Talk:Burning disco shoes
Initial Message
(1) You take <foe name> down to Funky Town... which is just like Twilight, except your skills cost less. (-3 PP cost for all combat skills)
(2) With a synthesizer sting and a crew of backup monks, you look back on your life (no matter when or where or who). You vow to learn from your mistakes. (+xp at the end)
(3) Without warning you break into some slick moves. Keep this dance up and you'll survive, you will survive. (+ dodge?)
(4) Not only do you have a fever where the only prescription is Disco, but you have a deep, burning Frayday Night Fever! Get down! (+ fire damage, only experienced 10 or 15 at level 15)
(5) This music has you spinning, baby; you know you're in a trance. You just know you gotta knock on wood, so you make sure you look around for some. (???)
(6) Knowing that big fun to be had by all, you make with some hot moves. It's so chic your foes all freak. (delevel?)
(7) You start bopping in place to the music only you can hear. It gives you some great money-making ideas, you just need a mark to hustle. (+ chips?)
Chance of each message:
- Total 16911
- Message1 2394 || (14.2% ± 0.5%)
- Message2 2337 || (13.8% ± 0.5%)
- Message3 2360 || (14% ± 0.5%)
- Message4 2439 || (14.4% ± 0.5%)
- Message5 2436 || (14.4% ± 0.5%)
- Message6 2467 || (14.6% ± 0.5%)
- Message7 2478 || (14.7% ± 0.5%)
Even chances would be 1/7 ~14.29% so it seems to be it. Patojonas 10:48, 21 April 2014 (PDT)
End of fight
(2) You look back at your fight without a sense of shame. You gain Z XP. (got always 10, must be the max)
(2) So pure in thought and word and deed, but you didn't quite succeed. You're ready to turn over a new leaf... right after you rest. You gain Z XP. (when I was defeated, also 10)
Synesthesia's synergistic gloves + burning disco shoes combo skills
Colors of the Wind 5PP :
You gather up the vintage colors of the wind and fling them at your foe. They're so confused by what that's supposed to mean and taken aback by the abrupt genre shift, that they take a moment to clear their head.
Your opponent is too stunned to act.
Disco Demolition 5PP :
(1) If this town won't keep you movin' and groovin' with some energy, you'll just have to swipe it from you foe instead. So you do and gain X PP in the process.
(2) You decide not to mope and instead of turning over a new leaf, you rip right through it and use those pungent sins to consign your foe to the Disco Inferno. Your Fire in the Disco deals fire damage!
(3) You might not be able to live without her by your side, so you just decide to take a piece of her with you; a Y HP piece, to be precise.
(4) Hey, wait a minute! This is a country song! You wouldn't inflict that on your worst enemy, let alone the <foe name>.
There's only one way to be sure. No, not nuking it from orbit, throwing it into a black hole.
On the bright side, the resulting rift in space and time took you back to before you got that song stuck in your head.
Current time: -1 minute
- or, if you already got a -1 minute from the throwing star - black hole:
Hey, wait a minute! This is a country song! You wouldn't inflict that on your worst enemy, let alone the castle guard.
There's only one way to be sure. No, not nuking it from orbit, throwing it into a black hole.
It's a good thing your past self is going to have safely disposed of that song before you started dancing. Wait, what?
(5) The way you throw these songs is frightenin'. It's like thunder, lightnin'. Boom! Zap! Your dance's loving touch deals electric + sonic damage.
(6) Aww... freak out! You grab all the freakiness and sling it at your foe. They'll be too confused to wait for you at the fifty-four after that, in or outside the door. (???)
(7)You ball up all that music and throw it at your foe, admonishing them to do the hustle. They refuse and just stand there out of spite.
Your opponent is too stunned to act.
Effects, no numbers
Since we're about half way through the month, and since you've got all but the ones that are hard to reverse engineer, here's the list. I'm using your order so as not to give away all the references.
1) reduced combat skill cost; PP leech when thrown
2) +XP win or lose; throw for fire damage
3) DA; HP leech when thrown
4) Fire Damage; throw for -minute (sharing flag with blackhole)
5) +items, electric and sonic when thrown
6) psychic strikeback; major delevel when thrown
7) +chips; multi-round stun Cristiona 20:02, 14 April 2012 (PDT)
Misc
- if you use a free runaway combat item when you trigger the -1 minute effect, the fight ends but you lose the gained minute, with the following message:
- The black hole pulls you back towards the fight. It's like running away from an explosion in slow motion. Awesome, but utterly impractical.