Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
- The Nottest of Daves
- High Plains Drifter
- Posts: 1299
- Joined: Wed May 27, 2020 11:49 pm
- Location: The House of Windsor
Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
This quest orginally began on Aug 26, 2017.
Fishing Dulcinea
Dulcinea de Montreal, Nightmares' Angel (The Nottest of Daves)
Level 39
Outsider, Wonder
HP: 9,750
MP: 26,500
STR: 390 (10)
AGI: 390 (10)
CON: 390 (10)
MIN: 1,060 (20)
SPI: 500 (10)
XP- 37,393,195
XP Required- 820,000, Holy Imperial Seal of Power
Fame- 16
Bonus Weeks: 20
Weeks: 0 (+1 Assassin, +3 Beastmaster, +5 Botanist, +1 Channeler, +2 Enchanter, +3 Flux Baron, +1 Gatekeeper, +1 Geomancer, +1 Healer, +1 Master of Monsters, +2 Matrix Keeper, +3 Moongazer, +2 Radiant Hierophant, +1 Scholar, +1 Seakeeper, +1 Summoner, +1 Technomancer, +1 Veilwalker)
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Mental Overdrive
Devout Worshipper of The Deific Mecha-Vashna
Worshipper Benefits:
Divine Bride of Mecha-Vashna- Possesor gains +(1,000 * Possessor Level) SPI, gains the element Technology, and counts as having a name which includes 'Divine Bride of Mecha Vashna'; possessor's actions gain '(Possessor Level * 2)% May inflict Charm'; this effect does not stack with the 'Bestow Worshipper Benefits' Constant Effect of the unique pet 'The Deific Mecha Vashna', Worshipper Benefit
Blessing:
Aldriel’s Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed with Arshubrel's Destruction- (Passive Ability, Blessing) Possessor gains +5,000 Melee Attack, +5,000 Ranged Attack, and +5,000 Magical Attack if possessor is Fire or Destruction element or is afflicted with the status effect Confusion: Berserk
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor
Waerdael’s Blessing- (Passive Ability, Blessing) Possessor gains 30% Ice Resistance that only applies to sources that are allies of possessor or possessor
Curse:
Suffering from Severe Radiation Poisoning- (Passive Ability, Curse) Possessor is afflicted with Poison: Irradiated and Stat Drain: CON Drain at the start of each round
Has a Problematic Somnibloom Growing From Their Head- (Passive Ability, Curse) Possessor's Pets named 'Problematic Somnibloom' may not be altered, sold, traded, stolen, discarded or destroyed, Possessor's Pet slot must contain a Pet named 'Problematic Somnibloom', with possessor losing 3 Accessory Slots to provide a Pet slot if they do not possess such a slot normally
(Lasts 20 Battles)
Clearance:
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Permanent Item Effects:
Has Consumed 1 of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains Stat Drain Immunity
Has Consumed 22 of the Permanent Consumable "Premier Health Supplement"- (Passive Ability, Permanent Item Effect) +(10 * 22) HP, Cannot be used in combos
Has Consumed 18 of the Permanent Consumable "Premier Mana Supplement"- (Passive Ability, Permanent Item Effect) +(100 * 18) MP, Cannot be used in combos
Abjurer:
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action
Warded Skin- (Passive Ability, Abjurer) +200 Defense
Adviser:
Basic Fan Training- (Passive Ability, Adviser) This character gains +6 Magical Attack and +5 MIN when a Fan is equipped.
Alchemist:
Alchemy Casting I- (Passive Ability, Alchemist) Alchemy spells cost possessor 20 less MP to cast
Alchemy Casting II- (Passive Ability, Alchemist) Alchemy spells cost possessor 200 less MP to cast
Apprentice Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells possessor casts cost 500 less Gold and 500 less XP
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Basic Understanding of Alchemical Substance-Transmutation- (Passive Ability, Alchemist) Possesor obtains 5,000 Temporary Gold at the start of each battle or RP thread
Has Devised A Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +20 to all stats
Infuse Acid- (Technique Ability, Alchemist) Possessor may use Infuse Acid in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Acid element damage.
Lethal Mixer- (Passive Ability, Alchemist) +250 Damage, +10 Stat Damage, and +1% Infliction of Minor Status effects to Potions that possess the relevant bonuses
Potion Bombing!- (Passive Ability, Alchemist) Possessor gains +(The value of possessor's most valuable equipped Potion/ 1,000, rounded up, to a max of 1,000) Ranged Attack if possessor has at least 1 Potion equipped
Arcane Vizier:
Apprentice Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 Defense against Magic
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Apprentice Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 to all stats while in a Zone of Magic
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Improved Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 5,000 points
Architect:
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Artificer:
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Artificer's Invention Creation Discovery: Deal Electrical Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Electrical Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Energy Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Energy Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Psychic Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Psychic Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Technology Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Technology Damage Effect Addition'
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Build Artificer's Doodad- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Gadget Accessory or Magic-element Magic Item Accessory named '<Possessor's Name>'s Artificer's Doodad' with a Gold value of 500 and the text 'Possessor obtains +5 to all stats'
Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'
Skilled In Cheap Manufacturing Techniques- (Passive Ability, Artificier) Possessor may choose to have any Artifice spell that possessor casts cost 2,500 less Gold to cast, with any item created by it becoming temporary and being worth 10,000 less Gold than it otherwise would be, to a minimum of 1 Gold
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals
Assassin:
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Auramancer:
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Aura-Based Wisdom-Transferral Technique- (Technique Ability, Auramancer) Possessor may use 'Aura-Based Wisdom-Transferral Technique' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives one of its performer's allies a non-stacking buff that provides +300 MIN so long as its performer possesses at least one MIN-increasing buff while performing said action.
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Magic-Charge Aura- (Technique Ability, Auramancer) Possessor may use 'Magic-Charge Aura' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives the element Magic to one of its performer's equipped Auras.
Shared Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +50 Defense as a non-stacking bonus if possessor has an Aura equipped
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
Bard:
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and repeating effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and repeating effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped
Beastmaster:
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beastmaster- (Passive Ability, Beastmaster) User may forfeit one Accessory slot or Spell slot to gain a Pet slot, +50 HP and +10 to all stats of Animal pets and summons per possessor levels
Form of Lizard- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +30 CON and the subtype Animal
Formshift: Animal- (Stance Ability, Beastmaster) Possessor's subtype becomes Animal
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
Binder:
Knows Many Common Types of Spirits- (Passive Ability, Binder) Possessor counts as 3 Levels higher (to a maximum of 99) for the purposes of scanning non-Unique Spirits
Biomancer:
Contains a Secondary Light-Spleen- (Passive Ability, Biomancer) Possessor counts as being in an additional Zone of Light; if possessor has two or more Light-element Bioaugmentations equipped, possessor instead counts as being in two additional Zones of Light
Blazing Sultan:
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Botanist:
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Carefully Pruned Sprout of the Rootmind- (Passive Ability, Botanist) Possessor gains the subtype Plant, possessor may control the actions of all lower or equal-level Pets of the subtype Plant that possessor is the owner of and summons of the subtype Plant that count possessor as their summoner, possessor's actions and choices may not be controlled through the use of the Ability 'Sprout of the Rootmind' or the Constant Effect 'Contains Sprouts of the Rootmind'
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Knowledge of Unconventional Lawn Care Techniques- (Passive Ability, Botanist) Possessor's Plant pets may, up to three times per thread across all such pets, at the end of any action, be cured of up to three minor negative status effects
Photodependent and Shade-Intolerant- (Passive Ability, Botanist) Possessor's stats are halved unless (Possessor's Level/10, rounded up) Zones of Light or Chronogeomantic Zones of Day are present, possessor gains +500 to all stats for every additional Zone of Light or Chronogeomantic Zone of Day present, to a maximum of 5 additional Zones, Zones of Darkness and Chronogeomantic Zones of Night present count against the number of Zones of Light and Chronogeomantic Zones of Day present for the purposes of this ability on a 1-to-1 basis, possessor gains 100% Darkness Weakness
Caliph of Corrosion:
Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Apprentice Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 500 points
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 5,000 points
Captain:
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Sailor- (Passive Ability, Captain) +30 to all stats while transformed into a Vessel while in a Zone of Water, +30 to all stats while transformed into a Water element Vessel, +30 to all stats while transformed into a Vessel while the terrain or phantom terrain is Ocean or River-Land
Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water
Channeler:
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Improved Magic Retention- (Passive Ability, Channeler) Spells cost possessor 100 less MP to cast
Chef:
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Grill Fish- (Ability, Chef) 50 additional HP is restored for each Food element consumable possessor uses that restores HP, Possessor may skip a turn deal 500 Fire damage per possessor level to an Aquatic that is judged by a mod to be a fish in an RP thread, or 250 Fire damage per possessor level to an Aquatic judged to not be a fish in an RP thread, out of RP-based threads, this functions on the principle that all Aquatics count as fish
Commander:
Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Controller:
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Bright Impulse- (Technique Ability, Controller) Possessor may use 'Bright Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Light element.
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Conjuror:
Apprentice Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +20 to all stats
Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 to all stats
Speed-Focused Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Counselor of Faerie:
Basic Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Countess of Power:
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Apprentice Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 500 points
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 5,000 points
Crafter:
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Basic Anti-Spirit Talisman Crafter- (Passive Ability, Crafter) Provided their target is a Spirit, possessor's Enchanted Item Consumables that lower stats do so by an additional 200 points, possessor's Enchanted Item Consumables that deal damage deal an additional 2,000 points, and possessor's Enchanted Item Consumables that inflict Minor Status effects have a 5% greater chance of doing so
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Basic Gatestone Charge Preservation- (Passive Ability, Crafter) Gatestone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Libram Charge Preservation- (Passive Ability, Crafter) Libram Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Powder Charge Preservation- (Passive Ability, Crafter) Powder Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Inventor- (Passive Ability, Crafter) Possessor's Invention consumables deal 500 additional Damage
Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer
Rapid Crafting- (Passive Ability, Crafter) Abilities, recipes or items that create items for weeks spent in the ability shop have the required number of weeks reduced by 1, to a minimum of 1 week
Deathless One:
Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Diplomat:
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Polite- (Passive Ability, Diplomat) Possessor's actions may not be countered by individuals below Level 5
Diviner:
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Detective's Accusation- (Technique Ability, Diviner) Possessor may use Detective's Accusation in conjunction with a Magical Attack action, so long as no other technique is used and it is being used against targets whose stats have been scanned by possessor. This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and dis-buffs one buff from targets below Level 20
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Investigation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Doombringer:
Apprentice Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Horror Calling I- (Passive Ability, Doombringer) Possessor's Horror summons gain +20 to all stats
Horror Training I- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +20 to all stats
Horror Training II- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 to all stats
Offensive Horror Training I- (Passive Ability, Doombringer) Possessor's Horror pets and summons have the Damage values of their abilities increased by 50 points
Driver:
Apprentice Vehicle User- (Passive Ability, Driver) All of possessor's Vehicle transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Arms Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle or Vessel transformation equipped, bring 2 extra Gun weapons that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle or Vessel transformation, possessor may access them normally as unequipped items, Possessor's equipped Guns provide +75 additional Ranged Attack bonus if they provide a Ranged Attack bonus and possessor has at least 3 Gunner abilities
Basic Vehicle User- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Getaway Driver- (Passive Ability, Driver) Possessor's allies have a 5% greater chance of having their spells and active abilities which have a chance of stealing Gold or items succeeding, Possessor's allies have +5% Dodge the turn after they successfully steal Gold or items, Possessor must be in a Vehicle transformation for this ability to take effect, This ability does not stack
Stunt Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +5% Dodge
Vehicle-Based Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle transformation equipped, bring 5 extra consumables that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle transformation, possessor may access them normally as unequipped items
Druid:
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Basic Druid Weather Control- (Passive Ability, Druid) At the start of each round, possessor may attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Basic Geomantic Druidic Arts- (Passive Ability, Druid) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Can Sense Zonal Traits- (Passive Ability, Druid) Possessor gains +100 MIN while a Terrain or Phantom Terrain is present, Has RP effects
Gardener- (Passive Ability, Druid) Possessor's Plant allies gain +200 to all stats as a non-stacking bonus
Influence Weather- (Active Ability, Druid) Possessor may spend an action to attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Ebon Chancellor:
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Elementalist:
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Aqueous Column of Protection- (Stance Ability, Elementalist) User must have at least 3 Water element Elemental Magic spells equipped, +100 Defense, +50 Defense against stat damage
Aura of Water- (Passive Ability, Elementalist) 5% Water Resistance, +25 Defense against stat damage and damage caused by status effects if a Water element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Hand of Salty Brine- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if a Water element elemental magic spell is equipped, melee attacks may be solely Water element if no weapon is equipped
Hand of Seafoam- (Passive Ability, Elementalist) +20 Magical Attack and +1% to Hit for each Water element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Drowning
Hand of the Inflexable Tide- (Passive Ability, Elementalist) Water element Elemental Magic spells have a 1% chance of ignoring up to 20% status effect resistance, +25 CON if a Water element Elemental Magic spell is equipped
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Speak the Tongue of Waves- (Passive Ability, Elementalist) Water element spells gain +5 Magical Attack
Enchanter:
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Engineer:
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Invention Charge Preservation- (Passive Ability, Engineer) Invention Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Clockwork Engineer- (Passive Ability, Engineer) Possessor's Clockwork pets and summons gain +200 to all stats
Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Mechanical Engineer- (Passive Ability, Engineer) Possessor's Machine pets and summons gain +200 to all stats
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Tinker- (Active Ability, Engineer) Character may change (10 x possessor level) points of bonus to any one stat provided by an Upgrade, Bioaugmentation, or Gadget to a bonus to any one other stat as an action, this may not be done before threads, this may only be done once per thread per item
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
Enslaver:
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Offensive Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose MP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.
Eternal Champion:
Apprentice Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense against Hope
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Apprentice Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +500 to all stats while in a Zone of Hope
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Improved Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 5,000 points
Flux Baron:
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Shapeshifter- (Passive Ability, Flux Baron) Possessor may, at the beginning of a thread, choose to become the subtype Shapeshifter
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Formshift: Shapeshifter- (Stance Ability, Flux Baron) Possessor's subtype becomes Shapeshifter
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter
Gatekeeper:
Apprentice Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Formshift: Outsider- (Stance Ability, Gatekeeper) Possessor's subtype becomes Outsider
Otherworldly Grace- (Passive Ability, Gatekeeper) Possessor gains +2,000 AGI and 20% Dodge if possessor is the subtype Outsider
Otherworldly Intellect- (Passive Ability, Gatekeeper) Possessor gains +2,000 MIN and 120% To Hit if possessor is the subtype Outsider
Outsider Traits- (Passive Ability, Gatekeeper) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 10 as an effect that does not stack with other Defense multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider.
Gearwright:
Apprentice Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +20 to all stats
Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 to all stats
Defensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +50 Defense
Defensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +250 Defense
Gearwright- (Passive Ability, Gearwright) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Clockwork pet only, This ability provides +50 HP and +10 to all stats of possessor's Clockwork pets and summons per Level of possessor
Offensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 50 points
Offensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
General:
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Great Stamina and Iron Work Ethic- (Passive Ability, General) Possessor gains 50% Fatigued Resistance against sources that are either possessor or allied to possessor
Gentleman Assassin:
Temporal Assassin- (Passive Ability, Gentleman Assassin) Possessor deals 60,000 additional Damage to individuals who count the current round's number as a different number than possessor does
Geomancer:
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Improved Terrain Attunement: Battlefield: The Ground Giveth Me Mine Arms- (Active Ability, Geomancer) Possessor may use an action to create a Weapon that provides + (Possessor Level x50, to a max of 2,500) to any one attack type and + (Possessor Level x50, to a max of 2,500) to any one stat that is any base element, and, if desired, equip said weapon. This weapon disappears at the end of this thread. This ability may only be used if the terrain or phantom terrain is Battlefield.
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Energy- (Passive Ability, Geomancer) Possessor may create a Zone of Energy at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Hope- (Passive Ability, Geomancer) Possessor may create a Zone of Hope at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Light- (Passive Ability, Geomancer) Possessor may create a Zone of Light at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Magic- (Passive Ability, Geomancer) Possessor may create a Zone of Magic at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Technology- (Passive Ability, Geomancer) Possessor may create a Zone of Technology at the beginning of battle if no other Zones are present
Gunner:
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Gun Accuracy Training- (Passive Ability, Gunner) Possessor gains 115% To Hit if possessor has a Gun equipped
Radiation Shot- (Technique Ability, Gunner) Possessor may use 'Radiation Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Atomic element.
Shadow Shot- (Technique Ability, Gunner) Possessor may use 'Shadow Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Darkness element.
Tri Shot- (Active Ability, Gunner) This character may use Tri Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character's attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and a -1% To Hit.
Gunslinger:
Basic Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack and all Gunslinging spells cost possessor 10 less MP to cast
Healer:
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast
Healer's Stat Protection- (Passive Ability) Possessor's allies gain +200 Defense against Stat Damage
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points
Improved Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 50 points of each type
Heir to the Future:
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Basic Acceleration Within Technology's Dominion- (Passive Ability, Heir to the Future) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Technology
Basic Affinity to Healing Via Technology- (Passive Ability, Heir to the Future) Whenever possessor obtains Technology element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Technology Manipulation- (Passive Ability, Heir to the Future) Possessor may choose one of the following at the beginning of each round if Technology element: Create a Zone of Technology, Remove a Zone of Technology created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Technology by either possessor or a source below Level 20, Add Technology to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Technology element on a Technology element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Technology, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Technology, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Technology element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Technology to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Technology, 5% Technology Resistance, or +50 Defense against Technology and 1% Technology Resistance until the end of the round as a non-stacking buff
Illusionist:
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Jeweler:
Talisman-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Amulet possessor has equipped
Kensei:
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Magic Sword- (Passive Ability, Kensei) At the beginning of any round, possessor may pay 50 MP to add Magic to the element of any Sword equipped by possessor as a buff that does not stack
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Soulflame Strikes- (Passive Ability, Kensei) Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times
Kinetic Emperor:
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Apprentice Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 500 points
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 5,000 points
Lord of War:
Basic War Machine User- (Passive Ability, Lord of War) All War Machine transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Mad Scientist:
Apprentice Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bio-Horror Training I- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +20 to all stats
Bio-Horror Training II- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 to all stats
Electrical Invigoration- (Technique Ability, Mad Scientist) Possessor may use Electrical Invigoration in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used. Said attack only includes attack bonuses from Electrical element sources, cannot inflict status effects, and only affects allies. Said attack first deals an amount of HP damage multiplied by a value between .05 and 3.25, with all increments of .05 being equally possible. Said attack then deals an amount of HP healing multiplied by a value between .45 and 2.15, with all increments of .05 being equally possible. Said HP healing is doubled against Bio-Horrors. Amounts of damage and healing inflicted by this technique may be increased by a maximum of 100,000 points due to this technique's multipliers.
Electrical Revitalization- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration ability may deal MP damage and healing instead of HP damage and healing.
Improved Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 to all stats, with said bonus capping out at a value equal to their unbuffed stats.
Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +50 to all stats
Magewright:
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Magically Charge Tome- (Technique Ability, Magewright) Possessor may use 'Magically Charge Tome' in conjunction with a 'Cast a Spell' action so long as a Tome is equipped and no other technique is used. Said action gives a non-stacking buff (including both not stacking on the same item or across items) to a Tome equipped by its performer that gives its possessing Tome the element Magic and '+15 Magical Attack', with said Magical Attack bonus being an additional bonus if said item already possesses such a bonus.
Spiritual Talisman Maker- (Passive Ability, Magewright) Possessor gains +200 SPI and +200 Defense Against Spirits if possessor has a Magic Item or Amulet whose name includes "Talisman" equipped
Supporting Passage- (Technique Ability, Magewright) Possessor may use 'Supporting Passage' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long a a Tome is equipped and no other technique is used as part of said action. Possessor may use 'Relevant Quotation' and 'Supporting Passage' as components of the same action. Said action gains +15 Magical Attack if its performer has a Book and a Tome equipped that share an element.
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Tomecast Spell- (Technique Ability, Magewright) Possessor may use 'Tomecast Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Tome is equipped and no other technique is used as part of said action. Spells cast as part of said action that share an element with at least one Tome equipped by said action's performer cost 500 less MP to cast.
Master of Monsters:
Apprentice Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Eyeless Sight- (Passive Ability, Master of Monsters) Possessor gains Impaired: Blind immunity if possessor is a Monster
Monster Traits- (Passive Ability, Master of Monsters) Possessor gains +1 to all stats so long as possessor is an Monster
Monstrous Vitality- (Passive Ability, Master of Monsters) Possessor gains +2,000 HP if possessor is a Monster
Matrix Keeper:
Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Assault Matrix Wielding I- (Passive Ability, Matrix Keeper) +5 to all stats when a Assault Matrix is equipped
Assault Matrix Wielding II- (Passive Ability, Matrix Keeper) +25 to all stats when a Assault Matrix is equipped, +25 Ranged Attack and +25 Magical Attack when a Assault Matrix is equipped
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Mech Jockey:
Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Mechanist:
Apprentice Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +50 Defense
Defensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +250 Defense
Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +20 to all stats
Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 to all stats
Mechanist- (Passive Ability, Mechanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Machine pet only, This ability provides +50 HP and +10 to all stats of possessor's Machine pets and summons per Level of possessor
Offensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 50 points
Offensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Mentalist:
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally
Merchant:
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Florist- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 2,500 Gold for Plant pets, Possessor's Plant pets and summons gain +100 to all stats
Pet Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Pets
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Mind Lord:
Apprentice Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense against Psychic
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Apprentice Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense if possessor has any Psychic-element items equipped that provide a Defense bonus
Improved Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +5,000 Defense against Psychic
Improved Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 5,000 points
Monk:
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Crane Goes Fishing- (Technique Ability, Monk) Possessor may use 'Crane Goes Fishing' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crane Style' stance. Said action gains +500 Melee Attack and +30% To Hit.
Crane Style- (Stance Ability, Monk) Possessor gains +500 SPI and +500 Defense.
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Moongazer:
Lesser Conduit of Vernat- (Passive Ability, Moongazer) Possessor's spells, abilities and items respond as though character had already cast Call Unto Moon: Vernat (Lesser), possessor may spend an action to set the Governing Lunar Body to Vernat and its Associated Element to Earth
Mountain King:
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Apprentice Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 500 points
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 5,000 points
Musician:
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Make Sound Carry Well- (Passive Ability, Musican) Possessor's 'Magical Attack' actions have a 20% chance of dealing full Damage to individuals below Level 10 in the back row
Can Play the Bagpipes- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bagpipes' in its name equipped
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Choral Organist- (Passive Ability, Musician) Divine Magic spells cost possessor and possessor's allies 300 less MP to cast if possessor has an Instrument with 'Organ' in its name equipped
Ominous Introit- (Passive Ability, Musician) Possessor's opponents have a 10% chance of being afflicted with Confusion: Fear at the start of the first round of battle if possessor has an Instrument with 'Organ' in its name equipped
Proper Instrument Tuning- (Passive Ability, Musician) Possessor may remove any number of debuffs from Instrument items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Necromancer:
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Basic Incanting of Death's Tongue- (Passive Ability, Necromancer) All Necromancy spells cast by possessor that provide a Magical Attack bonus provide 50 additional points
Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Embalmer- (Passive Ability, Necromancer) Possessor's dead allies count as having been dead for one less round, to a minimum of 0 rounds
Gravedigger- (Passive Ability, Necromancer) Corpses of individuals on possessor's side of battle may not be destroyed, stolen, moved, or transformed by entities below Level 5 without possessor's permission
Grave Robber- (Passive Ability, Necromancer) At the start of each round, possessor may create the corpse of up to 1 Human from the Enemy List that is below Level 6 that is normally fightable for dropped, with said corpse counting as the corpse of a summoned individual, Max 200 summoned
Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Knowledge of the Black Tongue of the Princes of Undeath- (Passive Ability, Necromancer) All Necromancy spells possessor casts cost 200 MP less, possessor's damage dealing Necromancy spells that take more than one turn to cast have a 20% chance of inflicting Fear
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Necromancy Casting I- (Passive Ability, Necromancer) Necromancy spells cost possessor 20 less MP to cast
Necromancy Casting II- (Passive Ability, Necromancer) Necromancy spells cost possessor 200 less MP to cast
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Unbothered by the Stench of Corpses- (Passive Ability, Necromancer) Possessor gains Pain: Nauseous Immunity against Undead
Ocean Prince:
Apprentice Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +100 to all stats
Apprentice Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +500 to all stats while in a Zone of Water
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Improved Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +1,000 to all stats while in a Zone of Water
Priest:
Devout Worshipper of The Deific Mecha Vashna
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bless Holy Water- (Passive Ability, Priest) Possessor's Water-element 'Magical Attack' actions gain +50 Magical Attack
Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Holy Symbol Maker- (Passive Ability, Priest) Possessor gains +20 to all stats for each Holy Symbol possessor has equipped
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Observer of Holy Relics- (Passive Ability, Priest) Possessor gains +50 to all stats when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Perform Funeral Rites- (Active Ability, Priest) Possessor may spend an action and make it so that a target's ally's corpse cannot be destroyed, transformed, or resurrected by individuals below Level 40 without possessor's permission
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Prophet of the Brightest Heavens:
Sacred Aura- (Passive Ability, Prophet of the Brightest Heavens) Possessor may, at the start of each round, create a Zone of Light, a Zone of Faith (if Level 59 or greater) or a Zone of Divine (if Level 79 or greater) and attach an effect to said Zone that provides individuals that possess the elements Good, Light, Faith or Divine or the subtypes Celestial, Angel, Deva, Holy One or Verdant +1,000 to all stats (as an effect that stacks 10 times), 20% Resistance against Demons, Daemons, and Devils (as a non-stacking effect) and 5% Resistance against Fiends and Mementos of Ruin (if possessor is Level 79 or greater as a non-stacking effect) and provides individuals that possess the elements Evil, Darkness, Agony or Terror -1,000 to all stats (as an effect that stacks 10 times), 20% Weakness to Celestials, Angels and Devas (as a non-stacking effect) and 5% Weakness to Holy Ones and Verdants (if possessor is Level 79 or greater as a non-stacking effect), possessor may spend an action to choose a target of lower level than possessor or that is willing to have their element become Light, Faith (if Level 59 or greater) or Divine (if Level 79 or greater) and/or have their subtype become Celestial, Angel or Deva as an effect that may also include possessor as a valid target
Power Trooper:
Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Protector:
Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Light Armor Use I- (Passive Ability, Protector) Possessor gains +25 Defense and +200 HP while wearing Light Armor
Light Armor Use II- (Passive Ability, Protector) Possessor gains +50 Defense and +500 HP while wearing Light Armor
Ravager:
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Axe Wielding I- (Passive Ability, Ravager) +5 to all stats when a Axe is equipped
Axe Wielding II- (Passive Ability, Ravager) +25 to all stats when a Axe is equipped, +50 Melee Attack when a Axe is equipped
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Ritualist:
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached
Roboticist:
Basic Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Scientist:
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Analyse Spiritual Entity- (Technique Ability, Scientist) Possessor scans target Spirit and, if successful, may treat target's Weaknesses as 5% higher and Resistances as 5% lower
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Has Researched Common Technologies- (Passive Ability, Scientist) Possessor gains +100 MIN for each Upgrade, Bioaugmentation, Gadget, or Invention possessor has equipped, to a max of +1,000 MIN
Hypertech Casting I- (Passive Ability, Scientist) Hypertech spells cost possessor 20 less MP to cast
Hypertech Casting II- (Passive Ability, Scientist) Hypertech spells cost possessor 200 less MP to cast
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage
Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Knowledge of Common Spirits- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Spirits
Seakeeper:
Basic Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Apprentice Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Aquatic Training I- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +20 to all stats
Aquatic Traits- (Passive Ability, Seakeeper) Possessor gains +1 to all stats so long as possessor is an Aquatic
Seer:
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Robed Spellcaster- (Passive Ability, Seer) Possessor gains +30 Magical Attack, +30 MIN, and +30 SPI if possessor is wearing a Robe
Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped
Shadow Blade:
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Shrine Maiden:
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Basic Spirit-Banishing Chant- (Technique Ability, Shrine Maiden) Possessor may spend an action to remove a target Spirit below Level 40 from battle with a (Possessor's Level - Spirit's Level)/2 % chance of success
Basic Spirit-Warding Chant- (Technique Ability, Shrine Maiden) Possessor may spend an action to gain +5% Dodge and Resilience against Spirits below Level 40 as an effect that lasts 5 rounds
Exploit the Behavioural Patterns of Common Spirits- (Passive Ability, Shrine Maiden) Possessor gains +5% Spirit Resistance, Critical and To Hit against non-Unique Spirits that are below Level 60
Familiar with Spirit-Warding Talismans- (Passive Ability, Shrine Maiden) Possessor gains 1% Spirit Resistance per Amulet, Magic Item, Enchanted Item or Card equipped, to a maximum of 5% Spirit Resistance
Perform Incorrect Spirit-Sensing Mudra- (Active Ability, Shrine Maiden) Possessor may spend an action to provide themselves with a buff that causes possessor to treat the enemy's battle formation as possessing an additional individual with the subtype Spirit, possessor may instead choose to treat the current area of a random quest or random dungeon's encounter tables as containing additional enemies with the subtype Spirit
Shrine Maiden's Robe Proficiency- (Passive Ability, Shrine Maiden) Possessor gains +80 SPI while possessor has at least one Robe and at least one Spirit Magic spell equipped
Spirit-Hunting Strike- (Technique Ability, Shrine Maiden) Possessor may use 'Spirit-Hunting Strike' in conjunction with a 'Melee Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits.
Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
Spiritual Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Spiritual Impurity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Summons Through Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while one of possessor's opponents is afflicted with at least one negative status effect with possessor as a source
Slayer:
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Apprentice Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +5,000
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Defensive Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Defense bonus equal to its value divided by 1,000, to a max of +1,000 Defense
Stat-Defense-Focused Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Defense against Stat Damage bonus equal to its value divided by 10,000, to a max of +100 Defense against Stat Damage
Smith:
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Snow Queen:
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Apprentice Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 500 points
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 5,000 points
Summoner:
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summon Defense Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 Defense
Basic Summon HP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 HP
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summon Spirit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 SPI
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Technology-Element Entities- (Passive Ability, Summoner) Possessor's Technology-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Water-Element Entities- (Passive Ability, Summoner) Possessor's Water-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Swordsman:
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Dud Slash- (Technique Ability, Swordsman) Possessor may use 'Dud Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Envenomed Slash- (Technique Ability, Swordsman) Possessor may use 'Envenomed Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Poison.
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped
Technomancer:
Activate Technomagical Device- (Active Ability, Technomancer) Possessor may spend an action to change an item that possessor is carrying or has equipped from being 'Technomagically Inactive' to 'Technomagically Active' should possessor meet any other listed requirements for doing so
Apprentice Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack
Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
Thief:
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Thievery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Pirate- (Passive Ability, Thief) Possessor gains +250 to all stats while in a Zone of Water, Possessor's chances of successfully stealing from targets below Level 40 are increased by 5%, Possessor gains +200 Melee Attack if wielding a Sword, Possessor gains +250 Ranged Attack if wielding a Gun, Possessor gains +300 Melee Attack and +300 Ranged Attack if in a Zone of Water, Possessor gains 5% Drowning Resistance
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
Thunder Czar:
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Apprentice Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 500 points
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 5,000 points
Transmuter:
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
Veilwalker:
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles
Wanderer:
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row.
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Warlock:
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Cackle- (Active Ability, Warlock) Possessor may spend an action to use this ability, with which possessor may have a 15% chance of inflicting Confusion: Fear.
Eerie Grin- (Passive Ability, Warlock) Possessor's chances of inflicting Confusion: Fear are increased by 10%
Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Warlock’s Presence- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +80 to all stats of individuals who are targets of possessor’s Warlock’s Bond, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Warlord:
Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Warrior:
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
Weirdworker:
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Magiconstruct Weaving- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP as a non-stacking buff when summoned
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Craft Luminous Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach an buff of it that stacks up to three times that causes its presence to count as the presence of a Zone of Light, Energy, or Hope (chosen at the time of the effect's creation)
Craft Volatile Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach a non-stacking buff to it that causes it to have a 15% chance of being afflicted with Instant Death at the start of each round, that increases its abilities Damage values by 500 points, and that causes it to deal 5,000 Flat Magic & Energy element Damage to 5 randomly selected targets in the same battlespace when it dies
Has Wished for Boundless Agility- (Passive Ability, Weirdworker) +2,000 AGI
Has Wished for Boundless Constitution- (Passive Ability, Weirdworker) +2,000 CON
Has Wished for Boundless Mind- (Passive Ability, Weirdworker) +2,000 MIN
Has Wished for Boundless Spirit- (Passive Ability, Weirdworker) +2,000 SPI
Has Wished for Boundless Strength- (Passive Ability, Weirdworker) +2,000 STR
Wind Duke:
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Wizard:
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Possesses a Sliver of Veurmel's Magic- (Passive Ability, Wizard) Possessor gains +5,000 MP
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Other: Infinity Designer:
Basic Progress Synchronization- (Passive Ability, Other: Infinity Designer) Possessor gains +25 to all stats if possessor is Progress element
Other: Radiant Hierophant:
Apprentice Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Basic Light Synchronization- (Passive Ability, Other: Radiant Hierophant) Possessor gains +25 to all stats if Light element
Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Improved Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +5,000 Defense against Light
Improved Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +2,000 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Other: Subspace Architect:
*Lord Fisherman of the Citadel- (Passive Ability Aspect- Citadel of the Fisherman, Other: Subspace Architect) Possessor gains 25% Water Resistance, Possessor gains +40,000 Defense against Water, Possessor gains Drowning Immunity against sources below Level 20, Possessor gains 2 slots to equip Property items, these items provide special benefits as listed by this ability, Possessor may, using an absorb slot, scan a property into this ability, said scanned properties may not be traded or sold, but they may still be used in guilds
Scanned Properties:
Deep Ocean Trench- (Item, Property, Water & Darkness, 1,100,000 Gold) Wielder counts as being in an additional Zone of Water and gains +500 Defense against individuals who are not in a Zone of Water as a conditionally-applied effect
Dockyard- (Item, Property, Water, 2,000,000 Gold) Wielder's Water element pets and summons gain +1,000 to all stats as a non-stacking bonus
Farm of the Beer-Battered Fishtrees- (Item, Property, Earth & Water, 214,000 Gold) When wielder summons an Aquatic, wielder may choose to give it a buff that gives its possessor the subtype Food
Fish Market- (Item, Property, Water & Air, 75,000 Gold) Wielder's equipped Aquatic pets count as being worth 7,500 additional Gold
Fleet- (Item, Property, Water, 1,965,000 Gold) Wielder's Vessel transformations gain +1,000 to all stats
Fortified Weather-Manipulation Bunker- (Item, Property, Technology & Earth & Air & Water & Electrical & Ice, 5,620,000 Gold) Wielder may, at the start of each round, either create a Zone of Air, Water, Electrical, Earth, or Ice or deal 25,000 Flat Air, Water, Electrical, Earth, or Ice element Damage to up to 300 targets
Graveyard of Ships- (Item, Property, Water, 1,200,000 Gold) +1,200 SPI, Wielder may not be afflicted with Drowning or Voidstruck by sources below Level 40
Old City District- (Item, Property, Earth, 6,500,000 Gold) Delayed actions from sources below Level 40 may not scan wielder's stats
Port- (Item, Property, Water, 15,700,000 Gold) Wielder's Water element pets and summons gain +7,500 to all stats as a non-stacking bonus
River of Magical Wine- (Item, Property, Magic & Water, 30,000,000 Gold) Wielder may, at the start of each round, choose to regenerate 150,000 HP and MP and be afflicted with Poison: Drunk
Shipyard- (Item, Property, Water, 2,500,000 Gold) Wielder's Vessel transformations, whether equipped or unequipped, are dealt 25,000 Flat Water & Earth element HP Healing at the start of each round as though they were non-semipresent entities in the same battlespace as wielder
Waters at the World's Edge- (Item, Property, Water, 7,500,000 Gold) +3,000 to all stats, Wielder may not be afflicted with Drowning by sources below Level 60
Other: Thermonuclear Disciple:
Apprentice Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 500 points
Basic Atomic Synchronization- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +25 to all stats if possessor is Atomic element
Basic Defenses Against Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +50 Defense against Atomic
Basic Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 5,000 points
Radiation-Proof- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains Poison: Irradiated Immunity
Other: Wonderworker:
Basic Wonder Synchronization- (Passive Ability, Other: Wonderworker) Possessor gains +25 to all stats if possessor is Wonder element
Weapons-
'All the Fishes You Will Meet'- (Weapon, Book, Whimsy & Water, 44,444,444 Gold) +44,444 Magical Attack, +44,444 CON, Wielder's Aquatic summons gain the element Whimsy, Wielder may spend an action to summon up to 5 Aquatics from the Enemy List that are below Level 60 and normally fightable for drops, Max 30 summoned, Wielder's 'Magical Attack' actions may use Mind as their Prime Attribute and may gain '1 hit against 40,000', Wielder may spend an action to unsummon an equal-or-lower-Level non-unique Horror and, if said unsummoning is unsuccessful, summon an Aquatic of Level equal to or lower than said Horror (with a separate max of 1 summoned), Wielder may choose to count as being in a Zone of Whimsy & Water if at least one Whimsy-element Aquatic is present in the same battlespace, Actions incorporating an Attack Bonus granted by this item may optionally gain the element Fate
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
*Rod of the Lord Fisherman- (Weapon Aspect- Citadel of the Fisherman, Staff, Water & Spatial & Fate & Wonder, X Gold) +62,200 Ranged Attack, +62,200 Magical Attack, 162% To Hit, +62% To Hit, 160% inflicts Paralyzed, 100% may inflict Drowning, Wielder's 'Ranged Attack' and 'Magical Attack' actions may unsummon targets that are below Level 30, Wielder may spend an action and choose an entity in any battlespace within the same battle that is below Level 40, and, upon choosing said entity, select an entity that it could summon that is on the Enemy List that is below Level 40, that is normally fightable for drops, and that is an Aquatic, Spirit, or Water-element Elemental and then acquire a buff that stacks 200 times that both allows its possessor to spend an action to summon said chosen summoned entity and that prevents said chosen non-summoned entity from summoning said summon while said buff is present on its possessor, provided its possessor is a different individual than said individual and that its possessor is both alive and within the same battle (but regardless of what battlespace both said individual and said possessor are in), Max 200 summoned across all summon types, Wielder may spend an action to create up to 4 Zones of Water
Severely Haunted Pipe Organ- (Weaponx0, Instrument, Darkness, 4,115,000 Gold) +5,000 Melee Attack, +6,000 Ranged Attack, +5,000 Magical Attack, +4,500 to all stats, +7,000 MP, if wielder is below Level 50 and does not have the ability Necromancer, then wielder performs, at the beginning of every round, a 'Melee Attack' action, a 'Ranged Attack' action, and then a 'Magical Attack' action that offensively target solely wielder, these three attacks cannot Heal or inflict any positive effects, This item provides an additional +5,000 Ranged Attack and +5,000 Magical Attack if its wielder has the ability Bard, This item provides an additional +5,500 AGI if its wielder has the ability Priest, This item cannot be equipped with any other Weaponx0
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Triumphant- This item's wielder becomes Immune to individuals below Level 20 if at least level 20, This item's wielder gains +20,000 to all stats, this item provides +20,000 additional Melee Attack, +20,000 additional Ranged Attack, and +20,000 additional Magical Attack, Enchantment
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Armor-
Lord Fisherman's Royal Robes- (Armor, Robe, Water, 60,000,000 Gold) +60,000 Defense, +60,000 CON, +60,000 MIN, +60,000 SPI, +600,000 HP as a non-stacking bonus, +600,000 MP as a non-stacking bonus, 80% may inflict Drowning: Tide-Trapped, 100% Stat Drain Resistance, 100% Poison Resistance, 100% Diseased Resistance, 30% Chaos Resistance, 30% Destruction Resistance, 30% Water Resistance, 30% Technology Resistance, 30% Physical Resistance, 5% Anarchomancy Resistance, 5% Elemental Magic Resistance, 5% Aquatic Resistance, 5% Aerial Resistance, 5% Elemental Resistance, Wearer gains the element Water, Wearer must be Level 20 or greater and must possess the ability 'Noble', the ability 'Ocean Prince', or the ability 'Lord Fisherman of the Citadel'
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Accessories-
*Bostman Gurnley's Strapping Pirate Boots- (Accessory, Boots, Water & Light, 36,000,000 Gold) +35,800 Defense, +35,500 AGI, 90% Dodge while in a Zone of Water, 100% inflicts Charm, 100% inflicts Charm: Impressed, 100% may inflict Fatigued: Stun
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Great Ring of Life and Magic- (Accessory, Ring, Life & Magic, 36,000,000 Gold) +360,000 HP and +360,000 MP as an effect that stacks 2 times, +36,000 CON, +36,000 MIN, Wearer regenerates 360,000 HP and 360,000 MP at the start of each round
Greater Armband of Purity- (Accessory, Wristwear, Light, 24,000,000 Gold) +24,000 Magical Attack, +24,000 Defense, 40% Resilience, Individuals below Level 40 cannot inflict status effects on possessor
Ring of the Magi- (Accessory, Ring, Magic, 40,000,000 Gold) +40,000 Magical Attack, +40,000 MIN, +40,000 SPI, +400,000 MP as a bonus that stacks 3 times
Star of Ruin- (Accessory, Crystal, Darkness & Destruction, 15,500,000 Gold) +15,000 Magical Attack, +15,000 to all stats, 10% Destruction Resistance, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Properties-
*Citadel of the Fisherman- (Item Aspect- Citadel of the Fisherman, Property, Water & Spatial & Fate & Wonder, X Gold) +62,000 Defense, 30% Water Resistance, 60% Drowning Resistance, Wielder gains Immunity to Drowning (but not its sub-status effects), 162% To Hit, 62% Resilience, This item's presence counts as the presence of a Zone of Water & Spatial & Fate & Wonder, and it may carry effects as though it were one, but it otherwise does not count as a Zone, Entities below Level 40 cannot Critical wielder, Wielder's summons may not be unsummoned by opponents below Level 40, Wielder may summon up to 4 Aquatic, Spirit, or Water-element Elemental from the Enemy List that are below Level 40 and normally fightable for drops at the start of each round, Max 200 summoned
Port- (Item, Property, Water, 15,700,000 Gold) Wielder's Water element pets and summons gain +7,500 to all stats as a non-stacking bonus
Consumables-
None
Spells-
Atrocity Procedure- (Spell, Healer Magic, Darkness & Progress, 30,000 MP, 10,000,000 Gold) +10,000 Magical Attack, May Heal, 100% inflicts any one minor negative status effect, May apply a debuff that provides -500 to any one stat that stacks 5 times
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Parallel Mageblast: Exorcismal Glyph Holo-Blast- (Spell, Technomancy, Light, 35,000 MP, 3,500,000 Gold) +3,500 Magical Attack, +3,500 Ranged Attack, May deal no Damage, 50% may inflict Awestruck: Sealed, Caster removes any effects with target as a source that mark individuals as Haunted that come from sources below Level 40, Cures Hexed: Haunted, Caster removes all effects from sources below Level 40 that cause target to be treated as a transformation by non-allied entities or that cause target to be marked as Haunted
Parallel Mageblast: Vortex of Sparklemissiles- (Spell, Technomancy, Light & Hope, 110,000 MP, 11,000,000 Gold) +11,000 Magical Attack, +11,000 Ranged Attack, 100% inflicts Impaired: Blind, Individuals hit by this attack obtain a non-stacking debuff that, at the start of the round after it is acquired, has a 100% chance of inflicting Impaired: Blind on its possessor and deals 1,100,000 Flat Light & Hope element Damage to its possessor, Caster must be Level 20 or greater
Wail of the Banshee- (Spell, Bardic Music, Darkness & Sonic, 31,500 MP, 7,960,000 Gold) +8,300 Magical Attack, 30% inflicts Confusion: Depression, 38% inflicts Paralysis, 890 MIN Damage, 890 SPI Damage, 890 CON Damage, 50% inflicts Instant Death on targets below Level 20, If caster is above Level 40 this spell inflicts Instant Death on targets below Level 20 and has a 50% chance of inflicting Instant Death on targets below Level 40, may inflict 1 hit against 5 and deal 1/2 damage, may inflict 1 hit against 30 and deal 1/3 damage
War Mage's Flame Aura- (Spell, Other: War Magic, Fire, 6,000 MP, 6,000,000 Gold) Caster gains a buff that stacks 3 times and deals 60,000 Flat Fire element Damage to any individual who conducts an offensive action that targets its possessor, with said Damage being doubled (to a max of 200,000 additional Damage) against Units
Pets-
Problematic Somnibloom- (Pet, Plant, Earth & Psychic & Air, Lv.20, 7,000,000 Gold)
HP- 160,000
MP- 180,000
STR- 1,500
AGI- 1,350
CON- 1,900
MIN- 2,500
SPI- 1,800
XP- 0
XP Needed- 95,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 2,500, +5,000 against Psychic, +5,000 against Earth
Defense against Stat Damage- 300
Critical Chance- 24%
Resilience- 20%
To Hit- 118%
Dodge- 12%
Resistances and Immunities- 70% Psychic Resistance, 50% Earth Resistance, 50% Water Resistance, 50% Fire Weakness, 30% Ice Weakness, Impaired Immunity, Mindblasted Immunity, Fatigued Immunity
Prime Attribute- Mind
Constant Effects-
Problematically Sleepy Pollen- Possessor's controller and 5 randomly-chosen allies, at the start of each round, have an instance of Fatigued: Sleep: Sleepy Problems inflicted on them that ignores Minor Status Effect Immunity and Resistance and Fatigued Immunity and Resistance from sources of equal or lower level, Constant Effect
Really Problematically Sleepy Pollen- Instances of Fatigued inflicted by possessor do not possess the normal per-round chance of wearing off and must be removed twice by sources below Level 60 to actually be removed, Constant Effect
Really, Really Problematically Sleepy Pollen- Instances of Fatigued inflicted by possessor gain the text 'stacks 3 times', Constant Effect
Abilities-
Problematic Sleepypuff- 150% Inflicts Fatigued: Sleep: Sleepy Problems, 50% Inflicts Fatigued: Asleep, Air & Psychic, 0 MP
Somniblast- 6,500 damage, deals no damage to targets that are not inflicted with Fatigued: Sleep, 30% inflicts Mindblasted, Air & Psychic, 0 MP
Mind-Dulling Scentburst- 600 MIN damage, 30% inflicts Mindblasted: Stupefied, Air & Psychic, 18,000 MP
Induce Problematic Sleepwalking- Target individual that is afflicted with Fatigued: Sleep or Fatigued: Sleep: Sleepy Problems is moved to the front or back row; if this would unbalance the row formations, a number of random individuals from that side of battle's row formation take damage of the original target's element equal to the original target's CON and are moved to rebalance the row formation, Psychic, 18,000 MP
What-Did-I-Do-Last-Night Problematic Surprise Awakening- 10,000 Damage, all instances of Fatigued are removed from target, target takes (Number of instances of Fatigued removed) * 2,000 MIN damage, Inflicts Confusion and Confusion: Surprised, Air & Psychic, 36,000 MP
*Professor C. Rubiaceae- (Pet, Plant, Earth & Water & Acid & Energy, Level 39, 40,000,000 Gold)
HP- 2,000,000
MP- 1,400,000
STR- 22,000
AGI- 15,600
CON- 31,500
MIN- 30,200
SPI- 28,500
XP- 0
XP Needed- 32,800,000 (Standard Multiplier x2, increased to x40 to bypass level 39)
Defense- 14,400
Defense against Stat Damage- 2,100
Critical Chance- 45%
Resilience- 44%
To Hit- 150%
Dodge- 36%
Resistances and Immunities- 30% Earth Resistance, 30% Water Resistance, 30% Acid Resistance, 30% Fire Weakness, 30% Ice Weakness, 50% Insect Weakness, 30% Drowning Resistance, 30% Entombed Resistance, 50% Burning Weakness, 80% Minor Status Effect Resistance, 30% Moderate Status Effect Resistance, Deafened Immunity, Blind Immunity, Fatigued Immunity
Prime Attribute- Mind
Constant Effects-
Caffinating Aura- Possessor's allies gain +5,000 to their turn-order stat sum for turn-order-detemining purposes, possessor and possessor's allies are cured of a single instance of Fatigued at the start of every round, possessor and possessor's allies may have an instance of Augmented: Haste, Augmented: Haste: Excessively Energetic or Stat Boost: SPD Boost applied to them at the start of every round, Constant Effect
Evergreen and Energetic- Possessor gains Fatigued: Elderly Immunity, gains +10,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, Regenerates 100,000 HP and MP at the start of each round, and may choose to have any of possessor's actions gain or solely become the element Energy, Constant Effect
Dark Roast- If possessor is hit by an instance of Fire-element damage or afflicted with an instance of Burning, possessor, for the remainder of the round and the following round, has abilities and consumables used by possessor including the name 'Coffee' gain +10,000 to their damage values if they possess such, +500 to the value of stat buffs provided if they possess such, and +25% to the chance of inflicting status effects if they inflict such, Constant Effect
Master Barista- Possessor's abilities and consumables used including the name 'Coffee' provide an additional +500 to the value of stat buffs provided if they possess such, +25% to the chance of inflicting status effects if they inflict such, and must be removed twice by sources below Level 40 before they are actually removed, Constant Effect
Polite, Learned and Cultured- Possessor gains +5,000 MIN and +5,000 SPI, Possessor's actions may not be countered by individuals more than 10 Levels below possessor's Level, possessor does not randomly target allies with actions if suffering from the negative effects of Confusion or having their actions controlled by sources of equal or lower level than possessor, Constant Effect
Abilities-
Coffee Shot- 25,000 Damage, May Heal and gain +200,000 to damage value, 100% Inflicts Stat Boost: SPD Boost, Augmented: Haste, Augmented: Haste: Excessively Energetic or Impaired: Jittery, may cure Fatigued and Pain: Nausea, this ability may count as involving a Gun or Bow Weapon, Earth & Water, 0 MP
Overcaffinate- 100% Inflicts Impaired: Jittery, 100% Inflicts Pain: Nauseous, 100% Inflicts Confusion: Fear, 100% Inflicts Confusion: Dizzy, 50% inflicts Overload, Energy & Acid, 30,000 MP
Scalding Milk-Foam Blast- 30,000 Damage, 50% Inflicts Burning, 50% Inflicts Burning: Scalded, 100% may inflict Impaired: No Sense of Taste, Fire & Water, 30,000 MP
Lecture- May give target +15,000 MIN, may deal 2,500 MIN damage, may have a 100% chance of inflicting Fatigued: Tired, stacks 5 times, Air & Psychic, 120,000 MP
Coffee, Anyone?- Replicates the effect of any in-stock Consumable or Consumable that has a Secret Formula whose result is worth under 10,000,000 Gold that has a name that includes 'Coffee', 1 hit against 3, Earth & Water, 120,000 MP
Politely Serve Coffee As A Subtle Indication You Should Think About Leaving- Target willing individual or non-unique individual below possessor's Level is removed from battle at the beginning of their first action of the next round for 3 rounds, with target returning to the battlespace it left or, if said battlespace no longer exists, the battlespace occupied by caster upon time of return, Earth & Water & Psychic, 240,000 MP
Espresso Delivery- Replicates the effect of any in-stock Consumable or Consumable that has a Secret Formula whose result is worth under 10,000,000 Gold that has a name that includes 'Coffee', may be used as a pre-emptive counter, to a maximum of once per round, as a response to caster or ally being targeted with an offensive action, Earth & Water, 300,000 MP
Call For A Coffee Break- All individuals in battle below possessor's Level may not perform any actions that do not involve the use of a Drink Consumable or an ability or item with a name that includes 'Coffee', lasts 1 round, Time & Earth & Water, 600,000 MP
Transformations-
None
Artifacts-
*Citadel of the Fisherman (Level 39, 0 XP, # XP Required) (Standard Multiplier x12) (Bound to Dulcinea)
*Lord Fisherman of the Citadel- (Passive Ability Aspect- Citadel of the Fisherman, Other: Subspace Architect) Possessor gains 25% Water Resistance, Possessor gains +40,000 Defense against Water, Possessor gains Drowning Immunity against sources below Level 20, Possessor gains 2 slots to equip Property items, these items provide special benefits as listed by this ability, Possessor may, using an absorb slot, scan a property into this ability, said scanned properties may not be traded or sold, but they may still be used in guilds
Scanned Properties:
Deep Ocean Trench- (Item, Property, Water & Darkness, 1,100,000 Gold) Wielder counts as being in an additional Zone of Water and gains +500 Defense against individuals who are not in a Zone of Water as a conditionally-applied effect
Dockyard- (Item, Property, Water, 2,000,000 Gold) Wielder's Water element pets and summons gain +1,000 to all stats as a non-stacking bonus
Farm of the Beer-Battered Fishtrees- (Item, Property, Earth & Water, 214,000 Gold) When wielder summons an Aquatic, wielder may choose to give it a buff that gives its possessor the subtype Food
Fish Market- (Item, Property, Water & Air, 75,000 Gold) Wielder's equipped Aquatic pets count as being worth 7,500 additional Gold
Fleet- (Item, Property, Water, 1,965,000 Gold) Wielder's Vessel transformations gain +1,000 to all stats
Fortified Weather-Manipulation Bunker- (Item, Property, Technology & Earth & Air & Water & Electrical & Ice, 5,620,000 Gold) Wielder may, at the start of each round, either create a Zone of Air, Water, Electrical, Earth, or Ice or deal 25,000 Flat Air, Water, Electrical, Earth, or Ice element Damage to up to 300 targets
Graveyard of Ships- (Item, Property, Water, 1,200,000 Gold) +1,200 SPI, Wielder may not be afflicted with Drowning or Voidstruck by sources below Level 40
Old City District- (Item, Property, Earth, 6,500,000 Gold) Delayed actions from sources below Level 40 may not scan wielder's stats
Port- (Item, Property, Water, 15,700,000 Gold) Wielder's Water element pets and summons gain +7,500 to all stats as a non-stacking bonus
River of Magical Wine- (Item, Property, Magic & Water, 30,000,000 Gold) Wielder may, at the start of each round, choose to regenerate 150,000 HP and MP and be afflicted with Poison: Drunk
Shipyard- (Item, Property, Water, 2,500,000 Gold) Wielder's Vessel transformations, whether equipped or unequipped, are dealt 25,000 Flat Water & Earth element HP Healing at the start of each round as though they were non-semipresent entities in the same battlespace as wielder
Waters at the World's Edge- (Item, Property, Water, 7,500,000 Gold) +3,000 to all stats, Wielder may not be afflicted with Drowning by sources below Level 60
*Rod of the Lord Fisherman- (Weapon Aspect- Citadel of the Fisherman, Staff, Water & Spatial & Fate & Wonder, X Gold) +62,200 Ranged Attack, +62,200 Magical Attack, 162% To Hit, +62% To Hit, 160% inflicts Paralyzed, 100% may inflict Drowning, Wielder's 'Ranged Attack' and 'Magical Attack' actions may unsummon targets that are below Level 30, Wielder may spend an action and choose an entity in any battlespace within the same battle that is below Level 40, and, upon choosing said entity, select an entity that it could summon that is on the Enemy List that is below Level 40, that is normally fightable for drops, and that is an Aquatic, Spirit, or Water-element Elemental and then acquire a buff that stacks 200 times that both allows its possessor to spend an action to summon said chosen summoned entity and that prevents said chosen non-summoned entity from summoning said summon while said buff is present on its possessor, provided its possessor is a different individual than said individual and that its possessor is both alive and within the same battle (but regardless of what battlespace both said individual and said possessor are in), Max 200 summoned across all summon types, Wielder may spend an action to create up to 4 Zones of Water
*Citadel of the Fisherman- (Item Aspect- Citadel of the Fisherman, Property, Water & Spatial & Fate & Wonder, X Gold) +62,000 Defense, 30% Water Resistance, 60% Drowning Resistance, Wielder gains Immunity to Drowning (but not its sub-status effects), 162% To Hit, 62% Resilience, This item's presence counts as the presence of a Zone of Water & Spatial & Fate & Wonder, and it may carry effects as though it were one, but it otherwise does not count as a Zone, Entities below Level 40 cannot Critical wielder, Wielder's summons may not be unsummoned by opponents below Level 40, Wielder may summon up to 4 Aquatic, Spirit, or Water-element Elemental from the Enemy List that are below Level 40 and normally fightable for drops at the start of each round, Max 200 summoned
Awards-
Lord Fisherman of the Citadel
Has Saved Imbelsberg from the Bluewar Ministry
Understands the Language of Nexxirithian Machines
Killed in the Disc Radar 17 Processing Pathway Dungeon While Sidetracked Into a Dangerous Area on a Quest for a Golden Banana
Lost the Quest 'Quest for the Golden Banana'
Killed by a Massively Stronger Foe in One of the Disc Radar Installations
Dropped Enough Relevant Gear During a Time of Enough Cosmic Weight to Make a Death Specialist Become Unique
Barred (At a Minimum Temporarily) From Disc 40
Partook in the Feast of Realities Unworked and Reborn
Has Consumed 5 Attunement Book: Abjurer
Has Consumed 5 Attunement Book: Alchemist
Has Consumed 5 Attunement Book: Arcane Vizier
Has Consumed 5 Attunement Book: Artificer
Has Consumed 5 Attunement Book: Bard
Has Consumed 5 Attunement Book: Blazing Sultan
Has Consumed 5 Attunement Book: Channeler
Has Consumed 5 Attunement Book: Diviner
Has Consumed 5 Attunement Book: Druid
Has Consumed 5 Attunement Book: Ebon Chancellor
Has Consumed 5 Attunement Book: Elementalist
Has Consumed 5 Attunement Book: Enchanter
Has Consumed 5 Attunement Book: Eternal Champion
Has Consumed 5 Attunement Book: Geomancer
Has Consumed 5 Attunement Book: Healer
Has Consumed 5 Attunement Book: Heir to the Future
Has Consumed 5 Attunement Book: Kensei
Has Consumed 5 Attunement Book: Mentalist
Has Consumed 5 Attunement Book: Mind Lord
Has Consumed 5 Attunement Book: Monk
Has Consumed 5 Attunement Book: Necromancer
Has Consumed 5 Attunement Book: Ocean Prince
Has Consumed 5 Attunement Book: Priest
Has Consumed 5 Attunement Book: Ritualist
Has Consumed 5 Attunement Book: Scientist
Has Consumed 5 Attunement Book: Shrine Maiden
Has Consumed 5 Attunement Book: Summoner
Has Consumed 5 Attunement Book: Thief
Has Consumed 5 Attunement Book: Transmuter
Has Consumed 5 Attunement Book: Wanderer
Has Consumed 5 Attunement Book: Warlock
Has Consumed 5 Attunement Book: Warrior
Has Consumed 5 Attunement Book: Wizard
Has Consumed 5 Attunement Book: Radiant Hierophant
Has Consumed 2 Essence Sphere: Advisor
Has Consumed 2 Essence Sphere: Chef
Has Consumed 2 Essence Sphere: Commander
Has Consumed 2 Essence Sphere: Counselor of Faerie
Has Consumed 2 Essence Sphere: Deathless One
Has Consumed 2 Essence Sphere: General
Has Consumed 2 Essence Sphere: Lord of War
Has Consumed 2 Essence Sphere: Mech Jockey
Has Consumed 2 Essence Sphere: Power Trooper
Has Consumed 2 Essence Sphere: Ritualist
Has Consumed 2 Essence Sphere: Roboticist
Has Consumed 2 Essence Sphere: Shadow Blade
Has Consumed 2 Essence Sphere: Smith
Has Consumed 2 Essence Sphere: Warlord
Has Consumed 5 Essence Sphere: Abjurer
Has Consumed 5 Improved Essence Sphere: Abjurer
Has Consumed 5 Essence Sphere: Alchemist
Has Consumed 5 Improved Essence Sphere: Alchemist
Has Consumed 5 Greater Essence Sphere: Alchemist
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Artificer
Has Consumed 5 Improved Essence Sphere: Artificer
Has Consumed 5 Greater Essence Sphere: Artificer
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Assassin
Has Consumed 5 Essence Sphere: Auramancer
Has Consumed 5 Improved Essence Sphere: Auramancer
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Improved Essence Sphere: Bard
Has Consumed 5 Greater Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Beastmaster
Has Consumed 5 Improved Essence Sphere: Beastmaster
Has Consumed 5 Greater Essence Sphere: Beastmaster
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Greater Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Botanist
Has Consumed 5 Improved Essence Sphere: Botanist
Has Consumed 5 Greater Essence Sphere: Botanist
Has Consumed 5 Essence Sphere: Caliph of Corrosion
Has Consumed 5 Improved Essence Sphere: Caliph of Corrosion
Has Consumed 5 Essence Sphere: Captain
Has Consumed 5 Improved Essence Sphere: Captain
Has Consumed 5 Greater Essence Sphere: Captain
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Conjuror
Has Consumed 5 Improved Essence Sphere: Conjuror
Has Consumed 5 Essence Sphere: Controller
Has Consumed 5 Improved Essence Sphere: Controller
Has Consumed 5 Essence Sphere: Countess of Power
Has Consumed 5 Improved Essence Sphere: Countess of Power
Has Consumed 5 Essence Sphere: Crafter
Has Consumed 5 Improved Essence Sphere: Crafter
Has Consumed 5 Greater Essence Sphere: Crafter
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Doombringer
Has Consumed 5 Improved Essence Sphere: Doombringer
Has Consumed 5 Essence Sphere: Driver
Has Consumed 5 Improved Essence Sphere: Driver
Has Consumed 5 Greater Essence Sphere: Driver
Has Consumed 5 Essence Sphere: Druid
Has Consumed 5 Improved Essence Sphere: Druid
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Greater Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Enchanter
Has Consumed 5 Essence Sphere: Engineer
Has Consumed 5 Improved Essence Sphere: Engineer
Has Consumed 5 Greater Essence Sphere: Engineer
Has Consumed 5 Essence Sphere: Enslaver
Has Consumed 5 Improved Essence Sphere: Enslaver
Has Consumed 5 Essence Sphere: Eternal Champion
Has Consumed 5 Improved Essence Sphere: Eternal Champion
Has Consumed 5 Greater Essence Sphere: Eternal Champion
Has Consumed 5 Essence Sphere: Flux Baron
Has Consumed 5 Improved Essence Sphere: Flux Baron
Has Consumed 5 Greater Essence Sphere: Flux Baron
Has Consumed 5 Essence Sphere: Gatekeeper
Has Consumed 5 Improved Essence Sphere: Gatekeeper
Has Consumed 5 Greater Essence Sphere: Gatekeeper
Has Consumed 5 Essence Sphere: Gearwright
Has Consumed 5 Improved Essence Sphere: Gearwright
Has Consumed 5 Greater Essence Sphere: Gearwright
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Gunner
Has Consumed 5 Improved Essence Sphere: Gunner
Has Consumed 5 Essence Sphere: Healer
Has Consumed 5 Improved Essence Sphere: Healer
Has Consumed 5 Greater Essence Sphere: Healer
Has Consumed 5 Essence Sphere: Heir to the Future
Has Consumed 5 Improved Essence Sphere: Heir to the Future
Has Consumed 5 Greater Essence Sphere: Heir to the Future
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 4 Improved Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Kensei
Has Consumed 5 Improved Essence Sphere: Kensei
Has Consumed 5 Essence Sphere: Kinetic Emperor
Has Consumed 5 Improved Essence Sphere: Kinetic Emperor
Has Consumed 5 Essence Sphere: Mad Scientist
Has Consumed 5 Improved Essence Sphere: Mad Scientist
Has Consumed 5 Greater Essence Sphere: Mad Scientist
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Greater Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Master of Monsters
Has Consumed 5 Improved Essence Sphere: Master of Monsters
Has Consumed 5 Essence Sphere: Matrix Keeper
Has Consumed 5 Improved Essence Sphere: Matrix Keeper
Has Consumed 5 Essence Sphere: Mechanist
Has Consumed 5 Improved Essence Sphere: Mechanist
Has Consumed 5 Superior Essence Sphere: Mechanist
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Greater Essence Sphere: Mentalist
Has Consumed 5 Essence Sphere: Merchant
Has Consumed 5 Improved Essence Sphere: Merchant
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Improved Essence Sphere: Mind Lord
Has Consumed 5 Greater Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Musician
Has Consumed 5 Improved Essence Sphere: Musician
Has Consumed 5 Greater Essence Sphere: Musician
Has Consumed 5 Essence Sphere: Necromancer
Has Consumed 5 Improved Essence Sphere: Necromancer
Has Consumed 5 Greater Essence Sphere: Necromancer
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Greater Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Priest
Has Consumed 5 Improved Essence Sphere: Priest
Has Consumed 5 Greater Essence Sphere: Priest
Has Consumed 5 Essence Sphere: Protector
Has Consumed 5 Improved Essence Sphere: Protector
Has Consumed 5 Essence Sphere: Ravager
Has Consumed 5 Improved Essence Sphere: Ravager
Has Consumed 5 Greater Essence Sphere: Ravager
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Greater Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Seakeeper
Has Consumed 5 Essence Sphere: Seer
Has Consumed 5 Improved Essence Sphere: Seer
Has Consumed 5 Essence Sphere: Shrine Maiden
Has Consumed 5 Improved Essence Sphere: Shrine Maiden
Has Consumed 5 Essence Sphere: Slayer
Has Consumed 5 Improved Essence Sphere: Slayer
Has Consumed 5 Greater Essence Sphere: Slayer
Has Consumed 5 Essence Sphere: Snow Queen
Has Consumed 5 Improved Essence Sphere: Snow Queen
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Swordsman
Has Consumed 5 Improved Essence Sphere: Swordsman
Has Consumed 5 Essence Sphere: Technomancer
Has Consumed 5 Improved Essence Sphere: Technomancer
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Thief
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Improved Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Veilwalker
Has Consumed 5 Improved Essence Sphere: Veilwalker
Has Consumed 5 Greater Essence Sphere: Veilwalker
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Warlock
Has Consumed 5 Improved Essence Sphere: Warlock
Has Consumed 5 Greater Essence Sphere: Warlock
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Weirdworker
Has Consumed 5 Improved Essence Sphere: Weirdworker
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Improved Essence Sphere: Wind Duke
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Wizard
Has Consumed 5 Essence Sphere: Radiant Hierophant
Has Consumed 5 Improved Essence Sphere: Radiant Hierophant
Has Consumed 5 Greater Essence Sphere: Radiant Hierophant
Has Consumed 5 Essence Sphere: Thermonuclear Disciple
Has Consumed 5 Improved Essence Sphere: Thermonuclear Disciple
Has Consumed 10 Manual of A Thousand Arts
Has Used 5 Book of Gates
Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the 'Seizing the Center' Event Match
Has Reached Round 50 in an Endurance Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Winter's Grasp" Event Match" Event Match
Has Won the "You'll Never Get Me Pot o' Gold!" Event Match
Has Won the "The Rehanging" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Four Elementals" Event Match
Has Beaten 39 Bosses in Boss Rush Mode
Has Completed the Task "First Holy Imperial Challenge of Worth: Test of Fortune"
Has Completed the Task "Second Holy Imperial Challenge of Worth: Test of Skill"
Has Completed the Task "Third Holy Imperial Challenge of Worth: Test of War"
Has Completed the Task "Fourth Holy Imperial Challenge of Worth: Test of Seeking"
Has Completed the Task "Fifth Holy Imperial Challenge of Worth: Test of Mastery"
Has Completed the Task "Sixth Holy Imperial Challenge of Worth: Test of Stamina"
Has Completed the Task "Seventh Holy Imperial Challenge of Worth: Test of Echoes"
Has Completed the Task "Eighth Holy Imperial Challenge of Worth: Test of Time"
Has Completed the Task "Ninth Holy Imperial Challenge of Worth: Test of Collecting"
Has Completed the Task "Tenth Holy Imperial Challenge of Worth: Test of Combat"
Has Completed the Task "Eleventh Holy Imperial Challenge of Worth: Test of Remembrance"
Has Completed the Task "Twelfth Holy Imperial Challenge of Worth: Test of Choices"
Has Studied 1 Set(s) of Carvings Made by Sir Gideon of Gyrrhult
Modified Stats:
Dulcinea de Montreal, Nightmares' Angel, Divine Bride of Mecha-Vashna
Level 39
Outsider, Wonder & Technology & Water
HP: 1,162,720
MP: 1,626,250
STR: 3,900 (capped)
AGI: 3,900 (capped)
CON: 3,900 (capped)
MIN: 10,650 (capped)
SPI: 5,000 (capped)
Defense
+39,000 Defense
Wearer regenerates 360,000 HP and 360,000 MP at the start of each round
90% Dodge
+2% Dodge
62% Resilience
+0% Resilience
1% Hope Resistance
1% Magic Resistance
5% Aerial Resistance
5% Anarchomancy Resistance
5% Aquatic Resistance
5% Darkness Resistance
5% Earth Resistance
5% Elemental Resistance
5% Elemental Magic Resistance
30% Chaos Resistance
30% Destruction Resistance
30% Physical Resistance
30% Technology Resistance
30% Water Resistance
60% Drowning Resistance
100% Diseased Resistance
100% Poison Resistance
100% Stat Drain Resistance
Individuals below Level 40 cannot inflict status effects on possessor
Immune to Fatigued: Asleep, Poison: Irradiated, and Stat Drain
Possessor gains 30% Ice Resistance that only applies to sources that are allies of possessor or possessor
Possessor gains Drowning Immunity against sources below Level 20
Wielder gains Immunity to Drowning (but not its sub-status effects)
Possessor's Defense may not be pierced by sources below Level 20
Entities below Level 40 cannot Critical wielder
Individuals below Level 20 may not inflict negative status effects on possessor
Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element
<<THE FOLLOWING TO BE CAPPED AND ADDED BASED ON DEFENCE-CAPPING STAT>>
+30,000 Defense
-----
+60,000 Defense
+35,800 Defense
+24,000 Defense
+62,000 Defense
<<>>
+50 Defense Against Atomic and Technology
+550 Defense Against Hope and Magic
+40,000 Defense Against Water
+120 Defense Against Stat Damage
+200 Defense Against STR, AGI, CON, MIN, SPI Damage
Offense
+61,955 Magical Attack (Darkness & Magic & Water & Destruction & Fate & Light & Spatial & Whimsy & Wonder)
162% To-Hit
+62% To-Hit
+2% To-Hit if wielding two weapons
160% inflicts Paralyzed
100% inflicts Charm
100% inflicts Charm: Impressed
100% may inflict Fatigued: Stun
100% may inflict Drowning
80% may inflict Drowning: Tide-Trapped
Wielder's 'Ranged Attack' and 'Magical Attack' actions may unsummon targets that are below Level 30
Wielder's 'Magical Attack' actions may use Mind as their Prime Attribute and may gain '1 hit against 40,000'
Quantities of Air element Damage dealt by possessor are increased by 5,550 points
Quantities of Atomic element Damage dealt by possessor are increased by 5,550 points
Quantities of Electrical element Damage dealt by possessor are increased by 5,550 points
<<THE FOLLOWING TO BE CAPPED AND ADDED BASED ON ATTACK-CAPPING STAT>>
+1,950 Magical Attack
+5 Magical Attack
-----
+44,444 Magical Attack
+62,200 Magical Attack
+25,000 Magical Attack
+24,000 Magical Attack
+40,000 Magical Attack
+15,000 Magical Attack
<<>>
Pet, Summon, and Transformation Bonuses
Wielder's summons may not be unsummoned by opponents below Level 40
Wielder may summon up to 4 Aquatic, Spirit, or Water-element Elemental from the Enemy List that are below Level 40 and normally fightable for drops at the start of each round, Max 200 summoned
Wielder may spend an action and choose an entity in any battlespace within the same battle that is below Level 40, and, upon choosing said entity, select an entity that it could summon that is on the Enemy List that is below Level 40, that is normally fightable for drops, and that is an Aquatic, Spirit, or Water-element Elemental and then acquire a buff that stacks 200 times that both allows its possessor to spend an action to summon said chosen summoned entity and that prevents said chosen non-summoned entity from summoning said summon while said buff is present on its possessor, provided its possessor is a different individual than said individual and that its possessor is both alive and within the same battle (but regardless of what battlespace both said individual and said possessor are in), Max 200 summoned across all summon types
Wielder's Aquatic summons gain the element Whimsy
Wielder may spend an action to summon up to 5 Aquatics from the Enemy List that are below Level 60 and normally fightable for drops, Max 30 summoned
Wielder may spend an action to unsummon an equal-or-lower-Level non-unique Horror and, if said unsummoning is unsuccessful, summon an Aquatic of Level equal to or lower than said Horror (with a separate max of 1 summoned)
Zone and Terrain Effects
Wielder may spend an action to create up to 4 Zones of Water
Wielder may choose to count as being in a Zone of Whimsy & Water if at least one Whimsy-element Aquatic is present in the same battlespace
+10 to all stats if Terrain or Phantom Terrain is present
+50 to all stats if possessor is in a Zone
+200 to all stats if a Zone, Terrain, or Phantom Terrain is present
+50 to all stats while in a Zone of Technology
+60 to all stats while in a Zone of Earth
+550 to all stats while in a Zone of Darkness, Hope, or Magic
+1,860 to all stats while in a Zone of Water
+25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness or Technology
+100 to all stats if the terrain or phantom terrain is Battlefield
Brought Along wrote:1,000,000,000 Gold
Enchanted Gear:
Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Mystical Invention: Engine of Wishes- (Spell, Technomancy, Magic & Technology, 500,000 MP, 50,000,000 Gold) Caster replicates the effect of any ability performable by an Entity on the Enemy List that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though a copy of said entity is performing said action, May be cast a max of 24 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 5,000,000 Gold to cast, Has RP effects
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Mystical Invention: Exorcismal Glyph Projecting Holo-Working- (Spell, Technomancy, Light, 60,000 MP, 6,000,000 Gold) Caster obtains a non-stacking buff that cancels all effects (that mark individuals as Haunted and that cause entities to treat other non-allied entities as transformations) that come from sources below Level 40 at the start of each round and that cures all entities in caster's battlespace of Hexed: Haunted at the start of each round
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Unenchanted Gear:
Greater Shining Blade of Healing Light- (Weapon, Sword, Life & Light, 21,000,000 Gold) +21,000 Melee Attack, +21,000 STR, +21,000 CON, +21,000 SPI, 40% may inflict Awestruck, Wielder regenerates 21,000 HP at the start of every round, Wielder's 'Melee Attack', 'Magical Attack', 'Overdrive', 'Melee Overdrive', and 'Attack with Finesse' actions gain 'May Heal'
w/Rune of Yashekmo (2)- Provides +12,000 MP, Possessor's Fire element attacks deal 120,000 additional Damage, Affects Armor, Weapons, Pets, and Accessories, Inscribed Rune
Hyperenchanted Sorceror Coral Wand- (Weapon, Wand, Magic & Water, 14,000,000 Gold) +14,000 Magical Attack, +14,000 SPI, 30% Water Resistance, 20% Magic Resistance, Wielder Regenerates 100,000 HP and 100,000 MP per round
2 Queen of Winter's Blade- (Weapon, Sword, Ice, 25,000,000 Gold) +25,000 Melee Attack, +21,500 Magical Attack, 30% inflicts Frozen, This item's presence at the start of each round counts as a casting of Call Unto Seasons: Winter
RAGE Brewer- (Weapon, Other: Teapot, Fury, 45,000,000 Gold) +45,000 Melee Attack, +45,000 Magical Attack, Wielder's 'Magical Attack' and 'Overdrive' actions use Strength as their Prime Attribute, 60% inflicts Confusion: Enraged, Burning, Drowning, Mindblasted, and Impaired: No Sense of Taste
Supremely Elegant Teapot- (Weapon, Other: Teapot, Nobility & Glory, 45,000,000 Gold) +45,000 Melee Attack, +45,000 Magical Attack, +45,000 to all stats, 60% inflicts Charm, Charm: Impressed, and Mindblasted
Arcane Infrastructure: Lesser Mystical Geoprocessing- (Spell, Technomancy, Magic & Technology, 0 MP, 1,000,000 Gold) Caster regenerates (The number of Zones present, to a max of (Caster's number of Technomancer abilities + Caster's number of Geomancer abilities, to a max of 500)) * 5,000) MP
Greater Treat-Debuff- (Spell, Healer Magic, Light, 60,000 MP, 60,000,000 Gold) Caster cures all stacked instances of target debuff on target individual that comes from a source below Level 60, Caster must either be Level 40 or greater or must possess the ability 'Healer' or the ability 'Doctor'
Greater Vivify- (Spell, Healer Magic, Light, 400,000 MP, 40,000,000 Gold) Target obtains a non-stacking buff that causes its possessor to Regenerate 400,000 HP at the start of each round, Caster must be Level 20 or greater and must possess the ability 'Healer'
Parallel Mageblast: Gaze of the Star Oculus- (Spell, Technomancy, Astral, 65,000 MP, 6,500,000 Gold) +6,500 Magical Attack, +6,500 Ranged Attack, Target's stats are scanned
Parallel Mageblast: Gravity Crusher- (Spell, Technomancy, Technology & Astral, 250,000 MP, 25,000,000 Gold) +25,000 Magical Attack, +25,000 Ranged Attack, 50% inflicts Antimatter: Gravity Lock, 50% inflicts Antimatter: Gravity Lock: Gravity Well, Caster must be Level 20 or greater
Parallel Mageblast: Helix Rewriter- (Spell, Technomancy, Life & Toxin, 150,000 MP, 15,000,000 Gold) +15,000 Magical Attack, +15,000 Ranged Attack, Target obtains 30% Minor Negative Status Effect Weakness as a non-stacking debuff, Target obtains a non-stacking debuff that makes its summons' Natural stat values 15,000 points lower, Caster must be Level 20 or greater
Parallel Mageblast: Mana-Pattern Detonation- (Spell, Technomancy, Energy, 300,000 MP, 30,000,000 Gold) +30,000 Magical Attack, +30,000 Ranged Attack, 200% inflicts Fatigued: Stun, 5% inflicts Cursed: Depatterned, Target loses all buffs and debuffs from sources below Level 60 and, if target is below Level 60, as a debuff that stacks 5 times, target loses a random Constant Effect or Passive Ability, Caster must be Level 20 or greater
Parallel Mageblast: Mystic Disruption- (Spell, Technomancy, Magic & Technology & Chaos, 150,000 MP, 15,000,000 Gold) +15,000 Magical Attack, +15,000 Ranged Attack, 200% inflicts any one minor negative status effect, 100% inflicts any one moderate negative status effect, 1 hit against 50, Caster must be Level 20 or greater
Parallel Mageblast: Piercing Repeater- (Spell, Technomancy, Technology & Energy, 160,000 MP, 16,000,000 Gold) +16,000 Magical Attack, +16,000 Ranged Attack, This action pierces 16,000 Defense, This action is repeated against the same targets at the start of each round if caster did not repeat another action already on said round, Caster must be Level 20 or greater
Pseudouniversal Solvent- (Spell, Alchemy, Acid, 10,000 MP, 10,000,000 Gold) +10,000 Magical Attack, +10,000 Ranged Attack, May deal no damage and remove any one buff or debuff from a target that comes from a source below Level 80 that is not 20 or more Levels greater than caster
Dulcinea approaches the Gate to Seirei, strange flower growing from her head and Professor Rubiaceae at her side. "Let us step forth, Professor! For Glory! For Knowledge! For SCIENCE!"
Fishing Dulcinea
Dulcinea de Montreal, Nightmares' Angel (The Nottest of Daves)
Level 39
Outsider, Wonder
HP: 9,750
MP: 26,500
STR: 390 (10)
AGI: 390 (10)
CON: 390 (10)
MIN: 1,060 (20)
SPI: 500 (10)
XP- 37,393,195
XP Required- 820,000, Holy Imperial Seal of Power
Fame- 16
Bonus Weeks: 20
Weeks: 0 (+1 Assassin, +3 Beastmaster, +5 Botanist, +1 Channeler, +2 Enchanter, +3 Flux Baron, +1 Gatekeeper, +1 Geomancer, +1 Healer, +1 Master of Monsters, +2 Matrix Keeper, +3 Moongazer, +2 Radiant Hierophant, +1 Scholar, +1 Seakeeper, +1 Summoner, +1 Technomancer, +1 Veilwalker)
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Mental Overdrive
Devout Worshipper of The Deific Mecha-Vashna
Worshipper Benefits:
Divine Bride of Mecha-Vashna- Possesor gains +(1,000 * Possessor Level) SPI, gains the element Technology, and counts as having a name which includes 'Divine Bride of Mecha Vashna'; possessor's actions gain '(Possessor Level * 2)% May inflict Charm'; this effect does not stack with the 'Bestow Worshipper Benefits' Constant Effect of the unique pet 'The Deific Mecha Vashna', Worshipper Benefit
Blessing:
Aldriel’s Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed with Arshubrel's Destruction- (Passive Ability, Blessing) Possessor gains +5,000 Melee Attack, +5,000 Ranged Attack, and +5,000 Magical Attack if possessor is Fire or Destruction element or is afflicted with the status effect Confusion: Berserk
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor
Waerdael’s Blessing- (Passive Ability, Blessing) Possessor gains 30% Ice Resistance that only applies to sources that are allies of possessor or possessor
Curse:
Suffering from Severe Radiation Poisoning- (Passive Ability, Curse) Possessor is afflicted with Poison: Irradiated and Stat Drain: CON Drain at the start of each round
Has a Problematic Somnibloom Growing From Their Head- (Passive Ability, Curse) Possessor's Pets named 'Problematic Somnibloom' may not be altered, sold, traded, stolen, discarded or destroyed, Possessor's Pet slot must contain a Pet named 'Problematic Somnibloom', with possessor losing 3 Accessory Slots to provide a Pet slot if they do not possess such a slot normally
(Lasts 20 Battles)
Clearance:
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Permanent Item Effects:
Has Consumed 1 of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains Stat Drain Immunity
Has Consumed 22 of the Permanent Consumable "Premier Health Supplement"- (Passive Ability, Permanent Item Effect) +(10 * 22) HP, Cannot be used in combos
Has Consumed 18 of the Permanent Consumable "Premier Mana Supplement"- (Passive Ability, Permanent Item Effect) +(100 * 18) MP, Cannot be used in combos
Abjurer:
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action
Warded Skin- (Passive Ability, Abjurer) +200 Defense
Adviser:
Basic Fan Training- (Passive Ability, Adviser) This character gains +6 Magical Attack and +5 MIN when a Fan is equipped.
Alchemist:
Alchemy Casting I- (Passive Ability, Alchemist) Alchemy spells cost possessor 20 less MP to cast
Alchemy Casting II- (Passive Ability, Alchemist) Alchemy spells cost possessor 200 less MP to cast
Apprentice Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells possessor casts cost 500 less Gold and 500 less XP
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Basic Understanding of Alchemical Substance-Transmutation- (Passive Ability, Alchemist) Possesor obtains 5,000 Temporary Gold at the start of each battle or RP thread
Has Devised A Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +20 to all stats
Infuse Acid- (Technique Ability, Alchemist) Possessor may use Infuse Acid in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Acid element damage.
Lethal Mixer- (Passive Ability, Alchemist) +250 Damage, +10 Stat Damage, and +1% Infliction of Minor Status effects to Potions that possess the relevant bonuses
Potion Bombing!- (Passive Ability, Alchemist) Possessor gains +(The value of possessor's most valuable equipped Potion/ 1,000, rounded up, to a max of 1,000) Ranged Attack if possessor has at least 1 Potion equipped
Arcane Vizier:
Apprentice Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 Defense against Magic
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Apprentice Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 to all stats while in a Zone of Magic
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Improved Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 5,000 points
Architect:
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Artificer:
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Artificer's Invention Creation Discovery: Deal Electrical Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Electrical Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Energy Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Energy Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Psychic Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Psychic Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Technology Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Technology Damage Effect Addition'
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Build Artificer's Doodad- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Gadget Accessory or Magic-element Magic Item Accessory named '<Possessor's Name>'s Artificer's Doodad' with a Gold value of 500 and the text 'Possessor obtains +5 to all stats'
Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'
Skilled In Cheap Manufacturing Techniques- (Passive Ability, Artificier) Possessor may choose to have any Artifice spell that possessor casts cost 2,500 less Gold to cast, with any item created by it becoming temporary and being worth 10,000 less Gold than it otherwise would be, to a minimum of 1 Gold
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals
Assassin:
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Auramancer:
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Aura-Based Wisdom-Transferral Technique- (Technique Ability, Auramancer) Possessor may use 'Aura-Based Wisdom-Transferral Technique' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives one of its performer's allies a non-stacking buff that provides +300 MIN so long as its performer possesses at least one MIN-increasing buff while performing said action.
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Magic-Charge Aura- (Technique Ability, Auramancer) Possessor may use 'Magic-Charge Aura' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives the element Magic to one of its performer's equipped Auras.
Shared Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +50 Defense as a non-stacking bonus if possessor has an Aura equipped
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
Bard:
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and repeating effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and repeating effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped
Beastmaster:
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beastmaster- (Passive Ability, Beastmaster) User may forfeit one Accessory slot or Spell slot to gain a Pet slot, +50 HP and +10 to all stats of Animal pets and summons per possessor levels
Form of Lizard- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +30 CON and the subtype Animal
Formshift: Animal- (Stance Ability, Beastmaster) Possessor's subtype becomes Animal
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
Binder:
Knows Many Common Types of Spirits- (Passive Ability, Binder) Possessor counts as 3 Levels higher (to a maximum of 99) for the purposes of scanning non-Unique Spirits
Biomancer:
Contains a Secondary Light-Spleen- (Passive Ability, Biomancer) Possessor counts as being in an additional Zone of Light; if possessor has two or more Light-element Bioaugmentations equipped, possessor instead counts as being in two additional Zones of Light
Blazing Sultan:
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Botanist:
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Carefully Pruned Sprout of the Rootmind- (Passive Ability, Botanist) Possessor gains the subtype Plant, possessor may control the actions of all lower or equal-level Pets of the subtype Plant that possessor is the owner of and summons of the subtype Plant that count possessor as their summoner, possessor's actions and choices may not be controlled through the use of the Ability 'Sprout of the Rootmind' or the Constant Effect 'Contains Sprouts of the Rootmind'
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Knowledge of Unconventional Lawn Care Techniques- (Passive Ability, Botanist) Possessor's Plant pets may, up to three times per thread across all such pets, at the end of any action, be cured of up to three minor negative status effects
Photodependent and Shade-Intolerant- (Passive Ability, Botanist) Possessor's stats are halved unless (Possessor's Level/10, rounded up) Zones of Light or Chronogeomantic Zones of Day are present, possessor gains +500 to all stats for every additional Zone of Light or Chronogeomantic Zone of Day present, to a maximum of 5 additional Zones, Zones of Darkness and Chronogeomantic Zones of Night present count against the number of Zones of Light and Chronogeomantic Zones of Day present for the purposes of this ability on a 1-to-1 basis, possessor gains 100% Darkness Weakness
Caliph of Corrosion:
Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Apprentice Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 500 points
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 5,000 points
Captain:
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Sailor- (Passive Ability, Captain) +30 to all stats while transformed into a Vessel while in a Zone of Water, +30 to all stats while transformed into a Water element Vessel, +30 to all stats while transformed into a Vessel while the terrain or phantom terrain is Ocean or River-Land
Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water
Channeler:
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Improved Magic Retention- (Passive Ability, Channeler) Spells cost possessor 100 less MP to cast
Chef:
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Grill Fish- (Ability, Chef) 50 additional HP is restored for each Food element consumable possessor uses that restores HP, Possessor may skip a turn deal 500 Fire damage per possessor level to an Aquatic that is judged by a mod to be a fish in an RP thread, or 250 Fire damage per possessor level to an Aquatic judged to not be a fish in an RP thread, out of RP-based threads, this functions on the principle that all Aquatics count as fish
Commander:
Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Controller:
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Bright Impulse- (Technique Ability, Controller) Possessor may use 'Bright Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Light element.
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Conjuror:
Apprentice Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +20 to all stats
Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 to all stats
Speed-Focused Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Counselor of Faerie:
Basic Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Countess of Power:
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Apprentice Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 500 points
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 5,000 points
Crafter:
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Basic Anti-Spirit Talisman Crafter- (Passive Ability, Crafter) Provided their target is a Spirit, possessor's Enchanted Item Consumables that lower stats do so by an additional 200 points, possessor's Enchanted Item Consumables that deal damage deal an additional 2,000 points, and possessor's Enchanted Item Consumables that inflict Minor Status effects have a 5% greater chance of doing so
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Basic Gatestone Charge Preservation- (Passive Ability, Crafter) Gatestone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Libram Charge Preservation- (Passive Ability, Crafter) Libram Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Powder Charge Preservation- (Passive Ability, Crafter) Powder Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Inventor- (Passive Ability, Crafter) Possessor's Invention consumables deal 500 additional Damage
Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer
Rapid Crafting- (Passive Ability, Crafter) Abilities, recipes or items that create items for weeks spent in the ability shop have the required number of weeks reduced by 1, to a minimum of 1 week
Deathless One:
Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Diplomat:
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Polite- (Passive Ability, Diplomat) Possessor's actions may not be countered by individuals below Level 5
Diviner:
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Detective's Accusation- (Technique Ability, Diviner) Possessor may use Detective's Accusation in conjunction with a Magical Attack action, so long as no other technique is used and it is being used against targets whose stats have been scanned by possessor. This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and dis-buffs one buff from targets below Level 20
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Investigation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Doombringer:
Apprentice Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Horror Calling I- (Passive Ability, Doombringer) Possessor's Horror summons gain +20 to all stats
Horror Training I- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +20 to all stats
Horror Training II- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 to all stats
Offensive Horror Training I- (Passive Ability, Doombringer) Possessor's Horror pets and summons have the Damage values of their abilities increased by 50 points
Driver:
Apprentice Vehicle User- (Passive Ability, Driver) All of possessor's Vehicle transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Arms Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle or Vessel transformation equipped, bring 2 extra Gun weapons that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle or Vessel transformation, possessor may access them normally as unequipped items, Possessor's equipped Guns provide +75 additional Ranged Attack bonus if they provide a Ranged Attack bonus and possessor has at least 3 Gunner abilities
Basic Vehicle User- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Getaway Driver- (Passive Ability, Driver) Possessor's allies have a 5% greater chance of having their spells and active abilities which have a chance of stealing Gold or items succeeding, Possessor's allies have +5% Dodge the turn after they successfully steal Gold or items, Possessor must be in a Vehicle transformation for this ability to take effect, This ability does not stack
Stunt Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +5% Dodge
Vehicle-Based Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle transformation equipped, bring 5 extra consumables that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle transformation, possessor may access them normally as unequipped items
Druid:
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Basic Druid Weather Control- (Passive Ability, Druid) At the start of each round, possessor may attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Basic Geomantic Druidic Arts- (Passive Ability, Druid) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Can Sense Zonal Traits- (Passive Ability, Druid) Possessor gains +100 MIN while a Terrain or Phantom Terrain is present, Has RP effects
Gardener- (Passive Ability, Druid) Possessor's Plant allies gain +200 to all stats as a non-stacking bonus
Influence Weather- (Active Ability, Druid) Possessor may spend an action to attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Ebon Chancellor:
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Elementalist:
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Aqueous Column of Protection- (Stance Ability, Elementalist) User must have at least 3 Water element Elemental Magic spells equipped, +100 Defense, +50 Defense against stat damage
Aura of Water- (Passive Ability, Elementalist) 5% Water Resistance, +25 Defense against stat damage and damage caused by status effects if a Water element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Hand of Salty Brine- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if a Water element elemental magic spell is equipped, melee attacks may be solely Water element if no weapon is equipped
Hand of Seafoam- (Passive Ability, Elementalist) +20 Magical Attack and +1% to Hit for each Water element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Drowning
Hand of the Inflexable Tide- (Passive Ability, Elementalist) Water element Elemental Magic spells have a 1% chance of ignoring up to 20% status effect resistance, +25 CON if a Water element Elemental Magic spell is equipped
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Speak the Tongue of Waves- (Passive Ability, Elementalist) Water element spells gain +5 Magical Attack
Enchanter:
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Engineer:
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Invention Charge Preservation- (Passive Ability, Engineer) Invention Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Clockwork Engineer- (Passive Ability, Engineer) Possessor's Clockwork pets and summons gain +200 to all stats
Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Mechanical Engineer- (Passive Ability, Engineer) Possessor's Machine pets and summons gain +200 to all stats
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Tinker- (Active Ability, Engineer) Character may change (10 x possessor level) points of bonus to any one stat provided by an Upgrade, Bioaugmentation, or Gadget to a bonus to any one other stat as an action, this may not be done before threads, this may only be done once per thread per item
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
Enslaver:
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Offensive Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose MP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.
Eternal Champion:
Apprentice Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense against Hope
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Apprentice Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +500 to all stats while in a Zone of Hope
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Improved Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 5,000 points
Flux Baron:
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Shapeshifter- (Passive Ability, Flux Baron) Possessor may, at the beginning of a thread, choose to become the subtype Shapeshifter
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Formshift: Shapeshifter- (Stance Ability, Flux Baron) Possessor's subtype becomes Shapeshifter
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter
Gatekeeper:
Apprentice Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Formshift: Outsider- (Stance Ability, Gatekeeper) Possessor's subtype becomes Outsider
Otherworldly Grace- (Passive Ability, Gatekeeper) Possessor gains +2,000 AGI and 20% Dodge if possessor is the subtype Outsider
Otherworldly Intellect- (Passive Ability, Gatekeeper) Possessor gains +2,000 MIN and 120% To Hit if possessor is the subtype Outsider
Outsider Traits- (Passive Ability, Gatekeeper) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 10 as an effect that does not stack with other Defense multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider.
Gearwright:
Apprentice Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +20 to all stats
Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 to all stats
Defensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +50 Defense
Defensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +250 Defense
Gearwright- (Passive Ability, Gearwright) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Clockwork pet only, This ability provides +50 HP and +10 to all stats of possessor's Clockwork pets and summons per Level of possessor
Offensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 50 points
Offensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
General:
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Great Stamina and Iron Work Ethic- (Passive Ability, General) Possessor gains 50% Fatigued Resistance against sources that are either possessor or allied to possessor
Gentleman Assassin:
Temporal Assassin- (Passive Ability, Gentleman Assassin) Possessor deals 60,000 additional Damage to individuals who count the current round's number as a different number than possessor does
Geomancer:
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Improved Terrain Attunement: Battlefield: The Ground Giveth Me Mine Arms- (Active Ability, Geomancer) Possessor may use an action to create a Weapon that provides + (Possessor Level x50, to a max of 2,500) to any one attack type and + (Possessor Level x50, to a max of 2,500) to any one stat that is any base element, and, if desired, equip said weapon. This weapon disappears at the end of this thread. This ability may only be used if the terrain or phantom terrain is Battlefield.
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Energy- (Passive Ability, Geomancer) Possessor may create a Zone of Energy at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Hope- (Passive Ability, Geomancer) Possessor may create a Zone of Hope at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Light- (Passive Ability, Geomancer) Possessor may create a Zone of Light at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Magic- (Passive Ability, Geomancer) Possessor may create a Zone of Magic at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Technology- (Passive Ability, Geomancer) Possessor may create a Zone of Technology at the beginning of battle if no other Zones are present
Gunner:
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Gun Accuracy Training- (Passive Ability, Gunner) Possessor gains 115% To Hit if possessor has a Gun equipped
Radiation Shot- (Technique Ability, Gunner) Possessor may use 'Radiation Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Atomic element.
Shadow Shot- (Technique Ability, Gunner) Possessor may use 'Shadow Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Darkness element.
Tri Shot- (Active Ability, Gunner) This character may use Tri Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character's attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and a -1% To Hit.
Gunslinger:
Basic Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack and all Gunslinging spells cost possessor 10 less MP to cast
Healer:
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast
Healer's Stat Protection- (Passive Ability) Possessor's allies gain +200 Defense against Stat Damage
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points
Improved Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 50 points of each type
Heir to the Future:
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Basic Acceleration Within Technology's Dominion- (Passive Ability, Heir to the Future) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Technology
Basic Affinity to Healing Via Technology- (Passive Ability, Heir to the Future) Whenever possessor obtains Technology element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Technology Manipulation- (Passive Ability, Heir to the Future) Possessor may choose one of the following at the beginning of each round if Technology element: Create a Zone of Technology, Remove a Zone of Technology created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Technology by either possessor or a source below Level 20, Add Technology to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Technology element on a Technology element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Technology, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Technology, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Technology element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Technology to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Technology, 5% Technology Resistance, or +50 Defense against Technology and 1% Technology Resistance until the end of the round as a non-stacking buff
Illusionist:
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Jeweler:
Talisman-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Amulet possessor has equipped
Kensei:
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Magic Sword- (Passive Ability, Kensei) At the beginning of any round, possessor may pay 50 MP to add Magic to the element of any Sword equipped by possessor as a buff that does not stack
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Soulflame Strikes- (Passive Ability, Kensei) Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times
Kinetic Emperor:
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Apprentice Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 500 points
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 5,000 points
Lord of War:
Basic War Machine User- (Passive Ability, Lord of War) All War Machine transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Mad Scientist:
Apprentice Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bio-Horror Training I- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +20 to all stats
Bio-Horror Training II- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 to all stats
Electrical Invigoration- (Technique Ability, Mad Scientist) Possessor may use Electrical Invigoration in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used. Said attack only includes attack bonuses from Electrical element sources, cannot inflict status effects, and only affects allies. Said attack first deals an amount of HP damage multiplied by a value between .05 and 3.25, with all increments of .05 being equally possible. Said attack then deals an amount of HP healing multiplied by a value between .45 and 2.15, with all increments of .05 being equally possible. Said HP healing is doubled against Bio-Horrors. Amounts of damage and healing inflicted by this technique may be increased by a maximum of 100,000 points due to this technique's multipliers.
Electrical Revitalization- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration ability may deal MP damage and healing instead of HP damage and healing.
Improved Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 to all stats, with said bonus capping out at a value equal to their unbuffed stats.
Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +50 to all stats
Magewright:
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Magically Charge Tome- (Technique Ability, Magewright) Possessor may use 'Magically Charge Tome' in conjunction with a 'Cast a Spell' action so long as a Tome is equipped and no other technique is used. Said action gives a non-stacking buff (including both not stacking on the same item or across items) to a Tome equipped by its performer that gives its possessing Tome the element Magic and '+15 Magical Attack', with said Magical Attack bonus being an additional bonus if said item already possesses such a bonus.
Spiritual Talisman Maker- (Passive Ability, Magewright) Possessor gains +200 SPI and +200 Defense Against Spirits if possessor has a Magic Item or Amulet whose name includes "Talisman" equipped
Supporting Passage- (Technique Ability, Magewright) Possessor may use 'Supporting Passage' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long a a Tome is equipped and no other technique is used as part of said action. Possessor may use 'Relevant Quotation' and 'Supporting Passage' as components of the same action. Said action gains +15 Magical Attack if its performer has a Book and a Tome equipped that share an element.
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Tomecast Spell- (Technique Ability, Magewright) Possessor may use 'Tomecast Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Tome is equipped and no other technique is used as part of said action. Spells cast as part of said action that share an element with at least one Tome equipped by said action's performer cost 500 less MP to cast.
Master of Monsters:
Apprentice Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Eyeless Sight- (Passive Ability, Master of Monsters) Possessor gains Impaired: Blind immunity if possessor is a Monster
Monster Traits- (Passive Ability, Master of Monsters) Possessor gains +1 to all stats so long as possessor is an Monster
Monstrous Vitality- (Passive Ability, Master of Monsters) Possessor gains +2,000 HP if possessor is a Monster
Matrix Keeper:
Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Assault Matrix Wielding I- (Passive Ability, Matrix Keeper) +5 to all stats when a Assault Matrix is equipped
Assault Matrix Wielding II- (Passive Ability, Matrix Keeper) +25 to all stats when a Assault Matrix is equipped, +25 Ranged Attack and +25 Magical Attack when a Assault Matrix is equipped
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Mech Jockey:
Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Mechanist:
Apprentice Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +50 Defense
Defensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +250 Defense
Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +20 to all stats
Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 to all stats
Mechanist- (Passive Ability, Mechanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Machine pet only, This ability provides +50 HP and +10 to all stats of possessor's Machine pets and summons per Level of possessor
Offensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 50 points
Offensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Mentalist:
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally
Merchant:
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Florist- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 2,500 Gold for Plant pets, Possessor's Plant pets and summons gain +100 to all stats
Pet Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Pets
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Mind Lord:
Apprentice Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense against Psychic
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Apprentice Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense if possessor has any Psychic-element items equipped that provide a Defense bonus
Improved Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +5,000 Defense against Psychic
Improved Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 5,000 points
Monk:
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Crane Goes Fishing- (Technique Ability, Monk) Possessor may use 'Crane Goes Fishing' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crane Style' stance. Said action gains +500 Melee Attack and +30% To Hit.
Crane Style- (Stance Ability, Monk) Possessor gains +500 SPI and +500 Defense.
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Moongazer:
Lesser Conduit of Vernat- (Passive Ability, Moongazer) Possessor's spells, abilities and items respond as though character had already cast Call Unto Moon: Vernat (Lesser), possessor may spend an action to set the Governing Lunar Body to Vernat and its Associated Element to Earth
Mountain King:
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Apprentice Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 500 points
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 5,000 points
Musician:
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Make Sound Carry Well- (Passive Ability, Musican) Possessor's 'Magical Attack' actions have a 20% chance of dealing full Damage to individuals below Level 10 in the back row
Can Play the Bagpipes- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bagpipes' in its name equipped
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Choral Organist- (Passive Ability, Musician) Divine Magic spells cost possessor and possessor's allies 300 less MP to cast if possessor has an Instrument with 'Organ' in its name equipped
Ominous Introit- (Passive Ability, Musician) Possessor's opponents have a 10% chance of being afflicted with Confusion: Fear at the start of the first round of battle if possessor has an Instrument with 'Organ' in its name equipped
Proper Instrument Tuning- (Passive Ability, Musician) Possessor may remove any number of debuffs from Instrument items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Necromancer:
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Basic Incanting of Death's Tongue- (Passive Ability, Necromancer) All Necromancy spells cast by possessor that provide a Magical Attack bonus provide 50 additional points
Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Embalmer- (Passive Ability, Necromancer) Possessor's dead allies count as having been dead for one less round, to a minimum of 0 rounds
Gravedigger- (Passive Ability, Necromancer) Corpses of individuals on possessor's side of battle may not be destroyed, stolen, moved, or transformed by entities below Level 5 without possessor's permission
Grave Robber- (Passive Ability, Necromancer) At the start of each round, possessor may create the corpse of up to 1 Human from the Enemy List that is below Level 6 that is normally fightable for dropped, with said corpse counting as the corpse of a summoned individual, Max 200 summoned
Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Knowledge of the Black Tongue of the Princes of Undeath- (Passive Ability, Necromancer) All Necromancy spells possessor casts cost 200 MP less, possessor's damage dealing Necromancy spells that take more than one turn to cast have a 20% chance of inflicting Fear
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Necromancy Casting I- (Passive Ability, Necromancer) Necromancy spells cost possessor 20 less MP to cast
Necromancy Casting II- (Passive Ability, Necromancer) Necromancy spells cost possessor 200 less MP to cast
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Unbothered by the Stench of Corpses- (Passive Ability, Necromancer) Possessor gains Pain: Nauseous Immunity against Undead
Ocean Prince:
Apprentice Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +100 to all stats
Apprentice Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +500 to all stats while in a Zone of Water
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Improved Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +1,000 to all stats while in a Zone of Water
Priest:
Devout Worshipper of The Deific Mecha Vashna
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bless Holy Water- (Passive Ability, Priest) Possessor's Water-element 'Magical Attack' actions gain +50 Magical Attack
Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Holy Symbol Maker- (Passive Ability, Priest) Possessor gains +20 to all stats for each Holy Symbol possessor has equipped
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Observer of Holy Relics- (Passive Ability, Priest) Possessor gains +50 to all stats when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Perform Funeral Rites- (Active Ability, Priest) Possessor may spend an action and make it so that a target's ally's corpse cannot be destroyed, transformed, or resurrected by individuals below Level 40 without possessor's permission
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Prophet of the Brightest Heavens:
Sacred Aura- (Passive Ability, Prophet of the Brightest Heavens) Possessor may, at the start of each round, create a Zone of Light, a Zone of Faith (if Level 59 or greater) or a Zone of Divine (if Level 79 or greater) and attach an effect to said Zone that provides individuals that possess the elements Good, Light, Faith or Divine or the subtypes Celestial, Angel, Deva, Holy One or Verdant +1,000 to all stats (as an effect that stacks 10 times), 20% Resistance against Demons, Daemons, and Devils (as a non-stacking effect) and 5% Resistance against Fiends and Mementos of Ruin (if possessor is Level 79 or greater as a non-stacking effect) and provides individuals that possess the elements Evil, Darkness, Agony or Terror -1,000 to all stats (as an effect that stacks 10 times), 20% Weakness to Celestials, Angels and Devas (as a non-stacking effect) and 5% Weakness to Holy Ones and Verdants (if possessor is Level 79 or greater as a non-stacking effect), possessor may spend an action to choose a target of lower level than possessor or that is willing to have their element become Light, Faith (if Level 59 or greater) or Divine (if Level 79 or greater) and/or have their subtype become Celestial, Angel or Deva as an effect that may also include possessor as a valid target
Power Trooper:
Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Protector:
Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Light Armor Use I- (Passive Ability, Protector) Possessor gains +25 Defense and +200 HP while wearing Light Armor
Light Armor Use II- (Passive Ability, Protector) Possessor gains +50 Defense and +500 HP while wearing Light Armor
Ravager:
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Axe Wielding I- (Passive Ability, Ravager) +5 to all stats when a Axe is equipped
Axe Wielding II- (Passive Ability, Ravager) +25 to all stats when a Axe is equipped, +50 Melee Attack when a Axe is equipped
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Ritualist:
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached
Roboticist:
Basic Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Scientist:
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Analyse Spiritual Entity- (Technique Ability, Scientist) Possessor scans target Spirit and, if successful, may treat target's Weaknesses as 5% higher and Resistances as 5% lower
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Has Researched Common Technologies- (Passive Ability, Scientist) Possessor gains +100 MIN for each Upgrade, Bioaugmentation, Gadget, or Invention possessor has equipped, to a max of +1,000 MIN
Hypertech Casting I- (Passive Ability, Scientist) Hypertech spells cost possessor 20 less MP to cast
Hypertech Casting II- (Passive Ability, Scientist) Hypertech spells cost possessor 200 less MP to cast
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage
Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Knowledge of Common Spirits- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Spirits
Seakeeper:
Basic Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Apprentice Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Aquatic Training I- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +20 to all stats
Aquatic Traits- (Passive Ability, Seakeeper) Possessor gains +1 to all stats so long as possessor is an Aquatic
Seer:
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Robed Spellcaster- (Passive Ability, Seer) Possessor gains +30 Magical Attack, +30 MIN, and +30 SPI if possessor is wearing a Robe
Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped
Shadow Blade:
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Shrine Maiden:
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Basic Spirit-Banishing Chant- (Technique Ability, Shrine Maiden) Possessor may spend an action to remove a target Spirit below Level 40 from battle with a (Possessor's Level - Spirit's Level)/2 % chance of success
Basic Spirit-Warding Chant- (Technique Ability, Shrine Maiden) Possessor may spend an action to gain +5% Dodge and Resilience against Spirits below Level 40 as an effect that lasts 5 rounds
Exploit the Behavioural Patterns of Common Spirits- (Passive Ability, Shrine Maiden) Possessor gains +5% Spirit Resistance, Critical and To Hit against non-Unique Spirits that are below Level 60
Familiar with Spirit-Warding Talismans- (Passive Ability, Shrine Maiden) Possessor gains 1% Spirit Resistance per Amulet, Magic Item, Enchanted Item or Card equipped, to a maximum of 5% Spirit Resistance
Perform Incorrect Spirit-Sensing Mudra- (Active Ability, Shrine Maiden) Possessor may spend an action to provide themselves with a buff that causes possessor to treat the enemy's battle formation as possessing an additional individual with the subtype Spirit, possessor may instead choose to treat the current area of a random quest or random dungeon's encounter tables as containing additional enemies with the subtype Spirit
Shrine Maiden's Robe Proficiency- (Passive Ability, Shrine Maiden) Possessor gains +80 SPI while possessor has at least one Robe and at least one Spirit Magic spell equipped
Spirit-Hunting Strike- (Technique Ability, Shrine Maiden) Possessor may use 'Spirit-Hunting Strike' in conjunction with a 'Melee Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits.
Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
Spiritual Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Spiritual Impurity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Summons Through Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while one of possessor's opponents is afflicted with at least one negative status effect with possessor as a source
Slayer:
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Apprentice Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +5,000
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Defensive Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Defense bonus equal to its value divided by 1,000, to a max of +1,000 Defense
Stat-Defense-Focused Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Defense against Stat Damage bonus equal to its value divided by 10,000, to a max of +100 Defense against Stat Damage
Smith:
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Snow Queen:
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Apprentice Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 500 points
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 5,000 points
Summoner:
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summon Defense Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 Defense
Basic Summon HP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 HP
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summon Spirit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 SPI
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Technology-Element Entities- (Passive Ability, Summoner) Possessor's Technology-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Water-Element Entities- (Passive Ability, Summoner) Possessor's Water-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Swordsman:
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Dud Slash- (Technique Ability, Swordsman) Possessor may use 'Dud Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Envenomed Slash- (Technique Ability, Swordsman) Possessor may use 'Envenomed Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Poison.
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped
Technomancer:
Activate Technomagical Device- (Active Ability, Technomancer) Possessor may spend an action to change an item that possessor is carrying or has equipped from being 'Technomagically Inactive' to 'Technomagically Active' should possessor meet any other listed requirements for doing so
Apprentice Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack
Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
Thief:
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Thievery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Pirate- (Passive Ability, Thief) Possessor gains +250 to all stats while in a Zone of Water, Possessor's chances of successfully stealing from targets below Level 40 are increased by 5%, Possessor gains +200 Melee Attack if wielding a Sword, Possessor gains +250 Ranged Attack if wielding a Gun, Possessor gains +300 Melee Attack and +300 Ranged Attack if in a Zone of Water, Possessor gains 5% Drowning Resistance
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
Thunder Czar:
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Apprentice Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 500 points
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 5,000 points
Transmuter:
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
Veilwalker:
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles
Wanderer:
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row.
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Warlock:
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Cackle- (Active Ability, Warlock) Possessor may spend an action to use this ability, with which possessor may have a 15% chance of inflicting Confusion: Fear.
Eerie Grin- (Passive Ability, Warlock) Possessor's chances of inflicting Confusion: Fear are increased by 10%
Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Warlock’s Presence- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +80 to all stats of individuals who are targets of possessor’s Warlock’s Bond, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Warlord:
Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Warrior:
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
Weirdworker:
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Magiconstruct Weaving- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP as a non-stacking buff when summoned
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Craft Luminous Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach an buff of it that stacks up to three times that causes its presence to count as the presence of a Zone of Light, Energy, or Hope (chosen at the time of the effect's creation)
Craft Volatile Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach a non-stacking buff to it that causes it to have a 15% chance of being afflicted with Instant Death at the start of each round, that increases its abilities Damage values by 500 points, and that causes it to deal 5,000 Flat Magic & Energy element Damage to 5 randomly selected targets in the same battlespace when it dies
Has Wished for Boundless Agility- (Passive Ability, Weirdworker) +2,000 AGI
Has Wished for Boundless Constitution- (Passive Ability, Weirdworker) +2,000 CON
Has Wished for Boundless Mind- (Passive Ability, Weirdworker) +2,000 MIN
Has Wished for Boundless Spirit- (Passive Ability, Weirdworker) +2,000 SPI
Has Wished for Boundless Strength- (Passive Ability, Weirdworker) +2,000 STR
Wind Duke:
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Wizard:
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Possesses a Sliver of Veurmel's Magic- (Passive Ability, Wizard) Possessor gains +5,000 MP
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Other: Infinity Designer:
Basic Progress Synchronization- (Passive Ability, Other: Infinity Designer) Possessor gains +25 to all stats if possessor is Progress element
Other: Radiant Hierophant:
Apprentice Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Basic Light Synchronization- (Passive Ability, Other: Radiant Hierophant) Possessor gains +25 to all stats if Light element
Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Improved Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +5,000 Defense against Light
Improved Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +2,000 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Other: Subspace Architect:
*Lord Fisherman of the Citadel- (Passive Ability Aspect- Citadel of the Fisherman, Other: Subspace Architect) Possessor gains 25% Water Resistance, Possessor gains +40,000 Defense against Water, Possessor gains Drowning Immunity against sources below Level 20, Possessor gains 2 slots to equip Property items, these items provide special benefits as listed by this ability, Possessor may, using an absorb slot, scan a property into this ability, said scanned properties may not be traded or sold, but they may still be used in guilds
Scanned Properties:
Deep Ocean Trench- (Item, Property, Water & Darkness, 1,100,000 Gold) Wielder counts as being in an additional Zone of Water and gains +500 Defense against individuals who are not in a Zone of Water as a conditionally-applied effect
Dockyard- (Item, Property, Water, 2,000,000 Gold) Wielder's Water element pets and summons gain +1,000 to all stats as a non-stacking bonus
Farm of the Beer-Battered Fishtrees- (Item, Property, Earth & Water, 214,000 Gold) When wielder summons an Aquatic, wielder may choose to give it a buff that gives its possessor the subtype Food
Fish Market- (Item, Property, Water & Air, 75,000 Gold) Wielder's equipped Aquatic pets count as being worth 7,500 additional Gold
Fleet- (Item, Property, Water, 1,965,000 Gold) Wielder's Vessel transformations gain +1,000 to all stats
Fortified Weather-Manipulation Bunker- (Item, Property, Technology & Earth & Air & Water & Electrical & Ice, 5,620,000 Gold) Wielder may, at the start of each round, either create a Zone of Air, Water, Electrical, Earth, or Ice or deal 25,000 Flat Air, Water, Electrical, Earth, or Ice element Damage to up to 300 targets
Graveyard of Ships- (Item, Property, Water, 1,200,000 Gold) +1,200 SPI, Wielder may not be afflicted with Drowning or Voidstruck by sources below Level 40
Old City District- (Item, Property, Earth, 6,500,000 Gold) Delayed actions from sources below Level 40 may not scan wielder's stats
Port- (Item, Property, Water, 15,700,000 Gold) Wielder's Water element pets and summons gain +7,500 to all stats as a non-stacking bonus
River of Magical Wine- (Item, Property, Magic & Water, 30,000,000 Gold) Wielder may, at the start of each round, choose to regenerate 150,000 HP and MP and be afflicted with Poison: Drunk
Shipyard- (Item, Property, Water, 2,500,000 Gold) Wielder's Vessel transformations, whether equipped or unequipped, are dealt 25,000 Flat Water & Earth element HP Healing at the start of each round as though they were non-semipresent entities in the same battlespace as wielder
Waters at the World's Edge- (Item, Property, Water, 7,500,000 Gold) +3,000 to all stats, Wielder may not be afflicted with Drowning by sources below Level 60
Other: Thermonuclear Disciple:
Apprentice Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 500 points
Basic Atomic Synchronization- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +25 to all stats if possessor is Atomic element
Basic Defenses Against Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +50 Defense against Atomic
Basic Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 5,000 points
Radiation-Proof- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains Poison: Irradiated Immunity
Other: Wonderworker:
Basic Wonder Synchronization- (Passive Ability, Other: Wonderworker) Possessor gains +25 to all stats if possessor is Wonder element
Weapons-
'All the Fishes You Will Meet'- (Weapon, Book, Whimsy & Water, 44,444,444 Gold) +44,444 Magical Attack, +44,444 CON, Wielder's Aquatic summons gain the element Whimsy, Wielder may spend an action to summon up to 5 Aquatics from the Enemy List that are below Level 60 and normally fightable for drops, Max 30 summoned, Wielder's 'Magical Attack' actions may use Mind as their Prime Attribute and may gain '1 hit against 40,000', Wielder may spend an action to unsummon an equal-or-lower-Level non-unique Horror and, if said unsummoning is unsuccessful, summon an Aquatic of Level equal to or lower than said Horror (with a separate max of 1 summoned), Wielder may choose to count as being in a Zone of Whimsy & Water if at least one Whimsy-element Aquatic is present in the same battlespace, Actions incorporating an Attack Bonus granted by this item may optionally gain the element Fate
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
*Rod of the Lord Fisherman- (Weapon Aspect- Citadel of the Fisherman, Staff, Water & Spatial & Fate & Wonder, X Gold) +62,200 Ranged Attack, +62,200 Magical Attack, 162% To Hit, +62% To Hit, 160% inflicts Paralyzed, 100% may inflict Drowning, Wielder's 'Ranged Attack' and 'Magical Attack' actions may unsummon targets that are below Level 30, Wielder may spend an action and choose an entity in any battlespace within the same battle that is below Level 40, and, upon choosing said entity, select an entity that it could summon that is on the Enemy List that is below Level 40, that is normally fightable for drops, and that is an Aquatic, Spirit, or Water-element Elemental and then acquire a buff that stacks 200 times that both allows its possessor to spend an action to summon said chosen summoned entity and that prevents said chosen non-summoned entity from summoning said summon while said buff is present on its possessor, provided its possessor is a different individual than said individual and that its possessor is both alive and within the same battle (but regardless of what battlespace both said individual and said possessor are in), Max 200 summoned across all summon types, Wielder may spend an action to create up to 4 Zones of Water
Severely Haunted Pipe Organ- (Weaponx0, Instrument, Darkness, 4,115,000 Gold) +5,000 Melee Attack, +6,000 Ranged Attack, +5,000 Magical Attack, +4,500 to all stats, +7,000 MP, if wielder is below Level 50 and does not have the ability Necromancer, then wielder performs, at the beginning of every round, a 'Melee Attack' action, a 'Ranged Attack' action, and then a 'Magical Attack' action that offensively target solely wielder, these three attacks cannot Heal or inflict any positive effects, This item provides an additional +5,000 Ranged Attack and +5,000 Magical Attack if its wielder has the ability Bard, This item provides an additional +5,500 AGI if its wielder has the ability Priest, This item cannot be equipped with any other Weaponx0
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Triumphant- This item's wielder becomes Immune to individuals below Level 20 if at least level 20, This item's wielder gains +20,000 to all stats, this item provides +20,000 additional Melee Attack, +20,000 additional Ranged Attack, and +20,000 additional Magical Attack, Enchantment
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Armor-
Lord Fisherman's Royal Robes- (Armor, Robe, Water, 60,000,000 Gold) +60,000 Defense, +60,000 CON, +60,000 MIN, +60,000 SPI, +600,000 HP as a non-stacking bonus, +600,000 MP as a non-stacking bonus, 80% may inflict Drowning: Tide-Trapped, 100% Stat Drain Resistance, 100% Poison Resistance, 100% Diseased Resistance, 30% Chaos Resistance, 30% Destruction Resistance, 30% Water Resistance, 30% Technology Resistance, 30% Physical Resistance, 5% Anarchomancy Resistance, 5% Elemental Magic Resistance, 5% Aquatic Resistance, 5% Aerial Resistance, 5% Elemental Resistance, Wearer gains the element Water, Wearer must be Level 20 or greater and must possess the ability 'Noble', the ability 'Ocean Prince', or the ability 'Lord Fisherman of the Citadel'
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Accessories-
*Bostman Gurnley's Strapping Pirate Boots- (Accessory, Boots, Water & Light, 36,000,000 Gold) +35,800 Defense, +35,500 AGI, 90% Dodge while in a Zone of Water, 100% inflicts Charm, 100% inflicts Charm: Impressed, 100% may inflict Fatigued: Stun
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Great Ring of Life and Magic- (Accessory, Ring, Life & Magic, 36,000,000 Gold) +360,000 HP and +360,000 MP as an effect that stacks 2 times, +36,000 CON, +36,000 MIN, Wearer regenerates 360,000 HP and 360,000 MP at the start of each round
Greater Armband of Purity- (Accessory, Wristwear, Light, 24,000,000 Gold) +24,000 Magical Attack, +24,000 Defense, 40% Resilience, Individuals below Level 40 cannot inflict status effects on possessor
Ring of the Magi- (Accessory, Ring, Magic, 40,000,000 Gold) +40,000 Magical Attack, +40,000 MIN, +40,000 SPI, +400,000 MP as a bonus that stacks 3 times
Star of Ruin- (Accessory, Crystal, Darkness & Destruction, 15,500,000 Gold) +15,000 Magical Attack, +15,000 to all stats, 10% Destruction Resistance, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Properties-
*Citadel of the Fisherman- (Item Aspect- Citadel of the Fisherman, Property, Water & Spatial & Fate & Wonder, X Gold) +62,000 Defense, 30% Water Resistance, 60% Drowning Resistance, Wielder gains Immunity to Drowning (but not its sub-status effects), 162% To Hit, 62% Resilience, This item's presence counts as the presence of a Zone of Water & Spatial & Fate & Wonder, and it may carry effects as though it were one, but it otherwise does not count as a Zone, Entities below Level 40 cannot Critical wielder, Wielder's summons may not be unsummoned by opponents below Level 40, Wielder may summon up to 4 Aquatic, Spirit, or Water-element Elemental from the Enemy List that are below Level 40 and normally fightable for drops at the start of each round, Max 200 summoned
Port- (Item, Property, Water, 15,700,000 Gold) Wielder's Water element pets and summons gain +7,500 to all stats as a non-stacking bonus
Consumables-
None
Spells-
Atrocity Procedure- (Spell, Healer Magic, Darkness & Progress, 30,000 MP, 10,000,000 Gold) +10,000 Magical Attack, May Heal, 100% inflicts any one minor negative status effect, May apply a debuff that provides -500 to any one stat that stacks 5 times
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Parallel Mageblast: Exorcismal Glyph Holo-Blast- (Spell, Technomancy, Light, 35,000 MP, 3,500,000 Gold) +3,500 Magical Attack, +3,500 Ranged Attack, May deal no Damage, 50% may inflict Awestruck: Sealed, Caster removes any effects with target as a source that mark individuals as Haunted that come from sources below Level 40, Cures Hexed: Haunted, Caster removes all effects from sources below Level 40 that cause target to be treated as a transformation by non-allied entities or that cause target to be marked as Haunted
Parallel Mageblast: Vortex of Sparklemissiles- (Spell, Technomancy, Light & Hope, 110,000 MP, 11,000,000 Gold) +11,000 Magical Attack, +11,000 Ranged Attack, 100% inflicts Impaired: Blind, Individuals hit by this attack obtain a non-stacking debuff that, at the start of the round after it is acquired, has a 100% chance of inflicting Impaired: Blind on its possessor and deals 1,100,000 Flat Light & Hope element Damage to its possessor, Caster must be Level 20 or greater
Wail of the Banshee- (Spell, Bardic Music, Darkness & Sonic, 31,500 MP, 7,960,000 Gold) +8,300 Magical Attack, 30% inflicts Confusion: Depression, 38% inflicts Paralysis, 890 MIN Damage, 890 SPI Damage, 890 CON Damage, 50% inflicts Instant Death on targets below Level 20, If caster is above Level 40 this spell inflicts Instant Death on targets below Level 20 and has a 50% chance of inflicting Instant Death on targets below Level 40, may inflict 1 hit against 5 and deal 1/2 damage, may inflict 1 hit against 30 and deal 1/3 damage
War Mage's Flame Aura- (Spell, Other: War Magic, Fire, 6,000 MP, 6,000,000 Gold) Caster gains a buff that stacks 3 times and deals 60,000 Flat Fire element Damage to any individual who conducts an offensive action that targets its possessor, with said Damage being doubled (to a max of 200,000 additional Damage) against Units
Pets-
Problematic Somnibloom- (Pet, Plant, Earth & Psychic & Air, Lv.20, 7,000,000 Gold)
HP- 160,000
MP- 180,000
STR- 1,500
AGI- 1,350
CON- 1,900
MIN- 2,500
SPI- 1,800
XP- 0
XP Needed- 95,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 2,500, +5,000 against Psychic, +5,000 against Earth
Defense against Stat Damage- 300
Critical Chance- 24%
Resilience- 20%
To Hit- 118%
Dodge- 12%
Resistances and Immunities- 70% Psychic Resistance, 50% Earth Resistance, 50% Water Resistance, 50% Fire Weakness, 30% Ice Weakness, Impaired Immunity, Mindblasted Immunity, Fatigued Immunity
Prime Attribute- Mind
Constant Effects-
Problematically Sleepy Pollen- Possessor's controller and 5 randomly-chosen allies, at the start of each round, have an instance of Fatigued: Sleep: Sleepy Problems inflicted on them that ignores Minor Status Effect Immunity and Resistance and Fatigued Immunity and Resistance from sources of equal or lower level, Constant Effect
Really Problematically Sleepy Pollen- Instances of Fatigued inflicted by possessor do not possess the normal per-round chance of wearing off and must be removed twice by sources below Level 60 to actually be removed, Constant Effect
Really, Really Problematically Sleepy Pollen- Instances of Fatigued inflicted by possessor gain the text 'stacks 3 times', Constant Effect
Abilities-
Problematic Sleepypuff- 150% Inflicts Fatigued: Sleep: Sleepy Problems, 50% Inflicts Fatigued: Asleep, Air & Psychic, 0 MP
Somniblast- 6,500 damage, deals no damage to targets that are not inflicted with Fatigued: Sleep, 30% inflicts Mindblasted, Air & Psychic, 0 MP
Mind-Dulling Scentburst- 600 MIN damage, 30% inflicts Mindblasted: Stupefied, Air & Psychic, 18,000 MP
Induce Problematic Sleepwalking- Target individual that is afflicted with Fatigued: Sleep or Fatigued: Sleep: Sleepy Problems is moved to the front or back row; if this would unbalance the row formations, a number of random individuals from that side of battle's row formation take damage of the original target's element equal to the original target's CON and are moved to rebalance the row formation, Psychic, 18,000 MP
What-Did-I-Do-Last-Night Problematic Surprise Awakening- 10,000 Damage, all instances of Fatigued are removed from target, target takes (Number of instances of Fatigued removed) * 2,000 MIN damage, Inflicts Confusion and Confusion: Surprised, Air & Psychic, 36,000 MP
*Professor C. Rubiaceae- (Pet, Plant, Earth & Water & Acid & Energy, Level 39, 40,000,000 Gold)
HP- 2,000,000
MP- 1,400,000
STR- 22,000
AGI- 15,600
CON- 31,500
MIN- 30,200
SPI- 28,500
XP- 0
XP Needed- 32,800,000 (Standard Multiplier x2, increased to x40 to bypass level 39)
Defense- 14,400
Defense against Stat Damage- 2,100
Critical Chance- 45%
Resilience- 44%
To Hit- 150%
Dodge- 36%
Resistances and Immunities- 30% Earth Resistance, 30% Water Resistance, 30% Acid Resistance, 30% Fire Weakness, 30% Ice Weakness, 50% Insect Weakness, 30% Drowning Resistance, 30% Entombed Resistance, 50% Burning Weakness, 80% Minor Status Effect Resistance, 30% Moderate Status Effect Resistance, Deafened Immunity, Blind Immunity, Fatigued Immunity
Prime Attribute- Mind
Constant Effects-
Caffinating Aura- Possessor's allies gain +5,000 to their turn-order stat sum for turn-order-detemining purposes, possessor and possessor's allies are cured of a single instance of Fatigued at the start of every round, possessor and possessor's allies may have an instance of Augmented: Haste, Augmented: Haste: Excessively Energetic or Stat Boost: SPD Boost applied to them at the start of every round, Constant Effect
Evergreen and Energetic- Possessor gains Fatigued: Elderly Immunity, gains +10,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, Regenerates 100,000 HP and MP at the start of each round, and may choose to have any of possessor's actions gain or solely become the element Energy, Constant Effect
Dark Roast- If possessor is hit by an instance of Fire-element damage or afflicted with an instance of Burning, possessor, for the remainder of the round and the following round, has abilities and consumables used by possessor including the name 'Coffee' gain +10,000 to their damage values if they possess such, +500 to the value of stat buffs provided if they possess such, and +25% to the chance of inflicting status effects if they inflict such, Constant Effect
Master Barista- Possessor's abilities and consumables used including the name 'Coffee' provide an additional +500 to the value of stat buffs provided if they possess such, +25% to the chance of inflicting status effects if they inflict such, and must be removed twice by sources below Level 40 before they are actually removed, Constant Effect
Polite, Learned and Cultured- Possessor gains +5,000 MIN and +5,000 SPI, Possessor's actions may not be countered by individuals more than 10 Levels below possessor's Level, possessor does not randomly target allies with actions if suffering from the negative effects of Confusion or having their actions controlled by sources of equal or lower level than possessor, Constant Effect
Abilities-
Coffee Shot- 25,000 Damage, May Heal and gain +200,000 to damage value, 100% Inflicts Stat Boost: SPD Boost, Augmented: Haste, Augmented: Haste: Excessively Energetic or Impaired: Jittery, may cure Fatigued and Pain: Nausea, this ability may count as involving a Gun or Bow Weapon, Earth & Water, 0 MP
Overcaffinate- 100% Inflicts Impaired: Jittery, 100% Inflicts Pain: Nauseous, 100% Inflicts Confusion: Fear, 100% Inflicts Confusion: Dizzy, 50% inflicts Overload, Energy & Acid, 30,000 MP
Scalding Milk-Foam Blast- 30,000 Damage, 50% Inflicts Burning, 50% Inflicts Burning: Scalded, 100% may inflict Impaired: No Sense of Taste, Fire & Water, 30,000 MP
Lecture- May give target +15,000 MIN, may deal 2,500 MIN damage, may have a 100% chance of inflicting Fatigued: Tired, stacks 5 times, Air & Psychic, 120,000 MP
Coffee, Anyone?- Replicates the effect of any in-stock Consumable or Consumable that has a Secret Formula whose result is worth under 10,000,000 Gold that has a name that includes 'Coffee', 1 hit against 3, Earth & Water, 120,000 MP
Politely Serve Coffee As A Subtle Indication You Should Think About Leaving- Target willing individual or non-unique individual below possessor's Level is removed from battle at the beginning of their first action of the next round for 3 rounds, with target returning to the battlespace it left or, if said battlespace no longer exists, the battlespace occupied by caster upon time of return, Earth & Water & Psychic, 240,000 MP
Espresso Delivery- Replicates the effect of any in-stock Consumable or Consumable that has a Secret Formula whose result is worth under 10,000,000 Gold that has a name that includes 'Coffee', may be used as a pre-emptive counter, to a maximum of once per round, as a response to caster or ally being targeted with an offensive action, Earth & Water, 300,000 MP
Call For A Coffee Break- All individuals in battle below possessor's Level may not perform any actions that do not involve the use of a Drink Consumable or an ability or item with a name that includes 'Coffee', lasts 1 round, Time & Earth & Water, 600,000 MP
Transformations-
None
Artifacts-
*Citadel of the Fisherman (Level 39, 0 XP, # XP Required) (Standard Multiplier x12) (Bound to Dulcinea)
*Lord Fisherman of the Citadel- (Passive Ability Aspect- Citadel of the Fisherman, Other: Subspace Architect) Possessor gains 25% Water Resistance, Possessor gains +40,000 Defense against Water, Possessor gains Drowning Immunity against sources below Level 20, Possessor gains 2 slots to equip Property items, these items provide special benefits as listed by this ability, Possessor may, using an absorb slot, scan a property into this ability, said scanned properties may not be traded or sold, but they may still be used in guilds
Scanned Properties:
Deep Ocean Trench- (Item, Property, Water & Darkness, 1,100,000 Gold) Wielder counts as being in an additional Zone of Water and gains +500 Defense against individuals who are not in a Zone of Water as a conditionally-applied effect
Dockyard- (Item, Property, Water, 2,000,000 Gold) Wielder's Water element pets and summons gain +1,000 to all stats as a non-stacking bonus
Farm of the Beer-Battered Fishtrees- (Item, Property, Earth & Water, 214,000 Gold) When wielder summons an Aquatic, wielder may choose to give it a buff that gives its possessor the subtype Food
Fish Market- (Item, Property, Water & Air, 75,000 Gold) Wielder's equipped Aquatic pets count as being worth 7,500 additional Gold
Fleet- (Item, Property, Water, 1,965,000 Gold) Wielder's Vessel transformations gain +1,000 to all stats
Fortified Weather-Manipulation Bunker- (Item, Property, Technology & Earth & Air & Water & Electrical & Ice, 5,620,000 Gold) Wielder may, at the start of each round, either create a Zone of Air, Water, Electrical, Earth, or Ice or deal 25,000 Flat Air, Water, Electrical, Earth, or Ice element Damage to up to 300 targets
Graveyard of Ships- (Item, Property, Water, 1,200,000 Gold) +1,200 SPI, Wielder may not be afflicted with Drowning or Voidstruck by sources below Level 40
Old City District- (Item, Property, Earth, 6,500,000 Gold) Delayed actions from sources below Level 40 may not scan wielder's stats
Port- (Item, Property, Water, 15,700,000 Gold) Wielder's Water element pets and summons gain +7,500 to all stats as a non-stacking bonus
River of Magical Wine- (Item, Property, Magic & Water, 30,000,000 Gold) Wielder may, at the start of each round, choose to regenerate 150,000 HP and MP and be afflicted with Poison: Drunk
Shipyard- (Item, Property, Water, 2,500,000 Gold) Wielder's Vessel transformations, whether equipped or unequipped, are dealt 25,000 Flat Water & Earth element HP Healing at the start of each round as though they were non-semipresent entities in the same battlespace as wielder
Waters at the World's Edge- (Item, Property, Water, 7,500,000 Gold) +3,000 to all stats, Wielder may not be afflicted with Drowning by sources below Level 60
*Rod of the Lord Fisherman- (Weapon Aspect- Citadel of the Fisherman, Staff, Water & Spatial & Fate & Wonder, X Gold) +62,200 Ranged Attack, +62,200 Magical Attack, 162% To Hit, +62% To Hit, 160% inflicts Paralyzed, 100% may inflict Drowning, Wielder's 'Ranged Attack' and 'Magical Attack' actions may unsummon targets that are below Level 30, Wielder may spend an action and choose an entity in any battlespace within the same battle that is below Level 40, and, upon choosing said entity, select an entity that it could summon that is on the Enemy List that is below Level 40, that is normally fightable for drops, and that is an Aquatic, Spirit, or Water-element Elemental and then acquire a buff that stacks 200 times that both allows its possessor to spend an action to summon said chosen summoned entity and that prevents said chosen non-summoned entity from summoning said summon while said buff is present on its possessor, provided its possessor is a different individual than said individual and that its possessor is both alive and within the same battle (but regardless of what battlespace both said individual and said possessor are in), Max 200 summoned across all summon types, Wielder may spend an action to create up to 4 Zones of Water
*Citadel of the Fisherman- (Item Aspect- Citadel of the Fisherman, Property, Water & Spatial & Fate & Wonder, X Gold) +62,000 Defense, 30% Water Resistance, 60% Drowning Resistance, Wielder gains Immunity to Drowning (but not its sub-status effects), 162% To Hit, 62% Resilience, This item's presence counts as the presence of a Zone of Water & Spatial & Fate & Wonder, and it may carry effects as though it were one, but it otherwise does not count as a Zone, Entities below Level 40 cannot Critical wielder, Wielder's summons may not be unsummoned by opponents below Level 40, Wielder may summon up to 4 Aquatic, Spirit, or Water-element Elemental from the Enemy List that are below Level 40 and normally fightable for drops at the start of each round, Max 200 summoned
Awards-
Lord Fisherman of the Citadel
Has Saved Imbelsberg from the Bluewar Ministry
Understands the Language of Nexxirithian Machines
Killed in the Disc Radar 17 Processing Pathway Dungeon While Sidetracked Into a Dangerous Area on a Quest for a Golden Banana
Lost the Quest 'Quest for the Golden Banana'
Killed by a Massively Stronger Foe in One of the Disc Radar Installations
Dropped Enough Relevant Gear During a Time of Enough Cosmic Weight to Make a Death Specialist Become Unique
Barred (At a Minimum Temporarily) From Disc 40
Partook in the Feast of Realities Unworked and Reborn
Has Consumed 5 Attunement Book: Abjurer
Has Consumed 5 Attunement Book: Alchemist
Has Consumed 5 Attunement Book: Arcane Vizier
Has Consumed 5 Attunement Book: Artificer
Has Consumed 5 Attunement Book: Bard
Has Consumed 5 Attunement Book: Blazing Sultan
Has Consumed 5 Attunement Book: Channeler
Has Consumed 5 Attunement Book: Diviner
Has Consumed 5 Attunement Book: Druid
Has Consumed 5 Attunement Book: Ebon Chancellor
Has Consumed 5 Attunement Book: Elementalist
Has Consumed 5 Attunement Book: Enchanter
Has Consumed 5 Attunement Book: Eternal Champion
Has Consumed 5 Attunement Book: Geomancer
Has Consumed 5 Attunement Book: Healer
Has Consumed 5 Attunement Book: Heir to the Future
Has Consumed 5 Attunement Book: Kensei
Has Consumed 5 Attunement Book: Mentalist
Has Consumed 5 Attunement Book: Mind Lord
Has Consumed 5 Attunement Book: Monk
Has Consumed 5 Attunement Book: Necromancer
Has Consumed 5 Attunement Book: Ocean Prince
Has Consumed 5 Attunement Book: Priest
Has Consumed 5 Attunement Book: Ritualist
Has Consumed 5 Attunement Book: Scientist
Has Consumed 5 Attunement Book: Shrine Maiden
Has Consumed 5 Attunement Book: Summoner
Has Consumed 5 Attunement Book: Thief
Has Consumed 5 Attunement Book: Transmuter
Has Consumed 5 Attunement Book: Wanderer
Has Consumed 5 Attunement Book: Warlock
Has Consumed 5 Attunement Book: Warrior
Has Consumed 5 Attunement Book: Wizard
Has Consumed 5 Attunement Book: Radiant Hierophant
Has Consumed 2 Essence Sphere: Advisor
Has Consumed 2 Essence Sphere: Chef
Has Consumed 2 Essence Sphere: Commander
Has Consumed 2 Essence Sphere: Counselor of Faerie
Has Consumed 2 Essence Sphere: Deathless One
Has Consumed 2 Essence Sphere: General
Has Consumed 2 Essence Sphere: Lord of War
Has Consumed 2 Essence Sphere: Mech Jockey
Has Consumed 2 Essence Sphere: Power Trooper
Has Consumed 2 Essence Sphere: Ritualist
Has Consumed 2 Essence Sphere: Roboticist
Has Consumed 2 Essence Sphere: Shadow Blade
Has Consumed 2 Essence Sphere: Smith
Has Consumed 2 Essence Sphere: Warlord
Has Consumed 5 Essence Sphere: Abjurer
Has Consumed 5 Improved Essence Sphere: Abjurer
Has Consumed 5 Essence Sphere: Alchemist
Has Consumed 5 Improved Essence Sphere: Alchemist
Has Consumed 5 Greater Essence Sphere: Alchemist
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Artificer
Has Consumed 5 Improved Essence Sphere: Artificer
Has Consumed 5 Greater Essence Sphere: Artificer
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Assassin
Has Consumed 5 Essence Sphere: Auramancer
Has Consumed 5 Improved Essence Sphere: Auramancer
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Improved Essence Sphere: Bard
Has Consumed 5 Greater Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Beastmaster
Has Consumed 5 Improved Essence Sphere: Beastmaster
Has Consumed 5 Greater Essence Sphere: Beastmaster
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Greater Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Botanist
Has Consumed 5 Improved Essence Sphere: Botanist
Has Consumed 5 Greater Essence Sphere: Botanist
Has Consumed 5 Essence Sphere: Caliph of Corrosion
Has Consumed 5 Improved Essence Sphere: Caliph of Corrosion
Has Consumed 5 Essence Sphere: Captain
Has Consumed 5 Improved Essence Sphere: Captain
Has Consumed 5 Greater Essence Sphere: Captain
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Conjuror
Has Consumed 5 Improved Essence Sphere: Conjuror
Has Consumed 5 Essence Sphere: Controller
Has Consumed 5 Improved Essence Sphere: Controller
Has Consumed 5 Essence Sphere: Countess of Power
Has Consumed 5 Improved Essence Sphere: Countess of Power
Has Consumed 5 Essence Sphere: Crafter
Has Consumed 5 Improved Essence Sphere: Crafter
Has Consumed 5 Greater Essence Sphere: Crafter
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Doombringer
Has Consumed 5 Improved Essence Sphere: Doombringer
Has Consumed 5 Essence Sphere: Driver
Has Consumed 5 Improved Essence Sphere: Driver
Has Consumed 5 Greater Essence Sphere: Driver
Has Consumed 5 Essence Sphere: Druid
Has Consumed 5 Improved Essence Sphere: Druid
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Greater Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Enchanter
Has Consumed 5 Essence Sphere: Engineer
Has Consumed 5 Improved Essence Sphere: Engineer
Has Consumed 5 Greater Essence Sphere: Engineer
Has Consumed 5 Essence Sphere: Enslaver
Has Consumed 5 Improved Essence Sphere: Enslaver
Has Consumed 5 Essence Sphere: Eternal Champion
Has Consumed 5 Improved Essence Sphere: Eternal Champion
Has Consumed 5 Greater Essence Sphere: Eternal Champion
Has Consumed 5 Essence Sphere: Flux Baron
Has Consumed 5 Improved Essence Sphere: Flux Baron
Has Consumed 5 Greater Essence Sphere: Flux Baron
Has Consumed 5 Essence Sphere: Gatekeeper
Has Consumed 5 Improved Essence Sphere: Gatekeeper
Has Consumed 5 Greater Essence Sphere: Gatekeeper
Has Consumed 5 Essence Sphere: Gearwright
Has Consumed 5 Improved Essence Sphere: Gearwright
Has Consumed 5 Greater Essence Sphere: Gearwright
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Gunner
Has Consumed 5 Improved Essence Sphere: Gunner
Has Consumed 5 Essence Sphere: Healer
Has Consumed 5 Improved Essence Sphere: Healer
Has Consumed 5 Greater Essence Sphere: Healer
Has Consumed 5 Essence Sphere: Heir to the Future
Has Consumed 5 Improved Essence Sphere: Heir to the Future
Has Consumed 5 Greater Essence Sphere: Heir to the Future
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 4 Improved Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Kensei
Has Consumed 5 Improved Essence Sphere: Kensei
Has Consumed 5 Essence Sphere: Kinetic Emperor
Has Consumed 5 Improved Essence Sphere: Kinetic Emperor
Has Consumed 5 Essence Sphere: Mad Scientist
Has Consumed 5 Improved Essence Sphere: Mad Scientist
Has Consumed 5 Greater Essence Sphere: Mad Scientist
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Greater Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Master of Monsters
Has Consumed 5 Improved Essence Sphere: Master of Monsters
Has Consumed 5 Essence Sphere: Matrix Keeper
Has Consumed 5 Improved Essence Sphere: Matrix Keeper
Has Consumed 5 Essence Sphere: Mechanist
Has Consumed 5 Improved Essence Sphere: Mechanist
Has Consumed 5 Superior Essence Sphere: Mechanist
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Greater Essence Sphere: Mentalist
Has Consumed 5 Essence Sphere: Merchant
Has Consumed 5 Improved Essence Sphere: Merchant
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Improved Essence Sphere: Mind Lord
Has Consumed 5 Greater Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Musician
Has Consumed 5 Improved Essence Sphere: Musician
Has Consumed 5 Greater Essence Sphere: Musician
Has Consumed 5 Essence Sphere: Necromancer
Has Consumed 5 Improved Essence Sphere: Necromancer
Has Consumed 5 Greater Essence Sphere: Necromancer
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Greater Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Priest
Has Consumed 5 Improved Essence Sphere: Priest
Has Consumed 5 Greater Essence Sphere: Priest
Has Consumed 5 Essence Sphere: Protector
Has Consumed 5 Improved Essence Sphere: Protector
Has Consumed 5 Essence Sphere: Ravager
Has Consumed 5 Improved Essence Sphere: Ravager
Has Consumed 5 Greater Essence Sphere: Ravager
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Greater Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Seakeeper
Has Consumed 5 Essence Sphere: Seer
Has Consumed 5 Improved Essence Sphere: Seer
Has Consumed 5 Essence Sphere: Shrine Maiden
Has Consumed 5 Improved Essence Sphere: Shrine Maiden
Has Consumed 5 Essence Sphere: Slayer
Has Consumed 5 Improved Essence Sphere: Slayer
Has Consumed 5 Greater Essence Sphere: Slayer
Has Consumed 5 Essence Sphere: Snow Queen
Has Consumed 5 Improved Essence Sphere: Snow Queen
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Swordsman
Has Consumed 5 Improved Essence Sphere: Swordsman
Has Consumed 5 Essence Sphere: Technomancer
Has Consumed 5 Improved Essence Sphere: Technomancer
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Thief
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Improved Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Veilwalker
Has Consumed 5 Improved Essence Sphere: Veilwalker
Has Consumed 5 Greater Essence Sphere: Veilwalker
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Warlock
Has Consumed 5 Improved Essence Sphere: Warlock
Has Consumed 5 Greater Essence Sphere: Warlock
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Weirdworker
Has Consumed 5 Improved Essence Sphere: Weirdworker
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Improved Essence Sphere: Wind Duke
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Wizard
Has Consumed 5 Essence Sphere: Radiant Hierophant
Has Consumed 5 Improved Essence Sphere: Radiant Hierophant
Has Consumed 5 Greater Essence Sphere: Radiant Hierophant
Has Consumed 5 Essence Sphere: Thermonuclear Disciple
Has Consumed 5 Improved Essence Sphere: Thermonuclear Disciple
Has Consumed 10 Manual of A Thousand Arts
Has Used 5 Book of Gates
Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the 'Seizing the Center' Event Match
Has Reached Round 50 in an Endurance Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Winter's Grasp" Event Match" Event Match
Has Won the "You'll Never Get Me Pot o' Gold!" Event Match
Has Won the "The Rehanging" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Four Elementals" Event Match
Has Beaten 39 Bosses in Boss Rush Mode
Has Completed the Task "First Holy Imperial Challenge of Worth: Test of Fortune"
Has Completed the Task "Second Holy Imperial Challenge of Worth: Test of Skill"
Has Completed the Task "Third Holy Imperial Challenge of Worth: Test of War"
Has Completed the Task "Fourth Holy Imperial Challenge of Worth: Test of Seeking"
Has Completed the Task "Fifth Holy Imperial Challenge of Worth: Test of Mastery"
Has Completed the Task "Sixth Holy Imperial Challenge of Worth: Test of Stamina"
Has Completed the Task "Seventh Holy Imperial Challenge of Worth: Test of Echoes"
Has Completed the Task "Eighth Holy Imperial Challenge of Worth: Test of Time"
Has Completed the Task "Ninth Holy Imperial Challenge of Worth: Test of Collecting"
Has Completed the Task "Tenth Holy Imperial Challenge of Worth: Test of Combat"
Has Completed the Task "Eleventh Holy Imperial Challenge of Worth: Test of Remembrance"
Has Completed the Task "Twelfth Holy Imperial Challenge of Worth: Test of Choices"
Has Studied 1 Set(s) of Carvings Made by Sir Gideon of Gyrrhult
Modified Stats:
Dulcinea de Montreal, Nightmares' Angel, Divine Bride of Mecha-Vashna
Level 39
Outsider, Wonder & Technology & Water
HP: 1,162,720
MP: 1,626,250
STR: 3,900 (capped)
AGI: 3,900 (capped)
CON: 3,900 (capped)
MIN: 10,650 (capped)
SPI: 5,000 (capped)
Defense
+39,000 Defense
Wearer regenerates 360,000 HP and 360,000 MP at the start of each round
90% Dodge
+2% Dodge
62% Resilience
+0% Resilience
1% Hope Resistance
1% Magic Resistance
5% Aerial Resistance
5% Anarchomancy Resistance
5% Aquatic Resistance
5% Darkness Resistance
5% Earth Resistance
5% Elemental Resistance
5% Elemental Magic Resistance
30% Chaos Resistance
30% Destruction Resistance
30% Physical Resistance
30% Technology Resistance
30% Water Resistance
60% Drowning Resistance
100% Diseased Resistance
100% Poison Resistance
100% Stat Drain Resistance
Individuals below Level 40 cannot inflict status effects on possessor
Immune to Fatigued: Asleep, Poison: Irradiated, and Stat Drain
Possessor gains 30% Ice Resistance that only applies to sources that are allies of possessor or possessor
Possessor gains Drowning Immunity against sources below Level 20
Wielder gains Immunity to Drowning (but not its sub-status effects)
Possessor's Defense may not be pierced by sources below Level 20
Entities below Level 40 cannot Critical wielder
Individuals below Level 20 may not inflict negative status effects on possessor
Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element
<<THE FOLLOWING TO BE CAPPED AND ADDED BASED ON DEFENCE-CAPPING STAT>>
+30,000 Defense
-----
+60,000 Defense
+35,800 Defense
+24,000 Defense
+62,000 Defense
<<>>
+50 Defense Against Atomic and Technology
+550 Defense Against Hope and Magic
+40,000 Defense Against Water
+120 Defense Against Stat Damage
+200 Defense Against STR, AGI, CON, MIN, SPI Damage
Offense
+61,955 Magical Attack (Darkness & Magic & Water & Destruction & Fate & Light & Spatial & Whimsy & Wonder)
162% To-Hit
+62% To-Hit
+2% To-Hit if wielding two weapons
160% inflicts Paralyzed
100% inflicts Charm
100% inflicts Charm: Impressed
100% may inflict Fatigued: Stun
100% may inflict Drowning
80% may inflict Drowning: Tide-Trapped
Wielder's 'Ranged Attack' and 'Magical Attack' actions may unsummon targets that are below Level 30
Wielder's 'Magical Attack' actions may use Mind as their Prime Attribute and may gain '1 hit against 40,000'
Quantities of Air element Damage dealt by possessor are increased by 5,550 points
Quantities of Atomic element Damage dealt by possessor are increased by 5,550 points
Quantities of Electrical element Damage dealt by possessor are increased by 5,550 points
<<THE FOLLOWING TO BE CAPPED AND ADDED BASED ON ATTACK-CAPPING STAT>>
+1,950 Magical Attack
+5 Magical Attack
-----
+44,444 Magical Attack
+62,200 Magical Attack
+25,000 Magical Attack
+24,000 Magical Attack
+40,000 Magical Attack
+15,000 Magical Attack
<<>>
Pet, Summon, and Transformation Bonuses
Wielder's summons may not be unsummoned by opponents below Level 40
Wielder may summon up to 4 Aquatic, Spirit, or Water-element Elemental from the Enemy List that are below Level 40 and normally fightable for drops at the start of each round, Max 200 summoned
Wielder may spend an action and choose an entity in any battlespace within the same battle that is below Level 40, and, upon choosing said entity, select an entity that it could summon that is on the Enemy List that is below Level 40, that is normally fightable for drops, and that is an Aquatic, Spirit, or Water-element Elemental and then acquire a buff that stacks 200 times that both allows its possessor to spend an action to summon said chosen summoned entity and that prevents said chosen non-summoned entity from summoning said summon while said buff is present on its possessor, provided its possessor is a different individual than said individual and that its possessor is both alive and within the same battle (but regardless of what battlespace both said individual and said possessor are in), Max 200 summoned across all summon types
Wielder's Aquatic summons gain the element Whimsy
Wielder may spend an action to summon up to 5 Aquatics from the Enemy List that are below Level 60 and normally fightable for drops, Max 30 summoned
Wielder may spend an action to unsummon an equal-or-lower-Level non-unique Horror and, if said unsummoning is unsuccessful, summon an Aquatic of Level equal to or lower than said Horror (with a separate max of 1 summoned)
Zone and Terrain Effects
Wielder may spend an action to create up to 4 Zones of Water
Wielder may choose to count as being in a Zone of Whimsy & Water if at least one Whimsy-element Aquatic is present in the same battlespace
+10 to all stats if Terrain or Phantom Terrain is present
+50 to all stats if possessor is in a Zone
+200 to all stats if a Zone, Terrain, or Phantom Terrain is present
+50 to all stats while in a Zone of Technology
+60 to all stats while in a Zone of Earth
+550 to all stats while in a Zone of Darkness, Hope, or Magic
+1,860 to all stats while in a Zone of Water
+25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness or Technology
+100 to all stats if the terrain or phantom terrain is Battlefield
Brought Along wrote:1,000,000,000 Gold
Enchanted Gear:
Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Mystical Invention: Engine of Wishes- (Spell, Technomancy, Magic & Technology, 500,000 MP, 50,000,000 Gold) Caster replicates the effect of any ability performable by an Entity on the Enemy List that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though a copy of said entity is performing said action, May be cast a max of 24 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 5,000,000 Gold to cast, Has RP effects
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Mystical Invention: Exorcismal Glyph Projecting Holo-Working- (Spell, Technomancy, Light, 60,000 MP, 6,000,000 Gold) Caster obtains a non-stacking buff that cancels all effects (that mark individuals as Haunted and that cause entities to treat other non-allied entities as transformations) that come from sources below Level 40 at the start of each round and that cures all entities in caster's battlespace of Hexed: Haunted at the start of each round
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Unenchanted Gear:
Greater Shining Blade of Healing Light- (Weapon, Sword, Life & Light, 21,000,000 Gold) +21,000 Melee Attack, +21,000 STR, +21,000 CON, +21,000 SPI, 40% may inflict Awestruck, Wielder regenerates 21,000 HP at the start of every round, Wielder's 'Melee Attack', 'Magical Attack', 'Overdrive', 'Melee Overdrive', and 'Attack with Finesse' actions gain 'May Heal'
w/Rune of Yashekmo (2)- Provides +12,000 MP, Possessor's Fire element attacks deal 120,000 additional Damage, Affects Armor, Weapons, Pets, and Accessories, Inscribed Rune
Hyperenchanted Sorceror Coral Wand- (Weapon, Wand, Magic & Water, 14,000,000 Gold) +14,000 Magical Attack, +14,000 SPI, 30% Water Resistance, 20% Magic Resistance, Wielder Regenerates 100,000 HP and 100,000 MP per round
2 Queen of Winter's Blade- (Weapon, Sword, Ice, 25,000,000 Gold) +25,000 Melee Attack, +21,500 Magical Attack, 30% inflicts Frozen, This item's presence at the start of each round counts as a casting of Call Unto Seasons: Winter
RAGE Brewer- (Weapon, Other: Teapot, Fury, 45,000,000 Gold) +45,000 Melee Attack, +45,000 Magical Attack, Wielder's 'Magical Attack' and 'Overdrive' actions use Strength as their Prime Attribute, 60% inflicts Confusion: Enraged, Burning, Drowning, Mindblasted, and Impaired: No Sense of Taste
Supremely Elegant Teapot- (Weapon, Other: Teapot, Nobility & Glory, 45,000,000 Gold) +45,000 Melee Attack, +45,000 Magical Attack, +45,000 to all stats, 60% inflicts Charm, Charm: Impressed, and Mindblasted
Arcane Infrastructure: Lesser Mystical Geoprocessing- (Spell, Technomancy, Magic & Technology, 0 MP, 1,000,000 Gold) Caster regenerates (The number of Zones present, to a max of (Caster's number of Technomancer abilities + Caster's number of Geomancer abilities, to a max of 500)) * 5,000) MP
Greater Treat-Debuff- (Spell, Healer Magic, Light, 60,000 MP, 60,000,000 Gold) Caster cures all stacked instances of target debuff on target individual that comes from a source below Level 60, Caster must either be Level 40 or greater or must possess the ability 'Healer' or the ability 'Doctor'
Greater Vivify- (Spell, Healer Magic, Light, 400,000 MP, 40,000,000 Gold) Target obtains a non-stacking buff that causes its possessor to Regenerate 400,000 HP at the start of each round, Caster must be Level 20 or greater and must possess the ability 'Healer'
Parallel Mageblast: Gaze of the Star Oculus- (Spell, Technomancy, Astral, 65,000 MP, 6,500,000 Gold) +6,500 Magical Attack, +6,500 Ranged Attack, Target's stats are scanned
Parallel Mageblast: Gravity Crusher- (Spell, Technomancy, Technology & Astral, 250,000 MP, 25,000,000 Gold) +25,000 Magical Attack, +25,000 Ranged Attack, 50% inflicts Antimatter: Gravity Lock, 50% inflicts Antimatter: Gravity Lock: Gravity Well, Caster must be Level 20 or greater
Parallel Mageblast: Helix Rewriter- (Spell, Technomancy, Life & Toxin, 150,000 MP, 15,000,000 Gold) +15,000 Magical Attack, +15,000 Ranged Attack, Target obtains 30% Minor Negative Status Effect Weakness as a non-stacking debuff, Target obtains a non-stacking debuff that makes its summons' Natural stat values 15,000 points lower, Caster must be Level 20 or greater
Parallel Mageblast: Mana-Pattern Detonation- (Spell, Technomancy, Energy, 300,000 MP, 30,000,000 Gold) +30,000 Magical Attack, +30,000 Ranged Attack, 200% inflicts Fatigued: Stun, 5% inflicts Cursed: Depatterned, Target loses all buffs and debuffs from sources below Level 60 and, if target is below Level 60, as a debuff that stacks 5 times, target loses a random Constant Effect or Passive Ability, Caster must be Level 20 or greater
Parallel Mageblast: Mystic Disruption- (Spell, Technomancy, Magic & Technology & Chaos, 150,000 MP, 15,000,000 Gold) +15,000 Magical Attack, +15,000 Ranged Attack, 200% inflicts any one minor negative status effect, 100% inflicts any one moderate negative status effect, 1 hit against 50, Caster must be Level 20 or greater
Parallel Mageblast: Piercing Repeater- (Spell, Technomancy, Technology & Energy, 160,000 MP, 16,000,000 Gold) +16,000 Magical Attack, +16,000 Ranged Attack, This action pierces 16,000 Defense, This action is repeated against the same targets at the start of each round if caster did not repeat another action already on said round, Caster must be Level 20 or greater
Pseudouniversal Solvent- (Spell, Alchemy, Acid, 10,000 MP, 10,000,000 Gold) +10,000 Magical Attack, +10,000 Ranged Attack, May deal no damage and remove any one buff or debuff from a target that comes from a source below Level 80 that is not 20 or more Levels greater than caster
Dulcinea approaches the Gate to Seirei, strange flower growing from her head and Professor Rubiaceae at her side. "Let us step forth, Professor! For Glory! For Knowledge! For SCIENCE!"
Dulcinea de Montréal, Nightmares' Angel | Celestine von Reuter, The Clockwork Fairy | Ryuutarou Ishinori, The Spirit of Ramen | Willoughby the Atomikitty
Enrica Stracciatella
Professor Jack Durham
The Cydonian Rangers: Anaximander Lamda-Sigma-1, Chief Ranger
The Grand Fraternal Order and Wondrous Guild of the Citadel of the Fisherman
The Church of Timeless Truth
The Society for the Appreciation of Innovation and Noble Tradition
Enrica Stracciatella
Professor Jack Durham
The Cydonian Rangers: Anaximander Lamda-Sigma-1, Chief Ranger
The Grand Fraternal Order and Wondrous Guild of the Citadel of the Fisherman
The Church of Timeless Truth
The Society for the Appreciation of Innovation and Noble Tradition
- Ordo Hereticus
- Inquisitor
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- Joined: Wed May 27, 2020 10:26 pm
- Location: Sanctum Prioris, Holy Terra
Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which art is appreciated, and issues of law remain unresolved
Aeromage wrote: Dulcinea and the Professor step out of an elaborately-carved portal and into a palatial hall of shining jade and marble. Opulently-wrought pillars of green jade support soaring, vaulted ceilings and archways, reliefs worked into the stone depicting legendary beasts and mighty spirits. Ornate carving on the walls, picked out in semiprecious stones, show yet more impressive works, impressive-looking creatures doing battle with each other as well as figures in robes and veiled hats. Vast windows with complex patterns are set high into the walls, with brilliant sunlight pouring through and illuminating the floor with dazzling rays.
Small groups of individuals in grey robes and tall hats, and some in red and white stand here and there, conversing, reading tomes or, for the most part, observing the exceptionally flashy and sparkly visitor.
The hall is bisected by a line of desks, each made of the same marble as the floor and carved to appear as if growing straight out of it. Three are manned at present- the central one is occupied by a severe-looking woman with an array of long, golden hairpins securing a fanlike hairstyle, flanked by guards in emerald-green armour. To her left, a bespectacled middle-aged man sits at a desk of his own, the desk to her right occupied by a younger man wearing a thin copper circlet, both with guards of their own. All three wear identical, somewhat gaudily-coloured robes.
Behind the pair, Ryuutarou in dragon-form enters from the portal.
The Nottest of Daves wrote: As Dulcinea crosses the room toward the bespectacled man, she will attempt to identify the (presumable) spirits in the artwork around her.
She uses:
Knows Many Common Types of Spirits- (Passive Ability, Binder) Possessor counts as 3 Levels higher (to a maximum of 99) for the purposes of scanning non-Unique Spirits
Analyse Spiritual Entity- (Technique Ability, Scientist) Possessor scans target Spirit and, if successful, may treat target's Weaknesses as 5% higher and Resistances as 5% lower
Knowledge of Common Spirits- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Spirits
to assist her efforts.
Aeromage wrote: The artwork is examined! There's an awful lot of spirits (she thinks) in there. One large piece looks like it depicts various different types of Tengu. There's diminutive Kotengu, Tengu rising above them, Great Tengu commanding those, Great Tengu Sages, Forest-Guardian Tengu, what she thinks is some variant of a Great Tengu Swordsman only more impressive, and an enormous creature with multiple pairs of immense burning crow wings and a head that is a cross between a that of a tengu and a vicious dog depicted above them all, hurtling out of a starry expanse towards the crowd below.
She also sees kitsune, tanuki and kami of various stripes, both of animals and terrain. One Mountain Kami has a procession of Yuki Onna trailing from it, all coming to pay tribute to one of the robed and veiled figures that take prominent place in each work.
Many other works contain or are bordered by lesser spirits- Kasa-Obake, burning butterflies, flower-spirits and nekomata.
There's also a lot of other entities she just doesn't recognise.
The bespectacled clerk shifts his glasses up his nose to get a better look at the visitor and her attendant plant-man, smiling as they approach. "...fascinating. Good afternoon and welcome, both of you, to the world of Seriei. I'll have your papers ready for you shortly. They'll include information on our laws and about the August Order of Spirit Tamers who uphold order and protect the people of this world- please be sure not to interfere with their duties and to treat them with the greatest of respect. They do vital work to uphold the safety of humanity."
As he speaks, the man pulls a shiny key from his sleeve, which glows softly. A ghostly hand fades into view holding a quill pen, drifting to a stack of papers on the desk and rapidly filling the top page with neat, cursive script. "Just behave like a decent sort and I'm sure you'll encounter no trouble as you take in the sights. Do be careful, however- while the Great House Clavis ensures their lands are free from spiritual incursion, you may still find examples roaming here and there in the less-populated parts of the province. Exercise caution, avoid undue risk, and I am certain your visit shall be free of worry."
The hand rapidly completes the first page, sweeping it aside to fill the next, then the next. The clerk picks the papers up to review them. "Dulcinea de Montréal, eh? Fascinating name. Do let me know if there is any information I can provide to make your visit a more pleasant one." The papers are stamped and pushed towards Dulcinea.
The Nottest of Daves wrote: "Are you familiar with a plant expert by the name of Gramman, who resides in Clavia? I have several issues to discuss with him," She gestures to the flower growing from her head, "but I do not know where in the city he works or resides."
Aeromage wrote: "Ah, you must be referring to Serro Gramman!" The clerk chuckles. "Quite the eccentric, but certainly possessed of a talent for plantlife. Quite the busy sort, by all accounts, but such a peculiar affliction- not to mention your companion- is likely to pique his interest. His famous botanical centre is located at the southern edge of the Mercantile Layer of Clavia. Quite hard to miss, if one were to walk across the city, but I will provide you with some maps to speed your way."
As he speaks, the ghostly hand once more begins rapidly filling in paper with lines and designs, sweeping the completed works to the clerk for appraisal. The man adjusts his glasses and nods.
"Yes, I believe these will do nicely."
Dulcinea gets:
*Dulcinea's Papers from the Seirei Portal- (Bound Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI
Map of Clavia- (Item, Antiquity, Earth & Light & Darkness, 300 Gold)
Map of the Clavia Province- (Item, Antiquity, Earth & Light & Darkness, 700 Gold)
"Is there anything else I might be able to assist you with today?"
The Nottest of Daves wrote: "I believe that is all, good sir! Many thanks!" She nods her head, and departs into the wider lands of Seirei.
Dulcinea follows the road signs down to the City of Clavia. While walking, she will have the Professor read through the reference documents handed to them earlier, and then expound upon them in his traditional lecture format.
Aeromage wrote: Dulcinea and the Professor make their way through the opulent halls, passing vaulted corridors and side chambers, manicured grounds and courtyards, until they finally leave the complex proper and finds themselves on a wide, smooth, white-stone road running west-east. The surrounding land is lush, gently rolling countryside, filled with colourful wildflowers (which, to Dulcinea's mind, assisted as it is with botanical knowledge, look to be rather too neatly-arranged to have grown there naturally) and green grass, and exceptionally bright- high above, in the cloudless sky, a vast moon hangs, its surface a mass of shifting reds and golds. Darker patches slowly surface and subside, spectacular prominences leaping from its surface and arcing into and beneath other parts of its exterior. Occasionally, sections of the lava-hued mass part and shift to reveal whorls and cracks of blinding, brilliant light from within the celestial body. Perhaps it would be comparable to a darker sun, but that would be suggesting the thing wasn't painful to look at for any length of time. A smaller moon, brown and scarred and unpleasant to behold, hangs low in the western sky.
A stiff wind blows from the east, carrying the scents of wildflowers, hay and drying grasses.
Someone has helpfully erected a white-stone signpost opposite the road to the portal complex. It states that Clavia, Camberton, Mornhill and Albric's Hollow are to be found to the west, while Marefore, Pella and Dewbrook lie to the east.
Dulcinea sets off, passing her papers to the Professor to read through and lecture from! Things almost derail right off the bat as her head-flower dusts her with soporific pollen, making her eyes droop and limbs heavy. Fortunately, the Professor's energetic aura, combined with swift application of coffee, prevents her from nodding off and restores her to wakefulness.
"Now, let me see what I have here. According to the materials provided, I do believe the best place to start would be..."
The Professor begins a long, yet informative lecture, supported by further cups of coffee!
The world of Seirei (he relates) was once overrun and conquered by spirits. Cruel and capricious, they enslaved humanity, using them as servants, tools, pets and playthings. While legends differ on how it came about, some members of humanity learned or wrested from spirits the secrets of Binding and Spirit Magic, and used them to drive back the spirits into the Spirit World, variously capturing and taming examples of their number to assist in the efforts and further amplify their powers. These humans, he explains, became the first Spirit Tamers, and helped usher humanity into a golden age.
Many thousands of years later, a great catastrophe befell the world, wherein Maltius, the Nightmare Moon, ripped open the sky and entered the world, ravaging its surface and killing all in its sight. Humanity, again greatly assisted by the Spirit Tamers, built cities deep underground to take shelter from the Moon and recover from their ordeals.
Centuries later, the Great Tamer Falciem Luca, assisted by the strongest Tamers of the time from around the world, enacted a great Binding to imprison the Nightmare Moon, forcing it into dormancy and forever locking away its power. With this great success having been achieved, the Spirit Tamers once again led humanity to the surface of the world, only to find it a ravaged wasteland plagued with wild spirits and terrible curses. Seeking to restore life to the world, and provide both hope and direction to the vulnerable members of the (greatly diminished) general population, the Tamers took up the duty to guide and protect humanity in this new age as they set about repairing the damage the Nightmare (now Dreaming) Moon had caused.
During this new age, the Dirim and Aptim were created from humanity as the Great Tamer Falciem Luca freed a city overtaken by a powerful spirit and undone its terrible experiments upon the residents to bind spirits to humans. Those that accepted the Great Tamer's offer of help to purge them of spiritual corruption became pure humans known as Dirim, whose bodies and souls the malign magic of spirits could never touch, yet could grasp and tear apart both spirits and their works with ease. Those that refused and, in their mad corruption, fled, became the ancestors of the Aptim, cursed half-spirits whose inhuman forms and innate spiritual manifestations frequently led to them being outcast, the majority becoming beggars and criminals.
"I have the distinct impression," the Professor interjects, adjusting his green-stemmed spectacles, "that the original author of this particular account was not without bias."
The Spirit Tamers, who are part of the August Order of Spirit Tamers, are something of a combination of ruling nobility, protectors of the people, and bulwark between the 'physical and spiritual worlds'. They are, at present, the highest authority that exists and, as such, are to be treated with the utmost respect and deference wherever they go. To disrespect or disobey a Spirit Tamer is a grave crime indeed.
The greater Order of Spirit Tamers is split into 'Houses', which are some sort of combination of ruling dynasty and general organisation. The Houses are additionally split into Major and Minor Houses, with the Major Houses all being able to trace their roots back to the sealing away of the Nightmare Moon and being noted as the greatest of the powers of the world. The Minor Houses are mentioned as either previously being Major Houses, or offshoots of Major Houses that were powerful enough to make their own name in the world.
The Major Houses are noted as being House Gladia (The House of Blades), House Unda (The House of Cups), House Venifi (The House of Wands), House Aevus (The House of Bells), House Peritia (The House of Books), and House Aetherius (The House of Coins).
"While it appears to avoid stating it directly, I have reason to believe that House Clavis, the ruling House of these parts, is among the ranks of the Minor Houses, rather than the Major examples," the Professor explains.
He continues, telling of the Four Moons that govern the world's seasons- Vernat, the Verdant Moon, whose green light brings forth bountiful crops and harvests; Arden, the Blazing Moon, which banishes the night and provides an uninterrupted long, bright summer; Canta, the Singing Moon, whose crystalline beauty and chiming winds bring cooler weather and fleet travel, and Cintho, the Aqueous Moon, whose swirling face heralds the coming of the snows and rains.
He finishes with a run-down of the laws mentioned in the papers- most of them appear to be the standard ones would expect of civilisation, but there are also laws against 'consorting with spirits without holding a position of due authority', 'trafficking of unregulated antiques or spiritual treasures', 'interference with the duties of the Order', and 'possession or use of effects or accoutrements of the Houses of the Order without permission' among a list of other Order-related laws including statements that impersonation of, violence against, or conspiracy to cause harm or damage to members or factions of the various Houses or their reputations are also unlawful.
The papers also warn travelers against the dangers of spirits and the spirit world, and provide a detailed description of the Order's mode of dress and their duties to 'better inform the visitor of the Order's great and vital responsibilities that they might be able to continue to work undisturbed'.
Does Dulcinea have any other questions while she travels?
The Nottest of Daves wrote: "Professor, is the crime of 'consorting with spirits without holding a position of due authority' further described? The Citadel has the ability to summon spirits, should I choose to use it to do such, and I would hate to break the law by doing so without being sure..."
Aeromage wrote: The Professor adjusts his glasses and shuffles through the papers once more.
"The wording here is rather vague, and certainly nothing approaching a proper legal document. Given the potted history provided and the other evidence at hand, however, I would surmise it would follow that any contact with spirits not expressly permitted by these Houses of the Order would be in contravention of the law. I would advocate you err on the side of caution and avoid utilising that particular facet of the Citadel's power whilst we sojourn here."
The Nottest of Daves wrote: "Hmph! Very well..." she lightly fumed, crossing her arms sharply. "If I must, but I'm rather displeased with such a blanket ban without a thorough explanation of the reasoning behind it... Oh well. Onward, Professor! We have not a... moment... to... zzz..."
"Have some coffee, Miss Dulcinea."
"zzz... Ah! Yes, thank you! Not a moment to lose!"
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
- Ordo Hereticus
- Inquisitor
- Posts: 110
- Joined: Wed May 27, 2020 10:26 pm
- Location: Sanctum Prioris, Holy Terra
Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which a hostile takeover is attempted, and in return a deal is made that cannot be refused
Aeromage wrote: Thus becoffee'd, Dulcinea and her plant-man companion pick up the pace and continue along the road to the west. The countryside becomes hillier the further they travel, grassy hills and wildflowers giving way to patches of woodland (some containing some odd-looking trees), the road starting to bend and snake as it wends its way through foothills and valleys.
It is soon after the duo pass a large side-road (a stone signpost helpfully declaring that 'Camberton, Upper Marchill, Lower Marchill' and the 'Vire Province' can be reached from the route) that they happen upon an upended cart, a guard in shabby green-coloured armour directing traffic around it.
Dulcinea is directed to walk off the road a short distance in order to get around it and to "not get yourself run over, miss, on account of all the carriages" and through a small wooded hollow when she is, quite abruptly, set upon by a motley band of what would probably be termed 'ne'er-do-wells'.
"Right, you'll be givin' us all of your valuables and letting us tie you up, or I'll be stabbin' you with this knife what I have here," growls one of the bunch, a scarred man whose otherwise intimidating act is offset by his large, fuzzy, pointed elf-like ears ending in fluffy tufts of white fur. "I'll be givin' you to the count... of...."
Affairs are interrupted by the Problematic Somnibloom choosing that moment to cause Sleepy Problems, everywhere. A huge cloud of purple pollen washes out from her head-blossom, hitting her, the knife-wielding fuzzy-eared man, and the various other brigands standing about in a menacing fashion. Someone falls out of a tree. Several fall over. Sleepy Problems reign.
The Nottest of Daves wrote: Dulcinea partakes of Aldriel's Blessing to withstand the oncoming Sleepy Problems, augmented by the good Professor's Caffeinating Aura.
Once fully awake, she'll take a good look at each of the sleeping bandits with Detective's Investigation.
Once she has successfully identified her assailants, she will use her knowledge of magical rituals to prepare a small circle and start a chant:
O Blessed Vernat,
who resides in skies above
to fill the lands beneath
with ever-abundant growth
O Luminous Vernat,
under whose light I flourish
in wisdom and knowledge
in growth and power
O Glorious Vernat,
I, thy conduit, call to thee
grant unto me thy bounty
that I may display your strength
This That I Am: Lesser Conduit of Vernat
With the power of Vernat flowing through this grove, she uses her Carefully Pruned Sprout of the Rootmind to encourage any handy trees and vines to reach out for the sleeping bandits, then bind them securely. Once they are all secured, she will have the Professor awaken them through application of caffeine, and then launch into a Lecture regarding their horrible life choices that have led them to this point. If she has determined that they have enough MIN to survive the full force of the Professor's Lecture, she will allow him to do so, otherwise he will hold back slightly, so as to allow the bandits to learn from their mistakes.
Aeromage wrote: Dulcinea, aided by both her blessing and the Professor, shakes off the Sleepy Problems and investigates her would-be assailants!
There's four of them. Besides the fuzzy-eared man (who, she notes, also has large patches of white fur running up his arms and legs), there is also a young man with copper-coloured metallic bands apparently growing around his arms, legs and neck with similar strips growing on his face and scalp (providing a weird, patchy-multi-mohawk look to his hair), what is possibly a teenage boy with horribly-scarred skin and a burlap sack with holes over his head who fell out of the tree, and a young lady with shiny black hands and strange, chunky horn-like spurs on her head.
All of them are dressed in stained or torn clothing, and none of them look like they've been eating particularly well in quite a while.
Through her detective-ing and Divination-granted extra scanning ability, she determines the bunch as the following:
*Caesan 'Stabs' Reno (Human & Spirit, Level 19). The fuzzy-eared guy. He's an Aptim, or at least that's what her scan's picking up. He has a few thief-skills and some skill with a knife and Combat Arts relating to knives. He also, notably, has the ability to launch balls and beams of his own blood. The problem with this is that it takes a chunk of his HP to use, with increasingly-bad penalties the more he does it, and doesn't appear to be significantly more effective than just stabbing people.
*'Crasher' Baddis (Human & Spirit, Level 16). The copper-banded younger man. Another Aptim. He also has a few thief skills, some Monk leanings and also the basics of some sort of Kinetic Emperor stuff. It looks like he has some minor momentum-based powers that let him plow through things with more force than he otherwise could if he gets enough of a run-up. This looks like it might come with the drawback of a complete inability to steer, which might explain the name.
*'Scary' Terris (Human & Spirit, Level 14). The bag-headed teenager. He has some Archer and Hunter skills, a few thief-skills centered around staying unseen rather than stealing, and the unfortunate power of being able to transform parts of himself into things he's terrified of, which he doesn't have the best control over.
*Polly Lode (Human & Spirit, Level 14). The shiny-handed young lady. She's got a bit of thievery, a bit of cooking-skill, a bit of Architect-skill (insofar as 'hitting people with tools' would count), and the questionably-useful ability to demagnetise things she's touching.
Dulcinea calls upon her power as a Lesser Conduit of Vernat, creating a ritual on the fly to set the trees to work for her! She has to strain a bit, as the trees aren't technically hers, but between her moon-connection (although she feels it isn't at its most powerful right now), her plant-brain and the ritual, the things stir into movement and wrap the bunch in roots to bind them securely to the ground.
The Professor, she determines, would probably be quite capable of lecturing them to death. While perhaps an interesting feat to witness, Dulcinea instead directs him to wake the brigands up through application of coffee and instead stick to a less-mind-destroying, more-blisteringly-chastising lecture on the path they've chosen to take and their terrible choice in profession.
This goes on for quite some time.
By the end of it, the thieves look pretty dazed, for the most part. The fuzzy-eared Caesan, perhaps by virtue of his higher level, looks to be the most lucid of the bunch after the fact and scowls at the duo.
"s'all very well and good you tellin' us about how bad we are and how bad we should feel for the things what we have done, but we are hardly goin' to be able to walk into a shop what sells things and say," he affects a high-pitched, nasal tone, "'Ooh 'scuse me sir, would you be givin' jobs for the likes of us what are half-spirit mongrels what your fine selves spit on?'"
He spits.
"Not that a fancy 'pure human' like what you are with your fancy clothes and fancy Aptim servant and fancy..." he looks at the self-propelled pipe organ, thrumming ominously behind her, "...whatever the thing what that is would know."
The Nottest of Daves wrote: "Hmmm... being rejected from legal employment certainly would be a problem for surviving without resorting to crime and brigandry..." She rubs her chin and ponders the problem. "Professor, was there anything in the registration papers from House Clavis regarding the legality of employing Aptim?"
Aeromage wrote: The Professor adjusts his glasses. "There was no mention of such, but, if you would permit me some leeway for reasonable postulation, between the language used to describe these Aptim and this fellow's mistaken belief that I, myself, number among their rank and the mention of being a servant therewith, I would believe it to be more a case of widespread racial discrimination than legal precedent. Should spirits be as hated and feared outside of the control of the Houses as these documents suggest, it would follow that those seen as bearing the taint of such entities, misguided or mistaken as it might be, would naturally be shunned by wider society."
He neatly shuffles the papers.
"As such, it would be a simple matter to extrapolate from there the most likely outcome- that the aforementioned demographic would fall into poverty and turn to crime and less salubrious professions in order to survive."
The fuzzy-eared bandit stares blankly at the Professor. "I am pretty sure that most of those words what you just said are made up."
The Nottest of Daves wrote: Dulcinea chuckles, "By no means! Though given the circles you are likely to have travelled in, and the likely lack of a formal education, you almost certainly have not had prior cause to encounter them. Still, there is an important question for all of you: if given the opportunity to do so while receiving sufficient income, shelter, and sustenance, would you be willing to abandon your criminal ways and live in accordance with the laws of the land?"
Aeromage wrote: "Yeah? And how are we s'posed to go doin' that, then?" The bandit's eyes narrow. "Here. Is this one of them things where you sweet-talk a guy what doesn't suspect anything with promises of gold and food and such and then BAM! You've gotten yourself signed up to a contract what has you bein' a slave for the rest of your life?"
The Nottest of Daves wrote: "No, no, no! Nothing of the sort! Honestly, if I was looking for slaves I could magic up something far more effective than you lot, more obedient too..." She huffs, then continues, "After I conclude my business in Clavia, I will be heading to Marefore in order to conduct several items of business; one of those being purchasing a number of commercial buildings that have recently fallen into the hands of the city government. I'd be willing to employ you at the businesses I would be organizing therein, provided you were willing to avoid breaking the law or otherwise involving yourselves in criminal activities."
Aeromage wrote: The bandit's narrowed eyes transform into an incredulous squint. Not, it occurs to Dulcinea, that he'd likely know the meaning of the word.
"...if you could magic up slaves what was--" he begins, then stops, cogs almost-visibly whirring between those fuzzy ears. His gaze shifts from Dulcinea, to the Professor, to Dulcinea (or, more accurately, to her opulent robes), to the variously tangled and dazed members of his unsuccessful bandit brigade.
"How much," he eventually begins again, selecting words with care, "Would you be employin' us lot for and to do what business work?"
The Nottest of Daves wrote: "I'd start you each out at 10,000 Gold per day, plus room and board somewhere on the purchased properties, with raises based on performance and evaluations performed by myself or one of my associates. As for what labor is entailed, we'd start with clearing out the shops and storage areas, cataloging all the items, then determining which I intend to keep for myself, and which I intend to sell. After that, depending on how well the training period goes, you might move into sales clerk roles; otherwise, you'd probably remain as stock workers and cleaners while receiving more training. Eventually, if you do well enough, you could earn yourselves positions in management, or make a move to my personal research team."
Aeromage wrote: The cogs continue to grind between the fuzzy extremities.
"How long are you wantin' us to be doin' this business for you? Is this one of them deals what has you signed up for life with no way out or else you send in the guys what make an example of you?"
The Nottest of Daves wrote: "If you find other gainful work, you are free to leave my employment; however, if I find you have returned to a life of crime and brigandry, I will be most displeased. You do not wish to experience my displeasure, I assure you."
Aeromage wrote: "Right. Right." The bandit's eyes dart nervously around the hollow, his arms testing the root-bindings apparently on reflex. "Well, uh, since you have been givin' us such a generous offer and I don't think the rest of the gang are in a right fit state to say diff'rent, I guess I will be takin' you up on the business what you want of the likes of us."
He pauses for a moment, eyeing up both the hollow and the lecture-fatigued group of younger Aptim.
"So, uh, if you would be seein' your way to untyin' us lot..."
The Nottest of Daves wrote: "Excellent, excellent!" She makes a grand gesture, directing the plants to release their captives. "Now, I'm currently on my way to the Serro Gramman Estate in the city of Clavia. Once we arrive, I'll find an Inn and rent out a room for you to stay in while I conduct my business. In the interest of keeping the everyone honest while I'm out, I'll be summoning some assistants to keep an eye on things, but that will wait until we're ensconced in privacy. Now, why don't each of you tell me something about yourselves while we walk..."
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Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which bathtime is mandatory, and the tuna comes without first being prepared and canned
Aeromage wrote: The plant roots release the bandits! The other gang members share a look. Their fuzzy-eared leader shakes his head. Apparently, Dulcinea being able to incapacitate the lot of them without even trying has convinced them that disobeying her would be a bad idea.
A rather awkward walk out of the woods ensues as Dulcinea asks the group to tell her something about themselves.
Stabs tells her he got his nickname "because of all the guys what he stabbed" and that time he "got stabbed by five guys at once without dyin'". She can't tell if he's trying to be intimidating, trying to put on a false front of bravado for the benefit of his gang, or trying to make himself feel less nervous at the whole situation. He might be telling the truth about getting stabbed, though. If he has blood-powers of some kind, maybe he unconsciously tries to keep as much of the stuff inside him as possible?
Crasher is pretty obviously not blessed with a great intellect. Whether this is due to his lack of education, his general nature, the repeated head trauma of using his power to run through all those houses he mentioned ("Like, right through 'em, so's we can get the stuff an' not go through doors what're locked") or some combination of the three is up for debate.
Scary doesn't talk much. He seems to have something of a speech impediment under that burlap bag of his, which occasionally writhes in unpleasant ways. He kind of sounds like an amateur ventriloquist that refuses to use their lips. Stabs mentions that he recruited Scary after he managed to scare everyone in a village away by accidentally turning his arms into huge spiders, leaving it free to plunder.
Polly apparently hasn't been with the gang for long enough to get a nickname. She says she used to work helping out in a kitchen before they found a human to replace her and kicked her out into the streets. Stabs picked her up not long after that when he found her walking along the road at night. She proudly boasts that the group has been 'eating a lot better' with her around. Given their present state, Dulcinea isn't sure whether that's a testament to how terrible a shape they were in before she came along, or how bad her cooking is.
Back on the road, people begin giving Dulcinea odd looks. Maybe it's the juxtaposition of her extravagant robes with the ragged, shabby bunch following her. It likely doesn't help that they look like bandits, talk like bandits, and (as she determines when the wind shifts direction), smell like bandits, occupying various positions on the middle to upper-middle ends of the Unpleasantly Fragrant Scale. A life of criminal vagabonding doesn't seem to involve much in the way of baths.
The Nottest of Daves wrote: "Hmm, looks like I might need to clean you all up before we get to town, to avoid some issues." Dulcinea directs them over to an area off to one side of the road, where she waves the Rod of the Lord Fisherman over a depression to generate a small pond for them to wash themselves in. "I'll see about getting you all some more appropriate clothing as well, while you cleanse yourselves of grime and filth.
While they enjoy a quiet pond to clean up in, Dulcinea ponders the meaning of life, the universe, and how to get to the Port she's metaphysically carrying around in order to try to find some clean clothes for the bandits. Eventually, she decides to try borging together her skills in Channeler (apprentice), Geomancer (name-rank), Summoner (name-rank), Wanderer (name-rank), Wonderworker (basic), and Infinity Designer (basic) to pull something both useful and attractive out.
I am a Lord of Domains
My will is supreme
My word is law
Fate enforces my decrees
And the sea obeys my every command
Bring forth your bounty, oh sea
Let the ports be blessed with trade
Let the markets display your magnificence
I reach within myself to the Domain beyond
A land of milk and honey
A sea resplendent with pearl and scale
A font of ever-flowing wonders
Tipping forth from the grail at its heart
As Lord of the Citadel, I give this command:
COME FORTH
Aeromage wrote: The bandits grumble a bit at essentially being forced into a weird communal bathtime, but don't seem willing to cross the person capable of successfully knocking them out without even trying. (The Professor, it turns out, has been an invaluable help whenever the wind shifted in the wrong direction and showered one or more of her ragged band in problematically sleepy pollen). They seem even less inclined to disagree when she creates a pond out of nowhere, filling a depression in the ground with clear, cool water.
Fortunately, Dulcinea has the presence of mind to do this behind a stand of trees so her little group don't end up experiencing the wonders of Far Too Public Bathing.
The peerless (if, indeed, perhaps only) Nightmare Scientist then sets about pondering how to get what might be sitting about in her port from where it presently is in... wherever it presently is (is it spatially layered over her? Somehow metaphysically linked to her soul? Inside her soul?) to here without having exact methods of doing so.
She's interrupted half-way by a flat, metallic clang and some angry yelling from Polly, which turns out to be caused by Crasher attempting to peek and getting a frying pan directly to the face for his trouble. The Professor doesn't seem to be amused by this flagrant breach of decency and drags him (and the other male bandits, to their chagrin) off to receive a lecture about manners in order to give the girl some privacy.
The interruption (mostly) solved, Dulcinea sets about tackling her problem once again. Bodging together a mix of the basic principles of channeling to try to establish a link to the place, Geomancer to properly link to the place in question (or at least trying to use its ability to reach and remove things from terrains), Summoner to call forth things from that place (albeit in an abstandard form of trying to summon items, rather than entities), Wanderer to use Gate Magic's ability to open portals to places and a bit of Wonder and Progress to try and make it that bit better, she chants her improvised spell, commanding with imperious tones that her port provide her with what she seeks!
Her efforts are rewarded by a wobbly, unstable-ish portal of swirling, opaque water-tones opening up before her and spitting out, at intermittent intervals, a number of boxes of things before collapsing in upon itself.
Closer inspection of the goods reveals the following:
Bolt of Deep-Blue Cloth set with Seed Pearls- (Item, Antiquity, Water, 160,000 Gold)
Cargo Crate Full of Cargo Pants- (Item, Antiquity, Earth & Physical, 400,000 Gold)
Crate Full of Bolts of Canvas- (Item, Antiquity, Earth, 10,000 Gold)
Crate Containing a Staggeringly Diverse Array of Fancy Soaps- (Item, Antiquity, Water & Light, 200,000 Gold)
Ornate Fish Costume- (Armour, Disguise, Water, 200,000 Gold) +200 Defense, 5% Water Resistance, 15% Inflicts Charm: Impressed, Wearer's subtype becomes solely Aquatic
3 Empty Box- (Accessory, Container, Technology & Physical, 400 Gold) Possessor gains 1 Consumable slot
Billiards Gloves- (Accessory, Gloves, Physical, 3,800 Gold) 101% To Hit
Chauffeur’s Gloves- (Accessory, Gloves, Technology & Air, 15,000 Gold) Wearer gains +60 AGI while in Vehicle transformations
Extremely Furry Pink Gloves- (Accessory, Gloves, Light & Air, 3,800 Gold) +2 Defense, +2 SPI, +1 AGI
Fine Gloves- (Accessory, Gloves, Earth & Air, 45,000 Gold) +40 Defense, +40 to all stats
Fur Gloves- (Accessory, Gloves, Earth, 2,700 Gold) +2 Defense, 1% Ice Resistance, 1% Animal Resistance
Single Glove- (Accessoryx.5, Gloves, Physical, 1,000 Gold) +1 Defense
Welder's Gloves- (Accessory, Gloves, Fire & Technology, 3,100 Gold) +1 Defense, +2 Melee Attack, +2 AGI, 2% Fire Resistance, 2% Burning Resistance
17 Tuna- (Consumable, Food, Water, 1 Charge, 300 Gold) +5 MIN
The Nottest of Daves wrote: "Aha! Soap! Wonderful!" She grabs a few bars, and takes them over to the edge of the pond, tossing one to Polly. "Professor, when you're done with the boys, make sure they grab some of the soap here to finish washing up with!"
She returns to the rest of the pile of goods, and attempts to create a few shirts and a few longcoats out of her bolts of Canvas. She uses Apprentice Artificer, Crafter, Engineer, and Inventor to create a temporary sewing machine, and with a few pencil marks, some slices with a pair of scissors, and a run through the machine, she obtains some serviceable (if rather basic) uniforms. She then decides to spruce them up a bit with some of the Deep-Blue Cloth set with Seed Pearls as armbands on each jacket, one on the right sleeve for Stabs, and the rest on the left sleeves for Crasher, Scary, and Polly. Then she stuffs the remainder of the gear, aside from four of the tuna, into her Bag of Holding.
Once she finishes (and the former banditos finish their baths), she'll present them each with a new pair of cargo pants, canvas shirt, and canvas longcoat (with armband!), as well as some tuna for the road.
Aeromage wrote: Dulcinea presents Polly with the gift of fancy soap! The Aptim girl seems a bit taken aback by being presented with a waxy, perfumed seashell, but takes it with muttered thanks and further splashing. The mention of soap results in some grumbling from the male side of the spectrum, until the Professor suggests that they might perhaps find the bathing facilities at a local jail more to their liking.
Leaving her pressganged bandits to their looming fate of certain bathing, the Scion of Nightmare Science sets about the business of clothing.
She doesn't have any tools on her. She does, however, have the Artificer's abilities for the job and, with a little expenditure of gold and XP, finds herself with a perfectly servicable temporary sewing machine and accoutrements, setting about the canvas and the seed pearl-studded cloth with TAILORED DETERMINATION.
Measure here, cut here, sew there, use this pattern, use that stitch... she's not a clothier by any means, but the principles are the same, aren't they? It's basically just construction around an object, only the object is someone's body, and the material is cloth and thread. That Stabs fellow looked to be about that size, and Crasher is probably that size...
Dulcinea sews and cuts and designs in a blur, then sits back and inspects her work.
It's actually come out rather well.
She finds herself with four well-made canvas shirts and longcoats, the fancy cloth turned into a fetching (and rather striking) armband affixed to each. They certainly aren't the most elaborate designs, but they definitely look clean, professional, and a world away from the torn, stained and unpleasantly fragrant attire her prospective employees currently wear. A little more work with a considerably simpler design, and Dulcinea also has a white canvas sack with holes in for Scary to wear.
A quick rummage in the crate filled with neatly-stacked bundles of cargo pants (with a wide variety of colours, sizes, and numbers of pockets available) is met with similar success as she surfaces with four examples that match nicely.
She returns with the bundle of clothes to find a rather damp set of considerably cleaner and thankfully far less nasally offensive Aptim, the male set of whom appear to be somewhat irked that the Professor is withholding their shirts.
"They have only just managed to wash that awful odor off," he states by way of explanation. "I'm hardly about to have them reapply it when you are being so kind as to take the trouble to provide them with new apparel. The last thing we want is for you to arrive at the city gates in a cloud of barnyard aroma."
Scary doesn't seem to be too happy about this case of affairs, trying to cover his strange scar-burn-rippled skin up. Stabs, she notices, patches of white fur aside, certainly doesn't seem to have been lying about that time he got stabbed by five guys. In fact, it seems likely he went through that sort of ordeal on multiple occasions, if the criss-crossing patchwork of scars is anything to go by.
The arrival of new clothes is received with a mixture of relief, embarrassment, suspicion and cautious gratitude. The group certainly looks a great deal more presentable with them on, the long sleeves and trouser legs hiding scars and matching attire giving them a far more coherent look.
The bird's nest of a hairstyle Polly has, not to mention the weird patchy blond mohawk Crasher sports and the wild mop of white hair on Stabs doesn't really scream 'professional', though. Neither do the scars on Stabs' face, or the canvas sack, no matter how new or colour-matched, over Scary's head. Or the ratty boots the quartet are wearing.
Still, they no longer look like bandits.
The subsequent gift of tuna is met with a bit of confusion. Polly waggles her frying pan.
"Didja want us to cook it here, or...?"
"Uhh, Stabs, 're we slaves now?"
"No, she's... hirin' us for business."
"...like, to whack some guy?"
"...no, to do work. Like what shopkeepers do.""
"...d'we have to?"
"It's either that or jail, I think. Unless she's one of them types what does murders while dressin' fancy."
"...I don't wanna be fancy murdered."
"Yeah, well, keep your mouth shut and do what she says. We might even make more money like this without all the gettin' stabbed."
The Nottest of Daves wrote: "If you're hungry, I can set a fire and we can cook it now, otherwise we'll move on and I'll save it for a later meal. My apologies for mistaking it for being cooked already, I usually have a friend of mine do all the cooking, but he's busy heading over to Marefore to get things ready for my arrival."
Depending on their choices, she will either stick the tuna back in her Science-bag-o-holding with the rest and head on down the road, or get a fire going with her Blazing Sultan powers.
Aeromage wrote: The bandits are apparently very keen on the idea of food. Fish, it would seem, is not easy for them to get this far from the coast, and while the tuna is definitely edible without cooking (this particular variant of it looks like it'd make for good sushi), a hot meal seems to be something they'd all prefer.
Dulcinea sets a fire from nowhere through her Blazing Sultan-ry! Polly steps up with her pan to cook the fish on, chopping them into steaks and sprinkling them with salt!
The result is... adequate. While she obviously isn't just throwing the fish in the fire and has some idea of how to cook, Dulcinea has definitely seen better. Of course, her chef ally has considerably better equipment, supplies, training and abilities, so the comparison isn't exactly fair.
The rest of the bandits don't seem to care that the fish isn't exactly haute cuisine, or that it's being served on bits of canvas, as the tuna is swiftly devoured.
Before she can consider setting off, Dulcinea has a logistical issue to deal with. The Crates of Cargo Pants, Canvas and Fancy Soaps are rather too large to fit in her Bag of Holding whole. What's she planning to do with them?
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
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Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which children's verses are recited, and gladiatorial combat is revealed to be a lucrative venture
The Nottest of Daves wrote: Dulcinea stands before the crate and the bag, pondering...
She hums.
She taps the fingers of her right hand along her upper left arm.
She tugs on her ear.
She scratches her elbow.
Everyone stares at her.
"EUREKA! Professor, I've got it!"
She pulls out what looks to be a whimsical children's book, with plenty of colorful illustrations of bizarre and unnatural aquatic life. She finds the appropriate page and begins to read aloud:
"Fishes aren't all there is to see
Down in the depths of undersea
There's coral reefs
And crabby fiefs
And oh so very many Rays...
There's Rays that play the banjo
And Rays that play guitar
Rays ride past on roller skates
And drive by in their car
Fast Ray
Slow Ray
Shrink Ray
Grow Ray
So many kinds of Rays there are!"
Aeromage wrote: Dulcinea pulls out 'All The Fishes You Will Meet' and begins reading what sounds like a rhyming children's verse.
The Aptim, for the most part, look equal parts confused and incredulous, although Crasher seems to be enjoying the sudden poetry.
The book glows. The air ripples. A distorted car horn, as if heard from underwater, sounds.
Bleep Bleeeeeeep
A tall, boxy hatchback car decorated with a cheerfully-coloured body wrap depicting a whimsical ocean floor skids out of an aqua-hued, seafoam-ringed portal, coming to a gentle halt in front of Dulcinea. The car's windows are perfectly clear, affording her a magnificent view of the completely water-filled aquarium-style interior and the manta ray with driving gloves at its wheel. Also in the car is a blurry object moving too fast to properly be seen, a barely-moving yellow-and-black ray with a prominent black-diamond symbol on its underside, a very small manta ray with odd circuit-like designs on its winglike fins and a rippling distortion in the water around it, and a considerably larger version of the same presently taking up the entire rear of the vehicle and looking somewhat uncomfortable.
Dulcinea has summoned:
Ray That Drives An Electric Car (Aquatic & Vehicle, Level 14)
It's exactly what it sounds like. The thing counts as being a Transformation (as well as being in a transformation), and being a mobile Zone of Water. It also has a passenger capacity! Passengers are likely to be in trouble if they can't breathe water, though. The thing has some driving skills, a ram attack, and an electric discharge ability, although it will need recharging from a source of electricity if it does that too much.
Speed Ray (2) (Aquatic, Level 32)
A very, very fast aquatic capable of a variety of speed-based techniques and buffs as well as some Time-related things. It can act twice in a round if it's faster than its opponents. It also has some speed-related water techniques and is excellent at jetskiing. Without having to use a jetski.
Slow Ray (2) (Aquatic, Level 32)
This one, on the other hand, is sloooooow. It always goes last. It's capable of massively slowing opponents through its mere presence, however, and can use Time-based lag-ish techniques to delay their attacks, too.
Shrink Ray (2) (Aquatic, Level 32)
It's a very small manta ray that can shrink things! This lends itself well to depowering enemies by shrinking them down to size, as well as shrinking their reserves of HP and MP, or causing their equipment to miniaturize and thus become less powerful as a result (or end up crushing/strangling the wearer). It has some Spatial-themes related to this.
Growth Ray (2) (Aquatic, Level 32)
It's a big ray! It can make itself bigger, as well as doing the same to other people and objects in order to boost their stats and damage! It's capable of crush-based attacks, has some spatial-distortion ability and Spatial themes similar to the Shrink Ray (but skewed appropriately to its own theme).
The driving-ray flaps its fins and slaps the horn once again.
Bleeep Bleeeeeeeeeep
The bandits all look utterly flabbergasted by the sudden summoning of a bizarre techno-carriage full of water and even weirder sealife. The Professor looks rather taken aback, himself.
The Nottest of Daves wrote: "BWAHAHAHAHA, behold my prowess!" She grins widely. "Mr. Shrink Ray, Mr. Growth Ray, I require your assistance! First, Mr. Growth Ray! Please make this bag big enough for me to put these crates inside! Then, Mr. Shrink Ray, please reduce the bag to it's original size!"
Aeromage wrote: The rays inside the car flap and flutter and bubble, presumably in response to Dulcinea's request. After a bit of 'seat' shuffling, the large ray's circuit-patterns being glowing a bright green, traceries of energy flowing from its wing-tips to its head. The spatial distortion around it momentarily grows more intense, culminating in the ray (aquatic) firing a ray (energy) through the ray's (aquatic & vehicle) windshield to impact the Bag of Holding!
The Bag gyrates oddly as the spatial effect takes hold, suddenly causing it to grow in size, growing from 'handheld bag' to 'marquee tent' in stature! The Nightmare Scientist finds the newly-expanded opening more than sufficient to stick the various crates inside, pulling it closed and stepping back to allow the other whimsical aquatic to do its job.
The second ray draws in energy, prepares and fires much like the larger one, only with a red hue to its emitted beam instead of green. The Bag of Holding sparks oddly as the shrinking-effect interacts with the prior-growth-effect, prompting a reduction in size in a far less elegant, uniform fashion. Fortunately, the bag ends up back in its original size and shape, although not before a slightly hairy moment where Dulcinea thought it might be in danger of having overstretched patches of its fabric through the size differences rupture (to potentially disastrous effect).
The bandits are, as a whole, staring at this bizarre performance with open mouths. It's pretty clear this really isn't something they've experienced before.
The Nottest of Daves wrote: "Thank ye muchly, gentlefish! Enjoy the rest of your drive!" She dismisses the summons with a cheery wave back to their storybook realm, and turns to the incredulous Aptim (and slightly less incredulous Professor). "Ah. Hmm. I think this might be an appropriate quote for this moment, all of you: 'There are more things in Heaven and Earth, Horatio, than are dreamed of in your philosophy'. The Bard did always have a way with words.... Anyway, I can tell that you all have questions, so, as we continue on with our venture, let us have at them!"
Aeromage wrote: The summons drive off into another seafoam-ringed portal with a final bleep bleeeeeep, vanishing from sight.
Several moments of silence pass while the Aptim variously goggle or work their mouths with nothing coming out.
"What," Stabs eventually manages, with surpassing eloquence, "in the fuck was that what you just did? You just up and magicked a... thing full of water and... what the fuck? Then the bag what you have went'n grew, and..." He gestures somewhat helplessly, trying to articulate the peculiar piscine phenomenon that he was witness to.
The Nottest of Daves wrote: "There are magics far beyond those you are familiar with as residents of Seirei, my friends. This in particular was an example of Summoning; specifically, summoning of Aquatic creatures with a certain set of powers that allow the growing and shrinking of objects. As for how I am able to perform such wonders of magic, that is a much longer story, but one I am happy to tell as we travel..."
She starts going into the tale of how she became a member of the Battle Arena, and discussing the versatility of powersets available to members, with tales of her friends and allies taking primacy of place.
Aeromage wrote: Dulcinea ushers her confused band onwards, explaining the whys and wheretofores of the Battle Arena as she does so! The fights! The monsters! The immense riches and exotic items! The effective immortality! The cosmic sway! The many and varied powers open to be trained in, from basic swordsmanship to reality-manipulation through exotic elements such as Dream!
She's just finished explaining her role in the Quest for the Golden Banana (and, as part of necessity, relaying information on her present home-city, Nexus, in all its unspeakably vast and confusing majesty) and her chef-friend (who is sometimes a dragon) and his astounding nude hijacking of a spaceship (a vehicle she has to explain the concept of), when they crest a hill to behold the city of Clavia in its full splendour.
Clavia stands astride a great chasm in the earth, a scar running for miles in either direction, its sheer cliffs broken here or there by the occasional soaring aqueduct, rerouting rivers that would otherwise plunge into the depths towards the great settlement.
The city itself is a three-tiered marvel of architectural design, appearing to float above the canyon with little more than a series of connecting bridges to hold it in place. Indeed, the central tier looks to be made of nothing short of vast bridges and wide plazas and parks lined with white-stone buildings of relatively uniform design, interrupted here and there by a larger structure, statue or elaborate piece of decorative constuction. Banners festoon the walls and rooftops, breaking the blank canvas with eye-catching flashes of colour, and many of the bridge-structures are lined with flowering trees, strips of parkland or paved with differently-coloured stones in interesting designs.
Through the many gaps in the central tier, the lower layer of the city can be seen, rays of light illuminating a collection of buildings here, a small park there. Entry to the level looks to be gained by way of a series of ramps descending from more central roads, vanishing from sight behind other buildings, roads and bridges.
Soaring above the central tier is a great platform-structure, its edges overflowing with flowering trees and sculpted parkland. Light streams from the top layer through rosetta-window-like gaps. Expansive, palatial estates of white and shining green stone dot its surface (at least, as far as Dulcinea can see from her perspective), surrounding a structure with many tall, carved spires, its central trio made of a glassy, green stone inlaid with gold. The presence of white tips of stone suggests at another collection of tall buildings beyond the central edifice.
All three layers are connected by means of a towering array of massive pillars, each carved with intricate designs in green stone, surrounding an even larger, central pillar, its surface hidden by the four great statues that sprout from its surface, towering over the central city and supporting the top layer. The only one Dulcinea can see in any detail at this angle is a dragon, its six wings and each of its scales carved from many differently-hued stones. Brassy, golden horns crown its head, supporting a silvery halo-ring atop a glassy mane. One of the other statues looks to be something rather more subdued and feminine, whilst the other is plated in some shining, silvery metal or other.
The road Dulcinea's group is currently standing on leads to a wide bridge connecting to the city flanked with many banners, each a rich green tone and bearing the keyhole-and-crossed-keys emblem she saw on her paperwork.
She turns to check up on her group.
Erm. Well.
Stabs looks like he's about to have smoke jet out of his fuzzy ears, his expression stuck somewhere in a broken cross between 'confusion', 'terror' and 'utter disbelief'.
Polly is looking at Dulcinea in much the same way as you would someone who has just declared themselves the High Queen of Pancake Town and produced a loaded machine-gun to back their claim.
Scary is shivering and hugging himself. Dulcinea isn't sure if this is due to her stories, or whether he's having some weird powers-related episode.
Crasher appears to have mentally checked out of the entire affair, his somewhat glazed eyes following the clouds racing by overhead.
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Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which zero persons are fancy-murdered, and a meal is enjoyed by all
The Nottest of Daves wrote: Hm. Hmmmm. Hmmmmmm.
Oh well.
Turning back toward the city, Dulcinea pulls out her maps and attempts to locate herself, Serro Gramman's botanical garden, and an inn somewhere between the two, along with a route that passes between the three with a minimum of potentially-getting-lost-along-the-way.
Aeromage wrote: Dulcinea leaves her variously malfunctioning muggers to examine the maps she has!
Assuming she's been following things correctly, she should be just outside the bridge to the eastern gate of the city. From the maps, the city seems to follow a vaguely square shape, made of a lattice of bridges, buildings, parks and roads, with many 'ring roads' providing easy (if literally circuitous) main thoroughfares within.
The Gramman Botanical Centre is helpfully marked as a somewhat bulbous complex at the southern central edge of the city, seemingly overhanging (or expanding beyond) the otherwise neat line forming its perimeter. There's a variety of what she assumes to be inns marked (so long as the bed-symbol means what she thinks it does). Rather a lot are to be found on the outermost road, facing the edge of the city, and making a circuit from the east gate to the Botanical Centre would certainly be an easy method of getting there.
The main road from the east gate to the centre of the city also has a few inns marked, especially where it meets a large ring road around the city centre labelled 'the parkway'. It looks like there's a fair few inns facing the place and what looks like a large chunk of parkland beyond. Getting to those and then the Botanical Centre would be pretty easy, too, given it's a straight shot to the Parkway from the gate and then a simple case of walking along the ring road until the main southern road is encountered.
From what she can tell, the ones closest to the city gate on the outside and many of the Parkway-facing hotels look to be pretty large.
The Nottest of Daves wrote: Dulcinea's fairly sure that a nice evening in a big hotel by a park is just the thing to settle everyone's nerves.
"Alrighty, folks! We're going to head into the city straight along this road, then I'll get us some rooms at a hotel over by the Parkway. I'll leave a couple summons to keep an eye on things, to make sure nobody gives you any trouble while I'm over at the Botanical Centre with the Professor. I imagine that we'll return by some time in the evening; I'll send a messenger along if we are delayed for any reason. Now, onward!"
She strides confidently toward the city gates, with a quick glance at the Professor to make sure he's got the paperwork handy.
Aeromage wrote: "Why're we even still followin' this crazy lady around? We should all just take off when she's not lookin' an'--"
"'cause she's a not-dyin' person what kills monsters for money and can knock us all out without even tryin'!"
"What, you believe everythin' she said?"
"You saw the things what she just magicked up, right? What's sayin' she doesn't have worse stuff what she isn't tellin' us about? I'm not havin' you all gettin' murdered or jailed."
Dulcinea and the Professor usher their group along the road to the fancy gatehouse, where a contingent of guards are checking over incoming visitors. Dulcinea's robes and her strange group of followers are met with raised eyebrows but, possibly thanks to the uniform-like getup she's stuck them in, doesn't get remarked on past some muttered slurs about 'spirit trash'.
The Professor's brandishing of the Gate Complex paperwork doesn't seem to set them any more at ease, but does get them waved through on their way with a warning to 'not cause trouble'.
The Nottest of Daves wrote: Dulcinea continues forth, into the city! She's keeping a sharp eye on both her minions, and people's reactions to them. "Spirit Trash" is not an encouraging phrase to hear bandied about.
Aeromage wrote: Dulcinea's group trek over the banner-lined bridge, past laden carts and trundling wagons, through a considerably more ornamental gatehouse, its stone walls a lacy mass of intricate carving, the gates great slabs of polished marble surrounding a bisected keyhole-and-crossed-keys seal in green jade.
The bustling central layer of Clavia spreads out before them, a mass of tree-lined streets, hidden parks, white-stone buildings festooned with banners of House Clavis and covered with a huge variety of signs for shops advertising everything from clothes to weaponry to foods to books and more. Crowds of people line the road-bridges, clustering around the shops and stores, ebbing and flowing out of the path of slow-moving wheeled traffic and generally going about the intricate dance of the day's business. It's almost hard to believe the entire thing is just a series of bridges and platforms suspended over a sheer drop, but the reminders come pounding home through gaps in the steady procession of buildings, the wall of shops giving way to wide paths flanked with carved balustrades or long marble containers filled with flowering shrubs, providing a barrier between the pedestrian and a long drop to the rooftops of the lower level, or in some cases even further than that, the shadows of the canyon visible through the spaces between.
Most people do, Dulcinea notes, seem to be giving her group a wide berth, often with expressions of distaste in variously-masked states. The vast majority of the passers-by look to be human, from what the nightmare scientist can tell. She sees the odd Aptim here and there, but none of them are dressed as well as any of the humans she passes, or otherwise look to be wearing cheap work uniforms of some description and keeping to the alleyways or side roads.
Her contingent of bandits don't seem to be very comfortable in the city. Maybe it's the wearing obvious white uniforms and walking along the main thoroughfares, or maybe they're more used to walking the wooded wilds and stalking the edges of more civilised areas.
Or maybe it's the obvious guard presence. The emerald-armoured authorities look to have regular patrol routes in the city, and the rattle-and-clank of armour and heavy booted footsteps can often be heard over lulls in the constant background noise of the crowds, carts and carriages the group passes through.
It doesn't take too long for her to reach what she assumes is The Parkway-a huge piece of parkland bordered by a wide road bearing a cloud-and-tree pattern looks to be the most probable fit for the Parkway, the green space large enough to contain small woods and artificial hills, as well as lakes and streams. The huge upper layer of the city looms overhead, a vast stone umbrella supported by the gigantic central pillar and many others sprouting from various points around the city. Thankfully, the morning sun has yet to rise high enough to be eclipsed by the upper level, bathing the parkland in bright daylight and making the vivid green hues of the space vibrant.
A large number of rather expensive-looking buildings face the parkland- several look to be hotels of some sort, while others look more like fancy businesses, shops or restaurants.
The Nottest of Daves wrote: Dulcinea heads in toward the closest hotel. Time to get some rooms!
Aeromage wrote: The closest hotel is one built right on the intersection of the main road from the gate and the Parkway. It's a tall, elegant building in white stone, with green marble accents tastefully highlighting, rather than detracting from its architectural virtues. Balconies jut from the upper floors, lined with beautifully-manicured topiaries, and wide, clean windows reflect the morning sunlight and the city around them.
The lowest floor is recessed a little from the main facade, spiral-fluted columns of green marble holding up the outer edges of the floors above, with pleasant, white-flowering bushes acting as carefully-trimmed barriers between the veranda-like porchway and the floor-to-ceiling windows beyond, elaborate marble frames holding them in place.
The main entrance, flanked by two green-and-white uniformed doormen, is accessed through an equally elaborate set of glass double doors. The archway to the veranda-area in front of it has green-marble letters expertly set into the stonework.
'The Grand Parkway'
The doormen give Dulcinea's group stern looks as they pass through the doors, but do not move to intercept them.
Beyond the main entrance, the foyer of the hotel spreads, looking rather like an indoor garden centre. A large fountain splashes and flows through four tiers of extravagantly-carved white-and-green marble bowls, flowering shrubs planted around it. Columns and tall, flowering bushes provide partitions to break up the otherwise open-plan area, with comfortable-looking couches and expensive-looking glass tables scattered about the place. Through one break in the greenery, Dulcinea spots a well-stocked bar with a fancy glass counter, a few well-dressed customers milling around it with beverages in hand.
The front desk is a long, tall white-and-green affair of, once again, marble, with a pair of equally well-sculpted and stonefaced clerks behind it. There is just the barest flicker of eye-movement as they take in Dulcinea, the Professor and her Aptim group.
"Welcome to the Grand Parkway hotel, madam. Do you have a reservation with us today?"
The Nottest of Daves wrote: "I do not have a scheduled reservation, unfortunately, but if you have any rooms available I would appreciate getting one for tonight and, depending on how my business with Serro Gramman progresses, possibly tomorrow as well."
Aeromage wrote: "One moment while I consult the ledger."
The left-hand clerk flips through a hefty leather-bound volume, pausing at one page to scan its contents.
"...we have several rooms available for the next two days. Were you requiring accomodation for your..." his eyes flick over the Aptim-crowd and the Professor, "...servants as well?"
The Nottest of Daves wrote: "Yes, indeed. A connected suite would be most convenient, if such is available. I may have need of them at any time, after all."
Aeromage wrote: "As you wish. The Forest Suite should meet your requirements. We will have the adjoining suite prepared for your five servants. A two-night stay will be 1,400,000 Gold for both suites."
His eyes flick over the group of skinny bandits-turned-'servants', all of whom are gawking at their surroundings.
"Room service is not included as standard."
The Nottest of Daves wrote: She reaches into her robes and pulls out what looks like a thick wallet. She pulls out a pile of green paper bills, returns the wallet to her robes, and stares at them for a moment until the bills contort and merge into a hefty sack of coins, whereupon she hands them over to the clerk. "There, that should be sufficient. I've provided an additional tab of 100,000 Gold to cover room service fees; expenses beyond that total should be denied without personal contact from myself or Professor Rubiaceae."
Aeromage wrote: The clerk raises an eyebrow, retrieves a monocle from his pocket, and examines the bag through it.
"...very well," he states, replacing the monocle. "The suites will be ready in an hour. Please feel free to enjoy the bar and the hotel's amenities until then. If you have any luggage you wish taken up, our bellboys-" he gestures to the left of the desk, where two young men in matching green-and-white uniforms have practically materialised, "-will take them. Any larger items you wish stored will be taken to our carriage and cargo storeroom."
Dulcinea becomes somewhat aware of her haunted pipe organ, presently trundling around outside the building due to insufficiently-sized doors.
The Nottest of Daves wrote: "If you could see to storing my organ that happens to be waiting outside, it would be greatly appreciated. However, I have no other luggage that will need to be conveyed. I would appreciate being directed toward a cafe for a luncheon during our wait for the suite to be prepared."
Aeromage wrote: "Our hotel's Terrace Café is recommended for guests who wish to take light meals with a view of the park," he gestures to the right, in the opposite direction of the bar.
"If you were wishing to partake of more specialised fare, Elodie's Tearooms or Ralden's are equally highly recommended and within walking distance along the Parkway's southern stretch."
The Nottest of Daves wrote: "The Terrace sounds wonderful, thank you!"
Aeromage wrote: Dulcinea and gang make their way to the Terrace Café, which, as the name suggests, has its seating area extend into the fancy veranda around the building's exterior, partitioned off with delicately-fragrant flowerbushes to afford its patrons some measure of privacy from the passers-by and traffic. The park on the far side of the Parkway is visible, its green hills and scattered woodlands forming a picturesque background to the general bustle of everyday life going on before it, with the huge central pillar providing an impressive and imposing backdrop to the (presumably artificial) hills and dales.
A quick look at the (leather-bound) menus shows that the place is, presumably, pretty pricey. Or would be for what Dulcinea assumes is your standard resident of the city. The cheapest things on the menu start at 5,000 gold (half her bandits' prospective day's wages, she recalls) for basic side-dishes and extend to the 200,000 gold range for fancy salads, hot dishes and glasses of wine. Small print states that a 'select menu' is also available on request. The subtle impression given there is that wealthier patrons with more expensive tastes may have their own range to choose from.
The Nottest of Daves wrote: Dulcinea will signal to the next staff member who passes close to her table. When they approach, she will request a copy of the select menu.
Aeromage wrote: Dulcinea flags down a green-and-white-uniformed waiter, who returns with another menu, this one edged in gold.
Well. These things certainly sound fancier. And the price tags are fancier to match.
Items here range from 500,000 Gold to the millions, with such treats as 'Cantan Apple Cider-Braised Spirit-Touched Pork Belly' and 'Confit of Polarcus Duck on a Bed of Wild Albira Mushrooms' on display. Even more expensive is the extensive wine menu, which is sold solely by the bottle.
Stabs is looking at his (regular) menu with the air of someone who hasn't studied for the final exam they forgot about. Polly is squinting at hers, and Crasher has his upside-down. Scary's expression is, of course, unreadable under his white canvas bag-mask.
The Nottest of Daves wrote: Dulcinea feels like something Cintho or Vernat-y is what she's looking for in the realm of consumables. While she ponders, she asks the professor to review the menu and start quietly explaining what each thing is to her poor confused minions, so they can order with confidence (or at least tell her what they want so she can order for them).
Aeromage wrote: Dulcinea notes that only she was handed the 'select menu'. Perhaps the staff don't give out such high-class fare to 'servants'.
Still, there's plenty to choose from! While the Professor explains the difference between braising and roasting and tactfully rights Crasher's menu (to no change in confused expression from the reader in question), she thinks that the Pan-Seared Blue Moon Salmon with Tender Vernal Vegetable Medly (with a white wine sauce apparently sourced from 'carefully selected vintage vineyards and approved local dairies') sounds up her alley. Maybe with a bottle of white wine. The 2042 Caervallis sounds good. She thinks.
That lot's likely to set her back 2,420,000 Gold.
The Nottest of Daves wrote: She'll go with that for now, unless the waiter indicates in some fashion that the Caervallis is a poor fit for the meal. She'll give the minions a few more minutes to puzzle things out before she ends up ordering for them based on guessing (or what would be easiest to eat through a hole in a sack, in the case of Scary).
Aeromage wrote: A few minutes of puzzling leads to Stabs deciding on a dish involving various different types of meat, mostly poultry, Polly deciding to try a pasta dish, Scary opting (through pointing at the menu) for a roasted chicken salad, and the Professor (should he be prompted to pick something) opting for an afternoon tea of sandwiches and scones.
Crasher ends up asking for what Stabs wanted. Dulcinea gets the distinct impression that a) he can't read, and b) choices tend to make his brain lock up a bit.
All in all, Dulcinea's meal included, the bill looks like it's coming to 2,510,000 Gold.
The waiter actually looks somewhat impressed at Dulcinea's choice of wine pairing, and sweeps off with the menus to relay the orders to the kitchen.
An awkward silence descends as the bandits shuffle in their seats, obviously uncomfortable at the fancy surroundings and sudden (and by their standards, no doubt expensive) lunch-date.
The Nottest of Daves wrote: She'll smile at everyone, with one of her practiced "pleasant, engaging smiles" rather than her usual mad grins or "I-see-what-you-did-there" smirks.
"Please, enjoy yourselves! Consider this a signing bonus before we get into the hard work waiting for us in Marefore!"
Aeromage wrote: The group shoots glances to one another for a few more awkward moments.
"So, uh, you're not goin' to hold this ov--" Stabs stops himself halfway through the thought, abruptly changing tack, "--you go havin' fancy lunches like what this is all the time? You must be makin' a lot of money. In your monster-killin' job. What you have."
"D'we have fancy lunch b'fore we get fancy murd--" Crasher's question is abruptly cut off by Polly tactfully elbowing him in the gut. The patchy-mohawked Aptim looks confused for a moment, then gets distracted by a passing cart with a squeaky wheel.
The Nottest of Daves wrote: "Well, I don't eat like this all the time, but it helps to have such a good chef as a dear friend!" She chuckles, while tactfully ignoring Polly's tactful tactical elbow action. "Gladiatorial combat is a surprisingly lucrative field."
Aeromage wrote: "Yeah? So what kinds of monsters is it what you go killin', then?" Stabs fiddles with the cutlery. "Spirits? Animals what got spirit-touched? Revenants?"
"How much money does she go--" Crasher's question is, again, abruptly derailed by Polly's elbow. "Hey, why'dja keep elbowin' me when I'm talkin'?"
"Cramp."
"But--"
"Lots of cramp."
The Nottest of Daves wrote: "Far more than just those, haha! There's a bewildering variety of things out beyond the realms of Seirei; devils, demons, angels, monsters, elementals, robots, magic beings, the undead..."
Aeromage wrote: Stabs stops fiddling with his knife to give Dulcinea a quizzical look.
"I don't know what most of those things what you said are, 'sides monsters. Never heard of devils or angels or robbits or the like."
Polly looks thoughtful. "By undead, didja mean things like revenants? I heard they got called that sometimes."
The Nottest of Daves wrote: "Revenants are but one of the many kinds of undead found throughout the multiverse! There's ghosts, and ghasts, and ghouls, and draugr, and vampires, and mummies, and..."
Aeromage wrote: The fuzzy-eared bandit is vaguely nodding along to Dulcinea's words, somewhat open-mouthed and clearly not able to grasp the alien names being rattled off to him. Polly doesn't seem to be faring much better, having slipped back into an expression of incredulity. Crasher has, once again, gotten distracted by something, and Scary doesn't seem to be enjoying the idea of so many dead-but-not-dead things roaming around the universe in general.
"...and the angels and robbits and devis and other things what you said?" Stabs seems to be trying to either grasp at something he recognises, or else simply keep Dulcinea talking for some reason. Possibly to avoid the subject of fancy murder from coming up again.
The Nottest of Daves wrote: "Those are all very different from undead, of course. An Angel... well... hmmm... Imagine a person, I suppose, then add wings and magic powers, but they only ever use those powers for good, rather than to help themselves. And Robots, well, think of a man made of metal rather than more fleshy bits and you're most of the way there..."
Aeromage wrote: Dulcinea launches into a subtype-explanation, beginning with the ones she's already mentioned! She thinks Stabs might be taking it on board, although from the somewhat glazed eyes and nodding, she thinks he's either getting a bit overwhelmed by the literal universe's worth of the unknown being dumped on him, or is perhaps getting increasingly concerned about what weirdness is commonplace in the locations she frequents.
Fortunately, before any further panic or fuzzy-eared brain-explosion can take place, lunch arrives. Covered platters are brought forth by immaculately-suited waiters (Dulcinea's, she notes, coming on a significantly fancier platter), all opened at the same time and placed before their respective luncher-to-be. A waft of steam and a burst of delicious aromas from the food spill out, washing across the table and firmly capturing the attention of the bandit-crew.
The food looks amazing. All of them have been presented prettily on their respective plates, alternatively glistening, glittering or shining in the light. Dulcinea's meal is certainly a magnificent sight to behold (although, perhaps, she thinks, not quite as magnificent as the tales she's heard of Ryuutarou's festival delights), the salmon a delicate pink with a delicious seared topside, scattered with herbs and shining softly in the sunlight. The vegetables provide a colourful backdrop to the fish, steaming hot and looking tender enough to be cut with a spoon, a fragrant white wine sauce drizzled over the entire ensemble and intermingling delightfully with the scents from the rest of the food.
A subtle clink and sloshing sound heralds the waiter pouring her a glass from the bottle of the 2042 Caervallis. My, that looks good.
The Nottest of Daves wrote: Dulcinea is a very polite diner, and begins by sampling her wine, offering a gracious nod to the sommelier. Then she takes a small bite of the salmon, followed by a small bite of the vegetables, to taste-test those as well. Finally, she takes a glance around the table, to confirm that the Professor and the Minions are enjoying their dishes.
"Excellently done, gentlemen, excellently done. My compliments to the chef."
With that, she returns to her meal, taking measured alternating bites of fish and vegetables (unless they pair extremely well together in the same bite), with the occasional sip from her wine glass. If the minions are too noisy, she'll make a meaningful glance at the professor, and leave it to him to correct their eating habits.
Aeromage wrote: Dulcinea takes a sip of the Caervallis, a smooth, deep wash of flavours rolling over her tongue. The wine is surprisingly full-bodied and almost creamy to taste, with notes of some sort of citrus and... almond? That might be almond. She's not an expert on wines by any means, and only has a basic level of Chef skill, but she can tell this is a very good example of the beverage. A light, pleasant aftertaste lingers in the mouth as she moves on to sample the salmon, its dark, seared top a deep golden-pink in colour (with an odd, yet not unpleasant blue sheen glittering in the light) providing a small amount of resistance to the fork and coming away as a satisfyingly cleanly-separated chunk with the salmon's layers.
The salmon is cooked to perfection, with the seared top being chewy, almost crispy, and the under-layers nearly melting away on her tongue, releasing a steady array of rich, meaty flavours that mingle delightfully with the wine's aftertaste, preventing the result from tasting overly fishy and bringing out the best of the salmon's underlying savouriness. The seared section, upon chewing, yeilds even more variations on the flavour, with fresh herbs and a touch of the sauce (which is, in itself, absolutely delicious) joining the growing collection of gustatory delight dancing across Dulcinea's palette.
The vegetables are next, with tender carrots, what look like green beans and a few other things she can't identify getting easily pierced by the fork, but clinging to the tines without immediately slipping off. These, it transpires, are a medley of more subtle, fresh flavours, with just the right amount of give in texture to make for a pleasant mouthful. She thinks they've been seasoned with something, although she can't quite identify what. Whatever it is isn't overwhelming the vegetables, but instead serving to heighten their savoury impact and soak in the oily flavours of the salmon to transform into something yet greater.
It is a very, very good meal from first impressions, and the attendant looks delighted at the praise.
A discreet glance around the table shows that the Professor has pre-empted her by zeroing in on the most likely culprit of mealtime disruption, Crasher, and has both ensured he's wearing a napkin and is using both a knife and fork properly (while also reminding him, politely but sternly, not to eat too quickly). Dulcinea gets the distinct impression that there may have been an incident involving his bare hands had the cultured plant-man not been present.
Stabs and Polly are either still reeling from Dulcinea's exposition, or else have been utterly gobsmacked by the quality of the food. Both are quiet as they eat, Stabs trying different combinations of the meats offered with an expression akin to someone discovering something very important they never knew existed, while Polly appears to be torn between eating her meal and attempting to subtly figure out either what is in it or how it was all put together.
Scary is taking measured forkfuls, carefully pulling the bottom of his head-bag away from his face in a manner that doesn't lift it to reveal the (presumably unpleasant?) contents to anyone else at the table, the fork vanishing behind the canvas and re-emerging empty. It looks like he's had a lot of practice at doing that.
The Nottest of Daves wrote: With the Professor keeping an able and watchful eye on the rest of the crew, Dulcinea settles in to thoroughly enjoy her meal. Once everyone has finished eating, the bill has been settled, and the necessary time to prepare the suite has been completed, she will lead the party to their chambers to settle them in for the rest of the day.
Aeromage wrote: The meal proceeds, with the Professsor tactfully managing to prevent Crasher from making a fool of himself several times and gently reminding the others on the best way to use napkins to avoid staining their new white uniforms. Dulcinea's meal is as enjoyable as the first bites promised, the wonderful medley of flavours parading across her tongue never getting old and leaving her comfortably sated. The others also seem to have found their meals more than satisfactory. Given their profession, it's entirely possible it's the highest-quality meal they've ever found themselves eating.
The bill settled, the waiter has the bottle of wine sent up to her chambers to be enjoyed at her leisure later.
Dulcinea gets:
Bottle of 2042 Caervallis- (Consumable, Drink, Water, 5/6 Charges, 1,845,000 Gold) Target obtains a buff that causes Water-element Food and Drink Consumables used on target to provide 1.2 times the value of stat increases they would normally (to a maximum of 2,000 more points), provide 1.2 times more HP and MP healing or increases (to a maximum of 1,000,000 points), provide an additional 10% to the inflictions of positive status effects they would normally, and provide an additional 5% to the values of Critical, To Hit, Resilience, Dodge and Resistance increases they would normally, 30% Inflicts Poison: Drunk, does not stack
The group troops on up to the third floor, where, behind deep-green doors, the Forest Suite awaits. Dulcinea's set of chambers are decorated in hues of greens and warm earth tones, the sunlight pouring through the windows and glass doors to the topiary-lined balcony preventing the colour scheme from feeling oppressive. The rooms include a main sitting-room containing a small bar, several bookcases, elegant tables and comfortable chairs, a large bathroom with what she assumes is some sort of large bath-shower combination (apparently the 'shower' part has been fashioned to look like some sort of waterfall, possibly to fit the suite's theme), a bedroom with a considerably large bed stacked with fluffy covers and ample pillows and an ajoining 'powder room' and walk-in wardrobe large enough to qualify as a room in itself. A couple of other rooms have been set up as a study and a sunroom overlooking the Parkway and the sculpted gardens beyond.
The overall style is probably what the nightmare scientist would consider 'understated opulence'.
The connected suite for her 'servants' has smaller rooms- perhaps it was always intended as a servants' quarters- although still well-appointed and high-quality. The beds are smaller, but no less comfortable-looking, and the suite contains an additional bathroom. Dulcinea notes that the furniture and fittings look somewhat less extravagant than hers, and the bar cabinets in this one are notably bereft of alcohol.
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
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BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
- Ordo Hereticus
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- Joined: Wed May 27, 2020 10:26 pm
- Location: Sanctum Prioris, Holy Terra
Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which an Inky-Potato-Chicken makes an appearance, and nude Selkies are clothed
The Nottest of Daves wrote: Dulcinea will absently wave the Professor into wrangling the minions into their rooms, while she ponders what to do with them while she's away.
You know what this Forest Suite is missing, Dulcinea? she thinks to herself, Some BIRDS for Mecha-Vashna to be more awesome than!
She utilizes her powers over darkness, artifice, and summoning to acquire the stuff of nightmares, the shadow-clay of Morpheus's Realm out of which the lingering terrors of the night are built. She shapes it further, into the bits and bobs of mechanisms and gears; a gleaming eye, shining with purpose; a feather, so sharp it cuts her finger as she mounts it upon a wing.
Gleaming eyes stare out from a patch of deepest shadow. Wings flutter. Its beak opens and releases a caw. Dulcinea looks upon herself, and smiles.
-----
Goal: A stealthy bird whose senses are accessible to Dulcinea at will.
Relevant abilities:
Ebon Chancellor: Apprentice Darkness Synchronization, Darkness Manipulation
Artificer: Apprentice Artifice Attunement, Build Artificer's Gizmo, Sturdy Crafting
Summoner: Knowledge of Basic Techniques in Summoning Darkness-Element Entities, Summoner
Crafter: Crafter, Inventor, Rapid Crafting
Engineer: Clockwork Engineer, Engineer, Mechanical Engineer, Tinker
Gearwright: Gearwright
Magewright: Magewright
Mechanist: Mechanist
Scientist: Advanced Understanding of Common Practices of Theoretical Science, Scientist
Enchanter: Enchanter
Mentalist: Apprentice Psychic Power Attunement, Heightened Senses, Improved Psychometry Powers, Mental Focus
Technomancer: Activate Technomagical Device, Apprentice Technomancy Attunement, Knowledge of the Basics of Technomantic Theory
Wizard: Advanced Understanding of Common Practices of Theoretical Magic, Basic Understanding of Linking Magic Types, Wizard
Infinity Designer: Basic Progress Synchronization
Wonderworker: Basic Wonder Synchronization
Aeromage wrote: Dulcinea, hit by inspiration, calls upon her various crafting skills! She summons forth shadowy materials from her own essence to sculpt her desired magi-mechanical avian's inner and outer workings!
Shape this, hone that, thread this, connect that...
Yes! More shadow! More darkness! This shall truly be a familiar worthy of her name and title! It shall be a thing of nightmare and stealth, her eyes and ears elsewhere, her...
her...
Dulcinea pauses, and looks at what it is she has wrought.
Gleaming eyes stare out from a patch of deepest shadow. Wings flutter. Its beak opens and releases a--
"BWORK"
Well, it...
It could probably be described as a bird.
Bird-ish.
Bird-adjacent.
After some careful mental calculations weighed against her own highly-inflated self-opinion and the item before her, Dulcinea eventually has to admit that she maybe, possibly, just minutely may have made the very slightest of misjudgements in what went where and how.
"BWEOARK"
The door to the adjoining suites opens as Stabs pokes his head through.
"What's with the noise what is--" he stares.
"BWAEURK"
"...why are you holdin' a... potato... chicken... what is covered in ink?"
Dulcinea loses 10,000 XP in the creation of her... creation.
She gets:
Esoteric Raptor of Remote Viewing, 'Deferred Success' Version- (Pet, Clockwork & Machine, Darkness, Lv.5, 20,000 Gold)
HP- 1,043
MP- 953
STR- 75
AGI- 106
CON- 88
MIN- 72
SPI- 128
XP- 0
XP Needed- 5,000 (Standard Multiplier x0.5)
Minimum Level- 5
Defense- 50
Defense against Stat Damage- 0
Critical Chance- 2%
Resilience- 3%
To Hit- 99%
Dodge- 4%
Resistances and Immunities- 50% Light Weakness, Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, Diseased Immunity (except Diseased: Computer Virus)
Prime Attribute- Spirit
Constant Effects-
An (Early) Product of NIGHTMARE SCIENCE!- Possessor's Controller, if they possess any three of the abilities 'Scientist', 'Mad Scientist', 'Ebon Chancellor', 'Shadow Duke', 'Gearwright', 'Mechanist' and 'Doombringer' may choose at the beginning of each thread to have this entity count as any combination of Clockwork, Machine, Umbral and Horror (to a maximum of two such subtypes), Constant Effect
Bird-Ish- Possessor gains the subtype Aerial in addition to any other subtypes it might possess, possessor's actions gain a 15% chance of inflicting Confusion on their targets, Constant Effect
I Constructed This Thing As A Familiar, And I WILL NOT STAND For Failure On That Front- Possessor's Controller, if their name inclues 'Dulcinea de Montreal, Nightmares' Angel', may choose to treat possessor as possessing the subtype Familiar and optionally use possessor's To Hit value in place of their own, Constant Effect
Abilities-
BWORK- 300 Damage, Darkness, 0 MP
Roll Around Flailing Like Some Sort Of Inky Potato Chicken- 25% Inflicts Confusion, 25% Inflicts Confusion: Overcome by Laughter, 1 hit against 4, Darkness & Air, 0 MP
BWAEURK- 300 Damage, 5% Inflicts Voidstruck, Darkness, 95 MP
Worrying-Sounding Ticking-and-Strangled-Clucking Windup- Caster gains +50 to any one stat and +100 to caster's damage values, 20% inflicts Confusion: System Overload on caster, stacks 2 times, Physical, 200 MP
The Nottest of Daves wrote: "Fear not! I have simply had the ever-so-slightest of barely noticeable mishaps with my experiment here!" She sets it down on a convenient large, flat surface, buttressing it with several heavy vases when it starts to roll across the table. "Just head back into your room and I'll make sure it stays quiet so you and the others can get some well-deserved rest while the Professor and I go see Mr. Gramman."
Once Stabs returns to the suite, Dulcinea will use Atrocity Procedure (healing form) to inflict Impaired: Silence on her bit-too-noisy bird-ish familiar.
She then moves on to a plan to Summon a few more imposing creatures in order to keep the peace of the hotel suite. First, she uses her bonds with animals as a Beastmaster, and her skills as a Summoner, along with her fragment of the Mystic Power of the Patterned Lizard to attempt to summon a Nekomata. Then, she will continue in a similar fashion, weaving her skills as a summoner together with the magical weight of the Citadel of the Fisherman to summon a group of Selkies. Once the summons are complete, she will instruct them to disguise themselves as humans and keep an eye on the suite and its residents while she is away.
Finally, she grabs the Professor and set out for the Gramman Botanical Centre, after making a quick check that she can hear and see the summons moving about the room via her familiar's eyes.
Aeromage wrote: Dulcinea sets to work doing Terrible Things to the potato-chicken-machine-thing ("BWUEARK") and manages to, at the very least, disconnect its voicebox to prevent further strangly-clucking outbursts. Dulcinea finds she can see and hear through the bird... thing's senses, although it definitely doesn't feel as easy or clear as was otherwise intended.
She then sets her skills to summoning a Nekomata, resulting in a red-furred, split-tailed cat popping into being and regarding her with the typical disdain particular to all felines. One short order later, and a narrow-eyed redheaded man with a lazy smile in an exotic red robe lounges on one of her suite's many sofas.
This is followed by a rushing noise, as if of waves on a distant shore, and four very attractive, very naked men and women with sealskins draped over themselves appear from the Citadel's summoning magic.
Well. That... might cause things to take a slightly complicated turn later. Is she continuing on out regardless?
The Nottest of Daves wrote: "Hotel rooms usually have robes, right...? Professor, go look for some robes, while I grab some more cargo pants from my bag."
Thus berobened and bepantsed, the Selkies are no longer naked, and Dulcinea and the Professor finally take their proper leave.
Aeromage wrote: The hotel suite does indeed have robes, as it transpires, ranging from fluffy to silky in material. Some rummaging in the Bag of Holding and an emergency dressing session later, four slightly uncomfortable-looking Selkies are set about the suite in the surely fashionable cargo-pants-and-bathrobe combination (to the apparent amusement of the Nekomata), allowing Dulcinea to make her exit without leaving a potentially awkward situation brewing behind.
The Nightmare Scientist and plant-professor set off along the sunny Parkway and the bustling throngs of traffic, both befooted and bewheeled in variety! The day has become considerably warmer, the blazing moon overhead surely a contributing factor to the heat beating down on the pale flagstones below, the bright daylight reflecting off the chiefly white stones of the buildings lining the broad avenue and providing an eye-twinging aura of brightness to the city. High overhead, someone in what looks like some sort of red-winged hang-glider wheels in lazy circles before darting towards the shade of the central area of the city-layer beneath the towering canopy of the upper layer.
The pair circumnavigate the wide avenue to its southwestern corner, setting off along bridges overlooking the darker, narrower streets and rooftops of the layer below and strolling down the tree-lined road towards what is almost certainly the Gramman Botanical Centre.
The building itself straddles the edge of the city, occupying its southwestern corner, and looks nothing less than a palace constructed of glass with a brass skeleton, gleaming dully in the light. Huge glass domes house miniature forests and multiple-story-high floors of greenery and riotous displays of colour, vibrant even in the dull light cast from the heavily-clouded skies above. The grounds outside the complex are similarly verdant, carefully arranged flowerbeds and unusual trees vying position with elaborate rockeries and water features.
The showy greenery that acts as a border between road and edifice has several paved walkways cutting through it, some meandering through the shrubberies, others scenically curving towards a particularly large arch-shaped glass building with a row of several glass (of course) double doors leading further into it. Another entrance, set into a smaller building that has more brass than glass, is connected by a short driveway to the road, presumably some sort of delivery/loading area.
Aside from a couple of carriages outside the delivery area, the place seems to be rather quiet.
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
- Ordo Hereticus
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- Posts: 110
- Joined: Wed May 27, 2020 10:26 pm
- Location: Sanctum Prioris, Holy Terra
Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which a fountain is fallen into, and someone is staked through the skull
The Nottest of Daves wrote: Dulcinea and the Professor head for the glassy entranceway. They aren't making any deliveries, they are the delivery!
Aeromage wrote: The Professor opens the doors, and Dulcinea steps forward into a wall of heat and humidity.
The inside of the botanical centre's entranceway is lined with thick, almost jungle-like stands of plants and trees, all vivid colour and vying for attention. Short, brilliant flower-stalks poke through the railings at the base, while flowering shrubs and hedge-walls jostle for supremacy under large, overarching boughs laden with leaves and blossoms.
"Welcome!"
From a short wooden desk by the entrance, a red-faced young woman in a short-sleeved beige uniform and a thick green apron bobs, looking slightly breathless.
"Oh, wow. I can see why you came. Well, you're in the right place to deal with your flower-prob--"
As if on cue, the Problematic Somnibloom promptly sprays soporific pollen everywhere, and Dulcinea is suddenly being held upright by the Professor, who, on seeing her recovery, goes to administer a stiff shot of healing coffee to the unconscious botanical staff-member.
"Ugh. W-well, that's... quite the flower-problem," she manages as the plant-professor helps her to her feet. "Um. Does your friend here also have plant-problems, or is he actually, you know..."
"Among the ranks of the many new entities sprung from the fecund phenomenon of the Seed Rains?" The Professor finishes. "Quite so. Although, I would hasten to add, in full possession of an array of faculties and civilised sense that other ambulatory horticultural creations that may have risen in its wake may be regrettably lacking in. There is absolutely nothing to concern yourself with, my dear, from my side of this exchange."
The red-faced young lady blinks. "Um. Wow. Right." She turns to look at Dulcinea.
"It's probably best you speak with the boss, then. Things have mostly calmed down since the Rains now, and I think he might probably have finished with what we got sent today so far..." She picks up a pad and pen from the desk. "But, uh, I'll need to take some details on what it is you're bringing to show him so he can decide for himself what to do before you, you know, see him. Um. If that's not too much trouble."
The Nottest of Daves wrote: "Well," Dulcinea begins, "I am facing two separate, rather bamboozling botanical botherations, one might say. The more obvious one being the Problematic Somnibloom, having already made its acquaintance with you. The other is rather less visible, as it has to do with my partial transformation into a plant-like being; namely, that I have become far more dependent on sunlight, and am weakened greatly in its absence. I was hoping that Mr. Gramman would be able to assist me with one or both of those issues (or at least get me in touch with someone who can). Finally, I have brought the Professor along with me as well so that Mr. Gramman would have the opportunity to examine a friendly, sentient result of one of the fruits of the Seed Rains, as I am certain that such entities have been exceedingly rare thus far."
Aeromage wrote: "Oh, wow." The young woman blinks, scribbling details on the pad. "I mean, you're not the worst hit we've seen in here. One guy came in with a tree for a head. I mean, literally, his head was a tree. He had to be guided in by his wife. We keep telling people not to eat weird fruits they find, and we thought we'd stop getting cases after the Seed Rains went and most of the plants died and stuff withered and rotted, but we're still getting a few cases every now and then... um. Obviously. As you're here."
She jabs the pad with her pen and slots the writing implement back into its inkwell. "Okay! I'll just run this off to the boss and we'll see when he's got time for you! If you just wait, uh, here-ish, I'll come back and let you know as soon as I do, okay?"
Not waiting for a response, the aproned girl hurries off further into the garden centre, vanishing around the corner of a cross-path built around a fountain.
The Nottest of Daves wrote: Dulcinea blinks, then glances over to the Professor. "Um. Well. You stay here and wait for her to come back. I'm going to look around this entryway a bit more, some of these plants seem rather intriguing."
Aeromage wrote: Dulcinea excuses herself to examine the plentiful plantlife on display inside the sweltering glass-roofed atrium!
There's really quite a selection to be seen. Tall shrubs, exotic flowers, palm-fronded boughs, cascades of vivid leaves, bright stalks, many-hued blooms... and the smells, too, are just as much of a dizzying mixture. Fresh greenery and heavy perfumes and something spiky and acrid that tickles the nose behind damp, earthern notes and sweet resinous tangs...
From her botanical knowledge, Dulcinea is fairly sure these plants are from different climates and almost certainly would never be seen together normally. The fact that each and every one of them is not only present together in this hallway, but thriving without showing any signs of overgrowing or nutrient leeching or wilting or dozens of other signs that would almost certainly be apparent in a normal situation involving such a diverse mix of flora speaks to the skill of the gardener(s) that cultivated and arranged them. It might be a chaotic mishmash of specimens, but they're all growing together remarkably well.
Further pondering and investigation is cut somewhat short as she's sent spinning by a dark-green blur hurtling from one of the side passages and past her to the entranceway, briefly hearing someone excitably shouting "MAGNIFICENT!" before abruptly getting introduced to the refreshing, bubbly charms of the fountain pool.
The Nottest of Daves wrote: "Glub glub!" Dulcinea shouts as she flounders in the fountain-pool. She impacts the bottom, pushes off to one side, and hurls her heavily-sodden self out of the pool and onto the footpath. Her temper alight as much as her hair, she exudes the strong heat of fury, quickly drying herself as she stalks back towards the Professor and the front desk.
"WHO DARES!" she roars out.
Aeromage wrote: Dulcinea has just enough time to voice her displeasure before her field of vision is filled with bald.
"YES! MARVELOUS! Integration of plantlife and human... no! Something else!"
The dark-green-robed, bald individual blurs as he abruptly traces a circuit around the nightmare scientist-fisherman.
"Yes, yes, yes, yes, yes, I HAVE NO IDEA WHAT YOU ARE! MAGNIFICENT!"
The bald man, once again scant inches from Dulcinea's face and almost literally vibrating on the spot, has now somehow managed to seize one of her hands and commence pumping it up and down furiously.
"YES! YOU will be the one to help me unlock EVEN FURTHER MYSTERIES OF THE GREEN MOON AND THE RAINS IT BROUGHT!! You and the plant-man will help PUSH BACK THE BOUNDARIES OF BOTANICAL KNOWLEDGE INTO THE VAST, UNCLAIMED VISTAS OF THE UNFORSEEN BEYOND!!!"
The man's other arm is now flailing emphatically with every syllable.
"So much more to discover! So much more to EXPLORE! SO MUCH MORE TO LEARN!! LET US NOT DELAY ANY FURTHER!!!"
And with that, Dulcinea is abruptly yanked off her feet as the hyperactive botanist charges off further into the building, still furiously shaking her hand (and, by extension, shake-dragging her) along with him.
The Nottest of Daves wrote: Dulcinea gets dragged along, her fury cooling in the presence of SUCH PASSION FOR SCIENCE!
Aeromage wrote: Dulcinea is handshake-dragged, in turn, down corridors, across shining brass gantries overlooking the interior of large, spherical glass chambers built over the side of the city- affording a magnificent and dizzying view of the chasm it sits astride- many of which containing enough plants and trees that the walkways seem to hang suspended over encapsulated forests, through cabinet-filled rooms and shelf-lined hallways, and into another large glass bubble-dome absolutely packed with workbenches, chairs, cabinets of all shapes and sizes and materials, shelves overspilling with odd canisters and plants, galleries upon galleries upon galleries of vibrant, growing plants and trees, and a notably complex, labyrinthine mass of brass tubes that end at various points around the room in upright, curved, capped stands and vanish at their other ends off into the other parts of the botanical complex. Some sort of vacuum-tube-delivery system, perhaps.
Dulcinea is deposited on a chair near the middle of the room whilst the bald, green-robed man hurtles towards the walls, arms still flailing emphatically as he talks, grabbing items from cabinets and shelves and drawers as he practically ricochets between them.
"--chance to actually CONVERSE WITH A DENIZEN OF THE GREEN MOON!! Oh, the THINGS I SHALL LEARN!!! Most are decidedly on the hostile or untalkative side, you see, but from his comparative refinement, I am CERTAIN TO FIND ANSWERS! ANSWERS TO QUESTIONS I DON'T EVEN HAVE YET!! QUESTIONS TO ANSWERS TO QUESTIONS I HAVEN'T EVEN BEGUN TO FATHOM!!!"
The Professor, looking rather concerned, jogs into the room at the same time the gabbling botanist turns in a flurry of robes and a cascade of gardening esoterica. He is, apparently unconcerned with carrying capacity, holding what looks like an exploded whisk, what could best be described as a 'serrated chain-trowel' (which is making a worrying growling noise), three differently-designed spikes of varying material capped with some sort of green crystal, a metal canister with 'DO NOT OPEN EVER' stamped on it, a bonsai pear tree (complete with fruit) and several vials in various states of bubbling, fizzing and steaming.
"Now, WHERE SHALL WE START?!"
The Nottest of Daves wrote: "Let us begin with THE OBVIOUS, and the MOST LIKELY to IMPEDE our JOINT PROGRESS in SCIENCE! The PROBLEMATIC SOMNIBLOOM! From its perilous position perched atop my prodigiously perspicacious cranium, it is able to send its spores FAR AND WIDE, imposing its PROBLEMATIC SLUMBER upon all and sundry (excepting the Professor's caffeine-powered personage)!"
Aeromage wrote: As if by way of illustration, the Problematic Somnibloom attempts to problematically somnify matters with problematic sleepy pollen.
Things take a somewhat bizarre turn, however, when the bonsai pear tree in the green-robed man's arms untwists itself, cranes its branches around to point at the offending flower. Its bounty of tiny fruits open in unison to reveal an array of weird, pulpy and somewhat horrific fruit-maws.
A disquieting slurping, gurgling noise, as of a powered drainage pump attached to a swimming pool full of chunky applesauce, issues forth from the diminutive and surprisingly animate potplant, followed by the entire cloud of sleepy-problem-bearing pollen being forcibly sucked into the tiny pearmouths.
This seems to excite the botanist even further, who, now incapable of flailing his arms for emphasis, begins to perform some sort of strange hopping jig on the spot.
"Yes! I KNEW IT!! The tree reacts to hostile and unwanted effects from other plantlife by CONSUMING THEM! Now, will the fruits be affected? Will they gain attributes based on the plant-borne maledictions they absorb? THIS BEARS FURTHER STUDY!!"
The man dance-jigs off to deposit the (still subtly twitching) tree onto a workbench. Dulcinea thinks the mini-pears might be making chewing noises. Maybe chewing motions. While undulating pears are likely not a sight she's come across before, she can conclusively state, through her esteemed powers of scientific observation, that such things are weird and creepy.
Dulcinea's thoughts are interrupted by the man jamming the exploded-whisk-device over her head, rattling it about (scratching her scalp somewhat in the process, and yanking. With a painful jerk and a sudden sensation that should probably be accompanied by a 'pop' but isn't, the Somnibloom is removed from her head, roots trailing and flailing and caught in the wiry embrace of the whisk-thing wielded by its highly overenthusiastic bald conductor.
Dulcinea loses the Problematic Somnibloom and the attached curse.
"AS DOES THIS! An inconvenient outgrowth of the Seed Rains, but not lethal or worthy of major quarantine! TOO MANY HAVE BEEN DESTROYED! I told them, you see, that you cannot learn through examining the beneficial and harmless alone! A TRUE VISIONARY OF THE BOTANICAL ARTS MUST EXAMINE ALL ASPECTS OF THE PLANT KINGDOMS, NO MATTER HOW DIRE! ALL THE MORE SO FOR THE MOONS' ENHANCED ACTIVITIES!! SECRETS SUCH AS HAVE NEVER BEEN SEEN BEFORE, EVEN IN PRIOR LEGENDS GONE BY ARE BEFORE US TO DELVE INTO WITHOUT RESTRAINT!!!
Speaking of restraint, the man is showing worryingly little with the way he's wielding those spikes.
"Now, I can SENSE IT!! You have PLANTS COURSING WITHIN YOU! MORE WONDERS OF THE SEED RAINS TO PERUSE AND PORE OVER!! Symbiotic synchronicity or BOTANICAL BIOMERGING?! NOW IS THE TIME TO FIND OUT!!!"
The Professor looks outright alarmed and appears to be trying to run from the gantry-entrance to the main workspace before anything too stabby happens.
The Nottest of Daves wrote: "BWAHAHAHAHAHA! YES!" Dulcinea shouts, wild-eyed and swept up in the enthusiasm. "LET THE SCIENCE COMMENCE!"
Aeromage wrote: "KNOWLEDGE AWAITS!!!"
The Professor is, unfortunately, far too slow to stop the overenthusiastic botanical madman with a moonstone-capped stake from plunging it into Dulcinea. Dulcinea's stabber, overbalanced as he is, plunges the stake downwards.
While he was (presumably) initially aiming for her chest, he overextends and slams the thing directly into and through the top of her skull.
This, as one could imagine, is incredibly painful. As one would be considerably less likely to imagine, however, it doesn't seem to be doing much in the way of damage and is, in fact, somehow stuck there occupying the same space without the blood-gouting, sense-destroying, death-causing mess such a situation would usually call for.
In fact, Dulcinea feels like all of her faculties are still perfectly present with absolutely no kumquat for alarm, besides the general level of alarm it is sensible to assume when engaging in acts of SCIENCE.
Beaming, the man taps something on the stake and
Dulcinea feels an incalculably vast, incalculably powerful green force.
Boundless fields of rippling grasses.
Bottomless wells of leaves and branches.
Caverns of roots as large as skyscrapers burrowing through carpets of moss as tall as forests.
Canopies above canopies above canopies of titanic trees, each more wondrous than the last.
Dulcinea feels the Endless Green.
Dulcinea feels the Immortal Jungle.
Dulcinea feels the Evergreen Depths.
Dulcinea feels it, sees it, senses it, and it notices her.
She feels the presence she felt once before, still distant, but now undoubtedly focused upon her.
Even a fraction of its attention is like unto an unspeakably vast tree, falling atop her with its full weight.
Dulcinea is a Lesser Conduit of Vernat.
The Will of Vernat responds.
The Grand Lunar Age has arrived, and the Moons of Seirei shall become more prominent yet.
The Verdant Moon shall bring forth life as is its nature.
As part of the Grand Lunar Cycle, it shall scatter its seeds throughout the worlds.
The ravaged lands shall bloom anew.
Fallow fields shall become great forests.
Every inch of the world will be filled with life in ever-expanding quantities.
The infinite potential and variety of the living world shall be brought forth, growing within, atop and through itself, an unceasing march of resplendent, verdant wonders.
Where there is death, Life.
Where there is life, Growth.
Where there is growth, Renewal.
Bring forth these principles to the world.
Dulcinea is abruptly jolted back to reality as something in her head explodes. Vividly-glowing, smoking shards of the stake ping off moss-smothered railings and vanish into the tall thicket of grass and bushes covering the floor, jockeying for position between what once were workbenches but are now sprouting, growing trees of an astounding (and bizarre) collection of species. The galleries of plantlife are gone, vanished behind a massive wall of leaves and branches and flowers and multitudinous other floral outgrowths in increasingly exotic shapes and shades, blotting out the sun from the (now thoroughly hidden) glass walls and rendering the only source of illumination a small aperture high above where the branches and leaves haven't quite managed to reach yet, the light filtering through from the apex of the dome.
Dulcinea gets:
10 Botanist Bonus Weeks
10 Druid Bonus Weeks
5 Mountain King Weeks
5 Lord of Trees Weeks
Conduit of Vernat- (Passive Ability, Moongazer) Possessor's spells, abilities and items respond as though character had already cast Call Unto Moon: Vernat, possessor may spend an action to set the Governing Lunar Body to Vernat and its Associated Element to Earth, Wood, or Earth & Wood
'Touched the Will of Vernat Through an Unexpected Mishap Involving a Moonstone-Cored Botanical Scanning Stake Through The Skull on Seirei'
'Caused One of Serro Gramman's Workshop-Domes to Become Filled With Exotic Plantlife From The Surface of Vernat on Seirei'
A bush abruptly explodes as the green-robed botanist leaps to his feet from it! The man is... well. It looks like he just had a face-on collision with a truckload of moss after deciding to make an outfit using nothing but the plants from a garden centre. His robe is sprouting.
His enthusiasm seems far from undimmed, however. In fact, despite a somewhat dazed look in his eye, his grin is even wider.
"MAGNIFICENT!! To think you'd hold a connection to the VERDANT MOON ITSELF!!! Enough to promote such furious growth and transmutation- or perhaps transubstantiation!- into plants SUCH AS I HAVE NEVER SEEN BEFORE! I REQUIRE YOUR NAME AND HIRING DETAILS IMMEDIATELY!!"
Rolls went crazy again. Send help.
The Nottest of Daves wrote: "I am Dulcinea de Montreal, Nightmare's Angel, and chiefest Nightmare Scientist in all the land! Ah! But first! Professor! Are you alright up there?"
After verifying the unharmedness of her learned botanical companion, she will turn back to Mr. Gramman.
"I would be ECSTATIC to work with you to expand the boundaries of knowledges verdant and botanical! However, I have business that I cannot long delay attending to in Marefore; I can linger at most until the morning of the day after tomorrow, but I would be happy to return here once my duties are complete!"
She strokes her chin thoughtfully, and hums to herself. "However, I will require payment, of a sort. You see, part of my connection with Vernat has caused me to become quite weak in the presence of darkness and shadow, and I desire to ameliorate this effect. Yourself, being the MOST LEARNED AND KNOWLEDGEABLE of these BOTANICAL ISSUES, I would hope to be able to address this in a satisfactory way, or at least point me to a source of more spiritual healing than I have been able to discover myself. What think you?"
Aeromage wrote: "I remain in possession of all of my limbs," the Professor's voice issues from a hedgerow, "although I wish to strenuously object to the series of events that precipitated the present circumstance I find myself in."
"I," the hyperactive botanist declares, completely disregarding the plant-man's discomfort, "AM SERRO GRAMMAN! PEERLESS BOTANIST!! DELVER OF THE MYSTERIES OF VERNAT!! FOREMOST EXPERT ON THE SEED RAINS IN ALL OF IMPARA- NO, THE WORLD!!!"
The man is now standing astride an ex-workbench, one arm outstretched grandly towards the wall of greenery that was once a commanding view of the chasm. A position he rapidly vacates in favour of practically pouncing on the Nightmare Scientist to resume an arm-jellifying round of vigorous handshaking the moment she mentions her willingness to work with him.
"Yes! YES!! TOGETHER, WE SHALL UNCOVER YET MORE OF THE HIDDEN SECRETS THAT MOON KEEPS FROM US!! IT CANNOT REMAIN SO COY FOREVER!!! I shall draw up a schedule immediately! My calendar will be cleared! My storerooms shall be laid open! TODAY WE VENTURE FORTH INTO NEW VISTAS OF BOTANY!!"
He grin grows even more manic as Dulcinea describes her desired payment.
"There is no need to even consider looking elsewhere! None!! Absolutely none!!! For I, the foremost botanist in the entire region, have more methods to deal with shade-intolerant plantlife I know what to do with! With the resources provided by the Seed Rains and yourself this very day, why, I could create elixirs to boost your botanically biomerged body in ways that NOT EVEN I CAN FATHOM!!!"
The Nottest of Daves wrote: Dulcinea spends her ten Botanist weeks and a quantity of gold from her supplies to acquire
Plant Traits- (Passive Ability, Botanist) Possessor's HP is multiplied by 1.5 as an effect that does not stack with other HP multiplying effects, Possessor's Agility is multiplied by .75, and possessor gains immunity to Impaired. This ability only takes effect if possessor is an Plant.
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks
She feels the power of plantlife flowing through her, and begins to preen in the light of SCIENCE before her! "BWAHAHAHAHAHAHA! Wonderful, WONDERFUL! Professor, come down here! It is TIME! TIME for SCIENCE! SCIENCE SUCH THAT THIS WORLD HAS NEVER SEEN BEFORE!"
Aeromage wrote: Perhaps it's the lingering influence of Vernat, or perhaps something weird is going on that might be addressed later, but Dulcinea finds herself feeling considerably more plant-y in a matter of moments!
The Professor somewhat hesitantly makes his way down the vine-choked stairway to the underbrush of the main floorspace, eyeing the large variety of new and exotic plantlife in the room with an air of concern.
Gramman, meanwhile, has spontaneously manifested an even greater variety of tools and is, in turns, diving into the wall of greenery to retrieve yet more botanical gear (as well as strange, lumpy sacks and containers of strange fluids), detouring to shout orders into a tube, and plucking flowers, fruits and leaves from the new additions to his workshop with completely unrestrained excitement.
A workbush is cleared of (now rather shrubby) gardening paraphernalia to make way for the growing pile of equipment, plant samples and canisters overflowing from their owner's arms.
"First! I shall prepare a concoction to rid you of the light-dependency!! I am certain that, with these new botanical samples, I could do that and SO MUCH MORE BESIDES!!! YOU SHALL ASSIST ME!"
Well. That's quite a collection of implements. And fruit. And plant.
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
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Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which there is Light in the Darkness, and nothing tastes of rosehip
The Nottest of Daves wrote: As a Conduit of Vernat and bearer of a Carefully Pruned Sprout of the Rootmind, Dulcinea will reach out with her power, directing it to aid herself and Mr. Gramman in the preparations of upcoming SCIENCE! Vines will emerge from the surrounding vegetation, organizing equipment, assembling contraptions, and clearing away any messes in the way of the busy scientists!
Aeromage wrote: Dulcinea calls to the greenery surrounding her to make itself useful! She has a bit of trouble getting through to the plants in question- perhaps they're higher-level than she expected, or otherwise somewhat difficult to manage- but vines do indeed snake out from the wall of growth to assist.
Gramman, however, is apparently in need of no assistance. Or at least, no assistance that the comparatively sedentary vines can provide. The man dives and dances from corner to corner, workbush to cabinet and back again, peeling stalks, pulping fruits, boiling flowers and generally being a hive of frenetic, hyperkinetic motion and compost. Compost? Compost. The man is, it seems, potting plants whilst working on... whatever it is he's making. Strange scents begin to fill the air as a steady, high-pitched whizzing noise descends into audible range.
Clouds of strange, effervescent vapours begin to surround the workbush, scattering as the questionably-sane botanist turns in a flurry of leafy robes to thrust a brilliantly-glowing bottle in Dulcinea's face.
"IT IS COMPLETE! This, my finest work today! Surely, it shall banish all worries of darkness from your body!! SHADOWS SHALL FLEE AT YOUR APPROACH INSTEAD!!!"
Gramman is vibrating with excitement. No, wait, it's not just him. The bottle is vibrating, too. Possibly with excitement, given the high-pitched, fizzy squeal it's making.
"wheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee"
The Nottest of Daves wrote: "LET THE SCIENCE BEGIN!" Glug glug glug- "Ahhhhh! Tastes of rosehip!"
Aeromage wrote: Dulcinea's declaration aside, it does not, in fact, taste of rosehip.
What it does taste of is vaguely familiar, however, given her mouth is now FILLED WITH ENDLESS RADIANT SUNLIGHT THAT NOW COURSES THROUGH HER BODY AND SHINES THROUGH HER SKIN
The shadows retreat as GLORIOUS LIGHT bursts forth from Dulcinea's body, lighting up the darkness!
Her Photodependent and Shade-Intolerant ability instead becomes:
Photo-RESPLENDENT and Shade-Repellant- (Passive Ability, Botanist) If possessor is a Plant, possessor's presence counts as the presence of a Zone of Light for the purposes of all effects that check for such, possessor's presence causes the number of Zones of Darkness present in the same battlespace as possessor to count as 1 fewer, to a minimum of 0, for the purposes of all effects that check for such, possessor gains +500 to all stats for every additional Zone of Light or Chronogeomantic Zone of Day present, to a maximum of 10 additional Zones, possessor gains 15% Darkness Resistance
Gramman has materialised a notepad out of his sleeve and is alternating between furiously taking notes and running around Dulcinea fast enough to kick up a breeze.
The Nottest of Daves wrote: "Wonderful! Simply wonderful! This is more than I had dreamed of when I had first learned of your skills! My most voluminous and verdant thanks for this aid!" She spins around, watching the shadows shift as she whirls about. "Professor, isn't this just amazing! I can feel the flow of light pulsing within me!"
She whirls around again, returning to facing Gramman. "Let us push back the boundaries of science further! Who knows what secrets of the Verdant Moon we have yet to behold? I CAN FEEL THE POWER FLOWING THROUGH ME! ONWARD, FOR SCIENCE AND BOTANY!"
Aeromage wrote: "I would be utterly remiss if I did not insist that you weigh a modicum of caution against your understandable enthusiasm for exploring the potential of the Seed Rains, as the fruits of such phenomena tend to be unpre--"
The Professor is cut off by the understandable enthusiasm getting directed at Gramman, who responds with additional enthusiasm atop the critical enthusiastic mass already being reached.
"YES! MORE EXPERIMENTS!! With the new samples and materials provided by your brief connection to Vernat, wonders such as have never before been seen shall come to light! WE CAN STUDY! WE CAN DELVE!! WE CAN TAKE THE STRANGE AND UNKNOWN AND COMBINE THEM INTO YET MORE WONDROUS CREATIONS WITH EFFECTS UNKNOWN!!!"
Gramman, a whirlwind of green and flailing limbs, piles yet more bizarre fruits, leaves, pieces of bark, seedpods and various other items atop the workbush! Some radiate strange patterns of light, vibrate in erratic ways, emanate unusual smells or begin causing the other samples around themselves to shift and twist in a disturbing manner.
What kind of approach is Dulcinea going to advocate for? What sort of things is she going to try and do? It seems Gramman's enthusiasm is rather outweighing what might otherwise be a more measured or careful approach to the potentially-legendary tier of materials they have before them at present.
The Nottest of Daves wrote: "Ahh, Professor, when you're right you're right! Alas, we must restrain our enthusiasm slightly, for boundless enthusiasm over careful evaluation is what got me into this situation in the first place! SO! Let us first delve into exactly what lies before us, that we might come up with a proper tribute to the scientific method, HYPOTHESES!"
Dulcinea will begin by using her BA-Granted scan abilities, boosted by her scientific acumen and training as a detective, and recording the results for Gramman to peruse.
Aeromage wrote: Dulcinea does indeed have some scientific acumen and detective skills besides! Her botanical and druidic knowledge, however, is a little lacking, especially when confronted with plantlife of this quality. She does, however, have access to the Arena's granted appraisal-skill to provide her (at the very least) the name, elements, value and item-types of the items before her! For the most part. Some are just registering as the name. Some she's only getting partial readings on. There's a couple of those weird, stat-block-inaccessible Seed Rain Fruits she saw (and ingested) in the Dreaming Moon Festival, too!
Gramman doesn't seem to be put out in the slightest by her lack of relatable knowledge, however. The moment she starts mentioning her appraisal ability, he practically leaps at her, clapping her on both shoulders. One at a time. Then back again. His excitement seems to have gotten the better of him enough that he's graduated to performing an inadvertent drum solo with Dulcinea as the medium.
"Aha! Another member of the Arena of Nexus! The last one provided TRULY MAGNIFICENT INSIGHTS AND ASSISTANCE IN PEELING BACK THE VEILS OF MYSTERY THE MOON HIDES WITHIN!! I SHALL GATHER THE RESEARCH AIDS IMMEDIATELY!!!"
Before Dulcinea even has a chance to blink, a large stack of heavy books, some leather-bound, others metal-plated or wood-covered thud into the underbrush before her, followed by a number of blank notebooks and a cascade of writing implements. Before she even has a chance to register that, the man stands bolt upright, begins to glow with vivid greenish energy, and begins to cause the various plant and material samples on the benches to start orbiting him. Gramman's eyes start literally spinning, and the unhinged botanist launches, without any warning or ceremony, into a rapid-fire lecture on the plantlife.
Dulcinea can't keep up. She tries, she really does, but the man is using words and concepts and theories relating (presumably) to the field of botany that she barely knows the meaning of, if at all, and trying to follow the lecture whilst simultaneously trying to unravel the mysteries and properties of the plantlife before her and record notes at the same time rapidly leads to mental exhaustion, confusion and frustration. She shifts gears and instead contributes what she can by yelling BA-granted appraisal-statblocks at the (now levitating) botanist, but finds the notes she's taking are... incomprehensible at best.
The Professor, on the other hand, seems to be faring somewhat better, electing purely to stand back and record notes as rapidly as he is able. It seems he's able to follow along with what's being said, at least in part, and soon the workbench-bush next to him begins filling up with notebooks written in his tight, neat script.
By the time Gramman has finished, the only source of light in the room is Dulcinea, the small patch of sky visible through the cage of leaves showing only darkness. The Professor has a stack of finished notebooks next to him, Gramman has a number of piles of different sorts of plant-samples organised in a somewhat chaotic cluster around him, and Dulcinea has a book filled with notes that seem, to her, to make no sense whatsoever.
Dulcinea, thanks to the Professor, is not tired. She is, however, aggravatingly flummoxed at the situation, feeling that she could have learned so much if only she knew more about the principles of botany. Still, Gramman seems to have learned what he wanted, and he's got a considerable number of samples to work with with... whatever it is they plan to do next.
The Professor seems to have benefited from the study/research/whatever in the world that was somewhat more than Dulcinea did. He's gained a new ability!
Learned a Number of Esoteric Botanical Principles From Serro Gramman- Possessor gains 30% Plant Resistance, Possessor's abilities that increase stats may do so by an additional +3,000 (to a maximum of +15,000 through this effect) when targeting Plants, Possessor's abilities that decrease stats may do so by an additional -3,000 (to a maximum of -15,000 through this effect) when targeting Plants, Possessor's abilities that deal Damage may deal an additional +30,000 Damage when targeting Plants, Possessor's abilities that inflict status effects have their infliction chances increased by (+50% for Minor Status Effects, +30% for Moderate Status Effects) when targeting Plants, Constant Effect
(Numbers subject to tweaking)
The Nottest of Daves wrote: "It seems to be rather late, Mr. Gramman. Do you wish to keep going, or would you rather rest for the night? I could use some time to relax and get myself something to eat, I think..."
Aeromage wrote: Gramman, eyes still spinning slightly, spins himself to face Dulcinea.
"There is ALWAYS the desire to keep going! The moon constantly dreams up new and confounding plantlife with which to taunt me! IT CANNOT REMAIN AHEAD FOREVER!! I SHALL UNCOVER ALL OF THE SECRETS IT SO JEALOUSLY GUARDS!!!"
Well, he certainly doesn't seem to be anywhere near undimmed in energy levels.
"I recognise the need to take time to recuperate between periods of EXHAUSTIVE AND FRUITFUL STUDY, however! But as for food, why, we have a SPLENDID VARIETY OF PRODUCE AVAILABLE UNDER OUR VERY NOSES!!!"
The Professor coughs. "Far be it that I should repine on the subject of your considerable and remarkable edible assets, but perhaps it would behoove us to seek fare of a less...transformative and phenomena-prone temperament. The amalgamation of such natural marvels would doubtless yield unexpected and unknowable effects--" at this, Gramman practically lights up, prompting the Professor to rapidly change tack, "--which one cannot fully appreciate or apprehend in anything less than a sufficiently-refreshed state of mind."
The botanist seems rather disappointed at this, but nods. Or tries to nod, at any rate. He also attempts to wave a hand, shrug and put a thoughtful hand to his chin at the exact same moment, leading to the visual appearance of undergoing a full-body spasm.
"Very well! I recognise the benefits of approaching THE EVER-EXPANDING MYSTERIES OF THE BOTANICAL WORLD with full faculties intact, NO MATTER HOW MUCH THEY MIGHT CALL TO ME!! However, I expect to be contacted once more come the morning! OR EVEN EARLIER!! THERE IS YET MORE TO STUDY!!! YET MORE TO EXPLORE!!!! YET MORE TO LEARN FROM THE BOTH OF YOU!!!!!"
The Nottest of Daves wrote: "I guarantee it! We shall see you on the morrow! Now, Professor! Let us make our way back to The Grand Parkway and partake in our rest!"
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
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Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which it is questionably evening, and rude words are exchanged
Aeromage wrote: "Yes, let us be off. I sincerely hope the summoned help you called forth has been able to keep those ruffians in line in your absence..."
The pair pad up the mossy, vine-covered incline that was once a set of metal stairs and along the plant-choked gantry-turned-forested-path to the door. Getting through the door is a somewhat tricky prospect given it seems to have been absolutely covered in creepers with thick, dangerous-looking spines, but Dulcinea manages to convince them to budge enough to escape. Perhaps her link to Vernat remains fresh and strong enough to command them? Or maybe it's because she (technically) was the reason they're there?
Pondering such matters, the nightmare scientist and plant-professor retrace their steps through the darkened glass dome-chambers of the botanical centre. The sky looks... odd. The huge, flaming moon is still hanging in the air, and should be making things almost as bright as day, but it's almost as if the sky has been covered in an obscuring layer of muddy water, or perhaps cloth mesh, preventing much of the light from reaching the ground. Further beyond, along the chasm and past the city's limits, the countryside (and chasm walls) look considerably brighter, almost daylit- perhaps the effect is confined to the territory above and around the city? Something to keep its residents in something approaching a more sensible day/night cycle, perhaps.
The trip back to the huge, central road surrounding the parklands is peaceful. There are far fewer people strolling about at this time of... night? Evening? It's a little hard to tell. As the duo approach the parkway, things pick up a little more, with carriages wheeling to and fro, and small groups of pedestrians walking along beneath rows of tall, stone lamp-posts hung with green banners. The brightest source of light in the area is that big, crystal-dragon-statue-thing attached to the central pillar, glowing with reds and golds and other muted colours tuned more towards the firey end of the spectrum in the darkness.
The Grand remains as stately and imposing as the pair left it. A number of bright, white lamps in frosted glass housings illuminate the greenery and flowing fountain in its foyer, making the place look rather like it's still in full daylight. The effect is somewhat disorienting.
There appears to be some sort of commotion towards the left of the front desk, towards where the bar was previously stated as being. Someone, or several someones, are being very loud and singing very badly, which seems to be drawing some attention from a group of serious security-types in smart uniforms.
The Nottest of Daves wrote: "Professor, I think I should stop and make sure that no one we're responsible for is engaged in this foolishness..." Dulcinea sighs, and approaches the convocation of security staff, seeing if she can spot any of her summons or minions as part of the group making trouble. "You go ahead and check that the suite is still in order."
Aeromage wrote: "Of course. I shall attend to it without delay."
As the Professor hurries off, Dulcinea heads towards the growing-in-volume drunkenness issuing from the bar's general direction. It seems to be drawing quite the crowd of genteel-looking patrons who are, of course, far too refined to wish to involve themselves with such an unbecoming spectacle and are surely not the sort to even consider watching such a thing for anything other than concern over the well-being of the individuals involved and a desire to ensure nothing untoward would be taking place, if they were watching, which of course they aren't.
Craning her head over the gathering of conspicuously-ignoring well-dressed guests with conspicuously-untouched cocktails, Dulcinea is treated to the sight of a rather large man in a rather ornate hat (whose tenuous perch atop his head slips ever-further down over his eyes as he slurs) and a woman who is clearly far too wealthy to be considered in a state of undress. No, clearly, she is in a state of déshabillé.
Both sides seem to be attempting to outyell one another with regards to how much more refined they are than the other party whilst simultaneously fighting a losing battle with their chairs and the general direction of Up.
"--annannnunnunnuther thsshing," the woman eventually manages halfway between her wineglass and the floor, "I whould nehhhvar be caught with... shpirit trassssh ash shervehnts, lihhke shome people! By whish," she states, a finger pointed in what she probably expects is in the direction of 'up' but instead ends up being the direction of 'table', "I mean you! You are shome people!"
"How dehre," the man splutters from his slowly-descending position against the wall, "you shuggest I don't enshure my shervants aren't rigoroushly trained to enshhhhure no improprehenshibibility whatshoever! Juhst becaushe you inshtigated an exshperienshe you feel asssshemed of whissha shertain tailed gardener--"
The woman shriek-gasps in outrage. The genteel patrons echo the gasp in the manner of a group who have just been made privy to some rather juicy gossip to disapprove of. The security begin to sweep in as the screaming begins.
The Nottest of Daves wrote: Dulcinea blinks in confusion, turns around, and heads back up to her suite. "Nope. Nope. Nooooooope."
Aeromage wrote: Dulcinea nopes on up to her suite, finding it... pretty deserted, at least on her 'private rooms' side of things. The adjoining rooms repurposed as 'servant's quarters', on the other hand, are a bit of a different story.
The Professor stands with his arms folded, staring at the group of Selkies with disapproval. The seal-shapeshifters, for their part, all seem to be very amused with something or other. The Nekomata has reverted to its feline form and is presently lounging around on a couch, paws in the air.
There doesn't seem to be any sign of the bandits, although one of the bedroom doors is closed.
The Nottest of Daves wrote: "Well, it certainly looks like something was happening up here until the Professor happened upon it? Anyone care to share any details?"
Dulcinea moves to the table to check on her Inky Potato-Chicken so as to distract herself from the adorable nekomata attempting to trick her with floofiness.
Aeromage wrote: The Professor clears his throat. "From what I have been able to determine in the short time since I returned to the premises, it would appear that one of the number of the brigands you commandeered took the somewhat unwise decision to proposition one of the selkies whose services you called upon. This prompted a threat in return to, as I understand it, 'eat him alive', in a manner that was decidedly not euphemistic in intent in the slightest. This prompted the scarred ruffian with the pilose ears to evacuate the rest of his fellows to one of the bedrooms where, as I am given to understand, they have been sequestered for the past four hours."
The inky, potato-shaped bird wobbles and teeters and Dulcinea as she approaches. It still looks like it's trying to make those bizarre squawking noises, despite its voicebox being detached.
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
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Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which a potato becomes something more, and laws both natural and philosophical are violated
EXECUTE ORDER 66 /palpatine
The Nottest of Daves wrote: Dulcinea gives her summons a flat look as she scritches the top of her familiar's head. "I'd prefer if you didn't eat my employees, or threaten to do so in the future; otherwise, I will be forced to dismiss you with extreme prejudice. Professor, please let them know that I've returned and that they may safely split up into their own private rooms for slumber; I'll be working a bit longer here in the lounge before I rest."
She clears the table of everything but her familiar, pulls out an Engine of Wishes from her Bag of Holding, and prepares a small surgical bay, using her powers and knowledge as a Doctor and a name-rank Healer, Crafter, Enchanter, Magewright, and Engineer. She equips her Atrocity Procedure, and proceeds to make two wishes of the Engine.
"I wish that I had materials suitable for the enhancement of this familiar."
"I wish that I had the inspiration of the Mad Genius with which to bring forth this great work."
Aeromage wrote: Dulcinea heads off to prepare her room! From the other suite, she can hear the Professor having a muffled conversation, then a muffled argument with someone even-more muffled.
She has THINGS to do, however! THINGS that take precedence over arguing subordinates!
Rapidly clearing a table and a desk for use as a makeshift surgical bay and plopping the rotund bird-familiar atop it, she fires up her Engine of Wishes in order to provide her with the materials and inspiration she needs!
Dulcinea loses 10,000 XP and 10,000,000 Gold as the Engine sparks into life.
In response, a large quantity of... things... land on the table. Her BA-granted scanning abilities set to analysing them!
...well. This isn't as impressive a pile as she'd like. It seems like the wish has gotten a bit hung up on the world's theme of 'spirits', too. There's large quantities of Spiritual Dust in various levels of refinement, a (considerably large) bag full of what's scanning as 'Kotengu Feathers' and 'Tengu Feathers', a child's-head-sized and rather solid-looking crow's head with a black tongue flopping out of its black beak (which is being picked up as a 'Kotengu's Head'), an assortment of small orbs of various colours (some registering as 'Eye of Visions', which she recognises from the Eyes of Avandos enemy, other appearing to be more potent variations on the same), a lot of different Spiritual Essences in various flavours of darkness and air-aspects, chunks of semi-ethereal flesh and shadowstuff of semisolid, somewhat-elastic nature, a pile of various claws, talons, teeth and other sharp objects that ping as coming from various spiritual entities, and a small (and oozy) pile of... various things that are possibly organs. Or artificial... oozy things. My, that's an unpleasant smell.
Dulcinea's wish for Mad Inspiration hits.
Yes! She is above such petty constraints as logic and common sense! She will bring forth a creation to challenge, nay, break the boundaries of formerly-held conventions! She... she...
No, no. This won't do. These materials just won't do. They're far too spiritual, for the most part, aren't as valuable as she'd like, and not scientific at all. No, she can't work with those. Not even if she takes that head, and...
...well, maybe if she puts that and that in it...
...but then she'd need to-- ah, there's all that spiritual essence that she might be able to mix to some interesting results...
...and this! If she were to do that... and that! Yes, and use those, and this, and do that...!
Yes! YES! She can make this work! She will make this work! She might not have the madly scientific materials she desires, but even limited to this, and with the knowledge of spirits she has... why not try for some sort of artificial spiritual entity brought to life through the inestimable power of NIGHTMARE SCIENCE?!
The Nottest of Daves wrote: She ponders her course of action, and activates the Engine one final time.
"I wish that my skill in the manipulation of spiritual essence would be enhanced, that I might make an entity worthy of awe and wonder!"
----
Potentially-useful abilities:
Knows Many Common Types of Spirits- (Passive Ability, Binder) Possessor counts as 3 Levels higher (to a maximum of 99) for the purposes of scanning non-Unique Spirits
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Inventor- (Passive Ability, Crafter) Possessor's Invention consumables deal 500 additional Damage
Rapid Crafting- (Passive Ability, Crafter) Abilities, recipes or items that create items for weeks spent in the ability shop have the required number of weeks reduced by 1, to a minimum of 1 week
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Improved Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 to all stats, with said bonus capping out at a value equal to their unbuffed stats.
Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +50 to all stats
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit-Banishing Chant- (Technique Ability, Shrine Maiden) Possessor may spend an action to remove a target Spirit below Level 40 from battle with a (Possessor's Level - Spirit's Level)/2 % chance of success
Basic Spirit-Warding Chant- (Technique Ability, Shrine Maiden) Possessor may spend an action to gain +5% Dodge and Resilience against Spirits below Level 40 as an effect that lasts 5 rounds
Exploit the Behavioural Patterns of Common Spirits- (Passive Ability, Shrine Maiden) Possessor gains +5% Spirit Resistance, Critical and To Hit against non-Unique Spirits that are below Level 60
Familiar with Spirit-Warding Talismans- (Passive Ability, Shrine Maiden) Possessor gains 1% Spirit Resistance per Amulet, Magic Item, Enchanted Item or Card equipped, to a maximum of 5% Spirit Resistance
Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Aeromage wrote: Another 5,000 XP and 5,000,000 Gold are paid! Dulcinea feels esoteric knowledge of Binding and Spirit Magic swell within her to undertake the task of creating her winged familiar!
The room around her fades into a blur, mere background distraction to the task at hand. Time loses its meaning. All there is is the work at hand, and her UNRIVALED GENIUS through which to bring it forth into the world!
The potato-shaped bird is laid open with a single slice. Dulcinea dissects parts of it to lay aside; other parts are spread open to be used and enhanced immediately. A hand quests over the oozing pile of organic matter soaking into the tablecloth, selecting one, and, using the awful skill granted by the Atrocity Procedure, begins to set about constructing a new network of vitals.
Connect this. Infuse that. Meld the body into this bundle of organs to work as the central core of the thing...
No, it needs to be bigger. Elastic shadowstuff and semi-ethereal flesh is sliced, folded, enveloped, sutured. The overlarge crow's head, tending more towards a humanoid skull shape than an avian one, is set before her. The eyes are extracted. New incisions are made. The skull below is bored into, forming new sockets to fill. The spiritual brain within is removed, combined, altered.
The materials she has on hand are more organic and spiritual than mechanical. Perhaps the problem last time came from the divide between the inorganic materials and her desire to link it with biological mechanisms and psychic bonds. No, with this way she can create a spiritual link to work through, both enhancing its ability to act as a Familiar and its artificial spiritual nature at a stroke. Gears and metals are stripped out. Ah, but she'll want to keep some of those benefits. Perhaps if she strips out the pain receptors, and... yes. That'll do. Shadowstuff is hardened, retaining some elasticity but formed into more rigid structures to act as bones.
More inspiration hits in waves, and Dulcinea works with it. Spiritual essence is divided, mixed, and mixed again. Portions are infused here and there, then ripped out and reintroduced to the main body of gathering essence. She has many artifical eyes and eye-like orbs to hand. Through the power of NIGHTMARE SCIENCE (and a little BA-granted combo magic), they are combined, combined again, mixed with other materials to hand, shifted, altered, inserted...
Yes, she sees its form now. She has the head- why not work with it? Surely the diminutive Kotengu are used by those of spiritual persuasion as servants and messengers in some quarters! Never mind what the laws say, she can surely make it stealthy enough to evade notice! The skeletal structure is shortened, compacted, sculpted to fit the humanoid bird-form. Bird-wings are basically like elongated hands in design- why not add some claws to the tips, covered by the copious amounts of feathers she has? Ah, yes. Feathers. Enough to cover the small body, she thinks. Black, elastic flesh comes first, mixed with the shadowy, ethereal stuff to ensure the thing retains some measure of stealthy, semi-spiritual form. Then the feathers. Each implanted in exacting patterns, run through with further Atrocity Procedures to cause the body to accept them as part of it, rather than mere decoration.
Hmm. She has teeth left behind. Well, that won't do. Into the beak they go, slid up inside. Why not make them retractable? Yes, that'd be perfect. Oh, but she still has more. Rather a lot more.
...well, thanks to bundling everything around that core that used to be (but very much is no longer) that... disappointment from earlier, there's quite a large gap in its stomach. It won't need to eat, after all, if it's a spiritual entity capable of sustaining itself through other ways. Unless... yes. Yes! Both issues solved at once! Split the stomach with an incision, form a maw, insert all those teeth... make it suitably well-hidden when closed... genius! A maw directly passing to the stomach! So much more efficient!
Now, for the arms and legs. Oh, how tempting it would be to add tentacles... but no. Stealth. Let's make it look like a regular kotengu, at least in initial appearances. Let's treat it as a challenge (that her immeasurable brilliance and nigh-limitless genius shall surely surpass with ease!) and see how closely we can get it. Arms and legs corded with tightly-wound shadowstuff-turned-muscle. Clawed, scaled hands. Birdlike, taloned feet.
Yes. Perfect! Of course, she didn't have the best materials to work with, but she has, of course, exceeded all expectations and possibilities provided by the limited resources available! Such is the wonder and horrific splendour of NIGHTMARE SCIENCE!
And now, to infuse it with the bundle of spiritual essence and BRING IT ARTIFICIAL LIFE IN HER NAME!!!
Gleaming eyes stare out from a patch of deepest shadow. Wings flutter. Its beak opens and releases a BWAEURK.
Dulcinea is about to experience some form of concern before the thing sits upright. More eyes open on its head, rolling around to take in the room and its creator before closing once again. Its stomach heaves, splits into a fanged maw, a long, thick tongue larger than could possibly belong to the creature it comes from lolling out and lashing, then retracting into the closing mouth, not a trace of its existence left in evidence.
On initial inspection, the creature looks like a normal (albeit nude) kotengu- a three-foot tall humanoid crow-man, its feathers pitch-black, its short arms and legs ending in taloned hands and feet of somewhat scaled flesh. A slightly closer inspection would suggest that it is not, in fact, a normal kotengu- its feathers do not reflect light and seem to actively drink it in, its visible flesh pitch-black, its eyes blank amber orbs.
And oh, how right they would be, Dulcinea thinks as she manipulates its limbs, poking and prodding and pulling here and there to test her creation's form. The flesh beneath the feathers is rubbery, elastic, easy to pull and stretch and compress to allow for contortion into tight spaces and hidden crevices. Also, it's fun to squeeze!
Its head contains more than just the two visible eyes, with a full five at the front and three at the back to ensure maximum scouting efficiency. Its beak has a wicked variety of teeth that can spring out as it (or she) commands. Its wings contain claws built into the tips and joints, capable of ripping at foes or acting as larger grappling devices- and just as bendable and elastic as the rest of its body. And then there's its stomach-maw. She's rather proud of that. Yes, it should be amply capable of devouring essence directly from targets into her new familiar's body, and an unpleasant surprise for her foes to the bargain!
Dulcinea gets:
Innocuous Phantasmagoric Familiar (Artificial Kotengu Variant)- (Pet, Spirit, Darkness & Air, Lv.30, 30,000,000 Gold)
HP- 580,000
MP- 810,000
STR- 6,450
AGI- 9,400
CON- 6,800
MIN- 8,100
SPI- 8,100
XP- 0
XP Needed- 740,000 (Standard Multiplier x2)
Minimum Level- 30
Defense- 3,800
Defense against Stat Damage- 617
Critical Chance- 34%
Resilience- 34%
To Hit- 140%
Dodge- 42%
Resistances and Immunities- 50% Light Weakness, Diseased Immunity, Pain Immunity, Poison Immunity
Prime Attribute- Spirit or Agility
Constant Effects-
A Product of NIGHTMARE SCIENCE!- Possessor's Controller, if they possess any three of the abilities 'Scientist', 'Mad Scientist', 'Ebon Chancellor', 'Shadow Duke', ('Binder' or 'Shrine Maiden'), ('Deathless One' or 'Necromancer') and 'Doombringer' may choose at the beginning of each thread to have this entity count as any combination of Spirit, Bio-Horror, Undead, Horror and Umbral (to a maximum of two such subtypes), Constant Effect
Artificial, Stealthy Spirit-Body- Possessor may be treated as a Spirit or Undead for the purposes of effects that check for such, possessor gains +2,500 SPI, +2,500 AGI, and +25% Dodge, Constant Effect
Created To Be Dulcinea's Familiar- Possessor's Controller, if their name inclues 'Dulcinea de Montréal, Nightmares' Angel', may choose to treat possessor as possessing the subtype Familiar, target entities in the same battlespace as possessor as if possessor's controller was present in said battlespace in the same row formation as possessor, and optionally may use possessor's To Hit value in place of their own, Constant Effect
Contortable Elastic Form- Possessor deals full damage to targets below possessor's Level that are in the back row of their row-formation, Possessor does not count as being in the back row for purposes of the number of people in each row (but may not count as being in the back row when nothing is in the front row unless possessor could do so otherwise) and may choose to count as not taking up a space in a row's row formation, Constant Effect
Multiple, Magical Artificial Eyes- Possessor gains +25% To Hit and Impaired: Blind Immunity, Constant Effect
Superior Flight- Possessor gains 50% Earth Resistance, 50% Entombed Resistance, and +3,500 AGI, Constant Effect
Assume Bird Form- Possessor may choose to replace possessor's subtype with Aerial at the start of any round, Constant Effect
Assume Spirit Form- Possessor may choose to replace possessor's subtype with Spirit at the start of any round, Constant Effect
Assume True Form- Possessor may choose to replace possessor's subtype with the subtypes chosen through 'A Product of NIGHTMARE SCIENCE!' at the start of any round, with this effect not being able to choose different subtypes to those originally chosen at the start of the thread, Constant Effect
Abilities-
Wind Blast- 20,000 Damage, 50% inflicts Suffocation, Air, 0 MP
Claw- 15,000 Damage, 2 hits against 1, Physical, 0 MP
Essence-Devouring Stomach-Maw- 25,000 Damage, 800 SPI or CON Damage, may deal Drain, Darkness, 8,500 MP
Remove Deformity Through Artificial Shadow-Essence-Grafting- 40,000 Damage, Heals HP, Heals 4,000 Stat Damage from each stat, Cures up to 2 minor status effects, target gains the element Darkness, Darkness & Magic, 40,000 MP
Reshape Body Through Artificial Shadow-Essence Infusion- +700 to any one stat or -700 to any one stat, target gains the element Darkness, stacks 5 times, Darkness & Magic, 40,000 MP
Mind-Reading Vision-Eye-Array- Scans target's stats, if target's stats are successfully scanned and target is below Level 60, caster gains 40% Resistance to target as a non-stacking buff, Psychic, 60,000 MP
Nightmare Ward- +2,000 Defense, +500 Defense against Stat Damage, target gains 50% Minor Status Effect Resistance and 30% Moderate Status Effect Resistance, Stacks 5 times, Magic & Air & Darkness, 40,000 MP
(Numbers and such subject to change)
The Nottest of Daves wrote: He's so squishy and adorrifying! She can't resist cuddling her new creation, poking and tugging and scritching and petting. She picks it up, sits down in one of the large fluffy armchairs, and sets in her lap.
"I shall call you Squishy, and you shall be mine, and you shall be my Squishy!"
Soon, her furious flurry of cuteness reactions slows, and she falls into a deep slumber, cradling her creation in her arms.
Aeromage wrote: Dulcinea immediately sets about squishing and stretching the newly-dubbed Squishy.
Oh, yes. The way his flesh contorts and bends, the stretchability and snap-back of his limbs, the resistant-yet-soft-to-poke body- all so very satisfying to manipulate! Squishy, for his part (at least, Dulcinea thinks it's a he. He seems to have a male-ish form, at least) doesn't seem to mind being used as an oversized stressball in the slightest, gamely allowing his creator to see how far she can stretch his stomach-maw (quite a distance indeed, it seems) or how many times she can wrap his arms around herself (a fair few), or poke her fingers and indeed entire hand into his elastic body from the side (is he always this soft and rubbery, or is he just allowing it?), or ruffle and run through his feathers to leave his 'hair' in amusing styles (the mohawk look seems to quite suit him).
Soon, the fatigue of the day, her labours and the (of course absolutely necessary) 'testing' of her new familiar's form catch up to the Nightmare Scientist, and she falls asleep with her squishable creation.
Dulcinea's dreams are, as usual, dark. Strange flickers of images and light catch her attention amidst her nocturnal mind-wanderings, however, prompting her to reach out and touch--
Dulcinea is being held. Not tightly, not anymore. Her-his master-creator is asleep, and she-he is awake and watchful in her-his master's arms. Dulcinea's five front eyes open and wheel about as her-his master-creator's mind comes into closer contact. No, wait, that's her-him. Isn't it? Her-his three rear eyes open to see the master-creator. No, still asleep. The trio of eyes close again. Her-his five front eyes continue to wheel and monitor the room. No threats or movements, the same as the last few hours.
The door to the room opens. Dulcinea's shadow-muscles knot and twist in preparation to defend her-his master-creator. In the darkness, she-he sees perfectly. The intruder is a green-skinned humanoid with white petal-hair and a tweed-like suit woven of brown-green plant material, buttoned with large, reddish-brown berries.
Oh, it's just the Professor.
Who's the Professor?
Dulcinea relays the necessary information to herself-himself.
Ah. Not a threat. Another servant of the master-creator.
She-he watches carefully, nonetheless, as the plant-man walks over to the table that she-he was born-created on, shakes his head slightly, and bundles up the tablecloth stained with the vital nightmare-fluids that accompanied her-his birth-creation.
The Professor turns to face her-him, nods politely, and puts a finger to his lips as he gently lifts the stained bundle from the table and walks out the door.
A few minutes pass. No threats appear. The room remains silent save for the breathing of Dulcinea's master-creator.
The Professor returns with another bundle and a cloth, setting about cleaning the remaining fluids from the table and placing a fresh tablecloth atop it before returning to the other room.
Time passes. No threats appear. One of the master-creator's hands slips from her-his body to dangle over the edge of the armchair.
That's no good. Dulcinea-master wants to hug herself-himself-servant more. She-he-they stretch out a scaled, clawed hand, retracting the sharp points to grasp the arm and pull it back around her-him-them once more. She-he-they survey the room once again. No threats are present.
--Duclinea's dreams muddle themselves back into the mix, but that view of the room and the strange, blended feeling of being her-but-someone-else rests at the back of her mind, always present in some odd, comforting way.
Sunlight wakes the Nightmare Scientist from her slumber, Squishy still firmly ensconced in her arms. There's a bit of an odd smell lingering in the air. Maybe she should have cleaned up the leftovers from her work after-- huh. The table and its cloth is clean. Maybe a maid came in during the morning? Or maybe...
EXECUTE ORDER 66 /palpatine
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
- Ordo Hereticus
- Inquisitor
- Posts: 110
- Joined: Wed May 27, 2020 10:26 pm
- Location: Sanctum Prioris, Holy Terra
Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which dream-visions prove real, and an Adventure is undertaken
The Nottest of Daves wrote: She ponders her flashes of dreams as she awakens and looks at the table.
"Professor?" she calls out, "Did you clean the table last night?"
While awaiting his response, she checks around the room to see if her summons still seem to be in residence, or if they have dismissed themselves in the night.
Aeromage wrote: The door to the adjoining suite opens at her call, revealing the familiar figure of Professor Rubiaceae.
"Good morning, Miss Dulcinea. I'll prepare you a beverage immediately."
So saying, the bespectacled plant-man sets about creating a steaming cup of coffee.
"I did indeed take the liberty to clean the table last night. I felt it prudent to remove the stained tablecloth and other... items before they had a chance to cause any damage the woodwork below and potentially incite the ire or alarm of this establishment's housekeeping staff. It would not do to have your reputation tarnished among this city's places of accomodation, especially if you wish to make use of their services in the future."
A quick look into the other lounge reveals the nekomata, once again in cat form, stretched out on one of the sofas, while a couple of the selkies sprawl themselves out on the others.
The Nottest of Daves wrote: "Thank you, Professor." She smiles as she takes the steaming cuppa on offer, leaving it somewhat ambiguous just what she's thanking him for. "Could you call for room service and get breakfast delivered? I have a few things to take care of before we breakfast, then head back to the Botanical Centre."
Well! Dulcinea thinks to herself, that's certainly an interesting little tidbit of information... She ponders her new, dreamlike-connection to her wondrous familiar, and squeezes him slightly. I should see if I can give Squishy commands through this connection between us... Hmmmm... Squishy! Please stand in front of me, and then assume bird form!
If successful, she will instruct him to fly up and perch in an appropriate portion of decorative foliage.
After the food arrives and is set out, she will call together her summons and her employees to feed them and try to clear the air between them before heading out for the day.
Aeromage wrote: "Of course, Miss Dulcinea. I shall see to it forthwith."
The Professor potters off to an ajoining room, followed shortly by a muffled jangling noise. Presumably there's some sort of bell service affair set up in the hotel?
Dulcinea, pondering what she has just found out, reaches with her mind for her newest servant.
Squishy!, she mentally calls, and suddenly the connection is right there and stronger than anything.
Dulcinea sees himself stand up and face him. Squishy sees herself looking at her.
Wait, no, that's not right. Focus.
Dulcinea sees Squishy turn and stand before her, but also sees herself looking at her- a considerably shorter her... only it's not. Ah. This must be what a true connection with a familiar is like. Borrowing its senses perfectly. Now, to have him assume bird form...
Dulcinea, from her own eyes, sees the shadowstuff-kotengu suddenly contort and compress in what would probably be, to the less scientifically appreciative, a rather disturbing display. From Squishy's eyes, she sees the difference in height grow rapidly as a feeling of compression, rippling change and pressure closes in all around.
A small, black crow looks back up at the nightmare scientist and lets out a harsh BWEAURK before flapping off onto the elaborately-carved moulding bordering the walls and ceiling.
Breakfast arrives in short order (some sort of smoked fish and fragrant scrambled egg dish, it seems), and the various underlings in her employ are convened in the suite's sitting room. The bandit contingent is still looking considerably wary about the summoned squad, particularly the underdressed shapeshifters. Crasher, despite his larger frame, seems to be trying to hide behind Stabs, who is looking somewhat frazzled. The Nekomata, still in human form, appears to be finding the entire situation hilarious.
The Nottest of Daves wrote: "Good morning, all," Dulcinea greets as she assembles a small fish-and-egg sandwich from the accompanying breadstuffs. "I wish to inform you all that I will once again be attending to Serro Gramman at his Botanical Centre for additional research today. I would also like to note that I will know if anyone amongst you attempts any sort of violence against the others. Should one of those I have summoned start the fracas, they will be dismissed immediately and with prejudice." She pauses to look over at the totally-not-bandits on the other side of the table. "And if it is one of you, you will learn again why I am to be respected and obeyed."
With this, she begins eating her sandwich, making occasional light conversation with anyone who is willing after her unusually fierce statement. Hmm... she ponders as she eats, perhaps I'm picking up a bit more than I thought on Squishy's paranoia about unfamiliar entities....
She finishes her breakfast, performs some ablutions to freshen herself up, and gathers the Professor to return once again to the Gramman Botanical Centre.
Before she leaves, she instructs Squishy to inform her of any loud or unusual noises, any physical altercations, or the infiltration of the suite by anyone it has not already had identified to it this morning. She then gives it a cheerful goodbye-thought, and departs to SCIENCE!
Aeromage wrote: None of the bandits appear to be feeling particularly talkative today, although Polly does ask whether they'll be able to order food later on in case Dulcinea ends up staying out too late. Stabs' reason for remaining quiet may have something to do with the fact that he doesn't look like he's slept at all and is barely remaining upright, dark circles under his eyes and a hand clenched firmly on the hilt of his knife. The selkies look a little put out at the prospect of not getting to eat anyone.
Breakfast passes uneventfully, if with more than a little tension, and after a quick round of freshening up, Dulcinea and the Professor set off out of the suite and down to the hotel's extravagant lobby to greet the day. Squishy returns the instructions with a sense of affirmation and (as she sees through her mind's eye), flits off into the other suite to keep an eye on the two sets of minions.
It looks like the bandits are shutting themselves in one of the bedrooms again.
'Bright and early' certainly seems to apply to the city outside the hotel, as the morning sun and enormous, burning moon above (peering over the huge upper layer that acts as an umbrella to the central districts of the city) light the place up brighter than midday. Stalls and street vendors are already plying their trade along the edges of the Parkway- perhaps they got up early, or perhaps never went to bed. She recalls the artificial darkness covering the city during the 'night' hours, and how it was still easily bright enough to see by back then.
What a peculiar world. Or perhaps just a peculiar season.
The return trip to the Gramman Botanical Centre is pleasantly uneventful, and any question as to whether the man himself would be up and about is answered by his vibrating presence in the main entrance to the building. He looks rather excited about something. Or perhaps about everything. It's a little hard to tell.
The Nottest of Daves wrote: "Of course, Polly! Just don't go spending more than a hundred thousand gold on room service without direct approval from me or the Professor... I'll know."
-------------------
"A glorious morning to you! I can sense your excitement for SCIENCE! It shines within me as well! What wonders shall we behold, what splendorous vistas of knowledge shall we reveal? NONE CAN SAY, and that fills me with joy and BURNING CURIOSITY!!"
Aeromage wrote: The vibrating Gramman manages to clear the distance between himself and Dulcinea in what she could swear is a result of simply jackhammering on the spot without moving his legs. My, but that man is energetic today.
"A good morning it is, and a good night before that, as BOTANY NEVER SLEEPS! Flowers may close, BUT IT IS JUST A RUSE TO PREVENT FURTHER STUDY INTO THEIR MYSTERIES!! WE MUST EVER PRY OUR EYES AND PETALS OPEN TO GAZE INTO THE POLLEN OF KNOWLEDGE WITHIN!!!"
The rapidly-pogo-hopping botanist has taken hold of Dulcinea's hand, and is shaking it furiously. Given the current motion of his body, this resolves itself into a rather bizarre bouncing multi-shake oscillation shake, which further resolves itself into Dulcinea being bounced along behind the man as he half-sprints, half-hops, half-pogo-bounces his way back through the doors whilst continuing to perform the erratic, hyperenergetic greeting.
"Indeed, NONE CAN SAY WHAT WONDERS WE SHALL ENCOUNTER!!! But the directions in WHICH WE SAY THEM can be said by US!!! HERE!!!! TODAY!!!!"
The pair barrel past the front desk and its red-faced receptionist (who waves at them as if seeing a bald man in a robe flailing a light-radiating cross between a king and a fisherman behind him was the most natural thing in the world) with the Professor in hot pursuit.
"Since our discoveries and THE MAGNIFICENT EVENTS OF YESTERDAY, my stocks of plantlife DIRECTLY FROM THE GREEN MOON ITSELF HAVE INCREASED EXPONENTIALLY IN QUALITY AND QUANTITY!!! THE DOME NOW CONTINUOUSLY AND CONSTANTLY GENERATES NEW AND WONDROUS BOTANICAL MARVELS TO REPLACE ANY THAT ARE LOST!!!!"
The man whirls around dramatically to face Dulcinea. His attempt to do so takes a few tries, however, as, due to the position of his arm and his apparent disinclination to stop shaking her hand, the first few result in her being dragged around behind him as he flails his other arm around with wild abandon.
"THERE ARE SO MANY APPROACHES TO TAKE!!!!" he exclaims directly into the back of Dulcinea's head, the latest attempt having resulted in a position that could possibly be a dance step from some esoteric tango. "We could experiment with the CONNECTIONS BETWEEN VERNAT'S PLANTLIFE AND YOUR MENTAL AND SPIRITUAL LINKS TO IT with parasitic plants that I, PEERLESS BOTANIST THAT I AM, HAVE DUBBED 'PSYCHEBLOSSOMS'! OR!!"
Gramman shifts his stance, prompting the pair to assume what might be some sort of yoga position.
"We could PEEL BACK THE MYSTERIES OF THE MYSTERIOUS FRUITS that CONTINUE TO MAKE APPEARANCES EVEN NOW, GRANTING STRANGE POWERS AND UNUSUAL CURSES!!! OR!!!!"
The pair whirl again. Dulcinea is now awkwardly bent over backwards whilst Gramman has managed to fall into the fountain, enthusiasm undiminished even as water cascades over his bald head.
"I have determined, in my UNMATCHABLE capacity for research, that SOME SEEDS OF THE RAINS HOLD SANCTUMS WITHIN THEMSELVES THAT MAY BE IMPLANTED INTO OTHERS, and wish to see my TRAGICALLY LACKING KNOWLEDGE ON THE SUBJECT GREATLY EXPANDED THROUGH EXPERIMENTATION AND BOTANICAL ALTERATION!!!!! OR!!!!!!"
Both are now in the fountain, with Gramman vibrating excitedly at Dulcinea's face.
"WE COULD ATTEMPT TO ONCE AGAIN CONNECT TO THE WILL OF THE GREEN MOON ITSELF THROUGH YOUR INHERENT CONDUIT and possibly your head IN ORDER TO RECREATE THE EVENTS OF YESTERDAY AND CHANNEL ITS FATHOMLESS POWER INTO CREATING AND IMPROVING THE WONDERS ALREADY PRESENT IN MY COLLECTION!!!!!!!"
That's a lot of different types of botanical SCIENCE-ing he's proposing. Some of those might take a pretty long time. And some of those sounds rather on the dangerous side.
The Nottest of Daves wrote: "MR. GRAMMAN! I hold within my own SOUL a realm SIMILAR but not IDENTICAL to what I have heard of such sanctums! I AM EAGER TO LEARN MORE ABOUT THEM! LET US BEGIN!"
Aeromage wrote: "MAGNIFICENT! We shall begin IMMEDIATELY!!"
So saying (and still shaking Dulcinea's hand furiously), Gramman drag-leads the Nightmare Scientist out of the fountain and into the depths of the Botanical Centre, the pair squelching their way across brass gantries, through glass domes and a multitude of forested conservatories, and down several spiralling flights of steps into a sphereical chamber made more of brass than glass. Shelves and cabinets containing a variety of odd implements line the walls, and a large, ring-shaped worktable takes up the majority of the centre of the room. In the middle of the floor, bordered by the worktable, a large, circular window provides a vertigo-inducing view of Down. Straight down. It looks like this room is located at the very bottom of the centre, which, Duclinea recalls, did look like it was partially hanging off the edge of the bridge-grid structure the city happens to be comprised of.
Thanks to the addition of the blazing moon overhead, the Clavia Chasm, which would presumably be cast into deep shadow in any other season, is revealed in all its deep, deep glory. There's a river down there, somewhere, winding its way through the huge support pillars holding the city up, as well as a fair bit of greenery carpeting the bottom and climbing the walls. She thinks she can see the remains of some precariously-perched houses on the sides of the chasm, too.
"BEHOLD!!!"
Dulcinea's dizzy reverie is broken abruptly by the introduction of Gramman's face to the area an inch from her own. This is followed by the introduction of a number of canisters to Dulcinea's nose as the botanist lifts them up to display them with absolutely no regard for the lack of space between the two.
Taking a couple of steps back allows her to see that the canisters- metal-capped glass affairs- each contain a large, unusual item that looks something like a cross between a seed and a flowerbud. One of them, containing a large, dark and ridged example, has a label affixed to the side declaring it as a 'Sanctum-Seed: Mordant Morass'.
"I have had CONSIDERABLE SUCCESS with you people from Nexus in the past!!! Appraising items IN THE BLINK OF AN EYE!!!! A RESEARCHER'S DREAM!!!!! FIRST, we shall DETERMINE THE NATURE OF THESE OTHER SEEDS!!!!!"
So saying, Gramman presses the canisters into Dulcinea's arms.
Well, it looks like there's four unidentified 'Sanctum-Seeds' here. One is pale-white and sharply-edged. Another is round and coloured in autumnal hues. The third is a vibrant green and pulsing with energy. The fourth looks rather like a tightly-furled rosebud.
The Nottest of Daves wrote: Dulcinea will engage in the most SERIOUS of SCIENCE!
She observes the Sanctum Seeds closely, using Detective's Investigation to scan them if necessary (counting as level 40 for the scan attempt).
Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Aeromage wrote: Dulcinea squints mightily at the Sanctum-Seeds!
She successfully gets no detailed information whatsoever on the things. Something about them is causing her Detective's Eye one hell of an ache, and is twinging at her plant-brain in unpleasant ways. Perhaps their source is too high-level to allow her to determine anything concrete about them, or perhaps some inherent property of them is forming some sort of obfuscatory scan-block? Or perhaps she's just looking at them all wrong.
She does, however, get her standard Arena-granted appraisals working. So at least there's that.
The four seeds register as:
Sanctum-Seed: Cloudpiercer Towercap- (Permanent Consumable, Empowered Item, Earth & Air, 1 Charge, 100,000,000 Gold) User gains the ability "Innate Spiritual Sanctum: Cloudpiercer Towercap"
Sanctum-Seed: Stone Orchard- (Permanent Consumable, Empowered Item, Earth, 1 Charge, 80,000,000 Gold) User gains the ability "Innate Spiritual Sanctum: Stone Orchard"
Sanctum-Seed: Forest of Life's Union- (Permanent Consumable, Empowered Item, Earth & Wood & Life, 1 Charge, 240,000,000 Gold) User gains the ability "Innate Spiritual Sanctum: Forest of Life's Union"
Sanctum-Seed: Ebony Halls- (Permanent Consumable, Empowered Item, Earth & Darkness, 1 Charge, 80,000,000 Gold) User gains the ability "Innate Spiritual Sanctum: Ebony Halls"
The already-identified one appraises as:
Sanctum-Seed: Mordant Morass- (Permanent Consumable, Empowered Item, Earth & Acid & Air, 1 Charge, 110,000,000 Gold) User gains the ability "Innate Spiritual Sanctum: Mordant Morass"
The Nottest of Daves wrote: "Forgive me, but something appears to be impeding my ability to investigate these sanctum seeds to the level of detail that I would prefer. However, I can provide at least some basic information and my suppositions regarding their potential meanings."
She shares the basic Arena-scan details with Gramman, then moves on to her suppositions regarding them.
"From the names, I would suspect that the 'Cloudpiercer Towercap' is related to some kind of either aerial or extremely tall mushroom-tower, possibly related to spirits or elementals of air and their powers. The 'Stone Orchard' is likely a realm of earth elementals, likely with some kind of fruits- possibly gem-based? The Forest of Life's Union is the most interesting of the lot to myself, and I suspect is the most closely tied to Vernat itself, given its ties to Wood and Life. Finally, the 'Ebony Halls' seem like they could be related to some kind of realm of the dead? Mister Gramman, do afterlives exist in Seirei?"
Aeromage wrote: "WONDERFUL!" If Gramman is disappointed at the lack of information, he certainly isn't showing it. "This means that EVEN MORE STUDY is required!! I HAVE JUST THE EQUIPMENT TO SET UP TO ALLOW US TO PLUMB THE BOTANICAL DEPTHS HIDDEN WITHIN!!! THIS REQUIRES IMMEDIATE ACTION!!!!"
The questionably-sane botanist immediately spins into action, opening cabinents, closing them again, opening more cabinets (sometimes the same ones he closed in the first place) and pulling armfuls of... things out. Some of them look vaguely similar to the odd gardening-ish gear Dulcinea saw yesterday, like those stakes with the inset, faintly glowing stones. Others range from disassembled bits of inscribed metal to large, squishy masses of plant matter.
The 'setting up' part seems to involve connecting the intricate metal pieces together into a large ring-shaped array that slots neatly on to the edge of the circular table, driving the stakes in at various junctures, clipping more odd bits of metal and stone on at seemingly random intervals, and then throwing handful after handful of oversized mossball, squishy leaf-mass, tangled vine-knot and other pulpous botanical miscellania into the hole in the middle, blotting out the light coming from the window beneath.
Most would, when performing such a seemingly complex task, remain in silent concentration to better ensure the complete accuracy and absolute precision doubtless required in setting up such a thing. The parts that didn't involve lobbing glorified mulch at windows, in any case.
Gramman, however, is not most. Not most people, not most concerned, and, more than likely, not most sane. And so the excitable bald botanist continues to enthusiastically respond to Dulcinea's queries throughout the entire haphazard affair.
"AFTERlives? None in possession of their sanity- OR EVEN THOSE CLINGING TO ITS TENUOUS EDGES- would want that!! Habitating your own DEAD AND DECOMPOSING CORPSE?!?! Slowly going COMPLETELY AND IRREVERSIBLY MAD AS YOUR JEALOUSY AND HATRED FOR THOSE IN THE LIVING WORLD GROWS MOMENT BY MOMENT?!?!?! BECOMING A REVENANT TERROR TO BE FEARED AND REVILED AND CURSED BY ALL?!?!?!?!?!"
The man has somehow managed to simultaneously combine 'cheerful hyperenthusiasm' with 'disdainful disgust' into a new and bizarre tone of voice.
"NO!!! Better that we ALL move on to the Wheel of Reincarnation TO BE BORN ANEW IN A WORLD FULL OF MAGNIFICENT FUTURE WONDERS TO DISCOVER!!!! Much like that MOST SUPREME OF SUBJECTS AND SCIENCES, BOTANY!!!!! Everything moves in a cycle! We can't be having plants blooming after death! UNLESS SUCH A PLANT EXISTS, IN WHICH CASE WE MUST FIND IT AND STUDY IT TO THE FULLEST EXTENT OF OUR CAPABILITIES IMMEDIATELY!!!!!! THERE'S NO TIME TO WASTE!!!!!!!"
So yelling, Gramman unstoppers one of the canisters and pitches its contents unceremoniously into the hidden pile of plantstuff in the middle of the now-glowing work-ring-bench, and then everything goes all wibbly.
Wibbly in the most scientific and accurate of senses, of course, which is to say that Dulcinea feels like her legs have been turned to jelly whilst her head has been replaced by a block of marble, all while someone has decided at that precise moment to hold a lightswitch rave with the Gravity Toggle.
The room blurs, distorts, and is then summarily pushed away as a bubble of something decidedly else pulses forth from the middle of the room.
Dulcinea stands on a smooth, brown-granite path flanked by wide, rough stretches of various green stones, ranging between 'gravel' and 'pebble beach' in appearance. Short trees with twisted trunks sprout from the green patches at regular intervals, forming regimented lines that march off into the distance. Trees, Dulcinea soon realises, that are made of stone. Trunks of basalt, diorite and other stone the Nightmare Scientist can't readily identify support clouds of chips and shards of glossy stone as their 'leaves', ranging in hue from dark, flinty blacks and greys to translucent greens and yellows. Small shapes nestle among the branches, some smooth and round, others more irregular in size and surface texture. Some have uniform colours, others are banded or swirled with different tones.
Beyond the immediate ranks of regimented trees, Dulcinea sees more smooth granite pathways stretching off into the distance, some meeting and crossing each others' paths.
The Nottest of Daves wrote: Dulcinea is rather startled to suddenly no longer be alongside Gramman in this new realm. She peers about suspiciously, looking for any signs of ferocious foes or the boisterous botanist in the nearby area. After suitable confirmation that neither is in immediate reach, she will begin her search for her missing companion.
"Mister Gramman!" Dulcinea calls out, using her best Loud Singing Voice. "Can you hear me?"
Aeromage wrote: Dulcinea's loud inquiry is met by an equally loud humming noise from behind a nearby tree, which in turn leads her to find the botanist she seeks crouched next to the stone trunk. This further leads her to find what exactly it is he might be doing there, which is swiftly revealed to be 'attempting to insert a vibrating potted cactus into it', the spined plant producing a tone much like a warming-up bandsaw as it grates against the basalt.
"My UNDENIABLE BOTANICAL GENIUS has found EQUALLY UNDENIABLE SUCCESS!" the man exclaims from his awkward position. "Creating an ARTIFICIAL COPY of an area MIMICKING THE VERY ESSENCE OF THE GROUND AT THE TIME OF THE SEED RAINS THEMSELVES has prompted the Sanctum-Seed to MANIFEST ITS POWER WITHOUT ANY NEED FOR AN OWNER!! My PERFECTLY EXECUTED AND PRECISE PLAN has, therefore, given us the UNPARALLELED OPPORTUNITY to explore an empy sanctum WITHOUT CONCERN FOR NEGATIVE SIDE-EFFECTS MANIFESTING IN A HOST or UNWANTED SPIRITUAL GENERATION!!!"
A fine plume of smoke starts to issue from the cactus as his perfectly executed and precise plan doubtless continues apace.
"But even BOTANICAL GENIUS UNRIVALLED THROUGH ALL THE LANDS such as that which I posses CANNOT MAINTAIN SUCH CONDITIONS FOREVER!!!! We must acquire samples WITH WHICH TO CONTINUE OUR STUDIES OF THESE MYSTERIOUS WONDERS OF THE GREEN MOON!!!!!"
The Nottest of Daves wrote: "WUNDERBAR! I shall set forth at ONCE! There is SCIENCE to be done!"
Dulcinea departs to make use of her skills as a Scientist and Engineer to collect samples, making use of her abilities as an Artificer to make doodads and gizmos if necessary to assemble the sampling tools, possibly backed up by her Engine of Wishes if her other skills fail her at the most inopportune moment. She'll also take the time to carefully scan and observe everything she interacts with, along with the samples she manages to create along the way.
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Build Artificer's Doodad- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Gadget Accessory or Magic-element Magic Item Accessory named '<Possessor's Name>'s Artificer's Doodad' with a Gold value of 500 and the text 'Possessor obtains +5 to all stats'
Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'
Skilled In Cheap Manufacturing Techniques- (Passive Ability, Artificier) Possessor may choose to have any Artifice spell that possessor casts cost 2,500 less Gold to cast, with any item created by it becoming temporary and being worth 10,000 less Gold than it otherwise would be, to a minimum of 1 Gold
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals
Inventor- (Passive Ability, Crafter) Possessor's Invention consumables deal 500 additional Damage
Rapid Crafting- (Passive Ability, Crafter) Abilities, recipes or items that create items for weeks spent in the ability shop have the required number of weeks reduced by 1, to a minimum of 1 week
Aeromage wrote: Raring to go with her engineering and science skills, the Nightmare Scientist takes to the orchard with great enthusiasm! Samples need to be collected, examined and organised! And she has just the things to do it with! Or will do, at any rate, given her PEERLESS SKILL in creating new and exciting technologies!
Putting together an Artificer's Gizmo that can bore, core and prune the stone trees is simplicity itself! Setting it off to do its thing while she focuses on another piece of petrified(?) plantlife, she...
...why is the gizmo grating that tree to dust? That isn't what it's supposed to be doing. That isn't what it's supposed to be doing at all.
A brief struggle ensues as the suddenly-rather-more-enthusiastic gizmo launches itself at another tree, with Dulcinea in hot pursuit attempting to shut the thing down before it can do any further damage to potential samples.
Well, that didn't work. Perhaps a different gizmo that will only focus on extracting trunk core samp--
The resulting gizmo rockets off and, indeed, cores the trunk of the nearest tree. Unfortunately, it keeps on going, at speed, straight through the next trunk, and the trunk after that, and the trunk after that, showing absolutely no signs of stopping or slowing down.
One frustratingly long sprint and hurried application of percussive maintenance later, Dulcinea, now thoroughly fed up, calls upon the power of her Engine of Wishes to grant her a stone-tree-pruning device in order to properly deal with this whole situation and salvage things.
The engine rattles, beeps, and spits out a silvery handheld gadget with a four-pronged claw at one end. It latches on to the nearest tree, makes a whining noise that escalates in pitch and volume, and then emits a bright flash and a whump. Followed by the sound of a pile of things clattering to the floor.
Dulcinea beholds the pile of stone prunes spreading from where the tree used to be.
Oh.
Dulcinea gets:
-5,100 XP
-5,001,000 Gold
Device Created From A Badly-Interpreted Wish That Turns Stone Trees Into Piles Of Stone Prunes- (Weapon, Deadly Item, Magic & Technology, 5,000 Gold) +50 Melee Attack, +50 Magical Attack, Wielder deals 500 additional damage to Plants that are afflicted with Petrified, Wielder may, instead of gaining normal drops from a Plant enemy afflicted with Petrified, gain a number of Stone Prune equal to (said enemy's unmodified listed Gold drop amount/50)
10 Spiritual Dust- (Consumable, Powder, Magic, 1 Charge, 6,400 Gold) +20 SPI, stacks 5 times
75 Pulverized Dust- (Item, Antiquity, Physical & Air, 10 Gold)
40 Stone Prune- (Item, Antiquity, Earth, 50 Gold)
The Nottest of Daves wrote: Dulcinea shoves this most ludicrously malfunctioning device into her sack, after making sure to sufficiently disable it so it doesn't go turning the contents of said sack into stone prunes. She then follows up by stuffing all of the wreckage created by said device into the bag as well, and swiftly moving to another area.
Once there, she spends some time pondering alternative ways to tackle the problem before her.
How could I, DULCINEA DE MONTREAL, CHIEFEST OF NIGHTMARE SCIENTISTS, have FAILED SO COMPLETELY? Nay! It must be the trees that are wrong! And what is the opposite of trees? THE OCEAN.
She brings forth the Tome of Fishies, opens it to a random page, and begins to read:
Narwhal, Narwhal,
Swimming in the ocean,
Causing a commotion
with all of your drilling
Narwhal, Narwhal,
I could use a driller,
drill into the stone trees,
I could give you fishies
Narwhal, Narwhal,
Swimming in the ocean,
Drilling with your motion,
Looks like you struck gold!
Aeromage wrote: The Tome of Fishes She Will Meet is opened, and from it Dulcinea summons forth a doubtless superb ally to deal with her specific predicament!
A portal of seafoam and frigid water bursts into being beside the beleaguered scientist, spewing out a quintet of blue-white narwhals with unusually thick horn-tusks, shaggy white moustaches, small white wings on their tails, and wearing an oddly-perched set of protective goggles and bright blue protective helmet.
She has, it seems, summoned up five Bore-eas Narwhals (Aquatic & Aerial, Level 39). They are fantastic at drilling and DIY, are strongly tied to arctic oceans and the winter, have a variety of powers involving icy water, icy winds and winter (as well as defense-piercing, drilling and home improvements), and count as minor servants of a Planetary of Winter.
The Nottest of Daves wrote: "Ahahaha! WUNDERBAR, meine freunde! Welcome to the Stone Orchard! It is our duty today to carefully take measurements and core samples of the various species of petrified trees surrounding us, in order for that they may be further studied upon my return to the laboratory! Should you desire it, I shall acquire DELICIOUS FISH with which to compensate you upon completion of this task! Any questions?"
Aeromage wrote: The puntastic aquatics look at each other, then back to Dulcinea, give a co-ordinated shrug of their fins, and get to work.
And quite the spectacle it is, too. The narwhals are able to fly as if swimming in the air, the completely lacking aerodynamics of having tail-wings somehow rendered irrelevant. Their drill-horns, too, are just as physcially improbable, gearing up to spin at high speeds and even deforming into shorter, thinner or thicker shapes as their owners desire. High-speed horn-drills bite into stone trees, rock branches and petrified stems alike, coming back with chunks of trunk and core samples of the carved vegetation in a matter of moments.
Before long, Dulcinea has herself quite a haul.
23 Branch From a Spiritual Sanctum's Stone Tree- (Item, Antiquity, Earth & Light & Darkness, 5,000 Gold)
14 Core Sample From a Spiritual Sanctum's Stone Tree- (Item, Antiquity, Earth & Light & Darkness, 10,000 Gold)
26 Andesite Plum- (Item, Antiquity, Earth, 2,000 Gold)
16 Basalt Avocado- (Item, Antiquity, Earth, 2,000 Gold)
31 Chert Cherry- (Item, Antiquity, Earth, 2,000 Gold)
9 Granite Nectarine- (Item, Antiquity, Earth, 2,000 Gold)
11 Gneiss Peach- (Item, Antiquity, Earth, 2,000 Gold)
13 Limestone Lime- (Item, Antiquity, Earth, 2,000 Gold)
14 Marble Apricot- (Item, Antiquity, Earth, 2,000 Gold)
9 Slate Date- (Item, Antiquity, Earth, 2,000 Gold)
The Nottest of Daves wrote: "Thank you most kindly for your efforts, gentlenarwhals! Now, for your rewards!"
Dulcinea stands before them commandingly, and turns through more pages than appear to exist within 'All The Fishes You Could Meet', and eventually reaches a rather archaic passage.
And Poseidon did grin
And the people did feast
Upon the sheepshead and aquatic sloths
and carp and anchovies
and clownfish and kelp and blackberry goldfish...
-----
Once the eating is complete, the narhwals will be dismissed, and Dulcinea will return to Gramman with her scientific loot!
Aeromage wrote: Fish are requested, nay, demanded of the book, and the book complies! On the count of three, not five, a veritable fishy cornucopia of piscine bounty splashes forth to reward Dulcinea's gathered wintry minions before all are dismissed!
Gathering her samples up with the help of the Professor, the duo make their merry way back to where they last saw the overenthusiastic botanist. Who, as it turns out, is now doing things to a small pile of stone fruits that are doubtlessly very scientific, but look, to the outside viewer, rather like he's stacked a pyramid and is attempting to knock it down again by throwing green blobs at it.
The Nottest of Daves wrote: Dulcinea attempts to scan the materials he is working with before waiting for a pause in the process to greet him with her returned bounty!
Aeromage wrote: The materials, as it turns out, are a pile of Aplite Avocado- (Item, Antiquity, Earth, 2,000 Gold). The green blob-things, however, are somewhat less clear to Dulcinea's scan. They're some sort of botanical/biological/magical mishmash of something or other, and her attempts to rescan or get a better idea of what's up with them is abruptly derailed as the blobs quiver and converge on the rocky fruitpile with a nauseating GLORPH noise, churning and bubbling itself into a green mass that shrinks even as it unleashes even less pleasant sounds.
What it leaves behind is a single, large avocado-shaped piece of glossy green-flecked-with-darker-green stone. This is met with enthusiasm by Gramman, who immediately sets upon it with what are probably measuring implements of some bizarre variety.
When it becomes apparent that the man isn't about to stop any time soon, the Professor politely clears his throat. Gramman immediately whirls around with such force that he completes two full rotations before coming to a slightly off-centre stop, robe fluttering.
"Aha! You've returned! AND WITH A BOUNTY OF ADDITIONAL SAMPLES, NO LESS!!! MAGNIFICENT!!!! And JUST IN TIME!!!!!"
The area... shudders.
"By which, I mean we are OUT OF TIME! PREPARE TO LEAVE!!"
Any possible preparation Duclinea could have made is interrupted by the place abruptly blurring, twisting, and collapsing in on itself as a singularity, sending botanist, Nightmare Scientist and plant-professor tumbling in all directions as the floor (and ceiling, and walls, and trees, and everything else for that matter) is pulled from under and around them.
A blink later, she finds herself somewhat upside-down in the botanical laboratory(?) they came from, with a shaft of sunlight-infused smoke billowing up from the centre of the ring-workbench and the smell of burning greenery in the air. Gramman is already dangling over the side of it, leaning over to do something in the middle without apparent care for the greenish-brown hued plume of burning... something or other he's currently face-first in.
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
- Ordo Hereticus
- Inquisitor
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- Joined: Wed May 27, 2020 10:26 pm
- Location: Sanctum Prioris, Holy Terra
Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which there is escaping out of here fastly, and the 'Days Since Last Incident' counter is reset to zero
The Nottest of Daves wrote: "MISTER GRAMMAN! I wish to alert you that you are currently very close to being LIT AFLAME! If this is a concern, you may wish to remove your head from it's current position!"
She then makes use of her Otherworldly Grace to leap to her feet in a singular feat of acrobatics, landing with a flourish that she hopes prompts a polite golf-clap from the Professor, should he be paying any attention whatsoever.
Aeromage wrote: "Lit aflame?! The only thing aflame IS MY PASSION FOR FURTHER DISCOVERY!!"
Gramman springs back from his position perched over the edge of the circular workbench, completely unharmed. His bald head, however, is somehow letting off a plume of the same brownish-green smoke as that issuing from the sunlit hole.
"My theories were ABSOLUTELY CORRECT!!! THE STABILISATION AND INSERTION PROCESS WAS A COMPLETE SUCCESS!!!! TRULY, THE SANCTUMS HELD WITHIN THE SEEDS CANNOT HIDE THEIR SECRETS FROM US FOR MUCH LONGER!!!!!"
The botanist begins to bounce from cupboard to counter, collecting armfuls of jars and canisters once more, cluttering three more workbenches and setting about adding greenish things to other greenish things to make even more greenish things in much the same manner as a deranged baker might attempted to make highly inadvisable types of pasty dough.
"AND SO! Any of the other Sanctum-Seeds are now POTENTIALLY OUR OYSTER!! OUR BOTANICAL, SPIRITUAL OYSTER WITH NO RELATION TO THE OCEAN WHATSOEVER!! While I create YET MORE BIOLOGICAL CONDUITS TO BRIDGE THE GAP BETWEEN THE MUNDANE AND THE SPIRITUALLY ACTIVE INTERNAL WORLDS WITHIN, I leave it to you to CHOOSE OUR NEXT DESTINATION!!!"
The Nottest of Daves wrote: "MY FELLOW in GLORIOUS SCIENTIFIC STUDY! Let us PEER INTO THE DEEPEST SECRETS of the VERDANT MOON by EXPLORING THAT WHICH IS MOST ALIKE TO IT! I SELECT THE FOREST OF LIFE'S UNION!!"
Aeromage wrote: "DISCOVERY AWAITS!"
Gramman once again starts hurling globs of plant-matter into the middle of the workbench, occasionally pausing to alter the shape of the array of half-mystical, half-spiritual botanical esoterica arrayed around it. Stones are lit aglow, branches are pruned, stakes are raised (and lowered, and otherwise shifted about), long springy things are twoing'd as the vibrating botanist's frenzied dance of activity tears about the circular room at speed.
"AND NOW!!"
The canister containing the Sanctum-Seed is unstoppered and pitched into the middle of the arrayed mess of... stuff.
There is a GLORP.
"FASCINATING!!!" Gramman screams, spinning on his heel and abruptly tearing out of the room at a rate comparable to most professional racing vehicles.
A rustling, burbling noise begins to rise from the now-vaguely-glowing centre of the room.
The Nottest of Daves wrote: "Professor! Please grab my hand! We shall stay to observe until the last possible moment, before removing ourselves from the danger (should there be any) via Fast Short-Distance Teleportation!"
She will do her best to attune all of her observational skills on the devices(?) undergoing such odd reactions before her!
"The KEY to SCIENCE is OBSERVATION, AFTER ALL!"
Aeromage wrote: Dulcinea resolves herself to observe!
She observes the vague glow becoming brighter, greener, and more defined!
She observes (nasally) the smell of verdant, blended greenery becoming ever-sharper in her nostrils!
She observes the sudden eruptive conglomerated mass of horrifically fused-together vines, sap-oozing suppurating green growths, and hideously mutated flowers surging from the centre of the workstation and barely manages to teleport out with the Professor before the life-seeking plant-bomination adds the duo's biomass to its own rapidly-expanding bulk. This sudden need to depart unfortunately precludes any in-depth observational learning from taking place.
Dulcinea pops back out onto a gantry overlooking the hall leading towards the workroom. A loud CLUNG resounds throughout the building, and the walls suddenly just... drop. Wind begins to whistly fiercly into the aperture as Dulcinea sees the spherical workshop, already beginning to break apart at the seams under the pressure of desperately-expanding undergrowth overgrowth, plummet straight into the revealed Clavia Chasm.
It would seem that the Gramman Botanical Centre overhangs the city by a fair amount. Or perhaps spreads under the central layer like some sort of fungus.
The nightmare scientist's attention is drawn to a familiar figure in green robes hurrying to the precipice of the now-exposed walkway, fiddle with something and throw it down after the plummeting mess. He then pulls a notebook out of a sleeve and begins writing in it, apparently oblivious to his position next to the yawning abyss.
The Nottest of Daves wrote: Dulcinea draws forth the Rod of the Lord Fisherman, hooks its line securely to one of the gantry support struts, then jumps over the edge and lowers herself down by reeling out additional line. Upon reaching the walkway surface, she will signal the Professor to ride the line down, whereupon she will release the line, re-stow the Rod, and head over to where Gramman is writing his notes in curiosity.
Aeromage wrote: Pulling out an odd inversion of the normal fisher-tactic, Dulcinea unfishes herself into the corridor below! This works rather well, as it turns out. Artifact fishing rods can easily support people's weight, no matter how fine the lines may look. The Professor, with as much dignity as he can muster, follows along after her.
Gramman claps his notebook shut with one hand, spinning on the spot as the Nightmare Scientist approaches. "EXCELLENT! But also LESS THAN EXCELLENT!! But also INTRIGUING!!! EVERY FAILURE IS A LESSON ON THE AVENUES OF FURTHER EXPLORATION!!!!" The man gestures wildly, oblivious to his precarious position and seemingly unfazed by Dulcinea's complete lack of plummeting to her doom.
"BUT!!!!! That was my BEST LABORATORY FOR THE EXPLORATION OF THE SANCTUM-SEEDS! Further research MUST BE REGRETTABLY POSTPONED ON THAT FRONT UNTIL I CAN PREPARE ANOTHER!! HOWEVER!!!"
The man is still spinning, addressing Dulcinea at every other rotation. A peculiar noise and a flash of light briefly illuminate the walkway from underneath, sending patterns of light scattering across the Clavia Chasm's dark walls. The plummeting sphere-lab seems to have vanished.
"SHOULD THAT INCIDENT HAVE GONE ENTIRELY UNNOTICED BY CERTAIN PARTIES, there may yet be EVEN MORE EXPERIMENTATION TO BE DONE!!!! FRUITS! PLANTS!! PSYCHEBLOSSOMS!!! FORCIBLE CONNECTION TO THE WILL OF VERNAT!!!! The possibilities are ENTIRELY FINITE IN THE SHORT TERM BUT WITH CONSIDERABLY BROADER AVENUES OF STUDY IN THE FUTURE!!!!!"
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
- Ordo Hereticus
- Inquisitor
- Posts: 110
- Joined: Wed May 27, 2020 10:26 pm
- Location: Sanctum Prioris, Holy Terra
Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which Dulcinea narrowly escapes death, and explores an arboretum
The Nottest of Daves wrote: Momentarily concerned by the fate of the laboratory dropped into the mysterious depths below Clavia, Dulcinea is quickly distracted by the prospect of ADDITIONAL SCIENCE!
"Let us DELVE DEEPLY into the SUMPTUOUS SECRETS of my MYSTERIOUS MERGING with VERDUROUS VERNAT!"
Aeromage wrote: "MAGNIFICENT!" Gramman is entirely too close, attempting a handshake from a distance of half an inch away.
"I knew you would see the UNDENIABLE BENEFITS of further pursuing your link to the MOON OF LIFE'S MYSTERIES!! TOGETHER, WE SHALL AGAIN REACH OUT TO PLUMB ITS DEPTHS!!! IT CANNOT HIDE ITS SECRETS FROM ME FOREVER!!!!"
Still furiously shaking Dulcinea by the hand (which, due to proximity, is more of a bizarrely enthusiastic arm-wiggle), the exuberant botanist hares off into the complex once more, heading for thankfully less open-to-the-yawning-abyss areas. Due to his unwillingness to let go or forgetting to do so, Dulcinea is, once again, dragged along for the ride, with the Professor in hot pursuit.
Gramman turns a corner into a corridor. Then again into another. A huge set of greenish-metal doors, heavily reinforced, swing open at his approach, revealing a long, straight white hallway lined with short offshoot-corridors. This part of the botanical centre seems to be oddly out-of-keeping with the rest. The architectural style and materials are different, and the way it's laid out and constructed seems almost... modern, despite the world's seemingly lacking approach towards technology, but approaching it from an entirely different angle.
Another huge set of green-metal doors swing open at then end of the hallway, revealing another stretch beyond. Gramman veers off to the right, pulling Dulcinea into a short hall that ends in what looks to be, for all intents and purposes, an overly elaborate vault door.
"Ever since the Seed Rains, my PEERLESS GENIUS has been set against the MANY WONDROUS AND TERRIBLE TREASURES OF THE VERDANT MOON! SUCH BREAKTHROUGHS HAVE BEEN MADE!! ACCOLADES AND SPONSORSHIPS HAVE COME POURING IN from sources that are not affiliated with the city or the House that rules it BUT REGARDLESS, ACKNOWLEDGEMENT AND RESOURCES TO EXPAND AND EXPLORE HAVE BEEN MADE AVAILABLE LIKE NEVER BEFORE!!!"
A complicated series of clicks, clanks, and what sounds uncannily like a number of people tracing the rims of wineglasses issue from the heavy door as it slowly begins to open.
Beyond, a high-ceilinged room made of some sort of white stony metal (or is it metallic stone?) is brightly illuminated from no apparent source, its walls filled with neat rows of cabinets and drawers, and the floorspace almost entirely taken up by large, square holes filled with earth. Thick bands of green metal cris-cross the floor, border the planting areas, run up through the walls into holes in the ceiling, and converge on a small plinth near the back of the chamber. It is towards that plinth that Gramman presently appears to be dragging the Nightmare Scientist.
The Nottest of Daves wrote: Dulcinea shall attempt to evaluate her surroundings more thoroughly as she is dragged toward the plinth, making use of Detective's Eye if she has the time available to do so.
Aeromage wrote: Dulcinea takes in her surroundings as she's dragged off to potentially-certain maybe-doom!
Those metals bands set into the floor look like conduits of a sort, radiating out from the plinth and joining up with just about everything notable in the room. Perhaps Gramman's planning to tap into the overspill from the connection to Vernat and channel it towards something somewhat more useful than random, uncontrolled growth?
The Nightmare Scientist squints at the patches of dirt. It definitely looks like they've had things planted in them, but it isn't obvious what. Seeds, perhaps? Probably seeds from the Rains if he's going to this much trouble for them. Maybe they're things that can only grow with enough of the right kind of mana?
Gramman stands Dulcinea on the plinth and immediately sets about the place in a frantic whirl of activity, opening cabinets, drawing drawers, piling the floor with pieces of plant, bizarre bits of equipment, long lengths of wire and, more concerningly, a length of rope, a set of large, green-stone stakes, and a hammer.
"I KNEW you would once again come to EXPERIENCE AND OPEN YOUR MIND ONCE MORE to the GRAND FORCES OF THE GREEN MOON, and so I prepared accordingly! This time, the mana surging through you will be FURTHER CHANNELED TO MORE USEFUL ENDS!! RARITIES THAT CAN ONLY FLOURISH DURING THE SEED RAINS SHALL GROW IN THE BLINK OF AN EYE!!! MAGNIFICENT BOTANICAL TREASURES WILL BE MINE TO STUDY AT LEISURE!!!!"
The botanist affixes something that looks like a cross between a helmet and a colander to Dulcinea's head and proceeds to clip additional components onto it. Wires are run from the headpiece to catches on the side of the plinth. And then... yes, yes, that's definitely a rope, and he's definitely advancing with the intention of using it on her.
"In order to ensure MAXIMUM CHANNELING EFFICIENCY, we will need to RESTRAIN YOUR PHYSICAL FORM TO PROVIDE AS LITTLE RESISTANCE TO THE INCOMING FLOW AS POSSIBLE!!!!!" Gramman exclaims by possible way of explanation.
That's not at all concerning. Is Dulcinea going ahead with it?
The Nottest of Daves wrote: "TRUE SCIENCE is NOTHING if not DANGEROUS and UNPREDICTABLE! STRAP ME IN!"
Aeromage wrote: "Your DEDICATION TO FURTHERING KNOWLEDGE IS COMMENDABLE TO THE EXTREME!" Gramman bellows directly into the Nightmare Scientist's face as he rapidly sets around her with the ropes.
"Together, we shall EXPLORE THE UNSEEN VISTAS OF BOTANICAL KNOWLEDGE AND BECOME LEGENDS!!"
And so saying, with the rope pulled taught around Dulcinea's form, the mad botanist plunges the handfuls of green-stone stakes through the holes in the colander-helmet and directly into her head.
Everything goes dark.
And then.
Then, everything goes green.
Once again, Dulcinea feels an incalculably vast, incalculably powerful green force.
Boundless fields of rippling grasses.
Bottomless wells of leaves and branches.
Caverns of roots as large as skyscrapers burrowing through carpets of moss as tall as forests.
Canopies above canopies above canopies of titanic trees, each more wondrous than the last.
Dulcinea feels the Endless Green.
Dulcinea feels the Immortal Jungle.
Dulcinea feels the Evergreen Depths.
Dulcinea feels it, sees it, senses it, and it notices her.
She feels the presence once again, still distant, but now undoubtedly focused upon her.
Even a fraction of its attention is like unto an unspeakably vast tree, falling atop her with its full weight.
Dulcinea is a Lesser Conduit of Vernat.
Dulcinea is a Conduit of Vernat.
Dulcinea has touched the Will of Vernat once before.
The Will of Vernat responds once more.
Dulcinea feels a vast flow of power pour into her, through her.
But it is far more power than she could ever contain.
Enough that it would overflow her body, bursting her physical form into vast masses of plantlife.
As her pattern burns, something begins to drain the power out of her, routing it elsewhere.
Instead of being submerged in the overwhelming torrent, she is instead skimming its edges.
The pain is still there, but she will not break from this ordeal.
Not yet.
But it is still too much.
The power still fills her, pushing against the boundaries of her self, her form, her potential.
It has to go somewhere.
It could be channeled through her mind-of-roots, flowing through her to make that aspect of her something more than just a simple Plant.
It could flow through her Sacred Aura, as a new aspect of the Green Moon provides another avenue of transformation from her botanical nature.
It could surge through her status as a Conduit of Vernat, forcibly expanding her knowledge of its arts.
It could tear through her power over botanical magic, causing it to grow even more.
Dulcinea doesn't have time to consider her options. She must choose, or be ripped to pieces by the torrent of power. Her body is already searing away from channeling the overwhelming flow.
The Nottest of Daves wrote: She channels the power through her Mind-of-roots!
Aeromage wrote: Dulcinea chooses the most closely-related physical aspect of herself to channel the flow of power.
It is the most receptive part of her of the choices she had.
It is also the most important part of her of the choices she had.
Should it be overwhelmed, the results would be catastrophic.
Mana streams forth from the Verdant Moon, surging directly through her brain-turned-plant.
Roots shift, unravel and burst outwards as they react, grow, and attempt to spread out the ceaseless torrent of energy.
Roots fold in on themselves, becoming fractal structures, branching into ever-more numerous and compact forms to accomodate the growing amount of stress placed on them.
Buds burst from Dulcinea's skull, boring out and flowering into fractal blossoms-made-of-blossoms-made-of-blossoms within her hair.
Veins, arteries and organs are overgrown and replaced by vines and root-structures, plant-capillaries and secondary roots and tertiary roots, all folding in on themselves and becoming something even greater.
The flow of mana does not stop. Dulcinea's existence as a mere Plant must change, or else rupture and leave her ruined.
Dulcinea is fortunate.
Whether through the mad, Will-touched botanist's designs, her own nature as something more than a base creature, her existing connection to the Will, or something more, her nature shifts. Her roots and capillaries, buds and blossoms all pulse and unfurl and connect as a nexus of living power.
Dulcinea opens her eyes.
The rope that was once binding her is now a flowering mass of vines, each blossom and leaf different from the last. The chamber is overgrown with thick grasses and bushes. Where bare earth once sat, great trees and plants she instinctively recognises as great aspects of the Verdant Moon now stand.
A magnificent tree with near-black bark suffused with an odd, golden radiance, branches splayed in all directions and covered in a thick growth of gold-tinged green leaves that shine with their own light, brilliantly-shining objects glimmering within the canopy.
A pink-budding sapling, cast in shade beneath the potential of the grand tree it will become, petals grown from singular, solidified moments cascading from branches yet-to-be and drifting apart, divorcing the fabric of reality from the flow of time in their wake.
A green-barked tree pulsing with sheer, vibrant life, its branches shuddering, leaves constantly growing from themselves and other leaves, and fruits swelling and twitching from heavily-laden boughs, engorged with living mana.
A tree made of many other trees, its trunk(s) a riot of knotted colour and texture from the many different bark varieties that comprise it. Branches hold leaves, flowers and fruits of manifold varieties, and the entire thing groans and grows, splitting off old branches to make room for the new as she watches.
Trees with leaves in impossible colours, heavy with fruits of bizarre hues and unusual shapes.
Gramman is a green blur, bouncing and dancing from speciment to specimen and shouting excitedly.
Dulcinea is distracted by her mind-of-roots pulsing.
It is different.
She is different.
Dulcinea gets:
1 Fame
Basic Land's Nexus Knowledge
Rootmind of the Verdant Moon- (Passive Ability, Land's Nexus) Possessor gains the subtype Rootmind, possessor may control the actions and choices of all lower or equal-level nonunique entities of the subtype Plant in the same battlespace, possessor may control the actions of all entities of the subtype Plant that are 10 or more Levels below possessor's Level, possessor's Botanist abilities that grant possessor the subtype Plant may instead not do so if possessor is a Rootmind, possessor's actions and choices may not be controlled through the use of Abilities or Constant Effects whose name includes 'of the Rootmind'
This is likely to need some tweaking.
10 Land's Nexus Bonus Weeks
'Somehow Survived Being Directly Connected to the Will of Vernat on Seirei'
She feels like she's been significantly burned out in some hard-to-identify manner with that shift. She also gets the feeling that things could very easily have gone horribly, horribly wrong.
Dulcinea had a very, very small chance of surviving the initial plug-in to Vernat. She crit-succeeded.
She then chose the most difficult option of improvement, with the highest chance of things going wrong but potentially the best reward. She double-crit succeeded. What is even going on.
The Nottest of Daves wrote: Negligently dismissing the vines wrapped around her, she steps forth to identify the wonders of the Rootmind's power that have been created. Should her Detective's Eye fail her as she attempts to identify them, she will use her wondrous new powers to instruct the plants around her to inform her of their powers directly.
An Aside from The Desk of the Dread Lord wrote:Lord Gadigan wrote: Basic Land's Nexus Knowledge will not be getting stats in this thread, if that's what you're looking for. It's on my list of things to make, and I told Cael to just give you the statless version. It should get statted over in that 'what classes need basic abilities and entry reqs' thread at some point.
If you're looking for more specific Vernat powers, though, go ahead. (Or if you're trying to identify the new plants in the room, which, upon rereading your post, sounds like it may be what you're doing.)The Nottest of Daves wrote: Confirming that this was an attempt to identify the new plants.
Aeromage wrote: Dulcinea sets her new and even-more-and-above Plant-y mind to the task!
The plants all seem to be rather more powerful than she is. They don't, however, seem to mind revealing what they are.
The one with the black-gold bark and the shining fruit is a Thousand-Year Peach Tree. Its fruits can grant eternal youth and a lifespan that's pretty much indefinite, barring unfortunate accidents, illnesses or encounters of the fatally dangerous variety.
The pink-budding sapling with the shadow-of-potential is a Flowering Ceralica. It contains the potential futures of its own personal timeline, and is capable of budding off multiple other timelines as it grows. Its wood could be used in all manner of temporally-effective ways, from weapons that shatter time asunder to foci that bring forth chosen futures. The tree itself can also, if tended correctly, act as the anchor for small-but-growable alternate timelines.
The green-barked tree is a Lignum Maxivitae. It's an incredibly potent channel for pure Life energy, and generates massive quantities by itself. Its fruits can bring life to just about anything, and frequently burst into fully-formed living entities themselves if not kept in check.
The tree-of-many-trees is a Multisilva Alltree. It's a tree that is also a collective of constantly growing and changing other trees, frequently shedding usable cuttings or materials from older growth to make way for newer trees, all of rare varieties (and occasionally of extremely rare varieties).
The fruit-trees are all Seed Rain Fruit-Trees. They seem to be mildly surprised they're growing outside of the phenomenon they're linked to. All of their fruits grant abilities of some variety, with wildly differing levels of power and positions on the beneficial-detrimental scale.
The Nottest of Daves wrote: First up for further inspection is the Multisilva Alltree! Who knows what wondrous tree bits it has already spawned while she was having her visions?
Aeromage wrote: The Multisilva Alltree certainly does seem to have spawned wondrous bits- or at least woodrous bits- during its explosive period of growth. Large chunks of wood in branch-form and small saplings litter the ground around it!
Dulcinea's BA-appraisal skills identify the various botanical bits thusly:
Casceder Bough- (Item, Material, Wood & Magic, 148,000,000 Gold)
Dulcinea's new Rootmind-leanings, Vernat-connection and kinda-sorta communing with the Alltree reveal this to be a sort of wood that holds magic easily, and is easily capable of holding many different varieties at once. It's also just as easily able to release magic at a moment's notice.
Platinum Crysarbor Sapling- (Item, Antiquity, Earth & Wood & Metal, 120,000,000 Gold)
It's a small tree shot through with glittering veins of platinum! Clearly worth its weight in... well, platinum, but the real value comes from it being able to grow. The metal and wood from the tree are many times more resilient than normal platinum, too.
Rigid Figuraspen Bough- (Item, Material, Earth & Wood, 68,000,000 Gold)
This wood's pretty difficult to work with. It doesn't bend or carve easily, generally resisting attempts to change its form and snapping back with force. That might actually make for powerful tension-based weapons and mechanisms, provided one has the draw strength to handle it...
Whispering Vocapine Bough- (Item, Material, Wood & Life & Air, 180,000,000 Gold)
The wood of this hefty branch seems to call out to Dulcinea. Not saying anything in general, just a general sense of beckoning. She gets the feeling this would be good in making things based around summoning. Probably even better if turned into things that get used up when used. Having items that summon random stuff into one's house isn't always a plus, after all.
Genubratus Sapling- (Item, Antiquity, Earth & Wood, 5,000,000 Gold)
This certainly is a tree. It's a very tree-like tree. It is, in fact, utterly remarkable in how unremarkable it is. If you ever needed wood or something that had the properties of being made of wood or being a tree, this certainly is the tree for you. Perhaps it could be used to make very chair-like chairs.
Vicinox Bough- (Item, Antiquity, Wood & Darkness, 50,000,000 Gold)
This one, on the other hand, seems like it would be a good channel for dark powers, but would be absolutely useless at actually holding said powers. Perhaps best used as a conduit to channel such forces into objects or entities?
Glowing Bough of Alder Innocentia- (Item, Material, Wood & Light & Purification, 240,000,000 Gold)
The glowing white wood of this piece of tree radiates peace and purity. Dulcinea gets the distinct impression it would be useless to make anything intended to do harm out of it, but any healing, curing or defensive items would likely be incredibly potent, especially if the end result was intended to entirely benefit others.
Log of Logus Lobelia- (Item, Material, Wood & Air & Psychic, 40,000,000 Gold)
This wood gives Dulcinea the impression of libraries, somehow. Gramman's excited chattering seems to be imprinting on the wood, somewhat, storing the words in a peculiar manner within the grain. MAybe it'd be good to make books that hold a lot more than they should. Or for fancy lecterns.
The Nottest of Daves wrote: All of these are quite interesting to Dulcinea for their many crafting potentials; however, the Log of Logus Lobelia is the only one that seems to be doing anything particularly active at the moment, so she focuses her analysis on the activity it is undertaking in response to Gramman's excited exclaimating.
She is well familiar with electronic mediums of data storage, so her first instinct is that information may be being encoded onto the substrate of the tree itself in a similar fashion.
----
Potentially useful abilities for the analysis: Crafter, Inventor, Enchanter, Engineer, Geomancer, Magewright, Scientist, Wizard, Apprentice Mad Scientist, Apprentice Botanist, Apprentice Druid
Aeromage wrote: Dulcinea takes a good, long, hard look at that Logus Log. It does, indeed, seem to be storing the words Gramman's spouting within it. Tiny words are appearing within the rings as he speaks.
It also seems to be storing the words as sound, meaning and intention, as well. That's rather peculiar.
Perhaps this would be a good material to use to make things that work off words particularly well? It might be able to create staves that drastically cut down on long incantations by storing them beforehand. Or maybe making spellbooks. Or maybe some sort of weird, wooden voice recorder.
The Nottest of Daves wrote: She ponders this briefly, while reviewing the woody-recording to see how far back it's record goes of Gramman's exclamations.
Keeping these thoughts in mind, she decides to move onto studying the Whispering Vocapine Bough, curious if the Logus Log would be able to record the eponymous whispers, or work as a stabilizing agent to craft reusable summoning devices.
-----
Dulcinea has Summoner to contribute to this analysis.
Aeromage wrote: The Vocapine Bough is examined next! Its whispers don't seem to be anything coherent or, now she examines it more carefully, actually anything really audible. It's like it's beckoning in a general sense, and the result is something that comes across like a whisper. How peculiar.
In its current state, it lacks focus. Presumably it would cause entities to spawn in as uncontrolled summons if left to its own devices for long enough, or in an area with enough ambient mana. Fortunately, it would seem like those conduits on the ground are rerouting all the mana in the room to the trees (or, in the case of the Lignum Maxivitae, away from the tree and off elsewhere).
She thinks the summoning-beckoning effect would be a lot more potent (albeit briefly) if the wood was destroyed, hence her original consideration of using it to make one-shot consumables (perhaps Summoning Stones?) remains valid. Using it in more permanent creations would likely require it be joined with something to focus or refine its effect, otherwise it would be just as likely to call up random, uncontrolled entities as it would large numbers of things the user intended.
The Nottest of Daves wrote: Dulcinea moves on, for now, from the fragments spawned of the Alltree, to investigate several of the others. In particular, she is curious about the number of fruits on the Thousand Year Peach Tree, and how similar the fruits of the Lignum Maxivitae are to the fruit that created Professor Rubiaceae.
Aeromage wrote: The Thousand-Year Peach Tree is growing a beautifully shining set of eight golden peaches, each pulsing with gilded life-energy!
But not pulsing in the same way as that other tree.
The Maxivitae's fruits are actually pretty disturbing to look at.
Fortunately, it seems like whatever setup Gramman has in here was built (or altered) to accomodate this tree in particular, siphoning off the excess of Life energy into the inset conduits around its built-in section of earth and funneling it off to the rest of the trees in the room... as well as up the wall and off elsewhere into the botanical centre.
The fruits have stopped twitching quite as violently. Dulcinea doesn't think they're likely to erupt into weird plant-things any time soon. This, however, gives her the opportunity to properly look at them to compare with the fruit that created the Professor.
They don't look all that similar, to be honest. The one that was responsible for the Professor was a rather smaller fruit, after all. Or was it a vegetable? Frankly, eating all that Seed Rain stuff at the same time was probably a bad idea.
In any case, these fruits are about the size of a small child, vaguely ovid, dented at the bottom in a fashion that makes it seem like they're about to split open, a variety of hues of green graduating from almost-black to vivid lime, and writhing in ways that fruit really shouldn't.
The Nottest of Daves wrote: Dulcinea will pick three of the Thousand Year peaches, eating one herself and tossing the other two to the Professor and Gramman.
Then she will poke at the fruit of the Lignum Maxivitae, and consider what might happen should she attempt to eat it. It seems that becoming a Rootmind is hungry business!
Aeromage wrote: Dulcinea picks the shining fruits and proceeds to consume one!
Dulcinea's body is still adjusting the the massive changes it just got put through. She gains no benefit from the peach at this time.
The peach is, however, a legendary treasure of the Seed Rains, and potent enough not to have its effects simply vanish.
Once Dulcinea's adventure here is over, she will get:
Consumed a Thousand-Year Peach- (Passive Ability, Permanent Item Effect) Possessor gains +500,000 HP, +10,000 STR, +10,000 CON, +10,000 AGI, +5,000 Defense against STR Damage, +5,000 Defense against CON Damage, +5,000 Defense against AGI Damage, 20% Time Resistance, and Fatigued: Elderly Immunity; Possessor, as an RP effect, does not age
The Professor, on the other hand, hasn't been put through quite the same existential wringer as Dulcinea. He immediately gets:
Consumed a Thousand-Year Peach- Possessor gains +500,000 HP, +10,000 STR, +10,000 CON, +10,000 AGI, +5,000 Defense against Stat Damage, 20% Time Resistance, and Fatigued: Elderly Immunity, Constant Effect
The Peach, combined with the influx of mana from earlier, grants him an additional power:
Exposed To A Massive Mana-Surge From The Verdant Moon- Possessor may choose, at the start of each thread, to gain or solely become any combination of (at least one of) the elements Earth, Wood, Life and Moon, possessor may choose to have possessor's abilities gain or solely become any combination of (at least one of) the elements Earth, Wood, Life and Moon, Constant Effect
Gramman, without even looking or pausing in his enthusing over the bizarre mixture of fruits growing from the more-'generic' Seed Rain Fruit Trees, catches the incoming peach in a flowerpot and places it deliberately on one of the mana conduits leading out from the Maxivitae.
He didn't even take a bite.
How odd.
Dulcinea considers that, perhaps, she may have just helped Gramman grow a number of extremely potent plants which may put him in a position to achieve or influence a great many things.
Reality in general agrees.
Dulcinea gets:
1 Fame
'Was Used as a Conduit to Grow and Sustain Extremely Rare and Powerful Seed Rain Plants Beyond Their Season on Seirei'
'Provided Serro Gramman a Number of Exceptionally Rare and Powerful Seed Rain Plants and Fruits on Seirei'
Dulcinea considers a Maxivitae fruit!
The fruit considers Dulcinea back, pulsating and undulating in uneven movements.
Dulcinea briefly recalls some sort of adage about never eating a power source larger than one's own head. Regardless, given the fruits' (probable) propensity to explode into plant-entities of perhaps variable size, it would perhaps be a less-than-optimal strategy to try eating one as-is.
Not to mention the thing is almost half as large as she is, herself.
The Nottest of Daves wrote: She decides to consult with heads perhaps more familiar with this particular produce.
"Professor! Are you perhaps familiar at all with the Lignum Maxivitae, given your origins from the Verdant Moon? I was pondering if it would be possible for you to feed your power through one of these fruits in such a manner that it could be tuned to generate a being as friendly and respectable as yourself, rather than the uncontrolled and potentially dangerous varieties it generates on its own..."
Aeromage wrote: The Professor adjusts his glasses.
"While my origins could conceivably be attributed to the Verdant Moon itself, my existence, such as it is in my present incarnation, began once you ingested the fruit from which I emerged. With that fact being made apparent, however, I do happen to have a wealth of innate knowledge as to the multitudinous aspects of the moon itself, as well as a certain level of perspicacity regarding flora, especially that which derives from the same phenomenon from which I originated.
The Lingum Maxivitae is one of the more commonplace botanical specimens to populate the less potent reaches of Vernat's forested surface and its immediately adjacent portions of the Spirit World. It is heavily aspected towards the element of Life, and is quite capable, even in isolation, of acting as a potent generator and propogator of Life mana. A solitary instance of such a tree could metamorphose the most desolate of arid wastelands into a flourishing forest as a trivial matter of course. Indeed, its abundance of Life frequently accumulates to such an extent that its burgeoning fruits are apt to burst open, disgorging all manner of considerably puissant entities unlikely to be found outside of the Verdant Moon and its environs. I would imagine, given the considerably diminished levels of mana present in the physical world, that examples of that level of potency are unlikely to spring forth from this particular instance, although it would not be inconceivable that it might birth creatures of- to use your particular parlance and method of quantification- up to and perhaps upwards of Level 100."
He pauses.
"Fortunately, it would seem that- as idiosyncratic as Mr. Gramman might be- he has successfully installed a method to prevent such an accumulation of mana from being attained, and thus prevent any such entities from being brought forth into this world. Given the potency of the botanical specimen in question, however, and the tendency for its offspring to be potent and uncontrolled forces of Life, I would advise against attempting to tamper with it at this point in time. At the very least, I wish to express a considerable level of disquietude regarding the idea of approaching it with the intent to channel my own power into it, lest I be overwhelmed and absorbed into the tree itself."
The Nottest of Daves wrote: Dulcinea arches a single brow in response to this preponderance of pedagogical postulates. "Alarming news indeed, professor! We shall have to approach any such experimentation with great care, and likely more of those 'levels' to which you refer."
She stands, pondering her future course of action.
She scratches her head near the nape of her neck.
She strokes her chin and hums.
She scratches near the nape of her neck, harder. The Professor, curious, steps to the side to get a better view, and notices a bud sprouting there.
"MISTER GRAMMAN! HOW GOES THE CATALOGUING?"
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This is my ADMIN color, if you see this, BEWARE.
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Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which there is a pleasant departure, and a less pleasant arrival
Aeromage wrote: Gramman rotates on the spot, holding a weird Seed Rain Fruit in one hand, a colourful fruit in the other, and having a third, for some reason, balanced perfectly atop his bald head.
"The cataloguing is coming along MAGNIFICENTLY! I HAVE NO IDEA WHAT THESE DO!!"
He doesn't seem to be at all put out by this fact. If anything, he looks even more excited.
The mad botanist waves a fruit around the room.
"My plans have come to THE MOST WONDROUS OF FRUITION!!! The Alltree Seed has SURPASSED MY EXPECTATIONS IN ITS GROWTH AND FUNCTION, and will provide UNLIMITED NEW AND EXOTIC MATERIALS from which to sprout YET MORE BOTANICAL MYSTERIES FOR FURTHER STUDY!!!! The Maxivitae will EMPOWER AND GROW EVEN THE MOST DEMANDING OF PLANTS FROM THE RAINS!!!!!"
Gramman is, by this point, spinning on the spot, fruits extended.
"AND THIS!!!!!! THE THOUSAND-YEAR PEACH TREE!!!!!!! SUCH PLANS!!!!!!!! SUCH OPPORTUNITIES!!!!!!!!! SUCH POTENTIAL INVESTMENTS!!!!!!!!!!"
The Nottest of Daves wrote: "The FRUIT of the SEED RAINS is indeed mighty in its ability to defy conventional (and UNconventional) means of ascertaining information! Not even the trees that grew them know to what purpose they would be put when eaten! I asked!!"
Aeromage wrote: "FASCINATING!"
Dulcinea's face is now full of eye. Gramman has somehow procured an oversized, brass-rimmed loupe from somewhere and is now jamming it directly into her right eye with the force of his own face, which happens to be attached to the other end. The fruit previously held in the loupe-supporting hand has been added atop the other in a precariously-balanced headpile.
"Yes, yes, yes, I SEE!! Plant growth magnified AND EMPOWERED TO THE POINT THAT IT IS AN EXISTENCE YET GREATER!!! A LEGENDARY ROOTMIND!!!! THIS DAY SHALL BE RECORDED IN ALL THE HISTORY BOOKS FOREVERMORE, provided they also cover the details of botanical discovery, AS THEY WELL SHOULD!!!!!"
Gramman, face still jammed into Dulcinea's by intermediary-loupe, proceeds to pull out his notebook and pen and commences writing furiously.
She can't quite see from her present situation, but it seems highly likely his headborne fruit-tower is now three-high.
The Professor politely clears his throat. "As vehemently enthusiastic as our host might be about a rigorous examination of your person and the extraordinary transformations thereof, I would feel remiss if I did not bring to your attention that the day is beginning to wear on. Your... episode involving the rather overfamiliar use of moonstone stakes saw you transfixed for quite a prolonged interval. If you had other business with Mr. Gramman you wished to attend to, I would advise you relate such to him presently."
The Nottest of Daves wrote: "I did have some curiosity in assisting the good Mister Gramman with seed-rain-fruit-based experimentation, but my ascension to a higher form of plantlife has regrettably overpowered the channels of my being that said fruits would make use of for their peculiar behavior, and thus my participation as a test subject would result in a noted lack of results for further study..." Dulcinea frowns and scratches her neck again, until she suddenly gets an (uncomfortable for the Professor) gleam in her eye and grins widely, "Unless you would prefer to volunteer, Professor?"
Aeromage wrote: The Professor polishes his glasses carefully.
"Being as I am, which is to say, in a position rather considerably more fraught with obligation than a commonplace employer-employee relationship as a matter related to the very essence of my being, I would be unable to refuse if you so chose to insist. From a personal standpoint, I have a substantial amount of trepidation with regards to such an experiment, especially considering the unknowable nature of the potential result. In short, and without overlong explication on the subject, it would be akin to gambling. While it is true, from what knowledge I have of the famed Fruits, that I could receive monumental power from such an endeavour that may well provide undreamt avenues of advancement, it could also result in my becoming a most regrettable burden to you."
The Nottest of Daves wrote: "Mister Gramman, do you have any COMMENTS or SUGGESTIONS which may be able to ENTICE the MIND of my recalcitrant assistant toward participation in this VENTURE of SCIENCE MOST BOTANICAL? I do not wish to force his hand in this matter, but also recognize that my familiarity with the results of such actions is no more than his, given that he came from the last time I tried such..."
Aeromage wrote: Gramman, still affixed firmly to Dulcinea's face via eye-jammed-loupe, nods furiously. This, in turn, forces Dulcinea to nod in a somewhat painful manner.
"Yes, yes, yes, yes, I have JUST THE PLAN! An APPROACH OF UNDENIABLE EFFICACY AND FORTHRIGHT MEANS without FORCING HIM TO CHOOSE!! BEHOLD, THE INDISPUTABLE GENIUS OF MY METHODS!!!"
So saying, Gramman grabs a fruit from his tottering head-tower (the middle one, somehow managing to catch and rebalance the falling fruit on the bottom one), spins on the spot (leaving the loupe in place in Dulcinea's eye), and jams the produce directly into the Professor's mouth at a speed the plant-man is barely able to register, let alone react to.
The Professor's form convulses and spasms for a few brief, unpleasant moments, shapes and items made of branches and vines erupting and then subsuming into his form, the air filling with the scent of coffee and something considerably more unpleasant and acrid.
The Professor falls over. Gramman immediately begins running laps around the recumbent plant-man's form, furiously writing in his notebook.
The Professor gains:
Manifest Natural Weaponry- Possessor gains +50,000 to the damage values of possessor's abilities for the purpose of offensive actions, possessor may choose to count as wielding an additional Axe, Bladecane, Deadly Item, Fan, Fist Weapon, Force, Hammer, Knife, Mace, Polearm, Staff, Stone, Sword, Throwing Weapon, Wand, Whip, Fish, Lasso, Needle, Sling and/or Wire, being able to change what weapons possessor counts as wielding at the start of possessor's action, Constant Effect
Seed Rain-Granted Power Synergy: Weaponised Caffiene- Possessor gains the element Toxin, possessor may choose for possessor's offensive actions to gain or solely become the element Toxin and gain 'Inflicts Poison', Constant Effect
And the award:
'(Forcibly) Consumed A Seed Rain Fruit Granting the Power of Natural Weaponry and Expanding His Growth Potential'
The Nottest of Daves wrote: Dulcinea's brows both raise to their highest extents, shocked (though guiltily aware that she shouldn't have been) by Gramman's action.
She quickly bends down next to the Professor to touch him and attempt to read his condition via her shiny new Rootmind Powers, to see if he requires additional treatment or if his form is still unstable.
Aeromage wrote: The Professor has, it seems, managed to weather the fruit-power remarkably well, and doesn't show any obvious signs of being about to uncontrollably manifest piles of sprouted weaponry. Perhaps it was just an expression of the power resolving itself. It still seems to have thrown him for quite a loop, though, and he's obviously having to deal with the aftereffects of having the new power forced into him (through rather literal means).
"I would greatly appreciate it," the Professor manages from his prone position, voice uneven, "if I was not exposed to such inscrutable hazards without my consent in future, to say nothing of the due care and consideration such a potentially catastrophal element would require in its handling."
The Nottest of Daves wrote: "My apologies, Professor, he rather surprised me with that sudden maneuver... At least it all turned out well in the end, eh?"
Turning to face wherever Gramman has flounced off to in the interim, she continues, "Mister Gramman, I greatly appreciate the aid you have provided me over this visit, as well as the ENTICING POTENTIAL EXPERIMENTS that we have been able to procure through our various operations! I would greatly appreciate the opportunity to stay up-to-date with the research that you will be conducting on these new samples I have provided to you... I have an associate of mine set to purchasing abandoned properties in the town of Marefore, would it be possible for you to forward copies of your results there after I provide you with an appropriate address?"
Aeromage wrote: "OF COURSE!"
Gramman spins back into Dulcinea's view with gusto.
"Your assistance has allowed me to progress my plans by YEARS, IF NOT DECADES!! Whenever you might need to contact me for the purpose of obtaining my MAGNIFICENT RESEARCH AND PEERLESS INSIGHT SUCH AS THE WORLD HAS NEVER KNOWN, you need only look to this, THE FRUIT OF MY LABOURS!!!"
With a flourish, he deposits a perfectly ordinary-looking tuft of feather grass in her hand, the fluffy head rippling and dancing in the botanist-generated breeze.
Dulcinea's Arena-granted appraisal, however, reveals it to be something rather different.
Dulcinea gets:
*Dulcinea's Communication Stipa (Serro Gramman)- (Bound Item, Quest Item, Earth & Wood, 5,000 Gold)
The Nottest of Daves wrote: "MANY THANKS! With this, I shall DEPART! FARE THEE WELL!"
Dulcinea will also send a fond farewell to all the plants and (especially) the trees as she departs this lab-dome, as well as to any other plants she happens to pass as she departs.
Once outside (time depending on how long the plants try to keep her for goodbyes), she and the Professor will make their way back to the hotel, hoping to return to a better situation than the previous evening.
Farewells are given, and the Nightmare Scientist departs!
She promptly gets rather lost in the maze of corridors that forms the lower reaches of the Gramman Botanical Centre. Fortunately, the Professor is able to re-orient her after a bit of wandering and triangulation, but this involves encountering and subsequently bidding farewell (and, in rather a lot of cases, having to pre-empt this with a greeting and introduction) to various plants, trees, mosses, flowers, fruits and myriad other botanical specimens on the way.
By the time Dulcinea reaches the outside, it is... well, still extremely bright. The burning moon's light remains just as bright as it was when she entered the botanical centre. That's going to be confusing for timekeeping purposes. Fortunately, a bit of squinting and rather a lot of dancing spots in the eyes later allows her to locate the sun, which, from its position, informs her that it is probably currently late afternoon.
The duo make their way back to the hotel, passing large numbers of pedestrians perusing the various shops and other establishments lining the side-roads to The Parkway (and drawing more than a little attention thanks to the Professor's considerably green self). Despite the stares, the trip back is quick and peaceful, and Dulcinea's worries are alleviated somewhat as she remembers she left Squishy to watch over things and alert her if--
--and no sooner does she think it, than the connection is there. Squishy is propped in kotengu-form on a cushion on one of the chairs. He relays, through thought-experience-knowledge, that no threats she asked him to watch out for surfaced while he was conscious. The only intrusion was from the human that came by bringing food, much as they did earlier. Dulcinea takes this to mean that room service was called for again.
He did, however, end up blacking out when everything went green for a while due to something from master-creator's side, and can't remember what happened during that time. The cat-spirit-creature (which Dulcinea takes to mean the Nekomata) informed him that nothing untoward took place while he was out, and as he didn't feel any panic or concern from master-creator when she-and-he awoke, he resumed his watch from his new position on a chair. The shape-changers (Selkies, probably) went into the room with the water at some point and haven't come out yet. Master-creator's servants ate the food and then went back into the room with the beds. He thinks they're probably asleep. He hasn't gone to check.
Squishy is feeling a bit wobbly after the green whatever-it-was hit.
A short while later, Dulcinea sees herself entering the room through her- no, wait, Squishy's eyes as she herself enters the room with her own body, as normal entities with singular corporeal forms are wont to do. The nekomata is lounging on a couch, as usual, and there are splashing noises coming from the 'servant's suite's' bathroom.
The Nottest of Daves wrote: Dulcinea will first cheerfully greet all of the plants present in the room, then give the Nekomata a nod while picking up crow-form Squishy on one arm like a falconer.
"Professor, if you could check on the Selkies in the bathroom and make sure they aren't making some kind of unspeakable mess, I'd like to check on my employees."
Dulcinea then heads over to the bedroom they were in this morning and gives the door a cheerful knock with her non-Squishy-bearing arm. "I've returned from the Botanical Centre with Professor Rubiaceae, and we should be ordering dinner shortly. Don't dally too long, ascending to a new level of communion with the Will of Vernat is hungry work!"
Aeromage wrote: Squishy gamely holds on, but slips a bit from his perch. It would seem that he's still recovering from the mental hammer-blow of having the moon's focus upon Dulcinea, even with the degree of separation. Under-the-arm squishable shadow-crow-carrying it is, then.
As the Professor departs to check on whatever it is the Selkies are up to, Dulcinea opens the door to the probably-not-reformed-but-possibly-on-the-waiting-list-Aptim-bandits' room to find herself being menaced by... a frying pan. Weilded by Polly.
"Oh," the shiny-handed girl says, with an expression somewhere between relief and concern, "'s just you. Stabs had me keepin' an eye out in case those nudists tried gettin' in and eating us."
The fuzzy-eared bandit in question is currently scrunched up in a ball on a bed, hugging a pillow with the sheets knotted around him. He looks pretty exhausted, if the dark circles under his eyes are anything to go by. Did he even sleep last night?
"He needed the shut-eye," Polly explains as the ball of patchily-fuzzy bandit lets loose a single, rasping snore. "Was lookin' out for us all last night anna day before."
Another, louder grunting snore rips through the room as Crasher, sprawled out on a bed and fully-clothed, adds his own unconscious opinion to the mix. Polly rolls her eyes.
"I can wake up the blockhead, and Scary's already up," she jabs a thumb at the sack-wearing Aptim, sitting on a corner chair and cowering behind a book, "but the bo-- uh, I mean Stabs prob'ly needs a while longer."
The Nottest of Daves wrote: "Ah... I see. I hadn't quite understood how disturbed the selkies had made him. Feel free to let him rest for now, we can have room service come up for him when he awakens. Do wake Crusher, though, and come out to the table after."
She closes the door and heads over to the Professor, to check on him and the state of the bathroom.
Aeromage wrote: "Hey, you'd be disturbed too if a buncha nudists with sharp teeth threatened to eatcha. I'll get the blockhead up." Polly hefts her pan meaningfully.
Leaving the Aptim girl to tenderly wake up her comrade through no-doubt gentle means (and ignoring the muffled clang from behind the door as it shuts), Dulcinea heads on to the bathroom!
She finds herself confronted with the singularly bizarre sight of the plant-man delivering a stern lecture to an overflowing pool-style bathtub full of seals, a waterfall-like shower arrangement pouring a cascade atop the aquatic shapeshifters.
The place is pretty wet. Fortunately, it's also mostly tiled. This isn't stopping the Professor from berating them, at length, about the potential of expensive structural damage on top of 'unprofessional shirking of duties', however.
The Nottest of Daves wrote: "Well, I am certainly unimpressed with you lot. You're dismissed." Dulcinea makes a negligent wave, returning them to the ether from whence they came.
Dulcinea then turns off all the faucets and releases the bathtub plug, then starts cleaning up the water, roots subconsciously extending from her feet to suck up water from the floor as the bathtub drains.
Aeromage wrote: With a gesture, the misbehaving seal-people vanish back into wherever or whatever it is they spawned from, leaving behind nothing but an overflowing bath, the faint smell of blubber, and a profound sense of disappointment.
Cleaning up begins! The Professor is not, as it turns out, terribly well-equipped for doing so, but he perseveres by mopping with towels and wringing them out into the tub. Dulcinea, on the other hand, has a far easier time of it by using the Citadel of the Fisherman's power to part water in slightly creative ways, forcing it off the floor (and making it 'part' from where it had begun to soak into the hallway carpet) and back into the bath.
Dulcinea stands back and admires her handiwork. Dry as a bone! Why, it looks like the tub was never used at all! Admittedly, it probably wasn't the greatest or most dignified use of her legendary artifact, but not every detail of the lives of the great need make it to the annals of history...
The Nottest of Daves wrote: Dulcinea nods, pleased at her handiwork. "Thank you for your assistance, Professor. If you could call room service to have them deliver dinner for us all, I think Squishy and I are going to take a quick kip to help settle our enhanced connection to Vernat."
She moves to whichever room with overstuffed armchairs is closest to the dining area and sits in one at random, settles bird-form Squishy into her lap, and closes her eyes while rubbing a pair of fingers along Squishy's spine.
Aeromage wrote: Birdified shadow-tengu-thing in hand, Dulcinea settles into a chair and drifts off into deep, green slumber.
The Nightmare Scientist floats in a daze through vague visions and dreams.
She sees rippling fields of grasses and flowers that curve up from the horizon to become the sky. She runs through forests and hollows, tumbling down tunnels made of living roots entwined with viridian crystals and glowing pools of life. She gazes upon a fruit tree whose produce becomes the soul of its first consumer, implanting them into whomever else might partake of its bounty. She sees a man wheeling a cart stacked with bizarrely coloured fruits along the branches that join the world, passing through an archway of leaves into a city. He waggles his eyebrows at her as he passes. She sees a vast cavern within which is a mountain that is not a mountain, but a titanic, slithering pile of limbless earth-dragons, which are not earth-dragons but collectives of living stone elemental-golems, which are not living stones but hives of granite-shelled insects.
She sees a knight with an onion-shaped helm fight a forest of gnarled hands as seeds rain from the sky, while crystal roses bloom in the distance.
She sees three great towers fallen to the surface. The tower made of jasmine is besieged, and will not hold for long. Parts of it have frozen over in unnatural ways. The tower made of fuchsia sends its patrols outward, making the woods dangerous. The tower made of honeysuckle draws outsiders in to join with its residents. They are all too dangerous for Dulcinea to handle as she is right now. But perhaps not as she might be later.
She sees, from the corner of her mind's eye, through the part of her that is not her but connected to her, the Professor setting the table for the dinner that has arrived.
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
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Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which Dulcinea awakes from a dream, and awakes from another
The Nottest of Daves wrote: Dulcinea arises from her slumber when she dreams of the Professor setting the table for dinner. She blinks her eyes, then lets out an enormous yawn as she stretches her arms above her head.
Turning to look over at the table, she makes sure that it is being set before grabbing Squishy, getting up, and walking over to the table.
Aeromage wrote: It is as she saw in her dreams- the Professor is most definitely setting the table. The plant-man looks up as she stirs and approaches, squishy crow-form tengu-thing in arm.
"Ah, good evening once more." A green hand straightens the cutlery. "Under the circumstances and due to the considerably eventful day preceding your brief respite, I felt it prudent to call for an evening repast comprised mainly of ingredients that would best alleviate fatigue and be most congruous to your new state of being whilst also conceding to your preferred diet and station. As such- a fresh vegetable terrine accompanied by lightly smoked salmon."
The Professor lifts a covered platter to Dulcinea's place and removes the lid with a graceful motion. Beneath it lies a plate containing a vibrantly-colourful slice of some sort of vegetable... layered loaf? Cake? Her Chef training hasn't quite versed her in this particular dish. Accompanying it is a number of rich, golden-pink thin slices of salmon arranged into a rose, with various artfully-placed drops of sauce completing the dish's look.
He pours a tall glass of water to accompany it. "Much as I am loathe to admit it, I do believe that coffee would ill-advised under the circumstances. If needs must, however, a black, dark-roast cup should provide without too much detriment."
The Nottest of Daves wrote: "Water will do, thank you Professor." She sips from her glass and takes a bite of the terrine, then appears to notice that no one else has said anything in response to her arrival.
She looks around the dining room, and, if she fails to spot the other diners, will ask the Professor, "I take it the others decided to dine in their room today, or did they eat while I was napping?"
Aeromage wrote: The fork cuts effortlessly into the terrine, the vegetables steamed to tender perfection. And yet, as she finds, losing none of their flavour, even managing to keep a little of their raw tang- not enough to be unpleasant, but enough to wake up the taste buds amidst the mellow taste-medley of the rest of the terrine. My, that's nice.
Professor Rubiaceae replaces his own glass before nodding. "I thought it best that they take their meal in a different room as to not disturb your rest. A concern I feel I was substantiated given the... vigorous manner in which they partook of their own meals. It would seem Mister 'Stabs' was rather glad with the arrangement, too. While he is certainly coping admirably well for someone in his position of self-proclaimed authority and presumed level of education with the monumental vistas of knowledge laid bare before him with respect to a wider universe and all the multitudinous wonders and possibilities thereof, it would seem he needs more time to come to terms with it. Without the fear of himself or those he sees himself as responsible for becoming aliment for shapeshifters of the aquatic variety, and given some time to rest without the aforementioned concern weighing upon him, I believe he, and by extension the rest of his group, will feel slightly more at ease, if no less bewildered by the sudden thrust into a world unfamiliar to them, so to speak."
The Nottest of Daves wrote: "Indeed! Very good idea, Professor." Dulcinea nods her head firmly in agreement, before proceeding on to some of the salmon.
"By the way, Professor, considering the distance of our travel to Marefore, and the extra travellers we will be bringing alongside ourselves, do you have any thoughts as to reducing potential trouble along the way? I was pondering summoning or constructing a vehicle of some kind to reduce our travel time (and conceal our fellows from those annoyingly nosy types like those that frequent the bar downstairs), but that may end up drawing more attention than just walking..."
Aeromage wrote: The salmon is excellent. A delicate smokey flavour counterbalanced by a subtle tinge of honey, serving only to highlight and amplify the taste of the fish.
"Acquiring a vehicle would indeed be a prudent approach, given the general public's attitude towards those of a half-spiritual nature and the apparent lack of security on the roadways- really, I have my concerns about the governance of this province if brigands and ruffians are able to set up roadblocks in such an overt fashion." The professor dabs a napkin to his mouth. "Your apprehension with regards to unwanted attention is valid, however. Given this world's general unfamiliarity with your particular modus operandi with regards to the nature of the entities you summon, the methods by which you do so, and the overall technological advancement as opposed to Nexus, any conveyance you might obtain through such channels would almost certainly cause confusion, if not alarm. My particular recommendation to rectify such matters would be to either make inquiries as to local means of transport to Marefore, or else summon or construct a vehicle that is either airborne, inconspicuous, or fast enough to evade undue notice."
The Nottest of Daves wrote: "Ah, yes, excellently said, dear Professor. After dinner, could you contact the concièrge with regard to more mundane forms of transport, while I consider the varied opportunities for other means."
After that, Dulcina tucks into her meal with gusto, while pondering what form of vehicle she might be able to construct or summon for the journey.
-----------
Relevant abilities and items wrote:Summon-
The Citadel (summons Aquatics, Spirits, and Water-Element Elementals)
Name-rank Summoner
Construct-
Engine of Wishes (2 wishes remaining, I think)
Name-rank in Crafter, Engineer, Gearwright, Mechanist, and Scientist
Both-
Apprentice Mad Scientist, Apprentice Wind Duke, Apprentice Scholar
Aeromage wrote: "Of course. I would, however, hasten to caution you with regards to methods of travel that involve short-cuts of the translocative nature- teleportation effects are, I believe, liable to react poorly in this world given the proximity to, and interference from, the Spirit World, and only have an increased chance of leading us astray the further afield our destination might be found. Exceptions to this would, I believe, include the use of travel-based Spirit Magic, or perhaps Geomancy of the right variety."
Dulcinea considers her options.
From a summoning perspective, Spirits would certainly be the most versatile- but due to the summoning of such apparently being illegal in this world without a House's permission, likely not the best route to go for.
A Water Elemental of the right variety might be able to get her and her crew there by linking up to the ocean, but given their present inland location with no large body of water nearby, and the potential difficulty in hitting the right area of ocean, it may not be the best option unless she lucks out. She might be able to pull something by using the Citadel's power in conjunction with whatever she summons, should it be an appropriate entity, however.
Aquatics are... probably not the best choice under normal circumstances. That car-Ray from earlier serves as a testament to that. However, flying fish are a thing, aren't they? There is almost certainly a variety large enough and swift enough to carry her entire contingent through the air to the ocean settlement.
From a construction perspective, the Engine of Wishes would almost certainly result in the most effective means of transportation, regardless of what form Dulcinea wants it to take. The downside, of course, would be its cost and using up a charge of an extremely useful device that may be necessary later.
She could of course put together a vehicle with her crafting and engineering knowledge, but that would require some significant time and materials investment, to say nothing of working out how to force unfamiliar materials from a technologically-bereft world into a working modern conveyance.
The call of Mad Science, and indeed, Nightmare Science, is always a strong one. The lack of materials is another concern, however, and the result would definitely disturb the locals. No matter how oddly tempting the idea of seeing how well Squishy would hold up to being temporarily retrofitted into a blimp might be.
The Nottest of Daves wrote: Weighing her thoughts, she contemplates her options while finishing her dinner. She ends up settling on the flying fish idea, unless the Professor comes up with something better from contacting the concièrge.
Aeromage wrote: With dinner behind her (and politely cleared away by the Professor before he departs), Dulcinea has plenty of time to mull over the options.
The flying fish idea won out, of course. How could it not? Especially with her current station. But what form would it take if she were to summon it? How many varieties could there possibly be?
The plant-professor returns a few minutes later, adjusting his glasses as he shuts the door behind him with a click.
"I have inquired with the concièrge and, of the options presented, narrowed the available choices to a simple dichotomy."
He takes a seat opposite the Nightmare Scientist. "The first option is to simply hire a carriage. While it would seem a mundane choice, I have been informed that some of the more well-to-do transport agencies in the city operate vehicles drawn by spiritual-constructs known as Shikigami, or possess carriages which are such entities in their own right, capable of traveling at remarkable speeds. These include accommodation for luggage of the significantly oversized variety, such as that haunted pipe organ currently held in the hotel's cargo area."
"The second," he continues, gesturing, "would be to impose upon an organisation known as the Spirit Hunter's Association. I have been informed that they possess a reliable network of spiritual transport gates between most major settlements across the world, and frequently allow non-members to travel through them for a cost. While 600,000 Gold is somewhat on the expensive side, it should allow us to reach our destination nigh-instantly. I inquired as to whether similar services were provided by other organisations, but it would appear that such things are heavily controlled by the Houses. The Spirit Hunter's Association seems to have some measure of curious immunity in such regard."
The Nottest of Daves wrote: "Hmm, that is an excellent point with regards to the Spirit Hunter's Association. I think we should look into that first, before we attempt any alternate forms of transit." She blinks, then releases a long, slow yawn. "I think perhaps in the morning, though. I think I shall be off to bed. Do make sure that nothing unsavory or dangerous should appear whilst I rest, would you, Professor?"
She shuffles off to the bathroom to perform some perfunctory evening ablutions, before crawling into her sumptuously-furnished bed, Squishy serving as her hug pillow for the evening.
Aeromage wrote: Dulcinea, squishable tengu-monstrosity in arm, settles in to bed, falling asleep almost as soon as her head hits the pillow.
Perhaps she looks forwards to further green dreams. Instead, she sees the briefest glimpse of golden skies.
The marble beneath her feet is cold and gritty, strewn with fine debris. Eddies of dust lift and whirl in lazy spirals all around her, drifting slowly upward, ever upward.
The palatial hall in which she stands is ruined- rent open at the ceiling, broken pillars and the skeletons of fine stone window-frames starkly illuminated in colour-leeching pale moonlight that issues from nowhere.
It issues from nowhere, because there is no moon. Floating remnants dot the sky, vast as mountains, distant as stars. But there are no stars. No clouds. Only yawning, gaping darkness above, beyond the fragments.
The pieces of the Shattered Moon move slowly. She knows they are being drawn away. She knows the world is being drawn away. But there is nothing for them to be drawn into.
The palace is silent. The world is silent. There is nothing to make a sound. There is nothing to make a sound. Dulcinea turns at the absence of noise.
The man in white stands at a distance before her, beyond her. The floating whirls of dust drift toward him, beyond him. Behind him is the lack of sky and the lunar pieces and the nothing beyond it, no longer overhead.
She cannot make out his face. He smiles at her. The hall seems even colder.
He opens his eyes. There is nothing there. Her gaze slides off the features she cannot focus on, beyond him, to the nothing behind him.
There is nothing there.
There is nothing there.
And it is getting closer.
Dulcinea awakens with a start to bright, ruddy day(?)light filtering through the curtains, Squishy firmly squished in her grasp.
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
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Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which morning comes, and one small step becomes a giant leap
The Nottest of Daves wrote: She rises from her bed, switches into her proper accouterments for the day, and heads out into the main chambers of the suite. She looks for the Professor, curious to know if he has any knowledge or lore of a Shattered Moon, a Silent Palace, or a Faceless, Smiling Man.
Aeromage wrote: The Professor is easily located, sitting in one of the chairs of the main suite and perusing a book, which he claps shut as Dulcinea enters.
"Ah, good morning. I trust you had an appropriately restful period of repose after yesterday's events?"
His expression turns pensive as the Nightmare Scientist elaborates upon her nightmare.
"While my first inclination would be to dismiss such a vision as the result of what I would almost certainly declare an overtaxed mind, given the particular implements that... eccentric botanist introduced directly into it and the results thereof, it is not unheard of for those connected in some capacity to the spheres lunar or spiritual to gain glimpses and insights into events and phenomena abroad. Were it to be more than a mere phantasm due to stress, I regret to say that nothing presently comes to mind. There are quite certainly any number of ominous spiritual presences that manifest as faceless men, and doubtless several scores of desolate palatial constructions both in the worlds spiritual and palpable, but I have no knowledge of any shattered moons- the four principal lunar bodies are, as far as I am aware, fully intact- despite Canto's delicate and occasionally fragmentary appearance. Of the others I know, Maltius is unfortunately fully intact and likely to remain so as long as it remains bound, and Caligo is both a myth- and thus impossible to verify its present extant state, if any- and depicted as variously a whirl of cloud or a haze of light, and thus would- if it were to be an actual entity- be unlikely to be shattered in such a fashion."
He adjusts his glasses.
"In short, while I am no means an expert on matters lunar or spiritual, I do not believe given our presently accessible knowledge that we should consider such a nightmare anything more than that, unless and until we find further information to the contrary, and thus should endeavour not to dwell overmuch on unverifiable concerns. And certainly not before breakfast."
The Nottest of Daves wrote: Dulcinea has a sensible chuckle in response to the Professor's closing. "Indeed! What is on the menu for breakfast this morn, anyway?"
Aeromage wrote: "While the small band of brigands has, it seems, elected for plates of nothing but bacon and eggs, I felt it prudent to order a somewhat more balanced and less weighty fare. As such," the Professor sets out a pair of platters and two small crystal dishes of fruit, "a soufflé omelette with seasonal vegetables and mushrooms sauteed with garlic, accompanied by a fresh fruit salad."
The Nottest of Daves wrote: "Sounds delicious!" Dulcinea proceeds to devour her breakfast with great speed and a measure of neatness, wishing to get the day started promptly.
Following the completion of her meal, she proceeds to round up the brigandiers and the Nekomata (asking it to transform into cat-mode) while the Professor checks over the suite to make sure nothing gets left behind before departing the hotel and seeing to the bill.
Aeromage wrote: Breakfast is seen off, brigands corralled and belongings gathered! The Professor returns from scouring the suite with an odd, ornately white-and-gold ticket in hand.
"I am not entirely sure of its provenance, but it assuredly does not belong to this establishment. Perhaps you might have some inkling as to its purpose?"
Dulcinea gets:
Premium Progression Whateverhouse Ticket- (Item, Ticket, Progress, 50,000 Gold)
The variably-motley crew file their way down to the lobby, where Dulcinea finds her extremely haunted pipe organ waiting just beyond the doors (and drawing a few concerned looks from passers-by) and a discreet bill awaiting her attention at the desk to the tune of 414,200 Gold for the room service.
The Nottest of Daves wrote: "Ah, Professor, I do believe this might be related to a high-level entity which refers to himself as Mr. Progression. I have interacted with him in the past, at the Dreaming Moon Festival."
------
Upon reaching the desk, Dulcinea once more pulls out her wallet of Fat Stacks O' Cash, removes an appropriate number of bills, and turns them over to the desk attendant, where they once more transform into a sack of appropriate local coinage.
From there, she asks the Professor to lead them to the closest Spirit Hunter's Association Office, assuming that he acquired the address when he spoke with the concièrge.
Aeromage wrote: Explanations explicated and payment paid, the Professor leads Dulcinea and her group out of the opulent confines of the hotel lobby and into the brilliant sun-and-moonlight of the morning beyond. The flagstones of the wide road are no less blinding than they were yesterday, forcing an unpleasant amount of squinting to get around. Some of the passers-by are wearing smoked-glass sunglasses of various styles, while some of the less well-to-do seem to be settling for wearing large hats to shield their eyes. One or two enterprising types have set up small carts decked with racks of headwear and fans at the edges of the sculpted parkland that gives the road its name.
Dulcinea's destination, as it turns out, is not terribly far from the hotel, located just a junction away from the main road's intersection along the Parkway. Its location- Guild Street, as the Professor explains- also proves to be the widest avenue she's seen in the city so far, a beautiful stip of well-tended garden dividing its central line, its pavements lined with large, important-looking buildings resting on various points of the official-to-gaudy scale, each vying for attention through beautifully-crafted architecture, elaborate gilding, large and colourful signs and impressive entryways.
Right on the corner of the avenue and the Parkway a well-kept building stands, an arch-filled marble facade providing shade for the entrance proper. A sign carved into the stone above the arches reads 'Clavia Spirit Hunter's Association', a sculpted disc of red stone depicting a sword-and-bow motif resting above it.
It looks rather like another fancy hotel, actually. An impression that isn't shaken by its interior, which rather resembles a fancy hotel lobby- although not quite on the Grand Parkway's level. Polished floors of dappled red-and-white stone surround a circular sword-and-bow design in deeper red. Comfortable sofas and chairs are placed here and there around cherrywood tables, polished to a mirror shine. Large stone planters containing vibrant, leafy shrubs break the empty space here and there, and glowing crystal orbs hang from the ceiling, providing a comfortable measure of illumination.
A tall, stone-fronted desk with the familiar sword-and-bow seal carved into it stands opposite the entrance, flanked on either side by two large boards containing a variety of flyers and posters, some of which bear red tags. Holding court behind the desk is a tall, thin, balding man in a purple waistcoat, his face obscured by a smooth and eyeless metal mask, featureless save for a line cut into it suggesting a smile.
The place is fairly deserted at this time of day, it seems. One of the tables is occupied by a short, middle-aged man in well-tailored clothes, apparently pouring tea for a well-dressed older woman.
The Nottest of Daves wrote: Dulcinea heads up to the desk to speak with the Masked Man, while leaving the Professor to wrangle the others away from causing trouble.
Aeromage wrote: The smile-masked man inclines his head slightly at Dulcinea's approach, the action oddly fluid. "Welcome to the Clavia Branch of the Spirit Hunter's Association. Your inquiry is in regards to transport to the Marefore Spirit Hunter's Association Branch, correct? One moment, if you please." He falls silent for a few seconds, standing completely still.
"Ah, yes." The man nods his head slightly. "That service is presently open to non-members. Transport for your party and additional luggage will incur a cost of 600,000 Gold."
The Nottest of Daves wrote: Dulcinea will hand the appropriate amount of currency over to the Mysterious Masked Man, and attempt to scan him while doing so using Detective's Investigation.
Aeromage wrote: No sooner does the gold hit the counter than it vanishes, leaving behind a slowly-fading gold-hued afterimage.
Dulcinea squints at the receptionist in what is most assuredly a hard-boiled fashion. Her Detective's Investigation returns the following:
*Mulvismille, Sixth Daimyo of Masks
Further information denied to individuals not of the Spirit Hunter's Association. We thank you for your interest.
The Nottest of Daves wrote: Odd, she thinks to herself. Once Mulvismille provides the directions to the transport chamber, she will gather everyone up and head off to Marefore!
Aeromage wrote: "A member of staff will be with you to show you to the Gate Chamber shortly." The man gestures fluidly to one of the hallways beside the desk, returning to his precise previous position after doing so. "The Spirit Hunter's Association thanks you for your patronage."
Sure enough, not even a minute later, a red-uniformed, moustachioed gentleman with a pair of pince-nez bustles in through the hallway and strides towards the assembled Science-And-Bandit-Crew.
"Good morning." His voice is somewhat gruff, although not unpleasantly harsh. "If you would be so kind as to follow me, I will lead you to the Gate Chamber."
The red-uniformed man leads the motley group past the desk and back down the hallway he emerged from, footsteps echoing on the mirror-smooth red stone. Evenly-spaced doors line the walls, all solid-looking affairs with brass nameplates affixed at eye-level, a set of double doors marking the end and bearing a discreet plaque reading 'Association Members Only'.
Oddly enough, the pipe organ seems to be fitting itself down the hallway just fine, because the hallway is large enough to fit it. Even though it wasn't when Dulcinea first looked. It doesn't seem to be the same sort of Spatial-messery she's used to seeing in Nexus, either, although there's some slight similarity.
The room beyond the doors is rather expansive, being considerably more open than the rest of the building, at least three stories in height. Roughly half of its ground level seems to be a mess hall, internal windows on one wall revealing a huge kitchen partitioned off from the rest of the room. Both are currently a hive of activity as an odd collection of individuals variously commit and consume breakfast around the area. Unlike the city beyond, fully half of the people in here look like they're Aptim of some stripe, ranging merely from 'people with odd skin colours or horns' to 'people twice times the size of a normal person with animal heads or metal limbs'. The more-obviously human don't exactly look like your average citizen either, wearing oddly-patterned clothes, strange armour, carrying floating scrolls or collections of talismans, and almost all armed in some capacity.
It's a bit like visiting the Arena, come to think of it.
A stage is located against the other wall, a few benches dragged over from the mess hall area to act as seating along with rows of chairs. A few more people in strange and diverse outfits mill about the area here, some yawning. Large wooden boards dominate the far wall, filled with flyers and posters and listings of some description. Stairs lead up to various galleries, bridges and hallways, with some internal windows revealing more rooms beyond.
The man leads the group around the hall- giving the mess area a wide berth- passing through an archway the size of a small house and rather ornately carved of the red stone the building seems to favour. He bustles down a short hall and through another large archway into a spacious chamber, its floors filled with an abundance of carved circles. Two are glowing with blue-white light, manned by a shrine maiden and monk in primarily red robes, bearing the emblem of the Association on sashes.
The man ushers Dulcinea into the red-robed shrine maiden's glowing circle, geometric patterns and flowing symbols glowing brightly against the crimson stonework.
"When you are ready, simply walk into the circle together. You will arrive at the Marefore Spirit Hunter's Association's Arrivals Chamber. From there, simply follow the signage to leave the building."
The light of the ring around the group is suddenly blinding, blocking out all else, accompanied by the sense of at once both plummeting and being lifted with great force, with a healthy mix of 'rollercoaster' thrown in for good measure.
A few twists, turns and stomach-dropping lifts later, Dulcinea's vision clears in a flash.
She finds herself in what could almost be mistaken for the same room, given its materials, architectural style and dimensions are nearly identical to the Gate Chamber she just left. This one, however, has a single, large symbol-covered magic circle-ring glowing on the floor, taking up the entire breadth of the room. A single red-robed monk leans against the wall, raising an eyebrow at the appearance of the Nightmare Scientist's contingent and pipe organ accompaniment.
The Nottest of Daves wrote: "Ah, excellent, we've arrived." Dulcinea smiles cheerily, "come now, everyone, there's no time to be lost. We have to track down my associate and figure out what purchases he's made on my behalf."
Aeromage wrote: Dulcinea and crew exit the chamber, following signs along a wide, archway-lined hall (through which she sees a similar mess hall and kitchen to the Clavia branch) that take her through a set of double doors into...
...well. For a moment there, she thought she was back in the Clavia branch's lobby. There are the same smooth, mirror-polished red-stone floors, the leafy dividers and comfortable chairs around tables. There are more lights in here, however, crystal orbs set into elaborate metal brackets mounted from the walls and ceiling. The receptionist is different, too.
Well, mostly different. He's a thin, brown-haired man in a purple waistcoat, his face obscured by a smooth and eyeless metal mask, featureless save for a line cut into it suggesting a smile.
The double doors to the lobby swing open as a shirtless young man in orange stone shoes and a chain-belt enters, followed by an old man in robes carrying a heavy book. Bright sunlight and a strong, fresh sea breeze enter with them, carrying the sounds of seagulls and distant, muffled waves.
The Nottest of Daves wrote: The receptionist gets a Look to check his name, while the Professor takes the lead on wrangling their associates out into the seaside town.
Aeromage wrote: Dulcinea squints at the new receptionist.
*Mulvismille, Sixth Daimyo of Masks
Further information denied to individuals not of the Spirit Hunter's Association. We thank you for your continued interest.
Well, then.
The Professor leads the group out the (rather solid) double doors and onto a wide dockside road facing the harbour. A multitude of large, ornate buildings with elaborate architecture line the avenue, jockeying for position and prominence. Perhaps a close proximity to the sea means they're more likely to be visited first by whomever sails in? One notably official-looking building has a large sign with a stylised chalice on it, another has a series of large towers with flat rooftops sprouting from its arched main glass-and-steel roof. Others look more like office buildings or fronts for mercantile companies.
The Spirit Hunter's Association (Marefore Branch) itself is a wide building with a single-storey front, pillar-lined marble porch-area and multiple colourful hanging baskets providing shade for the main entrance, expanding into a large, four-storey building further back. It really does look like a hotel of some kind. Maybe most of its structure is housing for its employees?
Something seems a bit off to Dulcinea. Yes, there's the sound of seagulls and waves and the general noise of a port town, but nowhere near as much as she was expecting. Especially not first thing in the morning. Surely, there should be dockworkers all over the place, and there shouldn't be so many fishing boats still visibly moored around the harbour. At least, that's what her position as Lord Fisherman of the Citadel tells her. Despite the bright morning light (both from the sun and the blazing moon) and the fresh breeze, there's a heavy feel to the place.
"We're really at the sea! We was just in Clavia a few minutes ago..."
"Yeah. That's how the magic what the Spirit Hunters have works. Gettin' you places through the Spirit World quick, b'fore you know it. They can getcha all over the world if you got the money."
"But... but what d'we... what iffit didn't get us places what we wanted to go an' we're in th' Spirit World thinkin' we're places what we wanted to go, when we're not an' we're really all trapped an' thinkin' we're not?"
"..."
"..."
"..."
"...shut it, Crasher."
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Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which there is a crisis of faith, and a business meeting shifts venue
The Nottest of Daves wrote: Dulcinea is made curious with regards to the official-looking chalice-bedecked building. It would be irresponsible of them to have turned on their grail-shaped beacon in the presence of the Fisher Queen, after all, she chuckles to herself.
Her chuckling is quickly ended by the idea that Crusher came up with, quickly looking around at various buildings and people, scanning them to see if they are something other than they appear to be.
Aeromage wrote: A sudden crisis of reality spurs on a frantic investigation of the area to see what it really is!
...well, the bandits are still themselves, at any rate. As is the Professor, Nekomata and Squishy.
But she isn't! Or is she? A moment of panic leads her to the realisation that, by leaving herself until last, she somehow managed to trigger her scanned-in Old City District's scanning-prevention ability. On herself.
How embarrassing. Nobody can know.
Swiftly moving on in order to prevent anyone from realising that ever-so-slight mishap, she instead focuses on the passers-by and buildings. The chalice-building is scanning as 'House Unda Maritime Authority- Marefore', while the odd flat-roofed tower-having structure is returning as 'V. Pinna Enterprises'.
There's something else in the area. Something slightly familiar, yet oddly out-of-place.
It takes her a little while to work out what it is.
While her divination skills are not exactly fantastic, Dulcinea is fairly sure she's detecting Atomic mana in the area. Somewhat understandable, given the rumours she's heard about the town.
What's odd is that while she's detecting a faint signal of it from further into the town (she assumes. She can't see over those buildings), she's also detecting more-than-trace amounts of it from the sea here.
The Nottest of Daves wrote: Seeing the V. Pinna Enterprises building reminds her that she was meaning to talk to Mr. Vernon Pinna regarding airship development and funding. She decides to stop there first, so she doesn't forget while performing her other tasks.
She keeps her senses monitoring the Atomic signatures, though.
Aeromage wrote: There's definitely Atomic mana in the sea. That's... potentially a concern. She can feel faint stains of the element here and there around the area, too- strangely patchy and indistinct, with no real rhyme or reason to its spread. The signature she can somewhat feel from inside the town seems like it might be stronger... maybe.
Dulcinea marches on to V. Pinna Enterprises, its glass-and-steel arched roof shining brilliantly in the daylight. The place looks fairly newly-built compared to the other buildings along the road, and is certainly one of the more striking and modern-looking of the bunch, at least by the standards she's seen of the world's architecture thusfar.
Entering through a pair of pretty glass doors, Dulcinea finds herself in an oddly small lobby/waiting room for a building of its size. Still, the decor is bright, the seats comfortable-looking, the front desk professional (with a nice plaque reading 'V. Pinna Enterprises' set into its front), and the receptionist nervous-looking.
The man is short, somewhat portly, dressed mostly in brown, and gives off the distinct impression that his preferred hobbies would include stamp-collecting and organising his collection of encyclopedias.
"Ah! Good... good morning!" The man's eyes dart from Dulcinea to the Professor to the group of uniformed Aptim behind her. "Welcome to V. Pinna Enterprises! What might I be able to help all of... you... today with?"
The Nottest of Daves wrote: "You posted a notice some time ago, looking for engineering assistance or investors for your airship projects?"
Aeromage wrote: "Notice... ah! Yes! You must be from Nexus!" The man shifts his posture to something more businesslike. "My apologies, I thought you were... well, never mind that. You happen to be the first people from there to respond, and I was beginning to lose hope with regards to the... well. I'm getting ahead of myself. My name is Vernon Pinna, owner of V. Pinna Enterprises. ...owner and, presently, fully half of the... well."
The man pulls a handkerchief (beige) out of a pocket and wipes his brow.
"I reached out to Nexus as I heard those that came from there were rather interested in conducting business in these parts as well as investing in the economy, but given more... recent circumstance and... events, your homeland has seen rather a... downturn in public opinion. Hence the rather roundabout method of contact. But let's not talk in the waiting room! Please, follow me."
Vernon rummages in the desk, pulling out a sign and placing it atop it ("Meeting in progress- please call again later") before struggling out of his chair and leading Dulcinea and her crew to a side door.
"If you have any questions, please let me know. Aside from why I'm manning the reception desk. That one is due to the... incident we had. And are still having. We are currently somewhat... understaffed as a result."
The Nottest of Daves wrote: Dulcinea follows him into the meeting room, leading her associates in as well. Once the door is shut, she begins to speak.
"It's a bit of a misnomer to call 'that place' my homeland, as I grew up in another locale entirely, but I suppose that's splitting hairs for people here," Dulcinea chuckles briefly. "I would also prefer to keep that quiet myself, due to... other tasks I arrived here to undertake. I'm glad that you agree with the need to be circumspect in this regard."
Mentally reviewing her plans for meeting with Mr. Pinna, she begins, "I do have several questions with regards to your business and construction plans, but I think it would be best to hold those until you can clarify the details of what has happened to your business in the aftermath of the Bazaar Incident."
Aeromage wrote: "Of course, of course." Vernon makes his way down a short hallway to a pair of double doors marked 'Conference Room 1'. "To avoid certain prying... well. To ensure privacy, we'll talk inside the conference room. I've had certain precautions set up, you see..."
The portly man opens the double doors. Beyond lies The Conference Room.
The table is an imposing slab of mirror-polished stone, dominating the room and reflecting the golden glow of the radiant hanging orb-lights above, each almost like a miniature crystalline sun in a gilded cage. Regimented ranks of pristine, gilded notebooks lie open atop the splendid surface alongside pens, exquisitely-designed glasses of chilled water, and a truly magnificent platter of astounding pastries. Shelves lie along one wall, made of the rarest of woods linked with golden frets lie filled with weighty binders and folders, each faintly thrumming and glowing, ready to leap out to provide their contents at a thought. A polished obsidian slab acting as a blackboard sits at the far end of the room, taking up an entire wall. Small and glowing sticks of varicoloured light hover just above its surface, ready to write, to illustrate, to expound upon whatever the conference leader might desire to the room. Lush plants whose presence makes the air fresher and lighter border the walls and corners, their blooms magnificent to behold. A small table upon which a large book sits, radiating light, is attended to by a floating, dazzlingly-glowing pen ready to automatically take the minutes of events that transpire within.
Truly, a meeting held in this room would be legendary.
Vernon pauses for a few seconds. He then, very carefully, closes the doors, fumbles in his pocket for a key, locks them, rattles the handles to make sure, and then leads Dulcinea and her group towards another pair of doors marked 'Conference Room 2'.
Behind this one is a plain room with a large, long table made of polished wood, dully reflecting the considerably-simpler globe-lights from above. Notebooks and pens sit primly atop the surface, along with empty glasses and a pitcher of water. Cabinets containing folders and binders line one of the walls, with a blackboard (and accompanying variety of waiting chalks) dominating the far wall. A few small, leafy plants lift the mood of the room from their positions in the corners.
The portly man ushers Dulcinea and her group in, then turns around and locks the doors behind him. An odd pressure settles over the room for a moment. Dulcinea catches Stabs and Polly wincing as it does so. She thinks some sort of... anti-spiritual effect just activated? It was probably Spirit Magic, as far as her knowledge is telling her.
Pinna catches the expressions and gives a slightly pained smile in return. "Ah. My apologies. It's something of a measure against... well. I doubt anyone would care to be listening in on me, but visitors from Nexus have drawn some attention, and I can't be too careful..."
He makes his way to the head of the table, lowering himself into the chair and motioning for the others to take a seat.
"Given everything that has happened, I am not quite sure where to begin, so... well. I'll start from the beginning. I, again, am Vernon Pinna, owner of V. Pinna Enterprises. From an outside perspective, and one I have carefully tried to maintain... I am a very boring man with a very silly dream in the midst of making an absolutely huge mistake in the name of trying to realise it. I have resigned from a steady, well-paid job in accounts and finances for a company under House Aetherius and have moved to one of the quietest, least-eventful places in the world under the control of a fading House that pays too much attention to its own politics and not nearly enough to everything else around it. All in order to start a small airship tour business in a place there is very little market for it, in a town that relies more on sea travel than air."
He dabs his forehead with his handkerchief again.
"While I am indeed a very boring man with a very silly dream, I am also doing my very best to ensure that I am not, in fact, making a mistake. My true goal here, masked as it is under the guise of an airship tour company in the making, is to design and build airships that require no spiritual assistance to fly whatsoever. At present, almost all air travel in the world requires a spirit to lift and guide the vessel, and as such requires the highly-paid presence of a highly-spiritually-trained individual with direct permission from one of the Major Houses of the Order, which incurs yet further expense. As things stand, only the wealthiest patrons or mercantile companies can afford to use this method of travel. It is my hope that an alternative, vastly cheaper method can be devised in order to open up air travel for the masses and for businesses that aren't simply the major companies or offshoots of the Houses themselves. Even if doing so would fly- hopefully literally- in the face of convention. It is my hope that successfully developing such methods would somewhat blindside the existing established airship corporations and, handled properly... would allow mine to gain traction quicker than they could respond to. At present, all laws regarding airships are contingent on the spiritual component, so it would be opening up entire new frontiers of opportunity."
Pinna catches Dulcinea's eye and coughs apologetically.
"...I'm afraid I get a little carried away. I so rarely have a chance to explain what I'm really hoping to accomplish, you see... well. On to more recent events." He adjusts his jacket.
"I was fortunate to come in contact with a man who shared my vision- a moonstone engineer of quite considerable talent, if I am any judge. He had a bit of a falling out with the Aspengrove Foundation, hence why he came to this rather far-flung part of the world... well. We'd managed to recruit some other talented craftsmen- not easy in this area- and were working on securing a proper supply of materials when the incident with the lighthouse happened. A light-eating spirit took up residence in it, considerably cutting into the shipping lines of the area. And then there was that incident with the Gold-Dust Killer. And then the Seed Rains fell, completely barricading the harbour. And then... then..."
Vernon fiddles with his pen.
"...my memory of the affair that took the bazaar is, thankfully, rather hazy. Although I do recall it wasn't just the bazaar. It reached all the way down here, destroying this building and opening a crater into the sea. I recall that sense of despair vividly, despite everything else. Thankfully Arlin and I were in Clavia at the time, but when I returned... when I returned...
"...a few weeks later, a fox-creature that reportedly came from Nexus did something to the town. Somehow reset things to how they were before, but not perfectly. Some of the dead returned to life, but as amnesiacs. Strange phenomena keep cropping up here and there... such as in my other conference room, it seems. I shall have to contact the Spiritual Defense Force about that."
He sighs.
"Fortunately- and I hesitate to say it, due to everything else that has happened- all of the work, blueprints and resources that had been destroyed in the... event... were restored. We have what Arlin believes are some viable designs that can be constructed and tested on a smaller scale. What they worked for- what we all worked for- wasn't for nothing. What we presently need, however, are the resources to find and recruit more engineers and to finance the supplying of suitable materials to construct the prototype airships and the testing thereof. And given I couldn't turn to anyone else without risking it all being discovered and stopped by the other corporations, I felt I had to turn- as risky as that prospect now seems- to residents of Nexus. Despite everything this town has been through due to those claiming to come from there, I have heard tell of visitors from there saving villages, or rescuing young members of the Houses from that dreadful place beneath Clavia. It is my hope that with your assistance, I could both bring the dream of flight to the masses, and of course provide you with a significant return on a market waiting to be created, Ms..."
Vernon pauses.
"...oh dear. I don't believe I caught your names. Things being what they are, my mind has been... wandering a little, of late."
The Nottest of Daves wrote: "Ahaha, oh dear. My apologies, Mr. Pinna. I am Dulcinea de Montréal, and this," she gestures to the Professor, "is my close confidant Professor C. Rubiaceae, who is one of the friendliest (and most scholarly) results of those recent Seed Rains you mentioned. The others are some of my new employees, who I intend to employ in maintaining some of the properties I'll be purchasing here in town."
"As for my interactions with your business, I come both as a potential investor and as a well-trained mechanist, engineer, and scientist of some renown. However, I do expect to be rather busy over the next week or so before I could devote a significant amount of time directly to this project; as you have said, the harbor remains blocked, the lighthouse darkened, and I have heard from a certain information broker that there is some danger residing within the harbor itself that also needs addressing... Anyway, what I mean to say is that I will be available for both purposes, but it might be simpler to get you an initial investment first so you can bolster your local workforce while I see to some of the other problems around this city."
"So, what level of investment were you looking for at this time?"
Aeromage wrote: "An absolute pleasure, Ms. de Montreal, Professor Rubiacaeae. I'd certainly be interested in hearing the opinion of an engineer from Nexus regarding the viability of our designs- I'm sure Arlin would be... well. He's a somewhat... difficult... man to get along with. But I'm sure he would be interested, eventually, in hearing about the techniques and materials of another world. As for initial investment..."
Pinna begins writing down calculations in his notebook.
"...I believe, in order to allow for sourcing the proper materials and manpower for building a prototype, an initial investment of anywhere from ten to fifty million would be ideal. Fifty, of course, being rather the maximum I would expect from an external corporation, but I mention it due to rumours of visitors from Nexus having rather a lot of... financial power. The chief cost is due to sourcing Moonstones, which tend to be rather on the expensive side, and unfortunately essential to the form of airship we are designing."
The Nottest of Daves wrote: "Hmmm... I see. Very well, I think we'll go with 10 million now, with consideration for further investment once I've been able to go over the plans with Mr. Arlin." She holds her hand out to Mr. Pinna to shake. "A pleasure doing business with you, Mr. Pinna."
Once hands have been shaken and money manifested and handed over, she proceeds to have an idea. "Ah, Mr. Pinna, would it be possible to get a communication strip from you, so as to simplify scheduling our next meeting while I am out and about?"
Aeromage wrote: Vernon returns the handshake. "I'm very glad for your investment, Ms. de Montreal. I'm sure we'll be seeing some significant progress thanks to your assistance. As for a communication strip... well. One moment, I'm sure I kept some on me in case of this very eventuality..."
Rummaging around in his inner jacket pocket, Pinna retrieves a slim case that he pops open to reveal a small stack of paired-off talismans.
"Ah, here we are. Please, do not hesitate to call if you wish to schedule another meeting. I'll be sure to make time for it."
Dulcinea gets:
*Dulcinea's Communication Strip (Vernon Pinna)- (Bound Item, Quest Item, Light, 5,000 Gold)
The Nottest of Daves wrote: "Excellent! Thank you again, Mr. Pinna. I'll be in touch with you soon."
From here she gathers up her various associates and hangers-on, and heads down to city hall, hoping to find Ryuutarou (or at least some information on what he's been up to).
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Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which an outsized dragon appears, and also a great number of books
Aeromage wrote: City hall, as it turns out, is located not far along the same road that Mr. Pinna's enterprise is located. Boasting excellent views of the harbour and a rather... plain, if impressive-in-its-own-way style of architecture, the Town Hall (as it professes itself to be) soon comes into sight.
Along with the sight of a familiar-looking dragon, accompanied by a familiar-looking goblin butler, a dark-haired woman in a maroon skirt and jacket equipped with a bundle of file folders, and rather large, solidly-built man in green armour with a variety of talismans and a long-handled mace dangling from his belt.
Ryuu is now in this thread.
The Nottest of Daves wrote: Dulcinea rushes up to Ryuutarou, grinning widely. "Ah, there you are, Ryuu! How's my favorite ramen-chef? Did you find any good property investments? Oh-"
Ryuutarou rumbles loudly with a draconic chuckle. "Things have been going pretty well so far, if you come on in with me, we can talk with Violet here about everything when we get back to her office."
"Ah, excellent work! Excellent indeed!"
Dulcinea then proceeds to lead her group in following Ryuutarou and his group wherever they end up going in Town Hall.
Aeromage wrote: Violet smiles politely at the Nightmare Scientist. "Hello! You must be Dulcinea! And her... associates? Mr. Ishinori's told me about you. Good things! Not much, though."
She pauses.
"By which I mean he's told me not many good things about... no, wait, he's not told me much about you, but what he has told me is good. Uh. Sorry. I'm still rather... a-anyway, let's get inside and I'll run you through what you have thanks to your... associate? Business partner? Given you're both interested in shops and restaurants, that sounds about right. Probably. I'll just stop with the talking and take you through here..."
Violet leads the way through the paperwork-strewn atrium of the town hall. The grey-haired receptionist levels an unimpressed gaze at the group as they traipse their way around the room, dodging floating boxes and the occasional aerial fleff.
The stuffy office is more or less the way Ryuu recalls having left it, minus all the gold and plus a few more pieces of paperwork. The clerk picks one up from atop a tottering pile on her desk and squints at it as the group of dragon, Nightmare Scientist, Sergeant, Professor, goblin and small contingent of possibly-working-towards-being-ex-bandits attempt to squeeze in.
"...well, it looks like there's good news," Violet begins, looking slightly confused. "The mayor's expedited and approved your purchase of those two streets' worth of shops. I'm... not entirely sure he's supposed to do that, but maybe he thinks you can get things back up and running there quickly because of how much money you're... um, I mean, because of your financial prowess?" She clears her throat. "I'll, uh, have to go over that with him later. But still! That's good news for you! You get to... get... both the bazaar and the streets, so you probably could make your own exotic shopping district with a bit of work! If you can manage with the problems of public perception. And can get it staffed and running well enough to show it's sound. And then there's those other properties, too..."
She trails off as she looks at Dulcinea.
"I, uh, should probably start by telling you what Mr. Ishinori's purchased, and we can work out a plan of action from there."
Violet gestures at her pin-covered map-board.
"The main point of interest- at least, I think, from what Mr. Ishinori's said- is that square and the streets containing the shops. That'll be Seabrook Square, with Salt Avenue coming off it to the north, and... " she pauses. "...it was an upside-down U shape on the map, but it's been cut in two by the safety perimeter. The other half that you now own comes down in the other street that joins Seabrook Square in a loop, The Eddy. There's ten shops around the square all together, and twenty-four on the two streets. There's a few yards in there, too, which could be used for loading and unloading, or other... commercial or residential things."
She points to areas further on the fringes of the bazaar.
"Then there's Ward and Co., which made warding talismans, Husson's- a bookshop, Prier's Paradise- which I think sold a bit of everything- and a nautical shop. With regards to the restaurants, Mr. Ishinori has purchased the Icemoon Parlour, Lorelei's Launch and Deb's Place. Finally, there's the three warehouses in the warehouse district, and two town estates, one of which we've already visited."
The Nottest of Daves wrote: Ryuutarou smiles when he hears that the additional road and shop purchases have gone through successfully, though it is quickly muted by a reminder of the other reasons he needed to come down.
Dulcinea ponders the map, stroking her chin thoughtfully. "In the most general sense, my plans are to continue operating the named businesses in the manner in which they were run in the past, or at least as closely as our Guild is able to fill in with our own skills. This would be aided by locating any potential surviving employees, but I assume that we'd need to locate the staff records within these businesses for said names..."
Ryuutarou briefly interrupts during her thoughtful pause, "Um, in that vein, I was wondering if someone could see if Mr. Birch Erenn was present on the Census, I wanted to hire him back to work on the Driscoel Estate gardens."
Dulcinea raises an eyebrow at the interruption, but waits for whatever needs to be done to check that to finish before she continues.
"Ryuutarou, of course, will be overseeing the operation of the restaurants, as he is a trained chef; hopefully we will locate recipes in addition to the staff records when we visit those buildings. The Bazaar will be evaluated in a similar fashion, though I expect there will be considerably less in the way of fixed businesses and records there. I plan to conduct a general overview of the items within all of the shops we've purchased and evaluate what might be relevant additions to the stock for sales purposes..." She pauses again, eyebrows furrowing slightly.
"Miss Violet, I am somewhat concerned at this point, given the amount of goods that will likely be moving through the gate to keep up with demand for imports of off-world goods, does Marefore or House Clavis have any rules, laws, or ordinances on the type, quantity, or means of operation of such goods that I should be made aware of?"
If the answer to said question will require some amount of research by either Violet or other city employees, Dulcinea will table the question for now in favor of opening up a few properties for inspection.
"Of specific interest to me would be opening up Husson's, Prier's, Ward & Co.'s, the Nautical shop in the Bazaar, and the estate that Ryuutarou chose on my behalf to serve as a local residence. If it wouldn't disturb the relevant seals, I'd also like to tour Seabrook Square, Seabrook Street, and Turnabout Lane without opening any of the shops as yet. I have a number of tasks to see to, and I'd rather reserve the full unsealing until I've addressed to them to my (and the city's) satisfaction."
Aeromage wrote: "Well, if you find any employee records or rosters, we can try cross-referencing them with the latest census we took after the... incidents. It might take a while, though, as we aren't exactly very well-staffed right now. Or organised. Or... well, anything, really. I mean," Violet waves a folder in a placating manner, "if it looks like you'll be able to help get Marefore back up on its feet, not that it has any, faster, we'll prioritise it, but... uh, there's still going to be a delay."
She writes down something on the back of a file as Ryuu interrupts.
"I may as well start taking down names as and when they pop up, though! Birch... Erenn... right."
Dulcinea continues. Violet mirrors her frown.
"Well, um, I'm not exactly well-versed in what goods we can or can't sell in the bazaar- especially as I'm pretty sure there is- was- someone selling almost anything you could think of. I dealt with planning permission and inspecting civic structures before all of... this... so commercial licensing and such isn't really anything I know much about, buuuuuut..."
She shuffles through her files.
"...I'm pretty sure that if you stick to the general laws of things, you should be fine. No antiques, no items with spiritual powers or that can call up spirits, no selling spirits- if that's even possible, but given what's happened around here regarding people from Nexus, I'm only sure that I'm not at all sure what it is you can do- and, uh, no... addictive drugs, and things like that. Weapons are allowed, as the Spirit Hunter's Association has a branch here and they tend to throw a lot of money around on their tools, although there'd need to be some inspections... we don't want whatever the Gold-Dust Killer used to... destroy the bazaar here. Um. If you can think of any other things that might need to be brought up, ask, and I'll..." she sighs.
"I'll probably not be the best person to ask, but I can figure something out."
Sergeant Archer clears his throat, making her jump.
"Oh, uh, and I guess Sergeant Archer can help with the 'can we sell it' thing if something comes to mind. As for quantity... so long as you can store it here and not fill the streets with piles of merchandise, I guess? Those warehouses Mr. Ishinori purchased should help. And means of operation... I'm betting Nexus has things I couldn't even begin to dream of, never mind knowing how to use. That... could be an issue here, as I don't really know where you stand on what's 'normal' or not compared to here. And going by what Mr. Ishinori is..." she coughs awkwardly. "Sorry, Mr. Ishinori. But we don't tend to get dragons around here that aren't spirits of some kind. And definitely not ones that walk around wanting to open up restaurants."
She moves to a cabinet, opening it and getting rewarded by a cascade of paperwork and other files. Half-buried, she busies herself with a safe behind the pile.
"We can look at the other properties whenever you like! I'll just get the keys. Or if you just wanted to look from the outside, we can do that too. Was there any particular order you wanted to see them in?"
The Nottest of Daves wrote: "Let's head off to Husson's first, methinks!"
Aeromage wrote: "Husson's it is! I'll just get these..."
Violet rummages in the safe, retrieving a couple of jingling sets of keys.
"And off we g- no, wait..."
She turns back around to the still-open safe, closing it before turning around again. Then turning again, spinning the dial on it, and turning to face the group once more. Then turning again, closing the cabinet in which it was kept, unsuccessfully attempting to push the small flood of paperwork back inside in the process, giving up, and setting off out of the room.
"Just follow me!"
The now considerably-sized group piles out of the office and the Town Hall after the clerk, through sunny and windy streets beginning to see some foot traffic. There's nowhere near as many people out as a town this size should have, but it would seem the residents of the place that are still here are able to brave the main roads, at the least.
A now rather familiar- to Ryuu, at least- walk up the sloping main northern road to the town's north-west gate sees the group passing the fish-weathervane-bearing Flying Catfish Restaurant before arriving at a large, wide-windowed store built on two floors, rows of bookshelves arrayed in the warm sunlight beyond the window-displays of books. One window is entirely taken up with an elaborate setup of books set on stepladders surrounded by pots, gardening tools and bricks, a painted sign cheerily exclaiming "Home and Garden Improvements for Abodes of All Sizes! Make your future as bright as your living space!" with a smaller set of books in a large planter next to them under the sign "THE PLANT DETECTIVE- Examining the New and Exotic, the Harmful and Harmless, the Benevolent and Detrimental- What Might The Seed Rains Have Brought To Your Doorstep?".
Another window is taken up by a nautical-themed display involving an oddly large number of feathers, an array of books with bright covers carefully arranged around them, with a single volume front and centre. A sign above proclaims "NEW! The Eleventh in the Popular Crimson Gale Series, 'Daybreak Over Cloudspire'! A must for All Adventure Aficionados! On Sale Sunday!".
Violet pulls an oddly-shaped key from her pocket, pressing it directly against the doors instead of inserting it into the lock. A sharp ping rings through the air, stinging Ryuu and Dulcinea's ears, and a sudden rippling distortion spreads from the key's location to envelop the building before vanishing like a popped soap bubble. The key cracks and crumbles to black dust.
"Hopefully, we won't have a repeat of last time..."
Violet grabs the handle and gingerly twists it. She is rewarded by the door swinging inwards with a cheery tinkling of a bell.
"...oh! Well, that makes things rather easier, then."
The Nottest of Daves wrote: Dulcinea steps forth into her new domain, Ryuutarou at her side! She glances over all the signs marking the various genres and categories of books; of particular note would be anything on the Moons, on Architecture, or on Botany (Vernat-influenced or otherwise).
Ryuutarou goes looking for cookbooks.
Aeromage wrote: Husson's, as it turns out, is fairly well-laid out. Rows upon rows of bookshelves extend into the store, broken up here and there by the occasional stand displaying popular or promoted works.
It seems that the ground floor is dedicated to nonfiction, while the floor above contains fiction. Presumably including those Crimson Gale books.
Dulcinea goes exploring for books! She finds books! Lots of books!
What is this, a bookstore?
Notable titles that catch her eye include:
'The Lunar Treatises of Falbrand Parr- Arden, the Blazing Moon'
'The Lunar Treatises of Falbrand Parr- Canta, the Singing Moon'
'The Lunar Treatises of Falbrand Parr- Cintho, the Aqueous Moon'
'The Lunar Treatises of Falbrand Parr- Vernat, the Verdant Moon'
'On The Nature of the Dreaming Moon'
'Myths of the Misty Moon'
'The Houses of the Houses- The Magnificent Architecture of the August Order of Spirit Tamers'
'The Traveling Architect's Diaries, by Solomon Saramond'
'On The Buried Cities Of The Nightmare Moon Era And Their Architecture'- (Item, Antiquity, Darkness & Earth, 500,000 Gold)
'The Tower That Pierced The Skies, and Other Lost Wonders'
'Sanctuaries of the Shore- Advanced Methods for Gardening by the Sea'- (Item, Antiquity, Earth & Water, 80,000 Gold)
'The Aborist's Complete Guide'- (Item, Antiquity, Earth & Wood, 50,000 Gold)
'The Plant Detective' Collected Works (Volumes 1-58)
'The Seed Rains- Collected Historical Accounts and Legends'
'Blessings of the Verdant Moon- Moonstone-Assisted Agriculture and Botany'
'Geomantic Gardening- Making Vernat Work For You'
Ryuu, meanwhile, browses the cookbooks. He thinks he sees a couple that could be worthwhile.
'Eggs! Eggs! Eggs!'
'The Piscine Provisioner's Portfolio'
'Around The World In Eighty Dishes'
'From The Kitchens of Cedric Coctor'
The Nottest of Daves wrote: Stuffing the texts of interest into her Bag of Holding (Ryuutarou doing similarly), before she considers the remaining sections of fiction and nonfiction (namely, what else is here?). She'll pop some Scanning via Detective's Eye to see if she can find any good books for weapon purposes also.
Aeromage wrote: Dulcinea gets:
'The Lunar Treatises of Falbrand Parr- Arden, the Blazing Moon'- (Item, Antiquity, Fire & Light & Metal, 300,000 Gold)
'The Lunar Treatises of Falbrand Parr- Canta, the Singing Moon'- (Item, Antiquity, Air & Sonic & Crystal (2), 300,000 Gold)
'The Lunar Treatises of Falbrand Parr- Cintho, the Aqueous Moon'- (Item, Antiquity, Water & Ice & Flux, 300,000 Gold)
'The Lunar Treatises of Falbrand Parr- Vernat, the Verdant Moon'- (Item, Antiquity, Earth & Wood & Life, 300,000 Gold)
'On The Nature of the Dreaming Moon'- (Item, Antiquity, Darkness & Agony & Terror, 300,000 Gold)
'Myths of the Misty Moon'- (Item, Antiquity, Illusion & Aether & Dream, 300,000 Gold)
'The Houses of the Houses- The Magnificent Architecture of the August Order of Spirit Tamers'- (Item, Antiquity, Light, 100,000 Gold)
'The Traveling Architect's Diaries, by Solomon Saramond'- (Item, Antiquity, Earth & Air & Fire & Water, 200,000 Gold)
'On The Buried Cities Of The Nightmare Moon Era And Their Architecture'- (Item, Antiquity, Darkness & Earth, 500,000 Gold)
'The Tower That Pierced The Skies, and Other Lost Wonders'- (Item, Antiquity, Light & Darkness, 500,000 Gold)
'Sanctuaries of the Shore- Advanced Methods for Gardening by the Sea'- (Item, Antiquity, Earth & Water, 80,000 Gold)
'The Aborist's Complete Guide'- (Item, Antiquity, Earth & Wood, 50,000 Gold)
'The Plant Detective' Collected Works (Volumes 1-58)- (Item, Antiquity, Earth, 100,000 Gold)
'The Seed Rains- Collected Historical Accounts and Legends'- (Item, Antiquity, Earth & Wood & Life, 500,000 Gold)
'Blessings of the Verdant Moon- Moonstone-Assisted Agriculture and Botany'- (Item, Antiquity, Earth & Wood & Life, 300,000 Gold)
'Geomantic Gardening- Making Vernat Work For You'- (Item, Antiquity, Earth & Wood & Life, 100,000 Gold)
Ryuu gets:
'Eggs! Eggs! Eggs!'- (Item, Antiquity, Fire & Water, 60,000 Gold)
'The Piscine Provisioner's Portfolio'- (Item, Antiquity, Water, 80,000 Gold)
'Around The World In Eighty Dishes'- (Item, Antiquity, Earth & Air & Fire & Water, 200,000 Gold)
'From The Kitchens of Cedric Coctor'- (Item, Antiquity, Fire & Light & Darkness, 500,000 Gold)
Dulcinea browses the shelves.
The Non-Fiction floor contains a fair amount of what she would expect- biographies, books on history, art and culture, memoirs and the like. There's a notably large section on 'Spiritual Defense', which includes some text and reference books on Spirit Magic- mostly in a support capacity- a number of tomes on identifying spiritual influence and steps to take to safeguard oneself, a fair few on spiritual wards and talismans ranging from professional and serious-looking tomes to oddly cheery housekeeping-types, one of which has a cover depicting a jolly woman putting a talisman on her door as her children watch delightedly, a cartoonish tengu recoiling in the background.
There's also sections on Elemental Magic- although curiously, not much relating to Elementals- and theory, chiefly revolving around the elements of the moons, esoteric elements known and theorised additional elements that might come from their interactions, or that may exist out in the Spirit World somewhere. Other magic that pops up in genre- that is, more overtly-magical varieties, rather than Archery and such- include texts on Alchemy, Channeling, Divine Magic (relating to the 'Absent Goddess'), Enchantment, Geomancy, Protection Magic, and one or two books on Binder Magic.
Healer Magic is notable for its absence. In fact, there doesn't seem to be much at all regarding first aid or the like. Or, indeed, anything. Is the only type of doctoring known here alchemical or magical in nature? A little more digging turns up a lone, thin paperback titled 'On The Potential Practicalities of First Treatment Through Non-Magical Means for Dirim' by a Doctor Margaret Eleri.
The Fiction floor contains quite a lot more of what she would expect- romance novels, tales of adventure, quite a few that look to be about valiant Spirit Tamers defeating evil spirits in various genres, books of legends. There is also a rather large and befeathered display for that Crimson Gale series.
Finally, Dulcinea casts her eye over the merchandise in a more... mercenary capacity.
She finds a couple of books that might fit the bill. They're not the most valuable things, though- it seems Husson's was more a general bookshop for the normal population of the town.
Spiritual Seals And Warding Compendium- (Weapon, Book, Light, 350,000 Gold) +350 Magical Attack, +350 SPI, actions involving this weapon gain 5% inflicts Awestruck: Sealed on targets that possess the subtype Spirit, individuals below Level 30 that possess the subtype Spirit gain -15% To Hit against wielder
'On Purity and the Spiritual Arts'- (Weapon, Book, Purification, 600,000 Gold) +600 Magical Attack, +600 SPI, Spirit Magic spells cast by wielder may become solely any one element they naturally possess, any one element wielder possesses, or the element Purification
She also finds a single copy of this in a box behind the counter marked 'Orders by Request':
'Taking Out The Spirit Trash- Protecting One's Home And Business From Undesirables'- (Weapon, Book, Light & Darkness, 200,000 Gold) +200 Melee Attack, +200 CON, 20% inflicts Pain at the start of every round to each individual below Level 20 possessing the subtype Spirit in the same battlespace as wielder, 20% inflicts Pain: Mental Anguish at the start of every round to each individual below Level 20 possessing the subtype Spirit & Human that possesses the ability or Constant Effect 'Aptim' in the same battlespace as wielder
It has a bold, unpleasant-looking array of presumably spiritual symbols on its cover. It also seems to be faintly radiating some sort of spiritual power, by Dulcinea's reckoning, likely putting into effect what it purports to do.
...this might explain why the bandit-squad is looking pretty uncomfortable and not wanting to come too far into the shop.
The Nottest of Daves wrote: Dulcinea will pop those Spirit-related texts into her Bag of Holding, hoping they will dull the effect against the former-bandits, then evaluate the rest of the Magic section for interesting texts. Ryuutarou will wander around for some cooking-related fiction upstairs.
Aeromage wrote: Into the bag of holding they go! She thinks the spatial pocket in there counts as a sufficiently different space to prevent the effect from leaking out.
More browsing turns up the following as the most likely books of note:
'Guide to the Spiritual Arts, As Sanctioned by The August Order Of Spirit Tamers for the General Public'
'The Shrine Maiden's Mantra Handbook'
'Elemental Magic of the Moons'
'Commanding the Flames of Arden, Volume I'
'Concoctions, Decoctions, Elixirs and Extracts For Everyday Health And Well-Being'
'Feeling the Flow- A Channeler's Guide'
Holy Text of the Church of the Absent Goddess
'The Ley of the Land and Lunar Links'
'An Introduction to the Noble Art of Binding for Exorcists'
Ryuu goes looking for cooking-fiction!
He finds... well. Most of the things involving cooking in the fiction section appear to be children's books aimed at helping youngsters understand how to make simple dishes and help out in the kitchen. Quite a lot of them seem to be part of a series involving a chef named Mr. Baker, who often gets amusingly upset at people who think he only makes bread, and his young assistant Milly Miller (whose father, Miller Miller, is actually a florist and sent Milly off to train under a baker due to having so many people come into his shop asking for flour and flour-related products as opposed to flowers and flower-related products) as they make meals for a variety of people and occasions. There seem to be quite a few cooking-related puns and rhymes involved, as well as an overarching theme of 'anyone can cook' and 'it's more fun to eat food you make with friends'.
On the other end of the spectrum, there's a book titled 'The Chronicles of Alim Cibesca', which follows a fictional Spirit Hunter as he travels through strange locales. It seems to have an inordinate amount of long scenes involving descriptions of food that drag on for pages and pages, punctuated by rather a lot of spirit- (and spiritually-tainted human-) murder. Which is generally rewarded by grateful locals with yet more floridly described feasts. To say the pacing and tone is somewhat inconsistent is putting it mildly.
The Nottest of Daves wrote: Dulcinea, pleased with her haul, puts the additional books into her bag, and heads off to look for wherever the business and financial records happen to be hiding.
Ryuutarou, disappointed with the lack of non-children's-fiction related to cooking, wanders over to look at the Crimson Gale section to see if the first book is any good.
Aeromage wrote: Dulcinea gets:
'Guide to the Spiritual Arts, As Sanctioned by The August Order Of Spirit Tamers for the General Public'- (Item, Antiquity, Light, 250,000 Gold)
'The Shrine Maiden's Mantra Handbook'- (Item, Antiquity, Light, 200,000 Gold)
'Elemental Magic of the Moons'- (Item, Antiquity, Earth & Wood & Life & Fire & Light & Metal & Air & Sonic & Crystal & Water & Ice & Flux, 400,000 Gold)
'Commanding the Flames of Arden, Volume I'- (Item, Antiquity, Fire, 200,000 Gold)
'Concoctions, Decoctions, Elixirs and Extracts For Everyday Health And Well-Being'- (Item, Antiquity, Acid & Water & Magic, 120,000 Gold)
'Feeling the Flow- A Channeler's Guide'- (Item, Antiquity, Magic, 210,000 Gold)
Holy Text of the Church of the Absent Goddess- (Item, Antiquity, Light, 2,000 Gold)
'The Ley of the Land and Lunar Links'- (Item, Antiquity, Earth & Air & Fire & Water, 200,000 Gold)
'An Introduction to the Noble Art of Binding for Exorcists'- (Item, Antiquity, Warding, 500,000 Gold)
A bit more exploring of the ground floor finds a discreet door set behind a section dedicated to financial management and commerce. Beyond it lies a small break room containing a couple of comfortable seats, a table, and a cheerfully-decorated rota hanging from a wall that declares it to be a day several weeks ago. Adjoining the break room is a dark room containing tightly-packed shelving racks of books and a back office, the door to which is ajar. A desk is visible beyond, upon which lies a few promising stacks of paperwork.
A quick browse suggests that these are indeed some of the business records of Husson's, with a small ledger of employee records also present in a drawer. The more financial side of the paperwork is probably being kept in that large, heavy safe in the corner.
Ryuu lumbers over to the Crimson Gale display stand and picks up the first book in the series, 'Wings of Adventure'. It's a colourful-looking book, its cover depicting a sail-less ship with vibrant red wings of light soaring into a cloudy sky.
The book, as it turns out, is quite a fun read. Not exactly challenging or complicated, but something about it is rather compelling and it does a very good job of evoking the feeling of adventure. The book follows the titular Crimson Gale, a sky pirate with a preference for dressing in red (who, Ryuu notes, is not physically described much beyond his clothing except in vague terms- perhaps in order to allow the reader to better envision themselves as the protagonist) who sails the skies of a world in which the land was torn from the oceans and hurled into the air, where they remain floating. The Order of Spirit Tamers is mentioned in passing as governing the 'civilised lands', while the Crimson Gale plies his trade among the routes between the 'corrupt and lawless city-states beyond'.
The plot follows the Crimson Gale as he leaves the pirate ship on which he worked after disagreeing with its captain in order to become the captain of his own ship. Not deterred by not actually having a ship to captain, he promptly recruits the drunken but capable Aptim shipwright Calpar, the greedy and flirtatious shrine maiden (and his childhood friend) Ruby, and the expert Dirim marksman and navigator Jact in order to build a vessel and track down and bind a spirit able to grant it flight. After a lot of airship-theft in order to get around, several brushes with mercenaries and the somewhat unwilling (on the part of the crew) recruitment of the oddball Aptim merchant Aercus and his underlings, the airship 'Ruberis' is completed. Before the spirit can be bound into the ship, however, the air-docks are besieged by the city-state's law enforcement (and their hired band of thugs), prompting a running series of battles between the Crimson Gale and his crew as Ruby frantically works to bring the chosen spirit on-side and link it to the vessel. After several tense clashes, the spiritual binding finishes moments before the crew's enemies can board the ship and arrest them, allowing the Crimson Gale and his cohorts to soar off into the skies and to freedom.
Ryuu realises he ended up reading the whole thing instead of just a few pages.
The Nottest of Daves wrote: As she passes through the financial management and commerce section, she grabs a few texts that look most relevant to managing new businesses or taking over management of existing businesses for future review.
"Oh, Violet, I've found the business office! Is there anything you were particularly looking to pick up from here?"
While waiting for a reply, Dulcinea will turn to the safe, and consider the means by which she might open it. She'll also use Detective's Eye on it to make sure it's a simple mechanical safe, rather than some nonsensical spiritual lock shenanigans.
Having Gearwright, Mechanist, and Engineer will probably suffice for her needs if it is a mechanical safe.
---------------------
Ryuutarou is surprised by how gripping this story was! He quickly grabs up a full set and sticks them into his Bag of Holding for later reading enjoyment! He then sets off back downstairs, to see if Dulcinea needs any help.
Aeromage wrote: Dulcinea skims through the shelves as she passes, grabbing a couple of likely books on her way.
She gets:
'From Idea To Institution- A How-To Guide For Aspiring Merchants'- (Item, Antiquity, Air & Earth, 30,000 Gold)
'So You've Inherited A Financial Disaster'- (Item, Antiquity, Air & Fire & Darkness, 153,451 Gold)
'The Art of the Takeover- Daybreak Mergers & Acquisitions'- (Item, Antiquity, Darkness & Fire, 200,000 Gold)
Violet shuffles through her folders as she approaches the desk. "I'll see about sorting through these and getting what needs to be... got, but if you're planning on keeping the business more-or-less as it is I'll probably be leaving you with all of the documents, anyway. They'll probably come in handy."
Ryuu grabs the full set of books! He ends up with quite the pile:
'The Crimson Gale Vol. 1, Wings of Adventure'- (Item, Antiquity, Air, 500 Gold)
'The Crimson Gale Vol. 2, The Living Storm'- (Item, Antiquity, Air, 500 Gold)
'The Crimson Gale Vol. 3, The Cobalt Cyclone'- (Item, Antiquity, Air, 500 Gold)
'The Crimson Gale Vol. 4, City of Clouds'- (Item, Antiquity, Air, 500 Gold)
'The Crimson Gale Vol. 5, The Tengu Raiders'- (Item, Antiquity, Air, 500 Gold)
'The Crimson Gale Vol. 6, Race To The Sunset Spires'- (Item, Antiquity, Air, 500 Gold)
'The Crimson Gale Vol. 7, Crimson Wings, Cobalt Claws'- (Item, Antiquity, Air, 500 Gold)
'The Crimson Gale Vol. 8, Secret Of The Cirrus Archipelago'- (Item, Antiquity, Air, 500 Gold)
'The Crimson Gale Vol. 9, The Catastrophe Crystal'- (Item, Antiquity, Air, 500 Gold)
'The Crimson Gale Vol. 10, A Nightmare In Blue'- (Item, Antiquity, Air, 500 Gold)
'The Crimson Gale Vol. 11, Daybreak Over Cloudspire'- (Item, Antiquity, Air, 500 Gold)
He walks in on Dulcinea fiddling with a safe while Violet busies herself sorting paperwork into two piles. One of said piles involves the odd step of placing a document into one of her folders, closing the folder, opening it again and removing the document to add to the stack. How peculiar.
The safe does, indeed, appear to be purely grounded on the physical plane. She finds the lock a bit more stubborn than originally expected, though, and it takes her a bit of fiddling, twiddling, tinkering and rattling to get the thing open, but open it does. Inside are neat piles of what she assumes are sensitive financial documents, a sectioned box containing a decent amount of coinage, and what looks like a chequebook with 'Husson's' printed on the front over an odd circular seal.
The Nottest of Daves wrote: "Aha! I have opened it!" Dulcinea pumps an arm, cheering. "What exactly does this chequebook go to, though? Is there some kind of bank or other financial institution in town? I suppose I should organize a business account for everything..."
If Ryuutarou can fit in the office without too much trouble, he'll try to help Violet with her paperworkings, otherwise, he'll flip through his cookbook on 'Eggs! Eggs! Eggs!'.
Aeromage wrote: "Thaaaaat..." Violet leans over to get a better look, "...looks like a promissory notebook from the Aetherius Bank. Pretty much every merchant and business has an account with them, on... uh... account of them being the biggest bank around. And the oldest. And the only one, in most cases." Violet squints at it.
"I should probably take that along with some of the other paperwork. I'm pretty sure they'll have protocols to follow for this sort of thing... I mean, not this exact sort of thing, as I don't think anywhere has had this happen before, but the 'business owner dying and someone else buying the place' sort of thing. Setting up an account there would be a good idea, though! They offer all sorts of useful services."
Ryuu can certainly fit some of himself into the room, but anything more than his front quarter-to-half would make the small office rather more akin to a sardine tin than he'd like.
Thus thwarted, he instead decides to read a book.
'Eggs! Eggs! Eggs!' turns out to be exactly what the title claims, being equal parts informative pages about various egg varieties and their effects, egg-based recipes, and unbridled enthusiasm. While he isn't exactly devoting himself to a thorough reading, what he's seen is certainly giving him more ideas. Ideas about eggs.
Ryuu gets:
It's Omelette Time!- (Technique Ability, Chef) Possessor may use 'It's Omelette Time!' in conjunction with a 'Serve Food' or 'Use an Item' action. If possessor uses a charge of a Food Consumable with 'Egg' or 'Eggs' in the name, possessor may choose to also use a charge of another Food consumable in possessor's possession on the same target(s) as part of the same action.
The Nottest of Daves wrote: Ryuu makes a mental note to read this cookbook in more detail, since some fun eggy combinations are already coming to mind! In fact, he'll keep doing that right now!
Dulcinea asks Violet, "Where is the nearest branch of the Aetherius Bank?"
Aeromage wrote: "There's really only one branch in town. It's on its own road off the dockside promenade, further east than the Town Hall. I could show you later, if you'd like?"
Ryuu continues to read the cookbook! A good section of it addresses the various different types of eggs the author is familiar with (which is, indeed, quite a large number) and how to identify them. It also describes the best way to use each variety of egg, and different eggs in general based on their quality, strength and type of flavour, yolk size and colour, consistency...
It looks like it'll take some time to properly read through and digest this information.
The Nottest of Daves wrote: "Indeed! We can do that whenever would be most convenient along our route. However, before we leave, I think I should try to find the keys for this place... Perhaps a locksmith will be required..."
Dulcinea searches the office for a set of keys, then begins a search of the rest of the building if she doesn't find them there.
Ryuutarou continues to read of the multifarious varieties of eggy deliciousness!
Aeromage wrote: The office is searched for keys! Dulcinea checks the safe and environs, Violet rummages through the paperwork, Glorbuk rifles through desk drawers, and Sergeant Archer stands watching everyone impassively.
It is the Professor who eventually finds the keys hanging on a small hook in the break room beside a bookcase.
Dulcinea gets:
Keys to Husson's of Marefore- (Item, Key, Air & Earth & Water, 4,500 Gold)
Ryuu keeps reading. Little Kotengu, Pepper Phoenix, Spotted Trill, Sawbeck Black, Red Runner... there's a lot of chicken varieties, it seems. There's even Spirit-Touched chickens, whose eggs apparently contain a measure of spiritual power and require their own special methods of preparation (and often very expensive licenses to raise), or eggs from a number of other birds, both spiritual and non. By using the right methods of preparation and cooking, it's possible to do quite a number of things with eggs. They're such a versatile ingredient!
The dragon-chef is, thanks to his grounding in cooking and the book apparently matching his enthusiastic wavelength, making very good headway at getting through the large section. He thinks he'll be able to make his egg-usage more versatile thanks to the information contained within, given more time.
The Nottest of Daves wrote: At this point, Dulcinea is ready to leave, but Violet may need more time to finish shuffling paperwork. If so, Dulcinea will have a nice meander of the premises, looking around to see if there are any recent newspapers or magazines (or equivalents) in stock (to get a better idea of what was happening just before the giant town explosion), poking about to see if there are any temporal distortions lurking, and looking for where the business's communications strips might be hanging around.
Ryuutarou will continue reading of EGGS.
Aeromage wrote: Violet looks like she's almost done with the paperwork, but still has a little bit of fiddling with that odd folder to do. The Nightmare Scientist takes a quick look around the place!
The communication strips, as it turns out, are stored in a large cabinet inside the office. It seems to have some arrangement whereby a strip activating inside will cause a bell to ring atop the cabinet in order to alert the staff of an incoming call.
Thanks to her skill with Spirit Magic, she can make out the script on the talisman- most of it is the body of the spellwork required to make the thing do what it's supposed to do, but it seems like part of it is an identifier. From what she can see, the majority of the talismans describe themselves as being linked to publishers or delivery companies.
The cash register has a small stack of newspapers that are probably untouched from the time of the catastrophe. One of them, the 'Clavia Clarion', looks like it's focused on mainly the capital of the province. Its headlines seem to mostly deal with fallout from the Seed Rains and a number of warnings, articles and opinion pieces regarding the many mysterious and worrying happenings that have taken place due to them. There's also a section describing the ongoing political maneuvering going on within the House Layer of Clavia, couched in very carefully worded and respectful terms. It looks like the Tamers of House Clavis have been getting themselves ready for some sort of succession business that has been going on for quite some time, due to the current Head of the House not having declared which of his children will inherit his position.
There's also a piece talking about the 'dangers of the Gate', citing the 'unexplained terror' that befell the Sera Clavis estate on the House Layer of Clavia and the advent of the 'Gold-Dust Killer' whose murderous rampage in Marefore caused many fatalities among the citizens.
A smaller paper, the Marefore Gazette, seems to have rather a lot more woe going on in it. Its main stories talk about the damage done by the Gold-Dust Killer on the back of the problems with the Seed Rains and the ongoing issue involving shipping and sea travel- issues exacerbated by the ongoing issue with Marefore Lighthouse (which has apparently been taken over by a light-eating spirit that is proving difficult to oust) and the inability of local shipwrights to obtain lumber from overseas or locally, due to the mysterious vanishings in Aldebright Forest. The issues don't stop there, either- spiritual activity has increased on the main road leading north from Marefore to Pella (and also the capital) due to the strange tower that fell from the sky. While members of the Spirit Hunter's Association appear to be laying siege to it, there are still strange plant-creatures and spirits in the area that are doubtless from there or the new Pella Moonforest.
One article mentions a new type of spirit that has been seen frequently in the area that looks like a cluster of floating spheres. Apparently, they've been known to randomly pursue people and curse them to varying effect, completely disregarding any and all standard spirit-warding procedures and (in some cases) killing themselves by slamming directly into potent spiritual wards in blind pursuit of whatever strange goal they were trying to follow.
The general mood doesn't look good. The paper has a small article praising 'Lady Fina', though, without whom the writer believes the town would be much, much worse off despite her having to deal with the main bulk of the spiritual defense of the town practically single-handed. It goes on to ask readers not to support the members of House Monas who appear to be offering assistance to the town, citing suspicious timing on their behalf (and an unusual lack of concern) around the whole lighthouse situation.
Goodness, this town's been through a lot. And that was before the whole nuclear explosion and time-resetting ordeal.
Looking around the place further (and checking out the dark room full of books) reveals no obvious signs of temporal oddity. Nor is there any hint of that weirdness that happened back in Mr. Pinna's conference room. The place is, as far as she can tell, clear of unusual activity. Besides that which she's brought in herself, of course.
Ryuu reads! He reads of EGGS! He really is flying through this section of the book. Truly, he has met a kindred spirit in cookery-enthusiasm.
Ryuu gets:
Knows Of An Astonishing Variety Of Eggs And Their Many Versatile Uses- (Passive Ability, Chef) Possessor may choose for possessor's Food Consumables with 'Egg', 'Eggs', 'Omelet' or 'Omelette' in the name that provide a buff, healing or regen to a stat to instead provide a buff, healing or regen of an equal amount to a different stat, that provide a buff, healing or regen to HP to instead provide a buff, healing or regen of an equal amount to MP or vice versa, that provide a buff to To Hit, Critical, Dodge or Resilience to instead provide a buff of an equal amount to (a different choice of) To Hit, Critical, Dodge or Resilience, that provide healing or infliction of a Minor Status Effect to instead provide an equal chance of healing or infliction of another Minor Status Effect, that provide a buff that increases damage of a Base Element to instead provide a buff that increases damage of a different Base Element by an equal amount, or that provide a buff that increases defense against a Base Element to instead provide a buff that increases defense against a different Base Element by an equal amount
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
- Ordo Hereticus
- Inquisitor
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- Location: Sanctum Prioris, Holy Terra
Re: Dulcinea de Montréal Goes To Clavia (and Marefore Too)!
In which doors prove stubborn, and a plant wins at card games
The Nottest of Daves wrote: Now that Dulcinea has suitably satisfied herself with regards to the contents and safety of the shop, Violet has finished her folder-fiddliness, and Ryuutarou has learned more about Eggs than he ever thought he would or could, it is time to set forth on inspection #2: Ward & Co!
Aeromage wrote: "Ward & Co.? They're on one of the larger roads in the bazaar, so it shouldn't take too long getting there. Just follow me!"
Violet leads the group out of the bookshop, across the road and into a maze-like network of smaller streets lined with a claustrophobic assortment of houses and shops. The clerk skirts the edges of the bazaar, the meandering patches of sky visible between rooftops occasionally showing a glimpse of the tall metal pillars driven around the centre of the district, and down short slopes and flights of steps as she makes her way seaward.
The group pile out of an archway and into a rather wider street than the others before, most of the shops along it seemingly open for business. Dulcinea's sought-after prize is fairly obvious due to its extremely utilitarian, bordering on fortress-like design. It's a sturdily-made, well-put-together storefront solidly shuttered and closed off from the street under the equally-solid and heavy-looking wooden sign 'Ward & Co. Amulets and Talismans'.
Violet pulls another odd key from her jacket and presses it against the door, resulting in a familiar surge of ear-ringing spiritual pressure. She rattles the door handle, to no result.
"It looks like they were closed when the... incident... happened," she apologises, turning to Dulcinea and Ryuu. "It might be a bit difficult actually getting in to the place, given they were all about security. And, uh, other things." She glances at the group of Aptim (ex-?) bandits. "Your... employees? Might not want to or be able to go inside."
The Nottest of Daves wrote: "Professor, if you would keep an eye on them while I try heading inside?" Dulcinea asks.
Dulcinea successfully used Fast Short-Distance Teleportation earlier, escaping the lab accident at Gramman's. She will attempt it again to get through the door!
Aeromage wrote: "Of course. I'll ensure no impropriety of any sort under my vigil."
Dulcinea faces the solid door of Ward & Co., and, calling upon the teleportative skill that served her so well before, sets her sights on the inside of the building!
There is a brief instant as she vanishes from normal space to cross the space between. In that instant, she feels as though she just ran full-tilt into a very solid brick wall. Dulcinea bounces off, first metaphysically and then fully physically, reappearing in the street as she reels backwards from the establishment's front door.
Dulcinea takes minor damage from the impact.
The Nottest of Daves wrote: Hrmph! Dulcinea thinks to herself, How rude!
She then recovers from her minor injury with the power of the Great Ring of Life and Magic.
She will proceed to make use of her Thiefly skillsets of name-rank Thievery and Basic Lockpicking! Perhaps this will open the door!
If Thievery fails, Ryuutarou will attempt the Phantom Paths of Etherealness.
Aeromage wrote: Healing herself through the power of her ring, Dulcinea instead opts for a more mundane approach and begins fiddling with the lock.
It, like the rest of the building, is a very solid, well-made piece of secure artifice. In probing it, she finds that it isn't just a physical mechanism, but definitely has some spiritual components to it, too. Her skills in thievery may be up to the task, but her Shrine Maiden know-how is irritatingly falling short on letting her deal with that particular part of the problem.
She isn't getting bounced off the door and into the street, though, so that's a plus.
Ryuu, seeing Dulcinea struggling with the situation, steps up to take a more ethereal approach to things. Plotting himself a course on an ethereal pathway, he slips into the magic and attempts to slither right on in.
Ward & Co. is a business that is heavily warded and very secure. It is built to solidly repel all manner of attempted incursions, both physical and spiritual.
Ethereal magic is neither, and specialises in getting around defenses. Ryuu manages to find a gap between the wards (which aren't intended to deal with Ethereal Magic) that traces a perfect path to the shop interior.
Ryuu vanishes from the street. In a blink, he finds himself in a solid, wood-framed shop floor lined with shelves and cabinets displaying all manner of warding charms and talismans- some made of paper, others metal or varying hues of stone. The door to the shop has its backside covered almost entirely in a large array of carved warding symbols, all of which are faintly radiating white light. Another set of talismans (paper, framed) hang over the doorway, glittering eerily.
The shop's counter is as solid as the rest of the bulding. Behind it and between further, very locked-looking cabinets, is a door that looks even more heavily secured than the one leading into the store.
The Nottest of Daves wrote: Ryuutarou starts off with searching for anything that looks like keys, or a door handle, or something to turn off the lock in some fashion...
If there's nothing in or around the shop floor, he'll proceed further in, again making use of Ethereal Pathways to travel past the wards.
-------------
Meanwhile, Dulcinea slowly becomes more concerned the longer it takes for Ryuutarou to open the door. After five minutes of waiting, she'll ask Violet about the possibility of hiring some kind of expert to get into the shop.
Aeromage wrote: The shopfront door does indeed have a handle. It remains resolutely locked, however.
Thus thwarted, he looks around the counter-area for keys, coming up short. It looks like there's a stock ledger there, but nothing helpful in getting that door open.
Well, then. More Ethereal Pathways it is.
After a brief but concerning moment of getting ethereally stuck in a pathway halfway through the inner door (again? Perhaps he needs to go on an ethereal diet), he finds himself in a dimly-lit back room full of heavy cabinets and drawers. Three more heavy-looking doors lead further off into the building, marked 'Materials Storage', 'Workshop', and 'Break Rooms', respectively.
"Experts?" Violet taps a folder against her chin in thought. "We'd probably need a locksmith that can work with locks. Um. I mean, these kind of locks. Spiritual locks. And isn't an Aptim, because I'm fairly sure the own-- the previous owner has-- had the store warded against them so heavily that... well. I definitely remember I had to get involved with my old job as a member of the planning permission department to prevent him from putting up wards powerful enough that no Aptim could even walk along this street. He... really, really didn't like them."
She pauses.
"...locksmiths! Right! I, uh, don't know off the top of my head how many are still in business around here that could handle the situation, but if I can't find one through the listings back at the town hall, we could always ask the Spiritual Defense Force to send in the person who made the warding keys. They'd probably be pretty busy, but I'm certain they'd be able to crack a lock like this. Or we could ask at the Spirit Hunter's Association, but that could be really expensive..."
The Nottest of Daves wrote: Ryuutarou proceeds to search the cabinets and drawers for something that looks like keys (even if they don't look like the keys to the front door, he's sure they'll be useful). If he doesn't find anything that looks front-door-key-like, he'll proceed unto the Room of Breaks for further searchery shenanigans.
------------
"I'd rather work with a locksmith or the Spiritual Defense Force, I think. Something about the Spirit Hunter's Association makes me suspicious, even if I did make use of them to get here from Clavia...."
Aeromage wrote: Cabinets and drawers are searched! Most of them seem to contain more talismans and amulets- likely additional stock for the shop floor- while others contain cleaning supplies and other necessary commercial paraphinalia. A similar cabinet to the one found in Husson's, albeit more well-made, contains a number of communications talismans.
One promising-looking set of heavy cabinets is locked. Presumably the important paperwork and money is stored there.
Ryuu eventually locates a small drawer by the breakroom door that contains a set of keys.
Ryuu gets:
Keys to Ward & Co.- (Item, Key, Light & Darkness & Warding, 150,000 Gold)
These prove to indeed be the keys he's looking for. The door to the shop floor is promptly unlocked! A little rifling through the keyring later, and the front door itself meets a similar fate, the warding symbol-arrays flickering and fading into darkness as it swings open. The framed talismans above the door remain lit, however.
He finds Dulcinea having a conversation with Violet in front of said door, the latter of whom is somewhat startled by the sudden reappearance of the dragon.
The Nottest of Daves wrote: Dulcinea cheers at Ryuutarou's return. "Aha! Excellent! I was worried that we might have to get a locksmith to actually get me and Violet into the building!"
From there, Dulcinea grabs the keys and helps Violet in searching through the building for various business and financial records while Ryuutarou pokes around the other rooms to find out what's lying around.
Meanwhile, Glorbuk, the Professor, and the Bandit Brigade hang out around the entrance and play various card games with one of the decks Glorbuk grabbed from the Driscoel Estate.
Aeromage wrote: Dulcinea and Violet, guided by Ryuu with his experience won through literal minutes of prior exploration, swiftly locate the locked cabinets he found earlier which do indeed turn out to contain documents and records. There's also a similar promissory notebook, although no money left behind in the safe. The prior owner, it seems, was fairly cautious. (Violet explains that the notebooks are keyed to the individuals they're issued to, and attempts to misuse them by unregistered people get investigated by the Aetherius Bank itself.)
The Nightmare Scientist assists the clerk in working through the paperwork. With her apprentice-level mercantile training and economic knowledge, she feels fairly confident in deciding that this shop was doing rather well for itself.
Ryuu, meanwhile, takes a tour of the facilities. The Break Rooms turn out to be a small sitting area with a table, a kitchenette, bathroom and set of lockers. A book with a cover depicting a hideous half-human monstrosity lies on the table along with a pamphlet. Sergeant Archer gives it a disapproving glower.
The Materials Storage is a large room set with rows of racks and drawers, containing stacks of thick, unusual-looking paper, stones with strange luster, metal ingots, thick twine, pots of ink and a variety of other things that presumably go into making the various goods the shop sells. A set of heavy, secure doors in the back of the room leads to a dusty yard strewn with broken boxes connecting to another street, presumably used as a loading area for deliveries.
Another door in the materials storage room leads into what turns out to be the shop's workshop. Talismans line the eaves and walls, some framed, some pasted onto surfaces in a wallpaper-like arrangement. A pair of heavy workbenches dominate the centre of the room, their sides covered in more talismans, the floor kept clear in the space around them. Cabinets around the edges of the worshop display sets of intricate-looking tools lined up neatly, or are covered in more sets of spiritual warding symbols which shine oddly in the half-light. A ledger marked 'Custom Orders' sits on a countertop by the door to the main storeroom. Something about the room sets Ryuu's teeth on edge.
Glorbuk, meanwhile, begins a rousing game of cards with the rest of the group outside.
The Nottest of Daves wrote: Ryuutarou grabs the ledger, then heads back to the break room to read through the suspicious book and pamphlet.
Dulcinea continues helping out with paperworky things, though if Violet looks like she doesn't need any further assistance, she will go looking for the communication cabinet here to familiarize herself with its location and contents. She also takes a good Detectivizing look at the glowing seal above the front door.
Aeromage wrote: Ryuu gets:
*Ward & Co. Custom Orders Ledger- (Accessory, Quest Item, Light & Darkness & Warding, 310,000 Gold) 5% Spirit Resistance, +5% Dodge against Spirits (Bound to Seirei)
He returns to the breakroom.
The book is titled 'A Stain On Humanity- Confronting the Aptim Menace' by Mera Castamere. It describes the terrible depredations of the spirits upon humanity, and how those that were corrupted so long ago by the Weaver of Confluent Forces into his twisted servants and refused the salvation offered by Falciem Luca fled to the corners of the world where they bred and created more of themselves, ever hiding at the fringes of society as the dregs to pull the purer humans down with them and into perdition. It talks of the terrible criminal acts these lesser beings commit daily, how they act as a drain on society, how they lie, cheat, steal and corrupt all they can with their unclean half-spirit powers and how, as proof of their inhumanity and tainted souls, they are repelled by even the most basic of wards that keep humanity safe from the menace of spirits. The book describes the author's ongoing work to purge the dwellings of the pure of unclean spiritual presences, and which wards and rituals work best to drive out both spirits and half-breed abominations. One particular chapter describes, in uncomfortably vivid yet worryingly detached detail, exactly what 'might' happen were one to apply the right sort of warding talismans in the right way on an Aptim in an effort to leave 'only the pure human behind'.
Ryuu thinks he might be able to learn how to make spirit-warding talismans if he wanted to read the book in further detail. That is, if he wanted to. And wanted to also learn how to make 'other' talismans.
The pamphlet is titled 'Citizens of Marefore Unite!'. It decries the upswing in crime caused around the bazaar by Aptim gangs, and exhorts those with the power to do so to do 'what is necessary' to defend their homes, businesses and loved ones from the growing menace.
Ryuu gets:
'A Stain On Humanity- Confronting the Aptim Menace' by Mera Castamere- (Item, Antiquity, Light & Darkness, 260,000 Gold)
'Citizens of Marefore Unite!' Pamphlet- (Item, Antiquity, Water & Light & Darkness, 100 Gold)
That teeth-on-edge feeling is getting stronger. He's beginning to feel a lot more uncomfortable in this building.
Meanwhile, Violet commences in sorting the paperwork into two piles- one to take with her, and the other (with a detour of being put into and taken out of that folder) set aside for Dulcinea's use in running the place later. After a bit of initial help getting the paperwork out of the cabinets and piled up, Dulcinea judges things to be running smoothly enough to leave the clerk to her own devices and goes to investigate her new business.
The communications cabinet seems to chiefly contain strips that connect to various suppliers of materials, if the names are anything to go by. A few link to shrines and temples (one being Marefore Shrine), one apparently links to the Marefore Guardhouse, and a few link to individuals.
Next, she examines the talismans hanging above the door.
One of them appears to be falling apart with age. Given the condition of the others, this is likely the result of temporal shenanigans. It seems to be a spirit-repelling talisman of some decent power- or would be, if it was working properly. Just as well it isn't, or Ryuu would probably never have gotten into the building. If he weren't a dragon, anyway.
The other two are rather more... focused. One is set to repel mixed Spirit & Human individuals from the doorway if they try to enter. Violently. The other...
Oh dear. It's a good thing she didn't try to bring the bandit-squad inside.
The other talisman looks like it modifies the Aptim-repelling one to force the spiritual part- and only the spiritual part- out of the building with even more force should an Aptim get past the first talisman. She's not entirely sure what that would do to an Aptim, but it would probably be extremely messy.
The Nottest of Daves wrote: Dulcinea sees to removing those talismans from above the door, while Ryuutarou drops off the Ledger on the table for Violet to look at, then steps outside to ask the Professor about the book and pamphlet, and if he knows anything of 'Mera Castamere'.
Aeromage wrote: Dulcinea takes down the talismans! The supernaturally-aged one puffs into dust the moment she touches it, but the other two remain intact.
Dulcinea gets:
Aptim-Repelling Talisman (Violent Rebuke)- (Accessory, Magic Item, Light & Darkness, 1,200,000 Gold) +1,200 Defense Against entities with the subtype Human & Spirit, +2,400 Defense Against entities with the Constant Effect or Ability 'Aptim', entities with the Constant Effect or Ability 'Aptim' that perform a Switch Rows action or that would enter possessor's side of battle's Row Formations do not do so and instead take 12,000 Flat Light & Darkness Damage and have a 20% chance of being afflicted with Awestruck and Voidstruck
Aptim-Trespasser-Shredding Talisman- (Accessory, Magic Item, Light & Darkness, 2,000,000 Gold) If possessor has an item equipped with 'Aptim-Repelling Talisman' in the name, if an entity with the subtype Human & Spirit and/or the Constant Effect or Ability 'Aptim' successfully performs a Switch Rows action or an action that allows them to enter possessor's side of battle's Row Formations, that entity is afflicted with Wounded: Spiritually Bisected and, if below Level 20, is additionally afflicted with Instant Death
Wounded: Spiritually Bisected (Possessor's base and modified SPI and Defense Against SPI Damage suffer a 50% reduction from their non-status-effect-counting values, Possessor's actions involving possessor's Magical Attack bonus, as well as possessor's abilities that use SPI as a prime attribute deal 50% damage, possessor, if possessing the subtype Spirit, is additionally afflicted with Instant Death: Doomed)
Violet politely accepts the ledger to look through once she's done with whatever it is she's doing with the paperwork. Thus divested of his tome-ly burden, the dragon-chef heads off to quiz the Professor. He finds the plant-man in the middle of a game of cards by the side of the street with the rest of the motley gang of hangers-on.
"Unfortunately, I cannot say I have heard of anyone by that particular appellation," he states, adjusting his glasses as he shifts his hand of cards further out of view of a leaning Crasher. "Although I would hasten to add that my knowledge of affairs terrestrial is, for the most part, somewhat limited to the general and etiquette-based, with notable exceptions with regards to matters academic and pertaining to the Moons of Seirei, the Spirit World, all matters botanical and relating to coffee. I do, however, consider myself a quick study, especially when furnished with the appropriate literature, and feel that my powers of conjecture prove to be more accurate than not. Please, allow me to look through the literature in question."
Tucking his cards into his jacket pocket (much to Crasher's dismay), the plant-professor commences speed-reading through the book and pamphlet in between rounds of cards. Rounds which, Ryuu notes, he seems to be winning, to Glorbuk's obvious frustration.
The Professor claps the book shut in one hand.
"Quite the unpleasant perusal, indeed. It would appear that hatred for the Aptim is somewhat more severe than I surmised, especially in parts outside of this relatively- as I have gathered- small island of Impara. South of Quas, the main continent neighbouring Impara, is another continent named Meriva, which is almost entirely governed by the Major House Peritia, the House of Books. This House is, from what I gather, very traditional in the most unfavourable meaning of the term. They deem Aptim to be, at best, cursed creatures to be shunned, and at worst outright corruptive spiritual vermin that require termination. As a result, the population of Aptim in Meriva is not high, which in turn allows ignorance and demonisation to become even further entrenched.
"Mera Castamere would seem to be a shrine maiden of some power and renown in those parts who sees it as her righteous duty to purge the Aptim from the world through various means, and to teach others of her beliefs and techniques that they might spread. Given the general disenfranchised nature of the Aptim, their lack of support and education in society, and thus their regrettably unsurprising tendency to turn to less-salubrious means- and, equally regrettably in some cases, atrocious actions- to make a living or otherwise spend their lives amongst the lowest echelons of society, it would seem that Ms. Castamere's words find unfortunately fertile soil in which to take root the world over. While I doubt the social climes are quite as dire elsewhere in the world, I have insufficient knowledge or evidence to provide proper supposition beyond an inclination to believe there are pockets, if not entire groups, of individuals of like mind that band together in their hatred of those deemed less than human. The pamphlet only serves to further suggest this- while there may indeed be issues with criminal elements chiefly comprised of Aptim at work in the area, the language contained within contains stark parallels to Ms. Castamere's work. It would appear she is quite influential in anti-Aptim circuits, and thus likely in varying levels of society the world over. And I believe that is the round, gentlemen and lady."
The plant-man places a card down on the crate acting as a table for the game, drawing groans of defeat from the rest of the group.
The Nottest of Daves wrote: "Wow. That's not good. That's not good at all..." Ryuutarou sits down and starts stroking his chin, frowning. Then he turns his head to talk to the Aptim sitting around the crate. "How bad would you say it is, here on Impara?"
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Dulcinea is rather shocked by how much Instant Death is getting thrown around by those warding talismans (and also how useless they are against anything that isn't an Aptim). She stuffs them into her Bag of Holding, while making a mental note to perform some destructive testing on them in the future to study spiritual warding and talisman construction. On that note (thoroughly distracted from her previous idea to look for the communication cabinet), she goes looking through the back portions of the shop to see if she can find other texts on the topic.
Aeromage wrote: Stabs looks somewhat startled to be addressed by a talking dragon, followed by a brief period in which the fuzzy-eared Aptim looks like he's trying to figure out the best way to address a talking dragon back.
"...'s pretty shit." the eventual response comes. "If you don't want t'be one of them ones what sleeps in the gutter or in chains, and you aren't pretty or fancy enough t'be some human's servant--"
"Assumin' they don't find a human to replace you with," Polly chimes in, annoyance written across her face.
"--and you don't have money or connections or a power what allows you to do some proper work or peddlin' or join the Spirit Hunters, or do... other stuff... then you're shit out of luck and it's either connin' or stealin' to live. And I'm the type what prefers stabbin' people in the front, not the back."
He waggles his knife to emphasise the point.
"Stealin' is easy," Crasher abruptly blurts out. "You just goes right through th' wall, an' grab things before you go out."
There is a brief pause whilst Polly kicks Crasher.
"What was that for?"
"Not in front of the per- the dragon-thing that's friends with the lady who's goin' to be hirin' us!"
"I was just tryin' to help."
"You're just tryin' to ask to be fancy murdered at this rate!"
"Anyways," Stabs loudly interrupts in an attempt to draw Ryuu's attention away from the brewing kerfuffle, "Clavia Province is prob'ly the least shit place in Impara. Tamers are all busy doin' fancy things in their fancy city and not payin' attention to everythin' else, and most all the shrine-fuckers and guard-types are busy in there instead of all the other places. So long as you keep it quiet or keep to yourself or get away fast enough, you can live okay. Oramcar's got the Monas Tamers who keep gettin' into everyone's business, Gemillo's got the Tellus lot who put guards everywhere 'cause they don't want their fancy new lands gettin' the likes of us in there, and Vire's got the Fiora Tamers who keep watch on all the forests and things, so there's nowhere good to hide."
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Meanwhile, the peerless Nightmare Scientist (in perhaps more than one sense of the term) begins investigating the back rooms of the shop for enlightening texts!
The Workshop area almost immediately leaps out at her. Thanks to her spiritual training, it is immediately obvious that there's been an awful lot of Spirit Magic and the like used in here over a long period of time. She can similarly sense a lot of related energy from the cabinets and drawers within, some of which happen to feel distinctly sinister in nature. Rather like that Aptim-shredding talisman she just picked up, really. Hmm.
The workshop, for the most part, is surprisingly book-bereft, save for a weighty, serious-looking tome titled 'Advances And Divergence In Spirit-Warding Talisman Manufacture' that looks like it requires knowledge a bit above her present level of expertise. Somewhat more her speed, although potentially less useful, is the 'Aer Atheris Warding Talisman Exposition Compendium, 2080 AC', which appears to be something of a cross between a reference book and a magazine displaying a number of different and complicated patterns and collection of spiritual symbols. Apparently, a place called Aer Atheris holds an event every ten years in which warding talisman artisans from around the world attend and display their latest works, techniques and designs to further the field. The book doesn't actually go into detail about said manufacturing processes- instead, it appears to be something of a cross between a reference book and an advertising magazine showing the designs of the talismans and their supposed uses.
Studying it could give an idea of what kinds of spiritual script and sigils to use in making talismans, however, even if Dulcinea might have to experiment with materials to see if they'd come up with the right result.
There don't seem to be any easy introduction-to-talisman-making texts or the like, however. It would seem that the prior owner, his obvious faults aside, was confident enough in his skills that he didn't need such things.
The Nottest of Daves wrote: She'll grab up all of the books anyway, to read once she has sufficient levels of skill. Then she remembers that she was looking for the communication box earlier, and goes around looking for that.
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Hmm, that's a lot of provinces out here... Ryuutarou ponders.
"Say, Professor, would you know anything more about those places?"
Aeromage wrote: Dulcinea collects:
'Advances And Divergence In Spirit-Warding Talisman Manufacture'- (Item, Antiquity, Light & Darkness & Warding, 550,000 Gold)
'Aer Atheris Warding Talisman Exposition Compendium, 2080 AC'- (Item, Antiquity, Light & Darkness & Warding, 240,000 Gold)
Dulcinea then sets out to look for the communications cabinet!
She then remembers that she already found and looked through it. Perhaps her inestimable mind has been ever-so-slightly overtaxed by the brush with the titanic edifice of lunar energy that was Vernat. And thrown by the completely unnecessarily violent warding talismans at the entrance. Yes. That must be it.
--------------------------------
The Professor straightens his glasses once more as Glorbuk starts shuffling cards again, politely ignoring the goblin butler's angry muttering.
"Impara is, as far as I am able to determine, divided into four distinct provinces roughly along a central axis. The Clavia Province, being the one in which we presently find ourselves occupying, is the seat of power of House Clavis. It is also, I believe, the sole area fully governed by the House in question. I am under the distinct impression that while few would ever voice the opinion, it is clear that House Clavis is very much on the wane and in danger of being ousted by another House should events proceed in the manner they have for the next few decades. Its most well-known features are the Clavia Chasm, a holdover from the Nightmare Moon Era, the city of Clavia itself- which I must admit is a marvel of architectural engineering- and the Clavia Undercity, the ancient underground settlement in which the residents of Impara lived to escape the gaze of Maltius while it was still active. Information provided to Miss Dulcinea and myself at the Gate on the other provinces in the area is lacking, but I shall tell you what I know.
"The Oramcar Province, located west of the Clavia Province, is governed by House Monas, the House of Cards. I believe it is not their only holding, but I have insufficient information on the world and structure of the Houses to properly determine otherwise. The capital is Pectra, a city located on the far south-western edge of Impara. From what I am given to understand, the province was once held by House Clavis before it was given to House Monas, but details are, unsurprisingly- given the authors of the information- rather sparse.
"The Gemillo province, located to the northwest of the Clavia Province, is a mountainous region currently being governed by House Tellus, the House of Jewels, which I am given to understand is one of the newer Houses to come into being. It appears to be a place containing a great deal of jewel mines, which the House uses in some form to capture spirits. It would appear they are a fairly rich, if newly established House, and as such the cities and towns are somewhat newer and perhaps more modern than those found in this province. The capital is Lapis Peak, located in the centre of the province and built into and around a mountain. It would seem that this province was also once one of House Clavis' holdings.
"The Vire province, located to the north of the Clavia Province, is governed by House Fiora, the House of Blossoms. House Fiora, despite its status as a Minor House- a designation shared by every House on Impara- is one of the oldest Houses in the Order, and has holdings across the world and on every continent. The Vire Province is noted for its natural beauty and numerous forests and gardens, as would befit the title of the House that governs it. The capital of the province is Silibra, the Swaying City. From what I have been able to gather, its swaying wooden towers are a compelling sight, as are the numerous varieties of living trees they are comprised of."
The Nottest of Daves wrote: Ryuutarou, has many large thoughts to ponder. He decides to pull out 'Eggs! Eggs! Eggs!' to read another chapter while vaguely spectating at the card game in progress.
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Dulcinea shakes her head, trying to get her thoughts back in order. She decides to wander the storefront, looking around for any particularly powerful talismans on the shop floor and in the storeroom to prepare herself for battle against whatever is spooking about in the Lighthouse, whenever she happens to get around to that...
Aeromage wrote: Ryuu begins to read more of EGGS. It would seem the next section is more devoted to specific recipes than the more-general knowledge and techniques contained in the previous chapters. It'll take a while to get through it. He thinks he'll be able to get some egg-based Secret Formulas from it, though.
The card game begins again. The Professor, it seems, has a clear advantage over the others, and Glorbuk is getting increasingly obviously frustrated at how easily he's getting beaten at the game he introduced him to. Stabs is proving to be surprisingly adept at it, too, apparently falling into second place after the Professor.
--------------------------------
Dulcinea wanders the floor of her latest property. There are, it turns out, rather a lot of amulets and talismans on offer. Considering the information she knows about the spirit in the lighthouse- namely, that it lives in darkness and consumes the light- she peruses the shelves in order to find something that will assist in that regard.
It would seem that, for the most part, warding talismans and spiritual charms are frustratingly keyed into the Light element or the Light & Darkness dichotomy. This rules out rather a large chunk of the store's inventory.
She does, however, find something that looks like it may fit the bill. A red metal amulet with a glimmering, shining red moonstone set into its centre.
Arden Firelight Amulet- (Accessory, Amulet, Fire & Light, 5,000,000 Gold) +5,000 MIN, +5,000 SPI, 20% Fire Resistance, 20% Darkness Resistance, 20% Voidstruck Resistance, 20% Frozen Resistance, Wearer may switch instances of the element Light in wearer's actions with the element Fire, Wearer may switch instances of the element Fire in wearer's actions with the element Light, wearer may choose for this item to become solely the element Fire or the element Light at the start of each thread
The Nottest of Daves wrote: Ryuutarou is amused by Glorbuk's reactions to the Professor's winning streak, but continues onward toward NEW RECIPES!
---------------
Dulcinea grabs the amulet, then moves into the back room to investigate the storage area.
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.