Ave Investigates the Aftermath of the Seed Rain!

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Modrageball
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Ave Investigates the Aftermath of the Seed Rain!

Post by Modrageball »

This quest originally began on Sep 13, 2015.
Pathaky wrote: Ave Selim (Pathaky)
Level 39
Human, Water
HP: 26,225
MP: 1,950
STR: 1,086 (24)
AGI: 429 (11)
CON: 1,049 (21)
MIN: 78 (2)
SPI: 78 (2)
XP- 108,322,110
XP Required- 820,000, Holy Imperial Seal of Power
Fame- 19
Gold- 2,506,437,065

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive

Channeler:
Can Sense When Twin Sibling Is In Danger- (Passive Ability, Channeler) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which an individual conducts an offensive actions that targets an ally of possessor with the ability 'Can Sense When Twin Sibling Is In Danger', Has RP effects

Coinlord:
Basic Wealth Synchronization- (Passive Ability, Other: Coinlord) Possessor gains +25 to all stats if possessor is Wealth element
Lays Golden Eggs- (Passive Ability, Other: Coinlord) Every week possessor produces one of the item 'Golden Egg'

Defender:
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Basic Shield Deflection- (Passive Ability, Defender) Possessor has a 1% chance of optionally reflecting attacks from individuals level 5 or lower targeting possessor while possessor has a Shield equipped
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Block around the Clock- (Technique Ability, Defender) Possessor may use Block Around the Clock in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. User performs a Defend action at the beginning of every round for a number of rounds equal to user's level, to a max of 24 rounds, as a non-stacking effect; these Defend actions may not include spells or techniques. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Clock Block- (Technique Ability, Defender) Possessor may use Clock Block in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. The next offensive action targetting user from an opposing source that is below Level 20 is delayed for 1 round. This effect may not stack.
Defender- (Passive Ability, Defender) Possessor gains +700 Defense and +100 CON when a Shield is equipped plus an additional +30 Defense and +10 CON for each level possessor possesses.
Defensive Stance- (Stance Ability, Defender) +50 Defense
Defensive Stance II- (Stance Ability, Defender) +200 Defense
Host a Block Party- (Technique Ability, Defender) Possessor may use Host a Block Party in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Up to 5 allies of user may immediate perform a Defend action provided that they have not already performed a Defend action this round. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Iron Column- (Active Ability, Defender) This character may use Iron Column in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +170 Defense added to the result of the Defend action.
Shieldmaster's Stance- (Stance Ability, Defender) +3 Defense per Defense granted to possessor by equipped Shields
Stunning Shield-Slam- (Technique Ability, Defender) Possessor may use 'Stunning Shield-Slam' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Shield equipped. Said action gains +500 Melee Attack and a 40% chance of inflicting Fatigued: Stun.
Thunder Shield Stance- (Stance Ability, Defender) +50 Defense against Electrical if a non-Electrical element Shield is equipped or +500 Defense against Electrical if an Electrical element Shield is equipped, 10% Electrical Resistance, 20% Earth Weakness
Turtle's Shell- (Active Ability, Defender) This character may use Turtle Shell in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +140 Defense added to the result of the Defend action, and has both a 15% Water resistance and a 15% Ranged Attack resistance for the duration of the Defend action's results.
Two-Shields Stance- (Stance Ability, Defender) If possessor has at least two Shields equipped, possessor gains +200 Defense

Evermason:
Apprentice Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Golem- (Passive Ability, Evermason) Possessor may, at the beginning of a thread, choose to become the subtype Golem
Basic Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Evermason- (Passive Ability, Evermason) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Golem pet only, This ability provides +50 HP and +10 to all stats of possessor's Golem pets and summons per Level of possessor
Familiarity with Common Golem Types- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +60 to all stats, Possessor's level is considered to be 1 higher for stat-scanning purposes when targetting Golems
Formshift: Golem- (Stance Ability, Evermason) Possessor's subtype becomes Golem
Golem Programming I- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +20 to all stats
Golem Traits- (Passive Ability, Evermason) Possessor gains Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, Diseased Immunity so long as possessor is a Golem
Iron Skin- (Passive Ability, Evermason) Possessor gains +1,000 Defense, 30% Resilience, and +10,000 HP

Gigas Knight:
Apprentice Grand Armor Mastery- (Passive Ability, Gigas Knight) Possessor gains +100 Defense if possessor has a Grand Armor equipped, Grand Armors equipped by possessor reduce possessor's AGI by 100 points less
Armor Slam- (Passive Ability, Gigas Knight) Possessor gains +100 Melee Attack if possessor is wearing Grand Armor
Armored Trample- (Passive Ability, Gigas Knight) Possessor may deal 60,000 Flat Physical element Damage to individuals in the front row targeted by actions involving possessor using possessor's 'Overrun' technique
Bull Rush- (Technique Ability, Gigas Knight) Possessor may use 'Bull Rush' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Powerful Attack' action so long as no other technique is used and possessor has a Grand Armor equipped. Said action moves targets below Level 20 who have a lower Strength than possessor to the back row and gains '30% inflicts Fatigued: Stun' and '30% inflicts Fatigued: Prone'.
Burly- (Passive Ability, Gigas Knight) +100 unmodified STR, +50 unmodified CON
Basic Grand Armor Mastery- (Passive Ability, Gigas Knight) All Grand Armors worn by possessor provide +40 additional Defense and reduce AGI by 5 less
Gigas Knight- (Passive Ability, Gigas Knight) Possessor gains +(1,000 + (100 * Possessor Level)) Defense if possessor has a Grand Armor equipped
Grand Armor Wearer I- (Passive Ability, Gigas Knight) Possessor gains +5 to all stats when possessor has a Grand Armor equipped
Grand Armor Wearer II- (Passive Ability, Gigas Knight) Possessor gains +25 to all stats when possessor has a Grand Armor equipped, Possessor gains +50 Defense when possessor has a Grand Armor equipped
Improved Bull Rush- (Passive Ability, Gigas Knight) Actions involving possessor's 'Bull Rush' technique may not be countered by individuals below Level 20, and the chances of said action inflicting Fatigued: Stun and Fatigued: Prone are increased by 10%.
Improved Overrun- (Passive Ability, Gigas Knight) Actions involving possessor's 'Overrun' technique may not be countered by individuals below Level 20, and said actions gain a 30% chance of inflicting Fatigued: Stun.
Lesser Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 5% Physical Resistance if possessor is wearing a Grand Armor
Overrun- (Technique Ability, Gigas Knight) Possessor may use 'Overrun' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Powerful Attack' action if possessor is wearing a Grand Armor and no other technique is used. Said action's normal hits are replaced with said action hitting one individual in the front row and one in the back row (with additional hits being unable to be added to the action), with said action having a 75% chance of inflicting Fatigued: Prone on the front-row target and dealing 3/4 (instead of 1/2) Damage to the back-row target.
Proficient In Wearing Very Heavy Armor- (Passive Ability, Gigas Knight) Grand Armor items equipped by possessor reduce possessor's Agility by 250 less points
Wall-Breaking Juggernaut Rush- (Active Ability, Gigas Knight) Possessor may use 'Wall-Breaking Juggernaut Rush' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used and possessor has a Grand Armor equipped. Said action pierces 2,000 Defense of Large Structures.
Weighty Blows- (Passive Ability, Gigas Knight) Possessor gains +50 Melee Attack if wearing Grand Armor and possessor's 'Melee Overdrive' actions gain '15% inflicts Fatigued: Stun' if possessor is wearing Grand Armor


Guardian:
Adept of the Brass Fortress- (Passive Ability, Guardian) Each equipped Heavy Armor provides +25 additional Defense
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Iron Body- (Passive Ability, Guardian) +500 HP for each Heavy Armor equipped

Merchant:
Antiquity Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Antiquities
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Armor Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Armor
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Consumable Salesman- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Consumables
Drink Vendor- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Drink consumables
Material Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Materials
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Pet Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Pets
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Transformation Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Transformations

Musician:
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped

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

Smith
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Bladesmith- (Passive Ability, Smith) +25 Melee Attack if a Sword, Knife, Bladecane, Polearm, Axe, Bailartix, or Scythe is equipped
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus

Temporal Primarch
Apprentice Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense against Time
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity

Warrior:
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Combat Arts Casting I- (Passive Ability, Warrior) Combat Arts spells cost possessor 20 less MP to cast
Combat Arts Casting II- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Darkness Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Darkness element, up to 10 times per round
Darkness Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Darkness element, up to 10 times per round
Darkness Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Darkness element, up to 10 times per round
Darkness Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Darkness element, up to 10 times per round
Light Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Light element, up to 10 times per round
Light Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Light element, up to 10 times per round
Light Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Light element, up to 10 times per round
Physical Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Physical element, up to 10 times per round

Misc:
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Keeper of the Depths Knowledge- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Charge- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. Does double damage. User immediately moves to the front row. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. This attack may only target foes in the front row. User must be in the back row.
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Extra-Flashy Bling- (Passive Ability, Crafter) Possessor's Impaired: Blind and Charm infliction chances are increased by 25%
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Knowledge Increase Potion"- (Passive Ability, Permanent Item Effect) +50 MIN per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Soul Increase Potion"- (Passive Ability, Permanent Item Effect) +50 SPI per # consumed, Cannot be used in combos
Invulnra-Bros- (Passive Ability, Friendship) Possessor gains +900 Defense if any of possessor's allies is named 'Invulnerable Bill'
Knowledge of Metalurgy- (Passive Ability, Scientist) Possessor deals 2,000 additional Fire element Damage to Robots and Machines
Minor Acrobatics Practice- (Passive Ability, Monk) +15 AGI
Morphsteel Pelvis- (Passive Ability, Roboticist) +1,000 Defense against AGI Damage, 30% Resilience
Oldschool Sprinter's Stance- (Stance Ability, Monk) Possessor's turn-order-determining stat becomes agility

Curse:
Depressed When Not Extra-Fancy- (Passive Ability, Curse) If the total value of the items that possessor has equipped is equal to or lower than the total value of the items that any of possessor's allies have equipped, possessor is afflicted with Confusion: Depression at the start of each round
Was Pushed Into An Oven By Some Small Children And Suffered Horrifically Scarring Burns- (Passive Ability, Curse) Possessor obtains -10 Diplomacy, may not obtain Fire Resistance, and is afflicted with Confusion: Fear whenever possessor takes Fire element Damage

Devout Worshipper of Bascaradine Corporation

Bascaradine Salary- Possessor gains (500 x Possessor Level) Gold per month, Worshipper Benefit

Bascaradine Employee Discount- Items in the Shop whose name includes 'Bascaradine' cost 5% less Gold for possessor, Possessor, as an RP power, gains a 5% discount on purchases from Bascaradine, Worshipper Benefit

Bascaradine Sponsorship- If possessor is Level 5 or greater, possessor gains 5% more Gold from Arena Matches, Worshipper Benefit

Bascaradine Property Affinity- Guilds that possessor is in count the value of Antiquities and Properties whose name includes 'Bascaradine' that they possess as being doubled for guild purposes as a non-stacking effect, Worshipper Benefit

Bascaradine Item Affinity- If possessor is Level 12 or greater, items that possessor has equipped whose name includes 'Bascaradine' have all stat bonuses they possess increased by 20 points and all Melee, Ranged, and Magical Attack bonuses they possess increased by 100 points, Worshipper Benefit

Bascaradine Transformation Affinity- If possessor is Level 12 or greater, possessor's transformations whose name includes 'Bascaradine' have doubled HP and MP (to a max of 500,000 additional points of each), +2,500 Damage to all of their damage-dealing attacks, and +(500 * Transformation Level) to all stats (to a max of 50,000 additional points), Worshipper Benefit



Weapons-
Sunpattern Shield- (Weapon, Shield, Light, 55,000,000 Gold) +55,000 Defense, +27,500 Melee Attack, Wielder has a 60% chance of inflicting Confusion: Hallucinating on any individual who conducts an offensive action against wielder at the end of each such action
Bulwark of Diamondtacular Sunshine- (Weapon, Shield, Light & Fire & Hope, 36,000,000 Gold) +36,000 Defense, +18,000 Melee Attack, +36,000 CON, 50% Resilience, 60% inflicts Impaired: Blind, Impaired: Blind Immunity, 30% Light Resistance, 30% Fire Resistance, 30% Hope Resistance

Armor-
Greater Fortress Armor of the Cloudlands- (Armor, Grand Armor, Air & Wealth, 54,000,000 Gold) +56,000 Defense, +560,000 HP as a non-stacking bonus, +40,000 CON, +35,250 STR, +35,275 SPI, 70% Resilience, Cancels out 5,000 points worth of armor piercing, 95% may reflect attacks that contain a base element that come from from non-unique sources at least 5 Levels below wearer who are below Level 60, wearer must be level 39 or higher

Accessories-
Treasure of Supreme Wealth- (Accessory, Crystal, Weatlh & Nobility, 100,000,000 Gold) Wielder obtains +10,000 to all stats and Defense for each 10,000,000 Gold that wielder is carrying (to a max of +200,000 to all stats), +10,000,000 Defense against Gold Damage, The amount of Gold carried by wielder is revealed to all individuals in the same battlespace as wielder at the start of each round, Wielder must be Level 20 or greater and must be carrying at least 10,000,000 Gold
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Diamond-Man S& Glasses- (Accessory, Eyewear, Chaos & Tacky, 38,500,000 Gold) +38,000 Defense, +380,000 HP as a non-stacking bonus, 30% Chaos Resistance, 30% Law Resistance, Impaired: Blind Immunity, Wearer may always treat the Terrain as though it were Desert and/or Treasury
Diamond-Man S& Glasses- (Accessory, Eyewear, Chaos & Tacky, 38,500,000 Gold) +38,000 Defense, +380,000 HP as a non-stacking bonus, 30% Chaos Resistance, 30% Law Resistance, Impaired: Blind Immunity, Wearer may always treat the Terrain as though it were Desert and/or Treasury
Crown of Lordly Command- (Accessory, Crown, Magic & Light, 30,000,000 Gold) +30,000 Defense, +30,000 MIN, +30,000 SPI, 100% inflicts Charm on Humans, Wearer controls the actions of Humans below Level 40, Wearer must be Level 20 or greater
Diamond-Man S& Glasses- (Accessory, Eyewear, Chaos & Tacky, 38,500,000 Gold) +38,000 Defense, +380,000 HP as a non-stacking bonus, 30% Chaos Resistance, 30% Law Resistance, Impaired: Blind Immunity, Wearer may always treat the Terrain as though it were Desert and/or Treasury


Ave Selim (Pathaky)
Golem, Water
HP: 1,225,250
MP: 19,500
STR: 11,860 (24)
AGI: 4,290 (11)
CON: 10,990 (21)
MIN: 780 (2)
SPI: 780 (2)

+11,860 Melee Attack
Wielder has a 60% chance of inflicting Confusion: Hallucinating on any individual who conducts an offensive action against wielder at the end of each such action.
100% inflicts Charm on Humans,

Wearer controls the actions of Humans below Level 40.

+158,227 Defense (+316,454 When Block Around The Clock is active)
+21,980 Defense Against Gold Damage
+1,000 Defense against AGI Damage
Cancels out 5,000 points worth of armor piercing
70% Resilience
95% may reflect attacks that contain a base element that come from from non-unique sources at least 5 Levels below wearer who are below Level 60

30% Light Resistance, 30% Fire Resistance, 30% Hope Resistance, 30% Chaos Resistance, 30% Law Resistance,
Impaired: Blind Immunity
Confusion Immunity
Diseased Immunity
Pain Immunity,
Fear Immunity,
Deafened Immunity,
Poison Immunity



Ave's heard bushels of info about the recently ended Seed Rain! He intends to go exploring and see what he can find for himself!
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Re: Ave Investigates the Aftermath of the Seed Rain!

Post by Modrageball »

Aeromage wrote: Ave steps out of an elaborately-carved portal and into a palatial hall of shining jade and marble. Opulently-wrought pillars of green jade support soaring, vaulted ceilings and archways, reliefs worked into the stone depicting legendary beasts and mighty spirits. Ornate carving on the walls, picked out in semiprecious stones, show yet more impressive works, impressive-looking creatures doing battle with each other as well as figures in robes and veiled hats. Vast windows with complex patterns are set high into the walls, although no light is let through. Instead, a large number of floating lanterns illuminate the hall.
Small groups of individuals in grey robes and tall hats, and some in red and white stand here and there, conversing, reading tomes or, for the most part, observing the exceptionally flashy and sparkly visitor.
The hall is bisected by a line of desks, each made of the same marble as the floor and carved to appear as if growing straight out of it. Three are manned at present- the central one is occupied by a severe-looking woman with an array of long, golden hairpins securing a fanlike hairstyle, flanked by guards in emerald-green armour. To her left, a bespectacled middle-aged man sits at a desk of his own, the desk to her right occupied by a younger man wearing a thin copper circlet, both with guards of their own. All three wear identical, somewhat gaudily-coloured robes.
Pathaky wrote: Ave has a pair of sunglasses on, another perched on his head, and attached to a string around his neck. He removes the pair from his eyes to get a better look at the room. He's impressed! The soldier-shielder-bankerman clear his throat quietly.

"Hchmnmhemm. Does it make a difference which of you I speak to?"
Aeromage wrote: "It's all much the same," calls the bespectacled gentleman, "Although both myself and the lady to my left represent House Clavis, whilst the younger fellow is representing House Monas' interests in the portal."
Pathaky wrote: "Forgive my confusion here, I'm new to the world. Which of these houses has jurisdiction over the portal? And is this some manner of an Immigration station?
Aeromage wrote: "That would be House Clavis, as these lands are theirs." The clerk adjusts his spectacles. "The House felt it prudent to issue all travelers from the portal with papers in order to more easily clear up any misconceptions or offenses that arise from visitors' potentially unusual behaviour, language or lack of knowledge through no fault of their own. As the highest authority on Seirei, the word of a House that one is indeed a traveler from a world beyond this is far more likely to be lent credence than the word of an unusual-looking individual attempting to argue the same point, especially if the aforementioned individual could be mistaken for a spirit or the like. We also provide information on the laws of the land and maps in order to make your visit a more pleasant experience."
Pathaky wrote: Ave nods curtly.

"That's much more sensible than just about any other portal I've traveled through. Good show." He turns to the younger man. "And what of House Monas? If Clavis has jurisdiction over this portal, what business do you have here?"
Aeromage wrote: "Um." The young man clears his throat nervously. "House Monas is of the belief that House Clavis cannot claim ownership of a gate to another world, and as such all resources and benefits that arise from it cannot be ascribed purely to House C-Clavis, which is why House Monas wishes its interests represented here."
The female clerk, without changing expression or moving a muscle, somehow radiates an aura of such extreme disapproval partway through the explanation that even Ave feels somewhat admonished.
Pathaky wrote: Ave blinks, but has enough bureaucratic know-how that this whole this is also somewhat amusing. He'll approach the displeasure-woman.

"I don't want to step on any toes while I'm here. Anything I should look out for?"
Aeromage wrote: The woman gives him The Eyebrow. "If you follow our laws, which I am sure are much the same as all civilised lands you may have encountered, I see little reason for you to concern yourself with. An overview of the most pertient laws will be provided with your papers in order to prevent any breaches that may otherwise occur through ignorance. Atra."

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

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

Ave gets:

*Ave Selim's Papers from the Seirei Portal- (Bound Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI
Pathaky wrote: Ave pockets the papers, thanks the attendants, and heads out of the complex into the countryside! He doesn't have a *particular* destination this time, so he'll start along the path until he comes to a fork, or something arrests his attention.
Aeromage wrote: Ave passes through palatial halls and ornate corridors, immaculately-manicured courtyards open to the night sky and airy arches.

He eventually finds himself outside of the portal complex, a brilliant cascade of stars twinkling in the sky overhead, blotted here and there by clouds. A vast green moon hangs low in the west, its surface undulating and rippling with various other greens and yellows. High above, a second moon- this one smaller and considerably uglier, its dull brown surface scarred and pitted- hangs, casting little light.

Ave finds himself facing his first challenge: a wide, smooth, white-stone road running from east to west (or perhaps vice-versa). Someone has helpfully erected a white-stone signpost opposite the road to the portal complex. It states that Clavia, Camberton, Mornhill and Albric's Hollow are to be found to the west, while Marefore, Pella and Dewbrook lie to the east.
Pathaky wrote: Ave will head westward!
Aeromage wrote: A direction is picked, and Ave heads off!
The night is fairly quiet, with little other traffic on the road besides the occasional lantern-lit carriage or cart. Perhaps it's too late for most to be traveling, or perhaps the aftermath of the Seed Rains has people shaken enough not to venture outside. Stone lanterns dot the side of the road at reasonably-regular intervals- enough to let the bling-warrior see where the road is going and where its boundaries are, but not enough to fully illuminate it. Which is fine, the lower level of light pollution lets him enjoy the sparkling splash of stars in the night above. Even if that brown moon is a bit offputting.

The terrain gets hillier as Ave continues, with more and more patches of trees and forests popping up, eventually giving way to large, unbroken swathes of woodland, causing the hilly sides of the road to become even darker and narrowing the visible about of sky above.
Two or three hours of walking later, he comes to a side road of the same white stone jutting off from the main one to the north. A stone signpost lit by lanterns declares that carrying on ahead will take him to Clavia, Mornhill and Albric's Hollow, while taking the side road will lead to Camberton, Mola, Upper and Lower Marchill and the Vire Province.
Pathaky wrote: Ave uses the time on the road to think, reflecting on his brother, his friends in the Arena, the sum of his life up to this point. The Battle Arena changed Roy. It took the brother that Ave had grown up with and twisted him, distorting his wit and his fierce sense of justice until Ave could barely recognize him. He's sick. Ave renews his vow to become strong enough to bring the Roy he knows back. Or at the very least beat some sense into him.

He comes to the fork in the road and decides that the best way to begin his journey is not by heading to the major metropolises, but by seeing how the common people live. He's heading off the side-road, toward Camberton, Mola, Upper and Lower Parchill, and the Vire Province.
Aeromage wrote: Ave sets off down the side-road, which carves through the hilly, forested terrain and gathers high embankments on either side, the occasional patch of trees that venture too closely to the roadside looming up as dark shadows over them. Curiously, it looks like someone's done a pruning job on them recently, and the strip of star-strewn sky above the route is unimpeded by branches.

Little stone lanterns provide enough light to see by, and Ave finds the walk quite pleasant until the drumbeat of hooves, rattling wheels and a strange and constant jangling, clanking sound begins to fade in from behind him.
Pathaky wrote: Ave steps to the side of the road so as to avoid any involuntary collisions. Collisions may come, but Ave wants everyone to know they're coming.
Aeromage wrote: A swaying pair of lights wink into view as the jangling and clattering increases in volume, soon resolving itself into a powerful-looking horse drawing a large, solid wooden carriage with a plethora of axes strapped to its sides. Perched atop the driver's seat is a rather muscular dark-haired teenage boy dressed in hard-wearing hides and leather, a pair of hatchets looped into his belt.
The lamplight hits Ave's veritable showroom of ultra-bling, refracting and glittering and glowing with diamondtacular sunshine, prompting the driver to slow down and squint against the glare.
"H-hello? Is someone there?"
Pathaky wrote: Ave laughs. He hadn't realized his specularitude would cause such a wondrous display.

"Indeed there is! My apologies for the glare. If I may ask, where are you headed, axe-man? "
Aeromage wrote: The muscular teenager squints in Ave's direction, raising a hand to shield his eyes from the dazzling display.
"I'm headed to C-Camberton- who are you?" He squints a moment longer in an attempt to see through the glare, adjusting a lantern's casing to direct its light away from Ave. "Or what are you? If you're some kind of weird spirit or something, I-I'm not going to be an easy target!" The boy's other hand strays to a hatchet at his belt.
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Re: Ave Investigates the Aftermath of the Seed Rain!

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Pathaky wrote: Ave laughs. "Not yet, boy! Maybe someday, but certainly not yet." He tosses a pair of shades to the carriage driver. "It just so happens that I'm headed to Camberton as well. Perhaps we could even head in that direction together at the same time. What do you say? You'd be giving a weary traveler someone to talk to."

Aeromage wrote: The driver fumbles with his hatchet, managing to grab the incoming sunglasses more through reflex than intent. He squints at Ave, squints at the sunglasses, and then squints through the ridiculously tacky things with an expression of incredulity.
"Y-you what? You're going to turn into a spirit?! How does that even work? What are you?"

Pathaky wrote: Ave blinks. He waves his arms, sending dancing lights spiraling through the dark undergrowth.

"Oh, uh. Spirits? Ghosts? You know, when people die, their spirits...linger? Or am I using the wrong nomenclature and making an ass of myself? I'm firmly human. Sorry for the mix-up."

Aeromage wrote: The teenager fixes Ave with a thoroughly confused stare. With the S& Glasses on, the effect is more than a little ridiculous.
"N-nnoooo," he begins, slowly, as if trying to explain a concept to a child, "when you die, your soul goes on to the cycle of reincarnation to be reborn as someone else. I mean, there's spirits that pretend to be people who died, and if you get stuck somehow you end up... kind of stuck in your body, which is when r-really bad things happen, but... are you from some kind of weird cult or something?"

Pathaky wrote: Ave ponders the question.

"That'd depend on who you ask. I prefer to think of it as a dangerous, insane, and insanely dangerous extended family. It's a bit much to explain. I think it's simpler if we leave it at "I'm not from around here"."

He clanks his way next to the wagon. Does it look like it would support his weight, or is he better off hoofing it alongside the poor fella?

"Thanks for the heads up on Spirits. Heh, that's what I get for trying to be dramatic. What's your name? I'm Ave."

Aeromage wrote: The carriage looks, to Ave's appraising eyes, like a heavy-duty affair. A bizarrely heavy-duty affair, in fact, especially given that it looks like a vehicle made more for conveying passengers than cargo (huge array of axes aside). The whole thing looks to be built on a somewhat larger scale than what would be considered normal, too. Perhaps whoever gets transported about in it is on the abnormally large and heavy side of things.

"W-wait," the driver stammers, craning over from his position at the front, "a-are you saying you're crazy or something? I-I'm not about to go driving some crazy armoured guy into the middle of town. Even if there are Tamers there."

Pathaky wrote: Ave raises his hands in a conciliatory gesture.

"Look, forget I said anything. I'm doing a terrible job of explaining myself. You can keep the sunglasses. If you're headed to Camberton, I'll see you there soon enough."

Ave, recognizing that he's botched the situation rather completely, begins to stroll down the road toward Camberton, replaying the conversation in his head and trying to figure out how in the world he tripped that up so badly.

Aeromage wrote: Ave extracts himself from the increasingly awkward social situation and stumbles off down the stone-lantern-lit road, clanking steps echoing off the flagstones as he mentally reviews the exchange again and again. Okay, clearly there's a cultural gap here which is at fault. And maybe replying to inqueries as to his status regarding being a member of a weird cult with the assertion that he's a member of some sort of dangerous family of lunatics wasn't the best way of going about things, but at least he's away now and things can't get any more awk--

A rattling sound interrupts his thoughts as the carriage, having resumed its journey, begins the slow process of passing him. The teenage driver doesn't seem to quite know what to do or where to look, apparently torn between curiosity, worry and a desire not to get involved resulting in a series of rapid head-twitches as his gaze shifts from the road, the reins, Ave's diamondtacular bling-shine and his own feet before starting all over again.

Pathaky wrote: Ave can't stand it any further. He coughs, and turns to the boy and his cart.

"L-let's start over. I'm Ave Selim. I'm a traveler from far, far away. From beyond the Gate that House Clavia maintains, if you've heard of it. There are a great many strange and dangerous people through the gate. I'm here to investigate the aftermath of the Seed Rain, and to generally get a feel for a part of the uh, world, that I haven't seen before. I'm sorry I confused or scared you. Can we try this whole thing again?"

Aeromage wrote: "Uh," the driver begins, fixing his gaze somewhere to the left of Ave. "y-yeah, I've heard of the Gate. Weird stuff comes through there. L-like that crazy rat-man who tried to kill everyone with walking trees during the Seed Rains. Or the fox-spirit-thing with it that spoke backwards and then vanished. Y-you coming from there makes a bit more sense..." he gives Ave another concerned look "...a-although I don't want any trouble with crazy family cults. I-I guess you haven't tried to kill me with plants or anything, though, even if you're kind of... weird."
The boy continues to gaze off into the middle distance, mental cogs almost audibly grinding. He flicks his eyes back towards Ave. "...A-Artie. I-I'm kind of here to deal with Seed Rain stuff too."

Pathaky wrote: Ave smothers a grin at the mention of the crazed rat and confusing fox. "Did they really do all that? Let me apologize on behalf of all of us from Beyond the Gate. There are many good people beyond there, and many who are honestly quite terrible. I'm sorry that your first exposure was to some of the more eccentric among us. That's what I was alluding to, I'm my half-feebled way earlier. You certainly have the cart for cutting away overgrowth. Do you do this all alone? Isn't that dangerous?"

Aeromage wrote: "I-I'm just an apprentice. My master's the one who does most of the work. H-he needed more supplies, so I took the carriage back to get them while he dealt with the tree problems up the way." He tugs the reins lightly, prompting the horse to slow its pace a little. "D-don't know much about the Gate besides rumours. N-nobody really does. Why do people come here from... wherever it is you come from?"

Pathaky wrote: Ave shrugs in a slow crash of metal and gemstones.

"Big question, that. Why does anyone go anywhere? Beyond the Gate there are a million billion worlds to explore, all hooked up to gates just like the one here. Some travel in search of knowledge, for secrets they couldn't get anywhere else. Some travel for the sheer joy of travel. Ever been to a world where the trees are bright red and the stars sing sweetly at night? Where a giant bowls the moon across the sky on every fifth tuesday? Where demons wear the forms of little girls and feed off of the inefficiencies of man? I haven't, but I'm nearly certain all those are out there. Some travel because they are cruel, and they seek to feed whatever dark passions guide them in places where there are no repercussions, relatively speaking... I know more than a few who are like that. As for me...." Ave sighs. "...I was bored, I guess. I needed to get out, to do something."

He turns his head to Artie as they continue.

"Fairs fair though, question for question. Why are you an apprentice to a truly ridiculously armed woodsman?"

Aeromage wrote: "O-other worlds?" Artie gapes at Ave in momentary disbelief, the expression soon shifting to something... else as he considers the man's abnormally, ridiculously opulent gear. "...I-I mean, there's the Spirit World, so maybe there's other worlds out there, but... there's really places that strange there? W-what kind of place is beyond the Gate? I-is everyone from different worlds?"
The boy shifts the reins to one hand, rubbing a hand through his scruffy mess of dark hair with the other. "Th-that's just... I-I mean, I thought it just led to some weird spirits that wanted to cause trouble and guessed the Tamers kept it open so they could catch them. I didn't think there'd be people there, never mind whole worlds."

The carriage rattles along in (relative) silence for a while as Artie grapples with the thought, axes clattering as a wheel hits a stray branch lying in the road. The jolt seems to shake the boy out of his contemplations. "Uh... I-I didn't want to be a cooper like my dad. I wanted to see more of the world. S-some spirit cursed the local forest so we couldn't get wood from it, and the mayor hired Master Sawyer to deal with it and make up for the loss. H-he did it so fast nobody believed it happened, so the mayor told him to go back under guard. H-he invited half the town to come watch. M-my dad came along because he was really picky about the wood he used, and took me with him to try teaching me a lesson about not lying and taking the easy way out."
Artie swallows somewhat nervously.
"H-he felled over a hundred trees with a single swing of his axe. N-nobody doubted him then. I-I was really impressed, so I asked him how he got so strong, and he told me about how he traveled all over and crossed seas to fell trees and handle forest spirits nobody else did. S-so I asked if he was interested in having an apprentice. A-and he laughed. A lot. S-so I left, but he threw a bag at me and told me I could start the next day. A-and I've been working under him ever since. A-about three years now."

Pathaky wrote: Ave considers the stammering youth as he plods alongside the cart.

"And he hasn't done anything about your stutter? Mayhap some of your 'prenticeship should be spent in school. Sounds like good work though, and definitely exciting enough. Good on you."

He makes an expansive gesture when asked about what's beyond the Gate. "Nexus, Artie. It's sort of...the door hinge of a lot of places. All of them run together into a massive, truly stupefyingly big city we call Nexus. You could spend your entire life exploring it, and die having hardly seen any of it at all. Your Gate is one of many that connect disparate worlds together at Nexus. What kind of tree problems is your master dealing with then?"

Aeromage wrote: Artie begins to reply, but pauses.
And pauses.
The whole world, in fact, seems to be frozen, caught in an instant.

Ave finds himself holding a baroquely-ornamented, old-fashioned telephone in white and gold, the receiver to his ear.
At the other end, a rambling, tired-sounding male voice speaks.

"Yes, this is Mr. Progression...

...

...well...

...thanks for calling.

Mr. Bling, wasn't it? Well, you certainly have an affinity for the flashy stuff...

...some might say it's tacky, mind you.

I wouldn't say that, though...

...it's completely the wrong element, after all.

You've got to be careful when it comes to jewellery, you know?

It's so easy to get it wrong...

You never can tell what somebody's tastes are...

You really never can tell.

...I mean, I was seeing a lady once...

...I really thought we had a thing going.

Talks about the future, and family, and a house, and shared stock options...

...the works, you know?

And then she told me "if you want to seal the deal, I'll need a ring with one huge rock on it"...

...well, I wanted to make the very best impression, so I did just that.

...turns out she wasn't a fan of the more common igneous variety.

It made things pretty awkward when the band struck up...

I mean, I always told her to mean what she said...

...guess that's what you call 'taking something for granite', you know?

...

...what?

That's not the saying?

...I'm sure it was.

Really, I'm sure that's how it goes.

...what's that? You didn't call? You're wondering who I am?

...I already told you. I'm Mr. Progression.

And I'm just calling you back before your future self called me...

Isn't that truly convenient?

...

...well, anyway.

I'm here to apologise for the wait.

...well, I know that no time has passed for you...

...but at the same time, a lot of it has passed...

...it's because of so and so and such and such a reason, you see. Thank you for your patience. The boss says he wasn't expecting the festival to be as big a thing as it was...

...and then this and that happened...

...well, anyway. I'm here to give you a refresher on your journey so far.

Fortunately, you've only just started, so this'll be a snap...

...you had no real goal coming in.

Well, there's something to be said for just wandering until you hit plot hooks...

...what? No, I didn't say anything.

I definitely didn't say anything meta.

Just ignore that.

...anyway.

You got yourself some papers, had a bit of a discussion with the clerks, they told you not to go stabbing anyone, and all that jazz...

...then you wandered off West towards Clavia, decided to see what charms the smaller towns of the area had to offer, and headed off up the road to Camberton, Mola, Upper and Lower Marchill and the Vire Province.

I'm sure you'll be hitting something to distract you before you hit the House of Blossoms' lands, though.

...speaking of which, you met a bodybuilding teenager with a stutter and a big carriage covered in axes going the same way.

...and then you weirded him out a bunch by telling him you might turn into a Spirit. And that you might be crazy.

I mean, you Arena people tend to do that.

...weird people out, that is, not turn into spirits or be crazy.

...although I guess you can do that too.

You've got a weird profession, you know?

...

...anyway.

That got chalked up to misunderstanding due to cultural differences, you gave him some fancy sunglasses from all of the pairs you were wearing, and then you tried introducing yourself again.

...that worked a bit better and you got that he was called Artie, an apprentice woodcutter on his way to Camberton to deliver his master weapons and supplies to deal with problems caused by the Seed Rains.

Then you told him about all the millions of worlds behind the Gate he'd only heard rumours about. Kid's still grappling with that one, but he gave you a quick run-down of his life story in exchange for that info.

...and now we're back here, with him about to respond to you telling him to deal with his speech problem and go to school.

"Hey, what's the deal with telling people how to live their lives and bringing up their speech impediments? Huh, you bastard?"

...that's what less professional voices on the line might say without my benefit of experience.

...but I've been doing this job for long enough to avoid that kind of pitfall, you know?

...

...well, anyway.

Keep a hold of the phone. The boss says it's by way of apology.

...just call if you get stuck or need advice or something.

It'll only work once, though.

...so don't just go calling me back asking what this was all about.

Really, don't.

...well...

...thanks for calling.

This has been Mr. Progression."


*click*



The world unpauses.

Artie looks uncomfortable. "M-master Banon says it doesn't m-matter what I sound like, because actions speak louder than words. Th-that's why I'm training under him. I d-don't need to go to school. I'm n-not interested in becoming a clerk or something."
He rattles along in silence for a few moments.
"Uh. Th-the tree problems are... pretty much that. Th-they keep growing back, and really fast. The r-roads to Mola, the Marchills and Vire Province are overgrown, and nobody's been able to get through them to see what's happened to the t-towns. M-master Banon was going to a job for the m-mayor of Mola, but we ended up having to cut down all the trees that kept trying to grow into Camberton. E-even with the Spirit Tamers there, we b-barely managed it. A-and then there was that tower that crashed into the f-forest..."


Ave finds himself holding:
Telephone That Calls Mr. Progression- (Consumable, Invention, Progress, 1 Charge, 500,000,000 Gold) Has RP Effects, this item and its effects may not be altered or replicated by sources below Level 200, this item's charge's consumption cannot be prevented or undone by sources below Level 200

Pathaky wrote: Ave considers the telephone. Better not to dwell on that too long, I think, since time seems to be playing tricks here.

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

Ave considers this.

"What kind of job is he doing for Mr. Mola? And what kind of supplies are you after? Goodness knows it seems like you have enough axes."

Aeromage wrote: "W-well, we were going to set up in Mola to stop the Seed Rains from making weird things grow in the town, but it hit faster and earlier than we expected, s-so..." the boy trails off, looking decidedly grim. "B-by the time we got to Camberton, the road was blocked with t-trees and we had to stop them growing into that town. N-now they're slowing down, we're trying to get the road clear enough to get there, b-but Master Banon said he needed some of his more specialised axes first."
Artie knocks against the carriage with an elbow. "I-I'm also bringing more food for the town. N-not many people want to come up this way because of the f-forest. I-it used to mostly all be grassland, s-so they're worried about what else might have changed..."

Pathaky wrote: "Well, it's your lucky day, Artie! Because you, your master, and these fine environs have my help now! Let's go deliver these supplies to the good people and see what we can do about this pernicious plantlife. You might even make a bit of a name for yourself, win the attention and affection of all the bucolic beauties out here."

Ave's attempt at waggling an eyebrow is inhibited by his three sets of sunglasses.

Aeromage wrote: "Uh."
Artie gives Ave his own incredulous look from behind his jarringly tacky, shiny, &-lensed sunglasses.
"W-well, you're kind of weird, b-but I guess if you're going to help out with protecting the town, I'm not going to say no."

The pair continue along the road! The route gently inclines above the bordering banks and begins winding its way along what Ave assumes is the outskirts of a series of hills. It's difficult to tell, however, due to the thickening forest on either side of the road.
He's not much of one for understanding plantlife, but even in the nighttime gloom beyond the lantern-lit road, the forest looks unusually... diverse. Quite a lot of the trees are odd shapes, or look like they have different sorts of foliage. There's an awful lot of dead leaves on the road, too, and a variety of strangely-shaped bushes just outside of the pools of light look sickly or dead. The air smells of greenery with just a hint of leaf-mould, occasionally bringing the scent of something stranger when the wind changes.
Despite the thickening canopy (mixed as it might be with dead or dying branches), the strip of starry night above the road remains unbroken, its edges perfectly uniform and smooth, helping alleviate some of the claustrophobic feeling.
While relatively quiet, the rattling of the carriage, clopping of the horse's hooves and occasional chirp or buzz of an insect offset what would otherwise be a somewhat creepy journey undertaken alone.

"Th-there." Artie points with his free hand towards a bend in the road, from beyond which a brighter glow than the usual roadside lanterns spills. "I-It's just around that corner."
A large and solidly-made, timber-framed sign driven into the ground at the roadside attests to the fact, small lanterns illuminating its cheery 'Welcome To Camberton' greeting. At one point it may have been surrounded by a flowerbed of sorts, but it looks like the flowers (and indeed much of the plantlife around the sign) has been dug up.
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Re: Ave Investigates the Aftermath of the Seed Rain!

Post by Modrageball »

Pathaky wrote: The quiet ride, rather than being unsettling, fills Ave with a sense of closeness (albeit not a particularly friendly attachment) to the nature around them. They approach Camberton!


Ave smiles. "Looks like a lovely little place. Very scenic. Do you think anyone is awake to greet us?"


Aeromage wrote: The carriage (and Ave) rolls around the corner to behold the town of Camberton!

A tall, solidly-built timber wall surrounds the place, thick ropes strung with lanterns and some sort of variety of charm raised above it, presumably on the edge of a walkway atop the wall.
A long, lamplit road stretches from the large (easily enough to fit two or three carriages abreadt) gates through the town, bordered by rows of gable-roofed buildings, built primarily of (once again) solid timbers, many with fancy fretwork framing the eaves and edges.
From what Ave can tell, the town is mostly built up around this one main road, which runs in a straight line towards a larger, oddly-shaped building a good distance away, splitting into a fork to pass on either side of it.

Also notable is the area around the town's wall. It looks like there may have been a thick forest around it until recently, but a several hundred foot radius has been cleared leaving behind an almost pavement-like ground covering of stumps, all cut at a perfectly uniform height.

"Th-there should be. L-lots of people are still n-nervous about the trees, so the town's been sort of s-sleeping in shifts. A-and that meant that some of the businesses had to open at different hours to c-cater to them, which meant more people have been awake at different hours..." Artie clicks the reins, slowing the horse's pace slightly as the carriage passes the gates and hits the more uneven, worn flagstones of the town and eliciting new and more intense rattlings from the vehicle's axe collection. "...p-people have been pretty tired and annoyed because of it. E-especially as they had to make sure everything looked as good as possible for the visiting T-Tamers..."

There appears to be some activity further into the town, around the oddly-shaped building.


Pathaky wrote: "Why go to such lengths to make everything look nice when there's a botanical crisis threatening the safety of the town? Do you really think the Tamers would turn up their noses at helping them if it's a bit messy?"

Ave knows commotion when he sees it. Commotion is where wills clash. Commotion breeds opportunity. Commotion is where soldiers of fortune make their uh, fortunes.

"Let's see what that up ahead is about then. What's that funny-shaped building?"


Aeromage wrote: Artie shrugs. "Th-they wanted to make sure they made a good impression. Th-the Tamers were from the House of Blossoms in the Vire Province, s-so they had to make the Clavia Province look as good as they could, otherwise they'd get in trouble..." He pauses. "N-not that I heard House Clavis is really paying much attention to their lands nowadays. S-something about a succession?"
The apprentice woodsman guides the horse around a cart on the roadside.
"P-probably they focused on tidying up the town because they couldn't do anything else. T-the shrine maidens and the like were keeping the wards up, but what's a regular p-person going to do when it's raining weird plants that might kill you?" Artie frowns. "All the Tamers left to go back to their province after the Rains stopped, though. T-took down their flower palace too. D-didn't stick around to help Master Banon with the tree problem."

He points to the oddly-shaped building. "Th-that's the town hall. The m-main road splits there to go to Mola and the Marchills, s-so that's where they built it. It's where I'm supposed t-to drop off the food supplies, too. N-not sure why everyone's up there."


The duo make their way through the town, passing shopfronts, taverns, hotels and businesses aplenty on the way. It seems like the main road is used exclusively for commercial purposes, with side-roads leading off into more residential areas. One notably larger, more well-lit road lined with parkland leads off to a palatial walled estate within the town, its elaborate white stone facade and green rooftops more well-lit than any of the surrounding buildings, its gates closed.

As the pair close in on the town hall, it becomes apparently that the townsfolk seem to be moving beyond it, rather than clustering around it. Perhaps something behind the building is drawing their attention.
Ave doesn't have much more time to ponder, however, as his thoughts are abruptly derailed by a mountain with a haystack on top of it jumping into the middle of the road and shouting with enough volume to set his bling rattling.

"THERE YOU ARE, ARTIE! THOUGHT YOU'D GONE AN' GOTTEN YOURSELF LOST! PICKED YOURSELF UP A FEW DECORATIONS ON THE WAY, EH? GYAHAHAHAHAHA!"
The mountain with its attached haystack turns out, once Ave has had sufficient time to recover from his surprise, to be a very large beard with an even larger and hairier man attached to it, wearing heavy hides and leathers with shiny plates of dark wood attached. Somewhere in the midst of the Forest of Facial Hair a large, crooked nose and pair of twinkling blue eyes nestle.

"H-hello, master," Artie replies, practically whisper-quiet by comparison. "Th-this is Ave. He's come f-from the Gate and says he wants to help."

"REALLY? WELL, COULD ALWAYS USE A LIGHT OUT THERE AT THIS TIME OF NIGHT! GYAHAHAHAHA!" Mount Haystack looms over Ave. "KNOW MUCH ABOUT TREES, DO YOU? LOOKS LIKE YOU'RE MORE SET FOR THE MANTLEPIECE THAN THE FOREST!"


Pathaky wrote: Ave listens to Artie's explanation. "So these Houses, as I understand are a combination of nobility, ruling class, and societal glue that polices pretty much anything Spiritual, is that right? That's quite a bit of authority and power for people who seemed to delegate the task of saving these people to you and your master."

The Master shows up! Ave is nonplussed by his volume, size, and general good-natured bellicosity.

He flips up his remaining shades and smiles, holding out a gauntleted mitt to Mr. Haystack.

"Pleasure to meet you, Sawyer," he says, "I'll confess that there's plenty I don't know about your particular trade, but I think you'll find that I'm a helluva lot more useful than most mantlepieces."

If Sawyer takes his hand he'll perform the time-honored tradition of THE TEST OF GRIPS. Strength against Strength!


Aeromage wrote: Artie shrugs. "I-I'm not going to say anything against the T-Tamers. W-without them, we'd all be spirit's slaves, or dead. Th-the Tamers from House Fiora back home were definitely around more, though..." He glances back at the palatial estate's illuminated rooftops, still visible over the rest of the town's skyline.

"HEARD ABOUT ME THEN, I SEE! ALL GOOD THINGS I HOPE, EH ARTIE?"
The huge man practically engulf's Ave's hand in his own and begins THE TEST OF GRIPS. Ave squeezes! Sawyer squeezes! Ave's diamondtacular armour holds firm as the blingman draws on his reserves of strength to match the huge woodsman's own! The world focuses to a point as it holds its breath to witness a true battle of the ages as the still night air begins to stir around the two opposing forces of handshaking might!
An eternity of MANLY COMPETITION passes as the two continue to match force of arms, or rather, hands, against one another! Eyes locked, neither budging an inch, Ave's hand beginning to protest the vice-like grip on it, time passes in increasingly intense silence!
Sawyer's beard parts into a huge smile, teeth suddenly visible as the Great Moustache Curtain rises, the grip-contest abruptly turning into an enthusiastic arm-pumping. The huge man claps his other hand on Ave's shoulder and sets the flashy armour rattling. Ave's fairly sure he may have just been pushed into the ground a little.
"GYAHAHAHA! PLANNING ON GIVING IT BACK, I HOPE! I LIKE THIS ONE, ARTIE! DAMN SIGHT BETTER THAN THAT RAT-THING THAT CAME OUT OF THE GATE!"


Pathaky wrote: Ave grins back, extracting himself from the ground as best he can and flipping his shades back down.

"So, what's the situation here? Bit of a hubbub for this time of night, isn't it?"


Aeromage wrote: The huge man strides to the carriage, inspecting the plethora of axes strapped to it.
"YOU COULD SAY THAT. ONE OF THOSE TAMER TYPES FROM ALONG OUR WAY IS STOPPIN' OFF IN TOWN. SAYS HE WAS IN THE CITY FOR THE RAINS AN' HEARD ABOUT THE PROBLEMS HEREABOUTS SO HE THOUGHT HE'D DROP IN TO CHECK ON THINGS BEFORE HE HEADS HOME. THOUGHT ONE OF THAT CLAVIS CROWD'D AT LEAST BE HERE TO HELP OUT, BUT IT'S BEEN NOTHING BUT OUR BLOSSOM BOYS SINCE I GOT HERE!"

Artie cringes slightly. "M-master, that... that isn't exactly the most respectful way of..."

"POPPYCOCK!" Sawyer pulls an axe from the side of the carriage, removing its head cover to reveal an edge glowing cherry-red. He nods, apparently satisfied. "BLOSSOM BOYS KNOW IT'S MEANT WITH ALL DUE RESPECT! GOT NO COMPLAINTS ABOUT HOW THE GARDENING LADS AN' LASSES HANDLE THINGS UP OUR WAY. 'LEAST THEY'RE NOT ALL HAVIN' HOLIDAYS IN THEIR FANCY CAPITAL FOR YEARS ON END."

The flagstone Ave was standing on does indeed appear to have been driven slightly into the ground. Fortunately, his feet haven't been driven into the stone with it.


Pathaky wrote: "Aha, excellent. I've been wanting to meet another of these Tamer fellows." Ave says. "Have they been of much use so far?"

Onward to commotion!


Aeromage wrote: "WE'LL BE DROPPIN' THE SUPPLIES OFF AT THE USUAL PLACE, ARTIE!" Sawyer booms, beginning to stride back towards the town hall, axes in hand.
"I'LL SAY THEY'VE BEEN AN' DONE A FINE JOB, ON ACCOUNT OF NO SPIRITS OR STRANGE PLANT-THINGS BREACHING THE TOWN'S WALLS ON THEIR WATCH! I MIGHT BE THE BEST LUMBERJACK GOING, BUT I CAN'T BE EVERYWHERE AT ONCE! EVEN IF SOME SAY I SOUND LIKE I AM, GYAHAHAHA!"

The huge man leads Ave around the strange, somewhat triangular town hall, not so much pushing through the crowds as the huddle of people parting at his approach like a stream of water around a boulder. Ave finds it easy to keep up in the void left in his wake.
Behind them, Artie manoeuvres the carriage around to the other side of the building, vanishing behind the walls.

The other side of the town hall contains a large park, its borders following and extending the triangular shape set by the civic edifice. Odd, glowing balls of light float about the grounds, illuminating manicured laws, topiaries and beds of furled and budding flowers interlinked and criss-crossed by wide stone paths flanked by benches and tall stone lantern-posts.
In the middle of one of the largest patches of lawn a small, fancy wooden pagoda stands, apparently growing straight out of the earth. Small branches in leaf sprout from it here and there, giving the odd impression of a structure infested with bonsai trees. A comfortable-looking wooden chair stands at the pagoda's centre, occupied by a figure in black robes with white trim. Overlong white undersleeves hides its hands and a flattened conical hat in matching tones sits atop its head, the figure's face hidden from view by the surrounding curtain of white, ribbon-like veils hanging from the brim.
They appear to be in conversation with a balding man in a slightly rumpled, but well-tailored brown suit, a golden chain of office around his neck.


Pathaky wrote: Ave straightens his collar, dusts off his pauldrons, and approaches the crowd (and more importantly, the Tamer).

"Good evening!" he booms. "I'm Ave Selim, a member of the Nexus Battle Arena, from Beyond the Gate. I've come to Seirei, and to Camberton specifically, to investigate the wondrous phenomena described as the "Seed Rain," to take in the sights, sounds, and all of the wonderful local oddities of your world, and to offer my services as a problem-solver par excellence."

"You," he points at the veiled man in the pagoda, "must be one of the illustrious Spirit Tamers I've heard so much about."

"...And you," he points at the figure in the rumpled brown suit, "have the look of a local magistrate. A mayor, perhaps?"

The blinged-out hulk that is Ave clasps his hands together and gives a shallow bow. "So, Gentle Cambertonians, which crises can I resolve for you?"


Aeromage wrote: Ave strides forward and addresses the Tamer! There are audible gasps and mutterings from the crowd as he does so. The brown-suited man lets out a strangled squawk and nearly throttles himself with his golden chain of office as he tugs and twists it in a panic.

"Y-you! You! You can't just... you can't go around just approaching members of the Great Houses as you...! This is completely beyond all possible comprehen--"
The man is interrupted by a deep chuckle from the robed and veiled figure. The mayor cringes, flinching as if expecting to be struck down as he stands.

"Come, now." The voice is deep, warm and articulate. "The man is clearly a visitor to these lands- indeed, this world- and as such cannot be expected to know of everything of the intricacies of our local custom or hierarchy. Quite besides which, if all members of the Order were to be placed on such unapproachably high pedestals, we would run the risk of losing sight of the world beneath, rather than being afforded a platform from which to view the lands we protect. While I cannot profess to speak for the House of Keys' methods of stewardship, I personally find it of benefit to hear out the words of the general populace, on occasion."

The hat swivels, veils fluttering as the Tamer turns to view Ave.
"It is a pleasure to make your acquaintance, Ave Selim of Nexus. I am indeed from the ranks of the August Order of Spirit Tamers- Clement Fiora, a member of the House of Blossoms. It appears that we have a goal in common- as, I suspect, does the esteemed woodsman presently looming behind you."

The Tamer turns to regard the mayor, who is still making strangly noises, eliciting another chuckle.
"As I am given to understand it, the greatest crisis in these parts is the unknown fate of the three settlements swallowed by the Seed Rains. No word or ward of those parts has yet ventured forth from the overgrown roads, and from what my fellow House members have relayed to me before being called back to their holdings, some measure of the Rains linger in the area, as evidenced by the regrowing forest the woodsman has been valiantly keeping at bay and the great tower that fell from the sky to the east."

Banon laughs, the thunderous outburst causing several members of the crowd to jump. "GYAHAHAHA! PRAISED BY ONE OF THE BLOSSOM BOYS THEMSELVES! THAT'S A BRAGGIN' RIGHT I'LL BE KEEPIN' IN MIND FOR YEARS TO COME!"

"...quite. As a matter of fact, master woodsman, I was going to call for you in order to make a request. There are two roads issuing from this town of Camberton- one leading to the towns of Upper and Lower Marchill, and the other to Mola, within sight of the Tower. As greatly regarded as my talents might be, I cannot say that being in two places at once is among them. In order to investigate the fates of the towns in question in a timely manner and to ensure the wellbeing of any who might remain trapped within, I request your assistance in the matter."
The hat swivels to face Ave (or at least, Ave thinks it does).
"I would extend this request to you in kind. There is no telling what may have fallen with the Rains, and events such as this provide an ideal environment for spirits and their ilk to run rampant. At the very least, assistance in clearing the roads to the stricken settlements will allow for the province's Spiritual Defense Force to follow and deal with any additional problems."


Pathaky wrote: Ave nods decisively.

"The pleasure is all mine, Clement Fiora, of the House of Blossoms, of the August Order of Spirit Tamers. I'll get to the bottom of what happened in Mola. Or the Marchills, if you'd rather I started for there first."

He'll turn to Sawyer.

"What do you say, should we stick together or split the difference here?"


Aeromage wrote: Clement holds up a sleeve-draped hand before Sawyer can answer.
"Given the Tower's closer proximity to Mola than the Marchill settlements, and my suspicions that the edifice in question may house malign spiritual forces, I will be undertaking the duty of the investigation of Mola myself," he states. "While I appreciate that you may have had business there, master woodsman, I would ask you instead venture up the other road. From my spirits' reports, I believe that whatever has a hand in the unnaturally fast regrowth of the forest may lie along that route. I apologise for the inconvenience, but I believe it would be far better to tackle these issues simultaneously, should there still be residents trapped within."
Ave notices the implication, unspoken, of 'if they still live'.

The huge woodsman lifts a massive hand to what Ave assumes is his chin, wherever it might be buried under the ample layers of beard-forest.
"CAN'T SAY I'D ENJOY BLOWIN' OFF A JOB, BUT I'M NOT ONE FOR DISOBEYIN' THE ORDER!"
The hand, huge as it is, vanishes inside the mass of facial hair.
"THEN AGAIN, WE DIDN'T MANAGE TO REACH THE JOB IN TIME ANYWAY, WHAT WITH THE RAINS AN' THAT RAT-THING SETTING PLANTS ON ALL THE FOLK TRYIN' TO GET TO SAFETY! WAY I SEE IT, THAT MAYOR CAN'T ASK FOR BETTER THAN ONE OF THE BLOSSOM BOYS COMING TO SAVE HIS TURF!" He looks down to Ave. "I'D BE HAPPY TO HAVE YOU ALONG IF YOU WANT TO JOIN ME AN' ARTIE! COULD SHOW YOU A THING OR TWO ABOUT AXES, GYAHAHAHA!"

"I would likewise not be averse should you decide to travel with me to Mola," Clement follows. "I have heard interesting things about the skills and treasures of those from beyond the Gate, and have a great many questions about the city I have heard lies beyond."


Pathaky wrote: Ave considers his options.

Sawyer is Bigstrong McHuge and likely to be fine. Clement, on the other hand, looks like a bit of a wimp, buoyed as he may be by spiritual powers.


"I'll have the honor of providing protection for our illustrious friend, Clement Fiora, of the House of Blossoms, of the August Order of Spirit Tamer," Ave says. "I'd be happy to spin you a tale or two of life beyond the Gate. I've been curious about your August Order myself."


Aeromage wrote: Clement inclines his head as the mayor continues incredulously spluttering.
"Ah, excellent. I look forward to a mutually beneficial exchange on the particulars of our worlds as we travel. Before we set off, however, I believe it would be prudent to furnish the master woodsman with a means of communication between our two groups, in the unfortunate instance that a threat might be encountered that would require a more specialised hand."

A thin, rectangular piece of paper drifts from the Spirit Tamer's voluminous sleeves, bright blue light flaring around it and etching a complicated pattern of interwoven, calligraphied symbols on its surface. With a flash, the paper pulls itself into two identical copies, the second of which drifts towards Sawyer.

"MUCH OBLIGED! I'M SURE ME AN' ARTIE CAN HANDLE ANYTHIN' THE FOREST THROWS AT US, NO NEED TO WORRY! A FEW TREES CAN'T STUMP US, GYAHAHAHAHA!"
Booming with laughter at his own joke, the huge lumberjack turns and sets back off through the staring crowd, waving the still-glowing strip in one meaty hand. "LET US KNOW IF YOU NEED ANY TREES GETTIN' RID OF!"

Clement turns to face(?) Ave once more. "Now, then. Have you any particular preparations to attend to before we set off, Ave Selim of Nexus?"


Pathaky wrote: Ave glances around the crowd.

"Just a bit, I think. I didn't bring any consumables or revivatives with me." He turns to brownsuit. "Does Camberton have an apothecary, or someone similar who I could patronize? I would, of course, pay for whatever I needed."


Aeromage wrote: "Yes!" The official finally squeaks after another round of strangled noises. He lifts a finger and waggles it in the direction of a large building beyond the crowds, lamps illuminating a sign with a painted image of a grinning green moon on it.
"There!" he manages, after more effort.

Clement chuckles at the exchange once more, nodding to Ave. "I shall attend to preparations of my own. Let us meet outside the north-eastern gate in..." he pauses, apparently mulling things over. "...I believe an hour will be sufficient. Should you require more time, please send a messenger to inform me."


Pathaky wrote: Ave gives a quick salute and strides away through the crowd, toward the grinning-moon building.

He'll knock on the door to see if the proprietor is awake! Weird hours, and all that.


Aeromage wrote: The door is open! Ave knocks anyway, and is rewarded by a sound that could most accurately be conveyed as "whrrgnnrrrbnorf".
The interior is well-lit with yellow, opaque lanterns, illuminating rows of display cabinets and shelves containing quite a variety of objects and goods. The large gaps in and among the merchandise's number, however, suggests to Ave that either there has recently been a rush on buying certain goods, or the place hasn't been restocking itself. Perhaps due to the aftermath of this Seed Rain business? The place smells of polish, cardboard and, for some reason, strawberries.

The most likely source of the bizarre noise he heard upon entry is the counter near the door, where a balding, stocky man in an apron with enormous bags under his eyes has apparently just woken up, blearily peering through the sleep-haze at Ave's glittering self.
"Whuzzit?" he finally manages.
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Re: Ave Investigates the Aftermath of the Seed Rain!

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Pathaky wrote: Ave waves.

"Hello! Sorry to disturb your rest. I'm Ave Selim, an adventurer from beyond the Gate. I've decided to help out the fancy Mr. Spirit Tamer outside, and decided that before we venture into the far wilderness, I should stock up on some curatives and restoratives. I'm especially interested in such consumables that may help ameliorate certain mental malaises."


Aeromage wrote: "Mmn. Gnrgh. Moment." The man fishes around under his counter, almost overbalancing and falling under it in the course of his search. Things rattle and clink in muffled symphonies for a few moments before he re-emerges with a small bottle. Squinting with sleep-induced myopia at the label, he takes a swig, almost immediately erupting into a fit of coughing.
"Hrerk, blek, hakk-- guh. Gnhngh. Foul stuff."

The man squints at Ave in a somewhat less bleary manner.
"Not seen you around these parts before. One of those Association lot come to pick over the damage? With that Fiora Tamer, too? Odd pairing." He shifts himself into a more upright position. "Curatives and restoratives. Bit short on those, what with what's not long happened. If you've got more specifics on what brain problems you want fixing, I might be able to find something that'll work."


Pathaky wrote: "I'm concerned about any malicious influences trying to Charm, or Confuse me. In addition, I'm concerned about attempts made to Paralyze my body." Ave says.


Aeromage wrote: "Hrm. Let me check." The man vanishes under the counter again to the sound of more rattling. "How much of a punch were you wanting for them? I might have a couple of things in back. Sometimes get those Association lot wanting to cut through town and pick up things on the way. Not usually this exciting around here, though."
He resurfaces with a clipboard, a thick sheaf of papers clipped to it, and begins leafing through the list.


Pathaky wrote: Ave crosses his arms.

"Well. Potentially awful wood-spirits are no joke. If you have anything that is a bit more powerful than what you would use for say, everyday perk-me-ups, that would be ideal."

(Also scratch the Confusion-Aide. Ave's got a helpful immunity there I forgot about.)


Aeromage wrote: "Hrm. Well, I might just have something that'll do the trick... give me a bit to get them together."
The man rattles about below his counter for a third time, emerging with a small crate, and sets off into the maze of shelves, the occasional clink, thud or muttered expletive escaping the rows of variably-stocked racks and cabinets.

He returns with a considerably less-empty crate full of bottles and boxes.
"Here. Let me know if these'll do you."

Draught of Chaste Temperance- 3,000,000 Gold (Provides a non-stacking Charm Immunity that cannot be bypassed by sub-60 entities)
'Canta's Wings' Joint and Limb Lintement- 3,000,000 Gold (Provides a non-stacking Paralysis Immunity that cannot be bypassed by sub-60 entities)
Lesser All-Panacea- 1,500,000 Gold (Cures all Minor Status Effects and stacks a recurring start-of-round Minor Status Effect cure for the next 5 rounds, 3 charges)
Lesser Yellow Panacea- 500,000 Gold (Cures Paralysis and stacks a recurring start-of-round Paralysis cure for the next 5 rounds, 3 charges)
Lesser Red Panacea- 500,000 Gold (Cures Charm and stacks a recurring start-of-round Paralysis cure for the next 5 rounds, 3 charges)
Granny Wiggles' 'Up And At 'Em' No-Stiffness Joint Rub- 200,000 Gold (Provides Paralysis Immunity for 2 rounds, cures Paralysis)
Miss Florence Wittington's 'Proper Conduct' Head-Clearing Tonic- 200,000 Gold (Provides Charm Immunity for 2 rounds, cures Charm)


Pathaky wrote: Ave nods appreciatively.

"These look like just the thing. I'll take the Lesser All-Panacea, the Draught of Temperance, and that bottle of Canta's Wings Lintement."

He snaps, and the 7,500,000 Gold appears in neat stacks of local currency on the table.


Aeromage wrote: Ave plonks down a large sum of money! The man looks somewhat taken aback at the sudden appearance of so much gold.

"Hrm, well, I... right, then. I'll just... find somewhere to put all this."

Ave gets:

Draught of Chaste Temperance- (Consumable, Potion, Light, 1 Charge, 3,000,000 Gold) Target gains Charm Immunity, instances of Charm Immunity provided by this item may not be ignored or bypassed by entities below Level 60
'Canta's Wings' Joint and Limb Lintement- (Consumable, Medicine, Air, 1 Charge, 3,000,000 Gold) Target gains Paralysis Immunity, instances of Paralysis Immunity provided by this item may not be ignored or bypassed by entities below Level 60
Lesser All-Panacea- (Consumable, Medicine, Earth & Air & Fire & Water & Light & Darkness, 3 Charges, 1,500,000 Gold) Cures all Minor Status Effects on target and provides a buff that cures all Minor Status Effects on target at the start of the round for the next 5 rounds, does not stack


Pathaky wrote: Ave thanks the shopkeep, hoping that he gets a chance to rest soon.

That done, he'll trundle back out to Clement Fiora, ready to head on out.


Aeromage wrote: Ave conveys his thanks and wishes (getting a distracted grunt in response as the man grapples with the huge amount of gold on his hands) and heads back out into town!

The crowds look to have dispersed somewhat, with townsfolk milling about in the general directions of what Ave assumes to be the residential areas, the sound of numerous conversations and exchanges filling the air from various quarters. Many stop and stare at the blinged-out, overshiny shieldbearer as he passes, with further eruptions of muttering and speculation flaring up in his wake.
He passes by the triangular town hall once more, passing the park- which no longer has those odd lights dancing around it, and is conspicuously bereft of Clement's pagoda- and heading along the road to the north-eastern gate, passing various other closed shop fronts and a few larger buildings set away from the street behind walls and gardens.

The area outside the gate would be dark, illuminated solely by the lanterns flanking the gate, were it not for Ave's twin sunlight-radiating shields, the Sunpattern shield adding hypnotic spirals of brighter and dimmer focused light to the mix.

Clement doesn't seem to be here yet. Is he doing anything else to prepare?


Pathaky wrote: Ave knows that in fairy tails, supernatural beings are usually more willing to play ball when presented with a gift. Maybe the same concept applies to spirits!

He finds an out-of-the-way spot and lays a Golden Egg, carefully polishing it to a brilliant shine before packing it away for later gift-giving. If Clement is still preparing, he'll see if he can give Sawyer and Artie a hand in preparing their wagon before they ship out.


Aeromage wrote: Ave finds some privacy and goes through the uncomfortable business of laying a Golden Egg.
Man. That never gets any less weird.
Still, he ends up with his golden prize, and polishes it up before carefully stowing it for safekeeping.

He considers heading to the other town gate to help the lumberduo prepare for their own excursion to the Marchills, but is interrupted by a sudden shift in the ground nearby. A wooden spire erupts from the earth, followed by a small, elaborate wooden rooftop, which is shortly followed by another, larger one below it. In the space of seconds, Clement Fiora's fancy wooden pagoda rises up to its full height before Ave, earth cascading from the sloped eaves (and, he notices, being helped along by twisting, brushing leafy branches entwined in the architecture).

"Ah, I see you have completed your preparations in good time. I do hope I did not keep you waiting overlong." Clement's deep voice cuts through the earth-shower, his form visible as the torrent of dirt thins. "Before we are to set off, I would ask if you have any protections against spiritual or botanical maledictions. I feel we may encounter both in our excursion, and would be glad to provide such if you find yourself lacking in that regard."


Pathaky wrote: Ave's eyebrows go up a bit at Clement's showy arrival. "Very neat pavilion, that. Would I be correct in assuming you've got some kind of spirit bound there?

Ave shows off his purchases. "I've got a few, but I'm certainly not going to turn down any additional help. What have you got?" he asks.


Aeromage wrote: Clement gives another deep, rolling chuckle. "Not quite. Chelysede, greet our guest from another world."
The earth between the pavilion and Ave shifts and churns, rising into a huge mound as tall as the glittery-armoured man before it. Two outgrowths of earth split as huge, dark eyes open on either side of the mound. A rumbling, groaning sound, more felt than heard, rattles Ave's armour, a burst of dirt and wind from two large slits near its top covering him in a fine coating of dust.
"In more common parlance in the circles of those spiritually inclined, Chelysede is known as a 'Pagoda Turtle'. A fine companion, mode of transport and bodyguard in one. Unfortunately, few other Houses tend to favour their kind, often preferring airborne spirits to ferry them to their destinations."

Clement turns his gaze (at least, as far as Ave can tell) to the medicines purchased. "A fine selection indeed, and very sensible. If it would not be too much of an imposition, I would very much like to subject you to a brief scanning ritual in order to determine what might best support and strengthen that which you already have. Casting all of my protections would be considerably time-consuming, and it would be ill-advised to spend too much time and mana that might be put to better use elsewhere."


Pathaky wrote: Ave puts out a hand to (cautiously) pat Chelysede on the nose. He grins. "I'm an open book, Clement of House Fiora, scan away."


Aeromage wrote: Ave pats Chelysede gingerly, getting another bone-rattling rumble-snort in response.

"You have my thanks, Ave Selim of Nexus. This will take but a moment."
Clement's sleeve-draped hand traces a glowing circle in the air, lines and symbols written in light radiating out from it, shifting and flowing from moment to moment.

"Fascinating," he declares, hat moving slightly as he (presumably) takes in the information provided to him. "A measure of power directly over elements, and rare ones besides- I had little idea Wealth could be considered one- eternal youth, knowledge of entities known as 'Cthonians'... ah, some unfortunate curses, I see- perhaps after our work in these parts are done I could provide a measure of assistance on that front- and some considerably potent and intriguing pieces of equipment. I have no knowledge of this element of 'Tacky' or what it might represent, and for Chaos to be represented so prominently... truly, the world beyond House Clavis' Gate must contain knowledge and treasures one could scarcedly believe."

The circle fades into nothingness. Clement settles back in his seat.

"Your physical defenses are formidable indeed, and you are well-shielded against a number of maledictions, but I believe your spiritual protections are somewhat lacking. I will bestow upon you protections against spiritual assaults, as well as blessings to ward you against Spirits and enemies of a plant-based nature."
Traceries of light and sigils of energy flicker in the air around the seated, robed Spirit Tamer, and a palpable sense of pure, spiritual power suffuses the air as a concentric series of radiant magic circles surround Ave.

Ave's Arena-granted appraisal powers inform him that he's been hit with Improved Spiritual Bulwark (which seems to be one of a line of stronger versions of the Spiritual Shielding series of spells), Spirit-Warding Ritual (makes it harder for Spirits to approach or hit him), Spiritual Protection From Spirits (gives him a measure of Resistance against Spirits), Spiritual Protection From Plants (the same, but for Plants) and Spiritual Malediction-Catching Invocation (looks like it catches status effects and debuffs from Spirits, but loses effectiveness with each successful interdiction).


Pathaky wrote: Ave shrugs, letting the curtain of spiritual magic settle over him.

"Indeed, The Nexus is fully of oddities from all the corners of all the universes out there. It's part megapolis, part pancosmic junk heap, depending on where you're looking. You may be amused to know that I'm almost certainly the *most* normal of my compatriots."

"And I think now is as good a time as any for this..." he says, shifting his weight, and through this, his essence. His skin dulls into cerulean granite flecked with gold as he shifts into his Golemic form.

"There. That's a another few things I won't have to worry about," he says, voice slightly hollow and flat.

He'll motion toward the road with a stony smile. "Onward, then?"


Aeromage wrote: "Onward, indeed. Permit me but a moment to call upon a means of lighting our way. Dieflos, if you would?"
Clement flicks a sleeve, a small object falling to the ground and abruptly bursting into a fountain of light. Shining, thorny vines of white-gold radiance pierce from the ground, whirling up and around a central point that folds, grows and blossoms into a spherical mass of petals made of sunlight. The thorned light-vines encircling the sun-blossom pluck themselves from the ground and become a spinning, rolling cage containing the blooming mass of sunlight, lighting the surrounding area as brightly as the noonday sun.

Chelysede's head plunges back into the earth, the sod and soil closing back over it and smoothing over as if never disturbed in the first place. After a moment's pause, the wooden pagoda begins to glide forwards through the earth, along the path towards the treeline.
"We have a distance to travel before we approach Mola and the potential stalking-grounds of those that dwell within the Tower," Clement remarks, the sun-cage casting ripples of light and shadow over his form. "I would be interested in hearing more of The Nexus and those that dwell within. I return, I would be pleased to answer any questions you might have regarding our world and ways."


Pathaky wrote: Ave clanks alongside the gracefully gliding pagoda.

"The Nexus is a big place, with more odd corners than there are stars in the sky. I've only explored a fraction of a fraction of it, in truth, but I'd be happy to share my experiences with you. The Nexus is made of a grand column of Discs centered around an Elevator that allows for travel between them. Each of these discs is an independent, unique environment. Some are as small as, say, a living room, while others bend space itself to stretch, impossibly distant, in all directions." Here he lists a few of the discs that he's visited, specifying the S.A.I.N.T Disc as well as the big one, Disc 1. "As for the denizens," he continues, "they're nearly as numerous and distinct as the Discs themselves. There are quite a few spirits, too, although I don't think many of them would take very kindly to being bound. No offense meant."

Ave asks about House Fiora, explaining that his only exposure so far to the Great Houses has been Clavia, whose nominal control of the Nexus Portal places them as the fortunate/unfortunate recipients of most of the weirdness coming from Nexus. He asks about this Seed Rain, and specifically if the other moons have corresponding phenomena, the Nightmare Moon notwithstanding (he was here for the festival! Time is just wibbly about that.)


Aeromage wrote: "Fascinating," Clement repeats as Ave finishes his tales of Nexus. "I had suspected it to be a large place with a population of adventurers, from my limited information, but not large enough to be a million-tiered column of cities and lands as you describe. It would seem that I was correct to send my request for assistance regarding the Seed Rains there, even if none took up the offer."
The Spirit Tamer turns to regard the swiftly-approaching treeline.
"I would be most interested in hearing how the residents of the city protect themselves from the depredations of the spirits within. To say they would not take kindly to being bound would suggest they are allowed some measure of free rein, which would be unthinkable in our lands. The result would be disastrous, to say the least."

The duo (quartet, if the spirits' presence counts, perhaps) continue on in semi-silence for a few moments, the sound of flowing earth and Ave's clanking gait taking the fore.

"House Fiora," Clement begins, "has quite a lengthy history to it, much like many of the other Houses of the Order. While I do not believe we have time for a full recounting of its storied past, I believe I may be able to provide a summarised account.
"The House of Blossoms was, along with many of those Houses considered the Major Houses of the Order today, first founded some two millennia ago. The Great Tamer Falciem Luca, with his allies and students, had succeeded in sealing away Maltius, the Nightmare Moon, forcing it into a state of perpetual dormancy into the Dreaming Moon, as it is known today. Seeing how ravaged the world had become in the two centuries humanity had hidden away beneath the surface due to the moon's wrath, and seeing the beginnings of a new age of spiritual terror as the spirits kept at bay by Maltius' presence began to once again emerge from the Spirit World to conquer this one, the Great Tamer Falciem Luca turned to his students and gave each a duty to perform in order to restore the world and once again make it safe to live in. Each student gathered allies and followers beneath them, with these factions eventually becoming the basis of the first Great Houses of the Order.
One such student, Fiora Silvamus, was given the vital task of restoring plantlife to the barren and torn wastelands of the world, that its surface might once more become capable of supporting living beings. She began by..." he tails off. "...ah, but that would take far too long to relate. Suffice it to say, her skill with plants and control over botanical spirits allowed her, and those who followed her, to restore the world to its natural state.
"House Fiora or, as it came to be known, the House of Blossoms was, for the first few centuries of its existence, one of the Major Houses of the Order and arguably one of the most vital. Its presence was required in almost every corner of the world, at first to re-introduce plantlife to the land, and then to stablise it in order to ensure their growth would take and spread. Without them, the only parts of the world that might be considered habitable today would be those ancient underground settlements, or whatever lands might have been hit by the Seed Rains, assuming the fruits of such were capable of remaining alive once the Verdant Moon's season had passed. As the years wore on, however, the need for House Fiora's direct attention waned. The lands had begun to recover thanks to their efforts, and as the centuries passed, the number of regions requiring revitalisation dwindled. No longer being so vital to the world's wellbeing, the House of Blossoms slowly began to decline in power and influence."

Clement gives a wry, rolling chuckle.

"Many say it is quite ironic that the House fell from its lofty position among the Major Houses to becoming a Minor House due to doing their job too well, but it was inevitable, sooner or later. What possible alternative was there? Deliberately letting lands sicken and wither without their constant care in order to maintain their standing? While some might favour that mindset, I am considerably heartened that my ancestors weren't so mercenary in their outlook as to imperil the world for their own ambitions. Quite besides which, it is not as if the House is gone, or indeed likely to fade any further. We maintain lands and estates, small as some might be, in every corner of the world in which the Order has a presence. Our members are well-regarded as the most knowledgable and talented in the field of dealing with spirits and threats of a botanical persuasion, and on the rare occasions that the Seed Rains fall, it is House Fiora that is first and foremost in the efforts to mitigate its damage, unravel its mysteries and discover the wonders therein. I have little doubt that other members of my family have used the passing Seed Rains to gather a great deal of interesting items and spirits to study and benefit the House and all within its lands, even if much of my own efforts have thusfar been in vain."

The veils sway as the behatted head beneath shakes slowly.
"As for House Clavis..." Clement pauses. "...they are considerably diminshed from what they once were. Their founding dates back almost as far as House Fiora's, but they have declined in power and influence such that their only holdings are the lands you now stand in- the Clavia Province, and no more. In addition, much of their number are concerned more with the business of succession currently embroiling the upper ranks than the governing of their lands. In a way, this is fortunate for visitors such as yourself, as other Houses would likely keep a considerably closer eye and tighter rein on strangers from another world. I fear that it does not exactly provide the best impression of the Order as a whole, however."

The group passes through thick clumps of trees, several being nudged out of the way and sliding to the side at the Pagoda Turtle's approach and passage.
"Regarding the Seed Rains and the Moons... each of the four main moons that make their way across our skies have a number of phenomena tied to them. The Seed Rains are the most overt manifestation of Vernat, the Verdant Moon's power, bringing with it a rain of seeds that rapidly sprout into entire forests of plantlife, many with otherwordly properties that range from the miraculous to the catastropic. It has been known to bring spirits from the moon's surface with it, too, and even animate plant-entities that are dangerous in their own right. The vast majority of the resultant growth, particularly those with the most potent or esoteric powers, tend to die off after the Rains pass, or become confined to small areas clustered around sources of the moon's power, such as particularly large Moonstone deposits, or Tears of Vernat. The Rains are the rarest of Vernat's phenomena, falling only once every several decades at the least. More common phenomena include the Blessing of Vernat, in which the moon's light promotes rapid and plentiful plant growth within its season, and the Mists of Life, which bring with them healing pollen known to cure all manner of ills.
"The rising of Arden, the Blazing Moon, brings with it the summer months and the Season of Light, its most common phenomena- although I would state it is more a property of the moon itself. Its bright, flaming surface banishes the night and makes the daylight hours all the brighter. The Blessing of Arden comes in the form of brilliant, purifying rays of light- dangerous in concentration to living things, but items left to bathe in such intense beams are known to be purified of curses and gain the power to dispel, banish or otherwise ward off evil influences. The most overt phenomenon associated with the moon, however- one might say its analogue of the Seed Rains- is the Forgefall. During such an event, flaming chunks of metals- many of rare and unusual quality- erupt from the moon's surface and plunge towards our world's surface. It is, thankfully, just as rare as the Seed Rains, but is capable of laying waste to entire provinces where it lands. Recovery of the metals that fall there is frequently the first and most important priority for the House governing the lands, as they are frequently valuable enough to cover the costs of rebuilding any settlements that might have been damaged.
"Canta, the Singing Moon, heralds the fall and the coming of the winter months. The Singing Winds are a constant and well-known phenomenon during its reign, and are credited with the inspiration of many of the most famous songs known today. The Blessing of Canta is much like that of Arden, save for living things- at times, the songs of its winds combine into resonant harmonies capable of driving spiritual and mental maladies from those that hear them, expelling possessing spirits and blowing them far away. The most overt of its phenomena would be the Crystal Skyfall, in which the skies in which the moon drifts crystallise into vast, glittering sheets that dance and collide in the air, high above. On occasion, collisions have been known to scatter moonstones and jewels to the world's surface, where they can fall as lightly as powder snow or with the dreadful force of a hurricane-driven hailstorm, according to the wind's whims.
"Cintho, the Aqueous Moon, brings winter and the coming of Spring. It is well-known for snows and rains it brings within its season, and its Blessing purifies water that reflects its light. The Changing Tides are one of the more unusual phenomena attributed to the moons, with items and even living things caught in its waves known to be changed in form and function, albeit limited solely to coastal areas. Its most overt phenomenon, however, would be Cintho's Lament, which brings vast torrents of water, crushing rains and unusual aquatic life with its coming, the majority of which are unable to live beyond the Lament's duration."

Clement pauses for a few moments and then nods, as if satisfied with his explanation.
"As I have already mentioned, I know little of Nexus beyond what you have already told me. How is it that the portal between our worlds came to be? Do many plan to venture forth from your city to visit our world?"
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Re: Ave Investigates the Aftermath of the Seed Rain!

Post by Modrageball »

Pathaky wrote: Ave listens to Clement relate the histories of the Houses and explain the major Lunar phenomena, absorbing the information like a bedazzled sponge.

"You'd be surprised, I wager," Ave says, "To hear that in Nexus, and in at least some of the worlds beyond it, the number of autonomous spirits living freely among cosmopolitan populations outnumber the amount of spirits bound to items or tasks. I can name at least one of my number, the uh, Battle Arena Members, who is one such spirit."

He pauses.

"Draconic fellow. I haven't worked with him personally, but from what I've heard, he's more concerned with creating new recipes and serving noodles to people than causing any disasters."

"As for the portal," Ave continues, "I wish I could tell you. They seem to pop on their own. And hoo boy, there are plenty of us who have either already skipped across the Portal to Seirei or are planning to soon. When a "new" world connects to the Nexus, it represents an...untapped frontier for us. I mean that with all possible respect. Most members of the Battle Arena are slaves to novelty, and the prospect of new horizons, the possibilities for new adventures, glories, and material wealth are more than enough to convince us that Seirei is worth a visit."


Aeromage wrote: "Somewhat concerning," Clement begins, "although I suppose the possibility exists that spirits may exhibit different behaviours in other worlds. I would be remiss in my duties not to caution you with regards to consorting with them, however, or at the very least to ask you not to assume that the spirits that inhabit this world are like those you have encountered elsewhere. Too many tales have been told of men and women taken in by the words and actions of supposedly benevolent spirits, only to meet their deaths- or worse- at their hands."

He gives a wry chuckle at Ave's mention of the Arena Members' likely designs on Seirei, although little humour can be heard behind it. "It would seem that House Clavis' plans have already been taken up by a great many from the other side, then. For those that know of the portal, it is hardly a secret that the House claiming control over it had plans to plumb its depths for glories, treasures and wealth themselves. The more I hear of Nexus, however, the more I feel like House Clavis may be stepping into a rather more complicated and dangerous situation than they anticipated."


Pathaky wrote: Ave grins at that. "Complicated, yes. Dangerous? For sure. But absolutely coruscating with opportunity for those bold enough to reach out their fist for it. And I'll keep myself on my toes around the spirits here, never you mind. Hey, maybe we can find some useful and interesting samples for you on our little jaunt, eh?"


Aeromage wrote: Clement laughs again, this time with more abashed tone.
"I will admit that the thought had crossed my mind more times than I would care to recall," the Tamer gestures at the floating, glowing thornball and wooden Pagoda Turtle. "While I have no complaints at all about my present companions, I had hoped to spend some time during the Seed Rains as my fellow House members did, locating and acquiring rare plant-spirits to tame, study and further our knowledge of the phenomenon and its attendant dangers. Sadly, my knowledge and services in controlling plantlife were required to help keep the city of Clavia safe for the entire duration of the storm. For that, I even set aside my own personal goal of trying to locate a seed of the Videlect Tree during the course of the Rains."
The Spirit Tamer sighs.
"I harbour some regrets about that. That seed could well help safeguard a great many people should the worst happen, but I could hardly weigh a future possibility against the immediate needs of so many people when I was in a position to help them. Your offer, however, is greatly appreciated. While I do not consider acquiring new spirits or examples of plantlife to be anywhere approaching the primary goal of this excursion, should we find ourselves in a position to secure such during the course of it, I would be very pleased. That is, of course, so long as it doesn't endanger--"

The rolling cage of light-thorns flashes brightly, scattering a number of glowing, shining petals into the air around it. Whirling as if acting as a planetarium in miniature, the points of light coverge in three places before rapidly accelerating outward to illuminate three different sections of the surrounding thick, tree-filled undergrowth.

Revealed in the sudden burst of light are three entities.
The first is a female, humanoid figure in an oddly-large, bustled purple dress cut to reveal her white, shoeless, stocking-clad legs. Her torso is bizarrely thin and elongated, her head almost completely obscured by a heart-shaped purple hat, her face smooth, white as her legs and set in an expression of sympathetic pain. She holds a lyre made of supple, woven plant-stalks, sprouting clusters of purple flowers.
The second is a large stag that appears to have been grown from some sort of ebony wood. Its antlers end in wickedly sharp points.
The third is a short figure in a green leaf-cloak and robes with a large bag at its side. Beneath its hood, instead of a face is a smooth, flat-green surface with two deep holes somewhat approximating eyes bored into it.


"Chelysede! Stop the Sato from growing reinforcements! Dieflos! Blind them!"
A bone-shaking rumble-snort and flare of light answer Clement's sudden commands, the ground around the short figure abruptly tearing itself to pieces and erupting with snaking, entangling roots. The small figure proves to be more nimble than it looks, however, and leaps through the snaking cage of gnarled wood before it has time to close on it, scattering seeds from its pouch as it does so.
A constellation of radiant petals billow forth from the thorn-caged light-flower, bursting into secondary flares of eye-searing light bright enough to cause even Ave's golemnic eyes pain through the tacky, blingy sunglasses he's wearing. The trio of opposing spirits(?) appear to be worse off, however, having had their heads practically encased in sun-bright clusters of petals that light up the surrounding forest like midday.

The female figure adjusts its lyre and raises a hand to strum it, but a sudden flurry of radiant energy-waves arrest the motion, clinging bonds of light and spiritual energy manifesting one after another from Clement's outstretched arm. Whatever it was she was trying to do seems to have been resolutely cancelled.

The stag looks like it's preparing to charge into the group despite being blinded. Ave's up!


Pathaky wrote: Why, Ave rushes to meet the charging stag! What else? He has a shield strapped to each arm, roaring as he thunders across the undergrowth to intercept the cervine menace.

He throws his weight in a shoulder-first blow, attempting to catch the stag under the antlers, across the neck, slamming it either into the ground or overhead, depending on the course of momentum.

Overrun- (Technique Ability, Gigas Knight) Possessor may use 'Overrun' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Powerful Attack' action if possessor is wearing a Grand Armor and no other technique is used. Said action's normal hits are replaced with said action hitting one individual in the front row and one in the back row (with additional hits being unable to be added to the action), with said action having a 75% chance of inflicting Fatigued: Prone on the front-row target and dealing 3/4 (instead of 1/2) Damage to the back-row target.

Improved Overrun- (Passive Ability, Gigas Knight) Actions involving possessor's 'Overrun' technique may not be countered by individuals below Level 20, and said actions gain a 30% chance of inflicting Fatigued: Stun.


Aeromage wrote: Bling-man meets stag-thing in a headlong charge, the former throwing his weight against the latter in a valiant attempt to overpower it and crush it beneath his feet!
It would seem, however, that the two are equally matched in momentum in this instance. Shields meet antlers with force, sending tremors up Ave's newly-golemnic arms and dealing him minor damage with the impact. The sound of overstressed and cracking wood from his opponent suggests that it didn't get out of that collision unscathed, either. Scraping, screeching sounds follow as the head attached to the antlers begins to twist erratically one way, then another, the sharp ebony outgrowths scratching against the flashy bulwark Ave holds.

A familiar rumble-snort heralds the forest floor twisting and wrenching upwards, sending Ave stumbling forwards. Fortunately, his footing recovers quickly enough to readjust his weight against the twisting, thrashing stag before him. A rush of movement catches his attention, allowing Ave to witness the spectacle of the massive web-network of the entire area's root network tearing itself from the ground, knotting into thick, gnarled strands, and twisting around with speed far greater than any plant has the right to move, summarily swatting, and then crushing the little leaf-cloaked spirit into a grinding mass of fibrous, flailing root-tendrils. The shoots from the seeds it had sown vanish into the violently-pitching mass along with their creator.

The female figure loses its footing, reeling backwards from the sudden rootquake, desperately plucking at its lyre. Once again, Clement sends forth clinging bonds of light and spiritual energy, preventing whatever it was trying to do from coming to pass.

"Dieflos! Assist our companion!"

The light-cage of thorns around the spherical sun-blossom unspool and lash out with blinding (both figurative and literal) speed, sharply twisting around Ave at odd angles and ripping into the stag like angry, white-hot whips made of barbed wire. Deep, charred gashes are torn into the thing's form as it continues to thrash against Ave's dual-shield blockade.

Ave's up again before whatever the stag tries!
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Re: Ave Investigates the Aftermath of the Seed Rain!

Post by Modrageball »

Quest porting complete.
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Re: Ave Investigates the Aftermath of the Seed Rain!

Post by Aeromage »

Ave leaps up, ready to intercept the plant-spirit-stag once more before it can attempt to deal any further damage!
The stag stumbles on the crumbling ground.
-krzt-
Ave leaps up, ready to intercept the plant-spirit-stag once more before it can attempt to deal any further damage!
The stag's hooves plunge through the ground.
-krzt-
Ave leaps up, ready to intercept the plant-spirit-stag once more before it can attempt to deal any further damage!
The stag's hooves shatter legs shatter bodies shatter
-krzt-
Ave leaps up, ready to intercept the plant-spirit-stag once more before it can attempt to deal any further damage!
-krzt-
Ave leaps up, ready to intercept the plant-spirit-stag once more
-krzt-
Ave leaps up, ready to intercept the [ENTITY NOT FOUND]
-krzt-
A v e    l  e   a    p     s
-͏̛̹͔̹k̴̺̱͉̮̖͎̀͘r̴̨̲͕̼z̝͚̹͍̩̙͠s̢҉̲̦̪͙̀c̙̱͓̹͉͖̱͉͞ͅh͓̻͓͇̝̝t҉̴̺̕-̗


The world skews, inverts, collapses on itself, off itself, of itself, from itself
The stag is gone.
The forest is gone.
The world is gone.
Ave is gone.

-͏̛̹͔̹k̴̺̱͉̮̖͎̀͘r̴̨̲͕̼z̝͚̹͍̩̙͠s̢҉̲̦̪͙̀c̙̱͓̹͉͖̱͉͞ͅh͓̻͓͇̝̝t҉̴̺̕-̗

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

[UNIVERSAL EXISTENCE FAILURE]

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

Ave abruptly comes back to his senses, having been somewhere where 'where' didn't exist, nor 'what', nor 'how', nor any other descriptor or, indeed, even the concept of descriptors.
Was he really there? Did it really happen? Was whatever identified itself as him actually him?

What is identity, anyway? He remembers having a talk with his great-uncle about that. About how you can be yourself, yet also someone else at the same time, depending on a variety of circumstances.

...oh, yes.

So he is.

He's Ave, but he's also Nelson Monterro, The Dividing Line of Night and Slumber. How did he manage to forget about that?


Ave gets:

Is Also Nelson Monterro, The Dividing Line of Night and Slumber- (Passive Ability, Enigma Man) Possessor may choose for their name to be changed to 'Nelson Monterro, The Dividing Line of Night and Slumber' at the start of each thread, possessor may choose to have their name also count as being 'Nelson Monterro, The Dividing Line of Night and Slumber' in addition to any other names they may possess



Somewhere far off, in Nexus, Eva wakes up with a splitting headache and no recollection of what might have caused it. Maybe she should try using that method her great-uncle taught her as a cure.

...her great-uncle. Of course! How could she forget? About him, and about who else she is?



Eva gets:

Is Also Azalee Montero, The Dancing Grimness of Abyssal Silver- (Passive Ability, Enigma Man) Possessor may choose for their name to be changed to 'Azalee Montero, The Dancing Grimness of Abyssal Silver' at the start of each thread, possessor may choose to have their name also count as being 'Azalee Montero, The Dancing Grimness of Abyssal Silver' in addition to any other names they may possess



[Someone else may also now be present with Ave. Perhaps. Perhaps not. It has yet to be finalised.]
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Re: Ave Investigates the Aftermath of the Seed Rain!

Post by Pathaky »

12:55 PM]Caelzeph: Given how long it's been in there I'd probably allow Time Weirdness and bringing in current statblocks
[12:55 PM]Pathaky: He's embarrassingly not that different
[12:55 PM]Pathaky: well, a bit more Gigas
[12:56 PM]Pathaky: also that'd mean making new stats
[12:56 PM]Caelzeph: Pff, all that's really needed are base stats, abilities and gear. I can probably work off that.
[12:57 PM]Caelzeph: Don't make me drag you into having fun, young man
[12:57 PM]Pathaky: haha


Time Weirdness, to say the very least of the weirdness that hits, rebounds, as Ave-as-he-is and Ave-as-he-was smash into each other. His new basic stat block:
Ave Selim (Pathaky)
Level 39
Human, Nobility
HP: 26,225
MP: 1,950
STR: 1,086 (24)
AGI: 429 (11)
CON: 1,049 (21)
MIN: 78 (2)
SPI: 78 (2)

32,017,934,741 Gold.

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive

Channeler:
Can Sense When Twin Sibling Is In Danger- (Passive Ability, Channeler) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which an individual conducts an offensive actions that targets an ally of possessor with the ability 'Can Sense When Twin Sibling Is In Danger', Has RP effects

Coinlord:
Apprentice Wealth Synchronization- (Passive Ability, Coinlord) Possessor gains +50 to all stats for each Wealth element item equipped, Possessor's Wealth element pets and summons gain +250 to all stats
Basic Command of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element allies gain +10 to all stats
Basic Wealth Synchronization- (Passive Ability, Other: Coinlord) Possessor gains +25 to all stats if possessor is Wealth element
Control of Wealth- (Passive Ability, Other: Coinlord) Possessor has a 20% chance of being able to cancel the actions of Wealth element individuals below Level 20, with things that would occur before and after said actions still occurring
Empowered By Wealth- (Passive Ability, Coinlord) If possessor is Wealth element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Wealth
Lays Golden Eggs- (Passive Ability, Other: Coinlord) Every week possessor produces one of the item 'Golden Egg'
Screw the Rules, I Have Money!- (Passive Ability, Other: Coinlord) If possessor is Wealth element and is carrying 500,000,000 Gold or more, possessor's stat caps are raised by 5,000 points
Wealth Manipulation- (Passive Ability, Other: Coinlord) Possessor may choose one of the following at the beginning of each round if Wealth element: Create a Zone of Wealth, Remove a Zone of Wealth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Wealth by either possessor or a source below Level 20, Add Wealth 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 Wealth element on a Wealth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Wealth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Wealth, 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 Wealth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Wealth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Wealth, 5% Wealth Resistance, or +50 Defense against Wealth and 1% Wealth Resistance until the end of the round as a non-stacking buff

Commander:
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Focused Leadership Casting- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Leadership
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies

Defender:
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Basic Shield Deflection- (Passive Ability, Defender) Possessor has a 1% chance of optionally reflecting attacks from individuals level 5 or lower targeting possessor while possessor has a Shield equipped
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Block around the Clock- (Technique Ability, Defender) Possessor may use Block Around the Clock in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. User performs a Defend action at the beginning of every round for a number of rounds equal to user's level, to a max of 24 rounds, as a non-stacking effect; these Defend actions may not include spells or techniques. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Clock Block- (Technique Ability, Defender) Possessor may use Clock Block in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. The next offensive action targetting user from an opposing source that is below Level 20 is delayed for 1 round. This effect may not stack.
Defender- (Passive Ability, Defender) Possessor gains +700 Defense and +100 CON when a Shield is equipped plus an additional +30 Defense and +10 CON for each level possessor possesses.
Defensive Stance- (Stance Ability, Defender) +50 Defense
Defensive Stance II- (Stance Ability, Defender) +200 Defense
Host a Block Party- (Technique Ability, Defender) Possessor may use Host a Block Party in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Up to 5 allies of user may immediate perform a Defend action provided that they have not already performed a Defend action this round. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Iron Column- (Active Ability, Defender) This character may use Iron Column in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +170 Defense added to the result of the Defend action.
Shieldmaster's Stance- (Stance Ability, Defender) +3 Defense per Defense granted to possessor by equipped Shields
Stunning Shield-Slam- (Technique Ability, Defender) Possessor may use 'Stunning Shield-Slam' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Shield equipped. Said action gains +500 Melee Attack and a 40% chance of inflicting Fatigued: Stun.
Thunder Shield Stance- (Stance Ability, Defender) +50 Defense against Electrical if a non-Electrical element Shield is equipped or +500 Defense against Electrical if an Electrical element Shield is equipped, 10% Electrical Resistance, 20% Earth Weakness
Turtle's Shell- (Active Ability, Defender) This character may use Turtle Shell in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +140 Defense added to the result of the Defend action, and has both a 15% Water resistance and a 15% Ranged Attack resistance for the duration of the Defend action's results.
Two-Shields Stance- (Stance Ability, Defender) If possessor has at least two Shields equipped, possessor gains +200 Defense

Diplomat:
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Clothing Wearer I- (Passive Ability, Diplomat) Possessor gains +5 to all stats when possessor has a Clothing equipped
Clothing Wearer II- (Passive Ability, Diplomat) Possessor gains +25 to all stats when possessor has a Clothing equipped, Possessor gains +50 Defense when possessor has a Clothing equipped
Diplomat- (Passive Ability, Diplomat) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(200 + (20 * Possessor Level)) to all stats if possessor has a Clothing equipped
Maid- (Passive Ability, Diplomat) Possessor may remove one debuff from a source below Level 10 from any one target at the start of each round
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Snazzy Dresser- (Passive Ability, Diplomat) +20 to all stats for each Clothing equipped
Somehow Makes Loud Clothing Louder- (Passive Ability, Diplomat) Possessor gains +40 Magical Attack if possessor is wearing at least one Sonic element Clothing
Trendy Dresser- (Passive Ability, Diplomat) +200 HP for each Clothing equipped
Polite- (Passive Ability, Diplomant) Possessor's actions may not be countered by individuals below Level 5

Engineer:
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Mech Engineer- (Passive Ability, Engineer) Possessor's Mech transformations gain +200 to all stats
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped

Enslaver:
Angel-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Celestial-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped

Evermason:
Apprentice Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Golem- (Passive Ability, Evermason) Possessor may, at the beginning of a thread, choose to become the subtype Golem
Basic Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Evermason- (Passive Ability, Evermason) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Golem pet only, This ability provides +50 HP and +10 to all stats of possessor's Golem pets and summons per Level of possessor
Familiarity with Common Golem Types- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +60 to all stats, Possessor's level is considered to be 1 higher for stat-scanning purposes when targetting Golems
Formshift: Golem- (Stance Ability, Evermason) Possessor's subtype becomes Golem
Golem Programming I- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +20 to all stats
Golem Traits- (Passive Ability, Evermason) Possessor gains Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, Diseased Immunity so long as possessor is a Golem
Iron Skin- (Passive Ability, Evermason) Possessor gains +1,000 Defense, 30% Resilience, and +10,000 HP

Gigas Knight:
Adept Grand Armor Mastery- (Passive Ability, Gigas Knight) Grand Armor armors equipped by possessor can provide an additional +10,000 Defense before capping, Grand Armor armors equipped by possessor that provide a Defense bonus provide an additional +500 Defense, The critical Damage multiplier of attacks targeting possessor that are not non-offensive decreases by 1 as an effect that does not stack with other critical-damage-multiplier-decreasing effects that come from abilities if possessor is wearing a Grand Armor
Apprentice Grand Armor Mastery- (Passive Ability, Gigas Knight) Possessor gains +100 Defense if possessor has a Grand Armor equipped, Grand Armors equipped by possessor reduce possessor's AGI by 100 points less
Armadillo Charge- (Technique Ability, Gigas Knight) Possessor may use 'Armadillo Charge' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Powerful Attack' action if possessor is wearing a Grand Armor and no other technique is used. Said action gains +210 Melee Attack, gains a 40% chance of inflicting Fatigued: Stun, and gives its user a non-stacking buff that provides +300 Defense that lasts 1 round.
Armadillo Pingpong- (Passive Ability, Gigas Knight) If possessor uses 'Bull Rush' and 'Armadillo Charge' as part of the same action, possessor gains a 25% chance of being able to target up to 4 additional targets
Armadillo Rush- (Passive Ability, Gigas Knight) Possessor may use 'Bull Rush' and 'Armadillo Charge' as part of the same action.
Armor Slam- (Passive Ability, Gigas Knight) Possessor gains +100 Melee Attack if possessor is wearing Grand Armor
Armored Resilience- (Passive Ability, Gigas Knight) If possessor is wearing a Grand Armor, possessor obtains +15,000 HP and 20% Resilience
Armored Trample- (Passive Ability, Gigas Knight) Possessor may deal 60,000 Flat Physical element Damage to individuals in the front row targeted by actions involving possessor using possessor's 'Overrun' technique
Basic Grand Armor Mastery- (Passive Ability, Gigas Knight) All Grand Armors worn by possessor provide +40 additional Defense and reduce AGI by 5 less
Blade-Breaking Frame- (Passive Ability, Gigas Knight) When possessor is wearing a 'Grand Armor' and is attacked by an individual who has one or more weapons equipped that provide a Melee Attack bonus, if said weapons are worth under 500,000 Gold, they have a 15% chance of breaking at the end of said attack
Bowling Charge- (Passive Ability, Gigas Knight) Possessor may use either 'Overrun' and 'Armadillo Charge' or 'Overrun', 'Armadillo Charge', and 'Bull Rush' as part of the same action
Brace- (Technique Ability, Gigas Knight) Possessor may use 'Brace' in conjunction with a 'Defend' so long as possessor is wearing a Grand Armor and no other technique is used. During said action, possessor chooses an opponent and gains +500 Defense against that opponent as a non-stacking buff until the end of the round.
Bull Rush- (Technique Ability, Gigas Knight) Possessor may use 'Bull Rush' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Powerful Attack' action so long as no other technique is used and possessor has a Grand Armor equipped. Said action moves targets below Level 20 who have a lower Strength than possessor to the back row and gains '30% inflicts Fatigued: Stun' and '30% inflicts Fatigued: Prone'.
Bulky- (Passive Ability, Gigas Knight) Possessor obtains +100 STR, +100 CON, and +1,000 HP
Burly- (Passive Ability, Gigas Knight) +100 unmodified STR, +50 unmodified CON
Crash Through Enemy Ranks- (Passive Ability, Gigas Knight) If possessor is wearing Grand Armor and possessor's only opponents in the front row are below Level 10 and an opposing front row exists, possessor deals full Damage to the back row
Deflective Armor- (Active Ability, Gigas Knight) Possessor gains a 5% chance of Reflecting Physical from sources below Level 20 if possessor is wearing Grand Armor
Earth-Shaking Footsteps- (Passive Ability, Gigas Knight) Whenever possessor conducts an offensive 'Melee Attack', 'Powerful Attack', 'Melee Overdrive', or 'Charge' action while wearing a 'Grand Armor', possessor may choose to have a 5% chance of inflicting Fatigued: Prone on up to 30 chosen opponents who are in a row-order formation shared by at least one target of said action
Earth-Shattering Footsteps- (Passive Ability, Gigas Knight) Whenever possessor conducts an offensive 'Melee Attack', 'Powerful Attack', 'Melee Overdrive', or 'Charge' action while wearing a 'Grand Armor', possessor may choose to have a 20% chance of inflicting Entombed on up to 30 chosen opponents who are in a row-order formation shared by at least one target of said action
Gigas Knight- (Passive Ability, Gigas Knight) Possessor gains +(1,000 + (100 * Possessor Level)) Defense if possessor has a Grand Armor equipped
Grand-Armor Body Slam- (Technique Ability, Gigas Knight) Possessor may use 'Grand-Armor Body Slam' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action so long as possessor has a Grand Armor equipped and no other technique is used. Said action gains +300 Melee Attack, +300 STR, and a 40% chance of inflicting Fatigued: Stun.
Grand Armor Wearer I- (Passive Ability, Gigas Knight) Possessor gains +5 to all stats when possessor has a Grand Armor equipped
Grand Armor Wearer II- (Passive Ability, Gigas Knight) Possessor gains +25 to all stats when possessor has a Grand Armor equipped, Possessor gains +50 Defense when possessor has a Grand Armor equipped
Grand Armor Wearer III- (Passive Ability, Gigas Knight) Possessor gains +200 to all stats when possessor has a Grand Armor equipped, Possessor gains +200 Defense when possessor has a Grand Armor equipped, Possessor gains +1% Resilience when possessor has a Grand Armor equipped
Grand Assault Stance- (Stance Ability, Gigas Knight) If possessor has a Grand Armor equipped, possessor obtains +300 Melee Attack, +500 STR, +300 AGI, and +500 CON. If possessor has a Grand Armor equipped, possessor's infliction chances of Fatigued: Knocked Out, Fatigued: Stun, and Fatigued: Prone are increased by 15%.
Gigas Fortitude- (Passive Ability, Gigas Knight) Possessor takes 5% less Damage from sources that are not 20 or more Levels greater than possessor if possessor is wearing a Grand Armor.
Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 20% Physical Resistance if possessor is wearing a Grand Armor
Gigas Stamina- (Passive Ability, Gigas Knight) Possessor gains +25,000 HP if possessor is wearing a Grand Armor
Heavy Strikes- (Passive Ability, Gigas Knight) Possessor's chances of inflicting Fatigued: Stun are increased by 15% if possessor is wearing a Grand Armor.
Hip Check- (Passive Ability, Gigas Knight) If possessor is wearing a Grand Armor, once per round, if possessor is in the front row and an opponent that is not 10 or more Levels greater than possessor targets one of possessor's allies in the back row with an action that does not also target possessor, possessor may choose to deal 5,000 Flat Physical element Damage to said individual and have a 15% chance of inflicting Fatigued: Stun on said individual; if said individual is afflicted with Fatigued: Stun, said attack (but not the action it is part of) is cancelled.
Impenetrable Gigas Defense- (Passive Ability, Gigas Knight) Possessor is Immune to individuals below Level 20 if possessor is wearing a Grand Armor
Imposingly Loud Footsteps- (Passive Ability, Gigas Knight) Whenever possessor conducts a 'Switch Rows' or 'Charge' action, possessor may choose to have a 30% chance of inflicting Charm: Impressed or Confusion: Fear on up to 15 targets
Improved Bull Rush- (Passive Ability, Gigas Knight) Actions involving possessor's 'Bull Rush' technique may not be countered by individuals below Level 20, and the chances of said action inflicting Fatigued: Stun and Fatigued: Prone are increased by 10%.
Improved Overrun- (Passive Ability, Gigas Knight) Actions involving possessor's 'Overrun' technique may not be countered by individuals below Level 20, and said actions gain a 30% chance of inflicting Fatigued: Stun.
Juggernaut Fury- (Passive Ability, Gigas Knight) Possessor may use Gigas Knight techniques that possessor could use in conjunction with 'Melee Attack' actions in conjunction with 'Charge' actions
Juggernaut Offensive- (Technique Ability, Gigas Knight) Possessor may use 'Juggernaut Offensive' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action so long as possessor has a Grand Armor equipped and no other technique is used. Said action gains +500 Melee Attack, +500 STR, and +500 CON. Said action cannot be countered by individuals below Level 40. Said action's user cannot use 'Defend', 'Guard Other', or 'Guard Back Rank' actions for 5 rounds.
Lesser Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 5% Physical Resistance if possessor is wearing a Grand Armor
Overrun- (Technique Ability, Gigas Knight) Possessor may use 'Overrun' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Powerful Attack' action if possessor is wearing a Grand Armor and no other technique is used. Said action's normal hits are replaced with said action hitting one individual in the front row and one in the back row (with additional hits being unable to be added to the action), with said action having a 75% chance of inflicting Fatigued: Prone on the front-row target and dealing 3/4 (instead of 1/2) Damage to the back-row target.
Pre-Strike Shockwave Stomp- (Technique Ability, Gigas Knight) Possessor may use 'Pre-Strike Shockwave Stomp' in conjunction with a 'Melee Attack', 'Charge', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used and possessor has a Grand Armor equipped. Said action gains a 60% chance of inflicting Fatigued: Prone on each of the individuals who would be a target of the first attack it generates before said attack is generated.
Proficient In Wearing Very Heavy Armor- (Passive Ability, Gigas Knight) Grand Armor items equipped by possessor reduce possessor's Agility by 250 less points
Reckless Rush- (Technique Ability, Gigas Knight) Possessor may use 'Reckless Rush' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action so long as possessor has a Grand Armor equipped and no other technique is used. Said action gains +300 Melee Attack and +300 STR and applies a debuff that lasts 1 round and provides -300 Defense to its user. Said action's user may not use 'Guard Other', or 'Guard Back Rank' actions for 3 rounds.
Refortified Gigas Body- (Passive Ability, Gigas Knight) Possessor obtains +200 CON and +20,000 HP if possessor is wearing a Grand Armor
Rook Assault- (Technique Ability, Gigas Knight) Possessor may use 'Rook Assault' in conjunction with a 'Charge' action so long as no other technique is used and a Grand Armor is equipped. Said action cannot gain bonus hits against any of its targets or against additional targets and may only hit each of its targets a max of once; said action hits either all targets in one row or one target in each row of target row-order formation.
Shifting Gigas-Size- (Stance Ability, Gigas Knight) Possessor may choose at the start of any round to gain, as a non-stacking buff that only applies while its possessor has a Grand Armor equipped and is halved if its possessor is not in 'Shifting Gigas-Size' Stance, +(a chosen value from 1 to 5,000) STR and/or CON
Skilled at Allowing Very Heavy Armor to Take Blows Instead of Own Body- (Passive Ability, Gigas Knight) Possessor gains +2,500 HP if possessor has a Grand Armor equipped
Slamming Attack- (Technique Ability, Gigas Knight) Possessor may use 'Slamming Attack' in conjunction with a 'Melee Attack', 'Charge', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used and possessor has a Grand Armor equipped. Said action uses Constitution as its Prime Attribute.
Strengthened Through Wearing Extremely Heavy Armor- (Active Ability, Gigas Knight) Possessor gains +200 STR
Superior Charge- (Passive Ability, Gigas Knight) Possessor's 'Charge' actions cannot be countered by individuals below Level 40
Superior Gigas Stamina- (Passive Ability, Gigas Knight) Possessor gains +250,000 HP if possessor is wearing a Grand Armor
Takedown- (Technique Ability, Gigas Knight) Possessor may use 'Takedown' in conjunction with a 'Charge', or 'Melee Overdrive' action so long as possessor has a Grand Armor equipped and no other technique is used. Said action gains +500 Melee Attack, a 30% chance of inflicting Fatigued: Knocked Out, and a 50% chance of inflicting Fatigued: Prone.
Wall-Breaking Juggernaut Rush- (Active Ability, Gigas Knight) Possessor may use 'Wall-Breaking Juggernaut Rush' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used and possessor has a Grand Armor equipped. Said action pierces 2,000 Defense of Large Structures.
Weighty Blows- (Passive Ability, Gigas Knight) Possessor gains +50 Melee Attack if wearing Grand Armor and possessor's 'Melee Overdrive' actions gain '15% inflicts Fatigued: Stun' if possessor is wearing Grand Armor

Guardian:
Adept of the Brass Fortress- (Passive Ability, Guardian) Each equipped Heavy Armor provides +25 additional Defense
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Iron Body- (Passive Ability, Guardian) +500 HP for each Heavy Armor equipped

Mech Jockey:
Apprentice Mech User- (Passive Ability, Mech Jockey) All of possessor's Mech transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Assault- (Active Ability, Mech Jockey) Possessor may, while in an a Mech transformation and in the back row, spend an action to move to the front row and then, as part of said action, perform an action that is one of said transformation's abilities that generates an attack, and, after said action, obtain -5% Dodge until the end of the round as a debuff
Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Mechanized Weaponry Training- (Passive Ability, Mech Jockey) +500 damage to all damage-dealing Mech attacks for possessor's Mech transformations
Battle Armor Pilot- (Passive Ability, Mech Jockey) All Vehicle or Mech transformations equipped by possessor gain +50 to all stats if they have 'Armor' in the name
Customize Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +100 to all stats
Eject- (Active Ability, Mech Jockey) Possessor may spend an action, if in a Mech transformation, to detransform and move to the back row.
Gun-and-Run- (Active Ability, Mech Jockey) Possessor may, while in an a Mech transformation and in the front row, spend an action to move to the back row and then, as part of said action, perform an action that is one of said transformation's abilities that generates an attack, and, after said action, obtain -5% To Hit until the end of the round as a debuff
Mech Jockey- (Passive Ability, Mech Jockey) All of possesser's Mech transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities
Mech Pilot- (Passive Ability, Mech Jockey) All Vehicle or Mech transformations equipped by possessor gain +50 to all stats if they have 'Mech' in the name
Mech Weapon Targetting- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +1% To Hit, to a max of 175% To Hit
Mech Weaponry Training- (Passive Ability, Mech Jockey) The Damage values of all abilities possessed by possessor's Mech transformations are increased by 250 points
Overheat- (Passive Ability, Mech Jockey) Possessor, if in a Mech transformation, may choose at the beginning of a round or of any of possessor's actions to gain +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes and deal 2,000 additional Damage as a non-stacking buff that lasts until the end of the round, and if possessor does so, possessor inflicts Fatigued: Overheated on itself at the start of the next round
Skilled at Maneuvering Mechs in Battle- (Passive Ability, Mech Jockey) Possessor's 'Assault' and 'Gun-and-Run' abilities do not inflict debuffs on possessor
Tweak Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +1 to all stats

Merchant:
Antiquity Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Antiquities
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Armor Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Armor
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Consumable Salesman- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Consumables
Drink Vendor- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Drink consumables
Material Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Materials
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Pet Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Pets
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Transformation Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Transformations

Musician:
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped

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

Puppet Master:
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense


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

Smith:
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Bladesmith- (Passive Ability, Smith) +25 Melee Attack if a Sword, Knife, Bladecane, Polearm, Axe, Bailartix, or Scythe is equipped
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus

Temporal Primarch:
Apprentice Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense against Time
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity

Wanderer:
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Gate Magic Casting I- (Passive Ability, Wanderer) Gate Magic spells cost possessor 20 less MP to cast
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

Warrior:
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Combat Arts Casting I- (Passive Ability, Warrior) Combat Arts spells cost possessor 20 less MP to cast
Combat Arts Casting II- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Darkness Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Darkness element, up to 10 times per round
Darkness Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Darkness element, up to 10 times per round
Darkness Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Darkness element, up to 10 times per round
Darkness Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Darkness element, up to 10 times per round
Light Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Light element, up to 10 times per round
Light Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Light element, up to 10 times per round
Light Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Light element, up to 10 times per round
Physical Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Physical element, up to 10 times per round

World Merchant:
Apprentice Commerce Synchronization- (Passive Ability, World Merchant) Possessor gains +50 to all stats for each Commerce element item equipped, Possessor's Commerce element pets and summons gain +250 to all stats
Apprentice Weaponization of Commerce- (Passive Ability, Other: World Merchant) Quantities of Commerce element Damage dealt by possessor are increased by 500 points
Basic Affinity to Healing Via Commerce- (Passive Ability, Other: World Merchant) Whenever possessor obtains Commerce element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Commerce- (Passive Ability, Other: World Merchant) Possessor's Commerce element pets and summons gain +50 to all stats
Basic Commerce Synchronization- (Passive Ability, Other: World Merchant) Possessor gains +25 to all stats if possessor is Commerce element
Basic Understanding of the Heart of Commerce- (Passive Ability, Other: World Merchant) Possessor's Commerce element allies gain +10 to all stats
Basic Weaponization of Commerce- (Passive Ability, Other: World Merchant) Quantities of Commerce element Damage dealt by possessor are increased by 50 points
Commerce Manipulation- (Passive Ability, Other: World Merchant) Possessor may choose one of the following at the beginning of each round if Commerce element: Create a Zone of Commerce, Remove a Zone of Commerce created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Commerce by either possessor or a source below Level 20, Add Commerce 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 Commerce element on a Commerce element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Commerce, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Commerce, 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 Commerce element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Commerce to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Commerce, 5% Commerce Resistance, or +50 Defense against Commerce and 1% Commerce Resistance until the end of the round as a non-stacking buff
Control of Commerce- (Passive Ability, Other: World Merchant) Possessor has a 20% chance of being able to cancel the actions of Commerce element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Commerce- (Technique Ability, Other: World Merchant) Possessor may use 'Elemental Attack-Conversion: Commerce' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Commerce element and no other technique is used. Said action becomes solely the element Commerce.
Empowered By Commerce- (Passive Ability, World Merchant) If possessor is Commerce element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Commerce
Improved Weaponization of Commerce- (Passive Ability, Other: World Merchant) Quantities of Commerce element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Commerce- (Passive Ability, Other: World Merchant) Possessor may use the Technique 'Elemental Attack-Conversion: Commerce' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Commerce element.
Nourished By Commerce- (Passive Ability, World Merchant) If possessor is Commerce element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Commerce
World Merchant- (Passive Ability, Other: World Merchant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Commerce Resistance, Possessor ignores Commerce Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80



Misc:
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Keeper of the Depths Knowledge- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Charge- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. Does double damage. User immediately moves to the front row. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. This attack may only target foes in the front row. User must be in the back row.
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Janus Initiative Director- (Passive Ability, Friendship) If possessor is on the same side of battle as two other individuals with an ability named 'Janus Initiative Director', all three become solely the element Null and gain a +5,000 bonus to uncapped MIN and count as being in a guild named 'Janus Initiative'
Extra-Flashy Bling- (Passive Ability, Crafter) Possessor's Impaired: Blind and Charm infliction chances are increased by 25%
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Knowledge Increase Potion"- (Passive Ability, Permanent Item Effect) +50 MIN per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Soul Increase Potion"- (Passive Ability, Permanent Item Effect) +50 SPI per # consumed, Cannot be used in combos
Invulnra-Bros- (Passive Ability, Friendship) Possessor gains +900 Defense if any of possessor's allies is named 'Invulnerable Bill'
Knowledge of Metalurgy- (Passive Ability, Scientist) Possessor deals 2,000 additional Fire element Damage to Robots and Machines
Minor Acrobatics Practice- (Passive Ability, Monk) +15 AGI
Morphsteel Pelvis- (Passive Ability, Roboticist) +1,000 Defense against AGI Damage, 30% Resilience
Mr. White's Workout Bro- (Passive Ability, Friendship) Possessor gains +500 unmodified STR and +1 Fame, Possessor gains +500 STR at the start of each round as a buff that stacks 200 times
Oldschool Sprinter's Stance- (Stance Ability, Monk) Possessor's turn-order-determining stat becomes agility

Curse:
Depressed When Not Extra-Fancy- (Passive Ability, Curse) If the total value of the items that possessor has equipped is equal to or lower than the total value of the items that any of possessor's allies have equipped, possessor is afflicted with Confusion: Depression at the start of each round
Itchy Ear- (Passive Ability, Curse) Wielder is afflicted with Pain: Discomfort at the start of each round
Lasts until wielder kills 5 different entities whose name starts with 'K'
Was Pushed Into An Oven By Some Small Children And Suffered Horrifically Scarring Burns- (Passive Ability, Curse) Possessor obtains -10 Diplomacy, may not obtain Fire Resistance, and is afflicted with Confusion: Fear whenever possessor takes Fire element Damage


Devout Worshipper of Bascaradine Corporation

Bascaradine Salary- Possessor gains (500 x Possessor Level) Gold per month, Worshipper Benefit

Bascaradine Employee Discount- Items in the Shop whose name includes 'Bascaradine' cost 5% less Gold for possessor, Possessor, as an RP power, gains a 5% discount on purchases from Bascaradine, Worshipper Benefit

Bascaradine Sponsorship- If possessor is Level 5 or greater, possessor gains 5% more Gold from Arena Matches, Worshipper Benefit

Bascaradine Property Affinity- Guilds that possessor is in count the value of Antiquities and Properties whose name includes 'Bascaradine' that they possess as being doubled for guild purposes as a non-stacking effect, Worshipper Benefit

Bascaradine Item Affinity- If possessor is Level 12 or greater, items that possessor has equipped whose name includes 'Bascaradine' have all stat bonuses they possess increased by 20 points and all Melee, Ranged, and Magical Attack bonuses they possess increased by 100 points, Worshipper Benefit

Bascaradine Transformation Affinity- If possessor is Level 12 or greater, possessor's transformations whose name includes 'Bascaradine' have doubled HP and MP (to a max of 500,000 additional points of each), +2,500 Damage to all of their damage-dealing attacks, and +(500 * Transformation Level) to all stats (to a max of 50,000 additional points), Worshipper Benefit



Weapons:
--Bulwark of Diamondtacular Sunshine- (Weapon, Shield, Light & Fire & Hope, 36,000,000 Gold) +36,000 Defense, +18,000 Melee Attack, +36,000 CON, 50% Resilience, 60% inflicts Impaired: Blind, Impaired: Blind Immunity, 30% Light Resistance, 30% Fire Resistance, 30% Hope Resistance
-- Sunpattern Shield- (Weapon, Shield, Light, 55,000,000 Gold) +55,000 Defense, +27,500 Melee Attack, Wielder has a 60% chance of inflicting Confusion: Hallucinating on any individual who conducts an offensive action against wielder at the end of each such action

Armor:
--Greater Fortress Armor of the Cloudlands- (Armor, Grand Armor, Air & Wealth, 54,000,000 Gold) +56,000 Defense, +560,000 HP as a non-stacking bonus, +40,000 CON, +35,250 STR, +35,275 SPI, 70% Resilience, Cancels out 5,000 points worth of armor piercing, 95% may reflect attacks that contain a base element that come from from non-unique sources at least 5 Levels below wearer who are below Level 60, wearer must be level 39 or higher

Accessories:
--Treasure of Supreme Wealth- (Accessory, Crystal, Weatlh & Nobility, 100,000,000 Gold) Wielder obtains +10,000 to all stats and Defense for each 10,000,000 Gold that wielder is carrying (to a max of +200,000 to all stats), +10,000,000 Defense against Gold Damage, The amount of Gold carried by wielder is revealed to all individuals in the same battlespace as wielder at the start of each round, Wielder must be Level 20 or greater and must be carrying at least 10,000,000 Gold
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
--Fanciest Moustache In The Animal Kingdom- (Accessory, Bioaugmentation, Nobility & Beast, 24,000,000 Gold) +24 Diplomacy against Animals, Wearer's Charm: Impressed infliction chances are increased by 10%, 30% inflicts Charm: Impressed
--Diamond-Man S& Glasses- (Accessory, Eyewear, Chaos & Tacky, 38,500,000 Gold) +38,000 Defense, +380,000 HP as a non-stacking bonus, 30% Chaos Resistance, 30% Law Resistance, Impaired: Blind Immunity, Wearer may always treat the Terrain as though it were Desert and/or Treasury
-- Golden Crotch-Octopus of Lord Masterburnn- (Accessory, Magic Item, Earth & Wealth, 16,500,000 Gold) +16,500 Melee Attack, +16,000 Defense, +16,000 CON, +8,500 MIN, +160,000 HP as a non-stacking bonus, 40% Resilience
-- Azure Diamond Mantle of the Sea and Sky- (Accessory, Cloak, Air & Water, 75,000,000 Gold) +75,000 Defense, +5,000 Defense against Stat Damage, +250,000 MP as a non-stacking bonus, Wearer may choose at the start of each round for Agility or Spirit to become wearer's turn-order-determining stat, Wearer gains +50,000 Defense as a non-stacking, non-capped bonus against Water Element Damage and against Air Element Damage, Wearer must be Level 20 or greater (Loan from Roy)
-------------------

Ave stumbles forward as he glitches, catching himself on his hands and pulling himself back to his feet. He blinks. Every sensation feels suddenly alien- the creaking of the trees above-- the feel of wind on his skin through the slits in his Grand Armor. He feels suddenly and momentarily claustrophobic. In times like this, he remembers, his Great-Uncle would remind him to count and breath. He does that.

He takes in the situation. The stag-spirit had been charging him. Clement Fiora had been engaged in battling the "Sato"- the plant spirit woman? What's happening? Is he about to get a face-full of giant spirit deer?
User avatar
Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Ave Investigates the Aftermath of the Seed Rain!

Post by Aeromage »

Ave stumbles forward, glitch-sputters juddering off him. He blinks. He breathes. He recalls what his Great-Uncle told him when he was Nelson Monterro, the Dividing Line of Night and Slumber.

He also remembers how he got that title, and is forced to put it into effect rather abruptly as a furiously glitching, crumbling, vaguely deer-shaped thing careens towards his face.

He brings up his shield, moves it between the angles of night and threads of consciousness, and draws the line. Before his shield stands deepest night. Behind it, the dreams therein. In that liminal moment between waking and sleep, everything stands separate for that one instant, the long drop before the impact.

He gains/regains:

Signature Monterro Art: Division of Dusk and Dreams- (Technique Ability, Defender) Possessor may use Signature Monterro Art: Division of Dusk and Dreams in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Said action creates a linked Chronogeomantic Zone of Dusk and Zone of Dusk and a separate linked pair of a Chronogeomantic Zone of Night and Zone of Dream, with possessor choosing one pair to contain all entities in possessor's side of battle and the other pair to contain all entities on the opposing side of battle. From the end of that action to the beginning of Possessor's first action on the next round, provided that no opponent or unwilling ally of possessor in any battle currently active in the thread is more than 20 Levels above possessor's Level, no entity on one side of battle may target, affect or be affected by entities on the other side of battle, with effects with either side of battle as their source being similarly restricted, and all entities prevented from acting due to instances of Fatigued or Voidstruck (including sub-status effects), due to (Darkness, Dusk or Dream)-element effects or items, or due to abilities from (Darkness, Dream or Dusk-element) classes instead being able to act normally during this period, this ability may only be used once every 3 rounds, to a maximum of (Possessor's Level/20, rounded up) times per thread, possessor's name must be 'Nelson Monterro, The Dividing Line of Night and Slumber' to use this ability, possessor may treat this ability as being an Enigmatic Stranger and/or Hollow Man ability, including for prerequisite purposes


The spirit-deer impacts the Dividing Line of Night and Slumber (the conceptual boundary, not the person, who Ave recalls he is- the person, that is, not the conceptual boundary. Maybe?) and puffs into ash.
Casting about to check on his adventuring companion and his opponents, Ave sees that the Sato appears to have suffered some sort of unpleasant Critical Existence Failure that somehow turned it into a tumbling shower of buzzing cube-chunks, and the fancily-purple-dress-clad female spirit(?) looks to have vanished entirely, with the only evidence she was ever there being her lyre, which is currently hovering a few inches off the ground and glitch-inverting both in position and colour at erratic intervals.

"...what in the world just happened?" Clement's alarmed voice issues from beneath his veils, the man half-rising from his seat on his Pagoda Turtle.
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ave Investigates the Aftermath of the Seed Rain!

Post by Pathaky »

"I couldn't begin to tell you", Ave says, itching his ear under his helmet. "For a moment I felt like I was everywhere and... nowhere. Still coming back to myself. I think. Feel strange. Are you alright?" He lowers his shield and begins to lumber over to the Spirit Tamer.

Someone clears their throat. "Please, Master Nelson, allow me."

A new figure, stepping out as if from Ave's shadow, rushes to the Spirit Tamer's side, tray of refreshments in hand.

The newcomer is a woman with skin of silvery-white metal that catches the light with a golden glow. She has the air of a conscientious maid. She's averted her eyes, respectfully, as she offers a tray of drinks and canapes to Clement Fiora.

Orihalcum-Chan has been here the whole time!
Orihalcum-chan (Pathaky)
Level 39 Enigma Man, Identity of Crazy Roy Monterro
Conceptual & Animal & Abstract, Metal

HP: 58,500
MP: 14,625
STR: 585 (15)
AGI: 585 (15)
CON: 2,340 (60)
MIN: 585 (15)
SPI: 585 (15)

SAN: 195 (5)
INF: 195 (5)
RES: 195 (5)

Fame- 27 (Shared with identities)
Obscurity- 13 (Shared with identities)
Paradox- 1 (Shared with identities)

Core Abilities: Enigmatic Stranger, Diviner, Transmuter, Spy, Warlock, Controller, Mentalist, Rune Mage, Illusionist, Channeler, Veilwalker and Wanderer

Channeler<>
Adept Channeling Attunement- (Passive Ability, Channeler) Channeling spells cost possessor 10,000 less MP to cast, Whenever possessor deals Drain as part of actions that involve Channeling spells, said quantities are increased by 5,000 points, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Channeling Spells, and may not be converted into other types of slots by individuals below Level 100
Assumption of the Colors of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base elements of one an unequipped pet that possessor is carrying, with this ability not changing possessor's element if the chosen pet is not any base elements
Assumption of the Shapes of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base subtypes of one an unequipped pet that possessor is carrying, with this ability not changing possessor's subtype if the chosen pet is not any base subtypes
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Empathic Backlash- (Passive Ability, Channeler) Whenever possessor is dealt Damage, possessor may deal 500 Flat Psychic element Damage to the source of said Damage provided said source is below Level 40 and not more than 10 Levels greater than possessor
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transferal of Good Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor negative status effect from a source below Level 20 that said ally is afflicted with that possessor is not afflicted with, with a 5% chance of curing this selected effect
Basic Transferal of Superior Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor positive status effect that said ally is not afflicted with that possessor is afflicted with, with a 5% chance of inflicting this selected effect
Can Sense When Twin Sibling Is In Danger- (Passive Ability, Channeler) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which an individual conducts an offensive actions that targets an ally of possessor with the ability 'Can Sense When Twin Sibling Is In Danger', Has RP effects
Channeled Power of Bound Hearts- (Passive Ability, Channeler) Possessor gains +200 to all stats for each unequipped pet that possessor is carrying, to a max of +1,000
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
Empathic Resonance: Depression- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Depression, possessor may choose to be afflicted with Confusion: Depression. Whenever possessor is afflicted with Confusion: Depression, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Depression
Empathic Resonance: Fear- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Fear, possessor may choose to be afflicted with Confusion: Fear. Whenever possessor is afflicted with Confusion: Fear, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Fear
Empathic Resonance: Hope- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: High Morale, possessor may choose to be afflicted with Invigorated: High Morale. Whenever possessor is afflicted with Invigorated: High Morale, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: High Morale
Empathic Resonance: Joy- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: Zesty, possessor may choose to be afflicted with Invigorated: Zesty. Whenever possessor is afflicted with Invigorated: Zesty, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: Zesty
Empathic Resonance: Love- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lovestruck, possessor may choose to be afflicted with Charm: Lovestruck. Whenever possessor is afflicted with Charm: Lovestruck, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lovestruck
Empathic Resonance: Lust- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lust, possessor may choose to be afflicted with Charm: Lust. Whenever possessor is afflicted with Charm: Lust, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lust
Empathic Resonance: Rage- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Enraged or Confusion: Berserk, possessor may choose to be afflicted with Confusion: Enraged or Confusion: Berserk, Whenever possessor is afflicted with Confusion: Enraged or Confusion: Berserk, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Enraged or Confusion: Berserk
Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Improved Magic Retention- (Passive Ability, Channeler) Spells cost possessor 100 less MP to cast
Improved Positive Status Channeling- (Passive Ability, Channeler) Possessor's chances of inflicting minor positive status effects through Channeler abilities are increased by 10%
Improved Supernatural Empathy- (Passive Ability, Channeler) Possessor gain +50 to all stats for each ally afflicted with one or more positive status effects, to a max of +500
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Inclusion of INF- (Passive Ability, Channeler) Possessor gains +500 Defense against INF Damage. If possessor does not possess INF as a stat at the time of acquiring this ability, possessor gains INF as a stat with a Base value of 5.
Inclusion of RES- (Passive Ability, Channeler) Possessor gains +500 Defense against RES Damage. If possessor does not possess RES as a stat at the time of acquiring this ability, possessor gains RES as a stat with a Base value of 5.
Inclusion of SAN- (Passive Ability, Channeler) Possessor gains +500 Defense against SAN Damage. If possessor does not possess SAN as a stat at the time of acquiring this ability, possessor gains SAN as a stat with a Base value of 5.
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.
Radiant Channeling: Augmented- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Augmented, possessor may choose to have a 30% chance of inflicting Augmented on up to 30 willing targets
Radiant Channeling: Elevated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Elevated, possessor may choose to have a 30% chance of inflicting Elevated on up to 30 willing targets
Radiant Channeling: Favored- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Favored, possessor may choose to have a 30% chance of inflicting Favored on up to 30 willing targets
Radiant Channeling: Fortified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Fortified, possessor may choose to have a 30% chance of inflicting Fortified on up to 30 willing targets
Radiant Channeling: Imbued- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Imbued, possessor may choose to have a 30% chance of inflicting Imbued on up to 30 willing targets
Radiant Channeling: Invigorated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Invigorated, possessor may choose to have a 30% chance of inflicting Invigorated on up to 30 willing targets
Radiant Channeling: Mind Restore- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Mind Restore, possessor may choose to have a 30% chance of inflicting Mind Restore on up to 30 willing targets
Radiant Channeling: Purified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Purified, possessor may choose to have a 30% chance of inflicting Purified on up to 30 willing targets
Radiant Channeling: Rejuvenation- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Rejuvenation, possessor may choose to have a 30% chance of inflicting Rejuvenation on up to 30 willing targets
Radiant Channeling: Stat Boost- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Stat Boost, possessor may choose to have a 30% chance of inflicting Stat Boost on up to 30 willing targets
Suction Spell- (Technique Ability, Channeler) Possessor may use 'Suction Spell' in conjunction with a 'Magical Attack' action so long as no other technique is involved and possessor casts a Channeling spell as part of said action. Quantities of HP Drain and MP Drain Dealt by said action are increased by 2,000 points
Voluntary Essence Handoff- (Active Ability, Channeler) Possessor may spend an action to make target willing ally the source of a buff that possessor is the source of instead of possessor

Controller<>
Abstract-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Abstracts and gains +25% Critical against Abstracts.
Abstract-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Abstracts and gains +5% To Hit against Abstracts.
Adept Force Training- (Passive Ability, Controller) Force weapons equipped by possessor can provide an additional +10,000 Melee Attack, Ranged Attack, and Magical Attack before capping, Force Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Force Weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Force Weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Force
Angel-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Asterismic-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Asterismics and gains +25% Critical against Asterismics.
Asterismic-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Asterismics and gains +5% To Hit against Asterismics.
Astral Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Astral Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Celestial-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Darkspawn-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Demon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Deva-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
Devil-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Devils and gains +25% Critical against Devils.
Devil-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Elemental-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Elementals and gains +5% To Hit against Elementals.
Fae-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Fae and gains +5% To Hit against Fae.
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Golem-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Golems and gains +5% To Hit against Golems.
Horror-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Illuminated-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Illuminated and gains +25% Critical against Illuminated.
Illuminated-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Illuminated and gains +5% To Hit against Illuminated.
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Magic Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Monster-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Monsters and gains +25% Critical against Monsters.
Monster-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Prime-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Primes and gains +5% To Hit against Primes.
Solar Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Spirit-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits.
Umbral-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Umbrals and gains +25% Critical against Umbrals.
Umbral-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Umbrals and gains +5% To Hit against Umbrals.
Undead-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.

Diviner<>
Adept Divining Attunement- (Passive Ability, Diviner) Divining spells cost possessor 10,000 less MP to cast, Possessor counts as being 5 Levels higher, to a max of Level 99, for stat-scanning purposes as an effect that does not bypass 'Immune to Under Level X' effects, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Divining Spells, and may not be converted into other types of slots by individuals below Level 100
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
Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
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
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Can See Concepts Through Right Eye- (Passive Ability, Diviner) Possessor gains +2% To Hit against Manifests
Can Spot Orkanith Grabbing Things- (Passive Ability, Diviner) Possessor gains +30% To Hit against individuals whose name includes 'Orkanith' and cannot have items stolen from them by PCs with said name
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
Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Classical Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher, this ability counts as 'Detective's Intuition' for prerequisite purposes
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Detective's Perceptiveness- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned"
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Divining Casting II- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast
Dowsing Stance- (Stance Ability, Diviner) Possessor gains +15% To Hit against Water element targets as a bonus that does not stack with other bonuses that provide +#% To Hit but does stack with bonuses that provide #% To Hit
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Focus-Based Fortune Telling- (Passive Ability, Diviner) Possessor's Divining spells cost 50 less MP if possessor has a Magic Item, Crystal, or Trinket equipped, Possessor's Divining spells that provide a Magical Attack bonus provide an additional +20 points if possessor has a Magic Item, Crystal, or Trinket equipped
Fortuneteller- (Passive Ability, Diviner) Possessor has a 25% chance of, to a max of once per round, being able to perform a 'Cast a Spell', 'Magical Attack', 'Defend', or 'Focus' action as a pre-emptive counter in response to an action conducted by an individual below Level 40 who is an opponent of possessor and whose stats possessor scanned during the last 5 rounds (not including the current round) that is targetting possessor
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Hear and Decode Radio Waves- (Passive Ability, Diviner) Possessor may see the text of buffs that possessor's opponents that are below Level 60 place on each other
Hidden-Passage Spotting Art- (Passive Ability, Diviner) Possessor may follow targets below Level 20 or willing targets when they leave battle provided that the initiation of said individuals leaving battle was not sourced from a source that is both over Level 20 and unwilling
Improved Attack Prediction- (Passive Ability, Diviner) Possessor gains 40% Dodge
Improved Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Magical Echolocation- (Passive Ability, Diviner) Possessor suffers no negative effects from the status effect Impaired: Blind if it comes from a source below Level 60
Magical Infravision- (Passive Ability, Diviner) Possessor gains +5% To Hit against Fire element targets that are below Level 60
Magical Nightvision- (Passive Ability, Diviner) Effects that come from individuals below Level 40 that are attached to Zones of Darkness may not reduce possessor's To Hit and Dodge values
Mentally Browse Local Phone Calls- (Passive Ability, Diviner) Possessor may see the text of buffs that are present on possessor's opponents that are below Level 40
Metal-Detecting Prowess- (Passive Ability, Diviner) Possessor's Dowsing Stance ability treats Metal element targets as though they were Water element
Microscopic Vision- (Passive Ability, Diviner) Possessor may ignore the Constant Effect 'Microscopic' on targets
Predict Attacks- (Passive Ability, Diviner) Possessor gains 25% Dodge
Predict Future from the Stars- (Active Ability, Diviner) Possessor may spend an action if anyone has an Active Constellation set to scan a target's stats
Predict Future through Cards- (Active Ability, Diviner) Possessor may spend an action if possessor has a Card equipped to scan a target's stats
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Predict Future with Bones- (Active Ability, Diviner) Possessor may spend an action if any individual has died in this battle to scan a target's stats
Predict Future with Dice- (Active Ability, Diviner) Possessor may spend an action to have a 50% chance of scanning a target's stats
Read Palms- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a target who has at least one open Weapon slot
Read Tea Leaves- (Active Ability, Diviner) Possessor may spend an action and consume a charge from a Drink consumable that possessor has equipped to scan a target's stats
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Investigation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

Enigmatic Stranger<>
Basic Mystery Synchronization- (Passive Ability, Other: Enigmatic Stranger) Possessor gains +125 to all stats if possessor is Mystery element

Illusionist<>
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects

Mentalist<>
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychokinesis Powers- (Passive Ability, Mentalist) Possessor's Physical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Hypnotist- (Passive Ability, Mentalist) Possessor's Fatigued and Fatigued: Asleep infliction chances are increased by 5% as a non-stacking bonus
Improved Cryokinesis Powers- (Passive Ability, Mentalist) Ice-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Electrokinesis Powers- (Passive Ability, Mentalist) Electrical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Psychokinesis Powers- (Passive Ability, Mentalist) Physical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Improved Pyrokinesis Powers- (Passive Ability, Mentalist) Fire-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mentalist- (Passive Ability, Mentalist) +500 Damage to all damage dealing Psychic Power spells, MIN may be used instead of SPI as the relevant stat for magical attacks involving Psychic Power spells, All Psychic Power spells cost 30 less MP, +25 additional damage per possessor level
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Psychic Power Casting I- (Passive Ability, Mentalist) Psychic Power spells cost possessor 20 less MP to cast
Psychokineticist- (Passive Ability, Mentalist) Physical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Psychometrist- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +200, Possessor counts as 2 Levels higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Pyrokineticist- (Passive Ability, Mentalist) Fire-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Spoon Bending- (Passive Ability, Mentalist) At the beginning of each round, possessor may destroy any one item that possessor has equipped that is non-unique and worth under 10,000 Gold

Rune Mage<>
Apprentice Rune Magic Attunement- (Passive Ability, Rune Mage) Possessor's Damage-dealing Rune Magic spells deal an additional 250 points, Rune Magic spells cost possessor 30 less MP to cast, All of possessor's Rune Magic summons gain +50 to all stats
Assume Puppet's Element- (Passive Ability, Rune Mage) Possessor may, at the start of any round, become the natural element of any of possessor's Rune Magic summons that are Golems
Basic Rune Magic Attunement- (Passive Ability, Rune Mage) All Rune Magic spells gain +10 Magical Attack, boost stats of those other than caster by 10 more points, and cost 10 less MP
Basic Runic Summon Bolstering- (Passive Ability, Rune Mage) Possessor's Rune Magic summons gain +20 to all stats
Basic Runic Summon Power-Linking- (Passive Ability, Rune Mage) Possessor gains +40 to all stats if possessor has any Rune Magic summons, Possessor's Rune Magic summons gain +40 to all stats

Spy<>
Apprentice Disguise Mastery- (Passive Ability, Spy) Possessor gains +50 Defense if possessor has a Disguise equipped, Possessor gains +25 to all stats if possessor has a Disguise equipped
Basic Ability to Successfully Disguise Oneself as a Aerial- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Aerial and a Disguise equipped by possessor is changing possessor's subtype to Aerial
Basic Ability to Successfully Disguise Oneself as a Alien- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Alien and a Disguise equipped by possessor is changing possessor's subtype to Alien
Basic Ability to Successfully Disguise Oneself as a Angel- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Angel and a Disguise equipped by possessor is changing possessor's subtype to Angel
Basic Ability to Successfully Disguise Oneself as a Animal- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Animal and a Disguise equipped by possessor is changing possessor's subtype to Animal
Basic Ability to Successfully Disguise Oneself as a Aquatic- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Aquatic and a Disguise equipped by possessor is changing possessor's subtype to Aquatic
Basic Ability to Successfully Disguise Oneself as a Astral Being- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Astral Being and a Disguise equipped by possessor is changing possessor's subtype to Astral Being
Basic Ability to Successfully Disguise Oneself as a Bio-Horror- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Bio-Horror and a Disguise equipped by possessor is changing possessor's subtype to Bio-Horror
Basic Ability to Successfully Disguise Oneself as a Celestial- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Celestial and a Disguise equipped by possessor is changing possessor's subtype to Celestial
Basic Ability to Successfully Disguise Oneself as a Clockwork- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Clockwork and a Disguise equipped by possessor is changing possessor's subtype to Clockwork
Basic Ability to Successfully Disguise Oneself as a Cthonian- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Cthonian and a Disguise equipped by possessor is changing possessor's subtype to Cthonian
Basic Ability to Successfully Disguise Oneself as a Daemon- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Daemon and a Disguise equipped by possessor is changing possessor's subtype to Daemon
Basic Ability to Successfully Disguise Oneself as a Darkspawn- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Darkspawn and a Disguise equipped by possessor is changing possessor's subtype to Darkspawn
Basic Ability to Successfully Disguise Oneself as a Demon- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Demon and a Disguise equipped by possessor is changing possessor's subtype to Demon
Basic Ability to Successfully Disguise Oneself as a Deva- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Deva and a Disguise equipped by possessor is changing possessor's subtype to Deva
Basic Ability to Successfully Disguise Oneself as a Devil- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Devil and a Disguise equipped by possessor is changing possessor's subtype to Devil
Basic Ability to Successfully Disguise Oneself as a Elemental- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Elemental and a Disguise equipped by possessor is changing possessor's subtype to Elemental
Basic Ability to Successfully Disguise Oneself as a Fae- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Fae and a Disguise equipped by possessor is changing possessor's subtype to Fae
Basic Ability to Successfully Disguise Oneself as a Golem- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Golem and a Disguise equipped by possessor is changing possessor's subtype to Golem
Basic Ability to Successfully Disguise Oneself as a Horror- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Horror and a Disguise equipped by possessor is changing possessor's subtype to Horror
Basic Ability to Successfully Disguise Oneself as a Human- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Human and a Disguise equipped by possessor is changing possessor's subtype to Human
Basic Ability to Successfully Disguise Oneself as a Humanoid- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Humanoid and a Disguise equipped by possessor is changing possessor's subtype to Humanoid
Basic Ability to Successfully Disguise Oneself as a Illuminated- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Illuminated and a Disguise equipped by possessor is changing possessor's subtype to Illuminated
Basic Ability to Successfully Disguise Oneself as a Insect- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Insect and a Disguise equipped by possessor is changing possessor's subtype to Insect
Basic Ability to Successfully Disguise Oneself as a Machine- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Machine and a Disguise equipped by possessor is changing possessor's subtype to Machine
Basic Disguise Mastery- (Passive Ability, Spy) All Disguises worn by possessor provide +10 additional Defense and +5 to all stats
Covert Stance- (Stance Ability, Spy) Possessor's actions may not be countered by individuals of lower Level than possessor who are below Level 80 while possessor is in the back row and has a Disguise equipped
Spy- (Passive Ability, Spy) Possessor gains +(250 + (25 * Possessor Level)) Defense and +(250 + (25 * Possessor Level)) to all stats, if possessor has a Disguise equipped

Transmuter<>
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Arms which Hold Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Arms:' to this ability, and possessor's 'Mutative Arms' ability may treat said spell as being equipped
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Essence which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmutative Augmentation:' to this ability, and possessor's 'Mutative Self-Augmentation' ability may treat said spell as being equipped
Form which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Form:' to this ability, and possessor's 'Mutative Form' ability may treat said spell as being equipped
Holder of Polymorphic Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Polymorph:' to this ability, and possessor's 'Polymorphic Body' ability may treat said spell as being equipped
Head which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Head:' to this ability, and possessor's 'Mutative Head' ability may treat said spell as being equipped
Improved Polymorph I- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +10 or decreased by an additional -10 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Improved Polymorph II- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +25 or decreased by an additional -25 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Improved Polymorph III- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the Defense of their results either increased by an additional +25 or decreased by an additional -25 as part of the Polymorph Effect buff or debuff, with Defense penalties from this ability being unable to reduce a stat to 0 or below
Mutative Arms- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Arms:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Mutative Head- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Head:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Mutative Self-Augmentation- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmutative Augmentation:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Polymorph Expert- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' may affect willing allies of higher level than caster
Polymorphic Power Equalization Capability- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' ignore the section 'Does not work on targets above Level X' when targeting willing allies who allow said section to be ignored
Self-Polymorphing Expertise- (Passive Ability, Transmuter) Possessor is treated as one of possessor's allies for purposes of Polymorph Expert and Polymorphic Power Equalization Capability
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Quantifiable Uniqueness-Overriding Equation- (Passive Ability, Transmuter) Possessor and possessor's willing allies may be affected by possessor's spells that being with 'Polymorph' despite being unique if they are unique

Veilwalker<>
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Fake Agility- (Passive Ability, Illusionist) Possessor gains +250 AGI if possessor's stats have not been scanned yet during this thread by any opponent
Fake Constitution- (Passive Ability, Illusionist) Possessor gains +250 CON if possessor's stats have not been scanned yet during this thread by any opponent
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Mind- (Passive Ability, Illusionist) Possessor gains +250 MIN if possessor's stats have not been scanned yet during this thread by any opponent
Fake Spirit- (Passive Ability, Illusionist) Possessor gains +250 SPI if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
Fake Strength- (Passive Ability, Illusionist) Possessor gains +250 STR if possessor's stats have not been scanned yet during this thread by any opponent
Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Ethereal Magic Casting II- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast
Focused Ethereal Magic Casting- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ethereal Magic
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles

Warlock<>
Apply Curse- (Active Ability, Warlock) Possessor may spend an action to give a copy of any ability from possessor's List of Applicable Curses to any PC target of lower Level, This may affect non-PCs in RP threads
List:

Believes Plants Have Taken Root Inside Own Body And Is Constantly Trying To Tear Them Out- (Passive Ability, Curse) Possessor, if not a Plant, has a 15% chance of skipping each action, Each time that possessor skips an action due to this ability, possessor deals itself (possessor's STR * 2, to a max of 2,000,000) Flat Physical element Damage and inflicts Wounded: Bleeding on itself
Crazy Slowness- (Passive Ability, Curse) Possessor's turn-order-determining stat sum is halved for turn-order-determining purposes if possessor is below Level 40, Possessor's turn-order-determining stat sum is reduced by 5% of its value (to a max of 5,000 points) for turn-order-determining purposes otherwise, Possessor's MIN is reduced by 200 and possessor has a 5% chance of being afflicted with Confusion at the start of every round if this ability causes possessor's turn-order-determining stat sum to be reduced by more than 500 points for turn-order-determining purposes
Curse of Crushing Despair- (Passive Ability, Curse) Possessor is afflicted with Confusion: Depression at the start of each round, Possessor obtains -500 to possessor's turn-order-determining stat sum for turn-order-determining purposes at the start of each round if possessor is afflicted with Confusion: Depression, Possessor dies if possessor's turn-order-determining stat sum reaches 0 for turn-order-determining purposes
Curse of the TV Head that Shoots Belligerent Geese Back at its Owner- (Passive Ability, Curse) Possessor obtains -25% To Hit, Possessor's opponents may choose to count possessor's subtype as being solely Abstract, Possessor's offensive 'Ranged Attack' actions gain a 75% chance of changing possessor to be their only target
Invisibility-Breaking Sparkle Dusting- (Passive Ability, Curse) Possessor may not obtain Dodge buffs from sources below Level 60, Individuals targeting possessor with offensive actions gain +15% To Hit for those actions
Mana Spark Curse 1- (Passive Ability, Curse) Possessor takes 1% Max AGI in AGI damage each turn, all of which can immediately be removed by one use of Moistening Agent, due to constantly drying, cracking skin
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Augment Curses: Painful- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Pain.
Augment Curses: Weakening- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Stat Drain.
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Cackle- (Active Ability, Warlock) Possessor may spend an action to use this ability, with which possessor may have a 15% chance of inflicting Confusion: Fear.
Confounding Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion.
Curse-Bearing Breath- (Passive Ability, Warlock) Possessor’s Magical Attack actions gain 5% may inflict Hexed, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Hexed instead of or in addition to their normal chance of inflicting Impaired: Silence.
Curse Miser- (Passive Ability, Warlock) Possessor may claim Lingering Curses
Dark Magic Attack Amplification (I)- (Passive Ability, Warlock) +40 Magical Attack to all Dark Magic spells that deal damage and are Darkness element
Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Hag Talons- (Passive Ability, Warlock) +300 Melee Attack, Possessor’s Melee Attack actions gain 5% inflicts Wounded if no weapon that provides a bonus to Melee Attack is equipped.
Horrid Spell- (Technique Ability, Warlock) Possessor may use Horrid Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains a 5% chance of inflicting Pain and a 5% chance of inflicting Hexed
Improved Slumbering Brew Potency- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Fatigued: Asleep.
Induce Pain- (Passive Ability, Warlock) +15 MIN, +5 SPI, All Dark Magic spells that have a chance of inflicting Pain have said chance increased by 5%, Pain Wrack and Pain of Shadows deal +500 damage, Creatures summoned through Dark Magic that have attacks that inflict Pain have said chance improved by 5%, Touch of Darkness has a 15% chance of inflicting Pain
Knowledge of Ill Omens- (Passive Ability, Warlock) Once per round, when possessor would inflict Hexed, possessor may instead inflict Hexed: Ill Fortune.
Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Loud Cackling- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may inflict 1 hit against 5.
Mind-Wrenching Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may deal 250 MIN Damage.
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All Dark Magic spells cost possessor (50 * Possessor Level) less MP to cast
Warlock-Lord of Intemperence- (Passive Ability, Warlock) Possessor suffers no negative effects from being afflicted with Poison: Drunk, Possessor's chances of inflicting Poison: Drunk increase by 25%, Dark Magic spells cast by possessor may gain '30% inflicts Poison: Drunk' if they already inflict at least one minor negative status effect or at least one buff

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
Gate Magic Casting I- (Passive Ability, Wanderer) Gate Magic spells cost possessor 20 less MP to cast
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round

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Archsmith of Metal:
Apprentice Command of Metal- (Passive Ability, Other: Archsmith of Metal) Possessor's Metal element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Metal Synchronization- (Passive Ability, Archsmith of Metal) Possessor gains +50 to all stats for each Metal element item equipped, Possessor's Metal element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Metal- (Passive Ability, Other: Archsmith of Metal) Possessor's Metal element allies gain +100 to all stats
Apprentice Weaponization of Metal- (Passive Ability, Other: Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 500 points
Archsmith of Metal- (Passive Ability, Other: Archsmith of Metal) Possessor ignores (1 * (Possessor Level/5), rounded down)% Metal Resistance, Possessor ignores Metal Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Affinity to Healing Via Metal- (Passive Ability, Other: Archsmith of Metal) Whenever possessor obtains Metal element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Metal- (Passive Ability, Other: Archsmith of Metal) Possessor's Metal element pets and summons gain +50 to all stats
Basic Defenses Against Metal- (Passive Ability, Other: Archsmith of Metal) Possessor gains +50 Defense against Metal
Basic Metal Resistance- (Passive Ability, Other: Archsmith of Metal) Possessor gains 1% Metal Resistance
Basic Metal Synchronization- (Passive Ability, Other: Archsmith of Metal) Possessor gains +25 to all stats if possessor is Metal element
Basic Understanding of the Heart of Metal- (Passive Ability, Other: Archsmith of Metal) Possessor's Metal element allies gain +10 to all stats
Basic Weaponization of Metal- (Passive Ability, Other: Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 50 points
Improved Command of Metal- (Passive Ability, Other: Archsmith of Metal) Possessor's Metal element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Metal- (Passive Ability, Other: Archsmith of Metal) Possessor gains +5,000 Defense against Metal
Improved Weaponization of Metal- (Passive Ability, Other: Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 5,000 points

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

Elementalist:
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Elemental Esoterica: Metal- (Passive Ability, Elementalist) Posessor's Metal element spell cost 500 less MP

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


Weapons:
--Self-Sculpting Force- (Weapon, Force, Earth & Life, 60,000,000 Gold) Wielder may spend an action to Transform into one lower-Level Human, Humanoid, Fae, Animal, Cthonian, Aerial, Aquatic, or Monster below Level 65 that is normally fightable for drops on the enemy list
-- Dacchenburg Industries Cane Model III- (Weapon, Staff, Darkness & Magic, 50,000,000 Gold) +50,000 Magical Attack, +5,000 Melee Attack, 180% To Hit, 80% Critical, +40,500 SPI, +500,000 MP as a non-stacking bonus, 160% Critical against Humans, Wielder's actions that involve the casting of Psychic Arts, Binding, and Rune Magic spells gain 160% Critical

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

Accessories:
-- Greater Armband of Purity- (Accessory, Wristwear, Light, 24,000,000 Gold) +24,000 Magical Attack, +24,000 Defense, 40% Resilience, Individuals below Level 40 cannot inflict status effects on possessor
--Suncrow Banner- (Accessory, Enchanted Item, Fire & Light & Air, 45,000,000 Gold) +45,000 SPI, Wielder's allies gain +4,500 to all stats as a non-stacking bonus, 30% Fire Resistance, 30% Light Resistance, 30% Air Resistance, 25% Atomic Resistance, Wielder must be Level 20 or greater (From Nole)
-- Angelic Rosary of Peace- (Accessory, Magic Item, Light, 90,000,000 Gold) +90,000 Defense, +90,000 SPI, Individuals below Level 60 who are below wielder's Level may not target wielder with offensive actions if wielder has not conducted an offensive action against them or dealt them Damage, Wielder must be Level 20 or greater (From Nole)
-- Wonder-Diamond Mouth-Announcement Abstractimal Antlers Announcing Their Bearer as the Most Eligible Bachelor in the Kingdoms of Beasts and Men and Also Announcing Him (Subtly) as a Vigilante Fighting Against Diabolical Forces With Amazing Skill- (Accessory, Bioaugmentation, Wonder & Wealth & Beast, 38,000,000 Gold) +38,000 to all stats, +380,000 HP as a non-stacking bonus, +38,000 Melee Attack, +38,000 Ranged Attack, 60% inflicts Invigorated on wielder at the start of each round, Wielder gains the subtypes Animal and Abstract, +5 Diplomacy against Animals as a non-stacking effect, Wearer's Charm (not including sub-status effects), Charm: Lust, and Charm: Impressed infliction chances are increased by 15% as a non-stacking effect, 80% inflicts Charm on Animals and Abstracts, 40% inflicts Charm: Lust, 40% inflicts Charm: Impressed, 30% Impaired: Blind: Constant Glare, 30% inflicts Awestruck, Wielder gains the abilities 'Monk', 'Ninja', 'Warrior', 'Thief', and 'Merchant', Wielder may cast Thief Arts spells as if they were Ninjutsu spells, Wielder may cast Ninjutsu spells as if they were Combat Arts spells, Wielder must be Level 20 or greater and may not have any base stats below 5 (From Ave)
-- Hat Full of Books that Could Have Been Written- (Accessory, Hat, Knowledge & Spatial, 30,000,000 Gold) +30,000 MIN, Wielder may spend an action to create a Temporary Book or Tome item worth under 30,000,000 Gold that is in stock in the shop but that no one in the current thread is carrying or has equipped, Has RP effects

Spells:
Channeler Slots--
--Enlighten- (Spell, Channeling, Knowledge, 800,000 MP, 80,000,000 Gold) Target gains a copy of target ability that is for sale in the Ability Shop that caster possesses that target possesses the prerequisites for according to the Ability Shop (provided that if some of said prerequisites are provided by copies of this buff or other buffs with this text that they also possess the prerequisites for those prerequisites), stacks 10 times
--Leech Agility- (Spell, Channeling, Magic, 50 MP, 60,000 Gold) Drains 5 AGI from target and gives it to caster
--Leech Constitution- (Spell, Channeling, Magic, 50 MP, 60,000 Gold) Drains 5 CON from target and gives it to caster
--Leech Mind- (Spell, Channeling, Magic, 50 MP, 60,000 Gold) Drains 5 MIN from target and gives it to caster
--Leech Spirit- (Spell, Channeling, Magic, 50 MP, 60,000 Gold) Drains 5 SPI from target and gives it to caster
--Leech Strength- (Spell, Channeling, Magic, 50 MP, 60,000 Gold) Drains 5 STR from target and gives it to caster
--Minor Channeling Reservoir Uplink- (Spell, Channeling, Magic, 90 MP, 80,000 Gold) For the remainder of the battle, caster may user the MP of target ally to pay the cost of Spells, to a max of 20,000 MP per action and per Spell, stacks 20 times across different targets and once per target
--Transfer Element- (Spell, Channeling, Magic, 100 MP, 80,000 Gold) Switches the elements of two allies
--Transfer HP- (Spell, Channeling, Magic, X MP, 20,000 Gold) Transfers from 1-5,000 HP from one allied target to another, costs 1 MP per 10 HP transferred
--Transfer MP- (Spell, Channeling, Magic, 1 MP, 20,000 Gold) Transfers from 1-5,000 MP from one allied target to another

Diviner Slots--
-- Eternal Recall- (Spell, Divining, Psychic & Time, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not cause individuals to stop counting as having scanned their stats without caster's permission, Caster must be Level 40 or greater
--Masterfully Timed Accusation- (Spell, Divining, Air, 5,000 MP, 8,000,000 Gold) This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and removes one buff from each targets below Level 50 that comes from a source below Level 50, This action may not be countered by individuals below Level 40, This spell may only be cast as part of an action that includes the Technique 'Detective's Accusation'
-- Detect Traps- (Spell, Divining, Magic, 70 MP, 65,000 Gold) Caster and up to 5 targets gain +500 Defense against Traps, has RP effects, stacks 5 times
--Flatness-Detecting Orb- (Spell, Divining, Magic, 300 MP, 60,000 Gold) +61 Magical Attack, Caster gains 1% Flat Damage Resistance if target has any abilities that specifically inflict Flat Damage, does not stack
--Nexite Diviner's Minor Revelation Bullet: Agility- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 AGI if target's AGI is between 1 and 100, +2 AGI if target's AGI is between 101 and 500, +3 AGI if target's AGI is between 501 and 1,000, +4 AGI if target's AGI is between 1,001 and 2,500, or +5 AGI if target's AGI is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
--Nexite Diviner's Minor Revelation Bullet: Constitution- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 CON if target's CON is between 1 and 100, +2 CON if target's CON is between 101 and 500, +3 CON if target's CON is between 501 and 1,000, +4 CON if target's CON is between 1,001 and 2,500, or +5 CON if target's CON is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
--Nexite Diviner's Minor Revelation Bullet: Mind- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 MIN if target's MIN is between 1 and 100, +2 MIN if target's MIN is between 101 and 500, +3 MIN if target's MIN is between 501 and 1,000, +4 MIN if target's MIN is between 1,001 and 2,500, or +5 MIN if target's MIN is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
--Nexite Diviner's Minor Revelation Bullet: Spirit- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 SPI if target's SPI is between 1 and 100, +2 SPI if target's SPI is between 101 and 500, +3 SPI if target's SPI is between 501 and 1,000, +4 SPI if target's SPI is between 1,001 and 2,500, or +5 SPI if target's SPI is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
--Nexite Diviner's Minor Revelation Bullet: Strength- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 STR if target's STR is between 1 and 100, +2 STR if target's STR is between 101 and 500, +3 STR if target's STR is between 501 and 1,000, +4 STR if target's STR is between 1,001 and 2,500, or +5 STR if target's STR is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
--Panopticon- (Spell, Divination, Psychic & Air & Technology, 800,000 MP, 80,000,000 Gold) Caster scans the stats of every individual in the same battlespace, Caster must be Level 20 or greater

Base Slots--
--Call to the Doublecubist Wild- (Spell, Druid Magic, Chaos & Beast, 800,000 MP, 40,000,000 Gold) Summons 20 Aquatics, Animals, Abstracts, and / or Aerials from the Enemy List who are below Level 50 and are normally fightable for drops, All such summons gain +400,000 HP and the subtypes Abstract and Animal, Max 80 summoned
--Wish- (Spell, Wizard Magic, Magic, 100,000 MP, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be cast a max of 12 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 1,000,000 Gold to cast, Has RP effects
-- Brain Massage- (Spell, Healer Magic, Physical & Psychic, 1,000 MP, 100,000 Gold) Cures Confusion
--Word of Peace- (Spell, Celestial Magic, Light, 360,000 MP, 90,000,000 Gold) Target individual below Level 60 may not conduct offensive actions next round, Caster must be Level 20 or greater
--Tower Arcana- (Spell, Arcanist Magic, Darkness & Electrical & Earth, 160,000 MP, 160,000,000 Gold) +160,000 Magical Attack, 16,000 Stat Damage to each stat, all buffs and debuffs with target as a source are removed if target is below Level 80 and no more than 5 Levels greater than caster

Consumables:
- Fancy Cheese Plate- (Consumable, Food, Earth, 10 Charges, 750 Gold) +70 HP, +25 MP (From Nole)
- Icy Crawfish- (Consumable, Drink, Ice, 1 Charge, 60,000 Gold) 20% inflicts Poison: Drunk, 40% inflicts Pain, Target cannot inflict Charm, lasts 5
rounds
- Gatestone to Nexus- (Consumable, Gatestone, Magic, 1 Charge, 50,000 Gold) Teleports user to Nexus, Can only be used in official or player quest threads
- 2 Spirit-Capturing Key (Empty)- (Consumable, Summoning Stone, Unlimited Charges, Light & Darkness, 2,000,000 Gold) Target non-unique Spirit that is normally fightable for drops on the Enemy List that is below user's Level, below Level 40, and below 50% Max HP has a 5% chance of being removed from the thread, with this chance increasing by 5% for each Binder ability possessed by user and every additional 5% lower the target's Max HP is, with this removal being stopped by Vanished Resistance or Immunity; this item may only affect a single target. Upon successful removal of a target, this item's name changes to 'Spirit-Capturing Key (<Entity Name>)', and its text is replaced with 'Summons 1 <Entity Name>, max 1 summoned, user may spend a charge of this item to unsummon this summon, summons summoned through this item that are unsummoned retain status effects, buffs, debuffs and HP and MP values at their point of being unsummoned until the end of the thread; if a summon summoned through this item is killed or counts as dead for the purposes of victory conditions, this item cannot summon another until the summon is cured, resurrected, or no longer counts as dead for the purposes of victory conditions (or until the thread ends)', Has RP effects
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Aeromage
Arena Lieutenant
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Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Ave Investigates the Aftermath of the Seed Rain!

Post by Aeromage »

(Ori-chan has a Bladecane as an Accessory there, which appears to be due to a mislabelling mishap in Vrishni's inventory! It's a Weapon in the Shop, though. Might want to swap it out for something else)

Orihalcum-Chan has, of course, been here the whole time, being in the shadow of her Monterro master. Who has, of course, always been Nelson Monterro from the very beginning of this little excursion. She's just been quiet and unobtrusive, as proper maids are professionally capable of being.
Absolutely nothing is wrong or abnormal about this state of affairs!

"Ah, thank you, but I'll refrain for now, Miss..." Clement pauses somewhat awkwardly. "...do forgive me, but your name appears to have slipped my mind in all the excitement and whatever that event might have been. I find myself somewhat unsettled as a result."

The Pagoda Turtle gives a rumbling whine of agreement, and the Spirit Tamer pats the arm of the fancy chair as if trying to comfort it by proxy. Given the chair looks like it might actually be growing straight out of the 'floor' of the pagoda, which is in turn part of the turtle's shell, perhaps it is the same as patting the turtle itself. Flickering symbols Ave recognises as Clement's scanning ritual wink into being before Ave, Orihalcum-Chan and Clement himself.

"I do not believe I have suffered any ill effects apart from mild disorientation and concern, but I shall renew our spiritual wardings regardless. It appears that yours have lapsed entirely as a result of whatever that was," he adds as he addresses the maid that was definitely always traveling with them.

Once again, he applies Spiritual Bulwark (the stronger version of the Spiritual Shielding series of spells), Spirit-Warding Ritual (makes it harder for Spirits to approach or hit possessor), Spiritual Protection From Spirits (increased Resistance against Spirits), Spiritual Protection From Plants (the same, but for Plants) and Spiritual Malediction-Catching Invocation (catches status effects and debuffs from Spirits, but loses effectiveness with each successful interdiction).
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ave Investigates the Aftermath of the Seed Rain!

Post by Pathaky »

"You are too kind, Master Clement. Please, do not worry yourself overmuch on my behalf," Ori says, curtsying. "We must continue onward to Mola. The people there are doubtless anxious to be relieved."

Ave nods. The presence of the maid doesn't seem to bother him at all. "Orihalcum's right. If we're alright, we should continue."

He's going to take point. Ori's going to be keeping her own Divination network thrumming, working in concert with her Adept Channeling to feel out any new or dangerous presences that might be sneaking toward them.
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