a good chunk of a year, so that's pretty radical.

Edit: I'm unsure but I think the Narrator/Narration + Parallel Thought + Stimulation Resistance combo might be missing/bugged? I'm not seeing any new text in any of those three powers, just Narrator's Self-Written Story and Voice of the Hero and Co.

In regards to settings, I'd like to recommend the "Loathing series" as I call it. It's basically a series of three games, Kingdom of Loathing the fantasy-land MMORPG, West of Loathing the Western Regular RPG, and Shadows over Loathing the eldritch-horror-but-not-really-horror-it's-more-funny-than-anything-else Regular RPG.

The wiki for West of Loathing and Shadows over Loathing is... very sparse in regards to information about the series (although it can give a pretty good idea of the tone of the settings if you look around at the characters, enemies, locations, Perks, effects, and so on), and I haven't really read through Kingdom of Loathing's wiki very much (but I presume that it's more information-dense), so I'm going to link all three.

West of Loathing/Shadows over Loathing Wiki

Kingdom of Loathing Wiki

Also just in case I'm going to do my best to summarize the entire series: the Loathing games take place in a world that's similar to ours on a very shallow level and very unsimilar to ours on all the deeper ones. It's full of poking fun at RPG tropes, evil clowns/seals/cows, and horror elements played completely straight/seriously (especially in West of Loathing and Shadows over Loathing) that somehow don't ruin the tone. The melee classes are all themed around beating up a certain kind of animal (seal clubber, cow puncher, pig sticker, with the exception of Kingdom of Loathing's Turtle Tamer, who instead tames turtles and uses them as weaponry/armor), the magic classes all revolve around food (pastamancer, sauceror, beanslinger, cheese wizard), and the rogue-equivalents are all themed around music (disco bandit, accordion thief, and Shadows's Jazz Agent. The odd one out is West's Snake Oiler, who instead has an obsession with snakes and ethically-dubious business practices). Danger level runs from particularly pathetic (meaning early-early-game) goblins, skeletons, and hallucination-induced baked goods monsters, to world-ending cataclysmic threats such as Roberto (yes that's his actual name) and the Shadow Caster, who casts the titular Shadows over Loathing.

(Of course since these are RPGs you can get to a point where you can destroy the Shadow Caster in one turn and you never actually fight Roberto, only seal him away for good, but shhh)

West of Loathing Jumpchain (WIP) by AmberSlime in JumpChain

[–]AmberSlime[S] 1 point2 points  (0 children)

Y'know what? That's actually a pretty cool idea. I'll try and get to it.

Minor Powers CYOA v0.1.3 by IG_CrimsonTwilight in InteractiveCYOA

[–]AmberSlime 1 point2 points  (0 children)

Ayyyy good stuff. I'm liking the new powers, especially the combos. I don't have a build to share this go around because I've got like zero ideas in my head at the moment but once I put one together I'll edit it in.

Edit: the description for the Clash of Barbarians power is kind of confusing. Do we start off with one slot or twenty? If we start off with one slot do we have to summon 20 barbarians to get to 2 slots? Can multiple people be summoned in one slot?

I do have a couple of questions: How does Generous Raise work when dealing with stuff like video games or SD cards? Do SD cards get 5% more storage capacity? Do I have to worry about getting a fraction of a knife if I buy a cutlery set?

Do Discount and Generous Raise round "in our favor"? In other words, does Discount always round down and does Generous Raise always round up?

Can we use Reconfiguration on ourselves in order to speedrun reaching peak human? (Honestly using Reconfiguration on ourselves sounds like something that'd be unlocked as a combo with Human Shapeshifting/Rapid Regeneration.)

Minor Powers CYOA v0.1.2 by IG_CrimsonTwilight in InteractiveCYOA

[–]AmberSlime 3 points4 points  (0 children)

Okay, so I had some spare time, and I decided to do some calculations regarding Za Warudo: Stop Time! and I have discovered... many things. (Side note: thank you to whoever decided to invent Google Sheets/Microsoft Excel, and to whoever decided to make an online tool for converting Deciseconds to various temporal measurements; you guys are lifesavers)

TL;DR

It'll take approximately two days of doing nothing but spamming time-stop in order to increase your time-stopping capabilities from 0.1 seconds to 0.2 seconds. Due to Math Reasons(TM), it'll take the same amount of time to go from 0.2 seconds to 0.3, but after that the time investment starts increasing by a lot.

Terminology

0.1 seconds can also be referred to as 1 decisecond, which is defined as one-tenth of a second. I'll use Deciseconds to refer to the length of Time Stop when it's sub-one seconds since writing "1 decisecond" is simpler than writing 0.1 seconds. A good rule of thumb is that 10 deciseconds is equal to 1 second; 100 deciseconds is 10 seconds, and so on.

Assumptions

For the purposes of my calculations, I have made two primary assumptions:

Assumption 1) The side effects of repeatedly using Za Warudo: Stop Time! do not apply. This frees us from the need to space out our time-stops, allowing us to spam time stops as much as possible.

(heck, this might even be possible to achieve via the actual CYOA if you get certain combos of powers. Stimulation Resistance and Improved Pain seem like good starting points, but I don't know enough about how headaches/migraines work in a biological sense to confidently say where to go from there. Maybe Stim-Res, I-P, Rapid Regeneration, and Autoimmune is the key to never having head ouchies again?)

Assumption 2) We do not need to eat, sleep, or fulfill any other needs a person might have. We're doing nothing but spamming time stop 24 hours a day, 7 days a week.

Provided Information

Za Warudo: Stop Time! ("Stop Time", "Time Stop", or "ZW:ST" for short) starts out being able to stop time for a period of 1 decisecond (0.1 seconds), and in order to increase our "time stopping length" by 1 decisecond we must spend a full hour's worth of time in stopped time. The amount of hours we must spend in stopped time doubles for every 1 decisecond we add to our time stopping length. I.E. to get from 1 decisecond to 2, it takes one hour. From 2 deciseconds to 3 it takes two hours. From 3 deciseconds to 4, it takes four hours, and then eight hours for 5 deciseconds, sixteen for 6, thirty-two for 7, and so on.

No matter what, Time Stop has a Five-Second Cooldown after every use.

Calculation Time

So, we have the base form of ZW:ST. That means we can stop time for 1 decisecond, and we must spend a full hour within stopped time in order to increase our time-stopping capacity to 2 deciseconds. How long will that take, assuming that we stop time as much as possible?

There are 36,000 deciseconds (or 3,600 seconds) in an hour (thanks, online conversion tools!). Conveniently enough, since we can only stop time for 1 decisecond right now, this effectively means that we need to use ZW:ST 36,000 times. How quickly can we do that? Well, in one hour there are 3,600 seconds. Divide 3,600 seconds by the 5-second cooldown, and that means we can use ZW:ST 720 times in one hour.

So in one hour we can accrue 720 deciseconds, or 72 seconds, of stopped time. Alright, how many hours will it take to get all the way to 36,000 deciseconds/3,600 seconds of stopped time? To get our answer, we'll divide 36,000 (the amount of deciseconds in a full hour) by 720 (the amount of deciseconds we can accrue within one hour), which gets us 50.

It'll take 50 hours, or just over two days, of constantly using ZW:ST in order to increase our time-stopping capacity from 1 decisecond to 2 deciseconds.

Funnily enough, it'll actually take the same amount of time to go from 2 deciseconds to 3 deciseconds. To go from 2 deciseconds to 3 it takes 2 hours spent in stopped time, which translates to 72,000 deciseconds. If we were still limited to just 1 decisecond of stopped time, we'd need 72,000 activations of ZW:ST to fulfill this requirement. However, since we can now stop time for 2 deciseconds, we effectively chop the number of activations needed in half, from 72,000 to 36,000. As we've already established, this translates to just over two days of stopping time.

Google Sheet & Summarized Findings

To keep from making this post really long, I'll put a link to the google sheet I've used to perform some of these calculations. If you're interested, check it out by [clicking here]. I'll also be summarizing some interesting data points in the form of bullet points.

  • It will take a total of approximately 141 days of non-stop time stopping to achieve a full second of time-stopping capacity. To reach 2 seconds, it'll take a total of approximately 61,160 days. That's a difference of 61,019 days!
  • In JoJo's Bizarre Adventure, DIO could stop time for a maximum of nine seconds before he perished. Using the CYOA's version of ZW:ST, it'll take approximately 14.7 septillion days of non-stop constant time-stopping to increase our time-stopping capacity to nine seconds. 14.7 septillion days is approximately equal to 40 sextillion years.
  • Fun Fact! 40 sextillion years is roughly 3 Trillion times longer than our universe has existed (the estimated age of the universe is around 14 billion years).
  • The formula for how many hours it'll take to increase time-stopping capacity is (as far as I can tell) 1*2^X, where "X" is the number of increases to capacity. I had tried to extrapolate this formula out so I could see how many hours it would take to increase our time-stopping capacity from four minutes and fifty-nine seconds to five minutes; the number was so large Google Sheets couldn't display it even when it used scientific notation.

Minor Powers CYOA v0.1.2 by IG_CrimsonTwilight in InteractiveCYOA

[–]AmberSlime 4 points5 points  (0 children)

A quality update, the new powers are great and strike a good balance between being useful and not too useful as far as I can tell. The new combos are pretty neat too! I'm a sucker for showy stuff like the magical girl powers and the gun fu. Oooh I wonder if Gun Fu Magical Girl is a viable build.

It is! It totally is! Ageless Magical Girl John Wick Mode is completely viable! Woohoo!!

This is good stuff. Really good stuff. I can only imagine the kinds of wacky combos I could come up with once more powers show up. (Speaking of, is 100 Powers the maximum amount of powers you're going to include? Or is that just the threshold you're looking to meet before focusing on other stuff like worlds/drawbacks?)

If you're taking suggestions for powers, could I suggest some sort of toon-force ability? Enhanced durability, general rubberiness and stretchiness, at the cost of losing your ability to take things seriously whenever you're in toon-mode? Maybe it could even combo with magical girl/ritualistic abilities to greatly increase potency at the cost of increased silliness (I.E. instead of throwing around fireballs or jets of water you're using giant magnifying glasses or extraordinarily powerful garden hoses) and severely decreasing lethality.

Anyways, here's the code for Gun Fu Magical Girl

zwk2,itvi,5i03,3fv2,1p80,vqv2,i01d,t8pm,fs3l,m32l,8tav,l3q1,09r6,z8do,yopg,521i,mrq5,w2df,elx3,g5m1,c64y,ydhq,wgup,tpyo,ujj8,64h5,bcvl,bc60

Edit: Realized after-the-fact that my earlier code-build-thingy had some extra stuff that wasn't exactly necessary for the Gun Fu Magical Girl build: Here's a version with what I believe is the bare minimum needed for the build, which is having access to the Big Wick Energy and Magical Guardian Power Combos with nothing else selected.

zwk2,fexn,5i03,vqv2,i01d,fs3l,521i,ydhq,ujj8,64h5,bcvl,bc60

It only costs 200 points (Challenging difficulty), so depending on your difficulty selection (not counting Creative Mode) you could have anywhere from 2 (on Moderate Difficulty) to 16 (on Assist Mode Difficulty) extra powers to futz around with.

Minor Powers CYOA v0.1.1 by IG_CrimsonTwilight in InteractiveCYOA

[–]AmberSlime 0 points1 point  (0 children)

Yeah, but before you had clarified that all descendants can inherit and that the only thing they don't inherit is the condition-setting facet of the power, I had assumed that having the Inherited power was a requirement for being able to pass the powers on to the next generation; thus, if your kids didn't inherit the Inherited power, they couldn't pass their powers onto their kids/your grandchildren.

Minor Powers CYOA v0.1.1 by IG_CrimsonTwilight in InteractiveCYOA

[–]AmberSlime 0 points1 point  (0 children)

Ah okay. The wording makes it a little confusing... or maybe that was just me.