Having of only gotten context from Tumblr, I find myself lacking relevant information, and therefore unfortunately unable to vote, but also very little, and so ask:
Is this for challenge (/pride), curiosity, the joy of theft, being annoyed with her, or being hired?
If hired, somewhat more complex: what's the aesthetic of the person/group giving the job, did they give any directives (not to the level of 'steal X', of course), and are they using a voluntary employment model or no? (Both in particular and, if known, in general matter there.)
i love trends, and the jumping-on thereof, so:
When this bug is triggered, each reblog is counted as a seperate post, @lesbianhouseplant . (And anyone else who may see this, but I'm not sure if this will give proper notifications if I don't @.)
bungus
If I ever see any of you in public, the code is horrifying weapon attack
Red Wine, but you can totally substitute more broth for it.
Fuck it, post lamb stew slow cooker recipe
If he also stands close to the door while opening it, he should be able to jump back, if he is fast enough, which would avoid the fire ant spike pit too, since that's not an unreasonable jump distance.
some lovely reminders <3
Acknowledgement. Thanks. Explanation makes sense.
My kind sir, I've clearly fucked up my previous attempt to explain what I thought someone else was saying, but: This stressing out function sure sounds like it'd do what you'd want to be able to do if your the sort of person who just wants to blow the heck up. Said person likely also has other explosive functions; that one is just - I blow up, and I'm no longer in the scene. Fetch me next one, since I'll be back.
(With reference to this post here.)
When it comes to evaluating the cost versus utility of abilities in a tabletop RPG, it's important to remember that, from the player's perspective, a character being removed from play even temporarily is a cost. It's arguably the most significant sort of cost that can possibly be imposed, insofar as it's a cost which imposes itself directly upon the player by removing their ability to participate in the game.
This means that occasions to make use of such an ability are likely to be rare for two reasons: first, because players are disinclined to use a ability when the benefit doesn't measure up to the cost (and the perceived cost of being removed from play is high), and second, because frequent removal from play naturally limits the player's ability to do anything, even if their character gets better later on.
Of course, you can offset the high perceived cost by making the effect of the ability very powerful, but that runs the risk of our ticking time-bomb of a character overshadowing everybody else; even if they don't use their self-annihilating "I win" button in a given situation, the knowledge that they could is going to warp everybody else's priorities.
This isn't to say that abilities which remove a character from play as a cost are impossible to work with. They're just a huge pain in the ass to get right, and they're so strongly self-limiting in terms of how frequently they're likely to come into play that it's rarely feasible to build a character around them.
Which brings us back to the central conceit of Eat God, where every player character is built out of exactly three rules toys. Asking someone to take up a third of their entire character sheet with the ability to blow themselves up isn't a winning play from a player engagement perspective, no matter how you implement it; either they use it rarely and a third of their character sheet is dead weight, or they use it frequently and spend most of the session removed from play. Neither is something I'm inclined to randomly inflict on a game.