Character Sign-Up Thread

This is for important threads such as rules, the shop, and the enemy list. Players should not create topics here.
Lord Gadigan
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Character Sign-Up Thread

Post by Lord Gadigan »

Post new characters for approval here. Please make sure you've read the rules thread fully before posting one.

Characters may be good, evil, or anything in between.

Each player may, by baseline, have up to 3 active characters at a time, though some people have gotten more slots over time through various means.

I'm starting a fresh version of this and don't think there's a need to bring everyone's old signup posts over from the archived site at this time. Descriptions for the active PCs could be helpful, but enough of them have developed over time that it'd likely be more helpful to just have people write up new blurbs rather than using the ancient sign-up posts.
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The Nottest of Daves
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Re: Character Sign-Up Thread

Post by The Nottest of Daves »

The Characters of The Nottest of Daves

Dulcinea de Montréal, Nightmares' Angel

At first, to see her is to see just one more sleep-deprived scientist wearing a rumpled lab coat, tall and thin and almost swimming in the cloth-folds of her oversize garment, long black hair unbrushed and unruly. Then you look more closely, and start seeing unusual things: her sleepy red-eyed glare gains a sickly green tinge when turned toward another noisy commuter; her skin seems to almost glow with internal light when shadows pass over her, while her own shadow appears even darker and more defined than the others around her; what seemed to be an odd, beaded headdress is revealed to be made of living flowers as they bloom in the morning light. Intrigued, you follow her off the train onto the crowded platform beyond, the tide of humanity slowly shuffling toward the stairs to the station skybridge. You hear the smack of her hand against her face, and watch as she drags it down, stretching out her irritated features as she glares over the crowd. She widens her stance slightly, shakes out her shoulders, and brings forth fractal wings of blinding light before she jumps and flies off into the sky.

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Celestine von Reuter, the Clockwork Fairy

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Ryuutarou Ishinori, the Spirit of Ramen

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Willoughby the Atomikitty

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Enrica Stracciatella

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Professor Jack Durham
Khashox'ahk'durim, the Eternity Hidden in a Second, That Which Lurks in the Time Between Times


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Draconics
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Re: Character Sign-Up Thread

Post by Draconics »

When the Battle in the Big Sky ended, the Flameforge was shaped by Kriele into her views of Nexus, the Knight Orders, and the Monasteries. However there was a lot of mana involved, ambient and lying around from the battle, and not everything was used. The remainders almost always dispersed due to their larger constructs breaking down, but in a specific couple of cases the ambient mana was the exact amount needed to create a new being. Reshol and Tensyre, so named due to their original forms, were found to be functional enough individuals. They were paired up and placed into the Orders as Knights. While vastly different in orgin and form, the SKY sisters are eager to explore more of this strange new world.

--

Reshol of SKY
Innocent, Warding
STR: 5
AGI: 15
CON: 15
MIN: 20
SPI: 5

Knights Inviolable
Tier: 1
Element: Warding
Purpose: Serve as defensive supplements to teams of allied others, acting as a bulwark that prevents their allies from coming to harm in battle.

Reshol was born of the ambient mana left by Elsie's bastion form, specifically her Damage Thresholds.
Reshol stands average for a human, but is often floating due to a pair of perfectly circular wings from her hips. These appear almost like tiny discs of Nexus, completely bare, and allow her to slowly and softly float about without having to beat.
Embedded into her Forehead is a quartet of bright amethyst colored gems. As her physical form is damaged, these one-by-one, darken to a pitch black.
Her skin, eyes and hair are a stark Alabaster tone. She appears rather androgynous and is often wearing free-flowing garments.

--

Tensyre of SKY
Coded Being, Toxin
STR: 5
AGI: 20
CON: 5
MIN: 20
SPI: 10

Knights of the Dusk Blossom
Tier: 1
Element: Toxin
Purpose: Use stealth and carefully-prepared plans to surgically eliminate unique leaders of evil organizations

Tensyre was born of what Elsie cut free of Ashtensyrex that wasn't removed from existence by Forcystus's death. At the time a pile of hostile coding.
Her tall and pale form tinged a slight and sickly green that almost appears translucent and contrasted by her excessively long purple-and-black hair. Her movements slip between an overwhelming grace for small movements and what could appear as poorly animated jerkiness for anything complex.
Reflected in her hair and running along the strands can be seen lines of coding, betraying her true nature. She has a pair of small horns on her forehead implying her origin as the devil's work.

--

Both characters are going to be worshipping Kriele.
Three of Swords: Draconics, Nirrechau Reccateu, Roulette Master, Zweirugi
Solo Operative: Silent One
Knights of the Orders: Reshol of SKY, Tensyre of SKY
Lord Gadigan
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Re: Character Sign-Up Thread

Post by Lord Gadigan »

The Knights are approved. In order to prevent them from continuing to be delayed waiting for codes, they are currently operating under a broad code to fulfill the order's listed purpose and advance the general agendas of the Knightly Orders, doing good for the multiverses.
Pathaky
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Re: Character Sign-Up Thread

Post by Pathaky »

During the Time-Between-Time, when the Universe was stretched out and taking a beating, [UNDEFINED] Events took place. One of these events was the precipitation of another Enigmatic Identity of Crazy Roy Monterro! Maybe he was missing his ability to do combos, or maybe he was just watching in awe as Battle Arena members performed combos with materials. Why do Identities emerge? Especially from someone as crazy as Roy Monterro? Maybe he just thought that the Universe was missing a marketable personified upgradeable combo material woman?
(I misread Cael typing something about the Orihalcum-chain as uh, this).

Orihalcum-Chan
Conceptual, Metal (I know it's not on the list but I figured I'd ask anyways just in case, my backup is Earth)

STR: 15
AGI: 15
CON: 60
MIN: 15
SPI: 15

A copper-gold woman with skin of metal, hair the texture of liquid mercury, and an serene expression. She's dressed in a maid's uniform. Combo formula text flit in and out of existance around her.
Lord Gadigan
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Re: Character Sign-Up Thread

Post by Lord Gadigan »

That's amusing enough that I'm feeling generous and willing to give her Metal as an element. Character approved!
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Celas
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Re: Character Sign-Up Thread

Post by Celas »

Gerald gasped for breath as his feet pounded on the tilled earth. Screams sounded behind him as it caught up to one of the farmhands, but he didn't dare turn to look at the man's fate. He'd almost reached the house, and once he reached there... well, he wasn't sure after that point, but fleeing in blind panic didn't really leave much room for planning. At least whatever had happened to the world and changed everything just now didn't seem to have affected the house. Ignoring the sounds behind him as he reached the door, he scrambled inside and slammed it shut behind him.
"Gerry? What is it?" his wife said, entering the room.
He panted for breath. "Something... wrong... the mushrooms. Whole crop... changed... T̨̧͉̤̗̱̰h̵͕͡e͞҉̤̖͈̼̠ ̶̫͈̪̩͇͓͈͟ͅR̞̹͇̖̀͢o̹ͅt̲͓͕͡." He managed to gasp out, as something scraped against the wall outside. "We've gotta... we need to hide."
He heaved his exhausted body off the ground and took her hand as she pulled him away from whatever the sounds outside were, he paused to grab his wood axe from next to the fireplace, before scrambling up the steps to the loft and as far away from the ground as he could get. As they cowered together against a wall, the noises below changed.
The door handle rattled.
The pair held their breath.
Something fumbled for the handle.
Gerald surged to his feet, lifting the axe and immediately beginning to chop at the roof above the wall. They had to get out. They had to get away.
The handle rattled once again, and this time the latch opened. The door haltingly, awkwardly lurched open, and someone stood in the doorway. Almost involuntarily, he stopped his frantic chopping and turned to look.
It was the farmhand. It was what was left of the farmhand. Even as they looked, part of his face sloughed away, things moving beneath the skin. The farmhand's mouth moved a few times, as if trying to figure out how to use it.
"Boss... boss, you need to come out here. You need to join us." The man giggled and took a step towards the steps. Something fibrous trailed on the ground behind him. "Join the Rot. Embrace the agony."
Gerald stopped listening and resumed chopping at a feverish pace. He became aware that someone was screaming, and realized it was him. As he stopped himself, he realized he could hear his wife praying to the gods for salvation.
The chopped hole was worked large enough to squeeze through. He stopped chopping and held out his hand to his wife, helping her step up through it. The stepladder was moving behind him. She scrambled through the hole, he snatched up his axe again and moved to follow and the thing that had been his Farmhand grabbed his leg.
Gerald started screaming again in the rotting-yet-implacable grasp, as he felt something begin growing inside his leg. He began flailing with his axe again and managed to sever its fingers and pull itself from its grasp. He scrambled through the hole and onto the roof and

he saw the earth surrounding his house.
His farm was gone. The soil was turned up as mutated root structures grew through it wildly. Plant life in all directions rotted at extreme speeds, fungus growing on it into bizarre forms, some of it animating, some lifting off and spreading the rot on the wind.
"You can't escape, Gerald," the Farmhand oozed out of its rotten maw. "Accept the Rot. Join us."
Gerald realized that at some point he had started laughing. Horrible twisted giggling as tears streamed out of his eyes. His wife's prayers sounded broken and desperate as she cried for mercy... and mercy came.
A thunderous roar split the sky, as an enormous metal ship flashed into existence overhead. Fiery figures plunged out of it, steel-clad saviors blazing through the air towards the tainted ground below, one in particular aiming right for the house. The ship overhead turned its weapons, and energy beams began strafing the spores attempting to fly free of the area.
The rotten thing in the house screamed in fury, and a cloud of tiny somethings flew free from the figure flying towards the house, shifting into a formation that fired a beam of brilliant emerald light into the hole that blasted the Rotted Farmhand away from the hole, before spreading out to circle the bewildered and terrified couple. A ring of light spread between the flying metal array, a shield of projected holy symbols enveloping them as the plunging metal figure slowed to land with a thump that made the roof tremble. The towering metal figure knelt next to Gerald, and its head split open to reveal the face of a concerned-looking man with a short-cropped black beard within what now appeared to be an oversized helmet.
"Are you all right, sir?" He asked, with a surprisingly gentle voice.
"Wha- who- What is this? Who are you?" Gerald stammered out.
"Jonathan Durandal, Paladin of the Knights of the Atom. We have heard you in your hour of need, and salvation has come."
As Gerald gaped over this, a small voice from within the helmet spoke. "WARNING: Elemental ROT infection detected in subject! Recommend immediate decontamination before mana pattern irreparably altered!"
Gerald glanced down at his leg, where the Farmhand's print eaten through the trousers and his leg beneath was now spotted with decay surrounding a pulsating fungal mass. His breath caught and another scream started to build, when the armored Knight spoke again, gently but forcefully.
"Be at ease. We'll take care of this for you right away. It won't hurt a bit." He chanted for a moment, and then his hand emitted a brilliant azure flame, which he pressed to Gerald's wound without any hesitation. Before Gerald could even flinch, he saw the infection flare into blinding white light, scorched away, the rot receding and his own flesh knitting whole over the area with a soothing warmth.
The mechanical helmet-voice spoke again. "Nuclear decontamination successful. Rot infection completely purged."
The knight smiled at Gerald. "Kriele has blessed you, friend. Now wait here, I shall join my brothers and-" he was interrupted by a crash, as the smoldering remains of the Rotted Farmhand crashed through the roof.
"YOU FOOLS THINK YOU CAN STOP THIS? WE ARE HERE! WE ARE NOW! REALITY IS- ha-ha-FLESH/RUST/ROT! ACCEPT IT!" the giggling corpse laughed, the radiant emerald flames still clinging to it being smothered by fungal blooms. It reared back and slammed its fists into the barrier encircling them, holy fires erupting against its fists.
The Knight stood, his helmet slamming shut over his face as he stepped between the farmers and the Rotted Farmhand. Gerald noticed for the first time, as the Knight reached behind himself, that he had a massive hammer strapped to his back, which he now drew as he strode towards the Farmhand.
"Activating Purifier Protocol. Reactor Output to Combat Level. Engage Warhead Engine." The hammer began to hum as emerald light flowed down channels from the armor and into it, a flame suddenly emitting from one side. "This Reality is not yours, foul thing, nor your master's, and in the name of Kriele, we will defend it against you and all your kind. Now release that soul you hold, and face judgement, or I shall drive you from that body by force."
The Farmhand giggle-hissed and attacked, as the Knight stepped through the barrier and swung his hammer in an explosive blow that sent the Rotted thing flying off the roof. He took two mighty sprinting steps, flames jetting from the back of his armor, and flew into the air after the thing. His hammer shone brighter, its jet of flame expanding to a torrent as the Knight wound up a colossal blow, sending the Rotted body crashing to the ground like a meteor, that exploded into a mushroom-shaped fireball. The knight dove into it, and Gerald lost sight of him until suddenly, he came flying back, carrying the charred body of the farmhand, which he brought into the barrier and placed on the ground gently.
"Oh, merciful Lady, take pity upon this poor victim and lend your servant the strength to restore this lost soul." the man prayed, as he laid his oversized armor hand on the body.
There was a soft glow of light, and then a palpable surge of holy power, and the corpse's body returned to life, whole and intact and free of rot and fungus, gasping for breath.
"Oh, oh gods, it was horrible, I was trapped in there and it hurt so much and it thought it was funny!" He babbled.
"It's alright, son. You're safe now, and my allies are coming to pick you up, and we're going to make sure that it can't hurt anyone else. You just wait here, and I'm going to join my brothers in battle." Gerald finally took note that all around the farm, the other Knights seemed to be fighting against the land itself, some spraying jets of fire against attacking roots, some shooting bolts of lightning and other energies, and some firing all sorts of guns at suddenly-grown mushroom monstrosities that sprung from the roots that they methodically pushed back towards his original crop site. Relief surged into his mind, and he finally gasped out a lucid question.
"What- what happened here? What is all this?"
"A... force from outside looks to have infected your mushroom farm. Made it... corrupt and evil." He nodded to Gerald. "We'll stop it. Have faith." And with that, he strode off the roof, falling to the ground with a thud, his floating metal array stopping its projection and flying back to his armor as he ran towards the battle.


Jonathan Durandal
Paragon, Atomic

STR 15
AGI 5
CON 10
MIN 10
SPI 20


Knights of the Atom
Tier: 1
Element: Atomic
Purpose: Use super-science for the side of justice, fight against alien conquerers, robots run-amok, and the horrors of mad science
Lord Gadigan
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Re: Character Sign-Up Thread

Post by Lord Gadigan »

Jonathan Durandal is approved!
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Celas
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Re: Character Sign-Up Thread

Post by Celas »

Having been rendered aid in a Tsayikk-related Hour of Dire Need by the Knights of the Orders, His Most Erudite Immortal Majesty of the August and Unending Empire of All Lands Beneath The Sun has extended his Benevolent Gratitude and Decrees that the Schools and Guards in his Beneficent Dominion are to provide their most generous support and reinforcement to the Knights.

The Bailong Clan of the Descending Alabaster Claw School have sent one of their most promising heirs to join the Fortress Monasteries.

Niki Bailong
Dragon, Ki

STR 10
AGI 10
CON 10
MIN 10
SPI 20


Knights of the Glowing Ladder
Tier: 1
Element: Ki
Purpose: Help others to master their powers, better themselves, and become heroes.

Depending on when you meet her, Niki is either a young, slight woman with ivory white hair and turquoise antlers with slitted eyes to match, or a flowing serpentine dragon with faintly iridescent white scales and silvery claws with those selfsame eyes and antlers.
She is passionate about martial arts, teaching, and helping people in need, and was well-liked by the clan's children for her methods of teaching them to improve their martial arts. Her hobbies include calligraphy, painting, collecting snowglobes, and she enjoys the company of cats.
Lord Gadigan
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Re: Character Sign-Up Thread

Post by Lord Gadigan »

Approved!
Pathaky
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Re: Character Sign-Up Thread

Post by Pathaky »

Sing, O Muses, of Silver-Footed Phaedra, bright-eyed and great-hearted daughter of Clio, whose destiny it is to ply rivers of Time and Memory.
And which of the gods was it that set her on this path? It was the battle-ringing of the world-shaking Crisis—keen-eyed gods of the underworld arrayed with white-armed gods of the heavens, bloody-handed gods and strong-armed titans, and the impossible memory of a future that wasn’t, but might have been. Piercing Truth distorted into heavy-handed Tyranny, of story-ending spikes and hollow laughter.

Bright-eyed Phaedra saw these things and was afraid. Not a word she spoke, but went by the shore of the sounding sea and prayed apart to lion-hearted Kriele whom the far-seeing Celestial Lord had borne. “Hear me,” she cried, “O god of heroes, opposed to Source-snatching Harkala. If I have ever decked your temple with garlands, or offered obeisance in your sanctums, grant my prayer, and allow me to join you. The past I saw, the future that none speak of haunts me, and I would work to ensure it never comes to pass.”

Thus did she pray, and Lady Kriele heard her prayer, and she sent her agents, gold-mailed and sweet spoken, to deliver Phaedra unto their houses.

Much-enduring Phaedra stands at the crossroads of was and what shall be, holding in one hand the clarion trumpet, ready to call upon of the heroes of the past, and in the other the fate-engraved tablet of a future she strives to avert.


Phaedra
Outsider, Memory
STR: 10
AGI: 10
CON: 10
MIN: 15
SPI: 15

Knights Akashic
Tier: 1
Element: Memory
Purpose: Prevent forces or beings from altering the past retroactively or creating false histories for malign ends

Phaedra appears as a well built serious-looking woman of indeterminate age with veined-marble skin and hair and eyes that catch the light at improbable angles. Her shadow, notably, points toward light sources, rather than away from them.
Lord Gadigan
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Re: Character Sign-Up Thread

Post by Lord Gadigan »

Phaedra is approved!
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The Nottest of Daves
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Re: Character Sign-Up Thread

Post by The Nottest of Daves »

Legacy Detective Agency: Cydonian Rangers
Motto: "No task that is easy is ever worthwhile."

Advancement Points: 0
Banked Oaths: 1 Slot (empty)
Banked Horse Genes: 1 Slot (empty)
Retainer Types: Fae, Human, Humanoid, Robot

Members:
Anaximander Lambda-Sigma-1, Chief Ranger
Table of Purchased Advancement Point Options
  • 250 AP - You resurrect as a BA Member unless you choose not to. This doesn't allow AP spending.
  • 50 AP, Dynastic Knight only - You may take Nobility in addition to another element as your element. If you do this, Noble is added as an additional Associated Class and the PC begins with Basic Nobility Synchronization.
  • 100 AP, Dynastic Knight only - You may pledge Oaths as though you were a Knight of the Orders.
  • 5 AP, Oaths unlocked - Bank one of your Oaths.
  • 1,000,000,000 AP - Become Bullfighting-Adjacent. If a PC Type is designated as Bullfighting-Adjacent, its presence causes all Imaginary elements and subtypes to automatically, initially be set to Manifested in battles it is involved in. Only things 20 or more Levels greater than the Bullfighting-Adjacent PC may set them to unreal or prevent this setting.
  • 250 AP, Bullfighting-Adjacent only - You gain a Horsetacular Genesteed and may unlock Horse Genes for it as though you were a Horse Geneticist.
  • 5 AP, Horsetacular Genesteed unlocked - Bank one of your Horse Genes.
  • You also start with all the associated subtype options for your Lesser PC Type as AP-unlocked Retainer options.
---===~~~===---

Anaximander Lambda-Sigma-1, Chief Ranger
Level 1 Agency Detective
Robot, Nobility & Technology

STR 5
AGI 15
CON 15
MIN 10
SPI 5

Associated Classes: Gunner, Combatant, Scholar, Diplomat, Protector, Jeweler, Clothier, Chef, Engineer, Commander, Diviner, Gunslinger, Thief, Driver, Captain, General, Warlord, Counselor of Faerie, Roboticist, Mind Lord, and Noble.

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

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Aeromage
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Re: Character Sign-Up Thread

Post by Aeromage »

Through the power of two different items, a new character comes into being!
Vita Ex Nihilo- (Permanent Consumable, Essence Sphere, Universe, 1 Charge, X Gold) User's controlling player gains a character slot, and, while doing so, may use one Exodus of Self item as though it were consuming a Level 60 PC without it actually doing so; said new PC gains copies of up to 120 of this item's user's shop-buyable abilities at the time of creation (provided that it would not be barred from learning such abilities entirely)

Water of Eternal Unity- (Permanent Consumable, Minor Artifact, Water & Eternity, 1 Charge, X Gold) User, if a willing PC of Level 60 or greater who is not being controlled by any entity, may choose to permanently retire and become unable to be unretired; if user does so, user's character slot is transformed into a Keybearer Character Slot


Once upon a time, a tide rose through the cracks of reality, washing ashore keys to its power, that they might be taken up by those with great purpose and ambition.
How long had the tide been rising? Were those great figures that took up the keys worthy of them because of their greatness, or did they become so from possessing them?
The bearers of those keys set forth to bring their vision of the tide's purpose into reality, crashing onto the shores of the metaphorical centre of the universe, sweeping up everything in their path.
Gods, Archmages, Emissaries, Breakers of Reality- ultimately both they and the keys they bore were broken against the centre's protectors, despite their overwhelming strength and preparations, the very incarnation of the Tide destroyed and delivered to outside forces for study.
Their power, however, was undeniable, and witnessed by all.

An idea is like water. Even broken, it scatters like rain, showering upon the masses.

Once upon a time, there existed an enlightened sage who dreamed of uplifting everything and everyone into a Higher Reality, to escape threats to existence below and bring unity to all. Holding a multitude of selves, he set out on his virtuous journey, taking everything he was and could have been with him.
He died, unknowingly betrayed before his mission even began, used to fuel the selfish desires of those that professed to be his allies.
He was witnessed by a universe's worth of people.

A concept can pool in the minds of others, slowly absorbing into their thoughts and colouring them, or overflowing in a torrent of purpose.

Once upon a time, somebody from a place beyond reality and unreality had a dream about an odd, friendly goblin who lived in the most dangerous of places and explored the most deadly of ruins, capable of passing without notice as if a mere figment, finding strange and magnificent treasures to empower and enthrall.
The dream ended and faded, as all dreams are fated to do.
Somebody shared that dream as an interesting anecdote to others they knew who existed on that transcendent plane.

A dream can evaporate like mist, or leak through into reality through word and deed, transcending boundaries.

Once upon a time, the multiverse in general ceased to exist, and forces from beyond reality and unreality scrambled to reassemble it from the shards and fragments they had recorded.
It was an [UNDEFINED] time, and through it, reality, unreality, and that which lay above and beyond mixed and mingled in the strangest of ways, with the lowest and highest forces from that-which-was mashing together with unusual results.

What was, is. What is, will be. What will be, has been. The Tide Rises.

[DESIGNATOR] upon a [DURATION UNKNOWN], an idea/dream/purpose emerged from [UNDEFINED], to raise the lowest of beings to the highest of stations, and spread the joy of unity and community in doing so. Why should the lowest of beings remain such and suffer? Why shouldn't they be uplifted and prosper across the realities? Why can't others see things from their perspective? Why not join in?

The Tide Rises.

Idea, memory, concept, purpose, all shattered and mixed, were dredged up from the depths of that [nothing], flowing from [UNDEFINED] into reality, pouring into the dreams of one of the many, many lifeforms of Lower Reality as it slept. The idea informed its path, and so it did indeed flow down to one of the metaphorical lowest of entities in [Public Opinion/Known Power Rankings/The Enemy List] as it slept.
The goblins woke up with an idea in their heads.
And, as ideas are wont to do, it spread and became a movement, a way of life.

A religion.

The Tide Rises.

Others will join it. Convert to it, in body and mind. One day, gods may even join its ranks, whether pulled in or created.

Have you heard the Green Word?




Keybearer

Viren, The Green Word
Divinity & Arch-Quezmellym
[00:21] Caelzeph: Incidentally! Is dual-subtyping possible with the Keybearer rules, there?
[00:21] Caelzeph: Because Kit's given it to me on the admittedly weird premise of 'Goblin Messiah/Religion'
[00:22] Caelzeph: And as such, I'm shooting for Divinity, but there's also the 'bends the world to your own purpose' thing of Quezmellym.
[00:22] Gadigan: "A Keybearer may be a Human, Fae, Elemental, Ancient, Metahuman, Outsider, or any entity subtype matching one of its Inundation Mode Classes."

By default, no, but I might allow it depending on what you want?
[00:22] Caelzeph: Except if I'm going to go for that, may as well be Arch-Quezmellym for MAX DEIFICS
[00:23] Caelzeph: Which is going to put this guy/concept in the weird, weird place of likely being a flashpoint for bringing the Quezmellym subtype into being less of a theoretical rarity and more an actual thing
[00:25] Caelzeph: So it'd be a Divinity & Arch-Quezmellym, except goblin-flavoured, because why not
[00:26] Caelzeph: (I am going to have to basically immediately aim myself at getting Fate as an element as soon as this guy is created to help shore that 'twist things to your purpose' concept up)
[00:28] Gadigan: Haha, this is going to be one of the goofier characters, like the Doc
[00:28] Gadigan: But that works for the BA
[00:29] Gadigan: I hope you enjoy it
[00:29] Caelzeph: Haha, I plan to
[00:29] Gadigan: And will allow that combination if you want to start with it
[00:29] Caelzeph: Excellent
, Evolution
STR: 6/10
AGI: 21/31
CON: 6/10
MIN: 6/18
SPI: 21/51
Wellspring Mode/Inundation Mode
* At the time of its creation, a Keybearer selects one Tier 3 or Tier 0 class, three Tier 2 classes, and five Tier 1 classes to be its Inundation Mode classes. Elemental Researcher cannot be chosen. It only possesses abilities from these while in Inundation Mode. At least one of these, of any Tier, must be an element. It begins with the Basic Tier ability for each of these classes. If any of the selected classes are entity-subtype-based, it gains the corresponding Traits. Prerequisites are ignored when selecting these abilities, but are not ignored for future purchases from these skillsets.
Chosen Classes:
Sublime Presence (T3)
Chaos Maestro (T2)
Progenitor of Species (T2)
Stormsmiter (T2)
Balanced Medium (T1)
Builder of Nations (T1)
Mime Don (T1)
Pattern Admixturist (T1)
Witch Doctor (T1)


Abilities gained from class choices:
Other: Balanced Medium

Basic Essence Synchronization (Not yet created)


Other: Builder of Nations

Basic Civilization Synchronization (Not yet created)


Other: Chaos Maestro

Arch-Quezmellym Traits (Not yet created)

Basic Chaos Maestro Knowledge (Not yet created)


Other: Mime Don

Basic Dopple Synchronization- (Passive Ability, Other: Mime Don) Possessor gains +25 to all stats if an ally of possessor is Dopple element


Other: Pattern Admixturist

Basic Pattern Admixturist Proficiency- (Passive Ability, Other: Pattern Admixturist) Possessor's equipped items that share an element with possessor have their stat bonuses increased by 50 points


Other: Progenitor of Species

Basic Evolution Synchronization- (Passive Ability, Other: Progenitor of Species) Possessor gains +25 to all stats if Evolution element


Other: Stormsmiter

Basic Lightning Training (Not yet created)


Other: Sublime Presence

Basic Sublime Presence Knowledge- (Passive Ability, Sublime Presence) Possessor's Divinity pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats

Divinity Traits (Not yet created)


Other: Witch Doctor

Basic Voodoo Attunement- (Passive Ability, Other: Witch Doctor) All Voodoo spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all Voodoo spells cost possessor 100 less MP to cast

Copied Abilities:

Through the use of Vita Ex Nihilo, Viren gains 120 of Kit's abilities to begin with. It picks the following:

-Abjurer-
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Adept Abjuration Attunement- (Passive Ability, Abjurer) Abjuration spells cost possessor 10,000 less MP to cast, Possessor's Abjuration spells that provide a Defense bonus provide an additional +500 Defense, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Abjuration Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Expert Protection Magic Attunement- (Passive Ability, Abjurer) Protection Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Protection Magic Spells, and may not be converted into other types of slots by individuals below Level 100

-Crusher-
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
tempo
Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped

-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge

-Druid-
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus

-Elementalist-
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element

-Enchanter-
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round

-Gearwright-
Apprentice Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assembler of Complex Gears- (Passive Ability, Gearwright) Possessor's Clockwork summons obtain +600 to all stats as a non-stacking buff at the time of their summoning
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Gearwright- (Passive Ability, Gearwright) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Clockwork pet only, This ability provides +50 HP and +10 to all stats of possessor's Clockwork pets and summons per Level of possessor
Intuitive Knowledge of How Gears Fit Together- (Passive Ability, Gearwright) Possessor counts as being 2 Levels higher, to a Max of Level 60, for stat-scanning purposes when targeting Clockworks, with this effect not bypassing Level-based Immunities

-Guardian-
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped

-Gunslinger-
Basic Gunslinging Attunment- (Passive Ability, Gunslinger) All Gunslinging spells gain +10 Ranged Attack and all Gunslinging spells cost 10 less MP
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor

-Healer-
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast
Stat Protect- (Passive Ability, Healer) Possessor gains Immunity to Stat Damage from sources below Level 40, Possessor gains Stat Drain Immunity against sources below Level 40
The Doctor Can't Get Sick!- (Passive Ability, Healer) Possessor may, up to 10 times per thread while in a Healer Stance, at the start of possessor's first action every round, choose to auto-recover from any one minor status effect inflicted by a source below Level 60; this may be used any number of times (up to its maximum) on different effects before said action

-Lawbringer-
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack and +500 HP when a Mace is equipped.
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack when a Mace is equipped.
Judge- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped

-Luminary-
Apprentice Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Celestial Magic spells cost possessor 250 less MP to cast for each non-summon ally caster possesses, to a max of 200 such allies
Basic Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells gain +20 Magical Attack and cost 10 less MP for each non-summon ally caster possesses
Luminary- (Passive Ability, Luminary) All Celestial Magic spells possessor casts that possess a Magical Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Celestial Magic spells cost possessor (250 * Possessor Level) less MP to cast

-Merchant-
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Knowledge of Advertising and Marketing- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%
Knowledge of Public Relations- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%

-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
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

-Priest-
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect

-Radiant Hierophant-
Basic Light Synchronization- (Passive Ability, Other: Radiant Hierophant) Possessor gains +25 to all stats if Light element

-Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar of History- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if at least 25 battles have previously happened within the thread
Scholarly- (Passive Ability, Scholar) Possessor obtains +200 uncapped MIN if possessor has a Book equipped

-Wanderer-
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20

-Wizard-
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped


-Other: Elemental Researcher-
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.

-Other: Genesis Architect-
Genesis Architect- (Passive Ability, Other: Genesis Architect) Possessor ignores (1 * (Possessor Level/5), rounded down)% Life Resistance, Possessor ignores Life Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Other: Subspace Architect-
Repair Large Structure- (Active Ability, Other: Subspace Architect) Possessor may spend an action to conduct an attack that only affects Large Structures, Heals, Includes Melee Attack, Magical Attack, and Ranged Attack bonuses that come from Tools or Subspace Architect abilities (but not other such bonuses, with such bonuses each being capped seperately at their normal caps) and that uses Mind as its Prime Attribute

-Other: Sun Duke-
Sun Duke- (Passive Ability, Other: Sun Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Solar Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Solar Being pets and summons per Level of possessor



-Other: Living Legend-
A Legend Unequaled- (Passive Ability, Other: Living Legend) If possessor is Glory element, buffs from sources below Level 60 who are not 20 or more Levels greater than possessor may not raise the stats of individuals below Level 60 who are non-unique and lower Level than possessor to be equal to or greater than possessor's corresponding stats
A Name Etched In History- (Passive Ability, Other: Living Legend) If possessor is Glory element, name may not be changed without possessor's consent by individuals below Level 40, with possessor's name remaining unchanged while possessor is transformed if possessor is forcibly transformed and possessor does not consent to the name change that said transformation would bring, Possessor may choose to retain possessor's name when possessor voluntarily enters a transformation that is initiated by either possessor or an ally of possessor
A Persona Defined By Stories And Deeds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may not be transformed by individuals below Level 40 without possessor's permission
Apprentice Glory Synchronization- (Passive Ability, Living Legend) Possessor gains +50 to all stats for each Glory element item equipped, Possessor's Glory element pets and summons gain +250 to all stats
A Titan Among Men- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +2,000 STR if all of possessor's opponents are non-unique, and possessor gains 20% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor
Basic Glory Synchronization- (Passive Ability, Other: Living Legend) Possessor gains +25 to all stats if possessor is Glory element
Cannot Die A Mundane Death- (Passive Ability, Other: Living Legend) If possessor is Glory element, gains 50% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor and may not be reduced below 1 HP by minor or moderate status effects from such sources, Has RP effects
Empowered By The Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, at the start of each round, each of possessor's allies chooses a stat out of Strength, Agility, Constitution, Mind, and Spirit, This ability provides +100 to each such stat each time it is chosen for the duration of the round (this is not a buff and is capped), to a max of +5,000 to each stat
Footnotes Without Consequence- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of each round, choose to be cured of all minor and moderate negative status effects and debuffs from sources below Level 60 that are non-unique and that are not 20 or more Levels greater than possessor
Glory Manipulation- (Passive Ability, Other: Living Legend) Possessor may choose one of the following at the beginning of each round if Glory element: Create a Zone of Glory, Remove a Zone of Glory created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Glory by either possessor or a source below Level 20, Add Glory 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 Glory element on a Glory element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Glory, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Glory, 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 Glory element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Glory to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Glory, 5% Glory Resistance, or +50 Defense against Glory and 1% Glory Resistance until the end of the round as a non-stacking buff
Legends Never Die- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, up to (Possessor Level / 20, rounded up) times per thread, when dead, self-resurrect at the start of a round 5 or more rounds after possessor's most recent death if possessor possesses any allies at said time, provided that possessor was not killed by either a unique source of equal Level to or greater than possessor, by a source 20 or more Levels greater than possessor, or by a source of Level 80 or greater
Living Legend- (Passive Ability, Other: Living Legend) Possessor ignores (1 * (Possessor Level/5), rounded down)% Glory Resistance, Possessor ignores Glory Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Meditative Assumption of Glory- (Passive Ability, Other: Living Legend) Possessor may choose, at the beginning of a thread, to become solely Glory element
The Stories Remember What Is Gone- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of any round, re-obtain any item that possessor was carrying that was destroyed by a non-unique source below Level 60 or a unique source below Level 40 (not counting the last charge of a consumable being used) during the present thread
Unmatched Master's Competence- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 25 or more Fame, possessor counts as possessing 10 additional abilities in each base class that possessor possesses the class-name ability for, provided that no other individual in the same battle as possessor possesses an equal or greater number of abilities from said class

-Other: Time Mage-
Adept Time Magic Attunement- (Passive Ability, Other: Time Mage) Time Magic spells cost possessor 10,000 less MP to cast, Time Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Time Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Chronomantic Auto-Haste- (Passive Ability, Other: Time Mage) Possessor is afflicted with Augmented: Haste at the start of the first round of battle if possessor is either Time element or has 5 Time Magic spells equipped
Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes


-Other: Temporal Primarch-
Absorb Time- (Passive Ability, Other: Temporal Primarch) Possessor Absorbs Time against sources below Level 20 if Level 20 or greater
Adept Time Synchronization- (Passive Ability, Other: Temporal Primarch) Amounts of Time element Damage possessor deals are increased by 10,000 points, Time element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Time element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Time Synchronization- (Passive Ability, Temporal Primarch) Possessor gains +50 to all stats for each Time element item equipped, Possessor's Time element pets and summons gain +250 to all stats
Asynchronus Timestream- (Passive Ability, Other: Temporal Primarch) Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle
Bank Actions- (Passive Ability, Temporaral Primarch) Possessor may, at the start of any round, choose for possessor's first action of the round to, instead of being placed in turn-order, be placed in possessor's Action Bank. Possessor's Action Bank may hold up to 3 actions and is emptied at the end of each battle. If in a battle where all opponents are lower Level than possessor, possessor may, at the start of any round, choose to remove an action from possessor's Action Bank and gain an additional action that round.
Basic Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to all stats if possessor is Time element
Control of Time- (Passive Ability, Other: Temporal Primarch) Possessor has a 20% chance of being able to cancel the actions of Time element individuals below Level 20, with things that would occur before and after said actions still occurring
Detachable Secondary Timestream- (Passive Ability, Temporal Primarch) Once per thread, if possessor is Time element, when possessor would acquire a debuff that would specifically reduce possessor's turn-order-determining stat sum or when possessor would be afflicted with Fatigued: Slow or Suffocation: No Future or when possessor would acquire a debuff that would change the round that possessor would treat the current round as, possessor may choose to not acquire said debuff or status effect
Doublespeed Recovery (Minor)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for minor negative status effects are checked twice per round
Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Effect-Resistant, Fixed Personal Timestream- (Passive Ability, Other: Temporal Primarch) Possessor is Immune to entities below Level 20, Possessor is Immune to Time element debuffs from sources below Level 60
Enemy-Rewinding Gear-Wings- (Passive Ability, Temporal Primarch) Up to three times per battle while possessor is Time element, checking a max of once per action, possessor may choose to have a 50% chance of undoing the results of any one opponent's action (save said action counting as still having been used up), not including things that happened before or after said action, provided that said opponent was not greater Level than possessor and was not above Level 65
Expert Time Synchronization- (Passive Ability, Other: Temporal Primarch) Time element Damage dealt to possessor (not including healing) is halved, Time element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Time element accessories, and may not be converted into other types of slot by individuals below Level 100
Father Time Mode- (Stance Ability, Other: Temporal Primarch) Possessor counts as being afflicted with Fatigued: Elderly, gains the element Time, and suffers no negative effects from the status effect Fatigued: Elderly
Gift Actions- (Passive Ability, Temporaral Primarch) Possessor may, when removing an action from possessor's action bank, instead of assigning it to possessor, may assign it to one of possessor's willing allies.
Meditative Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose, at the beginning of a thread, to become solely Time element
Nullify Time- (Passive Ability, Other: Temporal Primarch) Possessor may remove the element Time from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Time-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Time-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Time from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Personal Time-Preservation- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round
Reflect Time- (Passive Ability, Other: Temporal Primarch) Possessor Reflects Time against sources below Level 20 if Level 20 or greater
Temporal Father-Time Defenses- (Passive Ability, Temporal Primarch) While possessor is in the stance 'Father Time Mode' possessor obtains 30% Time Resistance and +30,000 Defense against Time
Temporal Primarch- (Passive Ability, Other: Temporal Primarch) Possessor ignores (1 * (Possessor Level/5), rounded down)% Time Resistance, Possessor ignores Time Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Temporal Wisdom- (Passive Ability, Other: Temporal Primarch) Possessor may count Temporal Primarch abilities as Time Mage abilities (including for prerequisite purposes) and may count Time Mage abilities as Temporal Primarch abilities (including for prerequisite purposes)
Time Immunity- (Passive Ability, Other: Temporal Primarch) Possessor gains Time Immunity against sources below Level 20 if Level 20 or greater
Time Manipulation- (Passive Ability, Other: Temporal Primarch) Possessor may choose one of the following at the beginning of each round if Time element: Create a Zone of Time, Remove a Zone of Time created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Time by either possessor or a source below Level 20, Add Time 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 Time element on a Time element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Time, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Time, 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 Time element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Time to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Time, 5% Time Resistance, or +50 Defense against Time and 1% Time Resistance until the end of the round as a non-stacking buff
Undo Minor Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply minor positive or negative status effects instead of buffs or debuffs
Undo Moderate Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply moderate positive or negative status effects instead of buffs or debuffs
Undo- (Active Ability, Temporal Primarch) If possessor is Time element, possessor may spend an action to undo the removal of a buff or debuff from a source of possessor's Level or lower (to a max of Level 80) that was performed by a source of possessor's Level or lower (to a max of Level 80), placing said instance of said buff or debuff back on the individual it was removed from (but not doing aynthing else that 'undoing' would connotate save counting as 'undoing')
Wind of Seconds- (Passive Ability, Other: Temporal Primarch) Once per thread when possessor is afflicted with Augmented: Haste while possessor is Time element, possessor may choose to regenerate 600,000,000 MP
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Aeromage
Arena Lieutenant
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Re: Character Sign-Up Thread

Post by Aeromage »

00:41] Caelzeph: Oop, while you're here, mind looking over Viren on the sign-up to approve?
[00:42] Caelzeph: (I'll likely give templating up a bunch of the classes he's nominated as Inundation Classes a go later)
[00:45] Gadigan: Currently not approved for the sole reason that I haven't made prereqs for his template abilities
[00:45] Gadigan: He's otherwise approved
[00:45] Gadigan: If you want him launched without those abilities, that's fine
[00:46] Gadigan: I just give no time frame on when I'll have those sorted
[00:46] Caelzeph: Ah, right
[00:46] Caelzeph: I'll put those abilities as placeholders for now, then
[00:47] Gadigan: Thank you
Lord Gadigan
Site Admin
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Re: Character Sign-Up Thread

Post by Lord Gadigan »

Cydonian Rangers approved.
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Celas
Arena Sergeant
Posts: 228
Joined: Sat May 23, 2020 6:09 pm

Re: Character Sign-Up Thread

Post by Celas »

Muninn (Celas)

Concord Administrator
Metahuman, Memory
HP- 250
MP- 750
STR - 10
AGI - 10
CON - 10
MIN - 30
SPI - 10



They called me hero, once.

Those bold crusaders of justice, those paragons of virtue, those Heroes of the Cooperative. They counted me among the best of them, I, the strategist, the master of mentalism, a planner and leader. But while the rest of the Cooperative was content to sit idly by and wait for dangers to fight, for innocents to save, I chose to prevent the dangers.

I alone had the foresight to truly save the world!

And so I did. Villains were crushed before their schemes could be wrought. Disasters prevented. Infrastructure updated. Contamination removed. I lead my world into a Golden Age of peace and prosperity! I pushed my powers farther and farther to secure that peace, foreseeing and removing threats that no one else could have! I Saved My World!

And they came for me. Those great heroes, those champions. My once-friends. They said I went too far. That I had no right to judge who might or might not do something. I told them they were blind, their small minds unable to comprehend what would be. See! Weren't the decades of peace under my rule proof enough that I had been right?

And they turned on me. They fought me. They tried to kill me. I hope it haunts those who lived. I fought back. But as I opened my mind and drew on my powers to the fullest, I felt the truth of things: They had the support of my world. My people. They longed to be free of my reign.

My peace, my justice, was rejected.

I had long since learned to see beyond the paltry borders of my world, and so I told them, those heroes who survived their betrayal: I told them that they had won. If my world wanted no part of my peace, they could fend for themselves. And when they look back and see the chaos they brought upon themselves, know that they were responsible for it.

And I left. I stepped beyond my world. And now I find new power, ancient power, and I remake myself. Next time I will not allow the possibility of treachery against me.

They called me tyrant, in the end. But I know I am yet the hero.
Lord Gadigan
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Re: Character Sign-Up Thread

Post by Lord Gadigan »

Muninn approved!
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