VIREN IN WAREHOUSE
-
- Arena Lieutenant
- Posts: 953
- Joined: Fri Mar 19, 2021 9:03 pm
- Location: Florida, US
Re: New Kit Tickets
Viren... Being of kits semi creation and we'll... Helping to guide them, gives the green word 10 of her tickets to be used here.
Last edited by Kitsune106d on Mon Aug 15, 2022 12:17 am, edited 2 times in total.
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
- Aeromage
- Arena Lieutenant
- Posts: 1084
- Joined: Wed May 27, 2020 10:54 pm
- Location: Right here.
Re: New Kit Tickets
Kit wants Viren to do some pulls, so I guess we'll alternate?
(Ticket 4/34)
1/10
Viren will pull from Enigmatic Well of Fate in an attempt to get some of those lovely-sounding Tide Baptisms.
(Keybearers have not pulled from the category yet, but it definitely gives character-type-specific results- Enigma Men got Scheme-related things or other stuff that hooked into their specific mechanics, Fated Ones got Fateweavings, and Outer Lords got World Laws.)
(Ticket 4/34)
1/10
Viren will pull from Enigmatic Well of Fate in an attempt to get some of those lovely-sounding Tide Baptisms.
(Keybearers have not pulled from the category yet, but it definitely gives character-type-specific results- Enigma Men got Scheme-related things or other stuff that hooked into their specific mechanics, Fated Ones got Fateweavings, and Outer Lords got World Laws.)
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: New Kit Tickets
This, The Drowning World
Tide Baptism, Water
Inundation Effect: Possessor is Immune to Drowning. Double possessor's Drowning infliction chances. Double the Water-based HP-loss caused by possessor's Drowning status effects. Possessor may, at the start of each round, replace the elements of a Zone created by an equal or lower Level source with solely Water, and, if possessor does so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed. Possessor may, at the start of each round, alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, if possessor does so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.
Wellspring Effect: Possessor's allies, not counting possessor, are Immune to Drowning. Each of possessor's allies, not counting possessor, may spend an action to either replace the elements of a Zone created by an equal or lower Level source with solely Water, and, upon doing so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, or to alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, upon doing so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest sink an entire planet that is significantly involved in the quest beneath the waters of an ocean. Alter at least 75% of the native life so that it can breathe and survive in the new environment and is more powerful than it was before the drowning of the world.
Tide Baptism, Water
Inundation Effect: Possessor is Immune to Drowning. Double possessor's Drowning infliction chances. Double the Water-based HP-loss caused by possessor's Drowning status effects. Possessor may, at the start of each round, replace the elements of a Zone created by an equal or lower Level source with solely Water, and, if possessor does so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed. Possessor may, at the start of each round, alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, if possessor does so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.
Wellspring Effect: Possessor's allies, not counting possessor, are Immune to Drowning. Each of possessor's allies, not counting possessor, may spend an action to either replace the elements of a Zone created by an equal or lower Level source with solely Water, and, upon doing so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, or to alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, upon doing so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest sink an entire planet that is significantly involved in the quest beneath the waters of an ocean. Alter at least 75% of the native life so that it can breathe and survive in the new environment and is more powerful than it was before the drowning of the world.
- Aeromage
- Arena Lieutenant
- Posts: 1084
- Joined: Wed May 27, 2020 10:54 pm
- Location: Right here.
Re: New Kit Tickets
Oh, yes. Tide Baptisms are wonderful.
Viren wants more of them.
Ticket 6/34 (2/10 for Viren) is spent on Enigmatic Well of Fate again.
Viren wants more of them.
Ticket 6/34 (2/10 for Viren) is spent on Enigmatic Well of Fate again.
Prior Pulls wrote:This, The Drowning World
Tide Baptism, Water
Inundation Effect: Possessor is Immune to Drowning. Double possessor's Drowning infliction chances. Double the Water-based HP-loss caused by possessor's Drowning status effects. Possessor may, at the start of each round, replace the elements of a Zone created by an equal or lower Level source with solely Water, and, if possessor does so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed. Possessor may, at the start of each round, alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, if possessor does so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.
Wellspring Effect: Possessor's allies, not counting possessor, are Immune to Drowning. Each of possessor's allies, not counting possessor, may spend an action to either replace the elements of a Zone created by an equal or lower Level source with solely Water, and, upon doing so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, or to alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, upon doing so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest sink an entire planet that is significantly involved in the quest beneath the waters of an ocean. Alter at least 75% of the native life so that it can breathe and survive in the new environment and is more powerful than it was before the drowning of the world.
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: New Kit Tickets
In Each Mind A Nation
Tide Baptism, Psychic
Inundation Effect: Possessor may spend an action to create a Battlespace and place a Zone of Psychic in it. Possessor may spend an action to move from any battlespace into a battlespace that contains a Zone of Psychic so long as no individual of greater Level objects. Possessor may spend an action to place Zones of Psychic in a number of Battlespaces equal to or less than possessor's Level, even if possessor is not in those Battlespaces. Possessor may spend an action to add a Phantom Terrain of City to any battlespace that contains a Zone of Psychic. Possessor may add the element Law or the element Civilization to any of possessor's Psychic element actions. Possessor's Law or Civilization element actions may gain a 100% chance of inflicting Mindblasted. Possessor may spend an action to cause an opponent of equal or lower Level with equal or lower MIN to create a battlespace that contains a Zone of Psychic and cause that individual, as a debuff that cannot be removed by individuals of Level equal to or lower than possessor while possessor is alive, to count as additionally being in that battlespace regardless of whatever other battlespaces it is in, with it being able to act and target things as though it were in that battlespace and any other battlespace it is in, but being unable to leave said battlespace, with anything that would make it leave said battlespace instead cause it to additionally count as being in whatever other battlespace it would be in when it would have left that battlespace in addition to still remaining in said battlespace, with the debuff's possessor choosing what battlespace to be in out of the battlespaces it is in at the time of the debuff's removal that the debuff is causing it to count as being in, selecting one of said battlespaces, and, with said debuff additionally allowing its inflictor, at the start of each round, to optionally be able to have a 200% chance of inflicting Confusion: Fear, a 100% chance of inflicting Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, or Dissolving: Bankrupt, or a 50% chance of inflicting Vanished: Exiled if its possessor counts as being in the Zone of Psychic created alongside the debuff, provided that said Zone of Psychic is present within the battlespace it was created within by this effect, with said debuff additionally applying a -25% penalty to Dodge and To Hit if its possessor is in at least two battlespaces simultaneously.
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to create a battlespace containing a Zone of Psychic, and may, should no individual of greater Level than possessor in any battlespace object, spend an action to move from the main battlespace to a battlespace the action performer created through this Tide Baptism's effect or move from such a battlespace to the main battlespace. While within a battlespace created by this effect, the individual who created said battlespace is Immune to Confusion: Fear, Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, Dissolving: Bankrupt, and Vanished: Exiled, said individual additionally increasing its chances of inflicting said status effects by 5%. Possessor's allies, not counting possessor, gain the element Psychic and may, in any of their attacks, actions, or instances of Damage dealt, exchange the element Psychic for the element Civilization or the element Law. Possessor's allies, not counting possessor, if in a battlespace they created that contains a Zone of Psychic that they created may spend an action to have a 200% chance of inflicting Entombed: Incarcerated on a target. Possessor's allies, while Psychic element, may choose to always count the Terrain or Phantom Terrain as additionally being 'City'.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest awaken the minds of at least 25% of a nation's population to become psychic (when they weren't previously) and tie at least 5 replica-worlds the size of a nation or greater with their own different-from-the-main-world government systems or national characters to unique quest-relevant individuals, at least three of whom are of non-insignificant-to-the-quest Level, whose existence and mind perpetuate them (regardless whether said replica worlds are ones controlled by / enjoyed by those individuals, are just weird worlds they are connected to, or are personal mind-traps for them).
Vanished: Exiled (Possessor may not benefit from effects attached to Zones, Terrains, or Phantom Terrains)
Tide Baptism, Psychic
Inundation Effect: Possessor may spend an action to create a Battlespace and place a Zone of Psychic in it. Possessor may spend an action to move from any battlespace into a battlespace that contains a Zone of Psychic so long as no individual of greater Level objects. Possessor may spend an action to place Zones of Psychic in a number of Battlespaces equal to or less than possessor's Level, even if possessor is not in those Battlespaces. Possessor may spend an action to add a Phantom Terrain of City to any battlespace that contains a Zone of Psychic. Possessor may add the element Law or the element Civilization to any of possessor's Psychic element actions. Possessor's Law or Civilization element actions may gain a 100% chance of inflicting Mindblasted. Possessor may spend an action to cause an opponent of equal or lower Level with equal or lower MIN to create a battlespace that contains a Zone of Psychic and cause that individual, as a debuff that cannot be removed by individuals of Level equal to or lower than possessor while possessor is alive, to count as additionally being in that battlespace regardless of whatever other battlespaces it is in, with it being able to act and target things as though it were in that battlespace and any other battlespace it is in, but being unable to leave said battlespace, with anything that would make it leave said battlespace instead cause it to additionally count as being in whatever other battlespace it would be in when it would have left that battlespace in addition to still remaining in said battlespace, with the debuff's possessor choosing what battlespace to be in out of the battlespaces it is in at the time of the debuff's removal that the debuff is causing it to count as being in, selecting one of said battlespaces, and, with said debuff additionally allowing its inflictor, at the start of each round, to optionally be able to have a 200% chance of inflicting Confusion: Fear, a 100% chance of inflicting Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, or Dissolving: Bankrupt, or a 50% chance of inflicting Vanished: Exiled if its possessor counts as being in the Zone of Psychic created alongside the debuff, provided that said Zone of Psychic is present within the battlespace it was created within by this effect, with said debuff additionally applying a -25% penalty to Dodge and To Hit if its possessor is in at least two battlespaces simultaneously.
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to create a battlespace containing a Zone of Psychic, and may, should no individual of greater Level than possessor in any battlespace object, spend an action to move from the main battlespace to a battlespace the action performer created through this Tide Baptism's effect or move from such a battlespace to the main battlespace. While within a battlespace created by this effect, the individual who created said battlespace is Immune to Confusion: Fear, Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, Dissolving: Bankrupt, and Vanished: Exiled, said individual additionally increasing its chances of inflicting said status effects by 5%. Possessor's allies, not counting possessor, gain the element Psychic and may, in any of their attacks, actions, or instances of Damage dealt, exchange the element Psychic for the element Civilization or the element Law. Possessor's allies, not counting possessor, if in a battlespace they created that contains a Zone of Psychic that they created may spend an action to have a 200% chance of inflicting Entombed: Incarcerated on a target. Possessor's allies, while Psychic element, may choose to always count the Terrain or Phantom Terrain as additionally being 'City'.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest awaken the minds of at least 25% of a nation's population to become psychic (when they weren't previously) and tie at least 5 replica-worlds the size of a nation or greater with their own different-from-the-main-world government systems or national characters to unique quest-relevant individuals, at least three of whom are of non-insignificant-to-the-quest Level, whose existence and mind perpetuate them (regardless whether said replica worlds are ones controlled by / enjoyed by those individuals, are just weird worlds they are connected to, or are personal mind-traps for them).
Vanished: Exiled (Possessor may not benefit from effects attached to Zones, Terrains, or Phantom Terrains)
- Aeromage
- Arena Lieutenant
- Posts: 1084
- Joined: Wed May 27, 2020 10:54 pm
- Location: Right here.
Re: New Kit Tickets
Installing aggressive mind-prison-nations? Even better.
Viren goes again, picking Enigmatic Well of Fate once more for more Tide Baptism fun!
(Ticket 7/34, 3/10 for Viren)
Viren goes again, picking Enigmatic Well of Fate once more for more Tide Baptism fun!
(Ticket 7/34, 3/10 for Viren)
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: New Kit Tickets
Washing Away All Impurities
Tide Baptism, Water
Inundation Effect: At the start of each round, possessor may create a Zone of Water. Possessor may choose for Zones of Water to additionally count as Zones of Light when any individual in the same battlespace checks anything related to Zones. Possessor is cured of all debuffs from lower-Level sources at the start of each action if in a Zone of Water. Possessor is cured of all minor negative status effects at the start of each round. At the start of each round, possessor has a 50% chance of being cured of each moderate negative status effect if not in a Zone of Water. If in a Zone of Water, at the start of each round, possessor is cured of all moderate negative status effects. If in a Zone of Water, at the start of each round, possessor has a 10% chance of being cured of each major negative status effect; this effect still occurs if possessor is dead and possessor's corpse is in a battlespace containing at least one Zone of Water.
Wellspring Effect: At the start of each round, all of possessor's allies, not counting possessor, are cured of all minor negative status effects. At the start of each round, if not in a Zone of Water, all of possessor's allies, not counting possessor, have a 50% chance of being cured of each moderate negative status effect. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, are cured of all moderate negative status effects. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, have a 5% chance of being cured of each major negative status effect.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest, cure ailments from a vast group of people. Additionally, formally baptize at least 5 willing, quest-relevant, unique NPCs into the service of the Unbroken Tide.
Tide Baptism, Water
Inundation Effect: At the start of each round, possessor may create a Zone of Water. Possessor may choose for Zones of Water to additionally count as Zones of Light when any individual in the same battlespace checks anything related to Zones. Possessor is cured of all debuffs from lower-Level sources at the start of each action if in a Zone of Water. Possessor is cured of all minor negative status effects at the start of each round. At the start of each round, possessor has a 50% chance of being cured of each moderate negative status effect if not in a Zone of Water. If in a Zone of Water, at the start of each round, possessor is cured of all moderate negative status effects. If in a Zone of Water, at the start of each round, possessor has a 10% chance of being cured of each major negative status effect; this effect still occurs if possessor is dead and possessor's corpse is in a battlespace containing at least one Zone of Water.
Wellspring Effect: At the start of each round, all of possessor's allies, not counting possessor, are cured of all minor negative status effects. At the start of each round, if not in a Zone of Water, all of possessor's allies, not counting possessor, have a 50% chance of being cured of each moderate negative status effect. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, are cured of all moderate negative status effects. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, have a 5% chance of being cured of each major negative status effect.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest, cure ailments from a vast group of people. Additionally, formally baptize at least 5 willing, quest-relevant, unique NPCs into the service of the Unbroken Tide.
- Aeromage
- Arena Lieutenant
- Posts: 1084
- Joined: Wed May 27, 2020 10:54 pm
- Location: Right here.
Re: New Kit Tickets
Viren is a Divinity & Arch-Quezmellym. Viren is, therefore, a Deity, as both possess Deity Effects.
He decides to get the ball rolling on that whole 'divine power' thing through the Warehouse rather than go dumpster-diving on the god-disc for discarded domains.
He pulls from Effortlessly Divine! (No current pulls from there)
(Ticket 9/34, 4/10 for Viren)
He decides to get the ball rolling on that whole 'divine power' thing through the Warehouse rather than go dumpster-diving on the god-disc for discarded domains.
He pulls from Effortlessly Divine! (No current pulls from there)
(Ticket 9/34, 4/10 for Viren)
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: New Kit Tickets
Statuette of Viren Striking a Pose- (Item, Antiquity, Earth & Physical, 75,000 Gold)
- Aeromage
- Arena Lieutenant
- Posts: 1084
- Joined: Wed May 27, 2020 10:54 pm
- Location: Right here.
Re: New Kit Tickets
Viren tries again for Effortlessly Divine, hoping to land something better!
(Ticket 11/34, 5/10 for Viren)
(Ticket 11/34, 5/10 for Viren)
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: New Kit Tickets
Lesser Deific Domain: Oceans- (Passive Ability, Other: Worldbound God) Possessor's Aquatic allies gain +(Possessor Level * 200) to all stats, Possessor gains 15% Water Resistance, Possessor has RP powers connected to this divine domain
-
- Arena Lieutenant
- Posts: 953
- Joined: Fri Mar 19, 2021 9:03 pm
- Location: Florida, US
VIREN IN WAREHOUSE
the thread is split!
5/16 for viren
5/16 for viren
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: VIREN IN WAREHOUSE
5/16 pulling what?
-
- Arena Lieutenant
- Posts: 953
- Joined: Fri Mar 19, 2021 9:03 pm
- Location: Florida, US
Re: VIREN IN WAREHOUSE
( just a running count for what viren has. he woudl be pulling 6/16, as he's done 5 pulls so far)
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
- Aeromage
- Arena Lieutenant
- Posts: 1084
- Joined: Wed May 27, 2020 10:54 pm
- Location: Right here.
Re: VIREN IN WAREHOUSE
Oh hey, new thread.
Viren's going to take another crack at that Effortlessly Divine thing. With any luck, he'll get something else fitting his nature! Or maybe his Inundation Classes. Or the raft of stuff he copied from Kit.
Viren's going to take another crack at that Effortlessly Divine thing. With any luck, he'll get something else fitting his nature! Or maybe his Inundation Classes. Or the raft of stuff he copied from Kit.
Current Deific Portfolio wrote:Lesser Deific Domain: Oceans- (Passive Ability, Other: Worldbound God) Possessor's Aquatic allies gain +(Possessor Level * 200) to all stats, Possessor gains 15% Water Resistance, Possessor has RP powers connected to this divine domain
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: VIREN IN WAREHOUSE
3-Hour-Long Record of a Gnome Repeating Viren's Name in a Monotone Voice- (Item, Antiquity, Technology & Magic, 190 Gold)
- Aeromage
- Arena Lieutenant
- Posts: 1084
- Joined: Wed May 27, 2020 10:54 pm
- Location: Right here.
Re: VIREN IN WAREHOUSE
That gnome's going on a list. Maybe a playlist. Depends on plans.
Once more with Effortlessly Divine! Hopefully he gets something good out of it this time.
(Ticket 7/16)
Once more with Effortlessly Divine! Hopefully he gets something good out of it this time.
(Ticket 7/16)
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: VIREN IN WAREHOUSE
Bestow Worshipper Benefit: Water-Breathing- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Water-Breathing- Possessor gains Immunity to Drowning, but not its sub-status effects, Worshipper Benefit
- Aeromage
- Arena Lieutenant
- Posts: 1084
- Joined: Wed May 27, 2020 10:54 pm
- Location: Right here.
Re: VIREN IN WAREHOUSE
One more time, and then on to OTHER THINGS!
Effortlessly Divine is picked again! (Ticket 8/16)
Effortlessly Divine is picked again! (Ticket 8/16)
Lesser Deific Domain: Oceans- (Passive Ability, Other: Worldbound God) Possessor's Aquatic allies gain +(Possessor Level * 200) to all stats, Possessor gains 15% Water Resistance, Possessor has RP powers connected to this divine domain
Bestow Worshipper Benefit: Water-Breathing- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Water-Breathing- Possessor gains Immunity to Drowning, but not its sub-status effects, Worshipper Benefit
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: VIREN IN WAREHOUSE
Empowered by the Chants and Drums of the Horde- (Passive Ability, Other: Worldbound God) Possessor gains +(1,000 * the number of Humanoid Devout Worshippers possessor possesses in the same battlespace that are not afflicted with Impaired: Silence) to all stats