a dragon and an agel go to maerfore

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Modrageball
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a dragon and an agel go to maerfore

Post by Modrageball »

This quest originally ran from Aug 29, 2015 to Nov 19, 2015.
kitsune106 wrote:
celiria wrote:Celiria Dragonheart (kitsune106)
Level 39
Dragon, Earth
HP: 16,750
MP: 4,250
STR: 950 (20)
AGI: 400 (10)
CON: 785 (15)
MIN: 195 (5)
SPI: 390 (10)
XP- 3,168,810
XP Required- 820,000 XP, Holy Imperial Seal of Power

Fame- 28


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

Flicker thingss:

Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares



Binder:
Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Spirit Calling I- (Passive Ability, Binder) Possessor's Spirit summons gain +20 to all stats
Spirit Communing I- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +20 to all stats
Spirit Communing II- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 to all stats


Beastmaster:
Form of Bear- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 STR
Form of Cat- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 AGI
Form of Horse- (Stance Ability, Beastmaster) If possessor is an Animal, possessor counts as a Vehicle
Form of Lemur- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +100 AGI and +1% Dodge
Form of Monkey- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 AGI
Form of Moose- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +100 STR and +100 CON
Form of Pig- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 CON
Form of Snake- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +10 to all stats
Form of Tiger- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +200 Melee Attack
Form of Water Buffalo- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 CON
Glowing Red Nose- (Passive Ability, Beastmaster) Possessor may choose for possessor and any of possessor's allies to ignore effects attached to zones by sources below Level 20

Blazing Sultan:
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element


Blessing:
Mana Spark Blessing 11- (Passive Ability, Blessing) +15 AGI
Mana Spark Blessing 13- (Passive Ability, Blessing) +20 Defense


Botanist
Form of Cactus- (Stance Ability, Botanist) If possessor is a Plant, possessor gains +100 CON, +100 STR, and -100 AGI
Form of Vine- (Stance Ability, Botanist) If possessor is a Plant, possessor gains +100 CON and +100 AGI

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
Aura of Inspiration- (Passive Ability, Commander) Possessor's allies gain +200 to all stats as a non-stacking bonus and have a 15% chance of being afflicted with Invigorated: High Morale at the start of each round
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
Comforting Message- (Passive Ability, Commander) Possessor's actions that involve the casting of a Leadership spell that are not offensive may cure Confusion: Fear
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

Defender:
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Defensive Stance- (Stance Ability, Defender) +50 Defense
Shield of Purity- (Technique Ability, Defender) Possessor may use 'Shield Of Purity' in conjunction with a 'Guard Other' or 'Guard Back Rank' action if possessor has a Shield equipped and no other technique is used. Said action grants its targets 35% Disease Resistance, 35% Poison Resistance, and 35% Hexed Resistance for 1 round.
Shield Other- (Technique Ability, Defender) Possessor may use 'Shield Other' in conjunction with a 'Guard Other' or 'Guard Back Rank' action if possessor has a Shield equipped and no other technique is used. Defense buffs applied by said action are increased by 25 points as a non-stacking effect.


Diviner:
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Detective's 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 Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats

Dragon Lord:
Apprentice Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +2,500 HP, +2,500 MP, +600 to damage dealt, and +250 to all stats
Basic Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Breather of Flames (Wyrmling)- (Passive Ability, Dragon Lord) Possessor gains the the ability while their subtype is dragon:
Wyrmling's Flames- 9,000 damage, this attack uses SPI or CON as the prime attribute, 5% inflicts burning, 1 hit against 5, Fire, 4,500 MP
Capable of Flight (Draconic Variant)- (Passive Ability, Dragon Lord) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance if possessor is Air Element or a Dragon
Clinging Breath- (Passive Ability, Dragon Lord) Possessor may choose for possessor's 'Dragon's Breath' actions to repeat themselves the round after they are first used, with a max of one action being repeated per turn per individual by this ability
Draconic Aging- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains Fatigued: Elderly Immunity, This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability to all stats, to a max of +2,400) (gained 07/26/2015)
Draconic Wisdom- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 MIN, +500 SPI, and +500 Magical Attack
Dragon Traits- (Passive Ability, Dragon Lord) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. This ability only takes effect if possessor is an Dragon.
Dragon's Blood- (Passive Ability, Dragon Lord) Possessor gains +200 HP, When possessor uses a Defend action, possessor deals 5 Fire element damage to any opponent who conducts an attack that targets possessor while possessor is in possession of a buff created by said Defend action as a non-stacking effect
Dragon's Breath- (Passive Ability, Dragon Lord) If possessor is a Dragon and possessor has not used this ability within the last four rounds, possessor may spend an action to deal (1,000 * Possessor Level) Flat Fire element Damage to any one target
Dragon's Roar- (Active Ability, Dragon Lord) If possessor is a Dragon, possessor may spend an action to have a 30% chance of inflicting Confusion: Fear on up to 3 targets
Dragon-Scale Hide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Defense
Dragon Lord- (Passive Ability, Dragon Lord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Dragon pet only, This ability provides +250 HP and +50 to all stats of possessor's Dragon pets and summons per Level of possessor
Elemental Breath: Air- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Air element Damage
Elemental Breath: Darkness- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Darkness element Damage
Elemental Breath: Earth- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Earth element Damage
Elemental Breath: Electrical- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Electrical element Damage

Elemental Breath: Energy- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Energy element Damage
Elemental Breath: Fire- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Fire element Damage
Elemental Breath: Magic (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Magic element Damage
Elemental Breath: Water- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Water element Damage
Form of Serpent-Drake- (Stance Ability, Dragon Lord) If possessor is a Dragon, possessor gains +200 AGI, +200 STR, +2% Dodge, and +2% To Hit
Formshift: Dragon- (Stance Ability, Dragon Lord) Possessor's subtype becomes Dragon
Heart of the True Dragons- (Passive Ability, Dragon Lord) Possessor may equip Dragon pets as Transformations
Horned Dragon- (Passive Ability, Dragon Lord) Possessor gains +200 Melee Attack if possessor is a Dragon
Reinforced Dragonhide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Defense
Sweet Powdered-Candy-Gas Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to gain 'Heals' and apply a buff that stacks 3 times that provides +300 to all stats and causes its possessor to regenerate 3,000 HP and MP at the start of each round
Swift Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability loses the text 'and possessor has not used this ability within the last four rounds'


Dracomage:
Basic Dragon Magic Attunement- (Passive Ability, Other: Dracomage) All Dragon Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all Dragon Magic spells cost possessor 100 less MP to cast
Wings of Dragon Magic- (Passive Ability, Other: Dracomage) Possessor gains +500 AGI, +500 SPI, and 25% Dodge if possessor is either a Dragon or has 5 or more Dragon Magic spells equipped

Dragoon:
Apprentice Polearm Training- (Passive Ability, Dragoon) Possessor gains +50 Melee Attack and +50 Magical Attack if possessor has a Polearm equipped, Possessor gains +20 to all stats if possessor has a Polearm equipped
Basic Polearm Training- (Passive Ability, Dragoon) This character gains +6 Magical Attack and +6 Melee Attack when a Polearm is equipped.
Critical Hack- (Technique Ability, Dragoon) Possessor may use 'Critical Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +5% Critical.
Dragoon- (Passive Ability, Dragoon) Possessor gains +700 Melee Attack and +250 STR when a Polearm is equipped plus an additional +(10 x Possessor Level) Melee Attack and +(10 x Possessor Level) STR if a Polearm is equipped.
Dragonheart Slice- (Technique Ability, Dragoon) Possessor may use 'Dragonheart Slice' in conjunction with a 'Melee Attack' action if possessor has a Polearm equipped. Said action's user counts as a Dragon during said action
Dragoon Jump- (Passive Ability, Dragoon) Possessor may conduct 'Melee Attack' actions from the back row if possessor has a Polearm equipped
Grandbeard Clan Tunnel-Fighting Formation- (Stance Ability, Dragoon) If posessor is in a Zone of Earth, possessor's allies who are in the same Zone of Earth may be in the back row if possessor is in the front row regardless of how many other individuals are in each of said two rows. If possessor is in a Zone of Earth, is wielding a Polearm, and is in the back row, possessor may make 'Melee Attack' and 'Melee Overdrive' actions as though possessor were in the front row.
Grandbeard Glaive Strike- (Technique Ability, Dragoon) Possessor may use 'Grandbeard Glaive Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Polearm. Said action gains +300 Melee Attack and deals 60,000 additional Damage to Cthonians and Humanoids who do not have 'Dwarf' or 'Dwarven' in their name.
Longarm Stance- (Stance Ability, Dragoon) Possessor may use Melee Attacks on the enemy front row from your back row for half damage if possessor has a Polearm equipped
Ogre Cleaver Stance (Polearms)- (Stance Ability, Dragoon) Possessor may wield Weaponx2 Polearms as though they were Weaponx1 Polearms Possessor's equipped Weaponx2 Polearms gain +1,200 additional Melee Attack
Polearm Sweep- (Technique Ability, Dragoon) Possessor may use 'Polearm Sweep' in conjunction with a 'Melee Attack' action if possessor has a Polearm equipped. Said action gains '1 hit against 3 targets in the same row' and deals 1/3 Damage
Polearm Wielding I- (Passive Ability, Dragoon) +5 to all stats when a Polearm is equipped
Polearm Wielding II- (Passive Ability, Dragoon) +25 to all stats when a Polearm is equipped, +25 Melee Attack and +25 Magical Attack when a Polearm is equipped
Rumblecleave- (Technique Ability, Dragoon) Possessor may use 'Rumblecleave' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Polearm. Said action gains +600 Melee Attack, 30% inflicts Confusion, and 40% inflicts Entombed.

Elementalist:
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Heart of Earth- (Passive Ability, Elementalist) +10 Magical Attack for Earth element Elemental Magic, 5% Earth Resistance
Heart of Fire- (Passive Ability, Elementalist) +10 Magical Attack for Fire element Elemental Magic, 5% Fire Resistance
Heart of Water- (Passive Ability, Elementalist) +10 Magical Attack for Water element Elemental Magic, 5% Water Resistance
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element

Guardian:
Armored Guardian Stance- (Stance Ability, Guardian) Possessor's allies gain +300 Defense if possessor is wearing a Heavy Armor
Augmented Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 5% Minor Status Effect Resistance
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Can Wear Heavy Armor Without Tiring- (Passive Ability, Guardian) Possessor gains 10% Fatigued Resistance while possessor has a Heavy Armor equipped
First Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +50 CON and 5% Resilience
Meditated Upon the Iron Iris- (Passive Ability, Guardian) Possessor cannot be Criticalled by individuals below Level 10
Prepare to Intercept Blows- (Technique Ability, Guardian) Possessor may use 'Prepare to Intercept Blows' in conjunction with a 'Guard Other' or 'Guard Back Rank' action if possessor has a Heavy Armor equipped and no other technique is used. Defense buffs applied by said action are increased by 25 points as a non-stacking effect.
Meditative Assumption of Light- (Passive Ability, Radiant Hierophant) Possessor may choose, at the beginning of a thread, to become solely Light element
Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 1% Air Resistance, 1% Earth Resistance, 1% Fire Resistance, 1% Water Resistance, 1% Light Resistance, 1% Darkness Resistance, 1% Physical Resistance, 1% Psychic Resistance, 1% Magic Resistance, 1% Technology Resistance, 1% Acid Resistance, 1% Ice Resistance, and 1% Electrical Resistance
Second Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +2,000 HP

Hollow Man:
Basic Null Synchronization- (Passive Ability, Other: Hollow Man) Possessor gains -25 to all stats if possessor is Null element
Can Not- (Passive Ability, Other: Hollow Man) Possessor's actions have a 2% chance of failing to occur
Defenses Weakened Through Null- (Passive Ability, Other: Hollow Man) Possessor obtains -5,000 Defense if possessor is Null element
Hak Error- (Passive Ability, Other: Hollow Man) Possessor is afflicted with Vanished if possessor transforms into an Aerial

Keeper of the Depths:
Dug A Hole to the Other Side of the World Once- (Passive Ability, Keeper of the Depths) Possessor pierces 2,000 points of Defense of Earth-element individuals

Lawbringer:
Pronounce Moral Verdict (Hope Variant)- (Technique Ability, Lawbringer) Possessor may use 'Pronounce Moral Verdict' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used, so long as said action only targets entities whose stats possessor has scanned on the previous round, and so long as possessor has not dealt damage to any allies previously in the thread. Said action causes its targets to take each an amount of Flat Hope element damage equal to the quantity of non-Healing Damage they have dealt their allies previously in the thread (to a max of <possessor level * 1,000,000> Damage).

Magewright:
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.

Monk:
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Fleet Feet- (Passive Ability, Monk) Possessor gains +50 to any one turn-order-determining stat for turn-order-determining purposes



Mountain King :
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element

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 gain +10 Magical Attack and boost stats by 5 more
Basic Paladin Combat Training- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, Possessor gains +50 Defense and +50 SPI
Calming Touch- (Passive Ability, Paladin) 15% Confusion Resistance, Possessor's Lay on Hands ability cures Confusion
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
Freeing Touch- (Passive Ability, Paladin) 15% Paralysis Resistance, Possessor's Lay on Hands ability cures Paralysis
Has Meditated Upon Virtue- (Passive Ability, Paladin) Possessor gains +100 to all stats for each positive status effect possessor possesses
Healing Touch- (Passive Ability, Paladin) 15% Impaired Resistance, Possessor's Lay on Hands ability cures Impaired and 1,000 additional HP
I Am The Just Blade- (Passive Ability, Paladin) Possessor may, with regards to the elements of opponents' actions targeting possessor and Damage being dealt to possessor, treat the element Law as the element Chaos or Darkness, treat the element Good as the element Evil or Darkness, and treat the element Light as the element Darkness
I Am The Righteous Force- (Passive Ability, Paladin) Possessor may treat opposing individuals whose subtype is Celestial, Angel, or Aisurii as though their subtype were Demon for purposes of Paladin abilities and equipped items that require abilities from the Paladin tree to be equipped
Inner-Light-Nimbus Form- (Stance Ability, Paladin) Possessor gains +300 uncapped points to all stats (to a max of +3,000) for each positive status effect possessor possesses, Possessor's allies gain +200 to all stats (to a max of +2,000 points across all sources) for each positive status effect possessor possesses
Invigorating Touch- (Passive Ability, Paladin) 15% Fatigue Resistance, Possessor's Lay on Hands ability cures Fatigue
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
Noble Purpose- (Passive Ability, Paladin) Possessor may not Damage allies (not counting healing) unless an individual of Level 60 or greater objects to said Damage-prevention
Noble Soul- (Passive Ability, Paladin) Possessor gains +200 Defense against SPI Damage, Possessor gains Stat Drain: SPI Drain Immunity if possessor is not afflicted with Hexed, Possessor obtains Charm Immunity against Demons, Devils, and Daemons below Level 40
Paladin- (Passive Ability, Paladin) Possessor's Damage-dealing actions that involve the casting of Holy Magic spells deal (500 + 100 * Possessor Level) additional Damage, Holy Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast
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
Poison-Neutralizing Touch- (Passive Ability, Paladin) 15% Poison Resistance, Possessor's Lay on Hands ability cures Poiso
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
Purifying Art- (Passive Ability, Paladin) Possessor's Lay on Hands ability has a 5% chance of curing any one minor status effect on use, Possessor's Holy Magic spells that have a chance of curing minor status effects have a 10% greater chance of doing so
Redeem- (Active Ability, Paladin) Possessor may spend an action to cause an opposing non-unique enemy that is normally fightable for drops, is 5 or more Levels lower than the action's user, and that is afflicted with Charm to switch to said action's user's side of battle, with Demons affected by this effect optionally being able to have their subtype changed to Deva, with Devils affected by this effect optionally able to have their subtype changed to Angel, and with Daemons affected by this effect optionally able to have their subtype changed to Celestial, with the effect causing this counting as a debuff and not being removable by sources below Level 30 that are not 10 or more Levels greater than this action's performer, Has RP effects
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
Shielded by Spiritual Purity- (Passive Ability, Paladin) +50 Defense, Possessor gains +50 additional Defense when possessor has not taken any SPI Damage and is not afflicted with Stat Drain: SPI Drain
Spiritual Purity that Protects against Agony- (Passive Ability, Paladin) Possessor is immune to Pain from sources below Level 20 that are below possessor's Level
Spiritual Purity that Protects against Confusion- (Passive Ability, Paladin) Possessor is immune to Confusion from sources below Level 20 that are below possessor's Level
Spiritual Purity that Protects against Entrapment- (Passive Ability, Paladin) Possessor is immune to Paralysis from sources below Level 20 that are below possessor's Level
Spiritual Purity that Protects against Impairment- (Passive Ability, Paladin) Possessor is immune to Impaired from sources below Level 20 that are below possessor's Level
Spiritual Purity that Protects against Lust- (Passive Ability, Paladin) Possessor is immune to Charm from sources below Level 20 that are below possessor's Level
Spiritual Purity that Protects against Taint- (Passive Ability, Paladin) Possessor is immune to Hexed from sources below Level 20 that are below possessor's Level
Understanding of Mercy- (Passive Ability, Paladin) Possessor may choose to count opponents who are non-unique and 20 Levels or lower below possessor who are below Level 20 who are afflicted with Charm or Fatigued: Knocked Out as defeated
Wreathed In Grace- (Passive Ability, Paladin) Possessor gains +300 AGI if not afflicted with Hexed, Possessor gains 20% Dodge if not afflicted with Hexed

Other: Radiant Hierophant:
Apprentice Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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 Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +100 to all stats
Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Basic Light Synchronization- (Passive Ability, Other: Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +10 to all stats
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Improved Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +250 to all stats
Meditative Assumption of Light- (Passive Ability, Radiant Hierophant) Possessor may choose, at the beginning of a thread, to become solely Light element
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Scholar:
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
General Knowledge of Nexus Discs- (Passive Ability, Scholar) +15 MIN
Studious- (Passive Ability, Scholar) Possessor gains +200 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
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Focused Hypertech Casting- (Passive Ability, Scientist) Hypertech spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Hypertech
Hypertech Casting I- (Passive Ability, Scientist) Hypertech spells cost possessor 20 less MP to cast
Hypertech Casting II- (Passive Ability, Scientist) Hypertech spells cost possessor 200 less MP to cast
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Mathematician- (Passive Ability, Scientist) Possessor gains +500 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
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

Shrine Maiden:
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast

Smith:
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
Axecrafter- (Passive Ability, Smith) All Axes give +20 CON
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
Gauntlet Crafting- (Passive Ability, Smith) Possessor gains +10 to all stats and +20 Defense for each Gauntlets equipped
Heavy Armor Crafter- (Passive Ability, Smith) +50 Defense if a Heavy Armor is equipped
Polearm Crafter- (Passive Ability, Smith) +25 Melee Attack if a Spear or Polearm is equipped
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus

Spy:
Covert Essence- (Passive Ability, Spy) When possessor is Transformed into a Transformation or entity on the Enemy List (including if possessor is Transformed into such while in a Transformation), possessor may choose, at the time of transformation, to count as not being Transformed while in said Transformation, with effects that would only work on Transformations not working on said Transformation in said case
Self-Driven Deniably-Surreptitious Denial of Self-Denial- (Passive Ability, Spy) Possessor may, as an choice that may not be controlled by other individuals or randomly chosen (overriding such instances of control or randomness), choose to ignore having chosen to not count as being Transformed due to the effect of the ability 'Covert Essence', with said choice being made on a per-check basis and being able to count as both Transformed and not-Transformed for different purposes at the same time

Summoner:
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summon HP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 HP
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summon Critical Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Critical
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats


Swordsman:
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Blade of the Radiance- (Passive Ability, Swordsman) Sword Weapons equipped by possessor gain +(100 * Possessor Level) additional Melee Attack, Possessor may choose to add Light to the elements of any Damage possessor deals while wielding a Sword and may choose for any Sword weapons that possessor is wielding to count as possessing the element Light
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Darkspawn-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Demon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Devil-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Nonlethal Slash- (Technique Ability, Swordsman) Possessor may use 'Nonlethal Slash' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is wielding a Sword and no other technique is used. Said attack gains +100 Melee Attack and cannot reduce targets below 1 HP; Said attack inflicts Fatigued: Knocked Out if it would place its target at an HP value equal to or lower than 1 HP.
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped

Other: Thermonuclear Disciple:

Apprentice Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 5% Atomic Resistance
Apprentice Atomic Synchronization- (Passive Ability, Thermonuclear Disciple) Possessor gains +50 to all stats for each Atomic element item equipped, Possessor's Atomic element pets and summons gain +250 to all stats
Atomic Immunity- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains Atomic Immunity against sources below Level 20 if Level 20 or greater
Atomic Manipulation- (Passive Ability, Other: Thermonuclear Disciple) Possessor may choose one of the following at the beginning of each round if Atomic element: Create a Zone of Atomic, Remove a Zone of Atomic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Atomic by either possessor or a source below Level 20, Add Atomic 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 Atomic element on a Atomic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Atomic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Atomic, 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 Atomic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Atomic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Atomic, 5% Atomic Resistance, or +50 Defense against Atomic and 1% Atomic Resistance until the end of the round as a non-stacking buff
Basic Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 1% Atomic Resistance
Basic Atomic Synchronization- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +25 to all stats if possessor is Atomic element
Basic Command of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's Atomic element pets and summons gain +50 to all stats
Basic Defenses Against Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +50 Defense against Atomic
Basic Understanding of the Heart of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's Atomic element allies gain +10 to all stats
Basic Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 50 points
Radiation Intensification- (Passive Ability, Other: Thermonuclear Disciple) Possessor's chances of inflicting Poison: Irradiated are increased by 30% if possessor is Atomic element
Radiation-Proof- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains Poison: Irradiated Immunity
Thermonuclear Disciple- (Passive Ability, Other: Thermonuclear Disciple) Possessor ignores (1 * (Possessor Level/5), rounded down)% Atomic Resistance, Possessor ignores Atomic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


Warrior:
Active Parry- (Active Ability, Warrior) User skips a turn and adds one weapon's melee attack bonus to Defense for 2 turns
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Good Grip- (Passive Ability, Warrior) Possessor's opponents who are below Level 20 cannot unequip possessor's equipped items
Negaself Slayer- (Passive Ability, Warrior) Possessor may not be replicated by individuals below Level 60 without possessor's permission
Scarred Face- (Passive Ability, Warrior) 1% Physical Resistance

Wind Duke:
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element

Other: Hollow Man
Basic Null Synchronization- (Passive Ability, Other: Hollow Man) Possessor gains -25 to all stats if possessor is Null element
Can Not- (Passive Ability, Other: Hollow Man) Possessor's actions have a 2% chance of failing to occur
Defenses Weakened Through Null- (Passive Ability, Other: Hollow Man) Possessor obtains -5,000 Defense if possessor is Null element
Hak Error- (Passive Ability, Other: Hollow Man) Possessor is afflicted with Vanished if possessor transforms into an Aerial

Other: Radiant Templar
Champion of the New Radiant Order- (Passive Ability, Other: Radiant Templar) Possessor obtains +1 to all base stats if all individuals in the same thread that have at any point been Darkness element are currently Dead or unsummoned, provided that at least 1 such non-summon individual exists, Possessor obtains -1 to all base stats if possessor has any non-Dead allies who have at any point in the same thread been Darkness element, Possessor and all other individuals of equal or lower Level in the same thread treat Light as a base element

Misc:
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Beefy Premium Poundage- (Passive Ability, Beastmaster) If possessor is an Animal, possessor obtains +500 STR and +500 CON, If possessor is an Animal, possessor's allies may do 500,000 additional HP drain to possessor if possessor permits such
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Empowered by National Patriotism- (Passive Ability, Superhero) Possessor gains +2,500 to all stats if any of possessor's allies are Large Structures, or if possessor or any of possessor's allies have an Property items equipped

Graceful Movement- (Passive Ability, Dancer)- +300 AGI, 5% Dodge
Form of Ant- (Stance Ability, Vermin Lord) If possessor is an Animal, possessor gains +100 STR and +100 CON
Form of Clam- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +200 Defense
Form of Doll- (Stance Ability, Evermason) If possessor is a Golem, possessor gains +100 AGI and +100 SPI
Form of Dwarf- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 STR and +100 CON
Form of Fly- (Stance Ability, Vermin Lord) If possessor is an Animal, possessor gains +100 AGI and +1% Dodge
Form of Human- (Stance Ability, General) If possessor is a Guman, possessor gains +40 to all stats
Form of Hut- (Stance Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor gains +50 CON
Form of Irrindil- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 SPI and Fatigued: Elderly Immunity
Form of Lamp- (Stance Ability, Walker from Beyond) If possessor is an Abstract, possessor gains +400 CON and +200 SPI
Form of Mannequin- (Stance Ability, Evermason) If possessor is a Golem, possessor gains +100 AGI and +100 MIN
Form of Minotaur- (Stance Ability, Master of Monsters) If possessor is a Monster of a Humanoid, possessor gains +800 STR and +200 MIN
Form of Moth- (Stance Ability, Vermin Master) If possessor is an Insect, possessor gains +50 AGI and +50 SPI
Form of Mud Man- (Stance Ability, Conjuror) If possessor is an Elemental, possessor gains +200 CON and +1% Dodge
Form of Weevil- (Stance Ability, Vermin Lord) If possessor is an Insect, possessor gains +50 AGI and +1% Dodge
Form of Zombie- (Stance Ability, Deathless One) If possessor is an Undead, possessor gains +200 CON and -200 AGI (to a minimum of 1)
Great Stamina and Iron Work Ethic- (Passive Ability, General) Possessor gains 50% Fatigued Resistance against sources that are either possessor or allied to possessor
Holiday Cookie Baking- (Passive Ability, Chef) Food consumables used by possessor that Heal HP heal an additional 5,000 points if in a Zone of Ice
Honey-Infused Baking- (Passive Ability, Chef) Possessor's Food consumables that Heal HP restore an additional 200 points, Possessor's Food consumables that contain the word 'Honey' or 'Nectar' that Heal HP restore an additional 800 points
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Large Structure Traits- (Passive Ability, Other: Subspace Architect) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 10 as an effect that does not stack with other HP multiplying effects, possessor's Resilience is multiplied by 4 as an effect that doesn't stack with other Resilience multiplying effects, possessor's Defense is multiplied by 1.5 as an effect that does not stack with other Defense multiplying effects, possessor's Defense Against Stat Damage is multiplied by 1.5 as an effect that doesn't stack with other Defense Against Stat Damage multiplying effects, and possessor's Dodge is multiplied by .1, with possessor also gaining Immunity to Impaired, Confusion, Pain, Poison, Fatigued, Diseased, and Charm. This ability only takes effect if possessor is a Large Structure.
Melee Overdrive- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. Costs 25% Max MP in addition to the costs of any spells used with it. Does double normal damage. Spells that give Melee Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus.
Merry Caroling- (Passive Ability, Bard) Possessor's non-offensive actions that include Bardic Music spells buff stats for an additional 80 points (to a max of 1,000 additional points across all buffs per individual) and provide an additional 5,000 points of HP Healing if they Heal HP
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
Wintry Sleighmastery- (Passive Ability, Driver) Possessor's Vehicle transformations whose name includes 'Sleigh' or 'Sled' gain +500 AGI as a bonus that cannot increase their stats to above 1000% of thier natural values while in a Zone of Ice


-Curse-


Weapons-
Fuchsia Comtesse's Blossom Umbrella- (Weapon, Bladecane, Wood & Water, 10,000,000 Gold) +10,000 Melee Attack, +10,000 Magical Attack, +10,000 Defense, Weilder gains an +3,000 Defense against opponents or Damage sources whose name includes "Honeysuckle", Wielder gains -3,000 Defense against opponents or Damage sources whose name includes "Jasmine", Water Immunity against sources below Level 20, 10% Water Resistance, 50% Drowning Resistance, Charm Immunity, wielder's allies gain 60% Charm Resistance
Grandbeard Ancestral Halberd- (Weapon, Polearm, Earth, 8,000,000 Gold) +8,000 Melee Attack, +8,000 STR, +8,000 CON, 20% Earth Resistance, Possessor gains +8,000 additional Melee Attack if in a Zone of Earth

Armor-

Hambelstern Prototype Force Field- (Armor, Aura, Technology, 31,522,918 Gold) +30,455 Defense, +30,000 to all stats, +300,000 HP, 25% Technology Resistance, +6,000 additional Defense for each ally who has a Technology element Aura equipped, to a max of 5 such allies, wearer may reflect actions from sources below Level 20, 90% wearer may reflect actions from sources below Level 40, 10% wearer may reflect actions from sources above Level 39 but below Level 50, May only be equipped by individuals above Level 19


Accessories-
Greater Armband of Purity- (Accessory, Wristwear, Light, 24,000,000 Gold) +24,000 Magical Attack, +24,000 Defense, 40% Resilience, Individuals below Level 40 cannot inflict status effects on possessor
Blood Emblem- (Accessory, Broach, Darkness & Blood, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
Elder Symbol of Unbound Life- (Accessory, Other: Elder Symbol, Life, 36,000,000 Gold) +36,000 CON, +36,000 SPI, +360,000 HP as an effect that stacks twice, Wielder regenerates 360,000 HP at the start of every round as an effect that stacks twice, 10% Life Resistance
Phoenix-Feather Cloak- (Accessory, Cloak, Fire, 27,000,000 Gold) +26,000 AGI, +26,000 SPI, +29,000 Defense against Fire, The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Light & Fire element HP Healing and MP Healing, May only be wielded by individuals of Level 20 and greater
Wind-Dancing Princess's Ever-Graceful Ballet Slippers- (Accessory, Shoes, Air, 10,000,000 Gold) +10,000 AGI, 65% Dodge, Wielder's Dodge value may not be reduced by debuffs from sources below Level 60

Pets-

Fire Drake (Summoned)
Level 21
Dragon, Fire
HP- 450,000
MP- 450,000
STR- 3,600
AGI- 3,300
CON- 3,250
MIN- 3,100
SPI- 3,500
XP- 0
XP Needed- 240,000 (Standard Multiplier x2)
Minimum Level- 21
Defense- 2,700, +15,000 Defense against Fire
Defense against Stat Damage- 200
Critical Chance- 27%
Resilience- 25%
To Hit- 121%
Dodge- 22%
Resistances and Immunities- 95% Fire Resistance, 50% Light Resistance, 100% Water Weakness
Prime Attribute- Two Highest Stats
Constant Effects-
Fiery Aura- At the start of each round, possessor deals 18,000 Flat Fire element Damage to up to 5 targets, with a 30% chance of inflicting Burning on each such target, Constant Effect
Abilities-
Bite- 19,000 Damage, Physical, 0 MP
Firey Assault- 20,000 Damage, 15% inflicts Burning, Fire or Fire & Physical, 0 MP
Flame Breath- 24,000 Damage, 30% inflicts Burning, deals 1/2 Damage, 1 hit against 10, Fire, 15,000 MP
Bolster Fire- +1,500 to all stats, only affects Fire element targets , stacks 3 times, lasts 20 rounds, Fire, 30,000 MP
Weaken Water- -1,000 to all stats, only affects Water element targets, stacks 3 times, lasts 20 rounds, Fire, 30,000 MP





Greater Earth Draconite Bladesman (Summoned)
Level 15
Dragon, Earth
HP- 150,000
MP- 120,000
STR- 3,250
AGI- 2,710
CON- 3,210
MIN- 2,690
SPI- 2,730
XP- 100,000
XP Needed- 100,000 (Standard Multiplier x2)
Minimum Level- 15
Defense- 3,300
Defense against Stat Damage- 160
Critical Chance- 22%
Resilience- 21%
To Hit- 119%
Dodge- 17%
Resistances and Immunities- 50% Earth Resistance, 15% Fire Resistance, 30% Dragon Resistance
Prime Attribute- Two Highest Stats
Constant Effects-
Earth Affinity- Possessor gains +1,000 to all stats while in a Zone of Earth, Constant Effect
Dragon Servant- Possessor gains +3,000 to all stats while one of possessor's allies is an Earth element Dragon whose name does not include any of the words "Drakeling", "Drake", or "Draconite" and does include the word "Dragon", Constant Effect
Abilities-
Great Blade- 8,500 Damage, Earth or Physical, 0 MP
Raise Defense- +1,500 Defense, affects caster only, stacks 10 times, Earth, 3,000 MP
Combo Slash- 5,500 Damage, 10% inflicts Fatigued: Stun, deals 1/2 damage, 3 hits against 1, Earth & Physical, 6,000 MP
Bolster Earth- Target Earth element individual's Earth element abilities gain +4,000 to their Damage values, stacks 2 times, Earth, 10,000 MP
Added Abilities-
Greater Earth Blast Breath- 4,800 Damage, 15% inflicts Entombed, may deal 1 hit against 5 and deal 1/3 damage, This ability does not persist through combos, Earth, 600 MP

Transformations-


Dragon (2)- (Pet, Dragon, Fire, Lv.39, 100,000,000 Gold)
HP- 1,500,000
MP- 1,500,000
STR- 16,000
AGI- 16,000
CON- 16,000
MIN- 16,000
SPI- 16,000
XP- 0
XP Needed- 1,640,000 (Standard Multiplier x2)
Minimum Level- 39
Defense- 18,000
Critical Chance- 45%
Resilience- 45%
To Hit- 45%
Dodge- 35%
Resistances and Immunities- 10% Physical Resistance, 10% Magic Resistance
Prime Attribute- Two Highest Stats
Constant Effects-
Silver-Gilded Scales- Possessor gains +10,000 Defense, Possessor counts as being worth an additional 10,000,000 gold, Constant Effect
Glorious- Possessor is Immune to individuals below Level 20, Constant Effect
Abilities-
Bite- 40,000 Damage, 50% may inflict Wounded, Earth or Physical, 0 MP
Flame Breath- 45,000 Damage, 50% may inflict Burning, 1 Hit Against 3, May gain 1 hit against 15 and deal 1/3 Damage, Fire, 17,500 MP
Variable Breath- 45,000 Damage, 1 Hit Against 3, May gain 1 hit against 15 and deal 1/3 Damage, Any One Base Element or Magic, 60,000 MP
Draconic Magic- 35,000 Damage, 75% may inflict one minor status effect, 1 hit against 3, Magic, 100,000 MP



Spells-
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
Thermonuclear Atom-Cutting Slash- (Spell, Sword Arts, Atomic, 120,000 HP, 60,000,000 Gold) +60,000 Melee Attack, 60% inflicts Poison: Irradiated, 1 hit against 600,000, deals 3/4 Damage
Grand and Holy Healing- (Spell, Holy Magic, Light, 7,500 MP, 3,200,000 Gold) +3,400 Magical Attack, Heals
Restore Stats- (Spell, Healer Magic, Light & Air, 20 MP, 150,000 Gold) Heals 50 points of stat damage for all stats
Summon Greater Earth Draconite Bladesman- (Spell, Summoner Magic, Earth & Magic, 2,580 MP, 1,555,000 Gold) Summons 1 Greater Earth Draconite Bladesman, Max 8 summoned

Consumables-
Magical Pigments- (Consumable, Enchanted Item, Magic & Water, 100 Charges, 400,000 Gold) Heals 10,000 MP, Wielder may expend up to 10 charges of this item as part of an action involving the casting of a spell; each such charge expended reduces the cost of the aforementioned spell by 5,000 MP
Magical Pigments- (Consumable, Enchanted Item, Magic & Water, 100 Charges, 400,000 Gold) Heals 10,000 MP, Wielder may expend up to 10 charges of this item as part of an action involving the casting of a spell; each such charge expended reduces the cost of the aforementioned spell by 5,000 MP
Magical Pigments- (Consumable, Enchanted Item, Magic & Water, 100 Charges, 400,000 Gold) Heals 10,000 MP, Wielder may expend up to 10 charges of this item as part of an action involving the casting of a spell; each such charge expended reduces the cost of the aforementioned spell by 5,000 MP

modded stats wrote:Celiria Dragonheart (kitsune106)
Level 39
Dragon, Earth
HP: 866,250
MP: 68,750
STR: 9500 (capped 9500)
AGI: 4000 (capped 4000)
CON: 7850 (capped 7850)
MIN: 1950 (capped 1950)
SPI: 3900 (capped 3900)



Attack:
+33,000 Melee attack
+ 7,800 Magical Attack

Defense:
+ 42,100 defense
Weilder gains an +3,000 Defense against opponents or Damage sources whose name includes "Honeysuckle",
Wielder gains -3,000 Defense against opponents or Damage sources whose name includes "Jasmine",
65% dodge

Resistances and Immunities:
10% Life Resistance
Water Immunity against sources below Level 20,
10% Water Resistance,
50% Drowning Resistance,
Charm Immunity,
wielder's allies gain 60% Charm Resistance
40% Resilience,
Individuals below Level 40 cannot inflict status effects on possessor
Poison: Irradiated Immunity
10% Blood Resistance,

Start of round effects:
Wielder regenerates 360,000 HP at the start of every round as an effect that stacks twice,
Special effects:
Possessor's opponents who are below Level 20 cannot unequip possessor's equipped items
Possessor may not be replicated by individuals below Level 60 without possessor's permission
The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Light & Fire element HP Healing and MP Healing,




taking along:


200,000,000 gold
XP- 3,168,810
Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle

12 Holy General’s Blade (2)- (Weapon, Sword, Light & Physical, 3,100,000 Gold) +3,400 Melee Attack, +3,400 STR, +2,800 AGI, +3,000 CON, +3,200 SPI, 25% Critical, 135% To Hit, 20% inflicts Awestruck, Wielder’s allies gain +200 to all stats as an effect that stacks a max of 10 times, 10% Demon Resistance, 10% Daemon Resistance, 10% Devil Resistance
2 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
New Radiant Order's Champion's Armor- (Armor, Heavy Armor, Light, 30,000,000 Gold) +30,000 Defense, +30,000 Defense against Darkness, +30,000 Melee Attack, 30% Darkness Resistance, 30% Physical Resistance, 30% Light Resistance, 5% Devil Resistance, Radiant Magic spells cast by wearer that provide a Melee Attack Bonus gain +25,000 additional Melee Attack, Buffs on wearer from Radiant Magic spells that boost wielder's stats do so by an additional 1,200 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item, Whenever a Devil below Level 60 would inflict a minor or moderate negative status effect on wearer, it is instead dealt 300,000 Flat Light element Damage by wearer, Wearer is Immune to individuals below Level 20, Wearer must be Level 20 or greater and must possess the ability 'Radiant Templar' or the ability 'Champion of the New Radiant Order'
Shifting Dragon-Body- (Accessory, Bioaugmentation, Magic & Illusion, 50,000,000 Gold) Once per thread, if wielder is a Dragon, wielder may choose a Dragon from the Enemy List that is normally fightable for drops, that is of equal Level to wielder or lowever Level than wielder, and that is below Level 60, obtaining a Temporary transformation that is a copy of said Dragon that it may equip, Wielder must be Level 20 or greater
Purifying Blade- (Spell, Holy Magic, Light, 3,000 MP, 2,100,000 Gold) +2,200 Melee Attack, Demons, Daemons, Devils, Darkspawn, and Undead killed by this attack may not be resurrected by sources below Level 50
Restore Stats- (Spell, Healer Magic, Light & Air, 20 MP, 150,000 Gold) Heals 50 points of stat damage for all stats
Touch Which Confers Bodily Wholeness- (Spell, Holy Magic, Light, 5,000 MP, 2,600,000 Gold) Target cannot be afflicted with Minor Status effects coming from sources below Level 30, May only be cast by individuals above Level 20
Summon Fire Drake- (Spell, Summoner Magic, Fire, 21,000 MP, 21,000,000 Gold) Summons 1 Fire Drake, max 2 summoned
20 Golden Trophy- (Item, Antiquity, Physical, 40,000 Gold)
36 Moonflower Blossom- (Item, Material, Magic, 60,000 Gold)
91 Moonflower Petals- (Item, Material, Magic, 15,000 Gold)
Create Warding Summoning Circle- (Spell, Summoner Magic, Physical & Magic, 12,000 MP, 6,000,000 Gold) Creates a summoning circle for its caster that gives all of its possessor's summons +6,000 Defense at the time of their summoning as a non-stacking buff, does not stack
Lunar Concoction- (Spell, Alchemy, Light & Magic, 200 MP, 450,000 Gold) +450 Magical Attack, Heals, 15% inflicts any one minor positive status effect
5 Transcribe Text- (Spell, Artiface, Magic, 150 MP, 145,000 Gold) Creates a copy of target non-unique Book or Tome 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
Map of the Clavia Province- (Item, Antiquity, Earth & Light & Darkness, 700 Gold)

she never got papers it seems.


she's going to shift ot her dragon form and offer the angel a ride


Armocida wrote:
Orkanith Morthos (Armocida)
Level 19
Angel, Darkness
HP: 6,125
MP: 4,875
STR: 445 (20) 65 Bonus
AGI: 95 (5) 0 Bonus
CON: 245 (10) 55 Bonus
MIN: 195 (10) 5 Bonus
SPI: 340 (15) 55 Bonus
XP- 41,600
XP Required- 30,000
Fame- 1
Gold- 75,168,283
Bonus Weeks: 11
Weeks: 0

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 or Mental Overdrive or Physical Overdrive

Weapons-
Drauger's Axe- (Weapon, Axe, Darkness & Ice & Physical & Water, 45,000,000 Gold) +45,000 Melee Attack, +45,000 STR, +45,000 CON, +45,000 SPI, +450,000 HP as a non-stacking bonus, 60% inflicts Wounded, 60% inflicts Voidstruck, 50% may inflict Frozen or Drowning
White Waveblade- (Weapon, Sword, Light & Energy, 55,000,000 Gold) +55,000 Melee Attack, +55,000 SPI, Wielder's 'Melee Attack' actions may use Spirit as their Prime Attribute, Wielder's 'Melee Attack' actions may gain '1 hit against 50,000' and deal 1/3 Damage

Armor-
Bane Sovereign's Armor- (Armor, Heavy Armor, Darkness & Physical, 12,710,000 Gold) +12,600 Defense, +12,200 Defense against Darkness, 30% Physical Resistance, +12,730 Melee Attack, Wielder's Necromancy spells that provide a Melee Attack Bonus gain +12,200 additional Melee Attack, Buffs on wielder from Necromancy spells that boost wielder's stats do so by an additional 600 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item, Wielder gains +1,200 Defense against CON Damage


Accessories-
3 Blackclad Order Mage’s Mask- (Accessory, Mask, Magic & Physical & Darkness, 1,500,000 Gold) +1,450 Magical Attack, +1,450 Defense, +600 to all stats, 15% Magic Resistance, 15% Darkness Resistance, 15% Acid Resistance, +15,000 MP, 40% Resilience against Magic element attacks and effects, 15% Resilience, 130% To Hit
Blood Emblem- (Accessory, Broach, Darkness & Blood, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
Vampiric Dragon Mantle- (Accessory, Cloak, Blood & Darkness, 14,000,000 Gold) +14,400 Magical Attack, +14,900 SPI, +13,550 MIN, 30% Darkness Resistance, 15% Blood Resistance, Wearer's 'Magical Attack' and 'Ranged Attack' actions deal HP Drain


Consumables-
None

Items-
None

Spells-
Execution Strike- (Spell, Sword Arts, Darkness & Physical, 40,000 MP, 20,000,000 Gold) +20,000 Melee Attack, 60% inflicts Wounded, Inflicts Instant Death on targets below Level 20, Caster must be Level 20 or greater and must be wielding a Sword worth 20,000,000 Gold or more

Pets-
None

Transformations-
None

Permanent Consumables-
None

Artifacts-
None

Awards-
None

Orkanith Morthos (Armocida)
Level 19
Angel, Darkness
HP: 511,250
MP: 93,750
STR: 9,200 (20)
AGI: 950 (5)
CON: 2,450 (10)
MIN: 1,950 (10)
SPI: 3,400 (15)

ATTACK-
+70,200 Melee Attack
60% inflicts Wounded, 60% inflicts Voidstruck, 50% may inflict Frozen or Drowning

DEFENSE-
+9,250 Defense
+4,900 Defense Against Darkness
15% Magic Resistance, 30% Darkness Resistance, 15% Acid Resistance, 40% Resilience against Magic element attacks and effects, 15% Resilience, 15% Blood Resistance



Orkanith jumps onto Celiria's back as she offers to let him ride on her back.
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Re: a dragon and an agel go to maerfore

Post by Modrageball »

Armocida wrote: Kit has permission to auto Orkanith


Aeromage wrote: (Is Orkinath bringing any additional gold or items?)


It seems the post about Celiria getting her papers was one of the casualties of the thread-deletion. From a read through the recovered version it seems obvious she got them, though, even if the statblock is absent. We'll say she has them on her.

*Celiria Dragonheart's Papers from the Seirei Portal- (Bound Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI


The duo enter a palatial hall of shining jade and marble from an elaborately-carved portal supported by statues. Opulently-wrought pillars of green jade support soaring, vaulted ceilings and archways, reliefs worked into the stone depicting legendary beasts and mighty spirits. Ornate carving on the walls, picked out in semiprecious stones, show yet more impressive works, impressive-looking creatures doing battle with each other as well as figures in robes and veiled hats. Vast windows with complex patterns are set high into the walls, although no light is let through. Instead, a large number of floating lanterns illuminate the hall.
Small groups of individuals in grey robes and tall hats, and some in red and white stand here and there, conversing, reading tomes or observing the newcomers.
The hall is bisected by a line of desks, each made of the same marble as the floor and carved to appear as if growing straight out of it. Three are manned at present- the central one is occupied by a severe-looking woman with an array of long, golden hairpins securing a fanlike hairstyle, flanked by guards in emerald-green armour. To her left, a bespectacled middle-aged man sits at a desk of his own, the desk to her right occupied by a younger man wearing a thin copper circlet, both with guards of their own. All three wear identical, somewhat gaudily-coloured robes.


kitsune106 wrote: Armocida can auto Celiria.

Celiria will walk over in dragon form to the central desk and hold out her papers. She does blink her eyes, letting her shrine maiden and diviner abilities come forth.


Armocida wrote: Orkanith as well walks over to the desk with Celiria enveloped in shadow (as is his normal tendency).


Aeromage wrote: The clerk at the central desk looks, as always, distinctly unimpressed, dragons and angels or no. The Eyebrow is deployed as Celiria's paperwork is examined.
"I see. Despite failing to adhere to the appearance in your portrait, you are fortunate in that your shapechanging ability was previously noted. Therefore I can, with reluctance, say that everything appears to be in order. You, however," she turns her chilly gaze to Orkinath, "will require papers of your own if you wish to pass. Atra."

From an ornate key on the clerk's desk a gout of ink erupts which wisps and whirls into strands, drawing the figure of a faceless woman in thin air. Sheets of paper begin to float off the neat stack on the woman's desk to meet the inky figure's outstretched hand.

"As a visitor to our world," the woman continues as the spirit works, "It is expected you shall conduct yourself with decorum. Observing and following the ways of civilised society shall ensure no issues arise." The woman gives Orkinath a distinctly judgemental look. "This world is under the protection and guidance of the Great Houses of the August Order of Spirit Tamers. It is therefore possible you will encounter members of this esteemed Order performing their vital duties to the Houses and for the good of the people, and indeed world at large. They are to be afforded the greatest of respect at all times, and not to be interrupted or impeded in any way, shape--" she brings a hand down sharply on the now-complete stack of documents assembled in front of her, stamping it with an official-looking crossed-keys-over-a-keyhole seal. "--or form. Follow these rules and the laws stated in your papers, and your stay shall be a pleasant one."

Orkinath gets:
*Orkinath Morthos' Papers from the Seirei Portal- (Bound Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI

Celiria puts her divination and knowledge of Spirit Magic to use. The hall is, as might be expected, fairly buzzing with that variety of magic. The woman in front of her is fairly glowing with it, to her sight. She registers as Primula Actuara (Human, Level 30), a lady possessing a large amount of Shrine Maiden skills herself as well as a host of paperwork and scholarly-related abilities. Her array of hairpins is also pinging Celiria's vision as being magical, but at a rather higher level than the dragon is capable of getting a read on.
The spirit is registering as Atra (Spirit, Level 35), an ink-spirit with powers over ink and significant beyond-its-level Divination abilities, especially relating to transcribing information to paper. It's also registering as being bound to the key the clerk holds and a servant of House Clavis.


kitsune106 wrote: Celiria smiles.
"Good. We are heading to Maerfore to help with the Baazar. Any thing we should know about that?" She asks, watching as the spirit Atra gets to work.


Aeromage wrote: The woman turns her frosty glare back to the dragon. "A considerable amount, I would imagine. Before the Seed Rains wreaked havoc upon the province, the town was experiencing trouble with its lighthouse, an increase in theft and violence with little explanation as to who might be responsible or why, and an increasing number of disappearances in and around the nearby Aldebright Forest with a corresponding increase in the sighting of spiritual activity in the area. The Seed Rains themselves have brought further difficulty to the region, most obviously in the form of the huge, rapidly-regrowing trees that have blocked its harbour and shipyards and made both sea travel and fishing nigh-impossible, but also in the unscrupulous trade of plants and produce from the Rains themselves, most of which the sellers pass off as 'miraculous, magical treasures of the Rains' at high prices which are usually, in fact, either useless or extremely dangerous."
The temperature seems to drop several degrees as she narrows her eyes. "In addition, it has come to our attention that one Rey Naboshi, a traveler from beyond this very portal is responsible for the deaths of no fewer than twenty-three people in Marefore, to say nothing of the theft- both of House property and from businesses in town- and property damage he caused. There has been a bounty issued for his capture or, if not possible, his head."


kitsune106 wrote: The dragon tilts her huge head.
"Interesting. While my friend investitages the baazaar, maybe i can help with the trees. As for Rey, I have heard of a BA member. Not sure how much his head would help. He would respawn in Nexus."


Armocida wrote: Orkanith says (as if it is an inconvenience) may we get underway now? I have work to do.


Aeromage wrote: "If he has a method of cheating death, then capture would indeed be preferable. Failing that, his head and extraction, or forfeiture on his part, of enough currency to provide some recompense for the families of those he killed."
She turns to Orkinath. "You have your papers. What you do now, within reason and the extent of the law, is up to you. There is nothing keeping you here."


kitsune106 wrote: Celiria turns to the angel, gently picks him up and puts her on her back and turns back to the lady.
"Thank you. One last thing, directions to marefore."

Once she has the directions, she'll trudge out, then take to the air, heading in that direction.


Aeromage wrote: The clerk reaches into her desk drawer, pulls out a map, and pushes it towards Celiria. "Marefore is clearly marked on the southeastern coast, as is this complex. How you make your way there is your choice."

Celiria gets:
Map of the Clavia Province- (Item, Antiquity, Earth & Light & Darkness, 700 Gold)


kitsune106 wrote: celiria will head out then, flying to maerfore


Aeromage wrote: The duo make their way through opulent halls and manicured grounds to the outside world. It is, apparently, night- a brilliant cascade of stars twinkle in the sky overhead, blotted here and there by clouds. A vast green moon hangs low in the west, its surface undulating and rippling with various other greens and yellows. High above, a second moon- this one smaller and considerably uglier, its dull brown surface scarred and pitted- hangs, casting little light.

The complex joins a large, wide white road running roughly east to west, slicing through fields of flowers, their scent still lingering on the cool night air.

Celiria, however, is more interested in the sky than the road, and takes off with Orkinath on her back, rapidly gaining altitude. With a flick of her tail, the dragon changes direction and begins heading roughly southwest towards Marefore.

The night is mild, even with the wind whipping at them from their flight's speed, and the pair seem to be making good time. About twenty minutes in, however, a harsh chorus of cawing fills the air and a number of large, birdlike things drop from the air above towards the dragon and passenger. The things have vaguely humanlike features (save for the beaks, feathers and bird-bodies) and some are dressed in red robes which, despite covering a good deal of their wings and bodies, don't seem to be interfering with their flight. There look to be about seven in all.


kitsune106 wrote: celiria uses:
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats


on them, as she readies herself for combat. what do they ping as?


Armocida wrote: Orkanith prepares himself for combat.


Aeromage wrote: Celiria scans them as Kotengu (Spirit & Aerial, Level 15). They look to be weaker versions of Tengu.

Both the dragon and angel are faster than the flock of bird-spirits. What will they do?


kitsune106 wrote: Celiria goes first.

she tries to use:
Comforting Message- (Passive Ability, Commander) Possessor's actions that involve the casting of a Leadership spell that are not offensive may cure Confusion: Fear


as the Paladin dragon rumbles out:
"Good day . We come in peace."


Shrine Maiden:
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast

She waits for them to make the first move. She isn't about to massacre them right away.
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Re: a dragon and an agel go to maerfore

Post by Modrageball »

Armocida wrote: Orkanith jumps off the dragons back to take flight and swings at the Kotengu with his

White Waveblade- (Weapon, Sword, Light & Energy, 55,000,000 Gold) +55,000 Melee Attack, +55,000 SPI, Wielder's 'Melee Attack' actions may use Spirit as their Prime Attribute, Wielder's 'Melee Attack' actions may gain '1 hit against 50,000' and deal 1/3 Damage


Aeromage wrote: Celiria uses her Paladin-powers to attempt to calm the flock of crow-like Tengu. The flock does indeed pull out of its dive in order to listen to the dragon's authoritative words... and then Orkinath, White Waveblade glowing brilliantly in the night, promptly unleashes an enormous burst of radiant energy from his blade, lighting up the sky and blasting into the group.

One Kotengu, caught completely unawares, catches the brunt of the attack and practically explodes into a cloud of feathers, dropping like a stone to the darkened fields below. A second has its robes torn to tatters and one wing ripped to shreds and likewise begins a slow, circling descent. One, apparently rather more perceptive than the rest, hurtles upwards with a pair of rapid wingbeats and barely avoids the wave-blast, while the remaining four are all caught by the attack. Feathers fly and harsh caws of pain and anger fill the air.

The flock turns its attention to Orkinath. The more-perceptive one glares at the angel, eyes glowing. A moment later, it screeches an order in its harsh, birdlike language. Two of the kotengu nod in agreement, their bodies becoming surrounded with an eerie glow. Orkinath's body glows in response, and the angel finds himself feeling considerably drained and far clumsier as the spirits' magic takes effect.

Orkinath loses 300 AGI as a debuff.

The other two bird-spirits seem too consumed with anger to listen, however, instead opting to dive straight at the angel in an attempt to claw his eyes out. Orkinath takes moderate damage from the combo-assault.


Armocida wrote: Orkanith uses an overdrive and swings at the birds again using

White Waveblade- (Weapon, Sword, Light & Energy, 55,000,000 Gold) +55,000 Melee Attack, +55,000 SPI, Wielder's 'Melee Attack' actions may use Spirit as their Prime Attribute, Wielder's 'Melee Attack' actions may gain '1 hit against 50,000' and deal 1/3 Damage


kitsune106 wrote: celiria shifts her form again, this time to her humandoid battle dragon form.
She moves to go infront of the angel. Her frocefield falres in an attempt to keep the tengu from harm as well. "STay your sword!" She reaches out a hand, trying to lay on hands on the nearestest angry bird, using Redeem- (Active Ability, Paladin) Possessor may spend an action to cause an opposing non-unique enemy that is normally fightable for drops, is 5 or more Levels lower than the action's user, and that is afflicted with Charm to switch to said action's user's side of battle, with Demons affected by this effect optionally being able to have their subtype changed to Deva, with Devils affected by this effect optionally able to have their subtype changed to Angel, and with Daemons affected by this effect optionally able to have their subtype changed to Celestial, with the effect causing this counting as a debuff and not being removable by sources below Level 30 that are not 10 or more Levels greater than this action's performer, Has RP effects

on it if she can.
"PEace , friends... this one was scared. Forgive us."


Aeromage wrote: Celiria shifts into humanoid dragon-form and interposes herself between the angel and the spirits. Orkinath is fortunate that Celiria's forcefield does not activate and blast him full in the face with his own attack. Celiria is fortunate in that Orkinath is too low-level to do much in the way of damage to her, instead leaving her mildly singed. The kotengu don't seem to know what to make of this, with Celiria's grabbing of one of their own and talking at it leaving it more confused than anything else.

The flock gathers itself back up, an array of shimmering circular patterns winking into being as they prepare (as Celiria determines) a series of weak Guardian Wards. The more competent kotengu glares at Celiria, eyes glowing (which she determines as Read Mind). Whatever it sees, or perhaps does not see, seems to spook it enough to cause another round of frantic cawing and have it begin flapping away. The others look rather concerned at this development and begin to follow suit.


kitsune106 wrote: celiria spreads her dragon wings to block the angel's flight after them. "Let them go for now. We do NOT want to cause trouble, not yet."

She waits until the spirits are out of range then sighs. "Come on.. we've wasted alot of time."

She shifts back to her dragon form, tries to put him bakc on here and will continue on. She will let him go loot the one he killed if he really wants to though.


Armocida wrote: Orkanith loots the one he killed and jumps back onto the dragon's back.


Aeromage wrote: Orkinath flies down several hundred feet to the field in which the kotengu he killed fell. A bit of rooting around among some odd plantlife (didn't the farmer care what they planted?) later, he successfully finds the body of the birdlike spirit, pulling off its little red robe as a keepsake.

Orkinath gets:

Kotengu Robe- (Armor, Robe, Air, 200,000 Gold) +200 Defense, +200 AGI, +200 SPI, +10% Air Resistance, +10% Earth Resistance, +10% Electrical Resistance, +10% Physical Resistance

He also gets blindsided by a flurry of claws and beak as the wounded spirit he forgot about launches itself from the undergrowth and scrabbles at his face, dealing minor damage.


Armocida wrote: Orkanith swings at him with

White Waveblade- (Weapon, Sword, Light & Energy, 55,000,000 Gold) +55,000 Melee Attack, +55,000 SPI, Wielder's 'Melee Attack' actions may use Spirit as their Prime Attribute, Wielder's 'Melee Attack' actions may gain '1 hit against 50,000' and deal 1/3 Damage

attempting to cut its head clean off.


kitsune106 wrote: the huge dragon just facepalms hard, and waits.


Aeromage wrote: Orkinath swipes at the spirit with the glowing sword, successfully decapitating the thing, as well as trimming the entire field's worth of plantlife behind it as another wave of white energy slices out from the weapon's path.
Looting the newly-deceased spirit doesn't turn up much other than a feather that wasn't as badly damaged as the rest.

Orkinath gets:
XP for two Level 15 enemies
Kotengu Feather- (Item, Antiquity, Air, 20,000 Gold)


kitsune106 wrote: celiria sighs and waits fo hte angel to get back on then onwards to mareford


Armocida wrote: Orkanith gets back onto the dragon's back and they take off. Orkanith says to the celiria "Well that was a bloody mess."


Aeromage wrote: The pair take flight once again, soaring through the starry sky and over the darkened fields below. The occasional glimmer of light from a farmhouse or distant glow from a village help break the monotony, but it seems there's nobody else out and about traveling the countryside at this time of night.

After about an hour's flight, however, the pair do spot some ground-bound travelers, dressed in dark robes and carrying lanterns. Orkinath sees this and nothing more. Celiria, however, sees what looks to her eyes to be a large, flaming skull on a chain bobbing around ahead of them, the other end held by the taller of the duo. At least,that's what it looks like. It's a bit hard to tell from this height.


kitsune106 wrote: Dective's investigation is a go. She's scanning the spirit, as well as the travelers. Also, do her paladin senses scream evil at her?


Armocida wrote: Orkanith jumps off of the dragon's back ready for combat. He uses his wings to land softly on the ground, he says to the robed men, "A little late for a stroll don't ya think? Now who are you?


Aeromage wrote: Celiria scans the figures below. She registers them as Colm Verne (Human, Level 23), Lucia Parr (No further information obtained) and a Visumori (Spirit, Level 36).
Colm seems to have a lot of Shrine Maiden abilities, along with some Healer, Binder, Abjurerer and something called Onmyoji. The Visumori is a Spirit specialised in divination, particularly in finding corpses and the Undead.
Although she doesn't have anything particularly relating to scanning alignment, they're not registering as evil to her senses (although her Radiant Templar power could certainly declare them as such).

Celiria feels an odd pressure. She thinks she just got scanned back.


Orkinath drops down to confront the men. One is a blond-haired teenager wearing rather untidily-tied black robes fastened with a red sash, a large black satchel, and an expression of barely restrained excitement.
The other man is, in fact, a woman in her late forties with brown hair in a bun, dark rings under her eyes and considerably more professionally-worn robes, complete with a tall, eboshi-like hat.

"One might very well ask you the same question, dropping from the sky unannounced." the woman responds in wry tones.
"Lucia. Lucia. Lucia Lucia Lucia Lucia lucia--"
"In fact, to drop from the sky unannounced, at night and with one's weapon drawn, one might very well mistake you for a baudit of some description or marauding spirit. Therefore, as the initiator of this particular encounter, the onus is on you to declare your name and intent, along with that of your airborne companion."
The teenager continues bouncing. "Lucialucialucialucialucialucia--"
"Yes, Colm."
"It's an Aptim an Aptim with wings and he can fly with them and--"
"He's not an Aptim, Colm. In fact, he doesn't seem to be anything we've encountered before, which suggests he isn't from around here. I will have him explain himself in due course."


Armocida wrote: Orkanith looks at the two of them "You're right I am not from here my name is Orkanith. I do not speak for my companion up there if she wishes to introduce herself that is solely up to her. As for me I just came to talk. By the way may I ask what an Aptim is?"


kitsune106 wrote: Celeria smiles and her four legged dragon form comes down for a landing, trying to land gently. ''greetings. i am celeria dragonheart. can i assist you?''


Aeromage wrote: Celiria lands with a rush of air, to more excited hopping from Colm.

Lucia simply raises an eyebrow. "Quite the unusual pair you make. I am Lucia. This is Colm, my partner in our current endeavour."

"Don't forget Mr. Skully!" Colm gestures merrily at what, to Orkinath, looks like thin air. The blazing skull chatters its teeth at Celiria.

"Its name is not 'Mr. Skully', Colm. We are members of a specialised branch of the Spiritual Defense Force known as the Quiescent Order, otherwise known as the Bringers of Gentle Repose, Senders of the Unsent, Upholders of the Cycle of Death and Reb--"
"The Corpse Corps!" Colm chirps cheerily.
"...or, to certain laymen, the 'Corpse Corps', yes." Lucia states in resigned tones. "It is our job to locate those unfortunate individuals who have died without a proper burial or the proper rites performed in order to ensure their souls are laid to rest and thus returned to the cycle of reincarnation, lest unpleasant events transpire. In which case, it is our job to deal with the situation as is appropriate. The recent Seed Rains have brought many wonders to the region, but just as many dangers, increasing the demand for our services."

"Ooh ooh Lucia Lucia Lucia Lucia Lucia--"
"As to your question, Aptim are the offspring of bloodlines whose ancestors were subject to the depredations of a spirit from ancient times, which fused humans and spirits together in horrific fashion for its own amusement and to create servants. The Great Tamer Falciem Luca, creator of the Great Houses of the Order of Spirit Tamers, defeated it and freed its servants. Those that he could reason with he separated from their fused spirit-halves, thus creating the Dirim, pure humans with great resistance to the magic of spirits, able to touch even spirits that had demanifested or hold no physical form at the cost of being unable to use Spirit Magic themselves. Those who could not be reached became the Aptim, half-spirit humans, whose inhuman features and abilities marked them as apart from the human population and physical bodies apart from the world of Spirits. They are frequently seen as a warning against consorting with spirits and often shunned by both sides as a result, generally occupying the lowest rungs of society. With your wings and horns, you will more than likely be mistaken for one, as your partner will be mistaken for a spirit unless she assumes a more humanoid form. Something I would recommend if you are planning to visit any populated areas. While Aptim are accepted in society, however grudgingly, spirits that are not clearly identified as servants of the Great Houses in a settlement are generally a cause for alarm."

"LuciaLuciaLuciaLuciaLucia--"
"Yes, Colm."
"Ask them where they're from!"
"Given your unusual dispositions and obvious unfamiliarity with information that is well-known both in the physical and spiritual world, I would ask where it is that you might have come from. To wander the countryside at night where wild spirits might attack the unwary traveler suggests there may be more you need to know about the world."
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Re: a dragon and an agel go to maerfore

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Armocida wrote: Orkanith says to Lucia "we are from Nexus. On a side note how fare you in combat? If you are good I have a proposition for you."


kitsune106 wrote: THe four legged dragon celiria snorts a bit. She does slwoly shift ot a more humanoid form, but it still very draconic. When she got her upgrade from shapeshifter to dragon, it seems to hae prevented her normal human form from being avialable without special aid. "THis is about the most i can do." She nods to Colm and waves to Mr. Skully then.
"As for the moment, we are heading to Maereford. To help with the issues. However, I am also a paladin. Might you need assistance with laying spirits to rest?" She offers.


Aeromage wrote: "I believe I have heard of Nexus, insofar as it is a location beyond the Spirit World that a certain killer hailed from. As for your question," Lucia casts a dispassionate look at Orkinath. "I am as skilled in the arts of combat as my profession demands me to be."
"She once laid fifty whole Revenants to rest at once!"
"Thank you, Colm. If you were asking in the hopes of some form of sparring march, however, I would have to decline. Our work is too important to abandon, or to risk ourselves unneccessarily on frivolous matters."

Lucia pauses for a moment to take in the somewhat bizarre image of the humanoid dragon wearing a firey-feathered cloak and ballet slippers. "I believe you would still be mistaken for a spirit, if a rather unusual one. If you have any means of proving otherwise, I suggest you display them prominently, or otherwise make it very clear you two are traveling together in the hopes of passing yourself off as an extremely inhuman Aptim or someone labouring under a transformative spirit-curse."
"Ooh ooh like that man with the boar's head, he was so grumpy about it, especially when--"
"If by 'Maereford' you mean the seaside town of Marefore, we are making our way there ourselves. The Seed Rain's dangers, combined with the efforts of the killer from Nexus, have left a great many bodies in their wake, many of which have been transferred to the town to take advantage of its established temple and shrines. We have been called in to ensure the souls of the dead have been properly laid to rest and that the required rites have been performed properly."


kitsune106 wrote: Celiria has to chuckle and promptly shifts back to her dragon form, trying to get as long and wide as she can. "OOOhh... then, I can offer you a ride there. It should be fast." she blinks. "Wait, killer from nexus? What exactly happened?" she asks, curious, then hmmms. She looks at Colm and tries to rummage in her bag of holding to toss to Colm
Holy General’s Blade (2)- (Weapon, Sword, Light & Physical, 3,100,000 Gold) +3,400 Melee Attack, +3,400 STR, +2,800 AGI, +3,000 CON, +3,200 SPI, 25% Critical, 135% To Hit, 20% inflicts Awestruck, Wielder’s allies gain +200 to all stats as an effect that stacks a max of 10 times, 10% Demon Resistance, 10% Daemon Resistance, 10% Devil Resistance


"THink you can make something with that Colm?" she asks, her eyes alert to see how he , Mr. SKully and Lucia respond.

After wards, if they go fly, she will hmmm.

"I suppose that Yes, I could be considered an Aptim on your world. Where i came from, I was human at first. But using dragon spirits, I could merge with them to gain powers. Mind, I was a mere apprentice before going to Nexus and joining a special class there. I had to restart."



Armocida wrote: Orkanith looks at Lucia and says "I was not going to ask for a sparring match though I still do have a proposition for you all but we can only speak of it in a private place."


Aeromage wrote: Colm picks up the sword, grinning wildly.

"Put it down, Colm."
"But Luciaaaaaaaaaa..."
"You are not a swordsman, Colm. You are more apt to hurt yourself than a revenant. And your place is to pacify our targets from a distance and erect wards, not charge into the middle of confrontations whilst swinging a sharpened length of metal in all directions."

Colm pouts, but hands the sword back to Celiria.

"This 'Nexus' sounds like a considerably hazardous location, if its residents consort with spirits so freely. As for privacy," the woman continues, turning to Orkinath, "We are presently standing in the middle of a field miles from the nearest village or farmstead in the middle of the night. I am unsure how much more private a setting one could ask for."


kitsune106 wrote: She smiles. '' my world is not in nexus. my world is aomewhere else.'m


she sighs and puts the sword back into the bag of holding. she starts to tsll colm stories of her homewolrd inste though. she knows exactly how he feels.


Armocida wrote: Orkanith chuckles at colm's disappointment "Aye I am the same my world is elsewhere than Nexus. As for what I wish to talk to you about I was wondering if you would be willing to eventually help me take back my homeland from which I was exiled."


Aeromage wrote: "While your situation is unfortunate, our place is not to assist in coups against foreign countries. Our work lies in ensuring the unquiet dead pass on to the cycle of reincarnation, a vitally important task that is, regrettably, taken up by few in this world. If you wish to contract the services of mercenaries, you would be better suited to inquiring at a branch of the Spirit Hunter's Association, although I am unsure how many would be willing to travel so far beyond the reaches of Seirei and the Spirit World."

Lucia turns back to Celiria, who is presently telling the over-excited Colm tales of dragons. "Your offer of passage to Marefore would be appreciated."


kitsune106 wrote: Celiria smiles and bends downn to let people ride.

''so, who wants to ride the head?'' she asks. '' i promise to be extra careful.''


Armocida wrote: Orkanith jumps onto celiria's back leaving room for the other two passengers to climb aboard.


Aeromage wrote: Colm happily takes position on Celiria's head, bouncing with excitement. Lucia takes the rather more sensible position of the upper back, the chattering, flaming skull-on-a-chain floating along beside her.


kitsune106 wrote: Celeria takez off. trykng to not fly too high and heading sdtraight to their destination. '' say, can either of you tell me about the spirits in thr forest?''
She's flying in both a safe manner, as well, as one that will excite Colm. She's definately trying to show off a bit for him. He reminds her of herself when she was younger.


Aeromage wrote: Celiria takes off in a manner she attempts to make both safe and thrilling! The result is somewhat less than successful- while not actually dangerous, Celiria manages to make the ride slightly-uncomfortably turbulent. Colm holds tight to Celiria's horns, apparently too excited (or overcome with turbulence-related airsickness) to speak.

"If you are referring to Aldebright Forest, I am unfamiliar with the spirits particular to it." Lucia calls from her position on the dragon's back. She doesn't seem to be having much in the way of trouble, despite the rough ride.
"I would imagine it would include the varieties more common to forests of this area, but I expect that the true aim of your question is to determine if we know what might be causing the disappearances in the area. We do not. Should our methods detect the unsent dead within it after our work in Marefore is done, however, we shall appropriately deal with any spiritual threats that might be behind the issue."


kitsune106 wrote: She ceases that, adn goes for a smooth ride now.
"Sorry colm."

"Is that better?"

she gmmmmms.
"I see... Might you need help? I can drop you and my friend off in marefore and i can go into he forest.


Aeromage wrote: Colm still seems to be catching his breath for the moment.

"If you wish to investigate the forest, that is your choice," Lucia replies, "but as of yet we have no evidence to suggest those missing have perished there. Until such a time, or until our duties in Marefore are complete and we move to investigate the surrounding area, we shall leave the forest alone. Callous as it may sound, we must focus on the known sources of the potentially restless dead before we risk ourselves in what may be unnecessarily dangeous and fruitless pursuits."
The woman pauses.
"I have, however, determined that you hold some small skill with the spiritual arts. If you so wish, I could provide you with a method of locating the unsent and unquiet dead in order to allow you to assist in our task."


kitsune106 wrote: She just remembers not to nod.
"Thank you . I would like to do that, if I may ask that. "


Aeromage wrote: "Very well. I shall present it to you when we reach Marefore."

As if on cue, the dragon sails past a clifftop and soars over the dark ocean beyond. A large, tiered collection of lights flicker and wink off to her left, illuminating the sea around it in rippling waves and casting a glow on the hilly shore.
Curiously, there's a circular patch of darkness blocking part of the view from this end.


kitsune106 wrote: She hmmms at this.
"Interesting.. Is that it? Where should I land? And shoudl i stay in my dragon form?" she asks.


Aeromage wrote: "That should indeed be Marefore. I would recommend landing outside of the town, and reverting back to a more human form- if not for the sake of the townspeople, then for yourself. The less you look like an invading spirit and more an inhuman Aptim, the less likely you are to be harassed by the guards, spiritual defense forces and other factors." Lucia pauses. Celiria can practically hear the raised eyebrow in the voice. "Not to mention that in general, the towns of humanity are not laid out to accomodate large creatures with tails as long again as they are and a wingspan of several metres."
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Re: a dragon and an agel go to maerfore

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kitsune106 wrote: she smiles. "Roger Roger."

She banks gently to go to land outside the walls.


Armocida wrote: Orkanith asks Lucia "Where would you suggest i start as far as my quest with the recent criminal activity here in Marefore?"


Aeromage wrote: "I would suggest you start with the town guard," Lucia replies as Celiria comes into land on a hill a short distance from the town walls. "They would most likely have reports on the various troubles of the town. I would further recommend the both of you display any identification you might have at the gate to allay any suspicion or fears. For you, dragon, especially. They most assuredly saw you fly in and land, so assuring them in return that you are not a rogue spirit poised to attack would be wise."

Lucia clambers off Celiria's back, with Colm jump-falling off shortly afterward, swaying a moment, and then commencing bouncing.
"Lucialucialucialucialucia we flew we went up into the sky like whoosh and whooo and--"

The woman turns back to Celiria. "As discussed, I shall provide you with the necessary components to aid us in our investigations, if you so choose. If you do not wish to do so, consider it payment for your assistance. I am certain it should be of some use to you, regardless."

Celiria is handed a small, circular metal plate with a many-pointed-and-overlaid star-symbol in the centre of a geometric series of circles, with sigils and symbols ringing the outside and spaces between. She gets:

Detect the Unsent Dead- (Spell, Spirit Magic, Light, 200 MP, 4,000,000 Gold) Informs creator of the number of Undead individuals and Dead individuals capable of being resurrected or capable of being transformed into Undead in the same battlespace, this spell may additionally scan all Dead individuals capable of being resurrected and Undead individuals in the same battlespace as a separate effect, may determine the location and status of corpses and undead in an area as an RP effect, this spell may, at its caster's discretion, additionally count as a Divining spell


kitsune106 wrote: She equips the spell.

She shifts back to the humanoid form and makes sure that
*Celiria Dragonheart's Papers from the Seirei Portal- (Bound Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI


is visible.
"I think that's better, and I'm glad you liked it Colm."
She has to smile then frowns.
"one moment."
she equips anoher spell, then using 4 charges, 2 each casting from her pigments casts:
Touch Which Confers Bodily Wholeness- (Spell, Holy Magic, Light, 5,000 MP, 2,600,000 Gold) Target cannot be afflicted with Minor Status effects coming from sources below Level 30, May only be cast by individuals above Level 20
on both Lucia and Colm, if they let her.
She then asks.
"Do I have your permission to give you two a gift as well?"


Aeromage wrote: Lucia allows Celiria to cast the holy magic on the pair of them.

"If you wish to present us with a gift, you may," Lucia says, "but in order to prevent one, or both" at this, she looks pointedly at Colm, "parties from being disappointed as was the case with the last such item, I would ask what it is you had in mind."


kitsune106 wrote: "I.. have a specail breath that will empower you and also sustain you.. both physcially and mentally." She admits. "If you agree, I wil breathe on you two and give you the blessing."

she's talking about:
Sweet Powdered-Candy-Gas Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to gain 'Heals' and apply a buff that stacks 3 times that provides +300 to all stats and causes its possessor to regenerate 3,000 HP and MP at the start of each round


Aeromage wrote: There's another odd feeling of pressure. Lucia frowns slightly. "I suppose it would do no harm."


kitsune106 wrote: She nods.
She breathes first on Lucia, then Colm, then herself, then teh angel, giving everyone a buff of:
Sweet Powdered-Candy-Gas Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to gain 'Heals' and apply a buff that stacks 3 times that provides +300 to all stats and causes its possessor to regenerate 3,000 HP and MP at the start of each round


Aeromage wrote: Celiria breathes powdered candy everywhere! Colm's rate of vibration increases. Lucia either doesn't notice or is deliberately ignoring the steady stream of chatter's shift in gear. Celiria gets the impression she's had quite a lot of practice.
"You have our thanks once more for your assistance. I hope your endeavours in Marefore meet with success." Lucia gives a short bow and heads off down the hill to the town gate, burning skull floating behind her and Colm alternately running around her in circles and vigorously waving at the duo.


kitsune106 wrote: Celiria turns to her angel friend. "You want to stay together or split up?"
She takes a moment ot peer into the woods, curious if she spots anything.


Aeromage wrote: The combination of it being night, Celiria not having notable vision-based powers and the forest (according to the map) being over half a mile away means her attempts to spot anything notable about it meet with no luck.


kitsune106 wrote: She turns to the angel.
"So, what now?"


Armocida wrote: Orkanith stares at the city then turns to Celiria and says "you do as you please if you wish to go to the forest you do so as for me I'm going to talk to the city guards." Orkanith walks off towards the gate to talk to the guards about the criminals in the city to see if they can give Orkanith some information.


kitsune106 wrote: She'll run after Colm and Lucia now.
"Do you need help in the city? IF not, I'll probably be giong into the forest, or working on seeing if those large trees i heard about, I can help remove."


Aeromage wrote: Both dragon and angel end up at the gates, Lucia apparently just finishing talking to the guards in emerald-green armour flanking the closed gates to the town. One looks the incoming pair up and down, pausing at the obviously-inhuman Celiria.
"Lady exorcist says you're travelers from Nexus. I'll be wanting to see your papers before letting you in if that's the case. We had enough trouble with the last one, as it turned out."

Lucia, one hand firmly on a vibrating Colm's shoulder, turns to face Celiria. "I believe Colm and I shall be able to handle our duties in the town. If you wished to aid Marefore directly, I believe the more pressing matter they have is the blocked harbour and shipyards. Without them, the port cannot function and trade and travel is effectively stopped."


kitsune106 wrote: Celiria hands over the:

*Celiria Dragonheart's Papers from the Seirei Portal- (Bound Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI

to the guards.

"If its alright, I will go investigate the trees." She asks the guards.
"I would ask that you dont' shoot me down, please."

If they agree, she'll take flight to head for the trees.


Armocida wrote: Orkanith holds out his papers for the guards

*Orkinath Morthos' Papers from the Seirei Portal- (Bound Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI

"If everything is in order i would like to ask you a few questions."


Aeromage wrote: The guards look over the papers, one pulling out a notebook and scribbling down details while muttering to herself.

"Hold off until I inform the others," one of the group replies to Celiria, pulling out a rectangular strip of paper covered in intricate symbols and speaking into it. The paper begins glowing as he does so.
After a minute or so's pause, tinny responses start filtering back from the paper itself.
The guard nods and looks up once again, motioning for Celiria's papers to be handed back. "Go ahead, but we're going to keep an eye on you. The last thing we need is another Gold Dust Killer on the loose."

Celiria is now here.

One of the other guards hands Orkinath his papers back. "It seems you are travelers from beyond that gate. Not that that's necessarily a good thing, given recent events. Ask your questions."


Armocida wrote: Orkanith looks at the guards and says "I am here to deal with a criminal problem you seem to be having here in Marefore. Who do i talk to to get more information regarding the matter?"


Aeromage wrote: One guard gives a harsh, barking laugh, devoid of humour. "Which one? Either way, you'll want to be talking to Lieutenant Albis. She heads up night watch duty. Just through the gate, guardhouse on the left."
He motions to someone out of view on the wall above. A short while later, a series of clunks and clanks issues from the gate and the wide, metal-banded wooden doors swing open inwards.
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Re: a dragon and an agel go to maerfore

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Armocida wrote: Orkanith walks through the gate and walks towards the guard house to talk to the captain over the night watch.


Aeromage wrote: Orkinath walks through the gates and into the town beyond, finding himself in a large, open plaza with roads radiating off it.

There's a selection of shops, stables and coach-houses just inside the entrance, with a couple of tavern-type affairs a little way in. Most seem to be shut at this time of night, however, with only a couple having lights flickering in the windows. The roads leading downhill (presumably) towards the docks look to be fairly full of shops and other eateries, too, with one particularly large establishment notably taking up an entire corner of a crossroads. Further down, the road begins to be sheltered by colourful awnings and hangings, with the lamp-posts and lights casting soft patches of various hues from beneath the fabrics. From his current vantage point and the colour of the lights radiating from the rest of the town, it looks like there's a lot of covered walkways and tent-covered squares further down before the docks area.

Towards the middle of the town is a large, green-roofed estate that towers over most of the surrounding structures, walled off from the general public, its grounds shielded from easy view by a barrier of tall cherry trees. Another estate-like complex, rather smaller and with blue-tiled rooftops, stands closer to the northern outskirts of town. Both are very visible due to the bright, steady lights filling the walled enclosures and blazing from the windows.
Larger buildings, some of which look to have quite impressive architecture that Orkinath can't easily make out from this distance and from the light available, sprout from the seafront by the docks.

What the angel is most interested in, however, is the guardhouse, conveniently built right into the town wall next to the gate. It's a fairly large two-storey building with a watchtower sprouting out of the wall-side, overlooking the town and surrounding countryside. Lamps burn merrily on brackets set into its walls, and lights glow from every window. Even at this time of night, it seems like they're working.

Inside, Orkinath finds a large waiting area and a solidly-built desk, manned by an equally solidly-built man in a green uniform, who grunts in acknowledgement as the shadow-winged, horned individual makes his way in.


Armocida wrote: Orkanith Flashes his papers

*Orkinath Morthos' Papers from the Seirei Portal- (Bound Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI

After flashing his papers he puts them away and leans on the desk and says to the guard "I hear that you are having a criminal problem here...i am here to solve that problem for you."


Aeromage wrote: The guard grunts again. "'bout time we got someone in to help. We're overstretched as it is. Go see the lieutenant. Second door on the right." He jerks a thumb over a shoulder, indicating a hallway.


Armocida wrote: Orkanith walks over to the door and goes into the room. "Lieutenant I am here about your criminal problem." (hes talking in a bit of an annoyed tone at this point)


Aeromage wrote: Orkinath enters a spacious office in what was quite possibly, at one time, a rather neat and ordered state. Presently there are stacks of papers everywhere, including the floor, and overflowing the desk. Behind the aforementioned piece of furniture sits a rather haggard-looking woman in a nicer version of the front desk guard's green uniform, blonde hair pulled into a frayed bun and a document in each hand. The woman slaps the papers down on the desk as Orkinath enters and makes his statement (causing a small cascade of documents to wash out over the floor), standing from her chair as she does so. And keeps standing. She's about a foot taller than the angel.

The woman looks Orkinath up. She looks him down. She looks him up again. She sighs.
"I'll take it. Have a seat." She gestures at what Orkinath originally took to be a larger stack of paper but was, in fact, a chair with yet more papers on and around it.
"Frankly, I could use any help I could get right now," the Lieutenant continues on without pausing. "I'm having to deal with both the Day and Night Watch affairs since Lieutenant Marsh ran off home for the Seed Rains, the Captain's holiday to Quas has become indefinite due to those blasted trees and shipping problems, we have people selling plants that could be catastrophically dangerous, everyone seems to think that the city guard--" she grabs a sheaf of papers and tosses it to one side in frustration "--is the best place to complain about the port being out of commission, and nobody seems to be able to catch what I am sure is a gang of thieves and muggers running rampant about the bazaar. And all this is before that thrice-damned 'Gold Dust Killer' breezed into town, killed all those people, blew up several buildings and the town gate and forced me to pull all of my men from investigating cases to street patrol to make sure he doesn't come back."

Lieutenant Albis takes a deep breath, unclenches her fists, tosses the crumpled documents in them aside and sits back down.

"It has been a very bad month." The blonde woman furiously massages her temples. "I heard you're from that Nexus place. Tell me what kind of skills you have so I know what I'm working with, and I'll see if I can find what we have on the thieves."


Armocida wrote: Orkanith chuckles at how stressed and overstretched the woman is. he states "I am a fighter of sorts I am proficient with blades I can fly so I can get an aerial view of the city to keep an eye out for the thieves."


Aeromage wrote: "Hrm." Albis rummages around in a desk drawer. "Combat experience is a plus, although our main focus is to capture, not kill the group. Not least because it's less paperwork for all involved, irritating as their evasion might be, but also because we need to find out from them if it is indeed an organised gang we're dealing with."

The lieutenant eventually surfaces with a folder and a map of what is presumably the town, marked with several 'X's.
"Right. There's been two distinct types of activity. During the day, we've been having reports of people getting robbed and pickpocketed, which is nothing new, but accompanying those reports at the same time are reports of people getting injured with no apparent cause. Stab wounds, but nobody detained in the area who was next to the victim having blades. Broken bones simply from walking normally. Sudden concussions out of nowhere, in broad daylight, in the middle of the street. Obviously someone's been capitalising on the confusion caused to grab people's goods while they're distracted. These events have mostly been taking place around the lower bazaar and the docks areas." She points at the relevant parts of the map, marked with red crosses.

"Night is a different story. We've been having break-ins that shouldn't be possible. Bazaar strongrooms getting emptied without the locks being forced or keys going missing. Welded-shut crates bolted to the floor being ripped straight out of the ground. Third-floor residences and storerooms getting burgled without the security measures- heavy, I might add- on the lower floors being triggered, and no obvious grapple marks. And guards who were in the area at the time apparently seeing absolutely nothing." She points at a plethora of blue crosses scattered about the bazaar district and sighs. "I'd suspect Aptim involvement if it weren't for all the guards apparently not catching anything. As it is, it's looking like spirits at play or the like, and Mistress Fina and the other Tamers in town are presently busy dealing with keeping the town's spiritual wardings up in light of the Seed Rains and making sure the lighthouse issue doesn't get any worse."

A small card falls out of the folder with a plop. Albis looks at it with obvious distaste. "And then there's this. Whoever or whatever's been behind the top-floor night robberies has taken to leaving calling cards. As if this group wasn't making enough of a mockery of us."


Armocida wrote: Orkanith grabs the file and the card that fell out of it and starts to read over the files "if it were Aptim how would one know?" "I am also going to need to talk to the patrols that had been on duty the nights that this all happened and the patrols from the day shift as well. May I take the file with me when I go so I can continue to read over it as I do my investigations?"


Aeromage wrote: "Aptim tend to have distinctive appearances. Much like you do." Albis hands the folder over to the angel. "They also have unusual powers due to their heritage. Often said powers are obvious- lights, sounds, expressions of one element or another. If they were using said powers to break in, one of my men should have seen something. In fact, they should have seen something, Aptim or not, given several were apparently supposed to be right in the area where the crimes were committed while the crimes were committed. That they didn't leads me to believe that either the thieves are incredibly skilled, somebody is using spirits that can bypass normal barriers and security, or I am working with the biggest group of incompetents this side of the Cetan Ocean. Needless to say, none of those possibilities is appealing."

Orkanith gets:
*Lieutenant Albis' Case Folder: Marefore Bazaar, Suspected Thief Gang- (Accessory, Quest Item, Earth & Water, 5,000 Gold) +1 MIN, +1% To Hit
'Crimson Gale' Calling Card- (Item, Antiquity, Air & Fire, 50 Gold)

The case file is carefully laid out and split into two halves, one dealing with the daytime incidents and the other the nighttime break-ins, complete with maps, annotations and pages of theorising about how they could be linked, as well as details on what guardsmen were on patrol in the areas at the time. It looks like Albis is rather good at keeping things in order case-wise, even if she's currently overwhelmed with paperwork.
The calling card is pretty crudely made. It looks like an offcut of card that someone's drawn a stylised red wing on, with 'The Crimson Gale Strikes Again!' written on the back in somewhat-scribbly hand. Not a professional job by a long shot.

"The guardsmen on the day shift are likely asleep at this hour," the lieutenant says, fishing about in her desk again. "The ones who were on night duty are likely out on patrol as we speak. Nobody's been getting a day off with the steady stream of disasters we've had of late. We haven't rotated the area duties yet, so the men you're looking for should be patrolling the same areas as they were that night." Emerging with another folder, the woman begins to sort documents and maps into it. "I keep copies of all my case files, so you can borrow that one for a time. I would rather you didn't lose it, however. This case has been irritating enough as it is without having to make additional copies."


Armocida wrote: Orkanith nods his head in acknowledgment "I am going to head out now and investigate." Orkanith turns and walks out of the office to head towards the bazaar district to question the patrols. As soon as Orkanith steps outside he takes to the air to make travel just a little faster.


Aeromage wrote: The angel takes his leave, passing through the well-lit hall and waiting room and back into the night. Taking to the air, Orkanith launches himself above the rooftops in an effort to make his search that much easier, narrowly-avoiding an unexpected fish-shaped weathervane on the large restaurant down the hill's rooftop on the way.

Orkanith soon realises he has hit something of a problem. The streets of the bazaar area are almost completely covered with cloth and fabric, with most of the squares and plazas in that region of the town (that he can tell from the map, in any case) being covered by large, multicoloured tent-structures. There are, of course, gaps, particularly around the taller buildings- some establishments apparently demand full view of the sky from the street level, or perhaps want a view of the ground from their upper windows. Other areas have missing or damaged sections of fabric revealing the roads below. For the most part, however, the bazaar from the air looks like a sea of colourful material, glowing with muffled lights and dancing shadows from where people pass by underneath. At present, he can't see any patrols in open sections of the place.


Armocida wrote: Ok so Orkanith flies back to the ground to then walk to try and find the patrols around the city so he can question them.


Aeromage wrote: Orkanith lands in a small square in front of a several-story building that looks like it's shut up shop for the night and heads into the grotto-like maze of streets and passages roofed with colourful fabrics. The main thoroughfares are rather well-lit by stone lamps at regular intervals, with smaller side streets having less in the way of lighting, relying on either the odd light from a window or smaller lamps, or even being left in darkness entirely.
Using the maps as best he can, Orkanith heads towards what he assumes is a large-ish square, passing a couple of wary-looking people with bags and rows of unmanned stalls.

His nose informs him of the square's presence before he finds it, the scent of cooking meat and spices wafting out from around a corner. Turning it, he finds a wide, flagstoned space under a red, yellow and orange-tented roof supported by large wooden pillars, a variety of stalls filling the square in a somewhat-organised jumble. Food vendors are busily cooking items, merchants are calling out at late-night shoppers, and a surprising number of people are perusing the goods on display. Lamps and lanterns of various styles cast patterned light from every wall and every stall, mixed smells of cooking fill the air and join the babble of shoppers and sellers talking to, at and over one another. This must be one of the more popular night-time shopping areas.

Amidst the colourful mix of people, merchants and goods, the angel's eye is caught by a group of four green-armoured guardsmen sat down at a folding table in front of one of the food stalls (apparently selling mostly hot buns and meat-filled rolls).
Also vying for his attention is a man selling carpets, a woman with a stall filled with open boxes of spices, a man attempting to convey the quality of his swords and other goods through the medium of expansive hand gestures, and a man with a small (and notably mobile-looking) cart-stall filled with strange-looking fruits, promising 'rare and powerful produce from the Seed Rains'.


Armocida wrote: Orkanith Walks over to the Sword merchant and asks "what do you have sir?"


Aeromage wrote: The merchant, a short man in red and brown clothes with a matching hat, gives Orkanith a quick appraising glance before breaking into a smile.
"Many, many fine things for you this night, sir! While I may not have received any new stock due to the shipping troubles, I am certain someone with as fine weapons as yours will be interested in my selection of goods! I shall fetch my best to show you immediately."

The man pulls a selection of boxes out from under his stall, opening each in turn with a flourish. The first contains a sword with an odd, iridescent white edge to it.
"Here, we have a blade forged with an edge of procina, a rare metal that, it is said, has as many forms as there are people to behold it! Surely, when swinging this blade you swing with the force of many!"
The second contains a sword of dark, bluish metal with water droplets beading on its surface.
"This blade is made of an alloy of pluvium, otherwise known as rainmetal! Find the gaps in the armour of your opponents as surely as water finds its way through stone!"
The third also contains a blade, this one reddish in hue, shot through with sparkling fragments and radiating an obvious heat haze.
"This blade was forged using dust from Moonstone fragments of the Blazing Moon itself! A magnificent sword that will surely bring the full fury of fire down on all you would call a foe."
The fourth box contains a similar-looking axe.
"The smith who forged that blade also chose to create an axe with the same qualities! Not so good for cutting wood, you understand, due to the burning hazard, but highly effective nonetheless!"
The merchant pulls out a smaller box, popping it open to reveal a set of shining stones.
"I also still have some whole moonstones in stock! Align your weapon with the power of the Moons themselves in order to smite your enemy! Costly, but most certainly worth the price."


Armocida wrote: Orkanith looks at the blades and the moonstones and asks the merchant "How much does each blade cost and how much are the moonstones?" Orkanith is also keeping an eye on the guards so that he can keep them in sight.


Aeromage wrote: The guards, thankfully, don't look to be going anywhere. Either they're wanting to keep an eye on the square, or they're really enjoying that food.

The weapons-merchant happily lets Orkanith take a closer look at the weapons! His Arena-granted identification ability shows him:

Procina-Bladed Sword- (Weapon, Sword, Metal & Spatial, 30,000,000 Gold) +30,000 Melee Attack, 150% To Hit, 50% Critical, Weilder may re-roll missed attacks a number of times equal to the number of individuals in battle, to a maximum of 100, weilder counts as weilding a number of additional swords equal to the number of individuals in battle, to a maximum of 50, with this weapon gaining an additional +5% To Hit and +5% Critical for every ten additional swords weilder counts as having equipped from this weapon's effect

Pluvium Alloy Blade- (Weapon, Sword, Water & Metal, 22,000,000 Gold) +22,000 Melee Attack, +22,000 STR, +22,000 CON, Weilder ignores up to 220,000 Defense on targets that do not possess Water Resistance or Immunity, Weilder ignores up to 30% Resilience on targets that do not possess Water Resistance or Immunity, Weilder ignores up to 30% Dodge on targets that do not possess Water Resistance or Immunity, Weilder's actions that incorporate a Melee Attack bonus create a Zone of Water on hit

Arden-Moondust-Infused Blade- (Weapon, Sword, Fire, 20,000,000 Gold) +20,000 Melee Attack, +10,000 Melee Attack as an effect that counts as coming from a different source for per-item attack-caps, +20,000 STR, +20,000 CON, 50% Critical, 150% To Hit, Inflicts Burning, 50% Inflicts Burning: Superheated

Arden-Moondust-Infused Axe- (Weapon, Axe, Fire, 20,000,000 Gold) +20,000 Melee Attack, +10,000 Melee Attack as an effect that counts as coming from a different source for per-item attack-caps, +20,000 STR, +20,000 CON, 50% Critical, 150% To Hit, Inflicts Burning, 50% Inflicts Burning: Superheated


"Such weapons! I could not possibly part with the Procina blade for less than 32 million gold, the Pluvium blade for 24 million, or the others for 22 million. Although I would hasten to add, sir, that if for some reason you wish to pay in gold and not trade goods, promissory notes or the like, that we conduct the exchange discreetly. Times being what they are, and gold being considerably easier for would-be opportunists to handle than other items, hm?"


Orkanith looks at the moonstones while he's at it. He sees:

Lesser Moonstone of Arden- (Consumable, Enchanted Item, Fire, Unlimited Charges, 5,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Fire element and gains +5% Critical (with said To Hit bonus not stacking across weapons), does not stack, lasts 5 rounds

Lesser Moonstone of Canta- (Consumable, Enchanted Item, Air, Unlimited Charges, 5,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Air element and gains +5% Dodge (with said To Hit bonus not stacking across weapons), does not stack, lasts 5 rounds

Lesser Moonstone of Cintho- (Consumable, Enchanted Item, Water, Unlimited Charges, 5,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Water element and gains +5% To Hit (with said To Hit bonus not stacking across weapons), does not stack, lasts 5 rounds

Lesser Moonstone of Vernat- (Consumable, Enchanted Item, Earth, Unlimited Charges, 5,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Earth element and gains +5% Resilience (with said To Hit bonus not stacking across weapons), does not stack, lasts 5 rounds

Moonstone of Arden- (Consumable, Enchanted Item, Fire & Light, Unlimited Charges, 25,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Fire, Light or Fire & Light element, gains +25% Critical (with said Critical bonus not stacking across items), and gains +100,000 to a single attack bonus type (with this effect counting as separate for the purpose of per-item caps and stacking on a max of two items), does not stack, lasts 5 rounds

Moonstone of Canta- (Consumable, Enchanted Item, Air & Sonic, Unlimited Charges, 25,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Air, Sonic or Air & Sonic element, gains +25% Dodge (with said Dodge bonus not stacking across items), and gains 'weilder Regenerates 250,000 MP at the start of each round with this effect stacking on a max of two items', does not stack, lasts 5 rounds

Moonstone of Cintho- (Consumable, Enchanted Item, Water & Ice, Unlimited Charges, 25,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Water, Ice or Water & Ice element, gains +25% To Hit (with said To Hit bonus not stacking across items), and gains +100,000 Defense (with this effect counting as separate for the purpose of per-item caps and stacking on a max of two items), does not stack, lasts 5 rounds

Moonstone of Vernat- (Consumable, Enchanted Item, Earth & Wood, Unlimited Charges, 25,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Earth, Wood or Earth & Wood element, gains +25% Resilience (with said Resilience bonus not stacking across items), and gains 'weilder Regenerates 250,000 HP at the start of each round with this effect stacking on a max of two items', does not stack, lasts 5 rounds


"A good eye! The smaller moonstones I can part with for 6 million each, or 20 million for a set of four. The larger ones, for you, I shall sell for 26 million apiece!"


Items are subject to change on Gad-Review.


Armocida wrote: Orkanith eyes the

Arden-Moondust-Infused Blade- (Weapon, Sword, Fire, 20,000,000 Gold) +20,000 Melee Attack, +10,000 Melee Attack as an effect that counts as coming from a different source for per-item attack-caps, +20,000 STR, +20,000 CON, 50% Critical, 150% To Hit, Inflicts Burning, 50% Inflicts Burning: Superheated

and the

Procina-Bladed Sword- (Weapon, Sword, Metal & Spatial, 30,000,000 Gold) +30,000 Melee Attack, 150% To Hit, 50% Critical, Weilder may re-roll missed attacks a number of times equal to the number of individuals in battle, to a maximum of 100, weilder counts as weilding a number of additional swords equal to the number of individuals in battle, to a maximum of 50, with this weapon gaining an additional +5% To Hit and +5% Critical for every ten additional swords weilder counts as having equipped from this weapon's effect

Do you do IOU's if not all I do have is gold. The IOU's you can ask any favor of me and as long as it is in my power to do so I shall accomplish the task. Like I said if you do not do those then I have the gold. Orkanith also glances back at the guards to make sure that they were still there.


Aeromage wrote: "Sadly, IOUs are not valid tender, sir, unless backed by an appropriate organisation. Gold is perfectly fine, although if you'll wait just a moment I'll arrange for a more discreet setting to avoid potential issues."
So saying, the merchant pulls a wooden folding screen out from under his stall and unfolds it to create a small area out of view of the rest of the market.

The guards are still eating and drinking. It doesn't look like they're going anywhere soon.
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Re: a dragon and an agel go to maerfore

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Armocida wrote: Orkanith steps behind the screen and hands the merchant 54,000,000 gold to pay for the swords after paying for the swords he takes them and leaves the shop. After leaving the shop he walks over to the guards sitting at the table and pulls up a chair and sits down to talk to them about what they saw or heard of the recent events.


Aeromage wrote: The merchant happily conducts the trade! Orkanith now has his shiny new swords to hand.

The angel exits the screen and makes his way to the food stall, getting calls from other vendors on the way ("Powers beyond your wildest dreams, contained in the fruits of the rains! And so cheap!" "The finest carpets in the land! Warded against spirits! Warded against misfortune!"). The guards seem to be trading patrol stories with one another as he pulls up a seat at their table, prompting a sudden silence.
One gives Orkanith a judging glare, eyes lingering on his horns and wings. "You lost, there?"


Armocida wrote: (as a note Orkanith now has 21,168,283 gold left)

Orkanith looks at the guards and starts talking "I am here investigating the recent criminal activity in Marefore on behalf of your commanding officer. I wanted to talk to you all and get your accounts of what happened and where you were when the incidents took place."

Orkanith pulls the

Lieutenant Albis' Case Folder: Marefore Bazaar, Suspected Thief Gang- (Accessory, Quest Item, Earth & Water, 5,000 Gold) +1 MIN, +1% To Hit
'Crimson Gale' Calling Card- (Item, Antiquity, Air & Fire, 50 Gold)

he then states "Tell me what you know."


Aeromage wrote: "Albis's really getting desperate," one mutters as Orkanith pulls the folder out.

"Look, everything we know's in there already," says the first guard, a man with messy black hair and stubble. "I don't remember anything interesting happen that night. Smitty and I walked down the road by the spice merchant's and nothing happened. The shopkeeper keeps his valuables in his attic room, there's no other way into it other than through the shop or that little window up there, and we'd remember if we saw anything strange about the building. Place was locked up tight."
"Yeah, the only thing that happened that night was making sure the lady standing about on that road wasn't lost," the second guard, presumably Smitty, chimes in. "She was just catching her breath, nothing else interesting until we heard about the break-in next morning. Night went quick."

"Report's probably wrong anyway," the dismissive guard adds. "I was doing the patrol by the Locke & Co. warehouse, and I'd've remembered if the doors got ripped open while I was there. Nothing happened that night, so I don't know how the place ended up getting torn up like that. Whole night was so boring I lost track of time. It was morning before I knew it and nothing had happened."
"Same," the fourth guard, a stocky woman, adds. "Only thing unusual about that night was how tired I was afterwards. Prob'ly didn't get enough sleep the night before, or something."

The second guard chuckles as the angel pulls out the card. "Hah. Crimson Gale? Whoever's been leaving those's read too many of those books. Stupid fantasy novels about an airship pirate captain that goes on adventures. You can get 'em at any bookseller. Don't know why they're so popular."
The first snorts. "My kids love 'em. Keep going on about how they're going to grow up to fly airships. Not unless they work for some bigshot merchant or House distributor, but they'll hear none of it."


Armocida wrote: Orkanith thinks to himself for a moment then asks "Do you all know why you were so tired and did you all seem to lose track of time easily?"


Aeromage wrote: The stubbly guard frowns. "It's normal to be tired after a long night on patrol, isn't it? And everything runs together when there's nothing interesting going on, so..."
"Yeah, and I mean, it's not like we go checking the time all the time," Smitty adds. "If the morning seems to come quicker, that's a good thing."

The dismissive guard rubs his temples. "Trying to remember what I did on a night where nothing happened is just giving me a headache, anyway."


Armocida wrote: Orkanith rubs his chin for a moment and then looks at the guard "if it hurts to try to remember and things just blend together and time seems to fly by that fast then something else is wrong here."


Aeromage wrote: "It's probably nothing," the stubbly guard replies. "All these patrols getting to us, what with the extra work and suchlike. I mean, if something happened, someone would probably remember something, right?"
The other guards variously nod in agreement or massage their temples.


Armocida wrote: Orkanith shakes his head "not quite." Orkanith gets up from the table and looks around for an armor shop in the area.


Aeromage wrote: There doesn't seem to be a stall specifically devoted to armour, although there is a hat merchant who seems to have a few helmets on display and a woman selling a variety of shoes and boots. There's also a stall that looks to specialise in clothes and scarves opposite the fruit-seller (who is making increasingly outlandish claims to the powers his produce will bestow to anyone who passes his cart).


Armocida wrote: Orkanith shakes his head at the fruit seller and his unrelenting yelling. He then envelopes himself in shadow and takes flight in search of Celiria so that he may consult with her.


Aeromage wrote: The angel makes his way to a side street with a section free of a fabric ceiling, surrounds himself in shadow and takes to the skies, the multi-hued glow of the bazaar's cloth-covered streets providing warm underlighting and painting the upper floors of the surrounding buildings in colourful tones.
His intention to find Celiria is rendered a little tricky by not presently knowing where Celiria actually is. Air travel doesn't seem to be the most attractive of prospects either, given the sky over the harbour now seems to be in the midst of a violent lightning storm (which is curious, given the otherwise clear sky).

A movement, framed by a flash of lightning, from the top floor of one of the fancier-looking buildings in the bazaar area catches Orkanith's attention. It looks like someone's climbing out of a window.


Armocida wrote: Orkanith will go investigate the person climbing out of the window in hopes that this will turn into a lead for his investigation into the crime wave that has hit Marefore.


Aeromage wrote: Orkanith swoops closer to the suspicious individual. There doesn't seem to be any sort of support or way down from the window other than a sheer drop, which doesn't look to be fazing the person in question in the slightest.

The window-climber is apparently male and obviously inhuman, with chalk-white skin and red, feathery 'hair' and ears, wearing a very baggy pair of dark-red trousers and a billowy red coat. They are also barefoot, the feet bearing short claws and a tuft of red feathers at the ankles. Also of immediate interest to Orkanith is the large bag slung over the feathery fellow's back, clearly overstuffed and with a shiny gold plate half-sticking out of the strapped-shut top.

They don't seem to have noticed the angel yet.


Armocida wrote: Orkanith is going to swoop down with sword and axe drawn and confront the creature and say "Tsk Tsk Tsk...Who are you and why are you stealing those items from this place."

Orkanith obviously does not care about the creatures response he just does not want to get himself covered in blood then have to clean his armor.


Aeromage wrote: The feather-haired humanoid gives a sudden, startled yelp at Orkanith's appearance and voice, kicking off from the windowsill on reflex and off the building.
Orkanith is rather taken by surprise, however, at the sheer force with which the creature leaps, the windowframe splintering and stonework cracking under the impact and the feathered thief soaring off over the opposite rooftops and into the night.


Armocida wrote: Orkanith takes off after him into the night.


Aeromage wrote: The chase is on! After the thief's initial massive leap, the angel manages to recover from surprise and wing his way after him, successfully narrowing the gap to a few metres. The feathered humanoid really does have a powerful set of legs on him from what Orkanith can determine- he lands from several-story drops without any obvious sign of discomfort, immediately launching into the next gigantic leap without missing a beat, often shooting glances over his shoulder to see if the angel is still on his trail.

Orkanith is (once again) taken by surprise as the bouncy burglar, on passing close to another building on one of his gravity-defying jumps, abruptly shifts position in mid-air and kicks off the side of the wall at a right-angle, radically shifting their speed and trajectory and leaving the angel flailing in his flight as he attempts to correct his own path, hitting the side of the building in doing so for minor damage. Orkanith is able to get back into the air and back after the thief, but the gap between them is now significantly greater.


Armocida wrote: Orkanith tries to close the gap as best as he can.


Aeromage wrote: The thief is fast and their legs are powerful, but their method of getting around requires finding places to leap from and arcing trajectories, whereas the angel's ability to fly gives him no such penalties and allows him to gradually close the gap once more.
Seeing the angel gaining on him once again, the springy scrounger once more kicks off a wall at right-angles, this time leaping off rooftops and buildings to head towards the eastern edge of the bazaar where the lights are more spread out and stone buildings give way to wooden warehouses.

The thief leads Orkanith a merry chase over and around the warehouse rooftops in a vaguely circular pattern, shouts intermittently drifting up from the darkened ground-level as they continue the cat-and-mouse pursuit. It's around the second pass over a particularly large warehouse with a distinctive V-pattern-planked roof that the feathery individual's powerful legs betray him, causing the chunk of roof he chose to kick off from to splinter and collapse underneath him and send him tumbling to the street below at the same time Orkanith manages to eke out a burst of speed to catch up.
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Re: a dragon and an agel go to maerfore

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Armocida wrote: Okranith dives down and lands on top of the creature cutting its legs to keep him from running again. "ill ask you again....who are you and what were you doing in that building."


Aeromage wrote: The thief tries to roll out of the way, but Orkanith is faster and has gravity on his side, knocking the wind out of the humanoid and slicing into their legs with his blade.

"Gyaaaarrrrrgh all right, all right ya crazy hornfaced psycho! Stop -hrghhhh- cuttin' me ta pieces already!"
The thief, now that Orkinath has a closer view of them, is a slightly androgynous but still obviously male humanoid of some stripe, with red feathers where an ordinary human would have hair and feathery, almost winglike ears. Their skin is a bizarrely flat, chalklike white, broken here and there with patches of red (that, the angel notes, are more downy feathers). The strange creature has a wiry build (at least as far as Orkanith can determine under the billowy coat), but the way the baggy trousers fall suggests the thief has disproportionately muscular legs. The fact his blade didn't manage to bite too deeply further verifies the angel's guess. Getting a kick from one of those would hurt.
"Ya already know what I was doin' in there. Merchants keep all the good stuff ta themselves an' I've gotta make a livin' somehow. As fa who I am..." He gives a slightly wobbly grin of defiance, revealing sharp teeth. "..I'm the Crimson Gale, master thief an' sky pirate! An' if ya don't let me go, my crew'll be here soon ta make ya regret it!"


Armocida wrote: Orkanith scowls at the creature from the crimson gale. "I'm not worried about them believe me" Orkanith grabs him and the items and takes back to the skies going back to the guard station. "lucky for you I've been told not to kill you"


Aeromage wrote: Orkanith grabs the Crimson Gale in one hand and the bag full of stolen goods in the other and takes off in a somewhat awkward fashion, the feathered thief flailing and grabbing at the angel in an unsuccessful attempt to free himself.

The angel laboriously climbs, managing to get airborne enough to fly over a couple of warehouses when a woman's scream splits the air from below.
"Help me! They're going to kill me! Somebody, help!"


Armocida wrote: Orkanith breaks the neck of the creature that he is carrying and then flies off to the source of the screaming.


Aeromage wrote: Orkanith attempts to break the thief's neck. The thief is, understandably, resistant to this and struggles against the angel's grip. Despite Orkanith's superior strength, the fact he's having to attempt to break the thief's neck one-handed forces him to have to attempt to retrieve the thief from under the arm he's being held in the process of doing so in order to get a grip with the same hand.
As he does so, the thief demonstrates amazing flexibility, swinging both legs up and over his head and planting both feet firmly in the angel's face with sufficient force to rattle his teeth, clawed toes digging into Orkanith's eyes and dealing him minor damage.

The struggle, face-kicking and awkward positioning combine to provide enough disruption to cause Orkanith to lose control mid-flight and fall out of the sky towards the street the screaming came from, landing in an awkward heap under the thief and heavy bag of stolen property, taking moderate damage from the combined impact and knocking him silly.

Orkanith hears shuffling and footsteps in the blurry aftermath.
"Gyaaargh. Think I nearly broke somethin'." The thief's voice groans from somewhere off to the angel's left. "Thanks fa the save, Maria, I owe ya o--"
"You were warned, Venn." A woman's voice. "Time and time again. You've drawn far too much attention for far too long. And now this. Again."
"Aheh, look, I'm sorry about this, but I didn't expect the guards ta call in help from some flyin' weirdo with--"
"You are a liability. I am making the decision to cut you out of the group. Be thankful I value life."
"Wait wait wait, ya not gonna-"
"Goodbye, Venn."

There is a flash of silver light. Footsteps. A blurry figure. An impression of far too many eyes, and another flash.

Orkanith finds himself sitting against the side of a warehouse with an almighty headache. The thief is standing in the middle of the road with a slack-jawed, glazed expression, staring into the middle distance. The bag of stolen goods is gone.


Armocida wrote: Okranith gets up obviously dizzy from the impact from the fall he steadies himself and walks over to the thief and grabs him again and tries to take flight to head back to the guard station.


Aeromage wrote: Orkanith grabs the thief once more and takes flight somewhat erratically, eventually managing to clear the rooftops and begin the journey back towards the upper end of town.
The thief mumbles from under the angel's arm. "....ya one of... my crew? We goin'... goin' back ta the ship?"


Armocida wrote: Orkanith glances down at him and says "yea sure bud we are going back to the ship" and Orkanith flies to the guard station.


Aeromage wrote: "Thass... thass good. Think I need ta sleep. Head's kinda... feelin'... feelin'.... like I can't... words. Whass ya name again?"

The flight continues mostly-uneventfully, the dazed thief rambling on in a similar vein under Orkanith's arm the entire way, occasionally lapsing into a doze.
Ten minutes later, the angel reaches the northern gate of the town and touches down outside the guard station, its lamps still merrily burning away. The sky seems somewhat lighter than when he left, and the trees that were blocking the harbour are conspicuous by their absence. Evidently he was out for a while.


Armocida wrote: Orkanith walks into the guard station and up to the lieutenants office with the thief. He throws the thief on the floor and says "this is one of the thieves he belongs to a group called the Crimson Gale...i figured that when he gets some rest and recuperates you can interrogate him."


Aeromage wrote: The angel marches into the guard station, heads into Albis' office and hurls the dazed individual to the floor in front of the rather surprised woman's desk with a loud thud, the thief coasting along on a pile of loose papers until he hits the desk face-first with a slightly gentler impact.

Albis half-stands, a variety of expressions crossing her face at the sudden entry and thief dumping. She takes a deep breath and composes herself.
"Much as I want to raise issue with your entrance, you certainly seem to have had some success."

"...'zis my ship?" the feathered felon mumbles from floor level. "Tellem ta.... raise the anchors...."

Albis looks at the prone individual and pinches the bridge of her nose. "And you appear to have brought me an insensible Aptim to deal with. I think you had best tell me what happened and what you've found. In detail."


Armocida wrote: Orkanith looks at Albis and says "where to start......ok so i was in the town square i had stopped at a sword merchant for my own reasons. I then talked to some guards sitting at a table and had an idea of what was going on after i talked to them. I took to the air because i had to go find my companion just to be sure but when i flew up into the air i saw this aptim climbing out of a window. I flew up to him and asked him who he was and he ran from me and i gave chase. We had a struggle and both ended up getting hurt but i had wounded his legs because he has powerful legs and i did so to keep him from running from me again. We had a run in with his gang the leader values life so she did not kill him but just cast him out of their group. Like i said he belongs to a group called the Crimson Gale."


Aeromage wrote: The blonde woman has, by this point, taken a pen and is furiously jotting down notes. "Did you get his name, or the name of this leader? Would you be able to describe them? Where did you see them?"


Armocida wrote: Orkanith points on the map where the incident took place "the leaders name is Maria but that is all i know i do not know what they look like i had fallen from a nasty height and was disoriented but the leaders name is Maria and his name(he points to the aptim on the floor) is Venn."


Aeromage wrote: "'m the... The Crimson Gale" the collapsed thief mumbles in response to Orkanith's explanation. Albis shoots him an incredulous glare as she finishes writing.

She sighs. "It's not much to go on, but getting names and a likely location this group's based out of is more than we've been able to get so far. Judging from what you've said, the aptim here is the one breaking into top-floor storerooms and leaving those Crimson Gale calling cards behind. If you know any special abilities he might have, I'd be interested in hearing about them so we can arrange for a cell he can't easily escape from. The last thing we want is him getting loose before we have a chance to make him talk about his gang."


Armocida wrote: Orkanith looks at Albis "like i said his power from what i have seen is in his legs i recommend you keep them broken."


Aeromage wrote: Albis frowns. "I'm sure we can work out some adequate method that isn't quite so brutal." The lieutenant crosses the room to a bookcase, pulling a cord that runs into the ceiling and eliciting a muffled jangling noise. "I'll have my men put him in our most secure cell for now and have him chained up with a watch posted. Hopefully we'll be able to get some sense out of him in the morning."
The blond woman returns to her seat, pulling a form out from a desk drawer. "I'll see what I can do about a reward for the capture and the information. We don't have much in the way of resources to draw on, but I'm not about to let your assistance pass without some manner of compensation. If you come back during the day, I'll have something prepared for you by way of thanks. If you happen to find any more leads or suspects in the meantime, please let us know. I'm sure this group has more than just two people in it, and the more avenues we have to pursue and surround them, the better. They've been allowed to ply their trade without consequence for far too long, and I'm not about to stop just because I've got one of them behind bars."


Armocida wrote: "Nor should you stop. He was mumbling about a ship by the way........whatever that means. I have to go find my companion and ill be back to Marefore." Orkanith turns and walks out of her office and leaves the guard station. He takes flight and goes off in search of Celiria.


Aeromage wrote: Orkanith exits the office, intending to fly off to find Celiria.

As it turns out, the object of his search is, in fact, standing in the waiting area of the guard station and doing some sort of stretching routine.

Celiria is now back in this thread.
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Re: a dragon and an agel go to maerfore

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kitsune106 wrote: She waves to the Angel. ''there you are. I wanted to give you this.'' she hands ober the murder cord. (on phone so can't post the stats.)


'''did you find any leads? i was thinking of hitting the forest or lighthouse myself.''


Aeromage wrote: The cord in question:

*Iustitia Fall's Otoroshi-Hair Cord- (Weapon, Other: Wire, Light, 45,000,000 Gold) +45,000 Melee Attack, 180% To Hit, 80% Critical, +45,000 STR, +45,000 AGI, Inflicts Confusion: Fear, Inflicts Suffocation, Inflicts Paralysis, actions using this weapon may not miss targets who have previously been successfully hit by actions using this weapon, offensive actions made using this weapon automatically repeat against a single target of the action at the start of each round, provided that an action with wielder as a source is not already repeating against said target, wielder may treat non-allied individuals in the same battlespace as possessing 5 additional Black Spiritual Marks, wielder may treat opponents who deal damage to wielder or wielder's allies as gaining a Black Spiritual Mark for each instance of dealing damage, wielder may treat opponents who inflict a debuff or negative status effect on wielder or wielder's allies as gaining a Black Spiritual Mark for each instance, wielder may treat opponents who kill wielder or wielder's allies as gaining 5 Black Spiritual marks for each kill, wielder gains an additional +1% To Hit, +1% Resilience, +1,000 Defense, +1,000 Melee Attack and 5,000 damage against a target for each Black Spiritual Mark that target possesses


Armocida wrote: Orkanith takes the Cord and thanks Celiria. "Shall i fill you in on everything that has happened?"


kitsune106 wrote: She nods. '' yes please. i'll be meeing some people later. before i contine either to the forest or the lighg house.''


Armocida wrote: Orkanith fills Celiria in on everything that he has encountered here in Marefore. "it does not matter to me where we go from here as far as investigating the crime spree here but we must stick around until morning so that Albis can give me my reward for capturing one of the criminals."


kitsune106 wrote: She nods.
"Well then, maybe I should head to the forest while you meet with my friends and se about the light house?"


Armocida wrote: Orkanith nods "aye that sounds like a good idea to me should i need you how do i get a hold of you?"


kitsune106 wrote: she thinks. ''send up a red flare or energy blast and i will come.''


that said she'll head with the angel back to thw guild hall and introduce him to philip and hess.'

''hi. this is my friens. he can help with the light house. ne, i will be heading to the forest now.''


Armocida wrote: Orkanith reluctantly introduces himself to Philip and Hess. "Now what am i investigating at the light house exactly?"


Aeromage wrote: The Spirit Hunter's Association is a wide building with a single-storey front, expanding into a large, four-storey building further back. The place looks more like a hotel than anything, with a pillar-lined marble porch-area and multiple colourful hanging baskets providing shade for the main entrance. The area beyond the double-doored entrance doesn't do much to dispel the 'fancy hotel' appearance, with smooth, mirror-polished red-stone floors set with patterns around another central sword-and-bow motif reflecting light from crystal orbs set into elaborate metal brackets in the walls and ceiling. Comfortable sofas and chairs are placed here and there around varnished wooden tables, slightly screened off from one another with leafy plants, indoor shrubberies and carved wooden panels.

A tall, stone-fronted desk with the Association's sword-and-bow seal carved into it stands opposite the entrance, flanked on either side by two large boards containing a variety of flyers and posters, some of which bear red tags. Behind the desk is a thin, brown-haired man in a purple waistcoat, his face obscured by a smooth and eyeless metal mask, featureless save for a line cut into it suggesting a smile.

Constantine is a young, muscular man with a rope headband, baggy trousers, a pair of boots made of some sort of orange stone and a chain belt. Phillip is an older, brown-haired man in some sort of green waterproof overalls with a large satchel. Both exchange glances.

"Right, well." Phillip clears his throat. "Orkanith, was it? Well, then, lad, in short, the lighthouse was invaded by a spirit of some variety that subsequently took it as its home a few months back. This, of course, took the lighthouse out of commission, but it seems that the spirit itself has some sort of affinity or control over light- attempts to replace the lighthouse's function with lanterns resulted in them being completely snuffed out in moments. It began snuffing out the lights in town, too, until the local factors of House Monas stepped in to erect a ward around the building, which has somewhat mitigated the situation."
He coughs. "The spirit, of course, hasn't gone away because of this. From what I've been able to find out, House Monas is offering to deal with it in return for being granted more... considerations regarding their interests in Marefore. House Clavis, of course, has no desire to let their rival House get a foothold into usurping the town from them, but given the whole succession business going on in Clavia, they don't quite have the manpower to deal with the lighthouse, especially given the problems in Aldebright Forest nearby."

Constantine snorts. "It's a stinking pile of politics, and because the Houses have gone and gotten themselves so involved in it the Association isn't giving jobs out for it. So we wouldn't get paid."

"Now, now," the older man makes a conciliatory hand gesture. "Just because we wouldn't get paid doesn't mean it wouldn't be worthwhile. Why, I'm sure House Clavis would appreciate having the issue taken care of, and would likely provide some degree of hush money in return for claiming we were working for them all along. Failing that, the mercantile factors of town would likely be rather grateful for the assistance."


Armocida wrote: Orkanith sighs *where can i find House Clavis i will go and speak to them to let them know i will take care of the problem."


Aeromage wrote: "Well, that's an issue in itself," Phillip remarks. "The House, or its representatives, are unlikely to grant permission to do such a thing unless you already work for them or are of suitably high standing that they wouldn't mind." The older man spreads his hands, expression apologetic. "Politics. It would be far simpler to go ahead and resolve the issue unbidden."


Armocida wrote: "Fine but you all are coming with me. Lets go kill us a spirit." Orkanith turns to leave.


Aeromage wrote: (Quick question- is Orkanith including Celiria in that 'all'?)


Armocida wrote: (I think that Celiria is going off to the forest again)


Aeromage wrote: If Celiria is indeed splitting off from Orkanith again, she'll be back here.

Orkanith leaves the Association's lobby and exits into the pre-dawn gloom of the harbourside road. There is an awkward pause as the slight obstacle of not knowing where the lighthouse is, exactly, hits home. Fortunately, Phillip and Constantine are following close behind and take the lead.

Orkanith is led along the main shoreline road, passing the various businesses and buildings that line it on the way west, and eventually coming to a small gate manned by a pair of guards in the town's wall. A brief exchange with Phillip later, and the trio are let through to the boundary road outside the wall, from which the older man leads the group to a small, winding road snaking along the shore, which eventually leads to a hill shored up with many layers of stone walls and flights of stairs, the top of which is obscured by a spherical patch of darkness. Tall wooden posts have been hammered into the hillside at regular intervals, and thick ropes strung with symbol-covered strips of paper loop through them, creating a series of concentric circles from the top of the hill to the bottom.

"As far as I can tell," puffs Phillip, hauling himself up another set of steps, "these wards were erected by House Monas and have done a good job in keeping the light-snuffing effects of the spirit within the lighthouse at bay. There is generally a guard presence to deter non-House-affiliated individuals from approaching, but since the Gold Dust Killer business they've all been recalled to keep a constant watch within the town itself, so I don't expect any- ah."

Phillip trails off as the group reaches the top of the final flight of stais. Larger, heavier wooden poles carved deeply with strange symbols crown the hilltop, the rope strung between them made of blood-red fibres and hung with talismans of glinting metal. Beyond them, the darkness is absolute, a void against the fading night. Standing just before the boundary with her back to the group is a woman in elaborate red and white shrine maiden's robes with a white satchel and set of pouches at her side, a series of scrolls and strips of calligraphy laid out before and around her, and a set of miscellaneous objects such as vases of flowering branches, ornate fans and dishes of liquid placed at apparently-significant spots in between. The woman is chanting something and radiating light.


Armocida wrote: Orkanith whispers "is that the thing we are to kill?" Orkanith draws his weapons in case he needs to defend himself.


Aeromage wrote: Phillip looks slightly alarmed at Orkanith's response. "I... ah... believe she is actually a shrine maiden here to maintain the wards or perform some form of spiritual cleansing to prevent the spirit's influence from reaching any further beyond the lighthouse. Certainly not a target for your blades."

The woman finishes chanting and, still faintly glowing, turns to face the party. She looks to be fairly young, around her mid-twenties, with brown hair caught up in an intricate headdress and features that could charitably be described as 'unremarkable'. A large, circular wooden board is held before her, radiating a faint aurora of shifting colour.
"Can I help you, gentlemen?" The woman asks in frosty tones, an eyebrow raised. "I assume you aren't here at this hour simply to take in the sea air."


Armocida wrote: Orkanith sheaths his weapons and says "no we are here to investigate the light house."


Aeromage wrote: The eyebrow raises further. "At whose behest? I certainly haven't heard of any attempts to be made against the lighthouse authorised by House Clavis."
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Re: a dragon and an agel go to maerfore

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Armocida wrote: "This request is not beset by the House of Clavis or any house for that matter. Stand aside please, I shall not ask politely again." Orkanith drops his hands to his weapons ans says "what say you shrine maiden?"


Aeromage wrote: The shrine maiden folds her arms. "I say that if you're going in there, I'm coming with you. I've been planning this for weeks, performing rituals in preparation to enter for the last three hours and I'm hardly going to let all that time and effort go to waste simply because some have-a-go heroes want to make a grab for fame without knowing what they're getting themselves into."


Armocida wrote: Orkanith looks at the shrine maiden for a moment and then asks her "What exactly are we getting into? As well any help shall not go unnoticed by me but i shall warn you that my blade is not quite one of the safest around."


Aeromage wrote: The shrine maiden sighs. "What you are getting into is the Marefore Lighthouse, which somehow had its anti-spiritual wards bypassed and is now occupied by a spirit that consumes light. To add insult to injury, it has managed to infuse the building with enough of its power to turn it into its Sanctum, meaning that once you pass through this final barrier you will effectively be within the Spirit World, in a place ruled by said spirit's power and desires."

Phillip frowns. "That sounds rather more serious than I had expected. The Spirit World is notorious for being unpredictable, and spirits faced in their personal sanctums tend to be rather more potent than they would be otherwise."

"Precisely." The shrine maiden folds her arms again. "As such, it is best you go in prepared for such eventualities. At the very least, I would hope you know enough of elemental theory to know what elements your equipment and any powers you might have are, and, if you are utterly set on charging on in on such a foolish whim, that you will not be using Light and handing the spirit even more power to wreak havoc on the area. It's taken quite enough effort to create the bindings on the lighthouse preventing it from drawing any more power from the sun, moon and town's lights without some group of self-proclaimed professionals jumping in and feeding it."


Armocida wrote: "I have a question for you shrine maiden is this spirit weak to darkness?"


Aeromage wrote: The woman looks somewhat annoyed. "If you are to address me by any name, it will be... 'Lady Fiona', as befits a shrine maiden in the direct employ of House Clavis. As for your question-" she gestures to the sphere of darkness enveloping the lighthouse, "-as far as we have been able to determine, it lives within darkness and consumes all light that it can find. It would stand to reason that Darkness-based spells would do little against it, although I doubt they would run the risk of empowering it as Light would."


Armocida wrote: "Then we are going to need some help, I won't be able to do this alone the elements i use are mainly Darkness and Light." Orkanith draws up the

White Waveblade- (Weapon, Sword, Light & Energy, 55,000,000 Gold) +55,000 Melee Attack, +55,000 SPI, Wielder's 'Melee Attack' actions may use Spirit as their Prime Attribute, Wielder's 'Melee Attack' actions may gain '1 hit against 50,000' and deal 1/3 Damage

he points it into the air and swings it releasing a powerful wave of white energy signaling to Celiria that he needs help.

"I just signaled to my companion who is over in the forest that we needed her. When she gets here do not be frightened by her appearance she is way less likely to do anything against you than i am. She is a dragon of sorts but she shall not harm you."


Aeromage wrote: Orkanith swings his blade, unleashing a huge torrent of light and energy into the pre-dawn-darkened sky.

How long is the angel willing to wait for Celiria?


Armocida wrote: "we shall wait here till Celiria gets here."

Orkanith will wait for Celiria


Aeromage wrote: The shrine maiden seems annoyed at the sudden decision to stall and sets up another ritual to work on.
Phillip begins leafing through an old, worn-looking tome from his satchel.
Constantine starts some sort of shadow-boxing exercise routine.

Fifteen minutes pass in this fashion, with no Celiria making an appearance.


Armocida wrote: Orkanith looks a Phillip and asks "Do you know a way we can contact the dragon?" when he finishes saying that he shoots up another blast from his sword.


Aeromage wrote: Phillip looks up from his book.
"I can't say I know of any particular methods with what I have to hand. I'm afraid I don't have any scrolls on me which could relay messages, either, as I wasn't planning on venturing far from town at any time soon. We might be able to contact her if we traveled back to the Association branch, but it would cost money and necessitate leaving the lighthouse."

Fifteen more minutes pass without Celiria showing up.


Armocida wrote: Orkanith looks at everyone there and says "you all stay here I am going back to the association branch." with that Orkanith envelopes himself in shadow and takes off flying towards his destination to contact Celiria.


Aeromage wrote: Orkanith wraps himself in shadow and takes wing to the Association, passing over the winding shoreline road and the town wall before finally returning to the main harbourside road lined with businesses and important-looking buildings.
The Marefore Branch of the Spirit Hunter's Association looks much like it did when he left it. The lobby is a bit busier this time, however, with a poncho-wearing woman with a long braid, wide-brimmed hat and what looks like a 'portable' ballista strapped to her back talking to the masked receptionist. A tall man with a bundle of fishing rods slung over his shoulder and a harpoon in one hand is perusing the noticeboards.


Armocida wrote: Orkanith walks up to the front desk where the lady with the ballista is standing talking to the receptionist and butts into the conversation and tells the receptionist "I need to contact someone with the utmost urgency."


Aeromage wrote: Orkanith butts into the conversation, drawing a cool glare from the lady with the ballista. The purple-waistcoated man with the featureless-save-for-a-smile mask turns his head almost imperceptibly towards Orkanith.
"Your request will be heard as soon as the Association Member's query has been dealt with, visitor. Please wait in the reception area until then."

The woman turns back to the smile-masked man with a sigh. "So, you were saying about this Rey Naboshi..."


Armocida wrote: Orkanith walks down the counter a bit and listens in on the conversation trying to get information on something potentially interesting.

Aeromage wrote: Orkanith listens in to the conversation. He gets the impression that the important pieces of information were already given, but manages to ascertain that the woman is hunting for any signs of 'Rey Naboshi' due to his being the Gold Dust Killer the angel's been hearing about. He gets the impression she's not just after him for what he did to the town, though. She seems genuinely frustrated that he escaped her and hasn't shown up in the area since. It seems she's paid a lot of money to find out more about him, and has finally gained information that he's from Nexus, prompting her to look for methods to gain access to the portal to Nexus in order to track him down.

The receptionist provides her with a list of options (many of which costing multiple tens of millions of gold and requiring involvement with House Clavis), prompting her to swear under her breath and walk off out of the lobby and into the night.


The smile-masked man turns to face Orkanith in a single, fluid motion.
"Welcome to the Marefore branch of the Spirit Hunter's Association, visitor. Were you looking to contact an Association Member, or make use of our services to contact another individual?"


Armocida wrote: "I was looking to make contact with the individual named Celiria I have no idea if she is a member or not. Do you think you could help me?"
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Re: a dragon and an agel go to maerfore

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Aeromage wrote: The masked receptionist pauses for a moment before nodding slightly.
"The Spirit Hunter's Association contains a member named Celiria Dragonheart. Is this the individual with whom you wish to speak? Please be aware that non-members wishing to contact Rank 2 Association Members are required to provide a fee of 100,000 Gold."


Armocida wrote: "I accept this fee." Orkanith hands over 100,000gold to the receptionist..."and yes Celiria Dragonheart is who I wish to contact. Make it quick it is urgent."


Aeromage wrote: The gold vanishes as soon as Orkanith offers it, leaving a fading, gold-hued afterimage in its wake.
The masked receptionist pulls a strip of paper bound in red string and covered in calligraphy out from behind his desk, and with one fluid motion touches it to the mask's forehead for and presents it to the angel.
"With this talisman you will be able to contact the Association Member Celiria Dragonheart for a short time. The Association thanks you for your patronage."

The paper talisman thrums, becoming outlined in a vivid sky-blue glow, its ink shining with the same light and intensity.


Armocida wrote: Orkanith takes the charm and flies back to the lighthouse and uses it. When he contacts Celiria he says to her "Celiria I require your aid at the lighthouse the spirit inside will be immune to pretty much anything that I can do to it, it absorbs light and is resistant to darkness so I can not do much of anything."


Aeromage wrote: The talisman makes a muffled rustling noise, glow pulsing to the sound. There's a faint sound of coins dropping on a hard surface.
"Change of plans. You get to fly and dine." Celiria's voice sounds... weird. Wobblier and tired. She sounds a lot older than she should.
"Coming."
More muffled rustles and thumps issue from the talisman.

The lighthouse (or rather, the spherical blob of darkness atop the hill that surrounds the lighthouse) looms back into view as Orkanith flies, silhouetted against the rapidly-lightening blue-grey dawn sky. Phillip and Constantine are where he left them, but the shrine maiden isn't anywhere to be seen.


Armocida wrote: Orkanith touches down and asks "where did Fiona go?"


Aeromage wrote: Phillip looks up from his book and clears his throat. "Ahem. I'm afraid she didn't... want to hang around. She marched on into the lighthouse declaring that she had waited and prepared for long enough. Presumably, she thought she didn't n-"

A blinding flash of green-white light from the town splits the pre-dawn haze, blinding Orkanith.

BOOOOOOOOOOOOOM

The shockwave hits next, blowing him off his feet. A spherical pulse of some strange distortion wraps itself around the glow, rapidly shrinking around it. Orkanith's eyes, already beyond dazzled, are momentarily treated to a fractal display of space-folding before he loses sight completely.

Orkanith is Blinded and takes minor damage from being bowled over.


Armocida wrote: Orkanith yells "What just happened?!?!?" he then states "I cannot see...well nothing I can do at the moment but lay here. As for that shrine maiden good riddance I hope she dies." Orkanith does not bother sitting up hoping that the blindness wears off.


Aeromage wrote: "WHAT IN THE WHAT IS WHAT THE WHAT--"

"I... I-I-I don't know," Phillip's shaking voice issues from somewhere to the angel's left. "I-I've never seen anything of it's... oh merciful moons above, the docks, the bazaar, th-they're... they're gone..."


Armocida wrote: "phillip....I need you to help me get to the guard house. seeing as I can not see I can not get there myself."


Aeromage wrote: "I... I... y-yes. The guards. They'll be the best... the best chance if the Association has... if it... oh dear...."

Orkanith feels a shaking hand grasp his arm and tug him in a direction. Presumably Phillip's and towards town, respectively. Constantine, meanwhile, has graduated from inarticulate yelling to an increasingly colourful array of expletives.


Armocida wrote: Orkanith gets up and walks with Philip to the town guard house.


Aeromage wrote: Orkanith walks in darkness, a shaking hand guiding him. The air is oppressively hot and dusty, with an unpleasant, acrid tang to it. Between Constantine's profanity-laden outbursts, the angel can hear distant screams and cries of panic, the sound of collapsing masonry and frantically ringing bells.

Orkanith feels himself being led uphill, almost stumbling on loose stones and rocks. Something gives way underfoot with a strange, squishy crunching noise. Phillip makes a muffled gagging sound. Constantine falls silent.

The journey seems to drag on for hours, even though the angel was sure the town wasn't that big. A loud, dull cracking thud echoes over the background of cries and screams, elicting an even louder chorus of despair.

"L-lad, th... the gate."

Constantine grunts and a tortured groaning, creaking noise fills the air. Orkanith's eyes begin to show vague shapes, flickers of light and darkness, but not enough to tell where he is or what's going on.
The pressure on his arm returns and the angel is led forward, feet hitting paved stone instead of grass and packed earth. The sounds of screaming and crying are louder now, blending together into a roar of utter despair. Orkanith gets the impression of a lot of movement. Someone is shouting directions.

"I... I'm not sure the guards are going to be able to... to help us," Phillip ventures, his voice catching. "The guardhouse is filled with... with people. Merciful moons, his... his skin's been melt--" Phillip retches.


Armocida wrote: "Just take me to the Lieutenant please. I need to speak with her."


Aeromage wrote: "L-lad, we can't get through the door. There's... there's too many people in the... too many..." Phillip makes a choking noise and lets go of Orkanith's arm.
The familiar clomping noise of Constantine's stone boots drum a rapid clacking beat on the flagstones. "Hey, don't go dyin' on us yet, old man! Hey! HEY!"


Armocida wrote: Orkanith feels around for a wall to sit and wait for his eyesight to return.


Aeromage wrote: Orkanith sits himself against what feels like a solid enough wall and waits. With almost painful slowness, his sight begins to return, fuzzy and shadowy as it is. That blast probably caused serious damage to his eyes.
He notices the people first. People running and screaming, clothes melted to them, some flailing around blindly, others trying to lead them to safety. Horrific burns and sheets of blood. Twisted limbs and ruined bodies.
Next is the smoke. A gigantic, evil-looking cloud of solid black blocks the sea from view, sprouting into a huge mushroom-umbrella that encompasses the entire town and blots out the sky. Ash rains down in twisted, black flakes the size of the angel's fist. Every now and then something large and flaming drops from the cloud's canopy and plummets to the ground, hitting another part of town with a thud and a flash of flame.
A glow outlines the rooftops in front of him, flickering and wavering. Marefore is burning.


Armocida wrote: Orkanith sits there and tries to regain himself so that he can leave Marefore behind and let them tend to their wounds


Aeromage wrote: Orkanith's vision eventually returns enough that he thinks he can handle a flight. He's got some horrible blind spots and it's still kind of fuzzy, but it should be enough to get him home.


Armocida wrote: Orkanith searches for the Lieutenant and gives her the place that she can send his reward to when they get things settled down in Marefore. He then leaves the guardhouse and takes flight heading back to Nexus to leave Marefore in peace so that they can lick their wounds and recover.
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Re: a dragon and an agel go to maerfore

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Aeromage wrote: Lieutenant Albis is nowhere to be found. He eventually manages to collar a guard who states she ran out towards the devastated area to coordinate rescue efforts and takes his details down on a notepad before running off again. Orkanith gets the feeling that's probably the best he's going to get, under the circumstances.

The angel heads off out of town and takes flight, making his way back to the gate complex as best he can with his poor vision.

Thankfully, the trip, while long, is entirely uneventful. Some hours in the air later, the angel arrives back at the palatial portal building and passes back through the gate to Nexus.

Orkanith is now freed from this thread. Summary to come.


Aeromage wrote: Orkanith gets:

-54,100,000 Gold

32,250 XP

1 Fame

*Iustitia Fall's Otoroshi-Hair Cord- (Weapon, Other: Wire, Light, 45,000,000 Gold) +45,000 Melee Attack, 180% To Hit, 80% Critical, +45,000 STR, +45,000 AGI, Inflicts Confusion: Fear, Inflicts Suffocation, Inflicts Paralysis, actions using this weapon may not miss targets who have previously been successfully hit by actions using this weapon, offensive actions made using this weapon automatically repeat against a single target of the action at the start of each round, provided that an action with wielder as a source is not already repeating against said target, wielder may treat non-allied individuals in the same battlespace as possessing 5 additional Black Spiritual Marks, wielder may treat opponents who deal damage to wielder or wielder's allies as gaining a Black Spiritual Mark for each instance of dealing damage, wielder may treat opponents who inflict a debuff or negative status effect on wielder or wielder's allies as gaining a Black Spiritual Mark for each instance, wielder may treat opponents who kill wielder or wielder's allies as gaining 5 Black Spiritual marks for each kill, wielder gains an additional +1% To Hit, +1% Resilience, +1,000 Defense, +1,000 Melee Attack and 5,000 damage against a target for each Black Spiritual Mark that target possesses

*Lieutenant Albis' Case Folder: Marefore Bazaar, Suspected Thief Gang- (Accessory, Quest Item, Earth & Water, 5,000 Gold) +1 MIN, +1% To Hit

*Orkinath Morthos' Papers from the Seirei Portal- (Bound Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI


Arden-Moondust-Infused Blade- (Weapon, Sword, Fire, 20,000,000 Gold) +20,000 Melee Attack, +10,000 Melee Attack as an effect that counts as coming from a different source for per-item attack-caps, +20,000 STR, +20,000 CON, 50% Critical, 150% To Hit, Inflicts Burning, 50% Inflicts Burning: Superheated

Procina-Bladed Sword- (Weapon, Sword, Metal & Spatial, 30,000,000 Gold) +30,000 Melee Attack, 150% To Hit, 50% Critical, Weilder may re-roll missed attacks a number of times equal to the number of individuals in battle/10, to a maximum of 100, weilder counts as weilding a number of additional swords equal to the number of individuals in battle, to a maximum of 50, with this weapon gaining an additional +5% To Hit and +5% Critical for every ten additional swords weilder counts as having equipped from this weapon's effect



Kotengu Robe- (Armor, Robe, Air, 200,000 Gold) +200 Defense, +200 AGI, +200 SPI, 10% Air Resistance, 10% Earth Resistance, 10% Electrical Resistance, 10% Physical Resistance

'Crimson Gale' Calling Card- (Item, Antiquity, Air & Fire, 50 Gold)
Kotengu Feather- (Item, Antiquity, Air, 20,000 Gold)


'Apprehended Venn Salt, AKA The Crimson Gale'
'Assisted Lieutenant Albis with the Marefore Bazaar Thief Case'
'Witnessed the Nuclear Destruction of Marefore Bazaar'



Some time after he returns, Orkanith gets a package containing:

Lesser Moonstone of Arden- (Consumable, Enchanted Item, Fire, Unlimited Charges, 5,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Fire element and gains +5% Critical (with said To Hit bonus not stacking across weapons), does not stack, lasts 5 rounds




Items seen but not purchased:

Arden-Moondust-Infused Axe- (Weapon, Axe, Fire, 20,000,000 Gold) +20,000 Melee Attack, +10,000 Melee Attack as an effect that counts as coming from a different source for per-item attack-caps, +20,000 STR, +20,000 CON, 50% Critical, 150% To Hit, Inflicts Burning, 50% Inflicts Burning: Superheated

Pluvium Alloy Blade- (Weapon, Sword, Water & Metal, 22,000,000 Gold) +22,000 Melee Attack, +22,000 STR, +22,000 CON, Weilder ignores up to 220,000 Defense on targets that do not possess Water Resistance or Immunity, Weilder ignores up to 30% Resilience on targets that do not possess Water Resistance or Immunity, Weilder ignores up to 30% Dodge on targets that do not possess Water Resistance or Immunity, Weilder's actions that incorporate a Melee Attack bonus create a Zone of Water on hit


Lesser Moonstone of Canta- (Consumable, Enchanted Item, Air, Unlimited Charges, 5,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Air element and gains +5% Dodge (with said To Hit bonus not stacking across weapons), does not stack, lasts 5 rounds

Lesser Moonstone of Vernat- (Consumable, Enchanted Item, Earth, Unlimited Charges, 5,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Earth element and gains +5% Resilience (with said To Hit bonus not stacking across weapons), does not stack, lasts 5 rounds

Moonstone of Arden- (Consumable, Enchanted Item, Fire & Light, Unlimited Charges, 25,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Fire, Light or Fire & Light element, gains +25% Critical (with said Critical bonus not stacking across items), and gains +100,000 to a single attack bonus type (with this effect counting as separate for the purpose of per-item caps and stacking on a max of two items), does not stack, lasts 5 rounds

Moonstone of Canta- (Consumable, Enchanted Item, Air & Sonic, Unlimited Charges, 25,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Air, Sonic or Air & Sonic element, gains +25% Dodge (with said Dodge bonus not stacking across items), and gains 'weilder Regenerates 250,000 MP at the start of each round with this effect stacking on a max of two items', does not stack, lasts 5 rounds

Moonstone of Cintho- (Consumable, Enchanted Item, Water & Ice, Unlimited Charges, 25,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Water, Ice or Water & Ice element, gains +25% To Hit (with said To Hit bonus not stacking across items), and gains +100,000 Defense (with this effect counting as separate for the purpose of per-item caps and stacking on a max of two items), does not stack, lasts 5 rounds


Lord Gadigan wrote:
'Apprehended Venn Salt, AKA The Crimson Gale'
'Assisted Lieutenant Albis with the Marefore Bazaar Thief Case'
'Witnessed the Nuclear Destruction of Marefore Bazaar'



Add the 'on Seirei' or '(Mod Run World Award)' to these and they're approved.


Lord Gadigan wrote:
Kotengu Feather- (Item, Antiquity, Air, 20,000 Gold)



Approved with mark.


Lord Gadigan wrote:
Kotengu Robe- (Armor, Robe, Air, 200,000 Gold) +200 Defense, +200 AGI, +200 SPI, 10% Air Resistance, 10% Earth Resistance, 10% Electrical Resistance, 10% Physical Resistance



Approved with mark.


Lord Gadigan wrote:
*Orkinath Morthos' Papers from the Seirei Portal- (Bound Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI



Approved, already noted as bound.


Lord Gadigan wrote:
*Lieutenant Albis' Case Folder: Marefore Bazaar, Suspected Thief Gang- (Accessory, Quest Item, Earth & Water, 5,000 Gold) +1 MIN, +1% To Hit

'Crimson Gale' Calling Card- (Item, Antiquity, Air & Fire, 50 Gold)



These are approved as bound. No strong reason for either to go off-world.


Lord Gadigan wrote:
-54,100,000 Gold

32,250 XP

1 Fame



Approved.


Lord Gadigan wrote:
Arden-Moondust-Infused Blade- (Weapon, Sword, Fire, 20,000,000 Gold) +20,000 Melee Attack, +10,000 Melee Attack as an effect that counts as coming from a different source for per-item attack-caps, +20,000 STR, +20,000 CON, 50% Critical, 150% To Hit, Inflicts Burning, 50% Inflicts Burning: Superheated



Approved with mark and the following text:

Arden-Moondust-Infused Blade- (Weapon, Sword, Fire, 20,000,000 Gold) +20,000 Melee Attack, +10,000 Melee Attack as an effect that counts as coming from a different source for per-item attack-caps, +20,000 STR, +20,000 CON, 50% Critical, 150% To Hit, 200% Inflicts Burning, 50% Inflicts Burning: Superheated


Lord Gadigan wrote:
Lesser Moonstone of Arden- (Consumable, Enchanted Item, Fire, Unlimited Charges, 5,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Fire element and gains +5% Critical (with said To Hit bonus not stacking across weapons), does not stack, lasts 5 rounds



Approved with mark and the following text:

Lesser Moonstone of Arden- (Consumable, Enchanted Item, Fire, Unlimited Charges, 5,000,000 Gold) Target weapon wielded or carried by user or a willing ally becomes solely Fire element and gains +5% Critical (with said Critical bonus not stacking across weapons), does not stack, lasts 5 rounds


Lord Gadigan wrote:
Lesser Moonstone of Canta- (Consumable, Enchanted Item, Air, Unlimited Charges, 5,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Air element and gains +5% Dodge (with said To Hit bonus not stacking across weapons), does not stack, lasts 5 rounds

Lesser Moonstone of Vernat- (Consumable, Enchanted Item, Earth, Unlimited Charges, 5,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Earth element and gains +5% Resilience (with said To Hit bonus not stacking across weapons), does not stack, lasts 5 rounds



Approved with mark and the following text:

Lesser Moonstone of Canta- (Consumable, Enchanted Item, Air, Unlimited Charges, 5,000,000 Gold) Target weapon wielded or carried by user or a willing ally becomes solely Air element and gains +5% Dodge (with said Dodge bonus not stacking across weapons), does not stack, lasts 5 rounds

Lesser Moonstone of Vernat- (Consumable, Enchanted Item, Earth, Unlimited Charges, 5,000,000 Gold) Target weapon wielded or carried by user or a willing ally becomes solely Earth element and gains +5% Resilience (with said Resilience bonus not stacking across weapons), does not stack, lasts 5 rounds


Lord Gadigan wrote:
Arden-Moondust-Infused Axe- (Weapon, Axe, Fire, 20,000,000 Gold) +20,000 Melee Attack, +10,000 Melee Attack as an effect that counts as coming from a different source for per-item attack-caps, +20,000 STR, +20,000 CON, 50% Critical, 150% To Hit, Inflicts Burning, 50% Inflicts Burning: Superheated



Approved with mark and the following text:

Arden-Moondust-Infused Axe- (Weapon, Axe, Fire, 20,000,000 Gold) +20,000 Melee Attack, +10,000 Melee Attack as an effect that counts as coming from a different source for per-item attack-caps, +20,000 STR, +20,000 CON, 50% Critical, 150% To Hit, 200% Inflicts Burning, 50% Inflicts Burning: Superheated


Lord Gadigan wrote:
Moonstone of Arden- (Consumable, Enchanted Item, Fire & Light, Unlimited Charges, 25,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Fire, Light or Fire & Light element, gains +25% Critical (with said Critical bonus not stacking across items), and gains +100,000 to a single attack bonus type (with this effect counting as separate for the purpose of per-item caps and stacking on a max of two items), does not stack, lasts 5 rounds

Moonstone of Canta- (Consumable, Enchanted Item, Air & Sonic, Unlimited Charges, 25,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Air, Sonic or Air & Sonic element, gains +25% Dodge (with said Dodge bonus not stacking across items), and gains 'weilder Regenerates 250,000 MP at the start of each round with this effect stacking on a max of two items', does not stack, lasts 5 rounds

Moonstone of Cintho- (Consumable, Enchanted Item, Water & Ice, Unlimited Charges, 25,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Water, Ice or Water & Ice element, gains +25% To Hit (with said To Hit bonus not stacking across items), and gains +100,000 Defense (with this effect counting as separate for the purpose of per-item caps and stacking on a max of two items), does not stack, lasts 5 rounds



Approved with mark and the following text:

Moonstone of Arden- (Consumable, Enchanted Item, Fire & Light, Unlimited Charges, 25,000,000 Gold) Target weapon owned by user or a willing ally obtains a non-stacking buff that makes it become solely Fire, Light or Fire & Light element and causes it to gain +25% Critical (with said Critical bonus not stacking across items) that lasts 5 rounds, and also obtains a buff that stacks two times that provides +100,000 to a single attack bonus type (with said bonus type chosen at its time of application and with said bonus stacking a max of two times across all applications of this buff across all attack bonus types) that lasts 5 rounds

Moonstone of Canta- (Consumable, Enchanted Item, Air & Sonic, Unlimited Charges, 25,000,000 Gold) Target weapon owned by user or a willing ally obtains a non-stacking buff that makes it become solely Air, Sonic or Air & Sonic element and causes it to gain +25% Dodge (with said Dodge bonus not stacking across items) that lasts 5 rounds, and also obtains a buff that stacks two times that causes its wielder to regenerate 250,000 MP at the start of each round (with said effect stacking a max of two times across all applications of this buff) that lasts 5 rounds

Moonstone of Cintho- (Consumable, Enchanted Item, Water & Ice, Unlimited Charges, 25,000,000 Gold) Target weapon owned by user or a willing ally obtains a non-stacking buff that makes it become solely Water, Ice or Water & Ice element and causes it to gain +25% To Hit (with said To Hit bonus not stacking across items) that lasts 5 rounds, and also obtains a buff that stacks two times that provides +100,000 Defense (with said effect stacking a max of two times across all applications of this buff) that lasts 5 rounds


Lord Gadigan wrote:
Pluvium Alloy Blade- (Weapon, Sword, Water & Metal, 22,000,000 Gold) +22,000 Melee Attack, +22,000 STR, +22,000 CON, Weilder ignores up to 220,000 Defense on targets that do not possess Water Resistance or Immunity, Weilder ignores up to 30% Resilience on targets that do not possess Water Resistance or Immunity, Weilder ignores up to 30% Dodge on targets that do not possess Water Resistance or Immunity, Weilder's actions that incorporate a Melee Attack bonus create a Zone of Water on hit



Approved with mark and the following text:

Pluvium Alloy Blade- (Weapon, Sword, Water & Metal, 22,000,000 Gold) +22,000 Melee Attack, +22,000 STR, +22,000 CON, Wielder Pierces 44,000 Defense of targets that do not possess Water Resistance or Immunity, Wielder treats the Resistance and Dodge of targets that do not possess Water Resistance or Immunity as being 30% lower, Wielder's actions that incorporate this item's Melee Attack bonus create a Zone of Water on hit


Lord Gadigan wrote:
(10:12:32 PM) lordgadigan: Alright, here's a question
(10:12:43 PM) lordgadigan: Why is the Procina weapon in Orkanith's thread
(10:12:52 PM) lordgadigan: 15 times as strong as the one from Rey's
(10:12:54 PM) lordgadigan: ?
(10:12:59 PM) Caelzeph: Huh.
(10:13:09 PM) Caelzeph: Can I get the text on those to compare?
(10:13:16 PM) lordgadigan: I'm going to adjust it to be in line with the existing one unless you have a particular reason for them to be different
(10:13:17 PM) lordgadigan: Sure
(10:13:30 PM) lordgadigan: Procina-Bladed Sword- (Weapon, Sword, Metal & Spatial, 30,000,000 Gold) +30,000 Melee Attack, 150% To Hit, 50% Critical, Weilder may re-roll missed attacks a number of times equal to the number of individuals in battle/10, to a maximum of 100, weilder counts as weilding a number of additional swords equal to the number of individuals in battle, to a maximum of 50, with this weapon gaining an additional +5% To Hit and +5% Critical for every ten additional swords weilder counts as having equipped from this weapon's effect
That's Orkanith's
(10:13:40 PM) lordgadigan: Procina-Tipped Javelin- (Weapon, Spear, Physical & Metal, 2,000,000 Gold) +2,000 Melee Attack, +2,000 Ranged Attack, 130% To Hit, 30% Critical, Wielder may re-roll the to-hit roll for missed attacks that incorporate one of this item's attack bonuses a number of times per such attack equal to (the number of individuals in wielder's battlespace/10, rounded down), to a maximum of 20, wielder counts as wielding a number of additional Spear weapons equal to (the number of individuals in wielder's battlespace /10, rounded down), to a maximum of 10, with this weapon increasing its To Hit and Critical bonuses by 5% each for every additional Spear wielder counts as having equipped from this weapon's effect; If wielder is in a battlespace that contains a number of individuals totaling 200 or more, this weapon gains the element Spatial
That's Rey's after I edited it
(10:13:48 PM) lordgadigan: They're even different elements
(10:13:53 PM) Caelzeph: Ah, I see
(10:14:03 PM) Caelzeph: One only has the spatial-metal as its tip
(10:14:08 PM) Caelzeph: The other is made completely of it
(10:14:19 PM) lordgadigan: Aha
(10:14:23 PM) lordgadigan: That explains the difference
(10:14:25 PM) lordgadigan: Thank you
(10:14:25 PM) Caelzeph: (Which makes it both way more expensive and more potent)
(10:14:28 PM) lordgadigan: Yeah
(10:15:01 PM) Caelzeph: And also means the sword has potentially a lot of different shapes and forms in a weird spatial-overlay thing going on that looks different to everyone that sees it.
(10:15:28 PM) Caelzeph: (Working with Procina is both difficult and potentially embarrassing if you get it wrong)



Approved with a mark and the following text:

Procina-Bladed Sword- (Weapon, Sword, Metal & Spatial, 30,000,000 Gold) +30,000 Melee Attack, 150% To Hit, 50% Critical, Wielder may re-roll the to-hit roll for missed attacks that incorporate one of this item's attack bonuses a number of times per such attack equal to (the number of individuals in wielder's battlespace/10, rounded down), to a maximum of 100, wielder counts as wielding a number of additional Sword weapons equal to (the number of individuals in wielder's battlespace /10, rounded down), to a maximum of 50, with this weapon increasing its To Hit and Critical bonuses by 5% each for every 10 additional Sword weapons wielder counts as having equipped from this weapon's effect


Lord Gadigan wrote:
*Iustitia Fall's Otoroshi-Hair Cord- (Weapon, Other: Wire, Light, 45,000,000 Gold) +45,000 Melee Attack, 180% To Hit, 80% Critical, +45,000 STR, +45,000 AGI, Inflicts Confusion: Fear, Inflicts Suffocation, Inflicts Paralysis, actions using this weapon may not miss targets who have previously been successfully hit by actions using this weapon, offensive actions made using this weapon automatically repeat against a single target of the action at the start of each round, provided that an action with wielder as a source is not already repeating against said target, wielder may treat non-allied individuals in the same battlespace as possessing 5 additional Black Spiritual Marks, wielder may treat opponents who deal damage to wielder or wielder's allies as gaining a Black Spiritual Mark for each instance of dealing damage, wielder may treat opponents who inflict a debuff or negative status effect on wielder or wielder's allies as gaining a Black Spiritual Mark for each instance, wielder may treat opponents who kill wielder or wielder's allies as gaining 5 Black Spiritual marks for each kill, wielder gains an additional +1% To Hit, +1% Resilience, +1,000 Defense, +1,000 Melee Attack and 5,000 damage against a target for each Black Spiritual Mark that target possesses



Approved with mark and the following text:

*Iustitia Fall's Otoroshi-Hair Cord- (Weapon, Other: Wire, Light, 45,000,000 Gold) +45,000 Melee Attack, 180% To Hit, 80% Critical, +45,000 STR, +45,000 AGI, 300% Inflicts Confusion: Fear, 300% Inflicts Paralysis, 200% Inflicts Suffocation, attacks involving this weapon's attack bonus may not miss targets who have previously been successfully hit by actions that incorporate this weapon's attack bonus, offensive 'Melee Attack' and 'Melee Overdrive' actions made that incorporate this weapon's attack bonus automatically repeat against a single target of the action at the start of each round, provided none of their performer's other actions have already repeated on said round, wielder may treat non-allied individuals in the same battlespace as possessing 5 additional Black Spiritual Marks, whenever one of wielder's opponents deals Damage to wielder or one of wielder's allies or inflicts a debuff or negative status effect on wielder or one of wielder's allies, wielder may choose for this item, as a non-buff effect that may not be carried between battles, to track that instance, and, for each such tracked on a per-entity basis, to a max of 200 per entity, treat said tracked entity as possessing an additional Black Spiritual Mark, with wielder counting said entity as gaining an additional Black Spiritual Mark at the time said tracking instance is performed; Wielder gains +1% To Hit, +1% Resilience, +1,000 Defense, and +1,000 Melee Attack per Black Spiritual Mark possessed by wielder's targets (to a max of 200) against said targets and deals 5,000 additional Damage to said targets for each said Black Spiritual Mark they possess (to a max of 200)


Lord Gadigan wrote: Thread moved for updating.


Aeromage wrote: -Updated, Moved and Locked-
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Re: a dragon and an agel go to maerfore

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The quest ends here.
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