VIREN IN WAREHOUSE
- Aeromage
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Re: VIREN IN WAREHOUSE
Oho.
Viren is faced with a quandary. He's a Stormsmiter, but there's no existing Lightning anywhere!
Sure, he could go out and steal one from a random thunderstorm, but that wouldn't exactly be as divine (or, indeed, Divine) as it should be, now, would it?
As such, he pulls from Divine Relics (Requires a Patron Deity), citing himself as his own patron, to fix that.
Or get other cool stuff that'll boost his powers. Maybe it'll key off his (metaphorical?) Key instead, as he doesn't have any signature gear, yet?
(Ticket 9/16)
Viren is faced with a quandary. He's a Stormsmiter, but there's no existing Lightning anywhere!
Sure, he could go out and steal one from a random thunderstorm, but that wouldn't exactly be as divine (or, indeed, Divine) as it should be, now, would it?
As such, he pulls from Divine Relics (Requires a Patron Deity), citing himself as his own patron, to fix that.
Or get other cool stuff that'll boost his powers. Maybe it'll key off his (metaphorical?) Key instead, as he doesn't have any signature gear, yet?
(Ticket 9/16)
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Re: VIREN IN WAREHOUSE
Very Green Mask- (Accessory, Mask, Color, 60,000 Gold) Wearer gains the element Color, Wearer must possess 'Viren, the Green Word' as a Patron Deity
- Aeromage
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Re: VIREN IN WAREHOUSE
Ticket 10/16 goes to another Divine Relics (Requires a Patron Deity) to see if he can't get something better!
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Re: VIREN IN WAREHOUSE
3-Hour-Long Record of a Gnome Repeating Viren's Name in a Monotone Voice- (Item, Antiquity, Technology & Magic, 190 Gold)
- Aeromage
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Re: VIREN IN WAREHOUSE
Definitely going on the other type of list.
Viren goes for one last roll of the dice on Divine Relics (Requires a Patron Deity) for Ticket 11/16.
Viren goes for one last roll of the dice on Divine Relics (Requires a Patron Deity) for Ticket 11/16.
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Re: VIREN IN WAREHOUSE
Goblightning- (Weapon, Other: Lightning, Color & Flux & Electrical, 30,000,000 Gold) +30,000 Ranged Attack, +25,000 Magical Attack, Targets of wielder's 'Ranged Attck' and 'Ranged Overdrive' actions, at wielder's discretion, becomes a Goblin from the Enemy List as an effect that does not work on unique targets, does not work on targets above Level 40, only works on individuals of lower Level than wielder, has a 30% chance of failing to work on non-Humanoids if caster does not have the ability 'Transmuter' and the ability 'Priest', with this effect being either a buff or a debuff (as appropriate) and a Polymorph Effect, This effect replaces any Polymorph Effect from a source of equal or lower Level than its caster and cannot replace a Polymorph Effect from a source of higher Level than its caster, Individuals may normally have a max of one Polymorph Effect on them at any given time, This effect does not remove damage, MP damage / loss, stat damage, debuffs, buffs, status effects, or any other such effects on its target, Wielder must be Level 20 or greater and must possess 'Viren, the Green Word' as a Patron Deity
- Aeromage
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Re: VIREN IN WAREHOUSE
Ticket 12/16 sees Viren decide to go back to increasing his power as a Keybearer!
Enigmatic Well of Fate, go!
Enigmatic Well of Fate, go!
Prior Pulls wrote:This, The Drowning World
Tide Baptism, Water
Inundation Effect: Possessor is Immune to Drowning. Double possessor's Drowning infliction chances. Double the Water-based HP-loss caused by possessor's Drowning status effects. Possessor may, at the start of each round, replace the elements of a Zone created by an equal or lower Level source with solely Water, and, if possessor does so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed. Possessor may, at the start of each round, alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, if possessor does so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.
Wellspring Effect: Possessor's allies, not counting possessor, are Immune to Drowning. Each of possessor's allies, not counting possessor, may spend an action to either replace the elements of a Zone created by an equal or lower Level source with solely Water, and, upon doing so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, or to alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, upon doing so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest sink an entire planet that is significantly involved in the quest beneath the waters of an ocean. Alter at least 75% of the native life so that it can breathe and survive in the new environment and is more powerful than it was before the drowning of the world.
In Each Mind A Nation
Tide Baptism, Psychic
Inundation Effect: Possessor may spend an action to create a Battlespace and place a Zone of Psychic in it. Possessor may spend an action to move from any battlespace into a battlespace that contains a Zone of Psychic so long as no individual of greater Level objects. Possessor may spend an action to place Zones of Psychic in a number of Battlespaces equal to or less than possessor's Level, even if possessor is not in those Battlespaces. Possessor may spend an action to add a Phantom Terrain of City to any battlespace that contains a Zone of Psychic. Possessor may add the element Law or the element Civilization to any of possessor's Psychic element actions. Possessor's Law or Civilization element actions may gain a 100% chance of inflicting Mindblasted. Possessor may spend an action to cause an opponent of equal or lower Level with equal or lower MIN to create a battlespace that contains a Zone of Psychic and cause that individual, as a debuff that cannot be removed by individuals of Level equal to or lower than possessor while possessor is alive, to count as additionally being in that battlespace regardless of whatever other battlespaces it is in, with it being able to act and target things as though it were in that battlespace and any other battlespace it is in, but being unable to leave said battlespace, with anything that would make it leave said battlespace instead cause it to additionally count as being in whatever other battlespace it would be in when it would have left that battlespace in addition to still remaining in said battlespace, with the debuff's possessor choosing what battlespace to be in out of the battlespaces it is in at the time of the debuff's removal that the debuff is causing it to count as being in, selecting one of said battlespaces, and, with said debuff additionally allowing its inflictor, at the start of each round, to optionally be able to have a 200% chance of inflicting Confusion: Fear, a 100% chance of inflicting Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, or Dissolving: Bankrupt, or a 50% chance of inflicting Vanished: Exiled if its possessor counts as being in the Zone of Psychic created alongside the debuff, provided that said Zone of Psychic is present within the battlespace it was created within by this effect, with said debuff additionally applying a -25% penalty to Dodge and To Hit if its possessor is in at least two battlespaces simultaneously.
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to create a battlespace containing a Zone of Psychic, and may, should no individual of greater Level than possessor in any battlespace object, spend an action to move from the main battlespace to a battlespace the action performer created through this Tide Baptism's effect or move from such a battlespace to the main battlespace. While within a battlespace created by this effect, the individual who created said battlespace is Immune to Confusion: Fear, Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, Dissolving: Bankrupt, and Vanished: Exiled, said individual additionally increasing its chances of inflicting said status effects by 5%. Possessor's allies, not counting possessor, gain the element Psychic and may, in any of their attacks, actions, or instances of Damage dealt, exchange the element Psychic for the element Civilization or the element Law. Possessor's allies, not counting possessor, if in a battlespace they created that contains a Zone of Psychic that they created may spend an action to have a 200% chance of inflicting Entombed: Incarcerated on a target. Possessor's allies, while Psychic element, may choose to always count the Terrain or Phantom Terrain as additionally being 'City'.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest awaken the minds of at least 25% of a nation's population to become psychic (when they weren't previously) and tie at least 5 replica-worlds the size of a nation or greater with their own different-from-the-main-world government systems or national characters to unique quest-relevant individuals, at least three of whom are of non-insignificant-to-the-quest Level, whose existence and mind perpetuate them (regardless whether said replica worlds are ones controlled by / enjoyed by those individuals, are just weird worlds they are connected to, or are personal mind-traps for them).
Washing Away All Impurities
Tide Baptism, Water
Inundation Effect: At the start of each round, possessor may create a Zone of Water. Possessor may choose for Zones of Water to additionally count as Zones of Light when any individual in the same battlespace checks anything related to Zones. Possessor is cured of all debuffs from lower-Level sources at the start of each action if in a Zone of Water. Possessor is cured of all minor negative status effects at the start of each round. At the start of each round, possessor has a 50% chance of being cured of each moderate negative status effect if not in a Zone of Water. If in a Zone of Water, at the start of each round, possessor is cured of all moderate negative status effects. If in a Zone of Water, at the start of each round, possessor has a 10% chance of being cured of each major negative status effect; this effect still occurs if possessor is dead and possessor's corpse is in a battlespace containing at least one Zone of Water.
Wellspring Effect: At the start of each round, all of possessor's allies, not counting possessor, are cured of all minor negative status effects. At the start of each round, if not in a Zone of Water, all of possessor's allies, not counting possessor, have a 50% chance of being cured of each moderate negative status effect. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, are cured of all moderate negative status effects. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, have a 5% chance of being cured of each major negative status effect.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest, cure ailments from a vast group of people. Additionally, formally baptize at least 5 willing, quest-relevant, unique NPCs into the service of the Unbroken Tide.
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Re: VIREN IN WAREHOUSE
Supreme Overcrash: I Am The Tide Incarnate, Lord of Multitudes- (Technique Ability, Sublime Presence) Possessor may use 'Supreme Overcrash: I Am The Tide Incarnate, Lord of Multitudes' in conjunction with an 'Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other technique or Overcrash is being used, and possessor is a Divinity. Said action gives its performer a buff that is unremovable until the end of battle that ends at the end of battle that cannot be prevented from ending at that time and that cannot be extended or replicated that triples its possessor's stats, gives its possessor up to 300 Weeks worth of in-stock Priest and/or Worldbound God abilities (with the count of 300 Weeks being one pool across both), allows its possessor, at the start or end of any action to remove any Worshipper Benefits from any individual in any battlespace, return any such removed Worshipper Benefit to any individual it was removed from, alter any Worshipper Benefit so that bonuses it provides to values are instead equivalent penalties, alter any Worshipper Benefit so that static values of values that it provides are instead equivalent penalties, undo any such alteration this effect made to any Worshipper Benefit, or grant any ally of possessor any Worshipper benefit that could be granted by any PC deity in the same thread at any point during said thread; this action, at the end of battle as an unpreventable effect, even if possessor is not in battle, sets its user's MP to 0 for the remainder of the thread.
- Aeromage
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Re: VIREN IN WAREHOUSE
Oh boy, that one's definitely one for the books.
Not one to stop a good thing from going while it's going, Viren pulls again from Enigmatic Well of Fate!
Not one to stop a good thing from going while it's going, Viren pulls again from Enigmatic Well of Fate!
Prior Pulls wrote:This, The Drowning World
Tide Baptism, Water
Inundation Effect: Possessor is Immune to Drowning. Double possessor's Drowning infliction chances. Double the Water-based HP-loss caused by possessor's Drowning status effects. Possessor may, at the start of each round, replace the elements of a Zone created by an equal or lower Level source with solely Water, and, if possessor does so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed. Possessor may, at the start of each round, alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, if possessor does so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.
Wellspring Effect: Possessor's allies, not counting possessor, are Immune to Drowning. Each of possessor's allies, not counting possessor, may spend an action to either replace the elements of a Zone created by an equal or lower Level source with solely Water, and, upon doing so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, or to alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, upon doing so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest sink an entire planet that is significantly involved in the quest beneath the waters of an ocean. Alter at least 75% of the native life so that it can breathe and survive in the new environment and is more powerful than it was before the drowning of the world.
In Each Mind A Nation
Tide Baptism, Psychic
Inundation Effect: Possessor may spend an action to create a Battlespace and place a Zone of Psychic in it. Possessor may spend an action to move from any battlespace into a battlespace that contains a Zone of Psychic so long as no individual of greater Level objects. Possessor may spend an action to place Zones of Psychic in a number of Battlespaces equal to or less than possessor's Level, even if possessor is not in those Battlespaces. Possessor may spend an action to add a Phantom Terrain of City to any battlespace that contains a Zone of Psychic. Possessor may add the element Law or the element Civilization to any of possessor's Psychic element actions. Possessor's Law or Civilization element actions may gain a 100% chance of inflicting Mindblasted. Possessor may spend an action to cause an opponent of equal or lower Level with equal or lower MIN to create a battlespace that contains a Zone of Psychic and cause that individual, as a debuff that cannot be removed by individuals of Level equal to or lower than possessor while possessor is alive, to count as additionally being in that battlespace regardless of whatever other battlespaces it is in, with it being able to act and target things as though it were in that battlespace and any other battlespace it is in, but being unable to leave said battlespace, with anything that would make it leave said battlespace instead cause it to additionally count as being in whatever other battlespace it would be in when it would have left that battlespace in addition to still remaining in said battlespace, with the debuff's possessor choosing what battlespace to be in out of the battlespaces it is in at the time of the debuff's removal that the debuff is causing it to count as being in, selecting one of said battlespaces, and, with said debuff additionally allowing its inflictor, at the start of each round, to optionally be able to have a 200% chance of inflicting Confusion: Fear, a 100% chance of inflicting Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, or Dissolving: Bankrupt, or a 50% chance of inflicting Vanished: Exiled if its possessor counts as being in the Zone of Psychic created alongside the debuff, provided that said Zone of Psychic is present within the battlespace it was created within by this effect, with said debuff additionally applying a -25% penalty to Dodge and To Hit if its possessor is in at least two battlespaces simultaneously.
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to create a battlespace containing a Zone of Psychic, and may, should no individual of greater Level than possessor in any battlespace object, spend an action to move from the main battlespace to a battlespace the action performer created through this Tide Baptism's effect or move from such a battlespace to the main battlespace. While within a battlespace created by this effect, the individual who created said battlespace is Immune to Confusion: Fear, Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, Dissolving: Bankrupt, and Vanished: Exiled, said individual additionally increasing its chances of inflicting said status effects by 5%. Possessor's allies, not counting possessor, gain the element Psychic and may, in any of their attacks, actions, or instances of Damage dealt, exchange the element Psychic for the element Civilization or the element Law. Possessor's allies, not counting possessor, if in a battlespace they created that contains a Zone of Psychic that they created may spend an action to have a 200% chance of inflicting Entombed: Incarcerated on a target. Possessor's allies, while Psychic element, may choose to always count the Terrain or Phantom Terrain as additionally being 'City'.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest awaken the minds of at least 25% of a nation's population to become psychic (when they weren't previously) and tie at least 5 replica-worlds the size of a nation or greater with their own different-from-the-main-world government systems or national characters to unique quest-relevant individuals, at least three of whom are of non-insignificant-to-the-quest Level, whose existence and mind perpetuate them (regardless whether said replica worlds are ones controlled by / enjoyed by those individuals, are just weird worlds they are connected to, or are personal mind-traps for them).
Washing Away All Impurities
Tide Baptism, Water
Inundation Effect: At the start of each round, possessor may create a Zone of Water. Possessor may choose for Zones of Water to additionally count as Zones of Light when any individual in the same battlespace checks anything related to Zones. Possessor is cured of all debuffs from lower-Level sources at the start of each action if in a Zone of Water. Possessor is cured of all minor negative status effects at the start of each round. At the start of each round, possessor has a 50% chance of being cured of each moderate negative status effect if not in a Zone of Water. If in a Zone of Water, at the start of each round, possessor is cured of all moderate negative status effects. If in a Zone of Water, at the start of each round, possessor has a 10% chance of being cured of each major negative status effect; this effect still occurs if possessor is dead and possessor's corpse is in a battlespace containing at least one Zone of Water.
Wellspring Effect: At the start of each round, all of possessor's allies, not counting possessor, are cured of all minor negative status effects. At the start of each round, if not in a Zone of Water, all of possessor's allies, not counting possessor, have a 50% chance of being cured of each moderate negative status effect. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, are cured of all moderate negative status effects. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, have a 5% chance of being cured of each major negative status effect.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest, cure ailments from a vast group of people. Additionally, formally baptize at least 5 willing, quest-relevant, unique NPCs into the service of the Unbroken Tide.
Supreme Overcrash: I Am The Tide Incarnate, Lord of Multitudes- (Technique Ability, Sublime Presence) Possessor may use 'Supreme Overcrash: I Am The Tide Incarnate, Lord of Multitudes' in conjunction with an 'Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other technique or Overcrash is being used, and possessor is a Divinity. Said action gives its performer a buff that is unremovable until the end of battle that ends at the end of battle that cannot be prevented from ending at that time and that cannot be extended or replicated that triples its possessor's stats, gives its possessor up to 300 Weeks worth of in-stock Priest and/or Worldbound God abilities (with the count of 300 Weeks being one pool across both), allows its possessor, at the start or end of any action to remove any Worshipper Benefits from any individual in any battlespace, return any such removed Worshipper Benefit to any individual it was removed from, alter any Worshipper Benefit so that bonuses it provides to values are instead equivalent penalties, alter any Worshipper Benefit so that static values of values that it provides are instead equivalent penalties, undo any such alteration this effect made to any Worshipper Benefit, or grant any ally of possessor any Worshipper benefit that could be granted by any PC deity in the same thread at any point during said thread; this action, at the end of battle as an unpreventable effect, even if possessor is not in battle, sets its user's MP to 0 for the remainder of the thread.
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Re: VIREN IN WAREHOUSE
All Being A Kaleidoscope, Melting Into Seas Of Rainbow Unity
Tide Baptism, Color
Inundation Effect: Possessor may spend an action to gain a buff that stacks 200 times that provides its possessor with any combination of non-universe elements possessed by a target individual in the same battlespace. Possessor benefits from the buffs possessed by any other individual in the same battlespace that possessor shares at least one element with, with this effect not bypassing normal buff stacking limits and not allowing self-only, unreplicatable, or Overcrash-generated buffs to be shared. Possessor obtains +100% Dodge against individuals that possessor shares at least one element with. Whenever an individual in the same battlespace as possessor is Healed for points of or Regenerates HP or MP, if that individual shares at least one element with possessor, possessor may, as an effect that counts as involving a Channeling spell and involving Drain, choose to obtain 50% of that healing or regeneration instead of the individual in question. Possessor may cast spells equipped by individuals in the same battlespace who share at least one element with possessor. Possessor may choose to be Immune to effects created by individuals of lower Level that are attached to a Zone that possesses at least one of possessor's elements.
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to obtain a buff that stacks 200 times granting them any non-universe element possessed by one of possessor's other allies, not counting possessor. Possessor's allies, not counting possessor, obtain +100 to all stats for each ally, not counting possessor, that they possess that shares an element with them, counting separately per element, to a max of 200 allies per element and a max of 12 elements per individual. Possessor's allies, not counting possessor, benefit from the buffs possessed by their allies, not counting possessor, who share at least one element with them, with this effect not bypassing normal buff stacking limits and not allowing self-only, unreplicatable, or Overcrash-generated buffs to be shared. Possessor's allies, not counting possessor, are Immune to negative effects created by individuals of lower Level than possessor that are attached to a Zone that possesses at least one of the ally of possessor in question's elements.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer, if it possesses Basic Color Synchronization, may choose to gain this one if the other conditions are met.
* During the quest, merge all areas on a world that possessed at least 24 distinct areas, at least one of which is a Dungeon, at least one of which is a City, and at least one of which is a Wilderness, into one area, recoloring at least 70% of the world in the process.
Tide Baptism, Color
Inundation Effect: Possessor may spend an action to gain a buff that stacks 200 times that provides its possessor with any combination of non-universe elements possessed by a target individual in the same battlespace. Possessor benefits from the buffs possessed by any other individual in the same battlespace that possessor shares at least one element with, with this effect not bypassing normal buff stacking limits and not allowing self-only, unreplicatable, or Overcrash-generated buffs to be shared. Possessor obtains +100% Dodge against individuals that possessor shares at least one element with. Whenever an individual in the same battlespace as possessor is Healed for points of or Regenerates HP or MP, if that individual shares at least one element with possessor, possessor may, as an effect that counts as involving a Channeling spell and involving Drain, choose to obtain 50% of that healing or regeneration instead of the individual in question. Possessor may cast spells equipped by individuals in the same battlespace who share at least one element with possessor. Possessor may choose to be Immune to effects created by individuals of lower Level that are attached to a Zone that possesses at least one of possessor's elements.
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to obtain a buff that stacks 200 times granting them any non-universe element possessed by one of possessor's other allies, not counting possessor. Possessor's allies, not counting possessor, obtain +100 to all stats for each ally, not counting possessor, that they possess that shares an element with them, counting separately per element, to a max of 200 allies per element and a max of 12 elements per individual. Possessor's allies, not counting possessor, benefit from the buffs possessed by their allies, not counting possessor, who share at least one element with them, with this effect not bypassing normal buff stacking limits and not allowing self-only, unreplicatable, or Overcrash-generated buffs to be shared. Possessor's allies, not counting possessor, are Immune to negative effects created by individuals of lower Level than possessor that are attached to a Zone that possesses at least one of the ally of possessor in question's elements.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer, if it possesses Basic Color Synchronization, may choose to gain this one if the other conditions are met.
* During the quest, merge all areas on a world that possessed at least 24 distinct areas, at least one of which is a Dungeon, at least one of which is a City, and at least one of which is a Wilderness, into one area, recoloring at least 70% of the world in the process.
- Aeromage
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Re: VIREN IN WAREHOUSE
Quite the turnaround on fortunes, it seem! Viren presses his advantage with one more pick from Enigmatic Well of Fate. (Ticket 14/16)
Prior Pulls wrote:This, The Drowning World
Tide Baptism, Water
Inundation Effect: Possessor is Immune to Drowning. Double possessor's Drowning infliction chances. Double the Water-based HP-loss caused by possessor's Drowning status effects. Possessor may, at the start of each round, replace the elements of a Zone created by an equal or lower Level source with solely Water, and, if possessor does so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed. Possessor may, at the start of each round, alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, if possessor does so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.
Wellspring Effect: Possessor's allies, not counting possessor, are Immune to Drowning. Each of possessor's allies, not counting possessor, may spend an action to either replace the elements of a Zone created by an equal or lower Level source with solely Water, and, upon doing so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, or to alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, upon doing so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest sink an entire planet that is significantly involved in the quest beneath the waters of an ocean. Alter at least 75% of the native life so that it can breathe and survive in the new environment and is more powerful than it was before the drowning of the world.
In Each Mind A Nation
Tide Baptism, Psychic
Inundation Effect: Possessor may spend an action to create a Battlespace and place a Zone of Psychic in it. Possessor may spend an action to move from any battlespace into a battlespace that contains a Zone of Psychic so long as no individual of greater Level objects. Possessor may spend an action to place Zones of Psychic in a number of Battlespaces equal to or less than possessor's Level, even if possessor is not in those Battlespaces. Possessor may spend an action to add a Phantom Terrain of City to any battlespace that contains a Zone of Psychic. Possessor may add the element Law or the element Civilization to any of possessor's Psychic element actions. Possessor's Law or Civilization element actions may gain a 100% chance of inflicting Mindblasted. Possessor may spend an action to cause an opponent of equal or lower Level with equal or lower MIN to create a battlespace that contains a Zone of Psychic and cause that individual, as a debuff that cannot be removed by individuals of Level equal to or lower than possessor while possessor is alive, to count as additionally being in that battlespace regardless of whatever other battlespaces it is in, with it being able to act and target things as though it were in that battlespace and any other battlespace it is in, but being unable to leave said battlespace, with anything that would make it leave said battlespace instead cause it to additionally count as being in whatever other battlespace it would be in when it would have left that battlespace in addition to still remaining in said battlespace, with the debuff's possessor choosing what battlespace to be in out of the battlespaces it is in at the time of the debuff's removal that the debuff is causing it to count as being in, selecting one of said battlespaces, and, with said debuff additionally allowing its inflictor, at the start of each round, to optionally be able to have a 200% chance of inflicting Confusion: Fear, a 100% chance of inflicting Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, or Dissolving: Bankrupt, or a 50% chance of inflicting Vanished: Exiled if its possessor counts as being in the Zone of Psychic created alongside the debuff, provided that said Zone of Psychic is present within the battlespace it was created within by this effect, with said debuff additionally applying a -25% penalty to Dodge and To Hit if its possessor is in at least two battlespaces simultaneously.
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to create a battlespace containing a Zone of Psychic, and may, should no individual of greater Level than possessor in any battlespace object, spend an action to move from the main battlespace to a battlespace the action performer created through this Tide Baptism's effect or move from such a battlespace to the main battlespace. While within a battlespace created by this effect, the individual who created said battlespace is Immune to Confusion: Fear, Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, Dissolving: Bankrupt, and Vanished: Exiled, said individual additionally increasing its chances of inflicting said status effects by 5%. Possessor's allies, not counting possessor, gain the element Psychic and may, in any of their attacks, actions, or instances of Damage dealt, exchange the element Psychic for the element Civilization or the element Law. Possessor's allies, not counting possessor, if in a battlespace they created that contains a Zone of Psychic that they created may spend an action to have a 200% chance of inflicting Entombed: Incarcerated on a target. Possessor's allies, while Psychic element, may choose to always count the Terrain or Phantom Terrain as additionally being 'City'.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest awaken the minds of at least 25% of a nation's population to become psychic (when they weren't previously) and tie at least 5 replica-worlds the size of a nation or greater with their own different-from-the-main-world government systems or national characters to unique quest-relevant individuals, at least three of whom are of non-insignificant-to-the-quest Level, whose existence and mind perpetuate them (regardless whether said replica worlds are ones controlled by / enjoyed by those individuals, are just weird worlds they are connected to, or are personal mind-traps for them).
Washing Away All Impurities
Tide Baptism, Water
Inundation Effect: At the start of each round, possessor may create a Zone of Water. Possessor may choose for Zones of Water to additionally count as Zones of Light when any individual in the same battlespace checks anything related to Zones. Possessor is cured of all debuffs from lower-Level sources at the start of each action if in a Zone of Water. Possessor is cured of all minor negative status effects at the start of each round. At the start of each round, possessor has a 50% chance of being cured of each moderate negative status effect if not in a Zone of Water. If in a Zone of Water, at the start of each round, possessor is cured of all moderate negative status effects. If in a Zone of Water, at the start of each round, possessor has a 10% chance of being cured of each major negative status effect; this effect still occurs if possessor is dead and possessor's corpse is in a battlespace containing at least one Zone of Water.
Wellspring Effect: At the start of each round, all of possessor's allies, not counting possessor, are cured of all minor negative status effects. At the start of each round, if not in a Zone of Water, all of possessor's allies, not counting possessor, have a 50% chance of being cured of each moderate negative status effect. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, are cured of all moderate negative status effects. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, have a 5% chance of being cured of each major negative status effect.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest, cure ailments from a vast group of people. Additionally, formally baptize at least 5 willing, quest-relevant, unique NPCs into the service of the Unbroken Tide.
All Being A Kaleidoscope, Melting Into Seas Of Rainbow Unity
Tide Baptism, Color
Inundation Effect: Possessor may spend an action to gain a buff that stacks 200 times that provides its possessor with any combination of non-universe elements possessed by a target individual in the same battlespace. Possessor benefits from the buffs possessed by any other individual in the same battlespace that possessor shares at least one element with, with this effect not bypassing normal buff stacking limits and not allowing self-only, unreplicatable, or Overcrash-generated buffs to be shared. Possessor obtains +100% Dodge against individuals that possessor shares at least one element with. Whenever an individual in the same battlespace as possessor is Healed for points of or Regenerates HP or MP, if that individual shares at least one element with possessor, possessor may, as an effect that counts as involving a Channeling spell and involving Drain, choose to obtain 50% of that healing or regeneration instead of the individual in question. Possessor may cast spells equipped by individuals in the same battlespace who share at least one element with possessor. Possessor may choose to be Immune to effects created by individuals of lower Level that are attached to a Zone that possesses at least one of possessor's elements.
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to obtain a buff that stacks 200 times granting them any non-universe element possessed by one of possessor's other allies, not counting possessor. Possessor's allies, not counting possessor, obtain +100 to all stats for each ally, not counting possessor, that they possess that shares an element with them, counting separately per element, to a max of 200 allies per element and a max of 12 elements per individual. Possessor's allies, not counting possessor, benefit from the buffs possessed by their allies, not counting possessor, who share at least one element with them, with this effect not bypassing normal buff stacking limits and not allowing self-only, unreplicatable, or Overcrash-generated buffs to be shared. Possessor's allies, not counting possessor, are Immune to negative effects created by individuals of lower Level than possessor that are attached to a Zone that possesses at least one of the ally of possessor in question's elements.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer, if it possesses Basic Color Synchronization, may choose to gain this one if the other conditions are met.
* During the quest, merge all areas on a world that possessed at least 24 distinct areas, at least one of which is a Dungeon, at least one of which is a City, and at least one of which is a Wilderness, into one area, recoloring at least 70% of the world in the process.
Supreme Overcrash: I Am The Tide Incarnate, Lord of Multitudes- (Technique Ability, Sublime Presence) Possessor may use 'Supreme Overcrash: I Am The Tide Incarnate, Lord of Multitudes' in conjunction with an 'Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other technique or Overcrash is being used, and possessor is a Divinity. Said action gives its performer a buff that is unremovable until the end of battle that ends at the end of battle that cannot be prevented from ending at that time and that cannot be extended or replicated that triples its possessor's stats, gives its possessor up to 300 Weeks worth of in-stock Priest and/or Worldbound God abilities (with the count of 300 Weeks being one pool across both), allows its possessor, at the start or end of any action to remove any Worshipper Benefits from any individual in any battlespace, return any such removed Worshipper Benefit to any individual it was removed from, alter any Worshipper Benefit so that bonuses it provides to values are instead equivalent penalties, alter any Worshipper Benefit so that static values of values that it provides are instead equivalent penalties, undo any such alteration this effect made to any Worshipper Benefit, or grant any ally of possessor any Worshipper benefit that could be granted by any PC deity in the same thread at any point during said thread; this action, at the end of battle as an unpreventable effect, even if possessor is not in battle, sets its user's MP to 0 for the remainder of the thread.
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Re: VIREN IN WAREHOUSE
Drowning, Resurging, Redrowning, Rising Once More
Tide Baptism, Water
Inundation Effect: Possessor suffers no negative effects from Drowning. Each time that Drowning would be inflicted on possessor by a different non-summon source, possessor obtains an instance of a buff that stacks (200 + Possessor's Level) times that does not occupy a buff slot that cannot be removed by sources below possessor's Level that vanishes if possessor leaves Inundation Mode that provides a +2,000 bonus to all of possessor's stats. At the start of each round, if possessor is not afflicted with Drowning but was afflicted with Drowning at the start of a prior round, possessor may choose to become afflicted with Drowning, continuing the count of consecutive rounds that possessor was afflicted with Drowning from a count that was possessed on the prior round chosen. At the start of each round, if possessor did not become afflicted with Drowning via the prior effect on the same round (discounting round-count values imposed by the prior effect), if possessor is afflicted with Drowning, possessor may choose any number of opponents who were previously afflicted with Drowning, with all such opponents chosen being afflicted with Drowning. Once per thread, as a non-resettable effect, if possessor would die due to an equal or lower Level source and possessor is Drowning, possessor may instead choose to not die, remaining at a value of '1' in any value whose reduction to a lower value would cause possessor to be dead, and to gain a non-stacking buff that provides +30,000 to all stats.
Wellspring Effect: Possessor's allies, not counting possessor, suffer no negative effects from the status effect Drowning if they have been afflicted with it for 3 rounds or longer. Possessor's allies, not counting possessor, if afflicted with Drowning, on the first round they are afflicted, obtain +30% Dodge. Possessor's allies, not counting possessor, if afflicted with Drowning, on the second round they are afflicted, may spend the MP of willing allies they possess, including possessor, who are afflicted with Drowning as though it were in additional MP pools they possessed, with possessor being able to prevent this expenditure should possessor desire to do so, regardless of who is borrowing whose MP through it. If an ally of possessor, not counting possessor, is dead, any effect that could inflict Drowning can, with the same chance as the Drowning infliction chance, be used to resurrect that ally. Instances of Drowning present on possessor's allies persist beyond death, and possessor dead allies, if afflicted with Drowning, have a 50% chance of being resurrected at the start of each round. If an ally of possessor, not counting possessor, is resurrected and is afflicted with Drowning at that time, it acquires a buff that stacks 5 times that persists beyond death that provides +5,000 to all stats.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest drown 5 unique individuals who do not support you, resurrect them, and then convince them to join your cause.
Tide Baptism, Water
Inundation Effect: Possessor suffers no negative effects from Drowning. Each time that Drowning would be inflicted on possessor by a different non-summon source, possessor obtains an instance of a buff that stacks (200 + Possessor's Level) times that does not occupy a buff slot that cannot be removed by sources below possessor's Level that vanishes if possessor leaves Inundation Mode that provides a +2,000 bonus to all of possessor's stats. At the start of each round, if possessor is not afflicted with Drowning but was afflicted with Drowning at the start of a prior round, possessor may choose to become afflicted with Drowning, continuing the count of consecutive rounds that possessor was afflicted with Drowning from a count that was possessed on the prior round chosen. At the start of each round, if possessor did not become afflicted with Drowning via the prior effect on the same round (discounting round-count values imposed by the prior effect), if possessor is afflicted with Drowning, possessor may choose any number of opponents who were previously afflicted with Drowning, with all such opponents chosen being afflicted with Drowning. Once per thread, as a non-resettable effect, if possessor would die due to an equal or lower Level source and possessor is Drowning, possessor may instead choose to not die, remaining at a value of '1' in any value whose reduction to a lower value would cause possessor to be dead, and to gain a non-stacking buff that provides +30,000 to all stats.
Wellspring Effect: Possessor's allies, not counting possessor, suffer no negative effects from the status effect Drowning if they have been afflicted with it for 3 rounds or longer. Possessor's allies, not counting possessor, if afflicted with Drowning, on the first round they are afflicted, obtain +30% Dodge. Possessor's allies, not counting possessor, if afflicted with Drowning, on the second round they are afflicted, may spend the MP of willing allies they possess, including possessor, who are afflicted with Drowning as though it were in additional MP pools they possessed, with possessor being able to prevent this expenditure should possessor desire to do so, regardless of who is borrowing whose MP through it. If an ally of possessor, not counting possessor, is dead, any effect that could inflict Drowning can, with the same chance as the Drowning infliction chance, be used to resurrect that ally. Instances of Drowning present on possessor's allies persist beyond death, and possessor dead allies, if afflicted with Drowning, have a 50% chance of being resurrected at the start of each round. If an ally of possessor, not counting possessor, is resurrected and is afflicted with Drowning at that time, it acquires a buff that stacks 5 times that persists beyond death that provides +5,000 to all stats.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest drown 5 unique individuals who do not support you, resurrect them, and then convince them to join your cause.
- Aeromage
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Re: VIREN IN WAREHOUSE
Viren has one ticket remaining.
He looks at his current, rather sparse deific portfolio.
Sure, he's got some excellent Tide-powers now (and some excellent deific domain-synergy with them), but it'd be nice to get a bit more godly (gobly?) oomph.
He pulls from Effortlessly Divine once more!
He looks at his current, rather sparse deific portfolio.
It's a little depressing. He's a Divinity and Arch-Quezmellym! That's meant to be a turbo-deity, right? He shouldn't keep getting boring recordings of his name!Lesser Deific Domain: Oceans- (Passive Ability, Other: Worldbound God) Possessor's Aquatic allies gain +(Possessor Level * 200) to all stats, Possessor gains 15% Water Resistance, Possessor has RP powers connected to this divine domain
Bestow Worshipper Benefit: Water-Breathing- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Water-Breathing- Possessor gains Immunity to Drowning, but not its sub-status effects, Worshipper Benefit
Empowered by the Chants and Drums of the Horde- (Passive Ability, Other: Worldbound God) Possessor gains +(1,000 * the number of Humanoid Devout Worshippers possessor possesses in the same battlespace that are not afflicted with Impaired: Silence) to all stats
Sure, he's got some excellent Tide-powers now (and some excellent deific domain-synergy with them), but it'd be nice to get a bit more godly (gobly?) oomph.
He pulls from Effortlessly Divine once more!
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Re: VIREN IN WAREHOUSE
Lesser Deific Domain: Art- (Passive Ability, Other: Worldbound God) Possessor's Abstract and Fae allies gain +(Possessor Level * 200) to all stats, Possessor's summons may gain Abstract as an additional subtype, Possessor has RP powers connected to this divine domain
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Re: VIREN IN WAREHOUSE
Thread moved for updating.
- Aeromage
- Arena Lieutenant
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- Joined: Wed May 27, 2020 10:54 pm
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Re: VIREN IN WAREHOUSE
-Updated, Moved and Locked-