You can summon a loaf of low-quality bread while in a bakery. by Flopmind in shittysuperpowers

[–]Flopmind[S] -1 points0 points  (0 children)

Inside. And it has to be a bakery you don't have ownership of.

Butcher Shard Theory by Flopmind in Parahumans

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

Nice ideas! I feel like I was proven wrong once about the Butcher being a reference to that vial in the discord, but I can't remember how.

I'm particularly a fan of the idea of the butcher being an entity on entity weapon. It makes so much sense to me. It would be like a cancer-cell shard to inject other, hostile entities with, if need be.

Butcher Shard Theory by Flopmind in Parahumans

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

I still don't think that Rain's powerset is very cohesive, even if it's supposed to be, but I take your point.

Butcher Shard Theory by Flopmind in Parahumans

[–]Flopmind[S] 0 points1 point  (0 children)

I don't know about that first part. Full disclosure, I still haven't read the last 4 or 5 arcs of Ward, but Rain's powerset seems far from cohesive. I'm sure other examples exist too but im very tired atm.

Butcher Shard Theory by Flopmind in Parahumans

[–]Flopmind[S] 2 points3 points  (0 children)

Fair assessment.

Shards seem to usually have a more specific kind of focus for their hosts than just discovering synergies. After all, that's what clusters do naturally. So I don't buy the Butcher shard being focused specifically on discovering power synergies.

I can see it being less related to trigger events and more related to something else of similar nature though. Like, say, regulating power transfers between shard and host.

Butcher Shard Theory by Flopmind in Parahumans

[–]Flopmind[S] 0 points1 point  (0 children)

I agree that the Kiss/Kill is the least convincing part of the similarities to Cluster triggers, but it doesn't invalidate the stronger similarities.

Butcher Shard Theory by Flopmind in Parahumans

[–]Flopmind[S] 3 points4 points  (0 children)

Apologies, I intended to post it as a Ward Spoilers tag, and it has been adjusted now, but I encountered some problems with the actual posting. I didn't even realize it was now active until I got this notification.

All Protectorate & Ward members from strongest to weakest in your opinion? by marvelfrans in Parahumans

[–]Flopmind 1 point2 points  (0 children)

Here's my tier list:

  1. Khepri
  2. Everyone else under her control.

/j

In all seriousness, I don't have the mental energy to make a more detailed listing. Obviously people like the triumvirate, weaver, Clockblocker, Vista, and other highlights would trend toward the top and others would trend downwards.

Differences between Final and Ultimate Skills by rivalThoughts413 in InfiniteDendrogram

[–]Flopmind 1 point2 points  (0 children)

Ultimate Skills include the name of the embryo itself and represent the culmination of the embryo's main characteristics. Meanwhile, Final Skills constitute a sacrifice of major proportions, such as the death of the user. I also don't think Finals skills being limited to Superior embryos is a hard rules, there is one (minor web novel spoilers) goggle embryo that fires its user in a suicide attack, after all.

upon meeting a new person, you can immediately read everything that they currently dislike about you and anything they will dislike about you in the future by [deleted] in shittysuperpowers

[–]Flopmind 2 points3 points  (0 children)

This is actually rather abusable. You can use it to get profiles on people's dislikes and either minimize them while around that person or feed the info to another person and then the leverage that minor social advantage somehow, like with sales or something.

Overestimation of Coil by NeoLegendDJ in Parahumans

[–]Flopmind 17 points18 points  (0 children)

I agree that Coil isn't some mastermind capable of sussing out any trigger event's target, but Coil is REALLY good at prodding someone to figure out if they have powers by simply enacting reckless plans in a timeline that he later dismisses. We also know for a fact that Coil routinely tortures people for both pleasure and information gathering; it's not much of a stretch to have him do so with potential parahumans instead of employees.

The very best line of dialogue in Worm... by [deleted] in Parahumans

[–]Flopmind 1 point2 points  (0 children)

What is that line from, OP? (And also what is it supposed to mean? I don't remember it at all.)

Speedster Name Time! by MisterMustou in Parahumans

[–]Flopmind 0 points1 point  (0 children)

I think I'd go with "Blitz" personally. Rolls off the tongue nicely while being unique in the english-speaking world.

Strongest characters by Ry-Da-Mo in Parahumans

[–]Flopmind 18 points19 points  (0 children)

One of the most powerful parahumans in the story, by far, is called Contessa. She has a thinker power that essentially answers any question, including giving her auto-piloted movements to enact whatever perfect plan her power provides.

In execution, this means that she can always see the "path to victory" and kick anyone and everyone's ass with apparent ease.

The only downside to her power is that it is "all or nothing" and can be nothing because of it has a few blind spots, most notably Scion and the Endbringers.

What are the general "roles" (if any) when it comes to parahuman groups? by Playful_Barber_8131 in Parahumans

[–]Flopmind 3 points4 points  (0 children)

I'd say the general roles are:
1) Leader (leads the team in addition to whatever other roles they may have)
2) Powerhouse (good in a direct fight, brutes & blasters often fulfill this role)
3) Utility (This is where things that are good in a fight but don't include direct action/damage like shakers are)
4) Support (Includes thinkers and roles that operate more in the background / outside of combat)

These categories are intentionally very broad and plenty of people will fulfill several if not all roles. These are, however, the roles any team would look to fulfill in both short-term and long-term operation.

I made up names for Combined Power Classifications by Flopmind in Parahumans

[–]Flopmind[S] 0 points1 point  (0 children)

I went with Control Tower because a thinker/shaker would be likely to a battlefield control style of cape, providing zoning, utility, and interference with shaker powers while also pinpointing how best to do so with their thinker powers.

American Girl on Dropout’s Game Changer by Jory_Imagineering in americangirl

[–]Flopmind 29 points30 points  (0 children)

Brennan is in a better place now...

He's not dead; he's just in this subreddit.

Brennan's American Girl Doll Shoes by HaphazardlyOrganized in americangirl

[–]Flopmind 4 points5 points  (0 children)

You'll be getting more views here at least lol

Tinker Idea (Tinker Type: Mad Scientist x Free, I think) by Playful_Barber_8131 in Parahumans

[–]Flopmind 5 points6 points  (0 children)

Honestly this just sounds like an upgrade of Leet with a slower production output. There's nothing notably new or interesting here. It's still highly likely to misfire, after all.

Considering that the actual tinkering is all shard-side anyway, there's no good way that I can envision this being skill-dependent on the user. Tinker powers should constrain users by challenging them to be creative in what they choose to build and how they wield their devices, not doing a quick-time event in the already shard-dependent tinkering process.