Lady Rosaline Fabrice in: Murder, She Wrought

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Lady Rosaline Fabrice in: Murder, She Wrought

Post by Modrageball »

This quest began on Apr 24, 2017.
Aeromage wrote:
--On a torn sheet of newsprint: "THE TIMES OF LYTHWICK: EXTRA EXTRA - READ ALL ABOUT IT! ANOTHER VICTIM OF THE NIGHT HAUNTER SLAIN! The third victim this week was foundry worker George Cavanaugh, who resided in the company dormitories at the W.W. Wilson Steel Mill & Foundry in the South Crittendon industrial district. Once again, the crime was only discovered upon his failure to awaken with the rest of his shift the next morning. 'The Night Haunter is a master of stealth' Chief Constable Sir Basil Rumpole said in a statement to reporters. 'If we are to have a chance to capture this vile fiend, we must all be at the utmost of vigilance at all times. If anyone has any information regarding these tragedies, or the true identity of the Night Haunter, please report them to the Constabulary at once.'"


Lady Rosaline has noticed the news article about the terrible murders taking place in Sanctum Victoria! Taking a moment to use Copy Text to create a permanent duplicate of the newsprint (taking the original with her and leaving the copy in its place) the clockwork lady steps through the portal, heels clicking, to adventure!

"Lady Rosaline", Masterwork No. 53 of Artificer Velimir Fabrice (Aeromage)
Level 39
Clockwork, Law & Nobility
HP: 13,650
MP: 2,375
STR: 356 (4) (Adept Gearwright Bonus)
AGI: 1,092 (18) (Adept Gearwright Bonus)
CON: 1,521 (29) (Adept Gearwright Bonus)
MIN: 345 (5) (Mathematical Knowledge, Adept Gearwright Bonus)
SPI: 356 (4) (Adept Gearwright Bonus)
XP- 50,000,000
Fame- 24
Gold- 200,000,000


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
Overdrive
Ranged Overdrive
Point Blank
Craft- (Active Ability, Attack) User uses a secret formula

-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.
Calibrate- (Active Ability, Architect) Possessor may, if possessor has a Tool equipped, spend an action to give target Robot, Machine, Clockwork, Mecha, Vehicle, Vessel, or War Machine +200 to all stats as a buff that stacks 3 times
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
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Monkey's Strike- (Technique Ability, Architect) Possessor may use Monkey's Strike in conjunction with a Melee Attack, so long as no other technique is used and a Tool is equipped. Said Melee Attack action gains +75 Melee Attack, and, if targetting a Robot, Machine, Clockwork, Vehicle, Vessel, or Mech, inflicts a debuff that stacks 5 times and provides -50 to all stats

-Artificer-
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Artifice Casting I- (Passive Ability, Artificer) Artifice spells cost possessor 20 less MP to cast
Artifice Casting II- (Passive Ability, Artificer) Artifice spells cost possessor 200 less MP to cast
Artificer- (Passive Ability, Artificer) Artifice spells cost possessor (50 * possessor Level) less MP, XP, and Gold to cast
Artificer's Enchanted Item Creation Discovery: Confer Air Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item 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 'Confer Air Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Acid Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item 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 'Confer Acid Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Fire Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item 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 'Confer Fire Resistance'
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'
Artificer's Invention Creation Discovery: Unfold Into Clockwork- (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 'Unfold Into Clockwork'
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost 10 less MP, XP, and Gold
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'
Improved Clockwork Gizmobot Action-Synchronizers- (Passive Ability, Artificer) When one of possessor's Invention consumables summons a Clockwork, said summon acquires a non-stacking buff that grants its possessor +2,500 to its turn-order-determining stat sum for turn-order-determining purposes as a non-stacking bonus if it possesses an ally that possesses the same buff
Improved Clockwork Gizmobot Armor- (Passive Ability, Artificer) The buff provided by possessors 'Improved Gizmobots (Clockwork)' ability additionally causes Clockworks that possess it to gain +5,000 Defense
Improved Clockwork Gizmobot Deployment- (Passive Ability, Artificer) When one of possessor's Invention consumables summons a Clockwork, said summoning may not be prevented by entities below Level 20
Improved Clockwork Gizmobot Power Reserves- (Passive Ability, Artificer) The buff provided by possessors 'Improved Gizmobots (Clockwork)' ability additionally causes Clockworks that possess it to gain +50,000 MP
Improved Clockwork Gizmobot Rush-Springs- (Passive Ability, Artificer) When one of possessor's Invention consumables summons a Clockwork, said summon's attacks on its round of summoning deal 50,000 additional Damage as a constantly-applied effect with possessor as a source
Improved Clockwork Gizmobot Weaponry- (Passive Ability, Artificer) The buff provided by possessors 'Improved Gizmobots (Clockwork)' ability additionally causes Clockworks that possess it to deal 50,000 additional Damage
Improved Gizmobots (Clockwork)- (Passive Ability, Artificer) When one of possessor's Invention consumables summons a Clockwork, said Clockwork obtains a non-stacking buff that provides +500 to all stats
Improved Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by individuals below Level 10
Focused Artifice Casting- (Passive Ability, Artificer) Artifice spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Artifice
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

-Blazing Sultan-
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 Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire 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 Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, 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 Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points

-Blessing-
Aldriel's Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed Happiness- (Passive Ability, Blessing) Possessor gains +200 to all stats while not afflicted with Confusion: Depression, Possessor gains 50% Confusion: Depression Resistance
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
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

-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
Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
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
Plant Researcher- (Passive Ability, Botanist) Possessor counts as being 2 Levels higher for stat-scanning purposes against Plants, to a max of Level 40, Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Researched Methods to Prevent the Exploitation of Plant Weaknesses- (Passive Ability, Botanist) Possessor's Plant pets and summons count as having no weaknesses to individuals below Level 20
Took An Evergarden Plant-Idenfitication Course- (Passive Ability, Botanist) Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%

-Chef-
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
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
Candy Maker's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 200 points, Food consumables used by possessor that increase AGI or SPI increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Confectioner- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables used by possessor that increase AGI increase it by an additional 40 points per charge as an effect that stacks 40 times across all consumable applications on said target
Delicious Cooking- (Passive Ability, Chef) Food consumables used by possessor that buff any stat do so by an additional 30 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Food Critic- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points
Food Taster- (Passive Ability, Chef) Any Food consumable worth below 500,000 Gold that is used on one of possessor's allies that has been used earlier in a thread on possessor has a 50% chance of being unable to generate negative effects for said target or affect said target in a negative manner

-Commander-
Apprentice 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 250 less MP to cast
Basic Leadership Attunment- (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
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Focused Leadership Casting- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Leadership
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies

-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
Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
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 Enchanted Item Charge Preservation- (Passive Ability, Crafter) Enchanted Item Consumables possessor uses have a 5% 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 Rod Charge Preservation- (Passive Ability, Crafter) Rod Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Scroll Charge Preservation- (Passive Ability, Crafter) Scroll Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Stored Spell Charge Preservation- (Passive Ability, Crafter) Stored Spell 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
Basic Trap Charge Preservation- (Passive Ability, Crafter) Trap 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
Polar Elven Toymaking Skill- (Passive Ability, Crafter) Possessor's Golem, Clockwork, Robot, and Machine pets and summons gain +200 to all stats as a bonus that cannot increase their stats to above 1000% of their natural values, Temporary items created by possessor are considered to be worth 5,000 additional Gold

-Crusher-
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Flame Smash- (Technique Ability, Crusher) Possessor may use 'Flame Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
Knows Tricks to Get Less Fatigued While Repeatedly Hammering All Day- (Passive Ability, Crusher) Possessor gains +10% Fatigued Resistance if possessor is wielding a Hammer
Paralytic Smash- (Technique Ability, Crusher) Possessor may use 'Paralytic Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Walnut Smacker- (Active Ability, Crusher) This character may use Walnut Smacker in conjunction with a Melee Attack, so long as no other technique is used and a Hammer is equipped. This character gains +50 Melee Attack and pierces 500 Defense

-Dancer-
Apprentice Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 250 less MP to cast
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Dance Casting I- (Passive Ability, Dancer) Dance spells cost possessor 20 less MP to cast
Dance Casting II- (Passive Ability, Dancer) Dance spells cost possessor 200 less MP to cast
Fast Footwork- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
Has Practiced Dancing with Partners- (Passive Ability, Dancer) Possessor gains +50 AGI if possessor has any allies who possess Dancer abilities
Knowledge of Ballet- (Passive Ability, Dancer) Possessor gains +25 AGI and +50 MIN
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge

-Diplomat-
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Courteous Side-Switching Apology Art- (Passive Ability, Diplomat) If possessor is afflicted with Charm by an individual on an opposing side, possessor's first action while on said opposing side is consumed by this ability provided the source of such affliction is below Level 70
Diplomat- (Passive Ability, Diplomat) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(200 + (20 * Possessor Level)) to all stats if possessor has a Clothing equipped
Dressed to Impress- (Passive Ability, Diplomat) If possessor has a Clothes equipped, possessor's chances of inflicting Charm: Impressed are increased by 25%
Elitist Wine-Snob Defenses- (Passive Ability, Diplomat) Possessor may choose to be unaffected by Drink items that inflict Poison: Drunk that are worth under 10,000,000 Gold
Now I'm Really Getting Serious!- (Active Ability, Diplomat) Possessor may spend an action to unequip a single Clothes, Shoes, Boots, Hat, Scarf, Gloves, Eyewear, Cloak, or Belt, for the remainder of the current battle, possessor gains double the stat and Defense bonuses that the unequipped item would have provided, said item may not be re-equipped for the remainder of the current battle, this effect always wears off between battles, Buffs provided by this ability cannot exceed normal capping per item
Polite- (Passive Ability, Diplomant) Possessor's actions may not be countered by individuals below Level 5
Splendidly Charming Smile- (Passive Ability, Diplomat) Possessor gains a 60% chance of inflicting Charm on up to one chosen target at the start of each round
Trained in Proper Adventuring Etiquette- (Passive Ability, Diplomat) Possessor's allies gain +100 Defense against possessor while possessor is afflicted with Confusion or Charm
Training in Properly Polite Apologies to Use After Having Been Mind-Controlled Into Doing Terrible Things- (Passive Ability, Diplomat) Possessor may choose, at the beginning of a thread, to be unable to have actions that possessor performs under the control of other individuals be non-counter-able by allies below Level 40
Trendy Dresser- (Passive Ability, Diplomat) +200 HP for each Clothing equipped

-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
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
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
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 Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
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 examine target's stat
Detective's Perceptiveness- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Detective's Relentlessness- (Passive Ability, Diviner) Possessor's To Hit may not be reduced by effects attached to Zones that come from sources below Level 40
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
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Hidden-Passage Spotting Art- (Passive Ability, Diviner) Possessor may follow targets below Level 20 or willing targets when they leave battle provided that the initiation of said individuals leaving battle was not sourced from a source that is both over Level 20 and unwilling
Improved 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 40
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Investigative Stance- (Stance Ability, Diviner) Possessor treats targets below Level 40 as though their Dodge-raising or Dodge-altering buffs were of half the value that they actually are, Possessor scans stats as though possessor were 2 Levels higher
Item Ownership Deduction- (Active Ability, Diviner) Possessor may spend an action to obtain a list of the names of all individuals who are no more than 20 Levels above possessor's Level who previously possessed a chosen item or had said chosen item equipped, with said chosen item being an item that possessor either possesses or has equipped
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Nocturnal Tracking Capability- (Passive Ability, Diviner) Possessor's To Hit may not be reduced by effects attached to Zones that come from sources below Level 20
Retroactive Owner Analysis- (Passive Ability, Diviner) Possessor may, before or after any of possessor's actions, to a max of once per thread per individual, scan the stats of any individual whose name was listed by one of possessor's uses of the ability 'Item Ownership Deduction', even if said individual is not within the same battle, provided that said individual is within the same thread, Has RP effects
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Treasure Dowsing- (Stance Ability, Diviner) Possessor's chance of obtaining Treasure from battle increases by 1% if possessor was in Dowsing Stance both at the beginning of battle and at the end of battle
Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Accusation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

-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
Enchantment Casting I- (Passive Ability, Enchanter) Enchantment spells cost possessor 20 less MP to cast
Enchantment Casting II- (Passive Ability, Enchanter) Enchantment spells cost possessor 200 less MP to cast
Gun Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Guns cost 200 XP less when applying said enhancements to Guns
Hammer Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Hammers cost 200 XP less when applying said enhancements to Hammers
Instrument Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Instruments cost 200 XP less when applying said enhancements to Instruments
Lethal Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Deadly Items cost 200 XP less when applying said enhancements to Deadly Items
Mace Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Maces cost 200 XP less when applying said enhancements to Maces
Tool Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Tools cost 200 XP less when applying said enhancements to Tools

-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
Robotics Engineer- (Passive Ability, Engineer) Possessor's Robot pets and summons gain +200 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

-Eternal Champion-
Apprentice Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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
Basic Acceleration Within Hope's Dominion- (Passive Ability, Eternal Champion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Hope
Basic Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +10 to all stats
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Control of Hope- (Passive Ability, Eternal Champion) Possessor has a 20% chance of being able to cancel the actions of Hope element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Hope- (Passive Ability, Eternal Champion) Possessor gains +1% To Hit against Hope element targets
Hope Manipulation- (Passive Ability, Eternal Champion) Possessor may choose one of the following at the beginning of each round if Hope element: Create a Zone of Hope, Remove a Zone of Hope created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Hope by either possessor or a source below Level 20, Add Hope 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 Hope element on a Hope element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Hope, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Hope, 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 Hope element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Hope to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Hope, 5% Hope Resistance, or +50 Defense against Hope and 1% Hope Resistance until the end of the round as a non-stacking buff

-Friendship-
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Friend and Research Associate of Wemblick Batsby- (Passive Ability, Friendship) Possessor gets +200 MIN while in battle on the same side as Wemblick Batsby
Good Friend of Caelum "Cael" Aetherius- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum "Cael" Aetherius', Whenever possessor heals an individual named 'Caelum "Cael" Aetherius' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum "Cael" Aetherius'
Good Friend of Caelum Aetherius (Time Cloned Spirit Binder)- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum Aetherius (Time Cloned Spirit Binder)', Whenever possessor heals an individual named 'Caelum Aetherius (Time Cloned Spirit Binder)' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum Aetherius (Time Cloned Spirit Binder)'
Good Friend of the Leadership of Volatilis- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'The Floating Isle of Volatilis', Whenever possessor heals an individual named 'The Floating Isle of Volatilis' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'The Floating Isle of Volatilis'
Good Friend of Zeo- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Zeo', Whenever possessor heals an individual named 'Zeo' possessor deals an additional 5,000 points of HP Healing or MP Healing,, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Zeo'

-Gearwright-
Adept Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Clockwork summon, Possessor's unmodified stats increase by 200 points if possessor is an Clockwork
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
Assumption of the Essence of the Clockwork- (Passive Ability, Gearwright) Possessor may, at the beginning of a thread, choose to become the subtype Clockwork
Auto-Lubricating Oil Ducts- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor has a 15% chance of being cured of Paralyzed (but not its sub-status effects), Impaired (but not its sub-status effects, excluding Impaired: Slow) and Fatigued (but not its sub-status effects) at the start of each round
A Work of Mechanical Art- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's actions may gain a 30% chance of inflicting Charm: Impressed
Baroque Ornamentation- (Passive Ability, Gearwright) If possessor is a Golem or a Clockwork, possessor's Charm infliction chances are increased by 10%
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
Broad Knowledge of Clockwork Design Patterns- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +200 to all stats, Possessor's Clockwork pets and summons may ignore the Clockwork Resistance of individuals below Level 5
Built with Steampunk Tech- (Passive Ability, Gearwright) Possessor gains +200 to all stats if possessor is a Clockwork
Can Attach Cables To Detachable Arms Before Launch to Reel them Back In- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may equip any weapons unequipped through possessor's 'Detachable Arms' ability at the end of the round if they are still in possessor's possession
Clockwork Battlerush Piston-Installation- (Passive Ability, Gearwright) Possessor's (Technology-element Golem summons) and Clockwork summons may gain a non-stacking buff at the time of their summoning that causes their first offensive action each round that is Physical or Steam element to deal an additiona 50,000 Damage to one of its targets
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
Clockwork Springboost-Installation- (Passive Ability, Gearwright) Possessor's (Technology-element Golem summons) and Clockwork summons may gain a non-stacking buff at the time of their summoning that gives them +1,000 AGI on rounds during which they have moved from the back row into the front row previously and rounds directly after said rounds and that also gives them +1,000 AGI while conducting attacks that possess a Prime Attribute that includes Strength
Clockwork Traits- (Passive Ability, Gearwright) Possessor gains Pain Immunity, Confusion Immunity (Exception- System Overload), Impaired Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Clockwork
Clockwork Timing- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +1% Dodge and +1% To Hit
Clockwork Wings- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +2,000 AGI, +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes, and 20% Earth Resistance
Constant Tinkering- (Passive Ability, Gearwright) At the start of each round, one of possessor's equipped items may obtain a buff that stacks 200 times per item and 200 times across all items per attack bonus or stat that raises all attack bonuses and stats that said item provides by 25 points
Contains a Clock- (Passive Ability, Gearwright) If possessor is a Clockwork, the round that possessor counts the current round as may not be changed by sources below Level 20 without possessor's permission
Contains a Very Convincing Clock- (Passive Ability, Gearwright) If possessor is a Clockwork and possessor's stats are scanned, the individual scanning possessor's stats, if either willing or both below Level 60 and with a lower MIN than possessor's MIN, changes the number of thr round that it counts the current round as to the number of the round that possessor counts the current round as
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
Deploy Clockwork Kidnap-Cage- (Active Ability, Gearwright) Possessor may spend an action to have a 70% chance of inflicting Entombed: Encarcerated on target individual below Level 60, instances of said status effect coming from this ability possess no natural per-round auto-recovery rate for sources below Level 20 and cannot be cured by sources below Level 20
Detachable Arms- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may, at the end of any action that possessor was either targeted during or that possessor performed unequip up to 2 equipped weapons
Detachable Arms that Conceal Hidden Machine Guns- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may, whenever possessor unequips one or more weapons using possessor's 'Detachable Arms' ability, cause this ability to gain the text '+200 Ranged Attack and possessor counts as wielding an additional Gun' until the end of the round
Diamond Shredder Hidden Machine Guns- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's 'Detachable Arms that Conceal Hidden Machine Guns' may gain the text ' +3,000 Ranged Attack, 30% inflicts Wounded, possessor's 'Ranged Attack' and 'Ranged Overdrive' actions may gain the element Earth' and possessor counts as wielding an additional Gun' instead of the usual text it would gain when triggered by the unequipping of one or more weapons due to the ability 'Detachable Arms', with possessor not being able to gain this instance of added text at the same time that said ability possesses any other text added by any of possessor's Gearwright abilities (and possessor's 'Detachable arms that Conceal Hidden Machine Guns' not being able to add its natural text addition while this text addition is present)
Enhanced Clockwork Automata Production- (Passive Ability, Gearwright) Possessor's (Technology-element Golem summons) and Clockwork summons gain +250 to all stats as a non-stacking buff at the time of their summoning
Extendable, Deployable, Brass-Armored, Clockwork Item-Grabbing Hand- (Passive Ability, Gearwright) +30 Defense, If possessor is a Clockwork, possessor may obtain one non-equipped, carried item from a willing ally at the start of each round
Fast Gears- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 AGI
Formshift: Clockwork- (Stance Ability, Gearwright) Possessor's subtype becomes Clockwork
Gear Arrangement: Clockwork Battle Walker- (Stance Ability, Gearwright) If possessor is a Clockwork, possessor's turn-order-determining stat becomes Agility, possessor loses two accessory slots and gains two weapon slots that can only contain Gun weapons, and possessor obtains +7,000 Ranged Attack
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
Gyroscope-Stabilized Internal Guns- (Passive Ability, Gearwright) If possessor is a Clockwork and has at least one Gun equipped, possessor gains +5% To Hit
Had Foom'Al'Frafoom Install a Chronomatic Rewinding System- (Passive Ability, Gearwright) This ability has an item named 'Chronomatic Rewinding System' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Install a Cogwork Ammo-Reloading System- (Passive Ability, Gearwright) This ability has an item named 'Cogwork Ammo-Reloading System' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Install a Deployable Clockwork Helicopter- (Passive Ability, Gearwright) This ability has an item named 'Deployable Clockwork Helicopter' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Install a Deployable Clockwork Umbrella- (Passive Ability, Gearwright) This ability has an item named 'Deployable Clockwork Umbrella' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Install a Gear Launcher- (Passive Ability, Gearwright) This ability has an item named 'Gear Launcher' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Install a Hyperfast Computation Gear Set- (Passive Ability, Gearwright) This ability has an item named 'Hyperfast Computation Gear Set' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Install a Snap-Out Clockwork Diver's Helmet and Air Tank- (Passive Ability, Gearwright) This ability has an item named 'Snap-Out Clockwork Diver's Helmet and Air Tank' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Install a Spring Heel- (Passive Ability, Gearwright) This ability has an item named 'Spring Heel' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Install an Everrestoring Gear- (Passive Ability, Gearwright) This ability has an item named 'Everrestoring Gear' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Install Precision Clockwork Targeting Components- (Passive Ability, Gearwright) This ability has an item named 'Precision Clockwork Targeting Components' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Upgrade the Installed Battle-Upgraded Far-Launching Spring Heel Into a Blitzgear Battle-Augmented Spring Heel- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Spring Heel' ability has a 'Blitzgear Battle-Augmented Spring Heel' attached to it instead of a 'Battle-Upgraded Far-Launching Spring Heel'
Had Foom'Al'Frafoom Upgrade the Installed Everrestoring Array of Gears of Remaking Into the Gears Which See No Rust or Decay- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install an Everestoring Gear' ability has a 'Gears Which See No Rust or Decay' attached to it instead of an 'Everrestoring Array of Gears of Remaking'
Had Foom'Al'Frafoom Upgrade the Installed Everrestoring Gear Array Into an Everrestoring Array of Gears of Remaking- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install an Everestoring Gear' ability has an 'Everrestoring Array of Gears of Remaking' attached to it instead of an 'Everrestoring Gear Array'
Had Foom'Al'Frafoom Upgrade the Installed Everrestoring Gear Into an Everrestoring Gear Array- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install an Everestoring Gear' ability has an 'Everestoring Gear Array' attached to it instead of an 'Everrestoring Gear'
Had Foom'Al'Frafoom Upgrade the Installed Far-Launching Spring Heel Into the Battle-Upgraded Far-Launching Spring Heel- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Spring Heel' ability has a 'Battle-Upgraded Far-Launching Spring Heel' attached to it instead of a 'Far-Launching Spring Heel'
Had Foom'Al'Frafoom Upgrade the Installed Gear Launcher Into a Rapid-Fire Gear Launcher- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Gear Launcher' ability has a 'Rapid-Fire Gear Launcher' attached to it instead of a 'Gear Launcher'
Had Foom'Al'Frafoom Upgrade the Installed Precision Clockwork Targeting Components Into Superior Precision Clockwork Targeting Components- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Precision Clockwork Targeting Components' ability has a 'Superior Precision Clockwork Targeting Components' attached to it instead of a 'Precision Clockwork Targeting Components'
Had Foom'Al'Frafoom Upgrade the Installed Rapid-Fire Gear Launcher Into a Seven-Chances Gear Launcher- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Gear Launcher' ability has a 'Seven-Chances Gear Launcher' attached to it instead of a 'Rapid-Fire Gear Launcher'
Had Foom'Al'Frafoom Upgrade the Installed Spring Heel Into the Far-Launching Spring Heel- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Spring Heel' ability has a 'Far-Launching Spring Heel' attached to it instead of a 'Spring Heel'
Had Foom'Al'Frafoom Upgrade the Installed Superior Precision Clockwork Targeting Components Into Foom's Custom Precision Clockwork Targeting Components- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Precision Clockwork Targeting Components' ability has a 'Foom's Custom Precision Clockwork Targeting Components' attached to it instead of a 'Superior Precision Clockwork Targeting Components'
Inbuilt Alarm Clock- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor and up to 5 allies are cured of Fatigued: Asleep at the start of each round
Innovative Design Patterns- (Passive Ability, Gearwright) Possessor's Clockwork, Golem, Robot, Machine, and Magic Being summons gain +80 to all stats, The subtype-based resistances and immunities of individuals below Level 30 do not trigger based on the subtypes of possessor's summons or the subtypes of items that possessor creates during the same thread
Integrated Clockwork Rooster-Alarm- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may, at the beginning of a thread, select a number. At the start of rounds of battle that are a multiple of this number, all individuals in battle are cured of Fatigued: Asleep
Knowledge of Airborne Clockwork Construction- (Passive Ability, Gearwright) Possessor's Clockwork summons, upon their summoning, may be given the Air element in addition to their normal element along with 10% Earth Resistance at the cost of 20,000 Gold per such summon affected, Possessor's Air element Clockwork pets and summons gain +200 to all stats and +55 Defense
Launch Spikes Coated In Deadly Oils Via Clockwork-Pistons- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 Ranged Attack and possessor's 'Ranged Attack' and 'Snipe' actions may gain a 30% chance of inflicting Poison, This Ranged Attack bonus increases to +2,200 and possessor's 'Ranged Attack' and 'Snipe' actions may gain a 1% chance of inflicting Venom if possessor is Level 65 or greater.
Launchable Gears- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 Ranged Attack
Masterwork Gear-Brain- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +300 MIN
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
Precise Clockwork Mind- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains Confusion Immunity
Precision Clockwork Repairer- (Passive Ability, Gearwright) Possessor's actions that heal Clockworks heal them for an additional 50% of the value that they would otherwise heal them, to a max of 100,000 additional HP healed in such a manner, Possessor may heal (5 x possessor level, to a max of 200) points of stat damage from a clockwork by using Repair Clockworks up to (possessor level) times per thread
Reconfigurable Gear-Patterns- (Passive Ability, Gearwright) If possessor is a Clockwork, whenever possessor chances Stances, possessor obtains a buff that stacks 3 times that provides +200 to all stats
Reconfiguration: Clockwork War-Engine- (Stance Ability, Gearwright) Only Clockworks may be in this stance, with individuals who stop being Clockworks immediately dropping out of said stance. Possessor gains +(200 * Possessor Level) Melee Attack and Ranged Attack. Possessor gains +(100 * Possessor Level) Defense. Possessor's turn-order-determining stat becomes (Mind + Agility / 2). Possessor deals +(200 * Possessor Level) additional Damage with its first attack each round. Possessor obtains +(100* Possessor Level) Strength, Agility, Mind, and Constitution. Possessor obtains +(400 * Possessor Level) HP. Possessor gains (Possessor Level)% Critical. Possessor gains the subtypes Machine and War Machine. Possessor cannot conduct 'Magical Attack', 'Overdrive', 'Grand Spell', or 'Cast a Spell' actions that involve non-Technology-element spells. Possessor counts as having two additional Gun and an additional Deadly Weapon equipped.
Repair Clockworks- (Active Ability, Gearwright) Possessor may use this ability as an action to make an attack equivalent to a Melee Attack that uses either its standard Prime Attribute or Mind as its Prime Attribute that Heals HP instead of doing HP Damage and only affects Clockworks
Reveal Ornamentally-Disguised Armaments- (Technique Ability, Gearwright) Possessor may use 'Reveal Ornamentally-Designed Armaments' in conjunction with a 'Ranged Attack' or 'Point Blank' action so long as no other technique is used and possessor is a Clockwork. Said action gains +300 Ranged Attack and a 30% chance of inflicting Confusion: Surprise.
Rework Gear-Programming- (Active Ability, Gearwright) Possessor may spend an action to choose one of its Clockwork pets and summons and one of said pet or summon's actions; said pet or summon acquires a non-stacking buff that makes it so that it must perform said action whenever it would take an action and would be able to take said action
Rework Gear-Programming: Automated Routine- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, place a non-stacking buff on their targets that involves selecting five actions instead of one, with said target having to perform whichever of said actions is the next action in said sequence, with said sequence taking the form of a loop, whenever it would take an action and would be able to take said action, with inability to take an action and failed actions not progressing said loop
Rework Gear-Programming: Gnomish Gearshop Ally-Tinkering Procedure- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may target non-unique Clockwork allies of possessor that are 20 or more Levels below possessor instead of possessor's Clockwork pets and summons
Rework Gear-Programming: Hostile Monkeywrench-Cog Insertion Procedure- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may target non-unique Clockwork opponents of possessor that are 20 or more Levels below possessor instead of possessor's Clockwork pets and summons
Rework Gear-Programming: Impair Gear Programming- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, place an instance of the status effect Stat Drain: MIN Drain on each of their targets that may not be automatically recovered from by or cured by entities that are of lower Level than its source
Rework Gear-Programming: Improve Gear Programming- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, grant each of their targets +5,000 MIN as a non-stacking buff
Rework Gear-Programming: Mass- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may target five different individuals instead of one individual provided that the same action may be selected for all action-selections said 'Rework Gear Programming' action requires across all said entities and provided that all of said entities are the same entity from the Zoo Record or Enemy List
Rework Gear-Programming: Recalibrate Attack-Targeting Mechanisms- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, choose a second corresponding entity for each of their targets, giving each of their targets a non-stacking buff that makes it so that each such second entity chosen being a mandatory target for at least one hit of each attack said buff's possesssor performs if it is a valid target for said attacks
Rework Gear-Programming: Tighten Programming-Cogs- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, place a non-stacking buff on their targets that gives its possessor Charm Immunity and Confusion Immunity
Rework Gear-Programming: Timed Freeze-Up- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, have their performer choose a round number, as a non-stacking debuff that may prevent a max of one action and that may not prevent more than one action in a row from the same entity, cause the target of said 'Rework Gear Programming' action to skip its first action on the numbered round
Self-Stabilizing Internal Gyroscope- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor has a 30% chance of recovering from Fatigued: Stun before each of possessor's actions
Set Clockwork Routine- (Passive Ability, Gearwright) At the start of each thread, possessor may name three actions and obtain a non-stacking buff that makes it so that whenever possessor performs one of said actions while possessor is a Clockwork, from the start of the action until the end of the round, said action's performer obtains a buff that stacks three times that provides +300 to all stats
Snap-Out Steam-Canister Projectile Guns- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +500 Ranged Attack and may count as having an additional Gun equipped
Snap-Out Steam-Jet Guns- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +800 Ranged Attack and possessor's 'Ranged Attack' and 'Ranged Overdrive' actions may gain ('60% inflicts Pain' as well as the elements Fire & Water)
Spring-Out Brass, Gold, Silver, and Ivory Pipe-Organ- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +500 Magical Attack and may count as having an additional Instrument equipped
Steam-Canister Grappling Hook- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 Ranged Attack and possessor's 'Ranged Attack' actions, if not targeting individuals in the same row-order formation who are in the back row, may move possessor to the front row and may move targets who are below Level 20 who possess less Strength than possessor to the front row of their row-order formations
Steam-Jet Jetpack- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may pay 1,500 MP at the start of a round to gain +300 to its turn-order-determining stat sum for turn-order-determining purposes that round as a non-stacking buff that also makes its possessor count as possessing the elements Fire & Water during the assignment of actions based on turn-order-determining stat sums and the determination of turn-order at the end of the start of the round
Trained In Converting War-Clank-Style Clockworks Into Medical Clockworks- (Passive Ability, Gearwright) Possessor's Clockwork pets' and summons' action that heal HP heal an additional 200 points, Possessor may choose at the beginning of any thread to add 'Heals HP' to any one chosen ability possessed by one of possessor's Clockwork pets or summons that has an MP cost of 0, possesses a damage value, and naturally deals HP damage
Trained to Use Clockwork Arm-Reel Cables to Strangle Opponents- (Passive Ability, Gearwright) Whenever possessor equips one or more weapons using possessor's 'Can Attach Cables To Detachable Arms Before Launch to Reel them Back In' ability, possessor may choose have a 30% chance of inflicting Suffocation and Paralyzed on one opposing target
Upgraded Clockwork Automata Hydraulics- (Passive Ability, Gearwright) Possessor's (Technology-element Golem summons) and Clockwork summons gain a non-stacking buff at the time of their summoning that gives them +5,000 to their turn-order-determining stat sum for turn-order-determining purposes
Upgraded Clockwork Automata Munitions- (Passive Ability, Gearwright) Possessor's (Technology-element Golem summons) and Clockwork summons gain a non-stacking buff at the time of their summoning that causes their Technology-element and Fire-element attacks to deal 50,000 additional Damage
Upgraded Clockwork Automata Plating- (Passive Ability, Gearwright) Possessor's (Technology-element Golem summons) and Clockwork summons gain a non-stacking buff at the time of their summoning that gives them +5,000 Defense
Upgraded Gear Quality- (Passive Ability, Gearwright) Possessor gains +500 to all stats if possessor is a Clockwork
Upgraded Hidden Machine Guns- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's 'Detachable Arms that Conceal Hidden Machine Guns' may gain the text ' +500 Ranged Attack and possessor counts as wielding an additional Gun' instead of the usual text it would gain when triggered by the unequipping of one or more weapons due to the ability 'Detachable Arms', with possessor not being able to gain this instance of added text at the same time that said ability possesses any other text added by any of possessor's Gearwright abilities (and possessor's 'Detachable arms that Conceal Hidden Machine Guns' not being able to add its natural text addition while this text addition is present)
Well-Oiled- (Passive Ability, Gearwright) Possessor obtains +1% Dodge and +1% To Hit if possessor is a Clockwork or a Machine
Working Like Clockwork- (Passive Ability, Gearwright) Possessor gains +2,000 to all stats while possessor possesses no debuffs or negative status effects and is a Clockwork

-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
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
Geomantic Denial Stance- (Stance Ability, Geomancer) At the start of each round, possessor removes on Zone or Phantom Terrain that has been created by a source below Level 40 from battle
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard
Phantom Terrain Link Established: Junkyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Junkyard
Phantom Terrain Link Established: Meadow- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Meadow
Phantom Terrain Link Established: Space- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Space
Phantom Terrain Link Established: Sunny Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Sunny Forest

-Golomancer-
Basic Gear-Golem Creation Techniques- (Passive Ability, Golomancer) Possessor's Technology-element Golem summons gain +125 to all stats as a non-stacking buff at the time of their summoning
Basic Golomancy Attunement- (Passive Ability, Golomancer) All of possessor's Golomancy summons gain +200 HP and +20 CON

-Guardian-
Adept of the Brass Fortress- (Passive Ability, Guardian) Each equipped Heavy Armor provides +25 additional Defense
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Bulwark Stance- (Stance Ability, Guaridan) User must be in front row and have a Heavy Armor equipped, there is a 5% chance that any hit from a damage or stat-damage dealing attack that would hit an ally in the back row instead hits user
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Heavy Armor Wearer II- (Passive Ability, Guardian) Possessor gains +25 to all stats when possessor has a Heavy Armor equipped, Possessor gains +50 Defense when possessor has a Heavy Armor equipped
Security of Iron- (Passive Ability, Guardian) Possessor gains 15% Fear resistance while wearing Heavy Armor

-Gunner-
Accurate Gun Use- (Passive Ability, Gunner) Possessor gains +1% To Hit when a Gun is equipped
Adept Gun Training- (Passive Ability, Gunner) Possessor's Gun weapons can provide an additional +10,000 Ranged Attack before capping, Possessor's Gun Weapons that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Gun
Alien Blaster- (Technique Ability, Gunner) Possessor may use Alien Blaster in conjunction with a Ranged Attack action, so long as no other technique is used and a Gun is equipped. Said Ranged Attack action gains +50 Ranged Attack against Aliens
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped
Armor-Piercing Shot- (Technique Ability, Gunner) Possessor may use 'Armor-Piercing Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack pierces 200 Defense.
Atom-Tickling Waveform Shot- (Technique Ability, Gunner) Possessor may use 'Atom-Tickling Waveform Shot' in conjunction with a 'Ranged Attack' action so long as no other technique is used and a Gun is equipped. Said action gains +600 Ranged Attack, gains a 15% chance of inflicting Poison: Irradiated, and gains the element Atomic
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Bolt Shot- (Technique Ability, Gunner) Possessor may use 'Bolt 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 Electricity element.
Bubble Shot- (Technique Ability, Gunner) Possessor may use 'Bubble 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 Water element.
Clockwork-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Clockwork-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Clockworks and gains +25% Critical against Clockworks.
Clockwork-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Clockwork-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Clockworks and gains +5% To Hit against Clockworks.
Crisis Overcrash: Execution Sentence- (Technique Ability, Gunner) Possessor may use 'Crisis Overcrash: Execution Sentence' in conjunction with a 'Ranged Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Gun equipped. Said action gains +10,000 Ranged Attack and '50% inflicts Instant Death'. Said action sets its user's MP to 0 for the remainder of the thread.
Critical Shot- (Technique Ability, Gunner) Possessor may use 'Critical Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +5% Critical.
Current Shot- (Technique Ability, Gunner) Possessor may use 'Current Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Dangerous Gun Use- (Passive Ability, Gunner) Possessor gains +1% Critical when a Gun is equipped
Debilitating Shot- (Technique Ability, Gunner) Possessor may use 'Debilitating Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Deft Shot- (Technique Ability, Gunner) Possessor may use 'Deft Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +5% To Hit.
Disconnection Shot- (Technique Ability, Gunner) Possessor may use 'Disconnection Shot' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used, possessor is Level 40 or greater, and a Gun is equipped. Said action gains +2,000 Ranged Attack and gains a 5% chance of inflicting Instant Death on Golems, Robots, Clockworks, and Machines.
Dizzying Shot- (Technique Ability, Gunner) Possessor may use 'Dizzying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Confusion.
Dud Shot- (Technique Ability, Gunner) Possessor may use 'Dud Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains -1,000 Ranged 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 Shot- (Technique Ability, Gunner) Possessor may use 'Envenomed Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Poison.
Execution-Style Shot- (Technique Ability, Gunner) Possessor may use 'Execution-Style Shot' in conjunction with a 'Point Blank' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack against targets afflicted with Paralyzed and kills targets below Level 5 who are afflicted with Paralyzed.
Flame Shot- (Technique Ability, Gunner) Possessor may use 'Flame 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 Fire element.
Good at Aiming at Alien Weak Points- (Passive Ability, Gunner) Possessor gains +2% Critical against Aliens and +2% To Hit against Aliens, to a max of 100% and 200%, respectively, if possessor has a Gun equipped
Gun Accuracy Training- (Passive Ability, Gunner) Possessor gains 115% To Hit if possessor has a Gun equipped
Gunner- (Passive Ability, Gunner) Possessor gains +700 Ranged Attack and +50 to all stats when a Gun is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(5 x Possessor Level) to all stats if a Gun is equipped.
Gun Wielding I- (Passive Ability, Gunner) +5 to all stats when a Gun is equipped
Gun Wielding II- (Passive Ability, Gunner) +25 to all stats when a Gun is equipped, +50 Ranged Attack when a Gun is equipped
Gun Wielding III- (Passive Ability, Gunner) Possessor gains +200 to all stats when a Gun is equipped and +200 Ranged Attack when a Gun is equipped
Hard to Disarm With a Gun- (Passive Ability, Gunner) Individuals below Level 20 may not unequip or steal possessor's equipped Guns without possessor's permission
Heatseeking Target-Acquisition- (Technique Ability, Gunner) Possessor may use 'Heatseeking Target-Acquisition' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as no other technique is used and a Gun is equipped. Said action gains +200 Ranged Attack against Fire-element targets, gains +2% Critical against Fire-element targets, and gains +5% To Hit against Fire element targets.
Ignition Shot- (Technique Ability, Gunner) Possessor may use 'Ignition Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Ill Shot- (Technique Ability, Gunner) Possessor may use 'Ill Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Diseased.
Impairing Shot- (Technique Ability, Gunner) Possessor may use 'Impairing Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Impaired.
Improved Alien Countering- (Passive, Ability, Gunner) Possessor's counters that deal damage to Aliens deal an additional 500 points
Improved Debilitating Shot- (Passive Ability, Gunner) Possessor's 'Debilitating Shot' technique has its chance of inflicting Stat Drain increased to 30%
Inundating Shot- (Technique Ability, Gunner) Possessor may use 'Inundating Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +200 Ranged Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Machine-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Machine-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Machine-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Machines and gains +5% To Hit against Machines.
Painful Shot- (Technique Ability, Gunner) Possessor may use 'Painful Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Pain.
Paralytic Shot- (Technique Ability, Gunner) Possessor may use 'Paralytic Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Quick Draw- (Passive Ability, Gunner) This character gains 30 AGI on the first round of combat for each Gun equipped
Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Robot-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Robot-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Robots and gains +5% To Hit against Robots.
Robot-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Robot-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Robots, gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Shoot Swords- (Technique Ability, Gunner) Possessor may use 'Shoot Swords' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as possessor has a Gun equipped. For purposes of said action, all of said action's performer's Swords have their Melee Attack bonus converted into an equal Ranged Attack bonus (with said conversion replacing lower, but not higher, prexisting Ranged Attack bonuses and not stacking with prexisting Ranged Attack bonuses) and gain the subtype Ammo
Shot from Above the Sky- (Technique Ability, Gunner) Possessor may use 'Shot from Above the Sky' in conjunction with a 'Ranged Attack' action so long as no other technique is used and a Gun is equipped. Said action cannot miss targets below Level 60, cannot be countered by targets below Level 60, and deals full Damage to targets below Level 60 in the back row.
Shot Mastery- (Passive Ability, Gunner) Technique Abilities from the Gunner class whose name includes 'Shot' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Shot of the Alien Sea's Mariner- (Technique Ability, Gunner) Possessor may use 'Shot of the Alien Sea's Mariner' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and a Gun is equipped. Said action gains +500 Ranged Attack, gains +5% To Hit against Aliens, gains +5% To Hit against Aquatics, gains '50% inflicts Paralyzed', and pierces 200 Defense against CON Damage
Shot on the Run- (Technique Ability, Gunner) Possessor may use 'Shot on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Totally-Mind-Breaking Hyped Up Gun Trick- (Technique Ability, Gunner) Possessor may use 'Totally-Mind-Breaking Hyped Up Gun Trick' in conjunction with a 'Ranged Attack' action so long as no other technique is used and a Gun is equipped. Said action gains +1 Ranged Attack, deals 1 Flat Psychic element Sanity Damage, and is delayed 5 rounds.
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.
Unfolding Multishot- (Technique Ability, Gunner) Possessor may use 'Unfolding Multishot' in conjunction with a 'Ranged Attack' action so long as no other technique is used and a Gun is equipped. Caster may treat any of caster's empty weapon slots as containing Gun weapons that provide +200 Ranged Attack for purposes of said action.
Wind-Up Shot- (Technique Ability, Gunner) Possessor may use 'Wind-Up Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack and is delayed for 1 round.

-Gunslinger-
Accurate Shots- (Passive Ability, Gunslinger) Possessor gains +5% to Hit when a Gun is equipped
Adept Gunslinging Attunement- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 10,000 less MP to cast, Gunslinging spells cast by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Gunslinging Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack and all Gunslinging spells cost possessor 50 less MP to cast
Basic Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells gain +10 Ranged Attack and all Gunslinging spells cost 10 less MP
Bullet Trajectory Expert- (Passive Ability, Gunslinger) In the (1/X) portion of the spell Trick Shot: Ricochet Bullet and the spell Trick Shot: Magic Gunman, X is considered to be 2 lower, to a minimum of 1
Close Shooting- (Passive Ability, Gunslinger) Possessor's 'Ranged Attack' actions deal full Damage to targets in the front row that are not higher Level than possessor if possessor has a Gun equipped and has either at least 5 Gunslinging spells equipped or no non-Gunslinging spells equipped
Element Bullet- (Technique Ability, Gunslinger) Possessor may use 'Element Bullet' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as possessor has a Gun equipped and has a Gunslinging spell equipped. Said action gains possessor's element if possessor's element is a base element.
Hyperrapid Gun-Shift- (Passive Ability, Gunslinger) If no opponents has greater AGI than possessor, possessor may, before any action, choose to unequip and then equip any number of Gun or Ammo items
Fast Draw- (Passive Ability, Gunslinger) Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of combat if at least one Gun is equipped
Fast Reload- (Passive Ability, Gunslinger) Whenever possessor performs a Ranged Attack action, possessor may unequip an Ammo Accessory, and, following such option (regardless of whether or not it was taken), possessor may equip an Ammo Accessory
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor
Gunslinging Casting I- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 20 less MP to cast
Gunslinging Casting II- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast
Trick Shooter- (Passive Ability, Gunslinger) Possessor gains +80 Ranged Attack when using spells with 'Trick Shot' in their name
Unified Knowledge of Guns and Gunslinging- (Passive Ability, Gunslinger) Possessor may count Gunner abilities possessor possesses as Gunslinger abilities (including for prerequisite purposes), Possessor may count Gunslinger abilities possessor possesses as Gunner abilities (including for prerequisite purposes)

-Healer-
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
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.
Can Instantly Access the Medical Archives on Disc 911 of Nexus- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 2,000 points, Whenever possessor would Heal stat damage, possessor heals an additional 40 points, Possessor's Healer Magic spells that have a percent chance of curing a minor status effect have said chance increased by 10%, Possessor's Healer Magic spells that have a percent chance of curing a moderate status effect have said chance increased by 2%, Possessor gains +200 MIN, Has RP effects
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
Greater Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor Heals an additional 2,500 points
Greater Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 250 points of each type
Healer Magic Casting I- (Passive Ability, Healer) Healer Magic spells cost possessor 20 less MP to cast
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 of Dust-
Grave of All Life- (Passive Ability, Other: Heir of Dust) No one in the same battlespace as possessor may be resurrected

-Illusionist-
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
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
Fake Agility- (Passive Ability, Illusionist) Possessor gains +250 AGI if possessor's stats have not been scanned yet during this thread by any opponent
Fake Constitution- (Passive Ability, Illusionist) Possessor gains +250 CON if possessor's stats have not been scanned yet during this thread by any opponent
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent

-Jeweler-
Apprentice Jeweler Proficiency- (Passive Ability, Jeweler) Possessor gains +50 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Basic Appraisal Skills- (Passive Ability, Jeweler) Possessor's equipped and carried items count as being worth 500 additional Gold
Basic Gemcutting Skills- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Crystal-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Gemcutter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Crystal possessor has equipped
Glasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Lenscrafter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Eyewear possessor has equipped
Ring-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Ring possessor has equipped
Watch-Maker- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Wristwear possessor has equipped

-Lady of the Exceptional Leaf-
Apprentice Teapot Training- (Passive Ability, Other: Lady of the Exceptional Leaf) Possessor gains +500 Magical Attack and +500 to all stats if possessor has a Teapot equipped
Basic Teapot Training- (Passive Ability, Lady of the Exceptional Leaf) Possessor gains +50 Magical Attack and +50 to all stats if possessor has a Teapot equipped
Bubble Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Bubble Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +100 Magical Attack and becomes solely Water element.
Charming Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Charming Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Charm.
Debilitating Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Debilitating Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Dud Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Dud Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains -1,000 Magical 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.
Fae-Hunting Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Fae-Hunting Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Improved Charming Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Charming Pour' technique has its chance of inflicting Charm increased to 30%
Improved Debilitating Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Debilitating Pour' technique has its chance of inflicting Stat Drain increased to 30%
Lady of the Exceptional Leaf- (Passive Ability, Other: Lady of the Exceptional Leaf) Possessor gains +(500 * Possessor Level) Magical Attack if possessor has a Teapot equipped, Possessor gains +(250 * Possessor Level) to all stats if possessor has a Teapot equipped
Pour Mastery- (Passive Ability, Lady of the Exceptional Leaf) Technique Abilities from the Lady of the Exceptional Leaf class whose name includes 'Pour' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.

-Lawbringer-
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack, +50 Magical Attack, and +500 HP when a Mace is equipped.
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack and +6 Melee Attack when a Mace is equipped.
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lawyer- (Passive Ability, Lawbringer) Possessor has a 5% chance of, each time a debuff would be applied to one of possessor's allies, delaying said debuff for 1-3 rounds, provided that said debuff comes from a lower-level source that is below level 20, +40 MIN
Officer of the Law- (Passive Ability, Lawbringer) Possessor's Melee Attack bonuses and stat bonuses from Lawbringer abilities that require a Mace to be equipped are applied at half value if possessor has a Sword or Gun equipped but no Mace
Ordered Harmony- (Passive Ability, Lawbringer) Possessor has a 5% chance of ignoring each instance of buff removal by a source of lower level than possessor that is below level 60

-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 Machine Loyalty Programming- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain 20% Charm Resistance
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
Inbuilt Microwave Oven- (Passive Ability, Mechanist) Possessor's Fire element Food consumables deal 2,000 additional HP Healing
Machine Loyalty Programming- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain 40% Charm Resistance
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

-Merchant-
Antiquity Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Antiquities
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Armor Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Armor
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Economist- (Passive Ability, Merchant) Possessor may choose to have possessor's half-price sales cap increases by 5,000 Gold for 1 week in regards to sold-out items in exchange for having possessor's half-price sales cap decrease by 10,000 Gold for 2 weeks in regards to in-stock items.
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
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month
Material Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Materials
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
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.
Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons

-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 Play the Clarinet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Clarinet' in its name equipped
Can Play the Flute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Flute' in its name equipped
Can Play the Harp- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harp' 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 Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' in its name equipped
Can Play the Viola- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Viola' 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
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped

-Noble-
Adept Nobility Synchronization- (Passive Ability, Other: Noble) Amounts of Nobility element Damage possessor deals are increased by 10,000 points, Nobility element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Nobility element Spells, and may not be converted into other types of slots by individuals below Level 100
Absorb Nobility- (Passive Ability, Other: Noble) Possessor Absorbs Nobility against sources below Level 20 if Level 20 or greater
Apprentice Affinity to Healing Via Nobility- (Passive Ability, Other: Noble) Whenever possessor obtains Nobility element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Nobility Synchronization- (Passive Ability, Noble) Possessor gains +50 to all stats for each Nobility element item equipped, Possessor's Nobility element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element allies gain +100 to all stats
Apprentice Weaponization of Nobility- (Passive Ability, Other: Noble) Quantities of Nobility element Damage dealt by possessor are increased by 500 points
Basic Command of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element pets and summons gain +50 to all stats
Apprentice Defenses Against Nobility- (Passive Ability, Other: Noble) Possessor gains +500 Defense against Nobility
Apprentice Nobility Resistance- (Passive Ability, Other: Noble) Possessor gains 5% Nobility Resistance
Apprentice Zonal Acclimation of Nobility- (Passive Ability, Other: Noble) Possessor gains +500 to all stats while in a Zone of Nobility
Away, Peasants- (Passive Ability, Other: Noble) If possessor is Nobility element, at the beginning of each round, possessor may unsummon up to 30 individuals below Level 20 who are non-unique and are not Nobility element or Universe element
Basic Affinity to Healing Via Nobility- (Passive Ability, Other: Noble) Whenever possessor obtains Nobility element HP Healing or MP Healing, said amount is increased by 500 points
Basic Defenses Against Nobility- (Passive Ability, Other: Noble) Possessor gains +50 Defense against Nobility
Basic Nobility Resistance- (Passive Ability, Other: Noble) Possessor gains 1% Nobility Resistance
Basic Nobility Synchronization- (Passive Ability, Other: Noble) Possessor gains +25 to all stats if possessor is Nobility element
Basic Understanding of the Heart of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element allies gain +10 to all stats
Basic Weaponization of Nobility- (Passive Ability, Other: Noble) Quantities of Nobility element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Nobility- (Passive Ability, Other: Noble) Possessor gains +50 to all stats while in a Zone of Nobility
Control of Nobility- (Passive Ability, Other: Noble) Possessor has a 20% chance of being able to cancel the actions of Nobility element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Nobility- (Passive Ability, Other: Noble) Possessor gains +500 Defense if possessor has any Nobility-element items equipped that provide a Defense bonus
Detect Nobility- (Passive Ability, Noble) Possessor gains +1% To Hit against Nobility element targets
Elemental Attack-Conversion: Nobility- (Technique Ability, Other: Noble) Possessor may use 'Elemental Attack-Conversion: Nobility' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Nobility element and no other technique is used. Said action becomes solely the element Nobility.
Elemental Invocation of Nobility- (Technique Ability, Other: Noble) Possessor may use 'Elemental Invocation of Nobility' in conjunction with an 'Elemental Attack' action so long as possessor is Nobility element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Nobility- (Passive Ability, Other: Noble) Whenever possessor absorbs Damage that is Nobility element Damage, Possessor may choose to deal 10,000 Flat Nobility element Damage to up to 10 targets
Empowered By Nobility- (Passive Ability, Noble) If possessor is Nobility element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Nobility
Greater Weaponization of Nobility- (Passive Ability, Other: Noble) Quantities of Nobility element Damage dealt by possessor are increased by 25,000 points
Improved Command of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses that Utilize Nobility- (Passive Ability, Other: Noble) Possessor gains +2,000 Defense if possessor has any Nobility-element items equipped that provide a Defense bonus
Improved Nobility Resistance- (Passive Ability, Other: Noble) Possessor gains 10% Nobility Resistance
Improved Understanding of the Heart of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element allies gain +250 to all stats
Improved Weaponization of Nobility- (Passive Ability, Other: Noble) Quantities of Nobility element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Nobility- (Passive Ability, Other: Noble) Possessor gains +1,000 to all stats while in a Zone of Nobility
Improved Zonal Nobility Empowerment- (Passive Ability, Other: Noble) Possessor gains +500 to all stats while in a Zone of Nobility, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Nobility
Meditative Assumption of Nobility- (Passive Ability, Other: Noble) Possessor may choose, at the beginning of a thread, to become solely Nobility element
Noble- (Passive Ability, Other: Noble) Possessor ignores (1 * (Possessor Level/5), rounded down)% Nobility Resistance, Possessor ignores Nobility Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Nobility Battle-Aura- (Stance Ability, Other: Noble) Possessor deals 10,000 Flat Nobility element Damage to each opponent at the start of each round
Nobility Body Form- (Stance Ability, Other: Noble) Possessor gains +200 Defense against Nobility, Possessor gains 15% Nobility Resistance, Possessor may deal 5,000 Flat Nobility element Damage to any individual who conducts an offensive action that targets possessor
Nobility Immunity- (Passive Ability, Other: Noble) Possessor gains Nobility Immunity against sources below Level 20 if Level 20 or greater
Nobility Manipulation- (Passive Ability, Other: Noble) Possessor may choose one of the following at the beginning of each round if Nobility element: Create a Zone of Nobility, Remove a Zone of Nobility created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Nobility by either possessor or a source below Level 20, Add Nobility 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 Nobility element on a Nobility element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Nobility, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Nobility, 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 Nobility element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Nobility to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Nobility, 5% Nobility Resistance, or +50 Defense against Nobility and 1% Nobility Resistance until the end of the round as a non-stacking buff
Noblesse Oblige- (Passive Ability, Other: Noble) If possessor is Nobility element and performed an action that either was offensive and targetted an opponent or was non-offensive and targetted a non-Nobility-element ally during the last 5 rounds, possessor may, at the start of each round, cure up to three debuffs or minor negative status effects (with the three being across all targets and not per target) from lower-level sources that are not Nobility or Universe element from allied non-Nobility-element individuals
Nonsynchronous Elemental Attack-Conversion: Nobility- (Passive Ability, Other: Noble) Possessor may use the Technique 'Elemental Attack-Conversion: Nobility' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Nobility element.
Nourished By Nobility- (Passive Ability, Noble) If possessor is Nobility element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Nobility
Training Cost? My Family Name is All that Matters!- (Passive Ability, Other: Noble) The first 50,000,000 Gold worth of payment possessor spends when using possessor's 'Training Time? I Have Money!' ability is automatically provided by this ability
Training Time? I Have Money!- (Passive Ability, Other: Noble) Possessor may reduce the cost in weeks of Noble abilities by 1 week for every 50,000,000 Gold possessor spends doing so, to a max of 10 weeks reduction and to a minimum of a cost of 1 week
Predict the Flow of Nobility- (Passive Ability, Other: Noble) Possessor gains +5% Dodge against Nobility element individuals
Project Nobility- (Passive Ability, Other: Noble) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Nobility
Reflect Nobility- (Passive Ability, Other: Noble) Possessor Reflects Nobility against sources below Level 20 if Level 20 or greater
Relentless Tempest of Nobility- (Passive Ability, Other: Noble) If possessor's last action was solely Nobility element either due to this ability or the technique 'Elemental Attack-Conversion: Nobility', possessor may make any of possessor's offensive actions solely Nobility element.
Stability Within Nobility- (Passive Ability, Other: Noble) Possessor gains 25% minor negative status effect resistance while in a Zone of Nobility
Zonal Nobility Control- (Passive Ability, Other: Noble) Possessor may, at the start of each round, choose one Zone of Nobility that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

-Ocean Prince-
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 Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Water's Dominion- (Passive Ability, Ocean Prince) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
Basic Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +50 Defense against Water
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Control of Water- (Passive Ability, Ocean Prince) Possessor has a 20% chance of being able to cancel the actions of Water element individuals below Level 20, with things that would occur before and after said actions still occurring
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Water Manipulation- (Passive Ability, Ocean Prince) Possessor may choose one of the following at the beginning of each round if Water element: Create a Zone of Water, Remove a Zone of Water created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Water by either possessor or a source below Level 20, Add Water 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 Water element on a Water element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Water, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Water, 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 Water element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Water to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Water, 5% Water Resistance, or +50 Defense against Water and 1% Water Resistance until the end of the round as a non-stacking buff

-Paladin-
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Clarifying Touch- (Passive Ability, Paladin) 15% Charm Resistance, Possessor's Lay on Hands ability cures Charm
Comforting Touch- (Passive Ability, Paladin) 15% Pain Resistance, Possessor's Lay on Hands ability cures Pain
Disease-Neutralizing Touch- (Passive Ability, Paladin) 15% Disease Resistance, Possessor's Lay on Hands ability cures Disease
Lay on Hands- (Active Ability, Paladin) Possessor may spend an action to heal a target for 50 HP per possessor Level a number of times per thread equal to possessor's Level
Paladin's Grace- (Passive Ability, Paladin) Possessor gains +50 AGI, 15% Paralysis Resistance, and 5% Dodge if possessor has at least 3 Holy Magic spells equipped, this AGI bonus is increased to +150 if any foes are Demons, Daemons, Devils, Darkspawn, or Undead
Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
Redeeming Touch- (Passive Ability, Paladin) 15% Hexed Resistance, +20 SPI, Possessor's Lay on Hands ability cures Hexed
Restorative Touch- (Passive Ability, Paladin) 15% Stat Drain Resistance, Possessor's Lay on Hands ability cures Stat Drain and heals 50 points of stat damage from any combination of stats

-Priest-
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 Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
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
Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped
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 Divine 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
Resist Temptation- (Passive Ability, Priest) 5% Confusion Resistance, 20% Charm Resistance

-Radiant Hierophant-
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 Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points

-Roboticist-
Apprentice Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
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
Launch Gun-Equipped Eye-Drone- (Active Ability, Roboticist) If possessor is a Robot or a Clockwork, possessor may spend an action to gain +5% To Hit and +5,000 Ranged Attack as a non-stacking buff
Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +20 to all stats
Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 to all stats
Basic Robot Loyalty Programming- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain 20% Charm Resistance


-Ruin Bringer-
Basic Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Possessor gains +25 to all stats if possessor is Devastation element

-Scholar-
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 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 History- (Passive Ability, Scholar) Possessor gains +400 MIN

-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
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
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 Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
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
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Psychologist- (Passive Ability, Scientist) Possessor gains +200 MIN
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
Therapist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the end of each round
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

-Slayer-
And With This, I Will Burn 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 Fire element may gain '5% inflicts Burning'
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'
And With This, I Will Cast You Into Void!- (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 Darkness element may gain '5% inflicts Voidstruck'
And With This, I Will Drown 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 Water element may gain '5% inflicts Drowning'
And With This, I Will Strangle 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 Air element may gain '5% inflicts Suffocation'
And With This, I Will Melt 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 Acid element may gain '5% inflicts Dissolving'
And With This, I Will Freeze 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 Ice element may gain '5% inflicts Frozen'
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.
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

-Smith-
Advanced Flameforging Technique- (Passive Ability, Smith) Possessor's spells that create items cost 25,000 less XP to cast if possessor is in a Zone of Fire, Possessor gains +3,000 STR if in a Zone of Fire, Artifice and Golomancy spells cost possessor 20,000 less MP if possessor is in a Zone of Fire
Ammocrafter- (Passive Ability, Smith) All equipped Ammo accessories give +20 Ranged Attack if possessor has a Gun equipped
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Basic Blacksmithing Training- (Passive Ability, Smith) Posessor gains +6 Melee Attack if a Sword, Hammer, Axe, Mace, Spear or Polearm is equipped by possessor. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped by possessor.
Basic Flameforging Technique- (Passive Ability, Smith) Possessor's spells that create items cost 2,500 less XP to cast if possessor is in a Zone of Fire, Possessor gains +300 SPI if in a Zone of Fire, Artifice and Golomancy spells cost possessor 2,000 less MP if possessor is in a Zone of
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.
Bladesmith- (Passive Ability, Smith) +25 Melee Attack if a Sword, Knife, Bladecane, Polearm, Axe, Bailartix, or Scythe is equipped
Efficient Crafter- (Passive Ability, Smith) Possessor's spells and secret formulas that create items cost possessor 150 less XP to use
Experienced at Tempering- (Technique Ability, Smith) Possessor may use Experienced at Tempering in conjunction with a Melee or Magical Attack, so long as no other technique is used. If possessor hits a target with a Ice element attack that includes this technique that possessor hit with an Fire element attack the round prior, and said target is affected by a debuff that reduces its Defense by 50 that stacks 25 times
Gauntlet Crafting- (Passive Ability, Smith) Possessor gains +10 to all stats and +20 Defense for each Gauntlets equipped
Gunsmith- (Passive Ability, Smith) Each Gun equipped provides +40 Ranged Attack
Hammersmith- (Passive Ability, Smith) All Hammers equipped give +20 CON
Helmcrafter- (Passive Ability, Smith) +50 Defense and 5% Resilience if a Helm is equipped
Knowledge of Common Smithing Tricks- (Passive Ability, Smith) Possessor's Smith abilities cost 5,000 Gold and 500 XP less in terms of costs for providing items with Smithing Technique Enhancements
Knows About Smithing Unusual Materials- (Passive Ability, Smith) Possessor's equipped items that possesses at least one nonbase element have their stat bonuses increased by 300 points
Light Armor Crafter- (Passive Ability, Smith) +50 Defense if a Light Armor is equipped
Miner- (Passive Ability, Smith) +10 Defense against Earth, +40 Defense if the terrain or phantom terrain is Caverns, 20% Suffocation Resistance if an Aerial pet or summon is possessed by possessor in battle
Mr. Fix-It- (Passive Ability, Smith) Possessor may choose to expend an item named 'Magi-Seal Tape' in order to raise the chance possessor's 'Repair' or 'Speedy Repairs Stance' abilities working to 90%, with one expenditure affecting a single instance of said chance of working being determined
Reforge- (Active Ability, Smith) Possessor may spend an action, 5,000 Gold, and 500 XP to give an item worth below 5,000,000 Gold the Smithing Technique Enhancement 'Reforged'
Reforge (Attack Focus)- (Active Ability, Smith) Possessor may spend an action, 100,000 Gold, and 5,000 XP to give an item worth below 7,500,000 Gold the Smithing Technique Enhancement 'Reforged (Attack Focus)'
Reforge (Defense Focus)- (Active Ability, Smith) Possessor may spend an action, 100,000 Gold, and 5,000 XP to give an item worth below 7,500,000 Gold the Smithing Technique Enhancement 'Reforged (Defense Focus)'
Reforge (Fanciness Focus)- (Active Ability, Smith) Possessor may spend an action, 10,000,000 Gold, and 5,000 XP to give an item worth below 17,500,000 Gold the Smithing Technique Enhancement 'Reforged (Fanciness Focus)'
Reforge (Speed Focus)- (Active Ability, Smith) Possessor may spend an action, 200,000 Gold, and 10,000 XP to give an item worth below 12,500,000 Gold the Smithing Technique Enhancement 'Reforged (Attack Focus)'
Repair- (Passive Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment broken equipment that was broken by a non-unique source of lower level than possessor repaired at the end of a thread
Smith- (Passive Ability, Smith) Equipped armors provide +20 Defense per possessor level and equipped Weapons give +10 to each attack bonus they already possess per possessor level
Speedy Repairs Stance- (Stance Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment immediately repaired if it is broken by a non-unique source of lower level than possessor
Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus

-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

-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
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
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
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
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 Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
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
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

-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
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
Capable in a Crisis- (Passive Ability, Warrior) Posessor gains a Buff Slot while in a Crisis Zone
Commanding in a Crisis- (Passive Ability, Warrior) Posessor gains a Summon Slot while in a Crisis Zone
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Deadly in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Critical while in a Crisis Zone
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% 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
Pure in a Crisis- (Passive Ability, Warrior) Posessor may cure itself of any one minor status effect from a source below Level 40 at the start of each round while in a Crisis Zone
Swift in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Dodge while in a Crisis Zone

-Misc-
Basic Alienist Knowledge- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Can Create Snowman-Animating Headwear- (Passive Ability, Clothier) If possessor is in a Zone of Ice, possessor may unequip a Hat to summon 1 Snowman from the Enemy List, with said Snowman being unsummoned if any individual equips said Hat, said Hat is destroyed, said Hat ceases to be an item, said Hat leaves the thread, or said Hat becomes a pet
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Covered in Golden Glitter- (Passive Ability, Transmuter) Possessor's Charm infliction chances are raised by 2%, Possessor's equipped items count as being worth a total of 5,000 Gold more if the total value of all of possessor's equipped items is checked
Detachable Hypno-Eyes- (Passive Ability, Mentalist) 45% may inflict Confusion, Charm, or Fatigued: Asleep, Possessor is Immune to Imparied: Blind from sources below Level 10
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
Has Consumed 1 of the Permanent Consumable "Artful Fire Bonus Potion"- (Passive Ability, Permanent Item Effect) Possesor gains +30 Ranged Attack, +2% Critical with Ranged Attack actions, and +5% To Hit with Ranged Attack actions, Cannot be used in combos
Oldschool Sprinter's Stance- (Stance Ability, Monk) Possessor's turn-order-determining stat becomes agility
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
Well-Timed Plotter- (Passive Ability, Controller) Possessor may choose a round number at the start of battle, and, on the first round of said number in battle, gain +200 MIN as a non-stacking buff that lasts until the end of the round

-Other: High Judge-
Mindlink to the Cosmic Accordance- (Passive Ability, Other: High Judge) Possessor and possessor's allies gain Confusion Immunity and Insanity Immunity


Weapons-
Gun of Seven Virtues- (Weapon, Gun, Light, 37,000,000 Gold) +37,000 Ranged Attack, +30,000 AGI, +30,000 CON, +37,000 SPI, 20% inflicts Awestruck: Sealed against Demons, Devils, and Daemons, Possessor may not be forced to summon individuals by sources below Level 60 and may not summon while afflicted with Charm from a source below Level 60, Wielder may not target allies with offensive actions, Wielder's Ranged Attack actions may heal, Wielder gains Fatigued Immunity, Wielder may delay wielder's non-offensive actions by 1 round, Wielder may inflict any one minor positive status effect with wielder's Ranged Attack actions, Wielder may, at the start of a round, choose to change the source of any buff or positive status effect with wielder as a source to a willing ally
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
Gilded Verdict- (Weapon, Gun, Wealth & Earth & Law, 71,200,000 Gold) +71,200 Ranged Attack, 7,000 AGI Damage, Targets obtain a debuff that allows their enemies to treat them as though they had up to 50,000,000 additional Gold carried that stacks 5 times, 5% inflicts Petrified, Wielder's 'Ranged Attack' actions may not be countered by lower-Level sources below Level 70 if wielder is Law element, Wielder must be Level 20 or greater
Bascaradine Atomic Grenade Model 3- (Weapon, Throwing Weapon, Atomic, 148,455,322 Gold) +157,000 Ranged Attack, Deals 14,500 CON Damage, 30% inflicts Poison: Irradiated, 140% To Hit, Wielder may deal an additional 290,000 Atomic element damage on Hit with a damage-dealing attack if wielder is at least Level 20
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
Seven-Chances Gear Launcher- (Weapon, Gun, Technology & Hope, 700,000 Gold) +700 Ranged Attack, Wielder's 'Ranged Attack' actions gain '2 hits against 1' against targets below Level 10, Wielder's 'Ranged Attack' options may recheck their miss chance up to 6 times
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


Armor-
Global Sheriff-Empress's Martial Battle-Dress- (Armor, Light Armor, Technology & Air, 60,000,000 Gold) +60,000 Defense, +60,000 Ranged Attack, +60,000 CON, +60,000 AGI, +600,000 HP as a non-stacking bonus, +300,000 MP as a non-stacking bonus, 180% To Hit, 30% Chaos Resistance, 30% Law Resistance, 30% Earth Resistance, 30% Technology Resistance, 15% Gunslinging Resistance, 5% Hypertech Resistance, 5% Gun Resistance, Wearer gains the element Law, This item additionally possesses the subtype Clothes, Wearer must be Level 20 or greater, cannot possess the element Chaos, and must possess the ability 'Noble', the ability 'Lawbringer', the ability 'Gunner', the ability 'Gunslinger', or the ability 'High Judge'


Accessories-
Huntmaster's Bandolier- (Accessory, Container, Air & Physical, 1,250,000 Gold) +1,000 Ranged Attack, +1,400 AGI, +800 AGI for determining turn order, but not bonus actions, on the first turn, 12% Critical, 12% Dodge, 111% to Hit, 12% Resilience, grants either an additional Weapon slot that can contain a Throwing Weapon or two additional spell slots that can each contain a Thief Arts spell or three additional consumable slots that can each contain a Lethal Item, Wearer counts the first three turns of battle as the first turn of battle for purposes of spell and ability effects, gives +250 to all stats for each piece of equipment with 'Huntmaster' in its name, to a max of +1,250, Humans drop an additional 100 Gold at the end of battle if they otherwise do drop Gold, The Enhancement 'Unbreakable' may be applied to owner's items with the word 'Huntmaster' in their name for free
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
Upgraded Pinpoint Destructo-Bullets- (Accessory, Ammo, Destruction, 21,005,000 Gold) +21,000 Ranged Attack, Pierces 10,000 Defense, 45% Critical, Wielder may choose to not damage selected targets of wielder's 'Ranged Attack' actions, Wielder must have a Gun equipped to receive this item's benefits
Deathskull Pin- (Accessory, Trinket, Darkness & War, 15,500,000 Gold) +15,000 Ranged Attack, +15,000 to all stats, 10% War Resistance, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat
Heart Calmed by Supreme Duty- (Accessory, Crystal, Law & Air, 15,500,000 Gold) 100% Charm Resistance, 100% Confusion Resistance, 100% Pain Resistance, Charm Immunity against sources not 20 Levels or greater than wielder, Confusion Immunity against sources not 20 Levels or greater than wielder, Pain Immunity against sources not 20 Levels or greater than wielder, Wielder cannot benefit from Invigorated or its sub-status effects
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
Blitzgear Battle-Augmented Spring Heel- (Accessory, Upgrade, Technology & Electrical, 8,000,000 Gold) +8,000 AGI, +8,000 Ranged Attack, +8,000 Melee Attack, Wielder, if a Clockwork, may, before any of wielder's actions, choose to obtain a buff that does not stack and provides +4,000 AGI and +1% Dodge for one round, with said buff not being re-activatable for 5 rounds after each such activation and may, when acquiring said buff, move to the front row, the back row, or any one opposing row-order-formation that contains no opponent of Level 60 or greater's back row
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
Chronomatic Rewinding System- (Accessoryx3, Upgrade, Time & Technology, 80,000,000 Gold) Once per thread, as an effect that does not reset itself, possessor may, if possessor has not been targeted by an opponent of Level 65 or greater earlier in the round or used an overcrash earlier in the round, possessor may reset possessor's status to the point that it was at an earlier point in the same round, with this effect not being able to undo the use of permanent consumables of any value or charges from consumables worth over 80,000,000 Gold
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
Cogwork Ammo-Reloading System- (Accessory, Upgrade, Technology, 25,000,000 Gold) +11,000 Ranged Attack if at least one weapon that provides a Ranged Attack bonus and at least 1 Ammo that possesses a Ranged Attack bonus that is being applied to its wielder are equipped by wielder, Wielder may carry 5 additional Ammo accessories into threads, Wielder may un-equip an Ammo accessory at the start of every round, Wielder may equip an Ammo accessory at the start of every 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
Deployable Clockwork Helicopter- (Accessory, Upgrade, Technology & Air, 3,000,000 Gold) Wielder may choose, if wielder is a clockwork, at the beginning of a round or at the beginning of one of wielder's actions, to obtain a buff that does not stack and provides +2,000 AGI, 15% Dodge, and 15% Earth Resistance until the end of the 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
Deployable Clockwork Umbrella- (Accessory, Upgrade, Technology & Water, 2,000,000 Gold) Possessor may, if possessor is a Clockwork or possessor has a Hat or Power Armor equipped, choose at the beginning of any round or before any of possessor's actions to obtain a buff that provides 5% Water Resistance, with said buff vanishing if this item stops being equipped by its possessor
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
Foom's Custom Precision Clockwork Targeting Components- (Accessory, Upgrade, Technology, 40,000,000 Gold) Wielder gains 180% To Hit and +10% To Hit if wielder is a Clockwork
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
Gears Which See No Rust or Decay- (Accessory, Upgrade, Technology & Light & Water, 30,000,000 Gold) Wielder, if a Clockwork, regenerates 300,000 HP per round, gains Diseased Immunity, gains Impaired Immunity, gains 50% Fatigued Resistance, is cured of Wounded, Diseased, and Impaired at the start of every round, and cannot obtain the ability 'Infectious Rusting' or any debuffs that said ability would generate
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
Hyperfast Computation Gear Set- (Accessory, Upgrade, Technology, 40,000,000 Gold) Wielder gains +400,000 MP as a non-stacking bonus if wielder is a Clockwork, Wielder gains +15% Dodge against MIN-Damage-dealing attacks coming from sources below Level 60 and may Dodge Flat-Damage-Dealing attacks that deal MIN Damage that come from sources below Level 60
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
Snap-Out Clockwork Diver's Helmet and Air Tank- (Accessory, Upgrade, Technology & Water, 2,000,000 Gold) Possessor may, if possessor is a Clockwork or possessor has a Heavy Armor or Power Armor equipped, choose at the beginning of any round or before any of possessor's actions to obtain a buff that provides Drowning Immunity and Suffocation Immunity against sources below Level 20, with said buff vanishing if this item stops being equipped by its possessor
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


Unequipped Ammo:
Forge-Sunder Bullets- (Accessory, Ammo, Fire & Magic & Physical, 55,000,000 Gold) +55,000 Ranged Attack, Wielder's 'Ranged Attack' and 'Ranged Overdrive' actions may break up to one item wielded by target that is worth under 50,000,000 Gold, Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 20 or greater
Gun-Refactoring Bullets- (Accessory, Ammo, Energy & Acid & Ice & Electrical, 60,000,000 Gold) +60,000 Ranged Attack, Whenever wielder performs a 'Ranged Attack' action, wielder may place a buff on any Gun weapons that wielder is wielding that changes any moderate negative status effects (but not sub-status effect) that they can inflict into any other moderate negative status effects (but not sub-status effects), Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 20 or greater
Magic-Ripper Bullets- (Accessory, Ammo, Magic, 15,000,000 Gold) Wielder's 'Ranged Attack' and 'Point Blank' actions deal MP Damage to targets below Level 60 if wielder has a Gun equipped
Metal Casers- (Accessory, Ammo, Metal, 55,000,000 Gold) +55,000 Ranged Attack, Wielder's 'Ranged Attack' and 'Ranged Overdrive' actions apply a debuff to their targets who posses at least 2 buffs that does not stack and makes its possessor unable to obtain new buffs from sources below Level 65, Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 20 or greater
Smoke-Stratum Bullets- (Accessory, Ammo, Air & Fire & Darkness, 65,000,000 Gold) +65,000 Ranged Attack, +60,000 AGI, +60,000 CON, Wielder's 'Ranged Attack' actions create a Zone of Air & Fire & Darkness and attach an effect to it that does not stack on the same zone or across zones, with said zone and effect both lasting 5 rounds, and said effect providing -30% To Hit to all attacks save the one that created it, Wielder must be Level 20 or greater


Consumables-
2 Unicorn's Horn- (Consumable, Medicine, Light & Magic, 200 Charges, 8,000,000 Gold) Cures all minor negative status effects from sources below Level 60
Mystic Figurine: Cloudjewel Whale- (Consumable, Summoning Stone, Earth, Unlimited Charges, 23,500,000 Gold) Up to 200 willing targets are moved from target battlespace to target other battlespace that is part of the same battle so long as no individual of Level 60 or greater in either battlespace objects, with this action's performer, should said performer change battlespaces as part of this action, being able to deal 1,200,000 Flat Air & Physical element Damage to up to 2,000 targets at the end of said battlespace switch, with this action being able to target individuals in other battlespaces, This action counts as being performed by a Level 46 Aerial & Aquatic, This item's user must be Level 40 or greater
2 Phoenix Plume- (Consumable, Medicine, Fire & Light, 1 Charge, 20,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself


Spells-
Brass Chimera Laser- (Spell, Hypertech, Technology, 42,040 MP, 2,100,000 Gold) +2,200 Ranged Attack, +4,160 Magical Attack, Damage dealt by this action may not be healed by individuals below Level 40, 15% inflicts Antimatter
Crimson Shard- (Spell, Other: War Magic, War & Destruction, 400,000 MP, 40,000,000 Gold) +40,000 Ranged Attack, +40,000 Magical Attack, Damage dealt by actions and attacks that involve the casting of this spell cannot be healed by sources that are below Level 40 or both below Level 60 and below caster's Level
Masterfully Timed Accusation- (Spell, Divination, Air, 5,000 MP, 8,000,000 Gold) This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and removes one buff from each targets below Level 50 that comes from a source below Level 50, This action may not be countered by individuals below Level 40, This spell may only be cast as part of an action that includes the Technique 'Detective's Accusation'
Red Gunnery- (Spell, Other: War Magic, War & Fire & Destruction, 200,000 MP, 20,000,000 Gold) Caster obtains a non-stacking buff that prevents entities below Level 60 that are either below caster's Level or below Level 40 from healing or regenerating Damage done by its possessor's 'Ranged Attack', 'Snipe', 'Point Blank', and 'Ranged Overdrive' actions provided its possessor has a Gun equipped
Repeating Barrage- (Spell, Other: Chronomancy, Time, 30,000 MP, 15,000,000 Gold) +15,000 Ranged Attack, this action repeats itself at the start of each round against targets below Level 60 (with targets being unable to be changed) if its caster did not yet have an action repeat on those rounds unless an individual in the same battlespace that it would repeat in that is Level 70 or greater objects at said time
Trick Shot: Behind the Back- (Spell, Gunslinging, Air, 0 MP, 17,000 Gold) +760 Ranged Attack, Attacks involving this spell gain -50% To Hit, Caster must have a Gun equipped to cast this spell, Possessor may, if possessor possesses an ability named 'Ranged Attack' use said ability as a counterattack against an opposing attack that target possessor before possessor’s first action in battle, provided that possessor casts this spell as part of said action, with said counters dealing double damage and cancelling any Thief Arts spell cast if used as a counter against an action that involves a Thief Arts spell cast by an opponent no more than 5 levels greater than possessor
Trick Shot: Bouncing Bullet- (Spell, Gunslinging, Physical, 0 MP, 20,000 Gold) +760 Ranged Attack, +50% miss for this attack, 15% this attack hits another target after it hits a target, a max of 17 targets may be hit, user must have a Gun equipped
Trick Shot: Eye- (Spell, Gunslinging, Physical, 0 MP, 40,000 Gold) +760 Ranged Attack, +50% miss for this attack, 50% inflicts Impaired: Blind, user must have a Gun equipped
Trick Shot: Fan the Hammer- (Spell, Gunslinging, Technology & Air, 0 MP, 79,000 Gold) +765 Ranged Attack, X hits against 1, deals 1/X damage, X can be any number up to user level, only works if a Gun is equipped
Ricochet Bullet- (Spell, Gunslinging, Technology & Air, 0 MP, 79,000 Gold) +765 Ranged Attack, 1 hit against X, deals 1/X damage, X can be any number up to user level, only works if a Gun is equipped



Modified Stats wrote:HP: 1,445,250
MP: 1,146,250
STR: 3,560 (Caps at 3,560)
AGI: 10,920 (Caps at 10,920) +30 AGI on the first round of combat for each Gun equipped, +800 AGI for determining turn order on first round
CON: 15,210 (Caps at 15,210)
MIN: 3,450 (Capped)
SPI: 3,560 (Caps at 3,560) +750 to possessor's turn-order-determining stat sum for turn-order-determining purposes


Defence

15% Dodge
+15% Dodge against MIN-Damage-dealing attacks coming from sources below Level 60
+5% Dodge against individuals below Level 40 whose stats possessor has scanned
+5% Dodge against Nobility element individuals
+1% Dodge if a Clockwork
+1% Dodge if a Clockwork or Machine
30% chance of inflicting Charm on any individual whose action was Dodged by possessor

May Dodge Flat-Damage-Dealing attacks that deal MIN Damage that come from sources below Level 60

15% Resilience

Possessor Absorbs Nobility against sources below Level 20
Possessor Reflects Nobility against sources below Level 20
Nobility Immunity against sources below Level 20 if Level 20 or greater
30% Ice Resistance that only applies to sources that are allies of possessor or possessor
30% Chaos, Law, Earth, Technology Resistance
15% Gunslinging Resistance
10% Nobility, War Resistance
5% Hypertech Resistance
5% Gun Resistance


20% Suffocation Resistance if an Aerial pet or summon is possessed by possessor in battle
10% Entombed: Incarcerated Resistance

Individuals below Level 20 may not inflict negative status effects on possessor
Charm, Confusion and Pain Immunity against sources not 20 Levels or greater than wielder
100% Charm, Confusion and Pain Resistance
Insanity Immunity
Fatigued Immunity
Fatigued: Sleep Immunity
Pain Immunity, Confusion Immunity, Impaired Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Clockwork
15% Disease, Hexed, Stat Drain Resistance
15% Paralysis Resistance if at least 3 Holy Magic spells equipped
15% Fear resistance while wearing Heavy Armor

Wielder cannot benefit from Invigorated or its sub-status effects

If possessor is afflicted with Charm by an individual on an opposing side, possessor's first action while on said opposing side is used up if source of such affliction is below Level 70

Possessor's Defense may not be pierced by sources below Level 20


+60,551 Defense

+250 Defense if possessor's stats have not been scanned yet during this thread by any opponent

+120 Defense against Stat Damage
+250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent

+10 Defense against Earth
+50 Defense each against Fire and Water
+550 Defense against Nobility

+50 Defense against effects attached to Zones

+200 Defense against Traps

+50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor

Possessor has a 5% chance of ignoring each instance of buff removal by a source of lower level than possessor that is below level 60

May choose to be unaffected by Drink items that inflict Poison: Drunk that are worth under 10,000,000 Gold

Individuals below Level 20 may not unequip or steal possessor's equipped Guns without possessor's permission
Items possessed, equipped, or created by possessor cannot be destroyed by individuals below Level 10
Possessor and possessor's allies have a 25% chance of having their equipment broken equipment that was broken by a non-unique source of lower level than possessor repaired at the end of a thread

If possessor is a Clockwork, the round that possessor counts the current round as may not be changed by sources below Level 20 without possessor's permission

Possessor has a 20% chance of being able to cancel the actions of Fire, Hope, Nobility, Water element individuals below Level 20, with things that would occur before and after said actions still occurring

'Switch Rows' actions may not be countered by sources below Level 20



Offence

180% To Hit (Wielder's 'Ranged Attack' options may recheck their miss chance up to 6 times)
+17% To Hit if wielder is a Clockwork
+6% to Hit when a Gun is equipped
+5% To Hit with Ranged Attack actions
+5% To Hit against individuals in the back row who are below Level 60
+1% To Hit against Hope, Nobility element Targets
To Hit may not be reduced by effects attached to Zones that come from sources below Level 40

46% Critical
+2% Critical with Ranged Attack actions
CRITICAL MULTIPLIER: x4 with a Gun

Ignores 7% Nobility Resistance
Ignores Nobility Immunity of sub-7 sources

Pierces 10,000 Defense
Possessor pierces 2,000 Defense when targeting Large Structures
Large Structures below Level 60 gain -40% Resilience against possessor

Wielder's 'Ranged Attack' actions may not be countered by lower-Level sources below Level 70 if wielder is Law element

Counts as having an additional Gun and Instrument equipped

Gun weapons can provide an additional +10,000 Ranged Attack before capping

Wielder may not target allies with offensive actions
Wielder may delay wielder's non-offensive actions by 1 round
Wielder may inflict any one minor positive status effect with wielder's Ranged Attack actions
Wielder may choose to not damage selected targets of wielder's 'Ranged Attack' actions

5% inflicts Petrified
20% inflicts Awestruck: Sealed against Demons, Devils, and Daemons
45% may inflict Confusion, Charm, or Fatigued: Asleep
30% inflicts Poison: Irradiated

<<THE FOLLOWING TO BE CAPPED AND ADDED BASED ON OFFENCE-CAPPING STAT>>

+2,784 Magical Attack
+550 Magical Attack if possessor has a Teapot equipped
+19,500 Magical Attack if possessor has a Teapot equipped

+161,177 Ranged Attack

+50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs when Tool equipped

+50 Magical Attack for Water Element 'Magical Attack' actions

Wielder's Ranged Attack actions may heal

Deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage

7,000 AGI Damage
14,500 CON Damage
Targets obtain a debuff that allows their enemies to treat them as though they had up to 50,000,000 additional Gold carried that stacks 5 times

Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Nobility
+400 damage to Ranged Attack actions when a Gun equipped

Quantities of Electrical, Fire, Light, Water element Damage dealt by possessor are increased by 5,550 points
Quantities of Nobility element Damage dealt by possessor are increased by 40,550 points
Whenever possessor absorbs Damage that is Nobility element Damage, Possessor may choose to deal 10,000 Flat Nobility element Damage to up to 10 targets
Wielder may deal an additional 290,000 Atomic element damage on Hit with a damage-dealing attack

Possessor's Invention consumables deal 500 additional Damage

If possessor is a Clockwork, 'Ranged Attack' and 'Ranged Overdrive' actions may gain ('60% inflicts Pain' as well as the elements Fire & Water)
If possessor is a Clockwork, 'Ranged Attack' actions, if not targeting individuals in the same row-order formation who are in the back row, may move possessor to the front row and may move targets who are below Level 20 who possess less Strength than possessor to the front row of their row-order formations
'Ranged Attack' and 'Snipe' actions may gain a 30% chance of inflicting Poison

Whenever possessor performs a Ranged Attack action, possessor may unequip an Ammo Accessory, and, following such option (regardless of whether or not it was taken), possessor may equip an Ammo Accessory

If possessor is a Golem or a Clockwork, possessor's Charm infliction chances are increased by 10%
Possessor's Charm infliction chances are raised by 2%

If possessor is a Clockwork, possessor's actions may gain a 30% chance of inflicting Charm: Impressed
If possessor has a Clothes equipped, possessor's chances of inflicting Charm: Impressed are increased by 25%

Consumables possessor uses that deal Flat HP Damage or Flat MP Damage deal an additional 41,000 points



Healing

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.

Whenever possessor would Heal HP, possessor heals an additional 5,000 points
Whenever possessor obtains Nobility element HP Healing or MP Healing, said amount is increased by 1,500 points
Whenever possessor would Heal stat damage, possessor heals an additional 340 points of each type

Possessor's actions that heal Clockworks heal them for an additional 50% of the value that they would otherwise heal them, to a max of 100,000 additional HP healed in such a manner
Possessor may heal 200 points of stat damage from a clockwork by using Repair Clockworks up to (possessor level) times per thread

Consumables possessor uses that deal Flat HP Healing or Flat MP Healing deal an additional 41,000 points


Scanning

Possessor's Level is counted as 18 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Ignores up to 39 levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%

Possessor's MIN is treated as being 140 points higher for stat-scanning purposes

Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40

If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points

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

If possessor is a Clockwork and possessor's stats are scanned, the individual scanning possessor's stats, if either willing or both below Level 60 and with a lower MIN than possessor's MIN, changes the number of the round that it counts the current round as to the number of the round that possessor counts the current round as



Start of Thread

May, at the beginning of a thread, choose to become the subtype Clockwork
Possessor may choose, at the beginning of a thread, to become solely Nobility element
May choose, at the beginning of a thread, to be unable to have actions that possessor performs under the control of other individuals be non-counter-able by allies below Level 40

Possessor may choose at the beginning of any thread to add 'Heals HP' to any one chosen ability possessed by one of possessor's Clockwork pets or summons that has an MP cost of 0, possesses a damage value, and naturally deals HP damage

If possessor is a Clockwork, possessor may, at the beginning of a thread, select a number. At the start of rounds of battle that are a multiple of this number, all individuals in battle are cured of Fatigued: Asleep
At the start of each thread, possessor may name three actions and obtain a non-stacking buff that makes it so that whenever possessor performs one of said actions while possessor is a Clockwork, from the start of the action until the end of the round, said action's performer obtains a buff that stacks three times that provides +300 to all stats



Start of Battle

Possessor may begin the battle with the Phantom Terrain set to Battlefield, Caverns, Graveyard, Junkyard, Meadow, Space or Sunny Forest

Possessor may choose a round number at the start of battle, and, on the first round of said number in battle, gain +200 MIN as a non-stacking buff that lasts until the end of the round



Start of Round

Wearer regenerates 660,000 HP and 360,000 MP at the start of each round
Is cured of Wounded, Diseased, and Impaired at the start of every round

Wielder may, at the start of a round, choose to change the source of any buff or positive status effect with wielder as a source to a willing ally

Wielder may un-equip an Ammo accessory at the start of every round, Wielder may equip an Ammo accessory at the start of every round

Wielder, if a Clockwork, may, before any of wielder's actions, choose to obtain a buff that does not stack and provides +4,000 AGI and +1% Dodge for one round, with said buff not being re-activatable for 5 rounds after each such activation and may, when acquiring said buff, move to the front row, the back row, or any one opposing row-order-formation that contains no opponent of Level 60 or greater's back row

5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately

Possessor's allies and summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale

60% chance of inflicting Charm on up to one chosen target at the start of each round

If possessor is Nobility element, possessor has a 5% chance of being afflicted with Mind Restore and a a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Nobility

If possessor is Nobility element, at the beginning of each round, possessor may unsummon up to 30 individuals below Level 20 who are non-unique and are not Nobility element or Universe element

If possessor is Nobility element and performed an action that either was offensive and targetted an opponent or was non-offensive and targetted a non-Nobility-element ally during the last 5 rounds, possessor may, at the start of each round, cure up to three debuffs or minor negative status effects (with the three being across all targets and not per target) from lower-level sources that are not Nobility or Universe element from allied non-Nobility-element individuals

May, at the start of each round, choose one Zone of Nobility that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

If possessor is a Clockwork, possessor and up to 5 allies are cured of Fatigued: Asleep at the start of each round
If possessor is a Clockwork, possessor has a 15% chance of being cured of Paralyzed (but not its sub-status effects), Impaired (but not its sub-status effects, excluding Impaired: Slow) and Fatigued (but not its sub-status effects) at the start of each round
If possessor is a Clockwork, possessor may obtain one non-equipped, carried item from a willing ally at the start of each round
If possessor is a Clockwork, possessor may pay 1,500 MP at the start of a round to gain +300 to its turn-order-determining stat sum for turn-order-determining purposes that round as a non-stacking buff that also makes its possessor count as possessing the elements Fire & Water during the assignment of actions based on turn-order-determining stat sums and the determination of turn-order at the end of the start of the round

May trigger <Element> Manipulation if Fire, Hope, Nobility, Water Element

At the start of each round, one of possessor's equipped items may obtain a buff that stacks 200 times per item and 200 times across all items per attack bonus or stat that raises all attack bonuses and stats that said item provides by 25 points



Start of Action

30% chance of recovering from Fatigued: Stun before each of possessor's actions

If no opponents has greater AGI than possessor, possessor may, before any action, choose to unequip and then equip any number of Gun or Ammo items



End of Round

If possessor is a Clockwork, possessor may equip any weapons unequipped through possessor's 'Detachable Arms' ability at the end of the round if they are still in possessor's possession

Possessor may cure one ally of Charm or Confusion at the end of each round



Passive Effects

No one in the same battlespace as possessor may be resurrected

+2,000 to all stats while possessor possesses no debuffs or negative status effects and is a Clockwork

+200 MIN while in battle on the same side as Wemblick Batsby
+200 to all stats if one of possessor's allies is named 'Caelum "Cael" Aetherius', 'Caelum Aetherius (Time Cloned Spirit Binder)', 'The Floating Isle of Volatilis', and/or 'Zeo'

Possessor may not be forced to summon individuals by sources below Level 60 and may not summon while afflicted with Charm from a source below Level 60

Consumables (not including Permanent Consumables) possessor uses have a 4%, then 1% chance of not expending the first charge that they would expend for said use
Gatestone, Invention, Lethal Item, Libram, Medicine, Potion, Rod, Scroll, Stored Spell, Summoning Stone and Trap Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use

Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects

Items possessor creates are worth 5,000 additional Gold as a buff
Temporary items created by possessor are considered to be worth 5,000 additional Gold
Possessor's equipped items count as being worth a total of 5,000 Gold more if the total value of all of possessor's equipped items is checked

May follow targets below Level 20 or willing targets when they leave battle provided that the initiation of said individuals leaving battle was not sourced from a source that is both over Level 20 and unwilling

If possessor is a Clockwork, possessor may, at the end of any action that possessor was either targeted during or that possessor performed unequip up to 2 equipped weapons, gain +3,200 Ranged Attack, 30% Inflicts Wounded, count as wielding an additional 2 Guns and have 'Ranged Attack' and 'Ranged Overdrive' actions optionally gain the element Earth
If possessor is a Clockwork, whenever possessor chances Stances, possessor obtains a buff that stacks 3 times that provides +200 to all stats
Whenever possessor equips one or more weapons using possessor's 'Can Attach Cables To Detachable Arms Before Launch to Reel them Back In' ability, possessor may choose have a 30% chance of inflicting Suffocation and Paralyzed on one opposing target

Possessor's 'Ranged Attack' actions deal full Damage to targets in the front row that are not higher Level than possessor if possessor has a Gun equipped and has either at least 5 Gunslinging spells equipped or no non-Gunslinging spells equipped

+5% XP after battles



Ally Bonuses

+20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies

Nobility element allies gain +110 to all stats
Hope element allies gain +10 to all stats

Confusion Immunity and Insanity Immunity
50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression

+100 Defense against possessor while possessor is afflicted with Confusion or Charm
Possessor's allies gain +200 Defense against Stat Damage

Healer Magic Spells cost possessor's allies 20 less MP

Possessor has a 5% chance of, each time a debuff would be applied to one of possessor's allies, delaying said debuff for 1-3 rounds, provided that said debuff comes from a lower-level source that is below level 20

Any Food consumable worth below 500,000 Gold that is used on one of possessor's allies that has been used earlier in a thread on possessor has a 50% chance of being unable to generate negative effects for said target or affect said target in a negative manner



Transformation, Pet and Summon Bonuses

+1 Summon Slot (Clockwork-only)
The subtype-based resistances and immunities of individuals below Level 30 do not trigger based on the subtypes of possessor's summons or the subtypes of items that possessor creates during the same thread

Possessor's Electrical, Fire, Water element pets and summons gain +250 to all stats
Possessor's Light element pets and summons gain +300 to all stats
Possessor's Hope element pets and summons gain +550 to all stats
Possessor's Nobility element pets and summons gain +1,800 to all stats

Possessor's Clockwork pets and summons gain +3,210 to all stats, +2,550 HP, +600 MP, +300 Defense, +550 to the damage values of abilities, +110 to damage dealt, deal 200 additional Healing for actions that heal, and may ignore the Clockwork Resistance of individuals below Level 5
Possessor's Air element Clockwork pets and summons gain +200 to all stats and +55 Defense

Possessor's Alien pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Possessor's Golem pets and summons gain +200 to all stats
Possessor's Large Structure pets and summons gain +200 Defense
Possessor's Machine pets and summons gain +620 to all stats, +600 HP, +600 MP, +50 Defense, +110 to damage dealt and 40% Charm Resistance
Possessor's Plant pets and summons gain +600 HP, +600 MP, +110 to damage dealt, +160 to all stats, +3% Resilience and count as having no weaknesses to individuals below Level 20
Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Possessor's Robot pets and summons gain +620 to all stats, +600 HP, +600 MP, +110 to damage dealt and 20% Charm Resistance

Possessor's Clockwork, Golem, Robot, Machine and Magic Being summons gain +80 to all stats

Possessor's Clockwork summons, upon their summoning, may be given the Air element in addition to their normal element along with 10% Earth Resistance at the cost of 20,000 Gold per such summon affected

Possessor's (Technology-element Golem summons) and Clockwork summons gain +250 to all stats as a non-stacking buff at the time of their summoning
Possessor's (Technology-element Golem summons) and Clockwork summons may gain a non-stacking buff at the time of their summoning that causes their first offensive action each round that is Physical or Steam element to deal an additiona 50,000 Damage to one of its targets
Possessor's (Technology-element Golem summons) and Clockwork summons may gain a non-stacking buff at the time of their summoning that gives them +1,000 AGI on rounds during which they have moved from the back row into the front row previously and rounds directly after said rounds and that also gives them +1,000 AGI while conducting attacks that possess a Prime Attribute that includes Strength
Possessor's (Technology-element Golem summons) and Clockwork summons gain a non-stacking buff at the time of their summoning that gives them +5,000 to their turn-order-determining stat sum for turn-order-determining purposes
Possessor's (Technology-element Golem summons) and Clockwork summons gain a non-stacking buff at the time of their summoning that causes their Technology-element and Fire-element attacks to deal 50,000 additional Damage
Possessor's (Technology-element Golem summons) and Clockwork summons gain a non-stacking buff at the time of their summoning that gives them +5,000 Defense

Possessor's Clockwork summons summoned by Invention Consumables gain a non-stacking buff of +50,000 MP, +500 to all stats, +5,000 Defense, deals 50,000 additional damage
Possessor's Clockwork summons summoned by Invention Consumables gain a non-stacking buff of +2,500 to its turn-order-determining stat sum for turn-order-determining purposes as a non-stacking bonus if it possesses an ally that possesses the same buff
Possessor's Clockwork summons summoned by Invention Consumables deal 50,000 additional Damage as a constantly-applied effect with possessor as a source on their round of summoning

Possessor's Clockwork summons summoned by Invention Consumables may not be prevented from being summoned by sub-20 sources

Possessor's Technology-element Golem summons gain +125 to all stats as a non-stacking buff at the time of their summoning
Possessor's Golomancy summons gain +200 HP and +20 CON

Possessor's Illusion Magic summons gain +700 HP, +60 to all stats, last 2 rounds longer if they last over 1 round already, and require 275 more of the relevant stats to dispel

All Mechs used by user gain 200 HP and 10 to all stats



Crisis Zone

Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower

Posessor may cure itself of any one minor status effect from a source below Level 40 at the start of each round while in a Crisis Zone

+1% To Hit, Critical and Dodge while in a Crisis Zone
Gains a Buff Slot and Summon Slot while in a Crisis Zone




Zone and Terrain Effects

+100 to all stats if a Zone, Terrain, or Phantom Terrain is present
+10 to all stats if a Terrain or Phantom Terrain is present

+50 to all stats if possessor is in a Zone

+2,050 to all stats while in a Zone of Nobility
+500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Nobility
25% minor negative status effect resistance while in a Zone of Nobility
+50 to all stats while in a Zone of Fire, Hope, Water
+3,000 STR if in a Zone of Fire
+300 SPI if in a Zone of Fire

+25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire, Hope, Water

Possessor's spells that create items cost 27,500 less XP to cast if possessor is in a Zone of Fire
Artifice and Golomancy spells cost possessor 22,000 less MP if possessor is in a Zone of Fire


+490 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
+40 Defense if the terrain or phantom terrain is Caverns

Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest, Jungle or Marsh

If possessor is in a Zone of Ice, possessor may unequip a Hat to summon 1 Snowman from the Enemy List, with said Snowman being unsummoned if any individual equips said Hat, said Hat is destroyed, said Hat ceases to be an item, said Hat leaves the thread, or said Hat becomes a pet




Spell Discounts and Bonuses

Spells and secret formulas that create items cost possessor 150 less XP to use

Nobility element spells cost possessor 10,000 less MP to cast

Artifice spells cost 2,430 less MP
Artifice spells cost 2,210 less XP and Gold to cast
When possessor creates an Enchanted Item 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 'Confer Air Resistance'/'Confer Acid Resistance'/'Confer Fire Resistance'
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'/'Unfold Into Clockwork'

Combat Arts spells cost 60 less MP
Combat Arts spells gain +10 Magical Attack
+250 Damage to all damage dealing Combat Arts spells

Gunslinging spells cost 10,525 less MP
Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +760 additional Ranged Attack
Gunslinging spells deal 1,950 additional damage

Hypertech spells cost 1,960 less MP
Hypertech spells possessor casts that possess a Magical Attack bonus gain +1,960 additional Magical Attack




Also brought along:

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

Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
Masterful Detective's Hat- (Accessory, Hat, Air, 4,100,000 Gold) +4,100 Defense, +3,000 to all stats, Wearer counts at 5 Levels higher for Level-scanning purposes, to a max of Level 99, as a non-stacking effect that does not bypass 'Immune to below Level X' effects, all of wearer’s allies gain Immunity to Confusion from sources below Level 40, +500 to all stats, and 50% Mindblasted Resistance, Bonuses to allies from this item do not stack

Copy Text- (Spell, Artiface, Magic, 0 MP, 145,000 Gold) Creates a copy of target non-unique Book or Tome worth below 5,000,000 Gold and gives said copy to a willing target, who may or may not choose to immediately equip it or replace a current piece of equipment with it, lasts 5 rounds, May be used to create more permanent copies of various texts in RP threads
Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
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Re: Lady Rosaline Fabrice in: Murder, She Wrought

Post by Modrageball »

The Nottest of Daves wrote: Steam-powered turbines drive complex gearworks which, as Rosaline crosses the threshold, are revealed to be operating a mechanistically driven replica of an unknown starry sky. On the opposite wall stands a pair of grandiose doors, formed of luxurious wood inlaid with a coat of arms in gold and silver. The shield of the arms is divided in three, with crossed rifles in the lower left, crossed hammer and tongs in the lower right, and three gears along the top. To either side, the shield is supported by bears rearing up. The shield is surmounted by a crown bearing the symbol of a six-winged gear.

Rosaline notices a pair of Clockwork men stepping out from behind a set of silk curtains. "Welcome, traveller!" they greet, with a strange flanging undertone to their words. "You have reached the gate to the world of Sanctum Victoria. Through these doors stand a land of invention and discovery, a nation of order and growth, a world adventure and glory!" The figures bow, sweep around smoothly, and open the doors, revealing the shimmering field of the portal.

"The Wigglesworth Office of the Ministry of Visitor Affairs stands beyond this gate. After completing your registration with the Ministry, you will be open to travel throughout the lands of the Bessemer Empire, or negotiate with the other nations of the world for travel rights. Make certain to obey all relevant laws and government directives whist you go about your activities, or your entry may be barred in the future. May the grace of Wynda be upon you."

Rosaline steps forth, heels clicking, and enters this new land!

As Rosaline crosses the portal into Sanctum Victoria, she sees a vast chamber set before her, tiled in black and white marble, alternating like a giant chessboard. At regular intervals, fluted columns rise up to support the vaulted ceiling. Strung between them are fine cloths of red and gold. A low wall separates the arrival area from the rest of the room, and posted at each corner stands a clockwork automaton of prodigious size, armed with billhooks strung with the same red and gold cloth as the columns. At the far end of the chamber stands a massive desk, illuminated by a large number of stained-glass windows depicting clockwork angels flying about a central figure with six wings and a clockwork crown.

As she walks confidently across the expanse of tile flooring before her, she suddenly feels quite odd. This is notably unusual, being the supremely-crafted clockwork masterpiece that she is, immune to the diseases and impediments of more fleshy folk. She notes that her Technology-element gear is registering quite bizarrely to her BA-granted scanning, and that she would be suffering from Fatigued: Overheated if she were not wielding the Gun of Seven Virtues.


Aeromage wrote: Rosaline takes a moment to admire the architecture and general atmosphere of grandeur unfolding in front of her before her attention is drawn to other, more urgent matters. Something is wrong with technology.

She'll spend a quick moment to check herself for any sudden onset illness of peculiar variety (using her skills as a Doctor and Gearwright, and scanning herself in the process of diagnosis).
If it turns out that this is a quirk of the world rather than a malady, she'll instead set about creating a few small gizmos to counteract the overheating, lest it get worse at some juncture or impair the smooth running of her equipment.

She Builds Artificer's Gizmos! Fortunately, she has some experience with creating items to withstand fire and heat-related damage and she applies it here to (hopefully) great effect, altering the design as necessary to ensure it fits the situation.

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'

Artificer's Enchanted Item Creation Discovery: Confer Fire Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item 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 'Confer Fire Resistance'

Artificer- (Passive Ability, Artificer) Artifice spells cost possessor (50 * possessor Level) less MP, XP, and Gold to cast

Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold

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

Adept Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Clockwork summon, Possessor's unmodified stats increase by 200 points if possessor is an Clockwork

Innovative Design Patterns- (Passive Ability, Gearwright) Possessor's Clockwork, Golem, Robot, Machine, and Magic Being summons gain +80 to all stats, The subtype-based resistances and immunities of individuals below Level 30 do not trigger based on the subtypes of possessor's summons or the subtypes of items that possessor creates during the same thread



She'll be making it an Enchanted Item in this case to avoid the Technology problem the Invention version would have.


The Nottest of Daves wrote: Rosaline considers her skills in Artifice and Craft, and recalls that she is also an Engineer of respectable skill!

She catches the eye of many travellers as she halts in the center of the room, pulls out a surprising quantity of various supplies, and begins her construction project. Many whirs, clanks, hisses, bangs, and cracks are heard as she does so, gathering the attention of even more. Soon, she finishes, and the assembled crowd is eager to see the results of her labors:

Rosaline has completed:

⚙*Rosaline's Ramshackle Refrigerant System (Accessory, Upgrade, Ice & Magic, 1,000,000 Gold)- Possessor and Possessor's equipped Technology-element Weapons, Armors, and Accessories operate normally in Sanctum Victoria; at the start of each round of battle, this item has a 10% chance to cease functioning until the end of battle; may only be equipped by entities whose name includes 'Lady Rosaline' (Bound to Sanctum Victoria)

costing her 1,000,000 Gold and 10,000 XP


Aeromage wrote: Rosaline steps back and appraises her work with a critical eye, a finger tapping the chin of her mask.
"Dear me. Not exactly up to the standard I'd hoped for, but at the very least it should serve as an acceptable start..."

The clockwork lady notices the crowd gathered.
"Ah, do excuse me. I'm afraid I rather got carried away with myself. I do apologise for the distraction."

Picking up her somewhat lacklustre contraption and resolving to improve on it at the earliest opportunity, Rosaline sets off towards the desk, and the inquiries to be!


The Nottest of Daves wrote: It seems that Rosaline has arrived at a time when the desk is lightly staffed. She is able to spot a single manager and four staff members managing the affairs of the office behind the imposing barrier of the intricately carved desk. Her eyes are caught by a portion of the carving exhibiting a hand in chains behind an eagle fighting a bear. She follows along the panels until the bear finally defeats the eagle, and frees the hand from captivity.

She suspects this may be an allegory for something, but her thoughts are interrupted by reaching the foremost part of the queue, where she is being asked several questions.

"Please state your name, race, location of origin, and purposes for entering the Empire of Bessemer."


Aeromage wrote: Rosaline passes the time in the queue admiring the craftsmanship of the panelling and the hall in general, filing details away for potential later inspiration.

"Lady Rosaline Fabrice, or, if one were to be absolutely official about it, '"Lady Rosaline", Masterwork No. 53 of Artificer Velimir Fabrice', Clockwork, the world of Genero, but currently residing permanently in the city of Nexus, and as for my purpose, I would have to say a mixture of business and pleasure," the clockwork lady cheerfully states.
"I'm rather interested in seeing what this splendid world has to offer, given its works and nature run rather closely parallel to my interests, and thought I might assist in a spot of investigative work regarding a certain case that was posted to the request board on the other side of the portal."
If prompted, Rosaline will proffer the newspaper clipping for perusal.


The Nottest of Daves wrote: The clerk sees to preparing her papers posthaste, and hands over her travel documents.

⚙*Lady Rosaline's Papers, Signifying Her Registry with the Ministry of Visitor Affairs- (Accessory, Quest Item, Grandeur, 5,000 Gold) +1 to any one stat

Upon hearing her reasons for entering, he will bid her pause for a moment. "If you intend to assist with a criminal investigation within the territory of this nation, you will need to acquire a License for the Practicing of Adventuring and Other Mercenary Activities, and furthermore be Deputized by the chartered municipality, freehold, corporation, barony, burgraviate, margraviate, landgraviate, or duchy within which you will be operating as an Officer of the Law. The Duke of Lythwick has authorized his Chief Constable, Sir Basil Rumpole, to offer such offices to those he deems worthy, so you will need to set an appointment with him when you reach the City of Lythwick."

"The License costs one million Nexus gold."


Aeromage wrote: Rosaline accepts her papers gracefully!

"I do indeed intend to do just that. If I might also trouble you to furnish me with a map or maps that I might find my way towards Lythwick and the methods of travel to that location, I would be most grateful."
The clockwork lady pauses, a finger tapping the chin of her mask and eliciting a soft chiming noise.
"...and, if at all possible, directions or recommendations as to where one might find a reputable nearby establishment dealing with components or materials for devices clockwork, mechanical and the sort. I rather feel like I should improve upon the cooling system I've created to deal with my equipment's somewhat peculiar interaction with this world, and I feel working with better materials would go a good way towards such a goal."

She merrily pays the fee, and any additional charge required for the map(s) and information.


The Nottest of Daves wrote: "Fortunately, Ma'am, your current destination is the location of the most highly-regard Clockwork manufactories within the nation, ever since the great inventor Guillaume d'Avenant took up residence there."

He hands over her License, and a carefully marked map with several brochures.

⚙*Lady Rosaline's Map of the Empire of Bessemer, Marked with the Location of the City of Lythwick and Transit Opportunities Thereunto- (Accessory, Quest Item, Grandeur, 5,000 Gold) +1 MIN, Has RP Effects
⚙*Lady Rosaline's License for the Practice of Adventuring and Other Mercenary Activities- (Accessory, Quest Item, Grandeur, 1,000,000 Gold) +1,000 to all stats, +500 Defense, +100 Stat Defense, Has RP effects

Reading her map and brochures, Rosaline discovers she has two routes in particular that she could follow. She could travel to the Imperial Aerodrome in Mount Royal (a brisk 20 minute walk from her current location) and take an Airship to Lythwick, or she could travel the opposite way down the road and take a train departing from Wigglesworth Station in 47 minutes.

(-1,000,000 Gold)
Map of Bessemer.png
Map of Bessemer.png (775.48 KiB) Viewed 3767 times


Aeromage wrote: "Thank you kindly, my good man."
Roslaine politely receives her papers and sets off towards the station, scanning through their contents!
Lythwick, it appears, is a bit of a distance away. Curiouser and curiouser! Rosaline's mind and deductive training set to composing theories, both mundane and elaborate!

To begin with, the medium by which the request was posted was somewhat odd. Generally, when one posts for help, one would do so on official letterhead if in an official capacity, or on a handwritten or typed note, if unofficial. This, however, was merely a newspaper clipping.
This suggests that, whomever may have posted this, they wished to remain as anonymous as possible.
For what reason, however? Were they afraid of being targeted should they post a more personalised message? That would suggest they felt that their request might be seen by the murderous party in question, but also that they felt safe enough- or perhaps desperate enough- to believe they wouldn't be followed and watched.
Clearly, for such a message to be posted, the anonymous applicant either did not trust the law enforcement of the area (or indeed neighbouring areas, or else they would simply have asked in Mount Royal or another district for assistance rather than taking the step of posting to the Nexus-side noticeboard), was a member of the law enforcement who wished for assistance but did not want to become subject to the scrutiny or shame that asking for outside assistance would bring, or did not think them capable of solving this case without off-world assistance.
In the former case, it would suggest suspicion of someone in law enforcement of being the culprit, however unfounded; in the latter, that the culprit is suspected of coming from off-world and thus assistance was being sought in the form of an individual more experienced with the greater possibilities such a background would afford.
Goodness knows, the clockwork lady thought, I would scarcedly conceive of the idea of curses, or the undead, or flying island nations in miniature before I came to Nexus.

And such a peculiar method of going about it! Surely, if anonymity was required, a typed note on generic paper would suffice. And quite the slapdash approach! Perhaps the applicant had intended to reach those with more curiosity than professional nature? Or perhaps they felt that a visitor from off-world would move the investigation more effectively?

Rosaline briefly entertained the thought of the shadowy murderer, despairing at the constabulary's utter failure to find the merest hint of a clue, anonymously posting such a clipping to lure in a more challenging opponent.
A preposterous fantasy, of course.

But perhaps...

Rosaline steps aside and considers the newspaper clipping once more. While the only real certainty she can determine is that its poster wished to remain anonymous, it would be foolish to leave such an odd method (or indeed, clue) uninvestigated. And she just so happens to have a perfectly-suited and non-invasive method for determining who might have posted it!
Not that she intends to approach such a person, of course. It might be perfectly innocent and the party in question may indeed simply be a scared individual afraid of reprisal.

But it always pays to have as much information as possible in these cases.

Taking a moment to place the Masterful Detective's Hat upon her head, Rosaline gives the newspaper clipping a more thorough examination.

Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects

Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN

Improved 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 40

Item Ownership Deduction- (Active Ability, Diviner) Possessor may spend an action to obtain a list of the names of all individuals who are no more than 20 Levels above possessor's Level who previously possessed a chosen item or had said chosen item equipped, with said chosen item being an item that possessor either possesses or has equipped

(Many other relevant Detective abilities)

Masterful Detective's Hat- (Accessory, Hat, Air, 4,100,000 Gold) +4,100 Defense, +3,000 to all stats, Wearer counts at 5 Levels higher for Level-scanning purposes, to a max of Level 99, as a non-stacking effect that does not bypass 'Immune to below Level X' effects, all of wearer’s allies gain Immunity to Confusion from sources below Level 40, +500 to all stats, and 50% Mindblasted Resistance, Bonuses to allies from this item do not stack



Rosaline, with the Hat's assistance, counts as Level 62 for scanning purposes (although she is not, however, using Retroactive Ownership Analysis to scan any of the clipping's prior owners lest one of them actually turn out to be the murderer later and have some form of retroactive-scanning-tip-off ability. Item Ownership Deduction seems to be as non-invasive as scanning can get, given it's part of the retroactive Detective tree rather than the present-and-future-focused Diviner tree).
She also ignores up to 39 levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned.


The Nottest of Daves wrote: Rosaline walks toward the train station, absorbed in her analysis of the newspaper clipping from which she has received her current mission.

Item Ownership Deduction determines that this newspaper clipping (or the entire newspaper it was formerly a part of) was handled by the following people, in reverse chronological order:

Kenneth Lowery
Beatrice Lowery
*Joseph Johannes
Lyle Carter
James Ephelsby
*The Grand Printing Press of the Lythwick Times

Suddenly, Rosaline has reached the entry to Wigglesworth Station, and is confronted by a giant set of timetables and track identifiers. Her skills as a detective allow her to quickly determine her destination and the departure time: Platform 12, in 33 minutes. Below the timetables, she sees a ticketing counter, with lengthy queues before it.


Aeromage wrote: Rosaline considers herself fortunate that she made good time, despite her brief sojourn into investigations! She sets about the business of queuing for the ticketing counter in order to purchase the right means to reach her destination!

Not that she minds a wait, she can always do more tinkering. Or, if really necessary, use another method of transportation.


The Nottest of Daves wrote: She performs a bit of tinkering while in line. She thinks she may have tracked down what's causing the reliability problem, but she doesn't have the parts she needs to correct the issue. Before she can ponder this problem further, howerver, she reaches the counter, shares her destination with the clerk, and is offered:

⚙*Lady Rosaline's Train Ticket for a Journey from Wigglesworth to Lythwick- (Accessory, Quest Item, Grandeur, 5,000 Gold)

in exchange for 5,000 Nexus Gold.


Aeromage wrote: Rosaline happily pays the (eminently reasonable) fee! Should there be no other distractions, she sets off to the correct platform to await her train!


The Nottest of Daves wrote: She heads off to Platform 12, and enjoys a pleasant 12 minute wait with the other passengers on the platform before the Conductor calls out, "ALL ABOARD!"

It appears that Rosaline's standard-fare ticket has her seated in a relatively spacious passenger car. Short bench seats, upholstered in fine crimson leather and featuring carved wood arms and brass fittings, are paired opposing one another, perpendicular to the length of the car, to offer the best view from the large, clear glass windows.

She is informed that there is a commissary car two cars forward that serves breakfast and luncheon over the course of the trip to Lythwick, should she be interested. Two cars back is the observer's car, a double-height car with two levels, composed almost entirely of glass to offer the best views during the journey.


Aeromage wrote: The idea of observing the landscape of this new world rolling by appeals to Rosaline. She sets off to the observer's car for a pleasant trip spent sightseeing (with her Binocular Vision likely coming in handy to assist in such)!


The Nottest of Daves wrote: A scenic train ride through the mountainous countryside
A certain person recommends watching at double-speed, to better approximate the actual speed of the train...
Also,minute 18 to minute 23 is particularly nice

Does Rosaline devote her attention more to the cities the train will pass through along the way, or to the natural expanses between them?


Aeromage wrote: While countryside is lovely, she's rather interested in seeing how the people live and what sort of constructions and mechanical devices they use in everyday life- that's where her specific interests lie, after all!


The Nottest of Daves wrote: Rosaline does in fact see things other than nice scenery!

While passing through the flatlands between the city and the mountains in the distance, she spots the following:

A man chopping wood while wearing a large backpack topped with a smokestack with a metal framework extending from it down along his limbs. He's chopping that wood surprisingly quickly...
A pair of clockwork Oxen yoked together pulling a plow through a massive field
A crowd of small humanoid clockworks crawling over a monstrously large vehicle that is some bizarre amalgamation of plow, tiller, planter, water sprayer, and combine harvester


Passing through the mountains themselves, she spots a distant figure flying a bat-winged ornithopter through the mountain pass above the train.

Emerging on the other side, she spots a fortress some distance to the north, served by a split in the tracks. In a parade ground outside of the fortifications, she spots human and clockwork soldiers marching in resplendent forest green and gold uniforms, feathered plumes emerging from wide, floppy hats. Over their shoulders are slung several varieties of rifle, each with fixed bayonets, glinting in the sun.
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Re: Lady Rosaline Fabrice in: Murder, She Wrought

Post by Modrageball »

Aeromage wrote: Rosaline is pleased by the scenery and scenes of picturesque everyday life (assisted by the world's specific themes as it is) both!
She'll follow along her journey as best she can with the map in order to better her grasp of the geography of the region.


The Nottest of Daves wrote: Rosaline's map becomes the following item:

⚙*Lady Rosaline's Map of the Empire of Bessemer, Marked with the Location of the City of Lythwick and Transit Opportunities Thereunto, Annotated With Personal Observations Made During Her Journey- (Accessory, Quest Item, Grandeur, 5,000 Gold) +2 MIN, Has RP Effects

-----------------------

She soon sees the spires, towers, and smokestacks of Lythwick reaching forth from the earth, at this distance almost a smog-shrouded cathedral to the glories of industry and manufacturing. Dozens of airships are docked throughout the city, and she can see other train lines converging toward the city as her conveyance curls its way down the foothills toward the approaching metropolis.

She notes several of her more well-to-do fellow passengers start ruffling through their luggage and pulling out ornate gas-masks, most of which wouldn't look out of place at a masquerade ball, while poorer passengers make do with thick scarfs wrapped around their mouths and noses.


Aeromage wrote: How peculiar!

Being a Clockwork, Rosaline doesn't exactly need to breathe, but should the smog prove to have some pervasive effect (according to her suite of Detective skills and intuition) that would simulate or otherwise cause choking in inorganic subtypes, she happens to have something to prevent such inbuilt:

Snap-Out Clockwork Diver's Helmet and Air Tank- (Accessory, Upgrade, Technology & Water, 2,000,000 Gold) Possessor may, if possessor is a Clockwork or possessor has a Heavy Armor or Power Armor equipped, choose at the beginning of any round or before any of possessor's actions to obtain a buff that provides Drowning Immunity and Suffocation Immunity against sources below Level 20, with said buff vanishing if this item stops being equipped by its possessor
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


She'll enjoy the journey into the city regardless, and keep an eye out for any promising-looking areas to peruse later for materials to improve her anti-overheating apparatus.


The Nottest of Daves wrote: She's not entirely certain about this, but she's fairly sure the smog is only an issue for the more fleshy residents of the city, given what she's observed on the train. She'll find out for sure soon, though, as the train is quickly approaching a massive station.

Soon, the train rumbles to a stop, and loud hissing noises can be heard from inside, as the air-brakes deploy to keep the train from rolling further along the tracks. A conductor eventually releases the passengers to debark from the train, and Rosaline is able to step out onto the crowded platform. She is surrounded by a surging tide of humanity, from nobles in their extraordinary finery to commoners in their rumpled work clothes, all heading toward the gilded edifice to the north of the trainyard. Vast windows show the enormous number of people inside the structure as well, swirling around a long ticketing counter and a number of routes to various exits.

As she approaches, she sees a small boy in a large hat, shouting "EXTRA, EXTRA, READ ALL ABOUT IT! NIGHT HAUNTER CLAIMS ANOTHER VICTIM!"


Aeromage wrote: Rosaline approaches the newsboy on her way out, smiling mask in place!

"Excuse me, young man, but I would be rather interested in purchasing a copy."


The Nottest of Daves wrote: "That'll be 12 pence, milady!"

After a short discussion with the boy about the value of Nexus Gold to Bessemer Pounds, and a consultation with her paperwork (which handily provides the current fixed exchange rate, she hands over 200 Gold and obtains:

⚙The Times of Lythwick, Special Issue 36, Volume CII (Accessory, Quest Item, Grandeur, 200 Gold) +1 MIN, Has RP Effects

Opening the paper fully, she sees on the front page the following headlines:

"NIGHT HAUNTER SLAYS SIXTH VICTIM, CONSTABLES NO CLOSER TO FINDING PERPETRATOR"
"DUKE NIGEL AND W.W. WILSON RELEASE JOINT STATEMENT TO THE PEOPLE OF LYTHWICK"
"THE NIGHT HAUNTER: WHAT WE KNOW, AND WHAT WE NEED TO KNOW"
"CITIZENS FLEE CITY IN TERROR, DISORDER ON THE RISE"


Aeromage wrote: Rosaline, wishing to be as thorough as possible, reads through them in order. She's a fairly fast reader, though!

Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit


The Nottest of Daves wrote: "NIGHT HAUNTER SLAYS SIXTH VICTIM, CONSTABLES NO CLOSER TO FINDING PERPETRATOR"
This article discusses how, despite the security procedures put into place at the W.W. Wilson Steel Mill in South Crittendon (which include night guards, a curfew for workers, and only permitting residents and guards into the dormitories) nothing has stopped the regular deaths, which have been occurring like clockwork every ten days.


"DUKE NIGEL AND W.W. WILSON RELEASE JOINT STATEMENT TO THE PEOPLE OF LYTHWICK"
A rather dry report on a rather standard message for the people to "remain calm, the authorities have everything in hand, our forces are working hard to track down the perpetrator", et cetera.


"THE NIGHT HAUNTER: WHAT WE KNOW, AND WHAT WE NEED TO KNOW"
This article presents very little new information about the Night Haunter than what Rosaline already discovered, but it does give her the names of each of the six victims: Fred Wesley, George Cavanaugh, Timothy Painter, Harry Strickland, Kenneth Lowery, and Christopher Higgins


"CITIZENS FLEE CITY IN TERROR, DISORDER ON THE RISE"
Workers and relatives of workers at the W.W. Wilson facilities in Lythwick have been quitting their jobs and fleeing Lythwick to greener pastures in outlying villages or other urban areas due to fears of the Night Haunter and its "unstoppable reign of terror". This is causing increasing conflicts between the citizens and the constabulary, the first blaming the second for failing to capture the perpetrator of these murders.


Aeromage wrote: Rosaline reads through the articles carefully, neatly folding the paper and placing it in her (hand)bag of holding.

Click. Clack.

The clockwork lady puts a thoughtful expression on her face.

The list of victims.
Kenneth Lowery.
The man who was responsible for posting the curiously roundabout request for help on the notice board. It rather seems that the potential theory of a fearful, overcautious man posting what he hoped was an anonymous cry for help was the correct one. And while it could just be a coincidence that he was killed after posting it, discounting such things would be rather foolish.

Rosaline taps a finger against her masked chin, eliciting a soft ringing chime.
If one were to assume that the man attempted to hide his attempted anonymous call for help, it would follow that the Night Haunter either found out or knew in advance. Perhaps someone he knew or worked with?
Something to keep in mind.

Mind ticking away, the clockwork lady sets off to find an information booth to get directs, first to a reputable establishment in which she might purchase the materials and work space needed to fix the problems with her cooling apparatus (lest things overheat at an inopportune moment), and second to the offices of the constabulary to offer her assistance.


The Nottest of Daves wrote: Rosaline sees such a location rather quickly! A small hexagonal counter-space manned by three clockwork humanoids, and draped with fine blue and gold cloth. She makes her way over, and is welcomed.

"GREETINGS, CITIZEN. WELCOME TO THE LYTHWICK INFORMATIONAL ARCHIVE. WHAT INFORMATION DO YOU REQUIRE?"

Upon informing it of her interests, she is given the following printouts.

⚙List of Gearworks within the City of Lythwick- (Bound Accessory, Quest Item, Grandeur, 500 Gold) +1 MIN, Has RP Effects
⚙List of Real Estate Agencies within the City of Lythwick- (Bound Accessory, Quest Item, Grandeur, 500 Gold) +1 SPI, Has RP Effects
⚙List of Constabulary Offices within the City of Lythwick- (Bound Accessory, Quest Item, Grandeur, 500 Gold) +1 CON, Has RP Effects

"THANK YOU FOR YOUR PATRONAGE, CITIZEN."


Aeromage wrote: Printouts in hand, Rosaline sets off to find a likely and hopefully reputable seller of clockwork parts, perhaps with workspace to spare!


The Nottest of Daves wrote: Rosaline sets out! The roads teem with workers in clothing of various levels of dirty and shabby, scarves around their noses and mouths, and the air is thick with dark smog. The few well-to-do she sees sharing the road with her are wearing their finely crafted gas-masks, which appear to be earning them jealous and/or nasty glares from the others.

Her map of Lythwick, coordinated with the lists that she was given by the archival kiosk, leads her to a somewhat shabby-looking shop at the bottom of a narrow four-story building. The door sticks a bit as she enters, and instead of a pleasant chiming bell announcing her arrival, she gets the sound of a slamming door and a sad clank from a rusted-out cowbell.

"Oi! Rustbucket! Go see who's at the door, eh?"

"AS YOU WISH."


Aeromage wrote: Not quite the level of sophistication she was hoping for in an establishment, but Rosaline knows better than to judge by appearances. One would scarcedly imagine the esteemed Doctor Miracles (although he would likely insist on the name's emphasis) could be a skilled physician by the looks of him, after all. Never mind someone capable of weilding so many esoteric elements!
...well, apart from that Tacky one, perhaps.

Smoothing her dress and affixing a smile to her face, Lady Rosaline awaits the shopkeeper with grace, decorum, and an air of mild bemusement.


The Nottest of Daves wrote: Out from the back emerges a clockwork man of rather simplistic form, moving jerkily as though from a combination of both age and disuse.

"GREETINGS, VALUED CUSTOMER. WELCOME TO BARHAM'S GEARWORKS AND CLOCKWORK EMPORIUM. HOW MAY I ASSIST YOU THIS FINE DAY?"


Aeromage wrote: "Good afternoon!" Rosaline, enthusiasm undimmed despite the clockwork's apparent lack of maintenance, clasps her hands together with a ringing clap. "I was looking for an establishment where I might procure some parts and materials to work on a cooling device of my own design! Might you have any anything in stock that might do the job?"

She offers a few examples of the parts and pieces she worked out as needing earlier.


The Nottest of Daves wrote: "ANALYZING... ANALYZING... ANALYZING... CSHCK-"

Suddenly, a different voice emerges from the clockwork man. "Hello? Is this thing on?" TAP TAP TAP "Ah, hello! It's been a long, long time since I've had such a fine connoisseur of clockwork devices come to my shop, and with such an intriguing design... Follow him up the stairs to my workshop!"

Rosaline is led through the dingy, run-down shop area by the considerably-more-nimble-than-first-appearances clockwork, taken through a door, then a narrow corridor with a few turns, to a steep spiral staircase. They head up, and Rosaline is introduced to a plushly carpeted room with two plushly furnished leather couches, a low table of superb craftsmanship between them. An open door reveals a room filled to capacity with clockwork devices of various stages of completion, all shining brass and polished chrome.

A head with wild, flyaway hair pops up from behind one of the unfinished clockworks, then rushes toward her. "Ah, you're here! And aren't you a beauty! Why, I'd like to have a word or two with your creator, and no mistake! Such fine craftsmanship and attention to detail... hmm, hmmmmm, hmmmmmmm...."


Aeromage wrote: "Goodness. I've little doubt dear Velimir would be simply thrilled that one of his creations was garnering such praise, especially from someone so adept in the mechanical arts." Lady Rosaline politely refrains from commenting on the man's somewhat forward manner. "Although I must confess, I was not quite expecting to find pieces of such craftsmanship on display from my initial impressions of your fine establishment. Mr. Barham, I presume? Rosaline Fabrice. A pleasure, I'm sure." She extends a hand.

The disparity between the shop and the back rooms is quite jarring. Rosaline isn't quite sure what to make of the fellow, and attempts to use her detective skills to figure out what she might be dealing with in case things might be about to go in unexpected directions, using her Knowledge of Naughtiness and Niceness to help her get more of a feel for the situation.


The Nottest of Daves wrote: "Ah, yes, indeed, I am Mr. Barham." He shakes her hand vigorously. "I hope you weren't too bothered by the conditions downstairs, I use the shop below to discourage browsers and the weak-willed; I'd be much too busy to see to the far more important business of CREATION otherwise! I get most of my business through word of mouth from satisfied customers of my more... esoteric works, and that suits me quite finely!"

Rosaline's Knowledge of Naughtiness and Niceness pegs him solidly in the middle of the spectrum.


Aeromage wrote: "Certainly an unusual method of conducting business, but I can certainly understand the reasoning behind it! It is, after all, exceptionally important to follow one's dreams and inspirations in as unfettered a manner as possible, within means and reason."

Rosaline certainly understands the whims and fancies of the creative mind, and if this man is able to make a living with such an unusual arrangement, all the more power to him.

"Regarding the matter of business, if I might divert the conversation to more regrettably mundane ends, I have recently come to this world from Nexus and found that it appears to have an unusual interaction with certain elements from without. Certain items I carry and have installed on my person, particularly those linked in some fashion to the element of Technology, appear to be rather prone to overheating in these parts. I attempted to create a cooling system with what I had to hand, but unfortunately a lack of parts, tools and the proper environment to work in led to a rather... substandard result."

She retrieves the offending device in question from her Bag of Holding.
"I do believe I know what I require to address the issues it might have, but I would be only too glad to have additional parts recommended to be by someone more familiar with the doubtless considerable material assets this world might have to offer. I will, of course, be happy to pay for such. If you might know of a place where I could subsequently work on the device afterwards, I would likewise be most grateful."


The Nottest of Daves wrote: "Oh yes oh yes, come with me into my workshop, I have just the thing over here... and in this box here... and down here on this shelf!" An assortment of mechanical doodads, thingamabobs, gadgets, widgets, and doohickeys are dropped into Rosaline's arms as he pokes through various portions of his workshop. "As for payment, it's almost enough just having seen such a marvelous clockwork as yourself, but I wouldn't say no if you would permit me to study the miniaturization that Mr. Velimir employed in the construction of your joints... they move so smoothly, I'd almost expect them to be natural..."
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Re: Lady Rosaline Fabrice in: Murder, She Wrought

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Aeromage wrote: "My word! Thank you kindly, Mr. Barham. As to the work dear Velimir has done, I could sing praises about his pieces all day, such as that clock he constructed that was so accurate that it didn't just tell the time, it told Time what it was! Or that magnificent clockwork tree that could turn the seasons... my, that was a work of art all to itself. It'd be an absolute pleasure to show you some of the methods he used in my construction, and while I'm at it, I would rather like to show you the work of another artificer of rather unusual aspect whose work has also been incorporated into myself..."

Rosaline tells Barham of Velimir Fabrice, the mysterious gearwright who arrived one day in the fairytale world of Genero, bringing clockwork wonders and marvels and masterpieces to the kingdom in which she was eventually brought into being within, of his multitude of magnificent works and just-as-sudden disappearance that threw the entire area into upheaval. She tells him of Nexus, of the disc of clockworks and the many varied and unusual residents thereof, and of one particular smoke-being with a knack for interesting clockwork design who caught her eye and expertly installed a variety of upgrades-
"And, as I now gather, owns an entire Disc of Nexus himself! I haven't had the time in my capacity as an Arena Member to visit him since, but it is most certainly on the cards once I settle one or two more pressing matteras. Oh, heavens. I haven't quite explained about the Arena. Now, while gladitorial combat isn't quite the line of work I expected to enter into when I first came to Nexus, the stories I heard tell of the immortal adventurers and their unsurpassed capacity to ring the changes and do great works of good certainly piqued my interest enough to ask..."

Jumping from one topic to the next, Rosaline tells Barham of the vast City of Nexus, of its ever-expanding number of world-discs, of the peculiar people, impossibly diverse communities, and many works and wonders she has seen since joining the Arena. Should he seem interested (or have time for it), she will even relate a few vignettes from her own adventures and the Megaquests she has seen pass in her time.


The Nottest of Daves wrote: He is most intrigued by the tales that Rosaline tells of the works of Velimir Fabrice and Foom'Al'Frafoom, and is indeed desirous of hearing additional tales of her exploits as a member of the Battle Arena.

While Rosaline tells stories, the both of them work on constructing a replacement for her prior attempt at a cooling apparatus. The stories make the time fly by, and as the announcement of afternoon tea is given, they look upon their work to find:

⚙*Lady Rosaline's Steam Adaptation System (Bound Accessory, Upgrade, Ice & Steam, 5,000,000 Gold)- Wielder may alter the elements of wielder's equipped Weapons, Armors, and Accessories to replace the element Technology with the element Steam; Wielder may alter the text of wielder's equipped Weapons, Armors, and Accessories to replace the element Technology with the element Steam; As an RP Power, Wielder operates normally in Sanctum Victoria if wielder is a Clockwork; may only be equipped by entities whose name includes 'Lady Rosaline'


Aeromage wrote: Rosaline inspects the new system and gives a firm nod of approval.
"Absolutely marvelous! Yes, this should do quite nicely for the duration of my visit here. It being a unique item is also rather favourable, and opens up the potential to upgrade it through the rather novel means available to me as an Arena Member... ah, I should tell you a little about that, too. I'm certain you'll find it quite fascinating."

The clockwork lady relates the unique 'combo' system available to those who join the Battle Arena, and how it can be used to combine various diverse items into new forms, materials, equipment, and even entities- and how, as a related power, one in such a profession can also attempt to have those items deemed 'unique' absorb others to grow in power and even develop new powers of their own, should the mysterious forces that govern the system decide it fit.
"On a somewhat related note, my position as an Arena Member also grants me some considerable power of appraisal. While often in a somewhat abstracted sense, and generally skewed towards determining how well things would work in a more... combatitive sense, I find myself quite able to determine the name, type, elements and value of objects I encounter. I can even determine, for the most part, any additional effects and advantages they might give, such as how potent a weapon might be or what precise benefit a medicine might bring. Which, I must say, is considerably useful given the simply enormous number of items one in my profession tends to amass as part of payment for combat against the eclectic menagerie the Arena has on retainer."

Click. Clack.
Rosaline places a thoughtful look on her face.

"As a matter of fact, I do believe you might find it of considerable benefit to examine and work with some of the materials persons such as myself tend to gather. Even the least experienced of my acquaintances in that field have procured items from entities that hail from a multitude of different worlds- even different dimensions! Why, if I recall correctly, I do believe I have some parts from a machine series known as a 'Hambelstern' which, I have been told, was created by Axim the Eternal, a being of nigh-incalculable power and masterpieces of engineering in their own right, even going off the prototype versions I've seen!"
She taps a finger on her chin, the metal mask chiming against the crystal casing underneath.
"...although I would exercise caution if you were to put a request out for Arena Members to bring you such items. While you would almost certainly open yourself to a potentially boundless world of new and novel materials and inspiration, when it comes to choosing who might fill its ranks, the Arena does not exactly discriminate on grounds of morality or... temperament."
Images of an angry, muscular little demon, the flayed face of a certain warlock, and a maliciously-grinning undead swordswoman drift past Rosaline's mind's eye.


The Nottest of Daves wrote: His eyes light up at the prospect of how Combos could integrate into his crafting work, but is smart enough to recognize Rosaline's warning as well.

He hums a while to himself, then runs his fingers through his hair. "Well, it seems wisest to me to restrict my contact with the wider organization at present, but I would be happy to continue working with you as both a supplier and a fellow craftsman, Lady Rosaline!"

-------

Business Associate of Georgius Constantinides Barham (Passive Ability, Friendship)- Possessor receives a 25% price reduction for all purchases made from the shop list at 'Barham's Gearworks and Clockwork Emporium', Possessor gains access the special shop list at 'Barham's Workshop', Has RP effects


Aeromage wrote: "It would be an absolute pleasure, Mr. Barham. I'll be sure to bring samples of interesting materials and appropriate machinery when next I find myself in these parts, and would be delighted to see what you might make of them!"

Rosaline consults her internal clock.
"Heavens, but the time has flown! It was wonderful to make your acquaintance, Mr. Barham, but I'm rather afraid I have other matters to attend to before the hour draws too terribly late. If you have any requests regarding items to bring to you next time, do let me know- otherwise, I'm sure it will be possible to send a letter to me through the portal- simply address it to me, care of the Nexus Inn, and our wonderful postal system should do the rest."


The Nottest of Daves wrote: "Once I've evaluated the condition of my workshop and my current projects, I'll be certain to send a letter along. I hope your other business sees you well, my dear!"

Rosaline makes her way back down the stairs and out of the shop, and once more stands upon the smoggy streets of Lythwick. Where is she heading now?


Aeromage wrote: To the most likely place the constabulary is based in order to offer her services as an assistant detective!


The Nottest of Daves wrote: As Rosaline walks down the street, she suddenly feels a bizarre form of empowerment arrive, alongside some strange cryptic advice. She fills with whimsy and cheer and starts whistling a jaunty tune!

Developed Possibly-Whistling-Powered Technology That Nobody Knows How To Replicate- (Passive Ability, Engineer) Possessor may choose for the element Technology in possessor's equipped and carried items to instead be the element Whimsy; possessor's opponents below Level 80 may not replicate this ability and cannot force possessor to make this choice



Soon after she begins her whistling jaunt, she happens to arrive in front of a finely appointed corner building between two rows of townhouses. Two blue-glowing gaslights light either side of the darkly-stained front door, above which hangs a gilt-edged sign with copper letters reading "CONSTABULARY". Rosaline makes her way up the short flight of granite steps, grabs the door-knocker, and raps gently. A panel in the door slides to the side, a pair of beady black eyes visible below a red hairline.

"'Ello there, Ma'am. 'Ow can the fine men o' the Lythwick Constabulary 'elp you this even?"


Aeromage wrote: Click. Clack.

Rosaline puts a polite smile on her face.

"Good evening, officer! I was rather hoping I might be able to help the fine men of the Lythwick Constabulary, in actuality! A somewhat roundabout request for assistance was posted in Nexus regarding a rather unpleasant issue I'm given to understand your city is facing, and one that quite unfortunately appears to be an ongoing situation."

Rosaline daintily plucks the news article from her handbag and presents it, alongside her License for the Practicing of Adventuring and Other Mercenary Activities.
"While this might be somewhat presumptuous of me, I wished to offer my services in addressing the problem. I happen to have a good measure of training in the investigative arts, as well as one or two resources that may not be available to the residents of this world that may, perhaps, allow for hitherto unavailable avenues of inquiry. In addition, as a current resident of Nexus, I may be able to provide an... outside perspective, of sorts."


The Nottest of Daves wrote: "Ye'll be wantin' to 'ave a chat wif Inspecta' Parrot. Get on in 'ere, now, 'e'll see ya lickety-split." The slat slides shut after he returns her papers, and the door opens to a finely appointed waiting area. Two long benches of darkly-stained wood on elaborately-crafted frames of wrought iron line the adjacent walls, while the opposing wall holds a stout wooden door and an opening over a counter, allowing her to view a number of constables at their desks behind a wrought-iron grid.

"I'm Constable Roberts," greets the (now more visible) officer who let you in. "Siddown 'ere, and I'll fetch tha Inspecta' fer ya." He bustles through the door on the far wall, and heads deeper into the office.

Rosaline notes that Roberts has brass buttons and epaulettes on his uniform jacket, and a brass badge on his custodian helmet, while most of the officers at their desk had copper buttons and epaulettes with gold badges on their helmets.

After about five minutes, Roberts emerges with a man whose buttons and epaulettes are done in silver, and who additionally has a silver aiguilette splayed over his left shoulder. A crystal monocle framed in gold sits in one eye, and he has a pistol holstered on one hip and a mace holstered on the other.

"Greetings, Lady Fabrice, I am Inspector Parrot of the Lythwick Constabulary. If you would accompany me back to my office, we can discuss your potential contributions to our investigation in a private setting."


Aeromage wrote: "An aboslute pleasure, inspector. Please, do lead the way!"

Mindful that her talents as a detective might be tested (and recalling a theory she held earlier), Rosaline attempts to see what she can determine about the silver-braided officer of the law through her suite of detective abilities... and her intuitive knowledge of how Naughty or Nice one might be.

(As it's been a bit of a while, relevant abilities include Detective, Diviner, Improved Detective's Truth and Knowledge of Naughtiness and Niceness, with her Masterful Detective's Hat allowing her to count as being Level 62 for scanning purposes)


The Nottest of Daves wrote: As they walk through the station-house, Rosaline carefully studies her companion. She learns that he is a level 21 Human with a variety of law-enforcement-related abilities, such as:

Arrest- 150% Inflicts Entombed: Incarcerated, Automatically inflicts Entombed: Incarcerated on targets ten levels or more below possessor, Law, 10,000 MP
Investigate- Scan target's stats, Air, 0 MP
Whistle- Summons 5 Imperial Constables and 2 Clockwork Constables, Max 20 Imperial Constables and 8 Clockwork Constables, Law & Steam, 15,000 MP



He is definitely not Naughty, though he does not appear to register on her Niceness meter either...

-------

Shortly thereafter, they reach the Inspector's office. Dark wood paneling covers the walls, lightly carved with vines entwining around the seal of the Lythwick Constabulary. Parrot's desk is an imposing piece, heavily carved patterns similar to those on the walls and bearing clawed feet with the appearance of bear paws reaching out to grab any unfortunate forced to stand before it. The floor is tiled stone, and a hearth crackles merrily in the corner. In front of it sit two armchairs, upholstered in sleek brown leather and embossed with an unfamiliar coat of arms.

"Please, Lady Fabrice, sit, and tell me what you know of this case." Parrot requests, as he claims the other chair for himself.


Aeromage wrote: "Thank you, inspector."
Lady Rosaline sits herself primly down in the warm leather of the armchair.
"From what I have been able to determine from the information I have gathered, the facts of the case, as I am given to understand them, are as follows: a series of quite terrible murders have taken place within your fine city, ascribed to an individual that has been dubbed 'The Night Haunter'. Thus far, all attempts to capture, confront or identify the culprit in question have met, rather unfortunately, in failure, suggesting they are skilled in the art of stealth. As of this morning's news, at least six victims have thusfar had their lives claimed, all apparently connected to the W. W. Wilson Steel Mill, and each occurring at a regular ten-day interval."

Click. Clack.

A mask of concern is placed on her face.

"That is, of course, all I have been able to determine from what little has been shared with or discovered by the general media. Simply dreadful. I, myself, am unfortunately somewhat less than familiar with the general goings-on in these parts, hailing as I do (presently) from Nexus, the City of Portals that stands beyond the portal located in Mount Royal. Which is not to say," Rosaline raises a finger to forestall potential protestations of time-wasting, "that I will be unable to help. Quite the contrary, in fact."

The clockwork lady produces the torn sheet of newsprint that brought her to the world in the first place.

"This was posted to the noticeboard outside the portal to your world in Nexus. It struck me as rather peculiar, given its considerably roundabout means as a request for help, when a handwritten or typed note would otherwise have sufficed. My curiosity was piqued even further when, through investigative skills I obtained through prior study in Nexus, I was able to determine that the individual that posted it was none other than Kenneth Lowery, who I later came to discover was the fifth victim of the Night Haunter. Why he chose such a roundabout and otherwise anonymous method to call for help is something I can only speculate on- perhaps he thought to call upon someone with resources unknown to this world in order to assist in solving the case."

Click. Clack.

A polite smile is installed.

"Regardless of the reasoning behind it, I am now here, and very much willing to provide assistance, if you so wish- even if my contribution is simply to provide this extra clue to your efforts."


The Nottest of Daves wrote: Inspector Parrot's eyebrows rose at the mention of being able to determine the ownership of items, and he nearly lost his monocle from the additional rising that happened at the mention of Kenneth Lowery. "Great Galloping Jehosaphat!" he exclaimed. "What a boon such a skill would provide to the detective's arsenal!"

He opens a small, hidden compartment in his armchair and withdraws a silver flask etched with the same coat of arms as is present on the chairs, then takes a swig. "After Mr. Lowery's death, our interview of his sister revealed some unusual information about his last days, but our attempts to follow up on certain clues led nowhere. She told us that, prior to his death, starting shortly before the death of the fourth victim, he became paranoid, frequently expressing concern that someone was following him for foul purposes. He started to take different routes between the steel mill and his sister's residence, and requested that she purchase newspapers from random locations throughout the city for him to read. The next day he had off, he vanished from the city entirely, boarding a train with a ticket to Averford but never arriving at his final destination, then reappearing at work the next morning. That he stopped to post a notice at the Portal in Mount Royal and immediately boarded a train for Lythwick would match with the observed facts of the case..."

Parrot stroked his chin as he paused and pondered.

Does Lady Rosaline have additional input here?


Aeromage wrote: Rosaline taps her chin, the mask making a chiming, ringing noise as it hits the crystal casing beneath.
"That would certainly line up with the theory I had that Mr. Lowery was rather concerned someone was following him or that a posted message would be seen and thus lead back to him if it were more personalised in some way. Unfortunately, it doesn't seem that his precautions were quite enough- although I do rather wonder as to what might have caused his paranoia in the first place, especially considering it was rather tragically proven correct. Was he being targeted from the beginning, and thus had some inkling as to who or what may have been behind it, or did his trip to ask for help- albeit in such a roundabout fashion as to be nigh-untraceable- cause him to become the Night Haunter's target? I would very much like to know what clues you may have found that were unable to be followed, should my talents be sufficient to shed further light on affairs."

The clockwork lady carefully reaches into a handbag.

"I may also be able to provide the key to another avenue of investigation."

She withdraws a glowing, flickering shoot of golden-red flame, caught in the form of a feather.

"This is the plume of a Phoenix. If applied to a deceased individual, it should, so long as they were not dispatched by an entity of greatly more power than them, allow them to return to life. I am unsure how it would react with the laws of reality in this world, or how effective it might be, especially as I have not had the chance see its use outside of battle. I am, unfortunately, unable to use it myself due to coming into possession of a singularly... potent fragment of a greater entity's power, but I am only too happy to allow the Constabulary to use it to further their enquiries."


The Nottest of Daves wrote: If Rosaline had thought he had looked surprised by her statements earlier, she was quickly disabused of the notion. His eyes widened so far that his monocle did indeed pop from his eye to dangle from its chain over his chest, and he gaped at her in amazement.

"Resurrection, you say?! I have never heard of such a thing without the direct intervention of Wynda herself, and she hasn't exercised such prerogatives since the end of the last Theocratic Conference!"

He grabs his monocle again with a shaking hand, then returns it to his eye, peering closely at the phoenix feather. "It does indeed appear to hold such an esoteric power, but to use this on my own authority? Nay! It would be the height of hubris! We must attend to the Bishop at once, that we may have an expert in matters of the eternal soul advise us on such an action!"

He takes another swig from his flask, stands up, and grabs an overcoat and gas mask from the hooks they hang upon on the back of his office door.

"We must be off, my lady!"


Aeromage wrote: Rosaline is somewhat taken aback, but quickly follows his reasoning. Should resurrection not be a commonplace occurrance in the world, of course it would bring some cause for concern over its use.
"As you say, Inspector," Rosaline cheerily agrees, rising to her feet. "Should this turn out to be an unwarranted direction for the investigation to take, please do accept my apologies in advance. I will, of course, do everything else possible to assist in finding the truth of this rather unsavoury affair, regardless!"

She pauses for a moment.

"...although to ensure other potential misunderstandings and shocks are to be averted, I think it might be somewhat prudent if I might ask for an overview of what might constitute 'normality' in this world as we make our way to the Bishop and await an audience. My current place of residence and occupation tends to leave one with a, shall we say, considerably broader sense of what might be considered ordinary than others, and I feel that getting a better grasp of Sanctum Victoria's rules may well provide more lines of inquiry depending on whether the Night Haunter is working within them or, perhaps, using methods from outside."


The Nottest of Daves wrote: Rosaline follows Parrot out of the constabulary, and he begins a (somewhat muffled) description of 'normality'.

"Well, milady, I'd say that the normal life of someone involves a great deal of hard work, heavy machinery, and dealing with industrial fumes. Something like that artifact falls under the miraculous powers of divinity, or perhaps the powerful magics said to exist before the fall of the old realm and the escape of Wynda's followers to the land of salvation that she created for them." Parrot seems disappointed to be unable to be more helpful. "Alas, I'm but a humble constable, and not a theologian."

Soon, he directs her to board a trolley headed toward the center of town, and follows her aboard. "We'll reach the Cathedral of the Imminent Light of Reason in about ten minutes along this route. Hopefully Bishop Kettering will be available for us shortly thereafter."

-----

Soon, the two stand before an elaborate Romanesque cathedral, the outer obsidian pillars carved in the semblance of stacks of gears rotating about a central shaft, and capped with angels composed of impeccably precise angles. They walk up the white marble steps to the interlocking gearworks forming the main entrance to the Cathedral. Stepping inside, they find a class of being held by a man in priestly robes stained with various oils and unguents, with an arrangement of young children before him sitting among the front pews.

The priest began, "In the times before our written histories, in that era that is recorded only by the Most Holy and Auspicious Archivists of the Third Heaven, Wynda was one of many servants to the Creator, who managed the world on its behalf. In that time, the world was administered as one domain, the Imperium of the Ouroboros; an unbroken and eternal cycle of worship of the Creator and its servants, as generations passed among the Peoples of Man. But the Creator tired of this unchanging and interminable order, and departed to find another realm in which to create. The mantle of leadership was passed down to the eldest of the servants, Rohameos, Lord of Magic. Rohameos established a new order, in which Wynda, the least of the Creator's servants (as she was the last to be created), was dispossessed of her former domains and made subservient to the new Pantheon, forced to create the inerrant and utterly obedient angelic servants used to impose the new order upon the world.

"Generations passed in this manner, as they had before, though the Peoples of Man grew restive and unhappy as the demands of Rohameos and the rest of the pantheon for worship grew. The pantheon demanded that Wynda create more servants to impose their will upon the mortals of the world, and the massive increase in angels allowed her to conceal the creation of the Holy Muses among them, that she might have children of her own to raise up and end her solitude."

-----

Does Rosaline wish to remain to hear the remainder of this lesson?


Aeromage wrote: While she finds the topic of this world's theology fascinating, Rosaline feels that it would be somewhat impolite to leave the Bishop waiting- unless, of course, there is an indication that she and the Inspector should wait in this area for an audience.
It wouldn't do to be rude to such an important gentleman, after all.


The Nottest of Daves wrote: The two of you are met by a young priestly figure, in cleaner but less ornate robes than the man teaching the course in the background.

"Greetings Inspector, and guest. I am Deacon Samuels. How may I assist you in your visit to this most holy cathedral of Wynda?"
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Re: Lady Rosaline Fabrice in: Murder, She Wrought

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Aeromage wrote: The clockwork lady returns the greeting with a polite curtsy.
"Good afternoon, my good sir. My name is Rosaline Fabrice, and I am presently offering my services in an investigatory capacity to the fine gentlemen of the constabulary in order to get to the bottom of the recent and rather regrettable string of incidents plaguing your wonderful city. As a visitor from Nexus, and as a member of its Arena, my position affords me access to some rather esoteric methods and resources, one of which the inspector felt would require guidance from a rather higher authority, so to speak."

Rosaline produces the flaming feather.
"This is a plume from a Phoenix, an avian entity of such astoundingly potent regenerative capability that it is capable of restoring others to life! While such wonders are not uncommon among the ranks of the Nexus Arena Members, I appreciate the considerable weight such an item holds outside the social circles in which I am presently accustomed, all the more so for the Inspector assuring me that instances of resurrection are unheard of in this world outside of direct divine intervention. As such, while I suggested the possibility of restoring the most recent victim to life in order to undo a tragedy and perhaps gain insight as to the nature of the menace that threatens your citizenry, he- and, by extension, I- wished to seek out an expert on theological matters for advice- and, if necessary, permission- on taking such an action."


The Nottest of Daves wrote: Deacon Samuels's eyes widen, and his eyebrows retreat toward his hairline.

"Re-re-... Resurrection, you say? Oh my! This is certainly a matter to discuss with the Bishop... unfortunately, Bishop Kettering was called away to a symposium in Zeerust being held by Prince-Bishop Foxcroft earlier today, and shan't be returning until the day after tomorrow... that won't do at all, at all." He hums to himself, pondering.

"Aha! If you're willing to put in some travel for this, the next train for Zeerust leaves..." he pulls a small pamphlet out of one of the pockets of his vestments, flips a few pages, then squints a bit, "... looks to be tomorrow at 7:17 a.m. from Whifflet Downs, arriving at Zeerust Central at 9:03 a.m. I hope this is suitably timely for you? I wouldn't want the use of such a miraculous object to fail because we were unable to act quickly enough..."


Aeromage wrote: "Dear me, that's rather later than I had hoped... I must confess, sir, that I am by no means an expert when it comes to the window of opportunity regarding a Phoenix Plume's use. However, I do believe I may take an educated guess that so long as the body is reasonably intact, and the soul has not moved on to parts inaccessible..." Rosaline considers for a moment.
"...a somewhat unlikely prospect, given the Inspector's earlier statement that resurrection has indeed been possible in the past, thus leading me to assume that Wynda- who I am given to assume is the main or only deity worshipped in these parts- is amenable at least in theory to the practice, albeit with permission required. I mean absolutely no disrespect in saying such, and apologise if my words cause offense- the truth of it is that within Nexus, and the countless worlds connected to it, a simply staggering number of deities are known to exist! Among their ranks, many permit resurrection freely from their various afterlives, while others prefer to keep things rather more controlled, so to speak."

The clockwork lady returns the flaming feather to her handbag.
"Regardless, this is most certainly a matter to be discussed with the Bishop in person. It simply wouldn't do to perform actions that may offend a deity when the proper procedures can be followed to ensure otherwise. I am most extraordinarily grateful for your time and assistance, Deacon Samuels, and will be sure to look into seeking a proper audience with the Bishop as soon as transportation allows!"
Rosaline curtsies politely once more to the priest, and steps back to speak with Parrot once more.

"While this does rather delay a potentially swift and direct method to get to the bottom of this terrible business, I see no reason to simply wait until the train to Zeerust tomorrow. Perhaps you could escort me back to the station, Inspector, and tell me what else you know of this case and its prior victims? I'm certain that between the two of us, we could open up further hitherto unexplored avenues of investigation with which to drag this 'Night Haunter' into the light of day."
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Re: Lady Rosaline Fabrice in: Murder, She Wrought

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Quest-porting complete.
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Re: Lady Rosaline Fabrice in: Murder, She Wrought

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"Indeed..." Parrot agrees. "In fact, we should first go to see the Chief Constable, given that in my haste to speak with Bishop Kettering on the prior matter, I neglected to see to the necessary communications to have you Deputized for this investigation. We shall need to head to Pildon Lodge with haste!"

He quickly directs Rosaline outside, around the corner, and onto a new tram line than the one that delivered them to the Cathedral. She notes that this line quickly begins ascending a large hill, and as the tram rises, the smog grows thinner and less oppressive, and the buildings even more ornate and grandiose. The air is almost clear by the time they reach a large walled estate, where a massive wrought-iron gate stands open, and a sign plate reads "Pildon Lodge, Headquarters, Lythwick Constabulary". Walking through the gate, Rosaline sees a well-manicured lawn with a variety of both decorative and shade trees distributed throughout. A few humanoid clockworks are visible tending to small gardens around a few of the flowering trees, and a cobblestone path leads to a sizeable manor about 50 meters distant.

As they walk up to the manor, she is able to see a number of men in drab greatcoats and Constabulary-issue gasmasks departing the structure. The Inspector's eyes widen, and he quickly shuffles his pocket watch out to check the time.

"Oh dear, my Lady. Oh dear, indeed. We might be too late to meet the Chief Constable. Quickly, now, even if he is gone for the night we might still be able to find his secretary and prepare the paperwork for him to notarize as soon as he arrives tomorrow morning."

=====

The dice were most unkind. Most unkind, indeed...
Leaving off here to give Rosaline a chance to interject.
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Re: Lady Rosaline Fabrice in: Murder, She Wrought

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"Dear me, this has not been a convenient day for important meetings."
Rosaline considers the manor.
"Regardless, let us see what can be done. I'm sure we can find someone to assist us, and even if the absolute worst case scenario were to come to pass, I'm sure there must be something we can do this evening to begin puzzling matters out. Lead on, Inspector!"

Rosaline, while understanding the importance of following due process, is also very much aware that sometimes one has to tip the scales a little, especially when lives very much could be at stake. She's also familiar with the fact that if someone Suitably Important shows up, rules can be bent a little or work-times extended a bit to accomodate them.
And while she'd never be so gauche as to utter that mortifying phrase "Don't you know who I am?", this might be a situation where the more tactful, subtle approach of making onlookers wonder "Should I know who she is?" is called for.
As such, with Parrot taking the fore, she adjusts her Global Sheriff-Empress's Martial Battle-Dress and poise in order to radiate the fact that she is an Important Person here on Important Business, and as such requires To Be Seen To.

(Relevant ability-backing:
Adept Nobility Synchronization, perhaps with Nobility Manipulation in order to subtly radiate Importance, combined with her Diplomat skill and Dressed to Impress to influence and smooth things over, along with her Diviner skills in the Detective tree to gauge reactions and dial it back where necessary)
Adept Nobility Synchronization- (Passive Ability, Other: Noble) Amounts of Nobility element Damage possessor deals are increased by 10,000 points, Nobility element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Nobility element Spells, and may not be converted into other types of slots by individuals below Level 100

Nobility Manipulation- (Passive Ability, Other: Noble) Possessor may choose one of the following at the beginning of each round if Nobility element: Create a Zone of Nobility, Remove a Zone of Nobility created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Nobility by either possessor or a source below Level 20, Add Nobility 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 Nobility element on a Nobility element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Nobility, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Nobility, 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 Nobility element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Nobility to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Nobility, 5% Nobility Resistance, or +50 Defense against Nobility and 1% Nobility Resistance until the end of the round as a non-stacking buff

Diplomat- (Passive Ability, Diplomat) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(200 + (20 * Possessor Level)) to all stats if possessor has a Clothing equipped

Dressed to Impress- (Passive Ability, Diplomat) If possessor has a Clothes equipped, possessor's chances of inflicting Charm: Impressed are increased by 25%

Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned

Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN

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 examine target's stat

Detective's Perceptiveness- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects

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
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Re: Lady Rosaline Fabrice in: Murder, She Wrought

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As Rosaline radiates her aura of "Important Person On Important Business, Importantly", she and Inspector Parrot spot one man from the group ahead split off and go running down a different path, while another hurries his pace to meet up with the two ahead of the rest.

"Kind regards, ma'am, I'm Constable Harrod, is there anything I can help you and..." he glances over at the Inspector and stiffens slightly (Rosaline imagines that if she could see his face under his gasmask, that she would have seen his eyebrows raise), "the Inspector with?"
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Re: Lady Rosaline Fabrice in: Murder, She Wrought

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*Click. Clack.*
Rosaline places a polite smile on her face, and prepares to ride that opening all the way through.

"I most certainly hope so, my good man!" She enthuses, voice friendly and carrying. "I am Lady Rosaline Fabrice, an investigator from Nexus here to assist the esteemed fellows of the Lythwick Constabulary in their singularly thorny issue regarding the recent depredations upon your fair city of the individual currently known only as the 'Night Haunter'. I have already acquired evidence and uncovered some new avenues of investigation regarding the ongoing proceedings, but as the charming Inspector Parrot has brought to my attention, I'm in need of an Official Deputisation from the Office of the Chief Constable if I'm to be able to provide any significant assistance. Do let me know if there is anything I can do to expediate matters, such that we can all get to the bottom of this terrible business as soon as possible."

Rosaline has become that most terrifying of things in civil service: An Important Person who not only Is Important, but Important and Relevant to current affairs. Not only that, but being polite, cheerful, and, horror of horrors, willing to get involved with the steps necessary to get involved.
Rosaline diplomatically leaves unsaid the swiftly-brewing public relations catastrophe the Constabulary is currently facing given their lack of progress, whilst simultaneously offering a potential out for the poor, suffering constables- and thus, the unsaid words land all the harder.

All of this combines to ensure that the friendly social freight train of implications bearing down on poor Constable Harrod might better convince him to get Rosaline and the Inspector Seen To by people who might feasibly be able to solve this state of affairs, or at the very least take it off his hands.

Rosaline's still radiating Importance via Adept Nobility Synchronisation, but applies a combination of her skills as a Diplomat, Knowledge of Legal Codes and Officer of the Law to ensure she doesn't end up becoming too overbearing or suggests that any important rules get broken. Heavens, no. It would just be far more convenient to bend things a little, if it came to it.
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Re: Lady Rosaline Fabrice in: Murder, She Wrought

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"Ah, well, hopefully we can see to assisting you with that today, we certainly want to catch that dastardly murderer before he kills again! Constable Bradford just went off to see if he could if he could catch the Chief Constable before he left for the evening, so why don't we head into the Lodge and see if we can get that paperwork squared away for the Chief Constable's signature."

Constable Harrod leads the party up the cobblestone path, past several delightfully-flowering hedges, and up a wide staircase to the double doors serving as the main entrance to Pildon Lodge. A long porch extends to either side with an overhanging roof, supported by columns that appear almost Ionic in style, with capstones featuring a curling wing design. Stepping inside, she sees a large foyer with luxuriously lacquered wood floors, understated dark green wallpaper featuring a repeating pattern in gold (her sharp senses can tell it is alternating between the Shield of the Lythwick Constabulary and the Coat of Arms of the Dukes of Lythwick), and a plaster ceiling from which a massive chandelier hangs, with the Shield of the Lythwick Constabulary painted on one side of the chandelier, and the Coat of Arms of the Dukes of Lythwick on the other.

Several richly upholstered chairs and small couches are placed around the room for seating. The left wall has a massive fireplace, above which hangs a portrait of the current Chief Constable and the current Duke of Lythwick. The right wall features a row of portraits she presumes are prior holders of the office. The opposite wall to the entrance has a large desk with several clerks behind it, and behind the desk are several doors to various areas further into the Lodge.

Constable Harrod leads you all around the desk to the leftmost door, down several turns through various hallways (each featuring the same lacquered-wood flooring and wallpaper as the foyer), and into a moderately large room with three desks, each in front of doors coming off each other wall.

"Alright, ma'am. You'll want to talk to Daisy Tottenham there, straight across. She's the Chief Constable's secretary, and she can get you all the paperwork you'll need."
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Re: Lady Rosaline Fabrice in: Murder, She Wrought

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"Quite so, my good man! It's my sincere hope that with a fresh perspective from outside, the fine fellows of the Lythwick Constabulary will make marvelous strides in cracking this case!"

Appreciating the eye for detail the architect and decorator of this esteemed establishment must surely have had, Rosaline follows the Constable through the halls of the Constabulary Headquarters to tackle the next stage of bureaucracy required.
A challenge she shall face with cheer and aplomb!

With Inspector Parrot in tow as both proof of purpose and authority, Rosaline makes her merry way to the desk of Daisy Tottenham.

"Good evening! The Inspector and I were rather hoping to get the small matter of the necessary paperwork tidied away with regards to seeing me officially Deputised for that most dreadful ongoing case the Lythwick Constabulary are valiantly tackling. Please do let me know what forms are required, and any other considerations that might need to be taken into account to ensure things proceed as smoothly and conveniently as possible."

If it seems that it might take a while, or if it just seems like Daisy and her fellow desk-officers (and Inspector Parrot) are in need of a pick-me-up, Rosaline will politely offer tea through the means of her Supremely Elegant Teapot, powers as a Lady of the Exceptional Leaf, and if necessary crafting teacups out of a little XP and Gold (although in her experience, a police station without teacups for tea is like a pond without ducks. Nigh-unheard of!)
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Re: Lady Rosaline Fabrice in: Murder, She Wrought

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"Owrighty then, lemme pull up the papers," Daisy opens up several drawers in her desk, which open up into more, smaller drawers and other desk-ly accoutrements, swiftly pulling a number of different papers out of various places. " 'ere ya go. If ye an' the Inspecta could go ova there and fill 'em out, that'd be best." She points to a couple of chairs in one corner, with a large round end table between them.

Inspector Parrot claims the papers from Daisy, speaking quietly to Rosaline, "I shall make an overview of the paperwork and mark the various places where you will be expected to write your own information or otherwise provide input on the documents."

Escorted to the seats, Rosaline is indeed left alone long enough to bring forth Tea by the power of the Exceptional Leaf! Thanks are muttered and appreciative noises are made by the varied imbibers, who indeed all have receptacles of the finest china prepared for that purpose.

Once Rosaline has finished her own cup of tea, Inspector Parrot has completed his perusal of the documents and offered them to her to complete. The requests are fairly standard: age, height, weight, distinguishing marks, birthplace, relevant skills, next of kin, a waiver acknowledging the risk of death or grave bodily harm, weapons registration forms...

On second thought, this is quite a lot, indeed. But she's never been one to give up in the face of mere paperwork!

----

Filling out the paperwork completely, correctly, and thoroughly will effectively give the Lythwick Constabulary full scan-results for Rosaline as of this moment (though being mundane paperwork, would not update should she change equipment, gain new abilities, et cetera). Anything she chooses to conceal would remain unknown. (Though if someone were to successfully scan her later and notice the discrepancy...)
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Re: Lady Rosaline Fabrice in: Murder, She Wrought

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Rosaline sees no reason to be untruthful, especially if she is to work with the Constabulary going forward. Their having an accurate picture of her skills will also (hopefully) open a few more doors and speed future processes a bit.

She'll read it over herself first- there's no need to take risks when signing documents, but if it proves to all be above-board she completes the paperwork quickly, accurately and thoroughly in neat, flowing copperplate font!
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Re: Lady Rosaline Fabrice in: Murder, She Wrought

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Whilst she is filling out paperwork, a harried, and hurried, constable bursts into the room. His eyes dart around until they land on Rosaline, and he quickly strides toward her.

"Beggin' yer apologies, ma'am, but Sir Rumpole had a meetin' with His Grace, Duke Nigel, and couldn't stop ta stay fer ya. He told me ta tell ya that if ya leave yer papers with Daisy and an address where ye'll be stayin', he'll have a runner down soon as he signs fer it."
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Re: Lady Rosaline Fabrice in: Murder, She Wrought

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"Dear me," Rosaline replies, still precisely filling out forms, "in all the excitement of visiting this new world and the various encounters therein, I *quite* forgot to find myself a place to stay. I was, in retrospect, a little too optimistic with regards to my itinerary. Nevertheless!"

She signs the papers with a flourish.

"I'm sure one of you fine fellows could suggest an establishment in which I could set up for the interim, however. This may throw a slight wrench in my plans to provide assistance in as early a manner as possible, and we did need to speak to the Bishop while he is at his meeting in Zeerust..."

Rosaline idly runs a finger over her Cloudjewel Whale figurine.

"...but I believe, even should the signing be delayed until tomorrow, I may well have an alternate, swift means of getting there."
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