Is it possible to make a creature use water as its blood? If so, how would I do that?
[BLOOD:WATER:LIQUID] --- Due note you might not be able to make it bleed to death. As it will have a large amount of blood through this method, unless all my tests where freakish.
Not sure if this is the correct place to ask (probably not), but where can I find a list of 'positive' effects I could attach to syndromes?
Also, what would be somewhat sane settings for those syndromes?
You can download my little wiki package
http://dffd.wimbli.com/file.php?id=6588 here and look at the Syndrome Tokens
but a list would be here:
CE_ADD_TAG tags:START:number(:END:number) Adds a tag to the affected creature. Many arguments can be used sequentially within one syndrome token. See the Interaction token IT_REQUIRES for valid tags.
CE_PHYS_ATT_CHANGE Attribute:percentage:fixed boost(?):START:number(:END:number) Alters the physical attributes of a creature.
CE_MENT_ATT_CHANGE Attribute:percentage:fixed boost(?):START:number(:END:number) Alters the mental attributes of a creature.
CE_BODY_APPEARANCE_MODIFIER
CE_BP_APPEARANCE_MODIFIER START:number(:END:number):body part:APPEARANCE_MODIFIER:attribute:number] Alters the characteristics (height, width etc.) of a body part.
CE_MATERIAL_FORCE_MULTIPLIER
CE_SPEED_CHANGE speed modifier:START:number(:END:number) (might be more arguments existing in the first part?) Changes the speed of a creature.
Speed modifier contains one or both:
SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)
SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.
CE_CAN_DO_INTERACTION START:number(:END:number) Makes the creature able to perform an interaction. See Interaction token. To specify the interaction, use the argument:
CDI:INTERACTION:interaction name
CE_SKILL_ROLL_ADJUST PERC:percentage:PERC_ON:percentage:START:number(:END:number) Alters the skill level(?) of a creature. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied.
All in the wiki when you search for SNYDROME TOKENS
As for sane settings, it's totally up to you. Injected syndromes from creatures are given as doses, where as a Interaction related Syndrome is like getting stung by a bee. So with interactions sometimes the SEV needs to be jacked up, but injected poisons are affected by the injectors size and the injectiees size.
And in some cases it's not the SEV that kills it's how long it lasts.