The Ascension Speed Show present F.A.R.T. (Feuding Artists Recreate Thoughtfully) (2024)

Lacey Jones

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Join Date: 30th May, 2018

Posts: 52

The Ascension Speed Show present F.A.R.T. (Feuding Artists Recreate Thoughtfully) (1)Re: The Ascension Speed Show present F.A.R.T. (Feuding Artists Recreate Thoughtfully)

Okay, I've just finished watching Legend of Korra and got a little inspiration. We deffinetelly could use more references to the Avatar shows in the kingdom IMO. I've been cooking this ideas for a while and decided to write them down for the contest, finally it's in a state I think it's worth sharing with you guys.

New challenge path idea:

Avatar of the Av.. er... Embodier

Sleaze. Cold. Spooky. Hot. Stench.
Only the Embodier can master all five elements and bring balance to the kingdom.

The Embodier is reincarnated through time and embodies the aspects of all 5 elements, on this life you, adventurer, where chosen as the living incarnation of the Embodier.

Restrictions and Divergences:

Beyond the usual avatar path restrictions to permed skills, the Embodier can still use familiars and equipment normally.
You don't have a guild. The council of loathing is replaced by the council of the sages. These are elemental twisters from each of the 5 elemental tribes.
They give you your quests and can train you in the many skills a young Embodier should learn in order to succeed in his/her journey.

Your main stat is chosen from the Astral Gash in the same way you select classes. Bully Embodier for MUS. Wise Embodier for MYS. Cool Embodier for MOX.
You have no MP. You have 5 new pools of energy instead, one for each element, but these stay as stacks of items in your inventory, cold energy, hot energy, etc.
All non-elemental damage you deal in combat is reduced to 0.
Character panel shows your current elemental energy stacks.

By meditating with the sages, you have access to the spirit realms, 5 elementaly aligned zones.
The monsters in these zones are all "a spirit of %monster%" - basically a random monster selected from all existing monsters of that element in the game.
They scale and don't have their normal drops, but drop significant elemental energy of their own element.
All elementally aligned monsters in the kingdom also drop elemental energy, but less than the ones in the spirit realms.

Skills are learned through training with the sages, you start with 25 skill points (plus 10 for each SC run, 20 for each HC, to a max of 325 skill points).
Each skill in the tree costs a given number of skill points, you get 20 points for every level until level 15.

Skill tree:

You start with 5 attack skills, one for each element, that deal a tiny amount of damage for no elemental energy cost.
These skills give you 1 elemental energy of that element instead when used.

You also start with the Embodier State combat skill.
This costs (your level * 10) energy of each element and you get prismatic damage akin to a prismatic lantern to all your elemental damage as well as +200% to all stats until the end of the combat

Skills can be bought in any order, though some skills have upgrades that can only be bought once you have the base skill.
Most skills cost 1 point for base skill, upgrades cost 2, 3, 4 and finally 5 points (for a total of 15 points), though all this could probably have a lot of balancing work involved.
Skills cannot be downgraded.

Abilities all elements have their version of:

Siphon: Passive 10% bonus for elemental energy drops of the given element.
Upgrades increase 10% in drops up to 50%.

Resist: passive +1 Resist for the element.
Upgrades up to +5 resist.

Tune: Elemental tunning a monster into a target element, once a day, cannot be used on bosses. costs 50 elemental energy
Upgrades for extra uses, up to 5 a day.

Stances: a stance is an intrinsic that makes it so your basic attacks deal elemental damage of the target element instead of physical damage
you can only have one stance active, and it costs 1 elemental energy of that element for every combat you enter while in that stance (even free fights or if you lose, energy is spent at the begining of combat, and if you don't have it, you lose the stance)
each stance costs 10 skill points for half your weapon damage, upgradeable for another 10 skill points for normal weapon damage and +10% crit chance, but costs 3 elemental energy per combat
you can always shrug off your current stance

Sleaze:

Grope inflection: melee attack that deals sleaze damage based on your Muscle.
Costs 5 sleaze energy per level of upgrade
Upgrades improve damage formula and increase damage cap (uncapped at level 5)

Sleight twists: effect 20% meat drops. 20 sleaze energy
Upgrades up to 100%.

Inappropriate Swerving Jest: 10% weakening attack, once per combat
Costs 5 sleaze energy per level of upgrade (and cannot be downgraded)
Upgrades up to 50% weakening

Bend Dad joke: effect +5 ML, 10 sleaze energy for 10 turns
Upgrades up to +25 ML

Shinny lotion squeeze: effect +10% Muscle, 20 sleaze energy for 10 turns
Upgrades up to 50%

Cold:

Icy skates shape: effect 20% Combat Initiative bonus. 20 cold energy for 10 turns
Upgrades up to 100%.

Cool victory sway: effect +1 stat per fight. 5 cold energy for 10 turns
Upgrades up to +5 stats per fight.
"After you defeat your opponent, you <random action> - that's sooo cool!!

Ice cube twist: effect is like ode to booze, costs 3 cold energy per turn, and you can cast only 1 turn of it if you want
Skill costs 12 points and has no upgrades.

Brainfreeze: effect +10% Mysticality, 20 cold energy for 10 turns
Upgrades up to 50%

Icy spear throw: cold ranged attack, damage based on your Mysticality
Costs 5 cold energy per level of upgrade
Upgrades improve damage formula and increase damage cap (uncapped at level 5)

Spooky:

Scary frown: 30 turn banish and YR, usable once a day. 100 spooky energy
Upgrades for extra uses, up to 5 a day.

Glare into the dark: effect -5% combat, 10 turns. 30 spooky energy
Upgrades for -7%, -9%, -11% and finally -15%

invisible shoulder tap: spooky melee attack, damage based on your main-stat.
Costs 5 spooky energy per level of upgrade
Upgrades improve damage formula and increase damage cap (uncapped at level 5)

mummy wrappings: effect +50 DA, 5 DR, 15 spooky energy, 10 turns
Upgrades up to +250 DA, 25 DR

monstrosity: effect +5 fam weight, 20 spooky energy, 10 turns
Upgrades up to +25

Hot:

Vaporizing force: Think of it like pulverize + way of the sauce in one, with no need for a hammer.
Difference is instead of elemental powder, nuggets and wads it generates elemental energy, 1 for powder, 5 for nuggets, 25 for wads.
Things that would give Twinkly powder, nuggets and wads drop unstable bits of energy, wich can, having the skill, be cooked with elemental energy just as way of the sauce would let you cook wads.
Unstable bits of energy can be stabilized via inventory link, giving a point of energy to random element. Multi-using them is possible and rolls separate for each instance.
Useless power still becomes useless powder when smashed with vaporize.
Skill costs 12 points and has no upgrades.

Hot pocket sway: effect is like old milk of magnesium, costs 3 hot energy per turn, and you can cast only 1 turn of it if you want
Skill costs 12 points and has no upgrades.

Fabric burn contortion: effect +20% item drops, -40% pants drops, shirt drops, hat drops. 20 hot energy for 10 turns
Upgrades increase up to 100% / -200% drops.
"You burn all the fabrics of your opponent clothes, stuff starts falling out of his pockets"

Hot feet twist: effect +10% Moxie, 20 hot energy for 10 turns
Upgrades up to 50%

Lava inflection: hot spell attack, damage based on your main-stat.
Costs 5 hot energy per level of upgrade
Upgrades improve damage formula and increase damage cap (uncapped at level 5)

Stench:

Garlic Breath Weapon: stench spell attack, damage based on your Moxie.
Costs 5 stench energy per level of upgrade
Upgrades improve damage formula and increase damage cap (uncapped at level 5)

fish bucket twist: olfaction like, 30 stench energy.
Skill costs 6 points for mating call strength, upgrades for extra 12 points for an olfaction + gallapagos power.
Works like mating call, no cooldown to change targets, no effect duration.
"You create a bucket of smelly fish of pure stench energy, and spin it on top of your opponet's head (or head analogue), it smells so bad you can easilly track it now"

miasma loop: effect +5% combat, 10 turns. 30 stench energy, increases chance of combats being stinky
Upgrades for +7%, +9%, +11% and finally +15%

curved fart: free runaway, 3 times a day, 50 stench energy
Upgrades up to 15 times a day

boiled black egg: non-combat, restores beaten up, 500HP, 25 stench energy
Skill costs 15 points and has no upgrades

Story divergences:

Elements are in disarray in the kingdom, you must find the elemental sources and return peace and balance to the kingdom.
ALL MONSTERS can have elemental energy draining attacks, wich should make combat life a little harder, some of the flavor text might be tied to the zone you're in for non-elemental monsters.

Elementally aligned monsters are specially more dangerous and have some new elemental attacks at their disposal.

Non elementally aligned monsters have a chance of becoming elementally tuned at the beginning of combat.
The chance of any given element is given by the number of effects of that element you currently have.
Defeating each of the 5 elementals lowers the chance of monsters being tuned to each particular element.
Formula for defining element of a monster should make it so any element is always possible, defeating the elemental cuts in half the influence of elemental effects of that element.
Monsters that naturally have a particular elemental alignment CAN change as well, but 66% of the time they retain their original element.

Pandamonium quest is mandatory and leads to an unsatisfied Azazel, "he was about to eat his dinner when you came in."
He shows his true form and becomes a Hot Elemental, with huge drops for hot elemental energy.
After the fight you are lead to a non-combat where you can choose wich steel organ to you want, all three are available.
"After destroying the hot elemental you look around and see he had a lasagna and a margarita at the table. Also on top of the table there's an air refreshner. Weird guy."
"When you take the (choice), you see a huge chandelier on top of the table that was held by a burning rope this whole time, and you can only to jump out of the way as the last thread burns and it smashes into the table destroying everything else there."

The Bonerdagon is replaced by a Spoky Elmemental, huge drop of spooky elemental energy.

Groar is replaced by a Cold Elemental, with a huge drop of cold elemental energy.

Since you need to bring balance to the kingdom, the island war must be done in a somewhat wossname like fashion. Reward is a new Embodier Medal.
You must eliminate both sides and both sides's bosses on their given camps, so you don't get the help from the pirates to defeat them.
Sidequests work as usual, and you can overshoot kills on both sides, no need to leave only 1 remaining soldier in each side.
The Man is replaced by a Sleaze Elemental, The Big Wisniewski is the Stench Elemental.

The sages know what the McGuffin really is, so they keep it to themselves. They just won't tell you anything more about it.

"The Naughty Sorceress had King Ralph, and it seems she was playing with elemental energy above her capabilities."
"There's been a huge spike in elemental energy on top of the tower, Embodier, you should check it out!"
No need to take the tower tests or maze, only get the keys to the door and ascend the tower. No need for the wand as well.
The naughty sorceress is replaced by the Dark Elemental, a multi-adventure fight of 6 stages where you face each element in it's raw form and finally the Dark Elemental, wich uses prismatic attacks and has 1 elemental resistance and 1 elemental vulnerability each round, chosen at random and cued by combat text. Losing takes you back to the first fight again.

After you free king ralph his first decree is to end this elemental twisting craze everybody was into lately.
"If you want to keep adventuring around you should at least get a half-decent job." <choice of main classes for aftercore>

Notes:

  • Boss fights should be tough to the point you'd have to find yourself using Embodier State on a few of them.
  • Dark Elemental should be a really hard fight without Embodier State.
  • Resources would be balanced in a way you need to save and go after energy, switching stances and farming energy in the spirit realm should be strategies to consider.

Path rewards:

  • Embodier spirit charm: untradeable accessory that let's you enter Embodier state in combat once a day while wearing it, it's bonuses are not as powerful as the in-path buff at first, but each ascenssion you upgrade your charm, after 10 ascenssions you have a fully charge spirit charm with a once a day Embodier State similar to that if the path skill
  • Thwaitgold buffalo beetle statuette
  • You get a Peaceful Embodier Trophy for beating the path without entering Embodier State.

Path themed IOTM Ideas:

  • Familiar: giant six-legged flying buffalo
    Allows access to the desert when they reach 5 lbs. unbuffed and the island when they reach 10 lbs. unbuffed
    free runaways like stomping boots
    leprechaun/fairy that drops random elemental energy after fights while in the Embodier path
  • Embodier Tattoos:
    You shave your head and apply this blue arrow in your forehead, for some reason, this makes you feel more powerful.
    Slotless item that can be tuned similar to the songboom for elemental themed bonuses.
    Even more powerful in-path, with at least a +50% to elemental energy drops.
  • embodier training scrolls: for initial skill points cheating
The Ascension Speed Show present F.A.R.T. (Feuding Artists Recreate Thoughtfully) (2024)
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