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Re: Cael Gets Tickets

Posted: Mon Jun 19, 2023 11:25 pm
by Lord Gadigan
Cael obtains six more tickets!

Re: Cael Gets Tickets

Posted: Mon Jun 19, 2023 11:35 pm
by Aeromage
For New Ticket 1/6, let's go for another Double-Box Scramble.

Re: Cael Gets Tickets

Posted: Mon Jun 19, 2023 11:45 pm
by Lord Gadigan
Somewhere Different-

*Liquor Carl- (Accessory, Legionnaire, Toxin & Water & Magic & Air, 100,000,000 Gold) +1 Base SPI, 300% inflicts Poison: Drunk, All Spirits in the same battlespace as possessor who are below Level 80 and below possessor's wielder's Level gain the subtype Drink

Ability-Granting Objects-

Phantom Shell Grain

Re: Cael Gets Tickets

Posted: Mon Jun 19, 2023 11:51 pm
by Aeromage
And now for something a little different.

Viren shows some more love to his subtype-specific specialty, and pulls from Enigmatic Well of Fate.
Prior Pulls wrote:All Being A Kaleidoscope, Melting Into Seas Of Rainbow Unity
Tide Baptism, Color
Inundation Effect: Possessor may spend an action to gain a buff that stacks 200 times that provides its possessor with any combination of non-universe elements possessed by a target individual in the same battlespace. Possessor benefits from the buffs possessed by any other individual in the same battlespace that possessor shares at least one element with, with this effect not bypassing normal buff stacking limits and not allowing self-only, unreplicatable, or Overcrash-generated buffs to be shared. Possessor obtains +100% Dodge against individuals that possessor shares at least one element with. Whenever an individual in the same battlespace as possessor is Healed for points of or Regenerates HP or MP, if that individual shares at least one element with possessor, possessor may, as an effect that counts as involving a Channeling spell and involving Drain, choose to obtain 50% of that healing or regeneration instead of the individual in question. Possessor may cast spells equipped by individuals in the same battlespace who share at least one element with possessor. Possessor may choose to be Immune to effects created by individuals of lower Level that are attached to a Zone that possesses at least one of possessor's elements.
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to obtain a buff that stacks 200 times granting them any non-universe element possessed by one of possessor's other allies, not counting possessor. Possessor's allies, not counting possessor, obtain +100 to all stats for each ally, not counting possessor, that they possess that shares an element with them, counting separately per element, to a max of 200 allies per element and a max of 12 elements per individual. Possessor's allies, not counting possessor, benefit from the buffs possessed by their allies, not counting possessor, who share at least one element with them, with this effect not bypassing normal buff stacking limits and not allowing self-only, unreplicatable, or Overcrash-generated buffs to be shared. Possessor's allies, not counting possessor, are Immune to negative effects created by individuals of lower Level than possessor that are attached to a Zone that possesses at least one of the ally of possessor in question's elements.

Drowning, Resurging, Redrowning, Rising Once More
Tide Baptism, Water
Inundation Effect: Possessor suffers no negative effects from Drowning. Each time that Drowning would be inflicted on possessor by a different non-summon source, possessor obtains an instance of a buff that stacks (200 + Possessor's Level) times that does not occupy a buff slot that cannot be removed by sources below possessor's Level that vanishes if possessor leaves Inundation Mode that provides a +2,000 bonus to all of possessor's stats. At the start of each round, if possessor is not afflicted with Drowning but was afflicted with Drowning at the start of a prior round, possessor may choose to become afflicted with Drowning, continuing the count of consecutive rounds that possessor was afflicted with Drowning from a count that was possessed on the prior round chosen. At the start of each round, if possessor did not become afflicted with Drowning via the prior effect on the same round (discounting round-count values imposed by the prior effect), if possessor is afflicted with Drowning, possessor may choose any number of opponents who were previously afflicted with Drowning, with all such opponents chosen being afflicted with Drowning. Once per thread, as a non-resettable effect, if possessor would die due to an equal or lower Level source and possessor is Drowning, possessor may instead choose to not die, remaining at a value of '1' in any value whose reduction to a lower value would cause possessor to be dead, and to gain a non-stacking buff that provides +30,000 to all stats.
Wellspring Effect: Possessor's allies, not counting possessor, suffer no negative effects from the status effect Drowning if they have been afflicted with it for 3 rounds or longer. Possessor's allies, not counting possessor, if afflicted with Drowning, on the first round they are afflicted, obtain +30% Dodge. Possessor's allies, not counting possessor, if afflicted with Drowning, on the second round they are afflicted, may spend the MP of willing allies they possess, including possessor, who are afflicted with Drowning as though it were in additional MP pools they possessed, with possessor being able to prevent this expenditure should possessor desire to do so, regardless of who is borrowing whose MP through it. If an ally of possessor, not counting possessor, is dead, any effect that could inflict Drowning can, with the same chance as the Drowning infliction chance, be used to resurrect that ally. Instances of Drowning present on possessor's allies persist beyond death, and possessor dead allies, if afflicted with Drowning, have a 50% chance of being resurrected at the start of each round. If an ally of possessor, not counting possessor, is resurrected and is afflicted with Drowning at that time, it acquires a buff that stacks 5 times that persists beyond death that provides +5,000 to all stats.

In Each Mind A Nation
Tide Baptism, Psychic
Inundation Effect: Possessor may spend an action to create a Battlespace and place a Zone of Psychic in it. Possessor may spend an action to move from any battlespace into a battlespace that contains a Zone of Psychic so long as no individual of greater Level objects. Possessor may spend an action to place Zones of Psychic in a number of Battlespaces equal to or less than possessor's Level, even if possessor is not in those Battlespaces. Possessor may spend an action to add a Phantom Terrain of City to any battlespace that contains a Zone of Psychic. Possessor may add the element Law or the element Civilization to any of possessor's Psychic element actions. Possessor's Law or Civilization element actions may gain a 100% chance of inflicting Mindblasted. Possessor may spend an action to cause an opponent of equal or lower Level with equal or lower MIN to create a battlespace that contains a Zone of Psychic and cause that individual, as a debuff that cannot be removed by individuals of Level equal to or lower than possessor while possessor is alive, to count as additionally being in that battlespace regardless of whatever other battlespaces it is in, with it being able to act and target things as though it were in that battlespace and any other battlespace it is in, but being unable to leave said battlespace, with anything that would make it leave said battlespace instead cause it to additionally count as being in whatever other battlespace it would be in when it would have left that battlespace in addition to still remaining in said battlespace, with the debuff's possessor choosing what battlespace to be in out of the battlespaces it is in at the time of the debuff's removal that the debuff is causing it to count as being in, selecting one of said battlespaces, and, with said debuff additionally allowing its inflictor, at the start of each round, to optionally be able to have a 200% chance of inflicting Confusion: Fear, a 100% chance of inflicting Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, or Dissolving: Bankrupt, or a 50% chance of inflicting Vanished: Exiled if its possessor counts as being in the Zone of Psychic created alongside the debuff, provided that said Zone of Psychic is present within the battlespace it was created within by this effect, with said debuff additionally applying a -25% penalty to Dodge and To Hit if its possessor is in at least two battlespaces simultaneously.
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to create a battlespace containing a Zone of Psychic, and may, should no individual of greater Level than possessor in any battlespace object, spend an action to move from the main battlespace to a battlespace the action performer created through this Tide Baptism's effect or move from such a battlespace to the main battlespace. While within a battlespace created by this effect, the individual who created said battlespace is Immune to Confusion: Fear, Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, Dissolving: Bankrupt, and Vanished: Exiled, said individual additionally increasing its chances of inflicting said status effects by 5%. Possessor's allies, not counting possessor, gain the element Psychic and may, in any of their attacks, actions, or instances of Damage dealt, exchange the element Psychic for the element Civilization or the element Law. Possessor's allies, not counting possessor, if in a battlespace they created that contains a Zone of Psychic that they created may spend an action to have a 200% chance of inflicting Entombed: Incarcerated on a target. Possessor's allies, while Psychic element, may choose to always count the Terrain or Phantom Terrain as additionally being 'City'.

This, The Drowning World
Tide Baptism, Water
Inundation Effect: Possessor is Immune to Drowning. Double possessor's Drowning infliction chances. Double the Water-based HP-loss caused by possessor's Drowning status effects. Possessor may, at the start of each round, replace the elements of a Zone created by an equal or lower Level source with solely Water, and, if possessor does so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed. Possessor may, at the start of each round, alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, if possessor does so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.
Wellspring Effect: Possessor's allies, not counting possessor, are Immune to Drowning. Each of possessor's allies, not counting possessor, may spend an action to either replace the elements of a Zone created by an equal or lower Level source with solely Water, and, upon doing so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, or to alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, upon doing so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.

Washing Away All Impurities
Tide Baptism, Water
Inundation Effect: At the start of each round, possessor may create a Zone of Water. Possessor may choose for Zones of Water to additionally count as Zones of Light when any individual in the same battlespace checks anything related to Zones. Possessor is cured of all debuffs from lower-Level sources at the start of each action if in a Zone of Water. Possessor is cured of all minor negative status effects at the start of each round. At the start of each round, possessor has a 50% chance of being cured of each moderate negative status effect if not in a Zone of Water. If in a Zone of Water, at the start of each round, possessor is cured of all moderate negative status effects. If in a Zone of Water, at the start of each round, possessor has a 10% chance of being cured of each major negative status effect; this effect still occurs if possessor is dead and possessor's corpse is in a battlespace containing at least one Zone of Water.
Wellspring Effect: At the start of each round, all of possessor's allies, not counting possessor, are cured of all minor negative status effects. At the start of each round, if not in a Zone of Water, all of possessor's allies, not counting possessor, have a 50% chance of being cured of each moderate negative status effect. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, are cured of all moderate negative status effects. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, have a 5% chance of being cured of each major negative status effect.

Re: Cael Gets Tickets

Posted: Tue Jun 20, 2023 12:09 am
by Lord Gadigan
Power Rains Down, Each Raindrop's Path A Ladder
Tide Baptism, Water
Inundation Effect: At the start of each round that is not the first round of battle, possessor, if in a Zone of Water, may deal (1% of the unspent XP possessed by possessor, to a max of Possessor's Level x 1,000,000) Flat Water & Energy element Damage to all opponents and afflicts entities that took at least one Damage from this with Drowning and Overload. Possessor may choose to grant opponents the option of being afflicted with Charm instead of being dealt this Damage.
Wellspring Effect: At the start of each round, all of possessor's allies, not counting possessor, obtain Temporary XP equal to 1% of the unspent XP possessed by possessor. Possessor's PC allies have Level Caps below possessor's Level removed. If possessor possesses at least 2,000,000 unspent XP at the start of a round, possessor may choose to create a Zone of Water & Energy. If possessor possesses at least 50,000,000 unspent XP at the start of a round, possessor may choose to set the Phantom Terrain to Ocean.

Re: Cael Gets Tickets

Posted: Tue Jun 20, 2023 12:15 am
by Aeromage
The Tide appears to be rising.

Let's capitalise on that, shall we?

Viren pulls once more from Enigmatic Well of Fate.

(Ticket 3/6)

Re: Cael Gets Tickets

Posted: Tue Jun 20, 2023 3:16 am
by Lord Gadigan
I'm going to clarify for the last item that temporarily breaking a cap doesn't let anyone past the cap in a permanent sense in case that is about to come up somewhere.

==================================================================

Query: Have any actual Tide Keys been statted yet?

Re: Cael Gets Tickets

Posted: Tue Jun 20, 2023 4:46 am
by The Nottest of Daves
Lili got Maylene's Tide Key for a while during CAIN, but it was apparently destroyed by Tjormod and Contessa Negalux before it got statted.

Re: Cael Gets Tickets

Posted: Wed Jun 21, 2023 4:02 am
by Lord Gadigan
*Tide Key: Viren, The Green Word- (Accessory, Magic Item, Evolution, X Gold) +1 to all Base Stats, If wielder is in Inundation Mode, wielder gains +1% Water Resistance a +1% Drowning Resistance for each Water element Tide Baptism wielder possesses, If wielder is in Wellspring Mode, wielder's allies gain +1% Water Resistance a +1% Drowning Resistance for each Water element Tide Baptism wielder possesses, If wielder is in Inundation Mode, wielder deals (The number of elements in addition to Color that are in one of wielder's attacks, to the max of the number of Color element Tide Baptisms wielder possesses)% more Damage when attacking, If wielder is in Wellspring Mode, wielder's allies gain +(0.25 x the number of Color element Tide Baptisms wielder possesses)% Base Element Resistance, If wielder is in Inundation Mode, wielder deals (The number of Psychic element Tide Baptisms wielder posseses)% more Damage to entities whose stats wielder has scanned, If wielder is in Wellspring Mode, wielder's allies count as +(The number of Psychic element Tide Baptisms wielder possesses) Levels higher for purposes of having their stats scanned as an effect that does not bypass 'Immune to below Level' effects, This item may be equipped by Keybearer PCs named 'Viren, The Green Word' slotlessly, This item cannot be stolen from or destroyed if wielded by Keybearer PCs named 'Viren, The Green Word', This item cannot be forcibly unequipped or removed from threads if wielded by Keybearer PCs named 'Viren, The Green Word', This item's effects do not stack with other Tide Keys

General note: All Keybearers have their Tide Keys from point of creation. They're just RP items that provide the base powers of the PC Type and can't be easily loaned to others by default. Picking 'em from the Warehouse upgrades them to be sharable and adds more abilities that key off of Tide Baptisms (or, possibly, other things, depending on the exact roll / situation)

Re: Cael Gets Tickets

Posted: Wed Jun 21, 2023 7:46 am
by Aeromage
I wonder if that means his Tide Key might also upgrade from pulls in this, or as a result of his adventures later?

Let's find out.

Viren's on a roll! He capitalises on it with another pull from Enigmatic Well of Fate! (New ticket 4/6)
Prior Pulls wrote: *Tide Key: Viren, The Green Word- (Accessory, Magic Item, Evolution, X Gold) +1 to all Base Stats, If wielder is in Inundation Mode, wielder gains +1% Water Resistance a +1% Drowning Resistance for each Water element Tide Baptism wielder possesses, If wielder is in Wellspring Mode, wielder's allies gain +1% Water Resistance a +1% Drowning Resistance for each Water element Tide Baptism wielder possesses, If wielder is in Inundation Mode, wielder deals (The number of elements in addition to Color that are in one of wielder's attacks, to the max of the number of Color element Tide Baptisms wielder possesses)% more Damage when attacking, If wielder is in Wellspring Mode, wielder's allies gain +(0.25 x the number of Color element Tide Baptisms wielder possesses)% Base Element Resistance, If wielder is in Inundation Mode, wielder deals (The number of Psychic element Tide Baptisms wielder posseses)% more Damage to entities whose stats wielder has scanned, If wielder is in Wellspring Mode, wielder's allies count as +(The number of Psychic element Tide Baptisms wielder possesses) Levels higher for purposes of having their stats scanned as an effect that does not bypass 'Immune to below Level' effects, This item may be equipped by Keybearer PCs named 'Viren, The Green Word' slotlessly, This item cannot be stolen from or destroyed if wielded by Keybearer PCs named 'Viren, The Green Word', This item cannot be forcibly unequipped or removed from threads if wielded by Keybearer PCs named 'Viren, The Green Word', This item's effects do not stack with other Tide Keys



All Being A Kaleidoscope, Melting Into Seas Of Rainbow Unity
Tide Baptism, Color
Inundation Effect: Possessor may spend an action to gain a buff that stacks 200 times that provides its possessor with any combination of non-universe elements possessed by a target individual in the same battlespace. Possessor benefits from the buffs possessed by any other individual in the same battlespace that possessor shares at least one element with, with this effect not bypassing normal buff stacking limits and not allowing self-only, unreplicatable, or Overcrash-generated buffs to be shared. Possessor obtains +100% Dodge against individuals that possessor shares at least one element with. Whenever an individual in the same battlespace as possessor is Healed for points of or Regenerates HP or MP, if that individual shares at least one element with possessor, possessor may, as an effect that counts as involving a Channeling spell and involving Drain, choose to obtain 50% of that healing or regeneration instead of the individual in question. Possessor may cast spells equipped by individuals in the same battlespace who share at least one element with possessor. Possessor may choose to be Immune to effects created by individuals of lower Level that are attached to a Zone that possesses at least one of possessor's elements.
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to obtain a buff that stacks 200 times granting them any non-universe element possessed by one of possessor's other allies, not counting possessor. Possessor's allies, not counting possessor, obtain +100 to all stats for each ally, not counting possessor, that they possess that shares an element with them, counting separately per element, to a max of 200 allies per element and a max of 12 elements per individual. Possessor's allies, not counting possessor, benefit from the buffs possessed by their allies, not counting possessor, who share at least one element with them, with this effect not bypassing normal buff stacking limits and not allowing self-only, unreplicatable, or Overcrash-generated buffs to be shared. Possessor's allies, not counting possessor, are Immune to negative effects created by individuals of lower Level than possessor that are attached to a Zone that possesses at least one of the ally of possessor in question's elements.

Drowning, Resurging, Redrowning, Rising Once More
Tide Baptism, Water
Inundation Effect: Possessor suffers no negative effects from Drowning. Each time that Drowning would be inflicted on possessor by a different non-summon source, possessor obtains an instance of a buff that stacks (200 + Possessor's Level) times that does not occupy a buff slot that cannot be removed by sources below possessor's Level that vanishes if possessor leaves Inundation Mode that provides a +2,000 bonus to all of possessor's stats. At the start of each round, if possessor is not afflicted with Drowning but was afflicted with Drowning at the start of a prior round, possessor may choose to become afflicted with Drowning, continuing the count of consecutive rounds that possessor was afflicted with Drowning from a count that was possessed on the prior round chosen. At the start of each round, if possessor did not become afflicted with Drowning via the prior effect on the same round (discounting round-count values imposed by the prior effect), if possessor is afflicted with Drowning, possessor may choose any number of opponents who were previously afflicted with Drowning, with all such opponents chosen being afflicted with Drowning. Once per thread, as a non-resettable effect, if possessor would die due to an equal or lower Level source and possessor is Drowning, possessor may instead choose to not die, remaining at a value of '1' in any value whose reduction to a lower value would cause possessor to be dead, and to gain a non-stacking buff that provides +30,000 to all stats.
Wellspring Effect: Possessor's allies, not counting possessor, suffer no negative effects from the status effect Drowning if they have been afflicted with it for 3 rounds or longer. Possessor's allies, not counting possessor, if afflicted with Drowning, on the first round they are afflicted, obtain +30% Dodge. Possessor's allies, not counting possessor, if afflicted with Drowning, on the second round they are afflicted, may spend the MP of willing allies they possess, including possessor, who are afflicted with Drowning as though it were in additional MP pools they possessed, with possessor being able to prevent this expenditure should possessor desire to do so, regardless of who is borrowing whose MP through it. If an ally of possessor, not counting possessor, is dead, any effect that could inflict Drowning can, with the same chance as the Drowning infliction chance, be used to resurrect that ally. Instances of Drowning present on possessor's allies persist beyond death, and possessor dead allies, if afflicted with Drowning, have a 50% chance of being resurrected at the start of each round. If an ally of possessor, not counting possessor, is resurrected and is afflicted with Drowning at that time, it acquires a buff that stacks 5 times that persists beyond death that provides +5,000 to all stats.

In Each Mind A Nation
Tide Baptism, Psychic
Inundation Effect: Possessor may spend an action to create a Battlespace and place a Zone of Psychic in it. Possessor may spend an action to move from any battlespace into a battlespace that contains a Zone of Psychic so long as no individual of greater Level objects. Possessor may spend an action to place Zones of Psychic in a number of Battlespaces equal to or less than possessor's Level, even if possessor is not in those Battlespaces. Possessor may spend an action to add a Phantom Terrain of City to any battlespace that contains a Zone of Psychic. Possessor may add the element Law or the element Civilization to any of possessor's Psychic element actions. Possessor's Law or Civilization element actions may gain a 100% chance of inflicting Mindblasted. Possessor may spend an action to cause an opponent of equal or lower Level with equal or lower MIN to create a battlespace that contains a Zone of Psychic and cause that individual, as a debuff that cannot be removed by individuals of Level equal to or lower than possessor while possessor is alive, to count as additionally being in that battlespace regardless of whatever other battlespaces it is in, with it being able to act and target things as though it were in that battlespace and any other battlespace it is in, but being unable to leave said battlespace, with anything that would make it leave said battlespace instead cause it to additionally count as being in whatever other battlespace it would be in when it would have left that battlespace in addition to still remaining in said battlespace, with the debuff's possessor choosing what battlespace to be in out of the battlespaces it is in at the time of the debuff's removal that the debuff is causing it to count as being in, selecting one of said battlespaces, and, with said debuff additionally allowing its inflictor, at the start of each round, to optionally be able to have a 200% chance of inflicting Confusion: Fear, a 100% chance of inflicting Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, or Dissolving: Bankrupt, or a 50% chance of inflicting Vanished: Exiled if its possessor counts as being in the Zone of Psychic created alongside the debuff, provided that said Zone of Psychic is present within the battlespace it was created within by this effect, with said debuff additionally applying a -25% penalty to Dodge and To Hit if its possessor is in at least two battlespaces simultaneously.
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to create a battlespace containing a Zone of Psychic, and may, should no individual of greater Level than possessor in any battlespace object, spend an action to move from the main battlespace to a battlespace the action performer created through this Tide Baptism's effect or move from such a battlespace to the main battlespace. While within a battlespace created by this effect, the individual who created said battlespace is Immune to Confusion: Fear, Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, Dissolving: Bankrupt, and Vanished: Exiled, said individual additionally increasing its chances of inflicting said status effects by 5%. Possessor's allies, not counting possessor, gain the element Psychic and may, in any of their attacks, actions, or instances of Damage dealt, exchange the element Psychic for the element Civilization or the element Law. Possessor's allies, not counting possessor, if in a battlespace they created that contains a Zone of Psychic that they created may spend an action to have a 200% chance of inflicting Entombed: Incarcerated on a target. Possessor's allies, while Psychic element, may choose to always count the Terrain or Phantom Terrain as additionally being 'City'.


Power Rains Down, Each Raindrop's Path A Ladder
Tide Baptism, Water
Inundation Effect: At the start of each round that is not the first round of battle, possessor, if in a Zone of Water, may deal (1% of the unspent XP possessed by possessor, to a max of Possessor's Level x 1,000,000) Flat Water & Energy element Damage to all opponents and afflicts entities that took at least one Damage from this with Drowning and Overload. Possessor may choose to grant opponents the option of being afflicted with Charm instead of being dealt this Damage.
Wellspring Effect: At the start of each round, all of possessor's allies, not counting possessor, obtain Temporary XP equal to 1% of the unspent XP possessed by possessor. Possessor's PC allies have Level Caps below possessor's Level removed. If possessor possesses at least 2,000,000 unspent XP at the start of a round, possessor may choose to create a Zone of Water & Energy. If possessor possesses at least 50,000,000 unspent XP at the start of a round, possessor may choose to set the Phantom Terrain to Ocean

This, The Drowning World
Tide Baptism, Water
Inundation Effect: Possessor is Immune to Drowning. Double possessor's Drowning infliction chances. Double the Water-based HP-loss caused by possessor's Drowning status effects. Possessor may, at the start of each round, replace the elements of a Zone created by an equal or lower Level source with solely Water, and, if possessor does so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed. Possessor may, at the start of each round, alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, if possessor does so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.
Wellspring Effect: Possessor's allies, not counting possessor, are Immune to Drowning. Each of possessor's allies, not counting possessor, may spend an action to either replace the elements of a Zone created by an equal or lower Level source with solely Water, and, upon doing so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, or to alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, upon doing so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.

Washing Away All Impurities
Tide Baptism, Water
Inundation Effect: At the start of each round, possessor may create a Zone of Water. Possessor may choose for Zones of Water to additionally count as Zones of Light when any individual in the same battlespace checks anything related to Zones. Possessor is cured of all debuffs from lower-Level sources at the start of each action if in a Zone of Water. Possessor is cured of all minor negative status effects at the start of each round. At the start of each round, possessor has a 50% chance of being cured of each moderate negative status effect if not in a Zone of Water. If in a Zone of Water, at the start of each round, possessor is cured of all moderate negative status effects. If in a Zone of Water, at the start of each round, possessor has a 10% chance of being cured of each major negative status effect; this effect still occurs if possessor is dead and possessor's corpse is in a battlespace containing at least one Zone of Water.
Wellspring Effect: At the start of each round, all of possessor's allies, not counting possessor, are cured of all minor negative status effects. At the start of each round, if not in a Zone of Water, all of possessor's allies, not counting possessor, have a 50% chance of being cured of each moderate negative status effect. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, are cured of all moderate negative status effects. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, have a 5% chance of being cured of each major negative status effect.
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Re: Cael Gets Tickets

Posted: Sat Jun 24, 2023 4:32 am
by Lord Gadigan
Our Minds, Linked As One
Tide Baptism, Psychic
Inundation Effect: At the start of each round, possessor, if Psychic element, may scan a target's stats, and, if successful, as a buff that lasts until the end of the round, may cast spells that target has equipped or on its Inherent Spell List.
Wellspring Effect: Possessor and possessor's allies may all cast spells that the others have equipped or on their Inherent Spell Lists as though they themselves have them equipped.

Re: Cael Gets Tickets

Posted: Sat Jun 24, 2023 12:08 pm
by Aeromage
Viren keeps on going, pulling another from the Enigmatic Well of Fate for Ticket 5/6.
He wonders if any of the elements he's invested in will start showing up. Divine would be a hell of a thing to get represented, but he's no slouch at a few others.
Prior Pulls wrote: *Tide Key: Viren, The Green Word- (Accessory, Magic Item, Evolution, X Gold) +1 to all Base Stats, If wielder is in Inundation Mode, wielder gains +1% Water Resistance a +1% Drowning Resistance for each Water element Tide Baptism wielder possesses, If wielder is in Wellspring Mode, wielder's allies gain +1% Water Resistance a +1% Drowning Resistance for each Water element Tide Baptism wielder possesses, If wielder is in Inundation Mode, wielder deals (The number of elements in addition to Color that are in one of wielder's attacks, to the max of the number of Color element Tide Baptisms wielder possesses)% more Damage when attacking, If wielder is in Wellspring Mode, wielder's allies gain +(0.25 x the number of Color element Tide Baptisms wielder possesses)% Base Element Resistance, If wielder is in Inundation Mode, wielder deals (The number of Psychic element Tide Baptisms wielder posseses)% more Damage to entities whose stats wielder has scanned, If wielder is in Wellspring Mode, wielder's allies count as +(The number of Psychic element Tide Baptisms wielder possesses) Levels higher for purposes of having their stats scanned as an effect that does not bypass 'Immune to below Level' effects, This item may be equipped by Keybearer PCs named 'Viren, The Green Word' slotlessly, This item cannot be stolen from or destroyed if wielded by Keybearer PCs named 'Viren, The Green Word', This item cannot be forcibly unequipped or removed from threads if wielded by Keybearer PCs named 'Viren, The Green Word', This item's effects do not stack with other Tide Keys


All Being A Kaleidoscope, Melting Into Seas Of Rainbow Unity
Tide Baptism, Color
Inundation Effect: Possessor may spend an action to gain a buff that stacks 200 times that provides its possessor with any combination of non-universe elements possessed by a target individual in the same battlespace. Possessor benefits from the buffs possessed by any other individual in the same battlespace that possessor shares at least one element with, with this effect not bypassing normal buff stacking limits and not allowing self-only, unreplicatable, or Overcrash-generated buffs to be shared. Possessor obtains +100% Dodge against individuals that possessor shares at least one element with. Whenever an individual in the same battlespace as possessor is Healed for points of or Regenerates HP or MP, if that individual shares at least one element with possessor, possessor may, as an effect that counts as involving a Channeling spell and involving Drain, choose to obtain 50% of that healing or regeneration instead of the individual in question. Possessor may cast spells equipped by individuals in the same battlespace who share at least one element with possessor. Possessor may choose to be Immune to effects created by individuals of lower Level that are attached to a Zone that possesses at least one of possessor's elements.
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to obtain a buff that stacks 200 times granting them any non-universe element possessed by one of possessor's other allies, not counting possessor. Possessor's allies, not counting possessor, obtain +100 to all stats for each ally, not counting possessor, that they possess that shares an element with them, counting separately per element, to a max of 200 allies per element and a max of 12 elements per individual. Possessor's allies, not counting possessor, benefit from the buffs possessed by their allies, not counting possessor, who share at least one element with them, with this effect not bypassing normal buff stacking limits and not allowing self-only, unreplicatable, or Overcrash-generated buffs to be shared. Possessor's allies, not counting possessor, are Immune to negative effects created by individuals of lower Level than possessor that are attached to a Zone that possesses at least one of the ally of possessor in question's elements.


In Each Mind A Nation
Tide Baptism, Psychic
Inundation Effect: Possessor may spend an action to create a Battlespace and place a Zone of Psychic in it. Possessor may spend an action to move from any battlespace into a battlespace that contains a Zone of Psychic so long as no individual of greater Level objects. Possessor may spend an action to place Zones of Psychic in a number of Battlespaces equal to or less than possessor's Level, even if possessor is not in those Battlespaces. Possessor may spend an action to add a Phantom Terrain of City to any battlespace that contains a Zone of Psychic. Possessor may add the element Law or the element Civilization to any of possessor's Psychic element actions. Possessor's Law or Civilization element actions may gain a 100% chance of inflicting Mindblasted. Possessor may spend an action to cause an opponent of equal or lower Level with equal or lower MIN to create a battlespace that contains a Zone of Psychic and cause that individual, as a debuff that cannot be removed by individuals of Level equal to or lower than possessor while possessor is alive, to count as additionally being in that battlespace regardless of whatever other battlespaces it is in, with it being able to act and target things as though it were in that battlespace and any other battlespace it is in, but being unable to leave said battlespace, with anything that would make it leave said battlespace instead cause it to additionally count as being in whatever other battlespace it would be in when it would have left that battlespace in addition to still remaining in said battlespace, with the debuff's possessor choosing what battlespace to be in out of the battlespaces it is in at the time of the debuff's removal that the debuff is causing it to count as being in, selecting one of said battlespaces, and, with said debuff additionally allowing its inflictor, at the start of each round, to optionally be able to have a 200% chance of inflicting Confusion: Fear, a 100% chance of inflicting Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, or Dissolving: Bankrupt, or a 50% chance of inflicting Vanished: Exiled if its possessor counts as being in the Zone of Psychic created alongside the debuff, provided that said Zone of Psychic is present within the battlespace it was created within by this effect, with said debuff additionally applying a -25% penalty to Dodge and To Hit if its possessor is in at least two battlespaces simultaneously.
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to create a battlespace containing a Zone of Psychic, and may, should no individual of greater Level than possessor in any battlespace object, spend an action to move from the main battlespace to a battlespace the action performer created through this Tide Baptism's effect or move from such a battlespace to the main battlespace. While within a battlespace created by this effect, the individual who created said battlespace is Immune to Confusion: Fear, Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, Dissolving: Bankrupt, and Vanished: Exiled, said individual additionally increasing its chances of inflicting said status effects by 5%. Possessor's allies, not counting possessor, gain the element Psychic and may, in any of their attacks, actions, or instances of Damage dealt, exchange the element Psychic for the element Civilization or the element Law. Possessor's allies, not counting possessor, if in a battlespace they created that contains a Zone of Psychic that they created may spend an action to have a 200% chance of inflicting Entombed: Incarcerated on a target. Possessor's allies, while Psychic element, may choose to always count the Terrain or Phantom Terrain as additionally being 'City'.

Our Minds, Linked As One
Tide Baptism, Psychic
Inundation Effect: At the start of each round, possessor, if Psychic element, may scan a target's stats, and, if successful, as a buff that lasts until the end of the round, may cast spells that target has equipped or on its Inherent Spell List.
Wellspring Effect: Possessor and possessor's allies may all cast spells that the others have equipped or on their Inherent Spell Lists as though they themselves have them equipped.


Drowning, Resurging, Redrowning, Rising Once More
Tide Baptism, Water
Inundation Effect: Possessor suffers no negative effects from Drowning. Each time that Drowning would be inflicted on possessor by a different non-summon source, possessor obtains an instance of a buff that stacks (200 + Possessor's Level) times that does not occupy a buff slot that cannot be removed by sources below possessor's Level that vanishes if possessor leaves Inundation Mode that provides a +2,000 bonus to all of possessor's stats. At the start of each round, if possessor is not afflicted with Drowning but was afflicted with Drowning at the start of a prior round, possessor may choose to become afflicted with Drowning, continuing the count of consecutive rounds that possessor was afflicted with Drowning from a count that was possessed on the prior round chosen. At the start of each round, if possessor did not become afflicted with Drowning via the prior effect on the same round (discounting round-count values imposed by the prior effect), if possessor is afflicted with Drowning, possessor may choose any number of opponents who were previously afflicted with Drowning, with all such opponents chosen being afflicted with Drowning. Once per thread, as a non-resettable effect, if possessor would die due to an equal or lower Level source and possessor is Drowning, possessor may instead choose to not die, remaining at a value of '1' in any value whose reduction to a lower value would cause possessor to be dead, and to gain a non-stacking buff that provides +30,000 to all stats.
Wellspring Effect: Possessor's allies, not counting possessor, suffer no negative effects from the status effect Drowning if they have been afflicted with it for 3 rounds or longer. Possessor's allies, not counting possessor, if afflicted with Drowning, on the first round they are afflicted, obtain +30% Dodge. Possessor's allies, not counting possessor, if afflicted with Drowning, on the second round they are afflicted, may spend the MP of willing allies they possess, including possessor, who are afflicted with Drowning as though it were in additional MP pools they possessed, with possessor being able to prevent this expenditure should possessor desire to do so, regardless of who is borrowing whose MP through it. If an ally of possessor, not counting possessor, is dead, any effect that could inflict Drowning can, with the same chance as the Drowning infliction chance, be used to resurrect that ally. Instances of Drowning present on possessor's allies persist beyond death, and possessor dead allies, if afflicted with Drowning, have a 50% chance of being resurrected at the start of each round. If an ally of possessor, not counting possessor, is resurrected and is afflicted with Drowning at that time, it acquires a buff that stacks 5 times that persists beyond death that provides +5,000 to all stats.

Power Rains Down, Each Raindrop's Path A Ladder
Tide Baptism, Water
Inundation Effect: At the start of each round that is not the first round of battle, possessor, if in a Zone of Water, may deal (1% of the unspent XP possessed by possessor, to a max of Possessor's Level x 1,000,000) Flat Water & Energy element Damage to all opponents and afflicts entities that took at least one Damage from this with Drowning and Overload. Possessor may choose to grant opponents the option of being afflicted with Charm instead of being dealt this Damage.
Wellspring Effect: At the start of each round, all of possessor's allies, not counting possessor, obtain Temporary XP equal to 1% of the unspent XP possessed by possessor. Possessor's PC allies have Level Caps below possessor's Level removed. If possessor possesses at least 2,000,000 unspent XP at the start of a round, possessor may choose to create a Zone of Water & Energy. If possessor possesses at least 50,000,000 unspent XP at the start of a round, possessor may choose to set the Phantom Terrain to Ocean.

This, The Drowning World
Tide Baptism, Water
Inundation Effect: Possessor is Immune to Drowning. Double possessor's Drowning infliction chances. Double the Water-based HP-loss caused by possessor's Drowning status effects. Possessor may, at the start of each round, replace the elements of a Zone created by an equal or lower Level source with solely Water, and, if possessor does so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed. Possessor may, at the start of each round, alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, if possessor does so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.
Wellspring Effect: Possessor's allies, not counting possessor, are Immune to Drowning. Each of possessor's allies, not counting possessor, may spend an action to either replace the elements of a Zone created by an equal or lower Level source with solely Water, and, upon doing so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, or to alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, upon doing so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.

Washing Away All Impurities
Tide Baptism, Water
Inundation Effect: At the start of each round, possessor may create a Zone of Water. Possessor may choose for Zones of Water to additionally count as Zones of Light when any individual in the same battlespace checks anything related to Zones. Possessor is cured of all debuffs from lower-Level sources at the start of each action if in a Zone of Water. Possessor is cured of all minor negative status effects at the start of each round. At the start of each round, possessor has a 50% chance of being cured of each moderate negative status effect if not in a Zone of Water. If in a Zone of Water, at the start of each round, possessor is cured of all moderate negative status effects. If in a Zone of Water, at the start of each round, possessor has a 10% chance of being cured of each major negative status effect; this effect still occurs if possessor is dead and possessor's corpse is in a battlespace containing at least one Zone of Water.
Wellspring Effect: At the start of each round, all of possessor's allies, not counting possessor, are cured of all minor negative status effects. At the start of each round, if not in a Zone of Water, all of possessor's allies, not counting possessor, have a 50% chance of being cured of each moderate negative status effect. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, are cured of all moderate negative status effects. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, have a 5% chance of being cured of each major negative status effect.


Re: Cael Gets Tickets

Posted: Sun Jun 25, 2023 2:18 pm
by Kitsune106d
ticket 5/11! more for teh best gobbo mod!

Re: Cael Gets Tickets

Posted: Sun Jun 25, 2023 9:24 pm
by Lord Gadigan
Cael gets 2 more tickets.

Re: Cael Gets Tickets

Posted: Sun Jun 25, 2023 9:46 pm
by Aeromage
That'll make the ticket 5/13, then! He'll stick with Enigmatic Well of Fate.

Re: Cael Gets Tickets

Posted: Mon Jun 26, 2023 5:05 am
by Lord Gadigan
Witnessing Shells Rupturing, As Hidden Color Bursts From Within
Tide Baptism, Color
Inundation Effect: At the start of each round, if possessor is Color element, possessor may choose for any number of opponents to take (Possessor's Level x 1,000 x the number of Elements those individuals possessed earlier during the same thread but do not currently possess) Flat (Color plus all elements the individual in question previously possessed earlier during the same thread but does not currently possess) Element Damage.
Wellspring Effect: If possessor is Color element, possessor's allies, not counting possessor, obtain + (Possessor's Level x 1,000 x the number of Elements those individuals possessed earlier during the same battle but do not currently possess) to all stats.

Re: Cael Gets Tickets

Posted: Mon Jun 26, 2023 8:08 am
by Aeromage
While Viren decides what he wants to do next, Rosaline steps up.

She proposes a trade with Rey Naboshi, which he accepts- her single inroad into Albardi's unfitting-for-her skillset in exchange for his somewhat-more-fitting Irmehret ability. She pays as necessary to do so.
Albardi wrote: ♢Infinite Knife Hurricane- (Passive Ability, Shadow Blade) Possessor's actions that involve a Shadow Blade technique may gain '(The number of Knife weapons possessor has equipped, to a max of possessor's Level) hits against 1'
Irmehret wrote: ♢Irmehret: Magewright, Tailor, Diplomat, Undead, Spirit

♢Diaphanous Eternal Garb- (Passive Ability, Diplomat) If possessor has a Clothes equipped, possessor may choose one buff present on possessor to not vanish upon possessor's death
For Ticket 6/13, she then pulls from Of the Tales (Requires Level 40+) again, hoping to draw more from one of her current Ascendant skillsets.
Bez'Bekklin wrote:♢Bez'Bekklin - Mass Instant Death, Resurrection prevention, Killing things regardless of protections, Infinite Damage, Preventing summoning / mass extinction of the whole Enemy List, Unhealable Damage, Unrecoverable destruction, Prevention of action beyond death, Auto-loss conditionals, Unharmability and becoming the ultimate arbiter of harm/death

♢Grave of All Life- (Passive Ability, Other: Heir of Dust) No one in the same battlespace as possessor may be resurrected
Lyrix Chalerex wrote: ♢Lyrix Chalerex (Traitor): Guns, Stealth, Thief Arts, Sniping, Clockworks, Speed with Guns, Exit to bonus row

♢Hyperrapid Gun-Shift- (Passive Ability, Gunslinger) If no opponents has greater AGI than possessor, possessor may, before any action, choose to unequip and then equip any number of Gun or Ammo items

♢Swiftest Killshot- (Passive Ability, Gunner) If no opponent has greater AGI than possessor and possessor is wielding a Gun, possessor's offensive actions that involve possessor's Ranged Attack bonus may not be countered (including preemptively) by lower-Level opponents than possessor who have not yet acted
Elena Durinteyn wrote: ♢Elena Durinteyn: Guns, Hypertech, Consumables, Counters, Assist-moves

♢Maximum Suppression Stance- (Stance Ability, Gunner) If one of possessor's opponents is about to perform an attack that targets one of possessor's allies but does not target possessor, possessor may, up to (Possessor's Level) times per round (to a max of once per attack) as a preemptive counter conduct a 'Ranged Attack' action that may only target said opponent (and, optionally, also possessor)

Re: Cael Gets Tickets

Posted: Mon Jun 26, 2023 11:43 am
by Kitsune106d
Confirmed

Re: Cael Gets Tickets

Posted: Tue Jun 27, 2023 1:48 am
by Lord Gadigan
That swap costs 60,000,000.

Rosaline gets:

♢View Beyond All Worlds- (Passive Ability, Diviner) At the start of each round, possessor may scan the stats of an individual in any battlespace; if this scan is successful, the target, if equal Level to or lower Level than possessor, may not trigger any effects that it would trigger upon its stats being scanned without possessor's permission

Re: Cael Gets Tickets

Posted: Tue Jun 27, 2023 1:59 am
by Aeromage
That's from Astratarach.

Viren promised to pull from Metatemporal Archaeology for TIcket 7/13.

So he does that.