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kit back to maerefore

Posted: Sun Apr 18, 2021 6:07 pm
by Modrageball
This quest ran from Nov 27, 2015 to Aug 25, 2017.
kitsune106 wrote:
Kit normal wrote:Kit (kitsune106)-
Leve 59
Shapeshifter, Glitz
HP- 15,250
MP- 22,125
STR- 1592 (27)
AGI- 885 (15)
CON- 610 (10)
MIN- 885 (15)
SPI- 2861 (39)
Fame- 91

Worshipper of Sereyn-
Divine Healing- Spells cast by possessor that possess a Magical Attack bonus and Heal gain +(25 * Possessor Level) Magical Attack, Worshipper Benefit
Sereyn's Purification- Possessor may spend an action to have a 30% chance of curing a target of Poison, Worshipper Benefit
Channel Magical Light- If possessor is Level 10 or greater, possessor may change any of possessor's 'Magical Attack' actions to be solely Light element, Worshipper Benefit
Purge Toxin- If possessor is Level 5 or greater, possessor may spend an action to have a 30% chance of curing a target of Poison, Worshipper Benefit
Sereyn's Fury- If possessor is Level 25 or greater and any of possessor's opponents are Devout Worshippers of Nathreyn or Zereyn, possessor and possessor's allies who are Devout Worshippers of Sereyn or Vereyn gain +3,600 to all stats as a non-stacking bonus, Worshipper Benefit

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Change Stance
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Point Blank
Fortify Body
Overdrive

flickers:

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

Abjurer:
Abjurant Mummy-Curse Deflecting Aura- (Stance Ability, Abjurer) Possessor and possessor's allies cannot obtain debuffs from non-unique individuals below Level 60 whose name includes 'Mummy'
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Adept Abjuration Attunement- (Passive Ability, Abjurer) Abjuration spells cost possessor 10,000 less MP to cast, Possessor's Abjuration spells that provide a Defense bonus provide an additional +500 Defense, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Abjuration Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Protection Magic spell possessor has equipped
Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Broadened Abjuration Magic- (Passive Ability, Abjurer) Possessor's 'Broaden Casting' ability may count Abjuration Magic spells as Wizard Magic spells for its purposes (though not the purposes of other aspects of actions it is involved in)
Erosion-Resistant Spell- (Technique Ability, Abjurer) Possessor may use 'Erosion-Resistant Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Buffs placed by said action may not be removed by Water element sources below Level 40.
Gloriously Problem-Deflecting Spell- (Technique Ability, Abjurer) Possessor may use 'Gloriously Problem-Deflecting Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Buffs applied by said action may not be removed by opposing sources below Level 40.
Hyped-Up Spellshield- (Technique Ability, Abjurer) Possessor may use 'Hyped-Up Spellshield' in conjunction with a 'Cast a Spell' action so long as an Abjuration spell is cast and no other technique is used. Said action is delayed 5 rounds. If its caster is not Glory element, all Defense buffs that it provides are increased by 1 point as a non-stacking effect across all buffs on the same individual. If its caster is Glory element, all Defense buffs that it provides are increased by 5,000 points as a non-stacking effect across all buffs on the same individual.
Protector's Sacrifice- (Active Ability, Abjurer) Possessor may, as a counter in response to any enemy attack, before targets (other than self) take damage, spend any amount of Max HP or Max MP, one target takes that much less damage, Possessor may, as an action, reduce any of possessor's stats' maxes by a number, this amount of stat damage is healed (from the same stat) on target ally
Spell-Attaching Art: Golden Flame-Shield- (Technique Ability, Abjurer) Possessor may use 'Spell-Attaching Art: Golden Flame-Shield' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Said action, if non-offensive, gives its target a non-stacking buff that provides 15% Fire Resistance and +200 Defense against Fire.
Spell-Attaching Art: Hyper-Unlikely Electricity Cancellation- (Technique Ability, Abjurer) Possessor may use 'Hyper-Unlikely Electricity Cancellation' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Said action, if non-offensive, has a 1 in 15,000,000 chance of giving its target a non-stacking buff that gives it Immunity to Electrical against individuals below Level 60 for 1 round.
Spell that Blocks the Wind Guillotine- (Technique Ability, Abjurer) Possessor may use 'Spell that Blocks the Wind Guillotine' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Any buff applied by said action gains the additional effect 'possessor obtains 10% Instant Death Resistance against Air element actions'
Squid-Reprotecting Spell- (Technique Ability, Abjurer) Possessor may use 'Squid-Reprotecting Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. If said action applies an abjuration buff from a spell worth under 500,000 Gold, said action applies a copy of said buff to any one Aquatic that previously possessed any number of Abjuration buffs with caster as their source, provided that said buff could have been applied to said Aquatic
Zone Screen- (Passive Ability, Abjurer) Whenever possessor casts an Abjuration spell, possessor may, to a max of once per round, attach an non-stacking effect to a Zone, Terrain, or Phantom Terrain that gives all of possessor's allies, including possessor, in said Zone +(100 * Possessor Level) Defense and makes said allies unable to have their stats scanned by sources below (possessor Level - 10, to a max of 60)

Auramancer:
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Upgraded Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +60,000 Defense, Possessor gains +10,000 CON, Possessor gains +10,000 MIN, Possessor gains +200,000 HP, Possessor's Defense may not be pierced by sources below Level 40, Individuals below Level 40 may not inflict negative status effects on possessor
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor

Bard:
Merry Caroling- (Passive Ability, Bard) Possessor's non-offensive actions that include Bardic Music spells buff stats for an additional 80 points (to a max of 1,000 additional points across all buffs per individual) and provide an additional 5,000 points of HP Healing if they Heal HP
Recite Combat Poetry- (Passive Ability, Bard) +300 Magical Attack, Wielder's 'Magical Attack' actions may inflict Confusion, Stat Drain, or Charm: Impressed on targets below Level 30

Beastmaster:
Glowing Red Nose- (Passive Ability, Beastmaster) Possessor may choose for possessor and any of possessor's allies to ignore effects attached to zones by sources below Level 20
Sturdy Turtle Shell- (Passive Ability, Beastmaster) Possessor gains +500 Defense and 35% Resilience

Blessing:
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Blessed by Greatness-(Passive Ability, Blessing, can't be used in combos) +10 Max HP
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Holy Foresight-(Passive Ability, Blessing) +1% Dodge, Can't be used in combo
Holy Foresight II-(Passive Ability, Blessing) +5% Dodge, +20% additional dodge for characters over level 15, Can't be used in combos
Holy Strikes-(Passive Ability, Blessing) +1% Critical, Can't be used in combos
Mana Spark Blessing 1- (Passive Ability, Blessing) +400 Max HP
Mana Spark Blessing 15- (Passive Ability, Blessing) +35 to all stats, 4% Minor Status Effect Resistance, 3% Dodge
Mana Spark Blessing 16- (Passive Ability, Blessing) 4% Resilience
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor
Strength in the Face of Certain Death- (Passive Ability, Blessing) Possessor gains +500 to all stats as an uncapped bonus when in battle against one or more opponents 10 or more Levels greater than possessor and all of possessor's allies if possessor has 5 or fewer non-pet, non-summon allies.
Tiny Strength Blessing- (Passive Ability, Blessing) +1 STR

Captain:
Basic Vessel User- (Passive Ability, Captain)- All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0

Channeler:
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 Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast

Chef:
Apply Excessive Capsaicin- (Technique Ability, Chef) Possessor may use 'Poison Foodstuffs' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action gains '30% inflicts Pain' and '10% inflicts Burning' during said action
Improved Mircrowave Gaze- (Passive Ability, Chef) If possessor possesses a Chef ability called 'Microwave Gaze', then any ability called 'Microwave Gaze' that it grants its possessor gains '30% inflicts Burning', '30% may inflict Poison: Irradiated', and 'Deals 2,000 CON Damage'
Microwave Gaze- (Passive Ability, Chef) Possessor gains the ability:
Microwave Gaze- 20,000 Damage, Ignores the Defense of targets below Level 40, This action gains +20% To Hit, Individuals who deal HP Drain to targets of this ability deal an additional 4,000 Points as a non-stacking buff that lasts 2 rounds, This action's Prime Attribute is Spirit, Atomic & Fire, 30,000 MP
Wine Snob- (Passive Ability, Chef) Possessor may choose to reduce the stat buffs provided by Drinks used by sources below Level 40 by up to 600 points, to a minimum of 0

Chronicler of Eternity:
Chronomancer- (Passive Ability, Chronicler of Eternity) Possessor may select any stat, out of STR, AGI, CON, MIN, and SPI, to use for determining possessor's turn order and number of extra actions, Possessor may delay the effects of Chronomancy spells that have a built-in or selectable delay as part of the spell for either one more round or one less round, and possessor's Chronomancy spells cost 50 less MP per level possessor possesses
First Thought of the Iron Dream- (Passive Ability, Chronicler of Eternity) Possessor cannot take more than 50% of possessor's Max MP in MP Damage from one action that comes from a source or group of sources that are all below Level 50 (but still may lose more MP via other ways, such as spending it)

Crusher:
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Heaven's Hammer- (Passive Ability, Crusher) Possessor gains +(50 * Possessor Level) Melee Attack and +(100 * Possessor Level) SPI if wielding a Hammer, Wielder's 'Melee Attack', 'Melee Overdrive' and 'Powerful Attack' actions may use Strength or Spirit as their Prime Attribute, and possessor may base 'Melee Attack' bonus capping on either Strength or Spirit for purposes of said actions
Like A Hammer From the Heavens- (Passive Ability, Crusher) Possessor's first attack of each thread, if performed during the first round of battle and performed targeting a single Demon, Devil, or Daemon that is not 5 or more Levels greater than possessor that has not yet acted, deals double Damage (to a max of (Possessor Level * 1,000,000,000 additional Damage) if possessor is wielding a Hammer and has a greater SPI or CON than said target's CON

Diplomat:
Gregarious- (Passive Ability, Diplomat) Possessor's chance of inflicting minor positive status effects on allies are increased by 30%
Prompt- (Passive Ability, Diplomat) Possessor gains +400 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle

Diviner:
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
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'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
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
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to examine target's stats
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
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

Driver:

Create Wordcraft- (Active Ability, Driver) Possessor may spend an action to create 1 temporary Custom Wordcraft, Max 1 Created, with said Custom Wordcraft being a Vehicle or Vessel Transformation worth (10,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Gold, being Level (Possessor Level, to a max of 60), being the element Technology, Magic, Water, Earth, or Air, possessing STR, AGI, CON, MIN, and SPI of (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) points each, possessing (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, Possessing (10 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense against Stat Damage, Possessing (The number of Scholar Abilities possessor possesses, to a max of 200)% Resilience, Dodge, and Critical, Possessing (100 + (The number of Scholar Abilities possessor possesses, to a max of 200))% To Hit, possessing Poison, Fatigued, and Diseased Immunity, and possessing the abilities:
Word Weaponry- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Magic or Air, 0 MP
Word Wall- +(100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, affects caster only, does not stack, Magic or Air, 0 MP
Word Weave- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Heals, Magic or Air, 0 MP
Timecraft Driver- (Passive Ability, Driver) Possessor's Time element Vehicle transformations gain +500 AGI and 40% Dodge


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


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

Engineer:
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Knowledge of Basic Timecraft Design- (Passive Ability, Engineer) Possessor's Time element Vehicle transformations gain +100 to all stats

Flux Baron:

Chameleon Flesh- (Passive Ability, Flux Baron) Possessor may, at the start of any round or the start of any of possessor's actions, become the same non-Universe element as any ally, any equipped Armor, or any Zone that possessor is in
Hundredfold Mask of Hues- (Passive Ability, Flux Baron) If possessor is a Shapeshifter, possessor may, at the start of a thread, choose to become any one normally-player-selectable base element
Hundredfold Mask of Shapes- (Passive Ability, Flux Baron) If possessor is a Shapeshifter, possessor may, at the start of a thread, choose to become any one base subtype that is not Holy One, Fiend, Serpent Blessed, or Immortal
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter

Friendship:
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Has A Small Fan Club- (Passive Ability, Friendship) +1 Fame
Has Attracted Attention and Fans in the Battle Arena- (Passive Ability, Friendship) Possessor gains +1 Fame, Possessor gains +300 to all stats if possessor has at least 20 Fame
Used to be Famous- (Passive Ability, Friendship) Possessor has 10 extra unmodified stat points and has chosen to place them like this: (+10 con)

Gearwright:
Apprentice Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assembler of Complex Gears- (Passive Ability, Gearwright) Possessor's Clockwork summons obtain +600 to all stats as a non-stacking buff at the time of their summoning
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +20 to all stats
Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 to all stats
Defensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +50 Defense
Gearcrafter- (Passive Ability, Gearwright) Possessor's Clockwork summons obtain +150 to all stats as a constantly-applied effect while possessor is present
Intuitive Knowledge of How Gears Fit Together- (Passive Ability, Gearwright) Possessor counts as being 2 Levels higher, to a Max of Level 60, for stat-scanning purposes when targeting Clockworks, with this effect not bypassing Level-based Immunities
Speed-Focused Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes


General:
Predicted to Be a Great Hero- (Passive Ability, General) Possessor gains +2 Fame

Geomancer:
Dig Pothole- (Active Ability, Geomancer) Possessor may spend an action to add an effect to a Zone of Earth, a Zone of Physical, or a Terrain or Phantom Terrain that is 'Road' that causes all Vehicle transformations in said Zone or Terrain that are below Level 20 to have a 20% chance each round of not being able to act, with things that would occur before and after their actions still occurring, with said effect stacking 3 times per zone or terrain and 3 times across all zones and terrains
Drink Lake- (Active Ability, Geomancer) Possessor may spend an action to remove a Zone of Water or a Terrain or Phantom Terrain with an associated Square Mile of Terrain in the Shop that is Water element that has a source below Level 40 from battle


Gigas Knight:
Apprentice Grand Armor Mastery- (Passive Ability, Gigas Knight) Possessor gains +100 Defense if possessor has an Aura equipped, Grand Armors equipped by possessor reduce possessor's AGI by 100 points less
Basic Grand Armor Mastery- (Passive Ability, Gigas Knight) All Grand Armors worn by possessor provide +40 additional Defense and reduce AGI by 5 less
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
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
Lesser Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 5% Physical Resistance if possessor is wearing a Grand Armor
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

Guardian:
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Augmented Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 5% Minor Status Effect Resistance
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Bearing the Raiment of Justice- (Passive Ability, Guardian) Possessor gains +(50 * Possessor Level) Defense, +(100 * Possessor Level) CON, and +(100 * Possessor Level) SPI if wearing a Heavy Armor, Possessor may choose at the beginning of a thread (as a non-buff effect) to make its HP-Determining stat Constitution or Spirit and to make its per-item Defense capping based on either Constitution x 2 or Spirit x 2
Brief Witness to the Incorruptability of the Iron Dream- (Passive Ability, Guardian) Possessor gains 15% Minor Status Resistance
First Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +50 CON and 5% Resilience
Further Augmented Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance, 5% Light Resistance, 5% Darkness Resistance, 5% Physical Resistance, 5% Psychic Resistance, 5% Magic Resistance, 5% Technology Resistance, 5% Acid Resistance, 5% Ice Resistance, and 5% Electrical Resistance
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Heavy Armor Wearer II- (Passive Ability, Guardian) Possessor gains +25 to all stats when possessor has a Heavy Armor equipped, Possessor gains +50 Defense when possessor has a Heavy Armor equipped
Iron Body- (Passive Ability, Guardian) +500 HP for each Heavy Armor equipped
Meditated Upon the Iron Iris- (Passive Ability, Guardian) Possessor cannot be Criticalled by individuals below Level 10
Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 1% Air Resistance, 1% Earth Resistance, 1% Fire Resistance, 1% Water Resistance, 1% Light Resistance, 1% Darkness Resistance, 1% Physical Resistance, 1% Psychic Resistance, 1% Magic Resistance, 1% Technology Resistance, 1% Acid Resistance, 1% Ice Resistance, and 1% Electrical Resistance
Second Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +2,000 HP
Third Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +4,000 CON, +5,000 HP, and 15% Resilience

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

Healer:
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Auto-Healing- (Passive Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element HP Healing at the start of every round
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Electric Paddle Heartstopper- (Technique Ability, Healer) Possessor may use 'Electric Paddle Heartstopper' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +250 Melee Attack, gains the element Electrical, and has a 5% chance of inflicting Instant Death on targets below Level 15
Greater Healing- (Passive Ability, Healer) Wehanever possessor would Heal HP, possessor Heals an additional 2,500 points
Greater Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 250 points of each type
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Healer's Stat Protection- (Passive Ability) Possessor's allies gain +200 Defense against Stat Damage
Improved Curing of Minor Status Effects- (Passive Ability, Healer) Whenever possessor would have a chance of curing a minor status-effect (not counting natural per-round auto-recovery chances), said chance is raised by 5%
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points
Improved Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 50 points of each type
Knoweldge of Electroshock Therapy- (Passive Ability, Healer) Possessor's Electrical-element, Non-Offensive actions may gain '15% cures any one minor negative status effect'
Rearrange Organs- (Technique Ability, Healer) Possessor may use 'Rearrange Organs' in conjunction with a 'Melee Attack' or 'Magical Attack' action so long as no other technique is used. Said action may cause its target (if under Level 40 or willing) to gain either 30% Weakness or Resistance to any one minor status effect, +20% Resilience, or -20% Resilience as a buff that does not stack for the same effect and stacks 3 times across different effects
Restorative Power that Cures Illness- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may have a 30% chance of curing any of its targets of any one minor status effect whenever it would otherwise heal something
Restorative Power that Heals Agility- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of AGI Damage whenever it would otherwise heal something
Restorative Power that Heals Mind- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of MIN Damage whenever it would otherwise heal something
Restorative Power that Heals Stats- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 200 points of stat damage from each stat whenever it would otherwise heal something
Restorative Power that Heals Spirit- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of SPI Damage whenever it would otherwise heal something
Restorative Power that Heals Strength- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of STR Damage whenever it would otherwise heal something
Restorative Stance- (Stance Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element HP Healing at the start of every round while possessor is in this stance, Possessor may not take offensive actions while in this stance
Shining Aura of Pacifism- (Stance Ability, Healer) Possessor may not conduct offensive actions, Possessor may not place debuffs or negative status effects on individuals or deal non-healing Damage, HP and MP Healing dealt by possessor's is doubled, Possessor's opponents of equal or lower Level deal half Damage to possessor if possessor possesses any unique allies
Stat Protect- (Passive Ability, Healer) Possessor gains Immunity to Stat Damage from sources below Level 40, Possessor gains Stat Drain Immunity against sources below Level 40
The Doctor Can't Get Sick!- (Passive Ability, Healer) Possessor may, up to 10 times per thread while in a Healer Stance, at the start of possessor's first action every round, choose to auto-recover from any one minor status effect inflicted by a source below Level 60; this may be used any number of times (up to its maximum) on different effects before said action

Hero:
Hero's Resolve- (Passive Ability, Other: Hero) Possessor's actions may not be controlled by opposing sources that are not 20 or more Levels greater than possessor, Possessor gains Dominion Immunity
Soul-Puncher- (Passive Ability, Other: Hero) Possessor gains +15,000 Magical Attack and Melee Attack, Possessor may ignore the Constant Effects "Fully Disembodied" and "Incorporeal", Possessor may attack individuals of equal or lower Level who are in different battlespaces (to a max of Level 98), The Level range of entities possessor can target in other battlespaces is increased on Noix as an RP effect

Lawbringer:
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack and +500 HP when a Mace is equipped.
Awesome Blows- (Passive Ability, Lawbringer) Whenever possessor kills an opponent while wielding a Mace or Hammer, said opponent's allies have (should possessor desire such) a 100% chance of being afflicted with Awestruck
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack when a Mace is equipped.
Dizzying Bash- (Technique Ability, Lawbringer) Possessor may use 'Dizzying Bash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Mace equipped. Said attack gains a 20% chance of inflicting Confusion.
Heaven's-Justice Strike- (Technique Ability, Lawbringer) Possessor may use 'Heaven's-Justice Strike' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Attack With Finesse', or 'Combined Attack' action so long as a Mace or Hammer is equipped. Said action gains a Melee Attack bonus equal to the Magical Attack bonus of one Celestial Magic or Holy Magic spell equipped by its performer (with said spell not counting as being cast as part of said action to provide said bonus)
Judge- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
Judge of the Heavens- (Passive Ability, Lawbringer) If possessor is a Celestial, possessor gains +(Possessor Level * 100) Melee Attack while wielding a Mace, Possessor may choose to inflict Awestruck instead of Entombed: Incarcerated or Entombed: Incarcerated instead of Awestruck if wielding a Mace, Possessor may treat Hammers as Maces for purposes of Lawbringer abilities if possessor is a Celestial
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
Long Arm of the Law- (Passive Ability, Lawbringer) Possessor may make Melee Attacks from the back row so long as possessor has a Mace equipped
Mace Wielding I- (Passive Ability, Lawbringer) +5 to all stats when a Mace is equipped
Mace Wielding II- (Passive Ability, Lawbringer) +25 to all stats when a Mace is equipped, +50 Melee Attack when a Mace is equipped
Wielding the Heavenly Judge's Gavel- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack while possessor is a Celestial and is wielding a Mace or Hammer, Possessor's 'Melee Attack', 'Melee Overdrive', and 'Powerful Attack' actions may use Spirit as their Prime Attribute if possessor is a Celestial and is wielding a Mace or Hammer, Possessor may use Spirit to determine possessor's per-item Melee Attack bonus caps if possessor is a Celestial and is wielding a Mace or a Hammer

Luminary:
Apprentice Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Celestial Magic spells cost possessor 250 less MP to cast for each non-summon ally caster possesses, to a max of 200 such allies
Armored by Heavenly Magic- (Passive Ability, Luminary) Possessor obtains +(500 * the number of Holy Magic or Celestial Magic buffs present on possessor) Defense, to a max of 100,000 Defense
Basic Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells gain +20 Magical Attack and cost 10 less MP for each non-summon ally caster possesses
Benevolent Spell- (Active Ability, Luminary) This character may use Benevolent Spell in conjunction with a Magical Attack, so long as no other technique is used and a Celestial Magic spell is cast. If this spell would have negative effects for its caster's allies, is not solely targeting said allies, is non-unique, and costs under 200,000 Gold, it does not have said negative effects.
Celestial Magic Casting I- (Passive Ability, Luminary) Celestial Magic spells cost possessor 20 less MP to cast
Celestial Magic Casting II- (Passive Ability, Luminary) Celestial Magic spells cost possessor 200 less MP to cast
Ensnare Within Holy Light- (Passive Ability, Luminary) If possessor is a Celestial, whenever possessor afflicts an individual with Awestruck, possessor may also afflict said individual with Entombed: Incarcerated
Has Beheld Glorious Things- (Passive Ability, Luminary) 10% Awestruck Resistance
Insurmountable Holiness- (Passive Ability, Luminary) Possessor gains +(100 * Possessor Level) SPI if possessor is not afflicted with Voidstruck and has at least 5 Celestial Magic spells equipped, Possessor gains Voidstruck Immunity if possessor possesses no SPI-reducing debuffs or curses, is a Celestial, and has at least 5 Celestial Magic spells equipped
Luminary- (Passive Ability, Luminary) All Celestial Magic spells possessor casts that possess a Magical Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Celestial Magic spells cost possessor (250 * Possessor Level) less MP to cast
Radiant Wings of Holy Magic- (Passive Ability, Luminary) Possessor gains 20% Earth Resistance and +120 AGI for the remainder of each round possessor casts a Celestial Magic spell and the duration of the next round
Shining Spirit- (Passive Ability, Luminary) +50 SPI, if possessor is a Celestial, Deva, or Angel, provides +150 additional SPI

Mad Scientist:
Can Grow Tumors on a Farm- (Passive Ability, Mad Scientist) Possessor gains +200 MIN, Possessor's Bio-Horror pets and summons have their chances to inflict Diseased increased by 5%
Organ-Farm Mastery- (Passive Ability, Mad Scientist) Possessor gains +300 MIN, Possessor's Bio-Horror pets and summons gain 50% Stat Drain Resistance

Magewright:
Basic Magewright Proficiency- (Passive Ability, Magewright) Character gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune equipped.
Clockmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Clock' or 'Timepiece' equipped
Watchmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch' or 'Timepiece' equipped
Wielder of the Old Powers of Hunting- (Passive Ability, Magewright) Possessor, if wielding the item '*Anchor of Ordered Knowledge' and choosing to use a Damage Formula provided by it, deals 1,000,000 additional Damage per action to unique opponents

Magus:
Basic Bowling Skills- (Passive Ability, Magus) Possessor gains 105% To Hit when an Orb is equipped.
Basic Bowling Wizard Skills- (Passive Ability, Magus) Possessor's Orb weapons that provide a Ranged Attack bonus greater than their Magical Attack bonus may provide an additional Magical Attack bonus equal to half their Ranged Attack bonus that cannot be greater than the difference between their original Ranged Attack bonus and Magical Attack bonus, to a max of 50,000 points
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
League-Caliber Bowling Skills- (Passive Ability, Magus) Possessor gains 125% To Hit when an Orb is equipped, Possessor's Orbs that provide a Ranged Attack bonus provide an additional +50 such points.
Mystic Toss- (Technique Ability, Magus) Possessor may use Mystic Toss in conjunction with a Magical Attack, so long as no other technique is used and an Orb is equipped. Said Magical Attack may use the Ranged Attack bonus of any one equipped Accessory that shares an element with at least one equipped Orb as though it were a Magical Attack bonus

Mentalist:
Basic Psychic Arts Attunement- (Passive Ability, Mentalist) All Psychic Arts spells gain +10 Magical Attack and cost 10 less MP
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
Mental Focus- (Passive Ability, Mentalist) All Psychic Arts spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance

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.
Deathtrap Realtor- (Passive Ability, Merchant) Possessor's Large Structure allies deal 5,000 additional Damage per Damage-dealing counter that is an action that they perform, Possessor's half-price sell cap is increased by 2,000 Gold for Property items
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Loud Marketplace-Merchant-Yelling- (Passive Ability, Merchant) Possessor's 'Trade' actions may gain '50% inflicts Impaired: Deaf on a chosen target'
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.

Metamorph:
Basic Shapeshifed Form User- (Passive Ability, Metamorph)- All Shapeshifted Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Form of Fox- (Stance Ability, Metamorph) +30 AGI

Paladin:
Basic Holy Magic Attunement- (Passive Ability, Paladin) All holy Magic spells gain +10 Magical Attack and boost stats by 5 more
Basic Paladin Combat Training- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, Possessor gains +50 Defense and +50 SPI
Calming Touch- (Passive Ability, Paladin) 15% Confusion Resistance, Possessor's Lay on Hands ability cures Confusion
Clarifying Touch- (Passive Ability, Paladin) 15% Charm Resistance, Possessor's Lay on Hands ability cures Charm
Connected to the Orb of Light- (Passive Ability, Paladin) Possessor may, a single time, at any point where triggers are checked, choose to lose this ability to immediately auto-resurrect and gain 30 bonus weeks out of any combination of the classes Luminary, Radiant Hierophant, Priest, Healer, Paladin, Justicar, and Magus, This ability cannot be prevented from being lost or be replicated by sources below Level 500
Healing Touch- (Passive Ability, Paladin) 15% Impaired Resistance, Possessor's Lay on Hands ability cures Impaired and 1,000 additional HP
Lay on Hands- (Active Ability, Paladin) Possessor may spend an action to heal a target for 50 HP per possessor Level a number of times per thread equal to possessor's Level
Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
Purifying Art- (Passive Ability, Paladin) Possessor's Lay on Hands ability has a 5% chance of curing any one minor status effect on use, Possessor's Holy Magic spells that have a chance of curing minor status effects have a 10% greater chance of doing so

Priest:
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bless Holy Water- (Passive Ability, Priest) Possessor's Water-element 'Magical Attack' actions gain +50 Magical Attack
Has Studied the Holy Scriptures of Sereyn- (Ability, Priest of Sereyn) All Divine Magic spells cost 40 less MP, All Divine Magic spells that heal restore 300 more HP, Character (for RP purposes) has knowledge of Sereyn's scriptures and can recite parts if necessary.
Holy Channeling- (Passive Ability, Priest) Divine Magic spells gain +25 Magical Attack and cost 20 less MP if they do not share their caster's element or 50 less MP if they do, Possessor must be a devout follower of some deity for this ability to take effect
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Nun- (Passive Ability, Priest) Possessor gains +1,000 to all stats if all of possessor's allies who are not possessor's pets or summons share possessor's Patron Deity or possess either the ability 'Nun' or the ability 'Cloistered Monk'
Pious- (Passive Ability, Priest) Possessor's Level counts as being 1 higher, to a max of 99, for purposes of Worshiper Benefits, with said effect being unable to bypass 'Immune to Under Level X' effects
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Priestess of Sereyn- (Passive Ability, Priest) +500 Damage to all healing Divine Magic spells, All Divine Magic spells cost 30 less MP, Prayers Unto Sereyn takes 2 less turns
Resist Temptation- (Passive Ability, Priest) 5% Confusion Resistance, 20% Charm Resistance

Protector:
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Health-Restoring Protection Stance- (Stance Ability, Protector) Each individual who obtains a Defense bonus from possessor's 'Guard Back Rank' actions may be healed for 5,000 points of Flat Light element HP Healing

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

Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Erase Future Destiny- (Technique Ability, Scholar) Possessor may use 'Erase Future Destiny' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% inflicts Suffocation: No Future'
Familiarity with Notable Books- (Passive Ability, Scholar) Possessor obtains +150 MIN while an opponent has a Book equipped
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Has Engaged in Lengthy Studies- (Passive Ability, Scholar) Possessor obtains +300 MIN
Has Read About Watchmaking- (Passive Ability, Scholar) Possessor obtains +25 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch', 'Clock', or 'Timepiece' equipped
Literary Self-Insertion- (Passive Ability, Scholar) Possessor may, at the start of any round, leave possessor's current battle and enter another currently open battle in the same thread provided that no individual of Level 60 or greater in either possessor's current battle or the destination battle objects, Possessor may insert copies of itself into literary worlds and control said copies as an RP power
Re-Write Memory- (Technique Ability, Scholar) Possessor may use 'Re-Write Memory' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% may inflict Charm and either 60% may remove each buff or debuff with target as a source if target is below Level 60 or 60% may change the source of each buff or debuff with target as a source to this action's user if target is below Level 60 (with said choice being made on a per buff/debuff basis)'. Has RP effects.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar of History- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if at least 25 battles have previously happened within the thread
Scholarly- (Passive Ability, Scholar) Possessor obtains +200 uncapped MIN if possessor has a Book equipped
Speed Reading- (Passive Ability, Scholar) Possessor may equip or unequip a Book or Tome at the start of each round
Student of Histories- (Passive Ability, Scholar) Possessor obtains +50 MIN if at least 15 rounds have passed in battle and possessor has a Book equipped
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Tragedy-Inducing Reality-Override Bubble- (Stance Ability, Scholar) At the start of each round, possessor may inflict any one minor of moderate negative status effect, including Confusion: Depression, Confusion: Fear, and Hexed: Ill Fortune, on up to 5 chosen targets that are below Level 60, At the start of each round, possessor may remove one buff from a source below Level 60 from up to 5 individuals who are below Level 60

Scientist:
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Radioactive Wisdom- (Passive Ability, Scientist) Possessor gains +400 MIN, Possessor's actions that involve Hypertech spells may gain '30% inflicts Poison: Irradiated', Possessor gains Poison: Irradiated Immunity, Possessor gains 5% Atomic Resistance

Skykeeper:
Radiant Dove Wings- (Passive Ability, Skykeeper) Possessor gains +500 AGI, 15% Light Resistance, and 35% Dodge, Possessor may choose to obtain a buff that makes its possessor the element Light at the start of any round
Zippity Mode- (Stance Ability, Skykeeper) Possessor's turn-order-determining stat sum is increased by 3,000 for turn-order-determining purposes

Smith:
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.
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus

Swordsman:
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a sword is equipped.
Guardian Blade- (Passive Ability, Swordsman) Allies of this character gain +30 Defense when a Sword is equipped and this character is in the front row.

Warrior:
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is
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
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Negaself Slayer- (Passive Ability, Warrior) Possessor may not be replicated by individuals below Level 60 without possessor's permission

Wizard:
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Temporal Wizard Magic- (Passive Ability, Wizard) Wizard Magic spells that possessor casts that buff AGI buff it by an additional 20 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that buff an individual's turn-order-determining stat sum for turn-order-determining purposes buff it by an additional 40 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that have a chance of inflicting Augmented: Haste have said chance raised by 1%
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Lengthen Casting- (Technique Ability, Wizard) Possessor may use Lengthen Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. If said attack already inflicts a buff or debuff that lasts 5 or more rounds, the number of rounds each such buff or debuff lasts increases by 2.
Orb Master- (Passive Ability, Wizard) +20 Magical Attack and -5 MP cost when using any Wizard Spell with the word Orb in the name
Script Casting- (Active Ability, Wizard) Possessor may have Wizard Magic spells take 1 extra action to cast gain +50 Magical Attack and cost 10 less MP
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped

Other: Living Legend:
A Companion Remembered Forever- (Passive Ability, Other: Living Legend) If possessor is Glory element, at the start of each thread, possessor may choose a non-unique pet that possessor is carrying, said pet as a buff becomes unique and has its name changed to '<Possessor Name>'s Companion the <Pet Name>'
Actualized Legend-Titan Body- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to count as up to (possessor's number of allies) individuals in possessor's row for row-order purposes if all of possessor's opponents are non-unique
Armored By One's Own Legend- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +100 Defense for each ally possessor possesses
A Legend Unequaled- (Passive Ability, Other: Living Legend) If possessor is Glory element, buffs from sources below Level 60 who are not 20 or more Levels greater than possessor may not raise the stats of individuals below Level 60 who are non-unique and lower Level than possessor to be equal to or greater than possessor's corresponding stats
A Name Etched In History- (Passive Ability, Other: Living Legend) If possessor is Glory element, name may not be changed without possessor's consent by individuals below Level 40, with possessor's name remaining unchanged while possessor is transformed if possessor is forcibly transformed and possessor does not consent to the name change that said transformation would bring, Possessor may choose to retain possessor's name when possessor voluntarily enters a transformation that is initiated by either possessor or an ally of possessor
A Name To Be Feared- (Passive Ability, Ohter: Living Legend) If possessor is Glory element, possessor may choose to have a (Possessor Level)% chance of inflicting Confusion: Fear on each opponent at the start of each round
A Name To Be Praised- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to have a (Possessor Level)% chance of inflicting Elevated on each ally at the start of each round
A Persona Defined By Stories And Deeds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may not be transformed by individuals below Level 40 without possessor's permission
Apprentice Glory Synchronization- (Passive Ability, Living Legend) Possessor gains +50 to all stats for each Glory element item equipped, Possessor's Glory element pets and summons gain +250 to all stats
Apprentice Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 500 points
Armed With Legends- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +500 to all stats for each unique item possessor has equipped
A Titan Among Men- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +2,000 STR if all of possessor's opponents are non-unique, and possessor gains 20% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor
Awesome Blow- (Technique Ability, Other: Living Legend) Possessor may use 'Awesome Blow' in conjunction with a 'Melee Attack', 'Ranged Attack', 'Magical Attack', or 'Powerful Attack' action if possessor is Glory element. Said action gains '60% inflicts Charm: Impressed' and '30% inflicts Fatigued: Stun'
Basic Command of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element pets and summons gain +50 to all stats
Basic Glory Synchronization- (Passive Ability, Other: Living Legend) Possessor gains +25 to all stats if possessor is Glory element
Basic Understanding of the Heart of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element allies gain +10 to all stats
Cannot Die A Mundane Death- (Passive Ability, Other: Living Legend) If possessor is Glory element, gains 50% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor and may not be reduced below 1 HP by minor or moderate status effects from such sources, Has RP effects
Champion of the Tales- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose at the beginning of each round to gain a 10% chance of inflicting Charm: Impressed or Confusion: Fear on each opponent
Basic Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 50 points
Companions Forever Remembered- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor's unique allies are afflicted with Elevated at the start of every round
Empowered By Glory- (Passive Ability, Living Legend) If possessor is Glory 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 Glory
Empowered By The Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, at the start of each round, each of possessor's allies chooses a stat out of Strength, Agility, Constitution, Mind, and Spirit, This ability provides +100 to each such stat each time it is chosen for the duration of the round (this is not a buff and is capped), to a max of +5,000 to each stat
Footnotes Without Consequence- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of each round, choose to be cured of all minor and moderate negative status effects and debuffs from sources below Level 60 that are non-unique and that are not 20 or more Levels greater than possessor
Glory Manipulation- (Passive Ability, Other: Living Legend) Possessor may choose one of the following at the beginning of each round if Glory element: Create a Zone of Glory, Remove a Zone of Glory created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Glory by either possessor or a source below Level 20, Add Glory to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Glory element on a Glory element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Glory, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Glory, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Glory element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Glory to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Glory, 5% Glory Resistance, or +50 Defense against Glory and 1% Glory Resistance until the end of the round as a non-stacking buff
Known Across the Worlds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of battle, choose for any individual who is either below Level 80 or willing to count as having scanned possessor's stats, Possessor gains +1 Fame, This ability has RP Effects
Legends Do Not Falter- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 10 or more allies, possessor is Immune to negative status effects and debuffs from sources below Level 40
Legends Never Die- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, up to (Possessor Level / 20, rounded up) times per thread, when dead, self-resurrect at the start of a round 5 or more rounds after possessor's most recent death if possessor possesses any allies at said time, provided that possessor was not killed by either a unique source of equal Level to or greater than possessor, by a source 20 or more Levels greater than possessor, or by a source of Level 80 or greater
Legions Like Gnats Before You- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor deals double Damage (to a max of 10,000,000 additional Damage) to non-unique units below Level 60
Living Legend- (Passive Ability, Other: Living Legend) Possessor ignores (1 * (Possessor Level/5), rounded down)% Glory Resistance, Possessor ignores Glory Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Living Legend Affirmation- (Passive Ability, Other: Living Legend) If possessor is Glory element, possesses any allies, and is not afflicted with any negative status effects or debuffs, possessor is afflicted with Elevated at the start of every round
Meditative Assumption of Glory- (Passive Ability, Other: Living Legend) Possessor may choose, at the beginning of a thread, to become solely Glory element
Names Lost To History- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may treat unique opponents below Level 50 who are below half possessor's Level as being non-unique
Nourished By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Glory
The Arrow Always Hits- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 10 or more allies, possessor cannot Miss targets below Level 40, and said individuals cannot Dodge possessor's actions or attacks
The Stories Remember What Is Gone- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of any round, re-obtain any item that possessor was carrying that was destroyed by a non-unique source below Level 60 or a unique source below Level 40 (not counting the last charge of a consumable being used) during the present thread
Unmatched Master's Competence- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 25 or more Fame, possessor counts as possessing 10 additional abilities in each base class that possessor possesses the class-name ability for, provided that no other individual in the
same battle as possessor possesses an equal or greater number of abilities from said class
Uplifted By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Glory
Weapons Gilded By Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor's unique weapons that possess a Melee Attack, Magical Attack, or Ranged Attack bonus, should said bonus be under (Possessor Level * 100) or be under (said item's value / 1,000), have said bonus raised to the greater of the two preceding values

Other: Time Mage:
Adept Time Magic Attunement- (Passive Ability, Other: Time Mage) Time Magic spells cost possessor 10,000 less MP to cast, Time Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Time Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Aging Spell- (Passive Ability, Other: Time Mage) Possessor may use 'Aging Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action deals 200 CON Damage and has a 30% chance of inflicting Fatigued: Elderly
Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Chronomantic Rehaste- (Passive Ability, Other: Time Mage) If possessor has been previously afflicted with Augmented: Haste during this battle, possessor has a 10% chance of being afflicted with Augmented: Haste at the start of each round if possessor is either Time element or has 5 Time Magic spells equipped
Basic Defensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) Possessor gains +500 Defense against Time if possessor has a Chronomancy spell equipped, Possessor gains 30% Fatigued: Elderly Resistance if possessor has a Chronomancy spell equipped
Basic Offensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 200 points
Basic Temporal Magic Amplification- (Passive Ability, Other: Time Mage) Possessor actions that include spells that possess a Magical Attack bonus that are delayed have each such spell gain +25 additional Magical Attack bonus for each round they are delayed, stacking a max of 5 times
Chronomancy Casting I- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 20 less MP to cast
Chronomancy Casting II- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast
Chronomantic Auto-Haste- (Passive Ability, Other: Time Mage) Possessor is afflicted with Augmented: Haste at the start of the first round of battle if possessor is either Time element or has 5 Time Magic spells equipped
Chronospell Boost- (Technique Ability, Other: Time Mage) Possessor may use 'Chronospell Boost' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action has a 30% chance of inflicting Augmented: Haste on its performer
Delayed Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Delayed Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action is delayed by 1 to 5 rounds (with its performer choosing the number).
Focused Chronomancy Casting- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast if the only subtype of
spell possessor has equipped is Chronomancy
Improved Chronospell Boost- (Passive Ability, Other: Time Mage) Possessor's 'Chronospell Boost' technique has its chance of inflicting Haste on its performer increased to 60%
Improved Fast Casting- (Passive Ability, Other: Time Mage) Possessor's 'Fast Casting' technique may cause its possessor's first action to occur on a turn-order count 2,500 points higher than it otherwise would instead of 500 points higher than it otherwise would
Improved Offensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +2,000 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 500 points
Slightly Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 50 for turn-order-determining purposes
Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Trigger Spell- (Active Ability, Other: Time Mage) Possessor may spend an action to have a 'Magical Attack' or 'Cast a Spell' action that possessor both performed and delayed immediately occur.

Other: Temporal Primarch:
Absorb Time- (Passive Ability, Other: Temporal Primarch) Possessor Absorbs Time against sources below Level 20 if Level 20 or greater
Adept Time Synchronization- (Passive Ability, Other: Temporal Primarch) Amounts of Time element Damage possessor deals are increased by 10,000 points, Time element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Time element Spells, and may not be converted into other types of slots by individuals below Level 100
Aging Blow- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Aging Blow' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is Time element. Said action gains +500 Melee Attack and +20% inflicts Fatigued: Elderly as a non-stacking effect.
Aging Touch- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor's offensive actions gain 80% inflicts Fatigued: Elderly
Apprentice Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time 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 Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense against Time
Apprentice Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 5% Time Resistance
Apprentice Time Synchronization- (Passive Ability, Temporal Primarch) Possessor gains +50 to all stats for each Time element item equipped, Possessor's Time element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +100 to all stats
Apprentice Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 to all stats while in a Zone of Time
Asynchronus Timestream- (Passive Ability, Other: Temporal Primarch) Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle
Basic Acceleration Within Time's Dominion- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Time
Basic Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +50 to all stats
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Basic Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 1% Time Resistance
Basic Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to all stats if possessor is Time element
Basic Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 50 points
Basic Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +10 to all stats
Basic Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 to all stats while in a Zone of Time
Call Forth the Living Time- (Active Ability, Temporal Primarch) Possessor may spend an action to summon 5 Elementals that are Time element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Clock Watcher- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor is informed whenever an individual who is not 20 or more Levels greater than possessor performs a Time element action
Control of Time- (Passive Ability, Other: Temporal Primarch) Possessor has a 20% chance of being able to cancel the actions of Time element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Doublespeed Recovery (Minor)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for minor negative status effects are checked twice per round
Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Effect-Resistant, Fixed Personal Timestream- (Passive Ability, Other: Temporal Primarch) Possessor is Immune to entities below Level 20, Possessor is Immune to Time element debuffs from sources below Level 60
Emanate Time- (Passive Ability, Temporal Primarch) Whenever possessor absorbs Damage that is Time element Damage, Possessor may choose to deal 10,000 Flat Time element Damage to up to 10 targets
Empowered By Time- (Passive Ability, Temporal Primarch) If possessor is Time 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 Time
Establish Defensive Timewall- (Active Ability, Other: Temporal Primarch) Possessor may, if possessor is Time element, spend an action to give a target a non-stacking buff that provides its possessor with +50,000 Defense and that makes entities below Level 60 unable to target its possessor with offensive Time-element actions
Fast Personal Time Progression- (Passive Ability, Other: Temporal Primarch) Whenever the round number increments, possessor may increment the number of the round that possessor counts the current round as by 2
Father Time Mode- (Stance Ability, Other: Temporal Primarch) Possessor counts as being afflicted with Fatigued: Elderly, gains the element Time, and suffers no negative effects from the status effect Fatigued: Elderly
Greater Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 25,000 points
Hammer of Langerous Years- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Hammer of Langerous Years' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +2,000 Melee Attack, and target acquires a non-stacking debuff that causes it to have a 50% chance of choosing to skip its next action if not Immune to Charm.
Hard to Undo- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, individuals below Level 40 may not undo possessor's actions without possessor's permission
Hasting Invocation- (Technique Ability, Temporal Primarch) Possessor may use 'Hasting Invocation' in conjunction with a 'Guard Back Rank', 'Cast a Spell', or 'Use an Item' action. Said action's targets gain a 50% chance of being afflicted with Augmented: Haste
Improved Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time 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 Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +5,000 Defense against Time
Improved Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +2,000 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Improved Hasting- (Passive Ability, Temporal Primarch) Possessor's chances of inflicting Augmented: Haste are increased by 30%
Improved Slowing- (Passive Ability, Temporal Primarch) Possessor's chances of inflicting Impaired: Slow are increased by 30%
Improved Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 10% Time Resistance
Improved Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +250 to all stats
Improved Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 5,000 points
Meditative Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose, at the beginning of a thread, to become solely Time element
Nourished By Time- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Time
Personal Time-Preservation- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round
Nourish Time- (Passive Ability, Temporal Primarch) Whenever possessor deals HP or MP healing to an Time element individual, possessor deals 300 additional points
Nullify Time- (Passive Ability, Other: Temporal Primarch) Possessor may remove the element Time from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Time-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Time-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Time from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Predict Likely Outcomes Through Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor obtains +1% Dodge and +1% To Hit while Time element
Quickened by Stolen Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor deals AGI Drain or SPI Drain, possessor obtains a buff that stacks 20 times and provides +200 AGI or +200 SPI.
Reflect Time- (Passive Ability, Other: Temporal Primarch) Possessor Reflects Time against sources below Level 20 if Level 20 or greater
Self Age-Control- (Passive Ability, Other: Temporal Primarch) Possessor may choose at the start or end of any action or round to become afflicted with Fatigued: Elderly or be cured of Fatigued: Elderly, Possessor may, as an RP effect, alter possessor's age
Shielded by Personal History- (Passive Ability, Temporal Primarch) If possessor is Time element, the end of each round, possessor obtains a buff that provides +250 Defense and stacks 20 times
Slowing Invocation- (Technique Ability, Temporal Primarch) Possessor may use 'Slowing Invocation' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action so long as possessor is Time element. Said action gains '30% inflicts Impaired: Slow' and may gain the element Time.
Soothing Time Emanation- (Passive Ability, Temporal Primarch) Whenever possessor absorbs Damage that is Time element Damage, Possessor may choose to deal 10,000 Flat Time element HP Healing to up to 10 targets that are Time element
Supernaturally Good Timing- (Passive Ability, Temporal Primarch) Once per round, if possessor is Time element, possessor may delay an action through the action of a lower-Level opponent
Temporally-Disjointed Attack- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporally-Disjointed Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as possessor is Time element and no other technique is used. Said action counts as having been delayed for a number of rounds between 1 and 5 (inclusive) without actually being delayed.
Temporally Enhanced Speed- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Temporal Father-Time Defenses- (Passive Ability, Temporal Primarch) While possessor is in the stance 'Father Time Mode' possessor obtains 30% Time Resistance and +30,000 Defense against Time
Temporal Primarch- (Passive Ability, Other: Temporal Primarch) Possessor ignores (1 * (Possessor Level/5), rounded down)% Time Resistance, Possessor ignores Time Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Temporal Stasis-Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporal Stasis-Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +5,000 Melee Attack, and targets below Level 60 have a 30% chance of being afflicted with Petrified: Time Stop.
Temporal Wisdom- (Passive Ability, Other: Temporal Primarch) Possessor may count Temporal Primarch abilities as Time Mage abilities (including for prerequisite purposes) and may count Time Mage abilities as Temporal Primarch abilities (including for prerequisite purposes)
Time Battle-Aura- (Stance Ability, Temporal Primarch) Possessor deals 10,000 Flat Time element Damage to each opponent at the start of each round
Time-Consuming Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Time-Consuming Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is Time element. Said action either deals 2,000 points of Flat Time element AGI Drain or moves one buff that came from a Time element source or action that came from a source below Level 40 that is not greater Level than said action's performer from said action's target to said action's performer.
Time Immunity- (Passive Ability, Other: Temporal Primarch) Possessor gains Time Immunity against sources below Level 20 if Level 20 or greater
Time Manipulation- (Passive Ability, Other: Temporal Primarch) Possessor may choose one of the following at the beginning of each round if Time element: Create a Zone of Time, Remove a Zone of Time created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Time by either possessor or a source below Level 20, Add Time to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Time element on a Time element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Time, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Time, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Time element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Time to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Time, 5% Time Resistance, or +50 Defense against Time and 1% Time Resistance until the end of the round as a non-stacking buff
Time-Sinkhole-Generating Spell- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Time-Sinkhole-Generating Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used and possessor is Time element. Said action applies a debuff that stacks twice and deals 2,000 Flat Time element AGI Drain to its possessor at the start of each round.
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Undo- (Active Ability, Temporal Primarch) If possessor is Time element, possessor may spend an action to undo the removal of a buff or debuff from a source of possessor's Level or lower (to a max of Level 80) that was performed by a source of possessor's Level or lower (to a max of Level 80), placing said instance of said buff or debuff back on the individual it was removed from (but not doing aynthing else that 'undoing' would connotate save counting as 'undoing')
Undo Minor Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply minor positive or negative status effects instead of buffs or debuffs
Undo Moderate Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply moderate positive or negative status effects instead of buffs or debuffs
Visualise Nearby Timelines- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor is informed of the number of battlespaces present in the current battle that contain at least one Zone of Time
Visualiser of Wasted Seconds- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, when possessor scans an individual's stats, possessor may determine how many times during the thread said individual skipped performing an action
Wearing the Cloth of Ages- (Passive Ability, Temporal Primarch) Possessor, if Time element, obtains +500 Defense if wearing a Time element armor, Once per thread, while possessessor is Time element, possessor may, on a round of battle whose number is 2,000 or greater, give an equipped Armor the element Time as a buff


Wanderer:
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20

Misc:
Aggressive Frisking- (Technique Ability, Combatant) Possessor may use 'Aggressive Frisking' in conjunction with a 'Melee Attack' action. Said action gains +250 Melee Attack and has a 20% chance of disabling any one item worth under 50,000,000 Gold that is equipped by its target, provided said target is below possessor's Level and below Level 40, for the duration of the thread
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped

Basic Spirit Form User- (Passive Ability, Medium)- All Spirit Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Cactus Sharpener- (Passive Ability, Botanist) Possessor's Plant pets' and summons' abilities' Damage values are increased by 3,000 points, Possessor's Plant pets and summons deal 20,000 additional points of Damage whenever they deal damage as part of a counter or as Flat Damage
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Deranged Music- (Passive Ability, Musician) Possessor's 'Magical Attack' actions may gain '40% inflicts Confusion' if possessor has an instrument equipped
Destructolaser- (Passive Ability, Roboticist) If possessor is a Robot, possessor gains the ability:
Destructolaser- 20,000 Damage, 15% inflicts Antimatter, 15% applies a debuff that provides -300 to all stats that stacks 5 times, This action's Prime Attribute is Agility, Technology & Destruction, 23,000 MP

Doomfern Whispering- (Passive Ability, Botanist) Possessor's Darkness element Plant pets gain +200 to all stats and have the Damage values of their abilites increase by 6,000 points

Evergreen Needles- (Passive Ability, Botanist) If possessor is a Plant, possessor gains 5% Ice Resistance, +500 Defense against Ice, and may deal 5,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action against possessor at the end of said action
Fast Typing- (Passive Ability, Other: Reality Coder) +15 AGI, Possessor gains +60 to possessor's turn-order-determining-stat-sum if MIN is one of possessor's turn-order-determining stats
Gelatinize Spirit- (Technique Ability, Shrine Maiden) Possessor may use 'Gelatinize Spirit' in conjunction with a 'Magical Attack' action. Said action deals 500 SPI Damage. Said action deals an additional 500 SPI Damage to Spirits.
Genesis Architect- (Passive Ability, Other: Genesis Architect) Possessor ignores (1 * (Possessor Level/5), rounded down)% Life Resistance, Possessor ignores Life Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month

Herd Torpedos- (Passive Ability, Seakeeper) If possessor is in a Zone of Water, possessor has a 50% chance of being able to change the targets of actions made by Machines, Robots, Vessels, and Aquatics that are below Level 40 and below possessor's Level to any valid targets that possessor desires
Impersonate Statue- (Stance Ability, Evermason) Possessor's subtype becomes Golem, Possessor gains +5,000 HP, +500 CON, and 25% Resilience while in this stance
Install Asbestos- (Technique Ability, Other: Subspace Architect) Possessor may use 'Install Asbestos' in conjunction with a 'Repair Large Structure' action. Said action gives all Large Structures that it targets a buff that causes them to deal 400 CON Damage to each non-'Large Structure' in battle at the start of each round (including allies) and has a 30% chance of inflicting Diseased on each such target, with said buff stacking 3 times, with the stat damage it deals stacking together as part of a single application instance

Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Mine Brain- (Technique Ability, Architect) Possessor may use 'Mine Brain' in conjunction with a 'Melee Attack' action so long as no other Technique is involved an either an Axe or a Tool is equipped. Said action deals 500 MIN Damage and may scan its target's stats.
Ninja Cleaning- (Passive Ability, Ninja) At the start of each round, if possessor is in a Ninja stance, possessor may remove one stacked instanced of a debuff from a source below Level 30 from any one individual
Paleolithic Architect- (Passive Ability, Architect) Possessor's Large Structure summons gain +500 Defense as a non-stacking buff if they are summoned in a Zone of Earth
Polar Elven Toymaking Skill- (Passive Ability, Crafter) Possessor's Golem, Clockwork, Robot, and Machine pets and summons gain +200 to all stats as a bonus that cannot increase their stats to above 1000% of their natural values, Temporary items created by possessor are considered to be worth 5,000 additional Gold
Refray Wires- (Technique Ability, Roboticist) Possessor may use 'Refray Wires' in conjunction with a 'Melee Attack' action. Said action gives Robots and Machines that it targets -100 CON and, if they are below Level 40, 100% Burning Weakness, as a debuff that stacks 500 times.
Repair Destructobot- (Technique Ability, Roboticist) Possessor may use 'Repair Destructobot' in conjunction with a 'Melee Attack' action. Said action Heals Robots and increases the Damage values of the abilities of Robots it targets by 2,500 Points as a buff that stacks 4 times. Said action does not effect non-Robots.
Repair Large Structure- (Active Ability, Other: Subspace Architect) Possessor may spend an action to conduct an attack that only affects Large Structures, Heals, Includes Melee Attack, Magical Attack, and Ranged Attack bonuses that come from Tools or Subspace Architect abilities (but not other such bonuses, with such bonuses each being capped seperately at their normal caps) and that uses Mind as its Prime Attribute
Reptile Spotter- (Passive Ability, Hunter) Possessor gains +3% To Hit against Reptiles
Soldeidrethanoic Recalcantantabuliaic Seymulhesylresmy- (Passive Ability, Soldreidrethanoi) Possessor gains +2,700 Ranged Attack if possessor is wielding a Bailartrix, If possessor is in at least two different Zones created by possessor or possessor's allie and possessor has a Bailartrix, then possessor may cause delay possessor's 'Ranged Attack' actions for 2 rounds, Possessor may, if possessor has a Bailartrix equipped, choose at the beginning of any round during which possessor has a 'Ranged Attack' action being delayed to reduce the number of rounds by which said action is delayed by 1 (provided that said delaying of said action was performed either by a willing individual or an individual below Level 60) and (regardless of whether said reduction of rounds is successful) to change the element of any Zone that either possessor or a willing ally of possessor created (provided that it possesses an element) to any one Base element or to Spatial, dealing 650,000 Flat Damage of said chosen element to up to 60 chosen targets in said Zone if said element switch is successful (with this effect being able to switch a Zone to an element that it already is); If possessor deals damage in this manner to at least 200 different individuals during the course of a thread, possessor gains +10% To Hit as a non-stacking buff that is applied as soon as said conditional is met unless possessor desires for it not to be
Sun Duke- (Passive Ability, Other: Sun Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Solar Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Solar Being pets and summons per Level of possessor
Surreal Reality Sculpting- (Passive Ability, Walker from Beyond) Whenever possessor creates a Zone or Phantom Terrain, possesor may choose to attach an effect to said Zone or Phantom Terrain that provides +500 to all stats of all Abstracts within said Zone or Phantom Terrain as a buff that does not stack on the same Zone or Phantom Terrain and stacks 4 times across different Zones and Phantom Terrains, Has RP effects
Sweep Mines- (Passive Ability, Architect) If possessor has an item with 'Broom' in its name equipped, possessor's offensive actions may not be countered by individuals below Level 40
Tortoise Empathy- (Active Ability, Superhero) Possessor may spend an action to have a 30% chance of inflicting charm against any Animal or Aquatic who is no more than 5 levels higher than possessor, is not above level 70, and either has AGI as its lowest stat or has the word 'Tortoise', 'Turtle', or 'Terapin' in its name

Permanent Item Effects:
Has Consumed 1 of the Permanent Consumable "Cookie"- (Passive Ability, Permanent Item Effect) +1 Con, Cannot be used in combos
Has Consumed 2 of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains Paralyze Immunity and Charm Immunity
Has Consumed 1 of the Permanent Consumable "Golden Comb of Luck"- (Passive Ability, Permanent Item Effect) +1% Critical
Has Consumed 1 of the Permanent Consumable "Pattern of Glory"- (Passive Ability, Permanent Item Effect) Possessor gains 1 Bonus Week per month
Has Consumed Time Pills- (Passive Ability, Permanent Item Effect) Possessor obtains +2,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, This ability cannot be used in combos

Permits:
Permitted to Battle Circle of Wardens- (Passive Ability, Clearance) Possessor may fight the monster Circle of Wardens for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Druidic Power Emission Location Documents' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Clock Spirit- (Passive Ability, Clearance) Possessor may fight the monster Clock Spirit for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Letter from Tomorrow' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Dragon of the Gold Leaf Throne- (Passive Ability, Clearance) Possessor may fight the monster Dragon of the Gold Leaf Throne for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Challenge Issued by the Dragon of the Gold Leaf Throne' for 4,000 XP, 200,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Dread Vicar- (Passive Ability, Clearance) Possessor may fight the monster Dread Vicar for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Casefile Regarding the Vicar and His Eerie Shadow' for 4,000 XP, 500,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Doppelganger- (Passive Ability, Clearance) Possessor may fight the monster Doppelganger for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Cleverly Copied Permit' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Dynamic Weaponsmaster- (Passive Ability, Clearance) Possessor may fight the monster Dynamic Weaponsmaster for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Invitation to Battle' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Elastic Goop- (Passive Ability, Clearance) Possessor may fight the monster Elastic Goop for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Papers About A Strange Rubber Plantation' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Emissary of Peace- (Passive Ability, Clearance) Possessor may fight the monster 'Emissary of Peace' for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Polite Letter Written In Flowing Script Encouraging You To Join A Nonviolent Protest' for 4,000 XP, 200,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Flicker of Essence- (Passive Ability, Clearance) Possessor may fight the monster Flicker of Essence for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Research Notes on the Nature of Essence' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Fortified Bunker- (Passive Ability, Clearance) Possessor may fight the monster Fortifed Bunker for drops, possessor's allies also gain drops from this batttle, Possessor create the item 'Star Marine War Report' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Fourpart Elemental Dragon- (Passive Ability, Clearance) Possessor may fight the monster Fourpart Elemental Dragon for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Book Written to Warn the Dragonslayer' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Glass Cannon- (Passive Ability, Clearance) Possessor may fight the monster Glass Cannon for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'News About the Secret Weapon!' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Gobbling Minion of Mr. P. H. Turkey- (Passive Ability, Clearance) Possessor may fight the monster Gobbling Minion of Mr. P. H. Turkey for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Notice that the Feast has Gone Wrong' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Gold Brick Man- (Passive Ability, Clearance) Possessor may fight the monster Gold Brick Man for drops, possessor's allies also gain drops from this batttle, Possessor create the item 'Golden Ticket' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle the MacArwalt Brothers- (Passive Ability, Clearance) Possessor may fight the monster The MacArwalt Brothers, Infamous Band of Thieves in the Event Match "An Infamous Gang of Thieves!", possessor may also give temporary permission for allies to join this battle so long as possessor is also participating, Possessor create the item 'Reports About An Amazing Band of Thieves' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Mage's Tower- (Passive Ability, Clearance) Possessor may fight the monster Mage's Tower for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Map of the Mage's Lands' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Matryoshka Golem- (Passive Ability, Clearance) Possessor may fight the monster Matryoshka Golem for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Rune-Inscribed Nesting Doll Containing a Message' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Mechanized Steam Ogre- (Passive Ability, Clearance) Possessor may fight the monster Mechanized Steam Ogre for drops, possessor's allies also gain drops from this battle, Possessor create the item 'First Warning About Giantkin Working With A Group of Mad Gnomes' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Metamorph- (Passive Ability, Clearance) Possessor may fight the monster Metamorph for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Permit Covered In Blurry Symbols' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Monster Trainer- (Passive Ability, Clearance) Possessor may fight the monster Monster Trainer for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Monster Trainer League Rules' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Portal Mimic- (Passive Ability, Clearance) Possessor may fight the monster Portal Mimic for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Note About Some Closed Portals' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Realmfather- (Passive Ability, Clearance) Possessor may fight the monster Realmfather for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Invitation to the God's Throne' for 1,000,000 XP, 15,000,000,000 Gold, and 10 weeks spent in the ability shop
Permitted to Battle Sentinel- (Passive Ability, Clearance) Possessor may fight the monster Sentinel for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Sentinel Specifications List' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Solar Fleet Dropship- (Passive Ability, Clearance) Possessor may fight the monster Solar Fleet Dropship for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Solar Fleet Troop Movement Report' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Talented Guy- (Passive Ability, Clearance) Possessor may fight the monster Talented Guy for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Newspaper Clipping About Someone Impressive' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle The Lord of the Gold Leaf Throne- (Passive Ability, Clearance) Possessor may fight the monster Emperianus, The Lord of the Gold Leaf Throne in the Event Match "At the Foot of the Gold Leaf Throne", possessor may also give temporary permission for allies to join this battle so long as possessor is also participating, Possessor create the item 'Single Leaf of Radiant Gold that Whispers to the Mind' for 400,000 XP, 20,000,000 Gold, and 10 weeks spent in the ability shop
Permitted to Battle Time Elemental- (Passive Ability, Clearance) Possessor may fight the monster Time Elemental for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Ninth Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Trapped Fortress- (Passive Ability, Clearance) Possessor may fight the monster Trapped Fortress for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Information on How the Siege Progresses' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Utu'Ratak- (Passive Ability, Clearance) Possessor may fight the monster Dread Monster: Utu'Ratak, the Large, Angry Condor in the Event Match "A Massive Condor Appears!", possessor may also give temporary permission for allies to join this battle so long as possessor is also participating, Possessor create the item 'Condor Document' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Void Window- (Passive Ability, Clearance) Possessor may fight the monster Void Window for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Casefile Regarding a Peculiar Window and Its Terrible Secrets' for 4,000 XP, 500,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Watch Dog (2)- (Passive Ability, Clearance) Possessor may fight the monster Watch Dog (2) for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Eighth Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Were-Master- (Passive Ability, Clearance) Possessor may fight the monster Were-Master for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Newspaper Clip Regarding the Mayor's Beastly Secret" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop

Flaw:

Curse:


Weapons-
Planetary of Time's Sword- (Weapon, Sword, Time, 190,000,000 Gold) +190,000 Melee Attack, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
Great Soulcrystal Staff Which Bears the Soul of the World's Hero- (Weapon, Staff, Light & Glory & Magic, 65,000,000 Gold) +65,680 Magical Attack, +65,000 to all stats, +100,000 MP, 15% Base Element Resistance, 15% Glory Resistance, 80% Critical, 80% Dodge, 80% Resilience, 180% To Hit, Wielder counts as wielding an additional Souls

Armor-
Most-Exalted, Timeless Solar Warlord's Glory-Gilded Orihalcum Armor- (Armor, Heavy Armor, Glory & Light & Fire & Time, 508,700,000 Gold) +509,500 Defense, +40,000 Defense against Stat Damage, +510,300 CON, 40% Physical Resistance, 40% Light Resistance, 40% Fire Resistance, 20% Glory Resistance, 30% Time Resistance, 20% War Resistance, 100% Awestruck Resistance, 60% Burning Resistance, 30% Petrified: Time Stop Resistance, Divine Magic, Catastrophe Magic, Wizard Magic, and Time Magic spells cost wearer 300,000 less MP to cast, Wearer's allies gain +10,000 to all stats as a non-stacking bonus if wearer is Time element, 60% inflicts Awestruck, 160% Resilience, Wearer is immune to individuals below Level 40, Wearer ignores Defense-piercing from sources below Level 60, Wearer takes half damage from non-unique sources below Level 60, Wearer must be at least Level 40


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 possessorHealing Concoction- (Spell, Alchemy, Light & Magic, 200 MP, 120,000 Gold) +120 Magical Attack, Heals

Aeon Diadem- (Accessory Aspect- Aeon Diadem, Crown, Time, X Gold) +7,600 Magical Attack, Wearer may choose to have any stat be the stat that determines wearer's turn order, Wearer may, once per thread, assuming that no foes are level 80 or higher, undo a round of battle and go through it again, with both sides being able to choose new actions and new random numbers being generated, May open gates to alternate iterations of time (with positive and negative outcomes both possible) as an RP action, 15% Time Resistance, +1,900 Defense against Time, +2,450 AGI, Wielder may spend an action that allows wielder and wielder's allies to escape from random quests at the start of the round after said action is performed, Wearer has a 6% chance of being able to Suspend an offensive action targeting wearer made by an individual 10 or more levels lower that is under level 50 for 3 rounds, this final effect does not stack with itself or with identically worded effects from other items or abilities, Wielder's Time-element spells cost 5,000 less MP, Wielder's Chronomancy summons gain +1,000 to all stats as a non-stacking effect, Wielder's Chronomancy spells cost 15,500 less MP, Wearer gains Fatigued: Elderly Immunity, Wearer's corpse constantly counts each round as being the round of its death and treats the number of rounds since its death as though said value were always 0, as well as causing effects and checks of said value to treat said value as though it were 0, Offensive actions from sources below Level 40 that are below wearer's Level and this artifact's Level that target wearer that are not delayed are delayed for 1 round
*Landshield of Mirgal-Vahn- (Accessory, Magic Item, Magic & Light, 45,000,000 Gold) Wielder and wielder's allies gain +45,000 Defense, with said bonus being capped on all individuals who possess it based on wielder's per-item Defense Cap, Wielder and wielder's allies may not be afflicted with debuffs by individuals below Level 60 without wielder's permission, Zones, Terrains, and Phantom Terrains created by wielder or wielder's allies may not be destroyed or altered by or have effects attached to them by individuals below Level 60 without wielder's permission, Wielder gains 20% Siege Engine Resistance, Wielder must be Level 20 or greater and must possess either the ability 'Adept Protection Magic Attunement' or the ability 'Geomancer'

Cloak of the Gold Leaf Throne's Emissary- (Accessory, Cloak, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +400,000 MIN, +400,000 AGI, Wielder's allies gain +20,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
Chronomancer King's Measured Timepiece- (Accessory Aspect- Aeon Diadem, Trinket, Time, X Gold) +7,600 to the stat that determines wielder's turn order, 2 times per thread, when wielder would have an action, wielder may choose to take an additional action, Wielder may choose to delay wielder's actions by up to 2 rounds under the normal rules for delaying actions, 15% Time Resistance, +6,100 Defense against Time, +6,790 AGI, +6,000 SPI, +6,110 Defense against Stat Damage, Wearer may count the current round's number as being either 1 higher or 1 lower, Wielder may spend an action so that wielder and wielder' allies may immediately leave a random quest they are currently in, provided no opponent more than 19 Levels greater than wielder is present, Wielder's Chronomancy spells that provide a Magical Attack Bonus gain +4,200 additional Magical Attack, Wearer may not be forced by sources below Level 60 to treat the current round's number as a number that wearer would not otherwise treat it as, Has RP effects

Consumables-
Diamond of Sealed Beasts- (Consumable, Summoning Stone, Magic & Spatial, Unlimited Charges, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below user's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be used a max of 6 times per thread per user and per instance of this item
3 Glowing Rosary- (Consumable, Magic Item, Light, 1 Charge, 15,000,000 Gold) Resurrects target if target was not killed by a source above Level 59 that is not more than 20 Levels above said target, User must have a Patron Deity

Spells-
Flare- (Spell, Wizard Magic, Fire, 120,000 MP, 60,000,000 Gold) +60,000 Magical Attack, 60% inflicts Burning, 1 hit against 600,000, deals 3/4 Damage, Caster must be Level 20 or greater

Mass Confuse- (Spell, Wizard Spell, Magic, 70 MP, 20,000 Gold) +2 Magic Attack, 15% Confusion, 1 hit against 19
Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
Celestial Wind- (Spell, Celestial Magic, Air, 12,000 MP, 3,000,000 Gold) +3,000 Magical Attack, Heals allies, 30% inflicts suffocation on opponents, 1 hit against 30, deals 1/3 Damage
time spells only

chronomancy spells only:
Haste (3)- (Spell, Chronomancy, Time, 4,000 MP, 400,000 Gold) Inflicts Augmented: Haste

Impending Doom- (Spell, Other: Time Magic, Darkness & Time, 40,000 MP, 20,000,000 Gold) 15% inflicts Instant Death: Doom, 100% inflicts Instant Death: Doom on targets below Level 60 that are lower Level than caster, this action may be delayed up to 5 rounds, Caster must be Level 20 or greater and must possess the ability 'Adept Time Magic Attunement'

Rewind Wounds- (Spell, Chronomancy, Time & Light, 0 MP, 1,000,000 Gold) +8,650 Magical Attack, Heals

Strike from Earlier (Improved)- (Spell, Chronomancy, 300 MP ,Time, 300,000 Gold) +200 Melee Attack, +200 Ranged Attack, +1000 Magical Attack, Actions this spell is involved in may be delayed two rounds
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

abjurer only spell slots:

Bolster Toughness- (Spell, Protection Magic, Physical, 0 MP, 4,000 Gold) + 2575 Defense, Stacks 3 times
Abjurant Warding- (Spell, Protection Magic, Physical, 0 MP, 200,000 Gold) +2730 Defense, Stacks 4 times
Lesser Abjurant Warding- (Spell, Protection Magic, Physical, 0 MP, 21,000 Gold) + 2590 Defense, Stacks 4 times
Bolster Fortitude- (Spell, Protection Magic, Physical, 0)/b] MP, 4,000 Gold) +50 HP Defense, +1395 Defense Against Stat Damage, 2% Resilience, Stacks 3 times
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
Pets-

*Tsatmeiyel, The Dream of Tomorrow- (Pet, Arch-Fantasmic, Dream & Life, Lv.55, X Gold)
HP- 10,000,000
MP- 10,000,000
STR- 105,000
AGI- 98,000
CON- 112,500
MIN- 142,000
SPI- 148,000
Fame- 0
XP- 0
XP Needed- 25,280,000 (Standard Multiplier x4)
Minimum Level- 45
Defense- 130,000, +1,300,000 against Magic
Defense against Stat Damage- 13,700
Critical Chance- 90%
Resilience- 92%
To Hit- 200%
Dodge- 105%
Resistances and Immunities- Absorbs Light, Absorbs Darkness, Technology Immunity, Physical Immunity, Cursed Immunity, Plague Immunity, Smitten Immunity, 110% Minor Status Effect Resistance, 55% Moderate Status Effect Resistance, 5% Major Status Effect Resistance
Prime Attribute- Spirit + Mind
Constant Effects-
Hundred Jovial Masks- Possessor may, up to 100 times per thread, at the start of any round or action, remove all debuffs and negative status effects from sources below Level 60 from itself, Constant Effect
Breathes Possibility- Possessor and possessor's allies may ignore the Resistances and Immunities of Daemons, Devils, and Illuminated below Level 50, Constant Effect
Dynamic Mental Magitechnology- Possessor's allies' (including possessor's) Technology element actions may become Magic, Psychic, or Magic & Psychic element, Constant Effect
Eight Crystal Machine-Arms- Possessor may use 1 charge from up to 8 different Earth, Light, Dream, Magic, or Technology element Consumables that are in-stock at the shop that are worth under 55,000,000 Gold at the start of each round, Constant Effect
Disjoined Yet Whole- +56,000 CON, Possessor gains Wounded Immuinity and may choose to recover from Wounded at the start of any action, Constant Effect
Aether-Spanning Wings that Fly Toward Triumph- +74,000 AGI, Wielder may Dodge actions that cannot be Dodged and gains +100% Dodge against said actions, Wielder may, once per thread as an effect that cannot undo itself counting as having happened, choose at the end of a round of battle to undo the round that is about to end, with any individual of Level 50 or greater who objects being able to cancel said effect, Constant Effect
Thoughtthorn Crown- Possessor may deal 350,000 Flat Psychic or Dream element Damage to any individual who targets possessor with an offensive action at the end of each such action, and may choose to also inflict Manablasted on each such individual if any Damage is successfully dealt, Constant Effect
Bestow Worshipper Benefits- Possessor’s allies and Possessor may elect to receive worshipper benefits from possessor if they are not already receiving such benefits, Said benefits include gaining +500 SPI and +500 MIN per Level, to a max of level 54 for both effects, Deity Effect
Abilities-
Twohundredfold Gaze- 75,000 Damage, Counters to this action cost 200 times their normal listed MP quantitiy, to a max of 2,000,000,000 additional MP, Light or Psychic or Sonic or Glory, 0 MP
Beckon Gummy Fruit-Clouds- 250,000 Damage, Heals, Air & Whimsy, 1 hit against 50,000, 0 MP
Laughter- Cures all debuffs and negative status effects from sources below Level 45, 1 hit against all allies, Light & Air, 0 MP
Disassembly of Despair- Cures target of all debuffs from sources below Level 60, The source of each such stacked debuff instance is dealt 350,000 Flat Dream or Light element Damage, Dream or Light, 350,000 MP
Tide of Joyful Dreams- 100,000 Damage, May Heal, May unsummon targets below Level 45, May remove debuffs from sources below Level 45 from targets, May inflict Invigorated, May inflict Stat Boost, 1 hit against 20,000, Dream or Dream & Water & Air, 300,000 MP
Build the Tower of Sight Beyond Time- Caster may scan the stats of target as though the round's number were either the current round's number or the number of any previous round in the same battle, Air & Time, 3,000,000 MP
Word of the Beginning- Summons 1 Fantasmic below Level 55 from the Enemy List that is normally fightable for drops, Life, 1,000,000 MP

modded stats wrote:
Kit (kitsune106)-
Level 59
Shapeshifter, Glory
HP- 2,155,000
MP- 376,250
STR- 15,920 (27)
AGI- 8,850 (15)
CON- 6,100 (10)
MIN- 8,850 (15)
SPI- 28,610 (39)

Turn order:
Inflicted with haste at start of round
Turn order of 24,020

Attack:
+30,080 melee attack
+ 35,430 Magical attack
160% Critical
260% to Hit
30% inflicts time stop

Defense:
118,040
Wielder and wielder's allies gain +45,000 Defense, with said bonus being capped on all individuals who possess it based on wielder's per-item Defense Cap, Wielder and wielder's allies may not be afflicted with debuffs by individuals below Level 60 without wielder's permission, Zones, Terrains, and Phantom Terrains created by wielder or wielder's allies may not be destroyed or altered by or have effects attached to them by individuals below Level 60 without wielder's permission,

+17,700 denfese against stat damage
takes 1/2 damage from sources under level 60.
50% Resistance to sources under level 60.
cannot have defense pierced by sources under level 60
105% Dodge
160% Resilence


Immunities and Resistance
Immune to Domination
Immune to charm
Immune to confusion from under level 60
Immune to paralyze
10% base element
30% Time Resistance,
30% Fate Resistance
takes half damage from people under level 60
Poison: Irradiated Immunity,
Fatigued: Elderly Immunity
Checks fro curing minor effects twice
Checks for curing moderate effects twice
Wearer may choose to have any stat be the stat that determines wearer's turn order, Wearer may, once per thread, assuming that no foes are level 80 or higher, undo a round of battle and go through it again, with both sides being able to choose new actions and new random numbers being generated, May open gates to alternate iterations of time (with positive and negative outcomes both possible) as an RP action

Ally effects:
+ 45,000 defense to allies
+38,000 to all stats

Start of round effects:

possessor may, at the start of each round, choose to be cured of all minor and moderate negative status effects and debuffs from sources below Level 60 that are non-unique and that are not 20 or more Levels greater than
Possessor and each of possessor's allies may be healed for 7,750 points of Light-element HP Healing at the start of every round
Tragedy-Inducing Reality-Override Bubble- (Stance Ability, Scholar) At the start of each round, possessor may inflict any one minor of moderate negative status effect, including Confusion: Depression, Confusion: Fear, and Hexed: Ill Fortune, on up to 5 chosen targets that are below Level 60,
At the start of each round, possessor may remove one buff from a source below Level 60 from up to 5 individuals who are below Level 60




taking along:


XP- 6,753,352,417
3,000,000,000 gold

2 Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle


'Doctor Pazzfakk's Guide to Uncommon Elements'- (Accessory, Tome, Hope & Technology & Psychic, 15,900,000 Gold) +15,000 Melee Attack for actions that deal Healing, +15,000 Magical Attack for actions that deal Healing, Wielder's non-offensive actions may cure a minor negative status effect, Wielder's chances of curing sub-status effects are increased by 30% as a non-stacking bonus*Era Index- (Accessory, Tome, Time, 300,000,000 Gold) If no individual of Level 80 or greater objects, wielder may, at the start of a round, choose, as a constantly-applied effect generated by this item that lasts until the end of the round, count as possessing the effects of the non-Overcrash-generated buffs and debuffs that wielder possessed at the start of a chosen round of battle instead of the effects of the non-Overcrash-generated buffs and debuffs that possessor actually possesses (with newly added and/or through-this-effect-ignored buffs and debuffs still counting their durations as normal and being removed when they would otherwise be removed but otherwise not having their effects take place), Wielder must be Level 40 or greater and must possess the ability 'Adept Time Synchronization'
*Ernest the Watcher's Comfortable Chair- (Accessory, Magic Item, Magic & Astral, 900,000 Gold) +1,000 Defense while in the back row (as a constantly applied bonus of conditional Defense), Wielder regenerates 7,000 HP and 7,000 MP per round, Wielder counts as being 10 levels higher for stat-scanning purposes, Wielder counts as being a boss for purposes of having wielder's stats scanned
Unblemished Radiance- (Armor, Aura, Light & Hope, 80,000,000 Gold) +80,000 Defense, +80,000 CON, +80,000 SPI, Wielder cannot be afflicted with debuffs or negative status effect coming from sources below Level 60, Wielder has a 25% chance of not being afflicted with debuffs or negative status effects from individuals below Level 80 if wielder is an Angel, Celestial, or Deva as a non-stacking effect, Wielder must be Level 40 or greater
2,000 Rimedead Plate- (Armor, Heavy Armor, Darkness & Ice, 7,500,000 Gold) +7,500 Defense, +7,500 Defense against Darkness, +7,500 Defense against Ice, Frozen Immunity against sources below Level 90, 50% Voidstruck Resistance
The Star Lance from Elgath'Thronginn- (Weapon, Spear, Astral, 34,950,000 Gold) +30,750 Melee Attack, +30,540 Magical Attack, +30,240 AGI, +30,080 STR, +301,800 HP, +30,500 MP, +24% Critical, +30,270 SPI, +30,30 MIN, +30,320 Defense, Pierces 15,600 Defense, Pierces an additional 400 Defense if wielder is Human or Fae, +15% Dodge, 30% Dodge against Astral Beings, 20% Dodge against Physical element attacks, Wielder may spend an action to scan target Astral Being's stats, 20% Astral resistance, 30% Light Resistance, Wielder may spend an action once per thread to Heal itself for 15,000 HP, Wielder's Melee Attack actions deal an additional 17,000 Damage if wielder is a Human or Fae, Does double damage against 'evil' celestials during quests (usually) as an RP effect,Provides double healing for 'good' celestials during quests (usually) as an RP effect, Gives user several quest-related powers
Bestows the abilities-
Light Ray of the Stars- 20,100 Damage, 1 hit against 1 individual in each opposing side's row, Astral, 900 MP
Seal of the Twelve Holy Keepers- 8,000 Damage, 800 AGI damage, all of caster's allies gain +8,000 Defense against target that does not stack with other defense bonuses granted against said target by this ability or other abilites that are granted by the same item that this ability is granted by if this ability is granted by an item, doesn't work on certain targets in plot threads, Light & Magic, 5,000 MP
Shift Lance: Light- The Star Lance from Elgath'Thronginn becomes solely Light element for the remainder of the battle, Light, 5 MP
Shift Lance: Magic- The Star Lance from Elgath'Thronginn becomes solely Magic element for the remainder of the battle, Magic, 5 MP
Shift Lance: Astral- The Star Lance from Elgath'Thronginn becomes solely Astral element for the remainder of the battle, Light, 15 MP
Shift Lance: Physical- The Star Lance from Elgath'Thronginn becomes solely Physical element for the remainder of the battle, Physical, 15 MP
Impale- 10,900 Damage, 30% inflicts Wounded, Physical, 900 MP
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
with True-Striking- Provides +5% Critical, Affects Weapons, Enchantment

*Rod of Redemption- (Weapon, Mace, Light, 50,000,000 Gold) +50,000 Magical Attack, +49,999 Melee Attack, +50,000 CON, +50,000 SPI, Wielder's summoned Demons, Devils, and Daemons may gain the Light element and/or may count as Celestial Magic summons, Wielder must be Level 20 or greater
*Airynmetyr, Silver Sword of Sereyn's Light- (Weapon, Sword, Light, 116,000,000 Gold) +114,000 Melee Attack, +110,000 AGI, +110,000 SPI, 85% Voidstruck Resistance Wielder's 'Melee Attack' and 'Attack With Finesse' actions remove all debuffs that their targets that are Demons, Devils, Daemons, and Undead below Level 80 are the source of, 100% may inflict Awestruck or Awestruck: Sealed on Demons, Devils, Daemons, and Undead, Wielder's 'Melee Attack', 'Powerful Attack', 'Attack With Finesse', and 'Melee Overdrive' actions use Spirit as their Prime Attribute, Wielder may spend an action to summon 3 Dove of Sereyn from the Enemy List (max 10 summoned), Wielder must be Level 20 or greater and must be a devout worshipper of Sereyn

Book of Lhaivos the Pure- (Weapon, Book, Light, 60,000 Gold) +15 Magic Attack, Magic Attacks Heal, Magic Attacks use an extra 5% of their user's max MP


Essence of the First Fire- (Weapon, Force, Fire, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Fire element, 40% Fire Resistance, If an source below Level 60 would deal possessor Fire element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater

1 Grass-Cutter Sword- (Weapon, Sword, Glory & Light & Water & Earth & Electrical & Air & Fire, 180,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +180,000 CON, +180,000 SPI, 130% Critical, 230% To Hit, Wielder may create or destroy a Zone of Air at the start of each round, Possessor may deal 1,800,000 Flat Fire element Damage to one opponent at the start of each round, 1% inflicts Instant Death, 1% inflicts Cursed, Wielder must be Level 40 or greater

1,000 Rimedead Blade- (Weapon, Sword, Darkness & Ice, 7,500,000 Gold) +7,500 Melee Attack, +7,500 STR, +7,500 CON, 60% inflicts Frozen, 60% inflicts Voidstruck, 50% inflicts Frozen: Frostbite

Armor of the Heavenly Gates- (Armor, Heavy Armor, Hope & Glory, 165,000,000 Gold) +165,000 Defense, +165,000 CON, +165,000 SPI, Wearer's per-item Defense capping becomes based on (CON + SPI) instead of (CON * 2), Wearer may spend an action to enter any battlespace that is part of the same battle so long as no individual of Level 90 or greater in the battlespace wearer is leaving or the battlespace wearer is entering that is 5 or more Levels greater than wearer objects, Wearer may spend an action to summon 20 Celestials or Angels below Level 80 on the Enemy List that are normally fightable for drops, Max 100 summoned, Wearer must be Level 40 or greater

*Suzanne's Conference Datapad- (Accessory, Gadget, Technology, 33,000,000 Gold) Wielder may link the MP of any two allies whose MP is not already linked to another individual's at the start of each round, An individual of Level 60 or greater may spend anaction to delink these totals


Advance-Crafted Manual of Warding- (Accessory, Tome, Magic, 6,000,000 Gold) Wielder's items may not be stolen or destroyed by sources below Level 60, This item may not have its text altered by sources below Level 40 that do not possess the ability 'Adept Abjuration Attunement'

Demilich Teeth- (Accessory, Upgrade, Darkness & Magic, 150,000,000 Gold) Once per round, before one of wielder's actions, wielder may choose to inflict Instant Death on a target below wielder's Level that is below Level 80, with said effect not stacking across multiple copies of this item and individuals below Level 80 being unable to resurrect individuals killed by said effect, Wielder must be Level 40 or greater

Fae King's Time Spindle- (Accessory, Trinket, Magic & Time, 30,000,000 Gold) Wielder gains an additional action each round if no opponent is Level 50 or greater


Insta-Deployable City-Protecting Force Dome- (Accessory, Upgrade, Technology & Energy, 85,000,000 Gold) Once per thread across all wielders of this copy of this item, when one of wielder's Large Structure allies is targeted with an attack, wielder may, before any hits of said attack targeting said ally are generated, give said ally a non-stacking buff that provides +85,000 Defense and +40% Resilience that lasts 26,000,000 rounds

Virtuous Undead Queen's Crown- (Accessory, Crown, Darkness & Hope, 30,000,000 Gold) +30,000 Defense, +30,000 MIN, +30,000 SPI, 100% inflicts Charm on Undead, Wearer controls the actions of Undead below Level 40, Wearer must be Level 20 or greater


Mystic Figurine: Golden Goat- (Consumable, Summoning Stone, Earth, Unlimited Charges, 20,000,000 Gold) Generates an attack with Strength as its Prime Attribute, a Damage value of 55,000, and a 115% chance of inflicting Fatigued: Stun, This action counts as being performed by a Level 35 Animal with a Strength stat of 15,500, This item's user must be Level 20 or greater

15 Unicorn's Horn- (Consumable, Medicine, Light & Magic, 200 Charges, 8,000,000 Gold) Cures all minor negative status effects from sources below Level 60

Ancient Balm- (Spell, Other: Ancient Magic, Water, 24,000 MP, 12,500,000 Gold) +12,500 Magical Attack, Heals HP, All debuffs and negative status effects present on target that come from sources below Level 40 are removed, Target may not acquire debuffs or negative status effects from sources below Level 40 for the next 5 rounds, does not stack

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

Divine Revivification (Orb of Light Variant)- (Spell, Divine Magic, Light, 60,000 MP, 30,000,000 Gold) Resurrects target if target was not killed by a source above Level 59 that is not more than 20 Levels above either said target or caster, Said resurrection may not be prevented by sources below Level 60 that are 20 or more Levels below caster, Caster must possess the ability 'Connected to the Orb of Light'


5 Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast

Open Gate to Standard Timeline- (Spell, Gate Magic, Time, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast

Prepare Fruits- (Spell, Other: Culinary Arts, Earth & Light, 10 MP, 30,000 Gold) +40 Magical Attack, Heals, Each Food that the caster has equipped may expend 1 charge to increase the amount healed by 500

Pure Healing of Sereyn- (Spell, Divine Spell, Light, 10,000 MP, 5,000,000 Gold) +5,000 Magic Attack, Heals, Cures any two minor negative status effects from sources below Level 80, Caster must be a devout worshipper of Sereyn

Temporal Scrylock- (Spell, Other: Chronomancy, Time, 20,000 MP, 2,000,000 Gold) Target obtains a non-stacking buff that causes entities below Level 60 that scan its stats to obtain a copy of its stats at the time that said buff was applied to it, with said buff informing said entities that it has potentially changed scan results, but not informing them in what way it has done so, at the time of said altered scanning, This spell does not by default provide information that it is changing information in RP threads

Timeclone- (Spell, Other: Chronomancy, Time, 10,000,000 MP, 90,000,000 Gold) Caster gains 2 additional actions (to a max of two actions per round across all copies of this spell) so long as no opponent of Level 90 or greater or that is 10 or more Levels greater than caster, objects, Caster may be targeted as up to 2 different individuals by actions that may target multiple individuals, being affected by such actions a number of times equal to the number of times that possessor is targeted, until the end of the round, Caster must be Level 40 or greater and must possess the ability 'Adept Time Magic Attunement'

Timehammer Bomb- (Spell, Hypertech, Time, 120,000 MP, 60,000,000 Gold) +60,000 Ranged Attack, 6,000 AGI Damage, 100% inflicts Fatigued: Elderly, This action may be delayed for up to 5 rounds, 60% inflicts Fatigued: Slow, 1 hit against 600,000, deals 3/4 Damage


Prepare Fruits III- (Spell, Other: Culinary Arts, Earth & Light, 1,000 MP, 3,000,000 Gold) +4,000 Magical Attack, Heals, Each Food that the caster has equipped may expend 1 charge to increase the amount healed by 50,000Purifying Blade (2)- (Spell, Holy Magic, Light, 3,000 MP, 2,100,000 Gold) +2,200 Melee Attack, Heals, Cures 1 negative status effect or debuff from a source below Level 40
Grand and Holy Healing- (Spell, Holy Magic, Light, 7,500 MP, 3,200,000 Gold) +3,400 Magical Attack, Heals
Summon Hounds of Heaven- (Spell, Summoner Magic, Air & Light, 7,000 MP, 4,500,000 Gold) Summons 3 Hound of Heaven from the Enemy List, Max 10 Summoned

Summon Monster- (Spell, Summoner Magic, Magic, 20,000 MP, 5,000,000 Gold) Summons any one Animal, Aerial, Aquatic, Cthonian, Astral Being, Cthonian, Celestial, Angel, Deva, Illuminated, Abstract, Daemon, Devil, Demon, Elemental, Monster, Outsider, or Dragon from the Enemy List that is non-Elite, below Level 40, and can normally be fought for drops, Max 20 summoned, beings summoned through this spell may not summon

*Heart of the Archmagi- (Accessory, Crystal, Magic, 700,000,000 Gold) Wielder's Base MIN and SPI increase by 2 each
*Ixmulplex's Fez- (Accessory, Hat, Darkness & Acid, 14,000,000 Gold) +14,000 Defense, +14,000 Constitution, Wearer deals 140,000 Flat Psychic element Damage to any individual who deals wearer MP Damage
*Kit's Papers from the Seirei Portal- (Bound Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI
Death Spray- (Spell, Biomancy, Darkness & Acid, 150,000 MP, 15,500,000 Gold) +15,500 Ranged Attack, 60% inflicts Dissolving, 30% inflicts Instant Death on targets below Level 70, 1 hit against 15
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



Kit stalks back into the portal room adn hands her papers to the lady.

Re: kit back to maerefore

Posted: Sun Apr 18, 2021 6:14 pm
by Modrageball
Aeromage wrote: The hall remains much as Kit left it, although the light coming through the huge windows is brighter and sharper, suggesting that it is perhaps morning.

The clerk raises an eyebrow as Kit walks back in through the portal, but says nothing, simply giving the papers a cursory glance over and pushing them back to the foxwoman.


kitsune106 wrote: Kit does not say anything back. she just nods then heads back out. this time she's walking to maerefore?


Aeromage wrote: Kit heads through the opulent halls and manicured grounds of the gate complex and out into the morning light, greeted by the scent of the surrounding wildflower meadows carried on a warm breeze. The huge green moon looks slightly lower on the horizon than last time, and a smaller moon, scarred and brown, sits almost directly overhead.

Kit sets off to the east on foot, easily outpacing much of the road traffic thanks to her level and spirit-granted speed. Rather a lot of the vehicles look to be wagons and large, flat-bed carts piled high with construction materials. One notable carriage is a large, long affair that looks rather like a mobile shrine, pulled by stone horses covered in black-and-red barding, their faces covered by black cloths. Is Kit going to investigate any of the traffic, or just carry on along the road to Marefore?


kitsune106 wrote: she'll go investigate the mobile shrine, the foxgirl pacing it as she looks it over.


Aeromage wrote: The carriage really does look like a mobile shrine. In fact, some of the woodwork on the side suggests it might be designed to get slotted into a semi-permanent foundation. Sort of like a prefabricated shrine building. Kit's abjuration abilities and passive senses let her determine that the thing is heavily warded, and it's giving off a calming, purifying aura similar, but not the same as the sort she's encountered through her priest and paladin training. Spirit Magic, maybe?

One of the shrine's shuttered windows slides open as Kit continues investigating, revealing a young blonde woman in black robes with a matching hat and a red sash. She gives the foxwoman a quizzical look.
"Can I help you?"


kitsune106 wrote: Kit bows and shakes her head. "Not really. Was just enjoyign the aura. May I ask where you are headed?'


Aeromage wrote: "Marefore, like just about every other vehicle going in this direction. After that horrific attack on the town, it's needing all the help it can get." She gestures to the shrine. "We're going in order to make sure those that died pass on properly. From what I hear, there weren't even bodies left to perform the funeral rites on. I can't imagine how much of a mess it must be."


kitsune106 wrote: kit frowns at this. "I see.... I'm headed there to help as well...." she frowns a bit.
"Questoin, how soon do you need ot be there? I could afford a lift.. literally.. but.."


Aeromage wrote: The woman looks from Kit's wings to Kit to the inside of the carriage.
"...I'm not going to doubt that an Aptim or... spirit-servant or whatever you are like you might be able to lift our shrine, but I'm not about to make any call risking it. These things are expensive enough as it is, and there's too many breakables. We've got enough people stationed in Marefore to hold off any... incidents... until we arrive, anyway. Thanks for the offer, though."


kitsune106 wrote: she chuckles.
"I could also teleport.. but that's true......" she giggles.
"I'm not from here, lets say. "
She grins and will smile.
"So... while we travel, think you can tell me what you know? I have stuff with me that should help the city, I hope.. but..... I don't know how they will react here."


Aeromage wrote: The young woman frowns. "Perhaps we should start with who you are, what you are and where you're from before we move on to what you're planning to do to help Marefore."


kitsune106 wrote: kit smiles.
"Sounds fair. I'm kit timeshadow. AS to waht I am... that's .. a little harder. I'm a foxshifter ... but that has changed alot. I'm now a battle arena member.. ohh wait.. rewinding a bit. I'm from Nexus, aka, an offworlder. That make sense?"


Aeromage wrote: The woman raises an eyebrow. "Not a lot, actually. Does this have anything to do with that 'Gate' House Clavis is claiming is theirs? I think it was housed in that small palace a way back along the road."


kitsune106 wrote: She laughs.
"Heh.... yes.. why. ic oudl even open a gate right here... but there's is permanent. mine isn't permanent... "
she frowns as she thinks adn starts rifling through her bag, looking to see if she has anyhting that might help explain then shrugs.


Aeromage wrote: "I'd rather you didn't go opening gateways to strange places in the middle of the road." The woman drums her fingers on the windowsill. "So, this 'Nexus' is from beyond that Gate of theirs. What kind of place is it, and what's this 'battle arena' you were talking about? I know Marefore's been having issues in their nearby forest and with that Gold-Dust Killer who caused all that devastation in the first place, but he's not been seen lately and the town's more in need of builders and healers than fighters."


kitsune106 wrote: she nods.
"Nexus. .is hard to explain. It's a giant city disc really. And battle arena members.. well.. we are adevntueres in a sense. WE can fight in an arena for items, and loot. I myself am a pretty good healer."
She reaches into the bag and holds out Unicorn's Horn- (Consumable, Medicine, Light & Magic, 200 Charges, 8,000,000 Gold) Cures all minor negative status effects from sources below Level 60

Ancient Balm- (Spell, Other: Ancient Magic, Water, 24,000 MP, 12,500,000 Gold) +12,500 Magical Attack, Heals HP, All debuffs and negative status effects present on target that come from sources below Level 40 are removed, Target may not acquire debuffs or negative status effects from sources below Level 40 for the next 5 rounds, does not stack

to the lady to inspect.


Aeromage wrote: The woman pulls what looks like a jeweler's loupe from her sleeve and examines the proffered items.
"You seem to be telling the truth, at least as far as these items are concerned. They contain potent healing magic, although I've certainly never encountered something like that... 'spell' before."
She tucks the lens back into her sleeve.
"Hopefully you'll be able to put them to good use. From what I gather, the citizens of Marefore have been suffering terribly. Whatever the Gold-Dust Killer did to destroy the bazaar, it left a lingering effect that has caused significant harm to many. Efforts are being made to seal away the crater, but the posionous ash that fell after the assault has scattered itself around the local region and caused significant damage itself."


kitsune106 wrote: she frowns.
"That soudnsl ike atomic.. or a nuclear blast... That.. i might be able to deal with. It.. won't be easy, I won't lie, but I should be able to do something..."


Aeromage wrote: "In that case, I'm certain Marefore will be glad for your help. They have people coming from all over to lend their assistance, but capable healers are not easy to come by on short notice."

Re: kit back to maerefore

Posted: Sun Apr 18, 2021 6:27 pm
by Modrageball
kitsune106 wrote: "i'm not exactly a master healer, but can work..... "

she frowns.
"If its as bad as you say, i should head out."

Kit takes out hte starlance and then speed usp above the road then takes off down teh road, trying to get to maerefore as fast as she can.


Aeromage wrote: Kit unholsters the Star Lance and takes to the morning skies once more, following the road's path through the hilly countryside.

Flying at speed, the foxwoman soon finds herself travelling through the craggier eastern countryside and sees (and passes) the massive green tower looming into view in the southeast as the road continues, eventually reaching the fork she saw from her earlier trip. One fork continues east towards a town on two levels on a steep hillside, split by a river and waterfall, and the other loops to the south, vanishing into the rolling hills.


kitsune106 wrote: Kit comes to a stop adn thinks, then heads down the southern path, sure she's on the rigth track.


Aeromage wrote: Kit flies down (and a good distance above) the road south. The land to the east looks rather brown, with the occasional stand of dead and rotten trees here and there. Nothing strikes her as obviously notable past a few mostly-collapsed buildings, an unpleasant-looking windmill in a state of disrepair and a pair of large, circular ponds full of clear water. Perhaps the area's just been having a bad season or something.
The brown, barren area soon passes at Kit's pace, however, once again becoming rolling countryside with scattered woodland, farmland and villages spread here and there. A wide valley filled with purple flowers passes by on the right (the west, she reminds herself), huge pillars and tall sections of old stonework jutting out at off-centre angles here and there, others fallen and covered by moss and more of the cloud of purple. Off on the hills to the east- her left- she sees a large, dark expanse of trees spreading off into the distance, growing taller the further into the forest they grow. Or perhaps there's a big hill under all that plantlife. It's a bit difficult to tell.
To the south, Kit can make out the sea between the hills the road runs through, a darker band of colour against the bright blue sky. Presumably Marefore lies that way.


kitsune106 wrote: kit frowns, trying to tell if she can feel anything wrong, or that she needs to investigate.

if not, she will continue to Marefore!


Aeromage wrote: Kit's attempts to sense anything amiss result in... not a lot, really. Nothing really seems to be in the area, aside from a few birds, animals and (detected thanks to her divination abilities) invisible-to-the-mundane-eye spirits, all of which are in the single digits, levelwise. Perhaps of slightly more interest, she manages to determine that the huge sections of crumbling and leaning stonework and pillars are really very old. Over two thousand years old, if she's right. There doesn't seem to be anything obviously wrong in their direction either, however.


kitsune106 wrote: She'll hjead to take a brief look a the ruins. She migth as well get a feel for the area so she can come back. She does pull out her era index to see if it tells her anyhting about the area in its well, prime period.


Aeromage wrote: Kit heads into the valley, skimming over the literal carpet of purple flowers covering every square inch of the place. Between the wind making the plants sway and the valley's shape, it almost looks like a great, parted purple sea, or a dual-waterfall rushing into a chasm and filling it with foam. Only purple.
The foxwoman pulls out the Era Index. While its primary purpose is to provide its reader with effects from the reader's own past, Kit's skill with Time (with a little prodding from Divination, in lieu of Geomancy) is sufficient to present a neatly-ordered list.

2084 AC // Spring, Vernat Descending 30, Present Day// Ostranimbus Valley: No Present Effects
2084 AC // Spring, Vernat Descending 25// Ostranimbus Valley: Minor Atomic Contamination
2084 AC // Spring, Vernat Resplendent 29// Ostranimbus Valley: Seed Rains Mana Fully Dispersed- Death of Seed Rains Flora
2084 AC // Spring, Vernat Resplendent 23// Ostranimbus Valley: Seed Rains- Blessing of Vernat

More 'No Present Effects' entries continue on until
2084 AC // Spring, Vernat Ascending 29// Ostranimbus Valley: Moon Mana Introduced- New Era Begins: Grand Lunar Era

More 'No Present Effects entries, with the occasional minor note involving some sort of minor rituals on the area carry on. There's a few clumped-together Divination effects over the years here and there. Perhaps some people were running some sort of archaelogical outings?
1896 AC // Summer, Arden Resplendent 19// Ostranimbus Valley: Knot of Vines and Thorns
1896 AC // Summer, Arden Resplendent 19// Ostranimbus Valley: Land's Unavoidable Grasp
1896 AC // Summer, Arden Resplendent 19// Ostranimbus Valley: Ceaseless Deluge
1896 AC // Summer, Arden Resplendent 19// Ostranimbus Valley: Tainted Smog of the Soul

This goes on for quite some time. It looks like there was some sort of fight two-odd-centuries ago involving large-scale battlefield effects. More minor effects and 'No Present Effect' entries lie scattered over the years.
1536 AC // Spring, Vernat Ascending 3// Broken Jaw Valley: Renamed 'Ostranimbus Valley'

More scattered entires.
1530 AC // Spring, Vernat Descending 20// Broken Jaw Valley: Memorial of Tyria Clavis- Verdant Growth
Yet more entires. One or two clumps suggest other fights, but most of it remains the same. The odd strange entry aside, it looks like this place has been pretty peaceful. Kit skims on down the list.
33 AC // Spring, Vernat Ascending 5// Southern Scar: Grand Ritual of Vernat's Blessing- Rejuvenation of the Wastes
33 AC // Winter, Cintho Descending 18// Southern Scar: Ritual of Purification- Purging of Maltius' Influence
33 AC // Winter, Cintho Descending 11// Southern Scar: Ritual of Purification- Purging of Maltius' Influence
33 AC // Winter, Cintho Descending 4// Southern Scar: Ritual of Purification- Purging of Maltius' Influence

Things go on in this vein for quite some time.
0 AC // Winter, Cintho Resplendant 30// Southern Scar: New Era Begins: After Catastrophe Era
0 AC // Winter, Cintho Resplendant 30// Southern Scar: Era Ends: Nightmare Moon Era/Catastrophe Era
363 NME/CE // Winter, M̟͈͗̊ͥA̐̇̐͌̐҉̭͇L̸T̡̳̘̲̭̫̺͙͌͑Ȋ̺̘̳ͮ͒ͦ̉ͯ̚͞U̡̜͉̹͔̐S̤̹̣͓̥͕ͣ͌ ̳͓̫̫ͧ̽ͫ̇̏̄͡ͅR͎͔̺͙̭̰̪Ȇ̓̾͒ͮ҉͙S̼̺̼̯̜͐̎ͫ͋̎̃̏P͌̇̾͞L̫̳̎̅ͨͮͩĔ͈̩̦̩̹͆ͧ̏̄N̲͔̦̝͚̱̘͂D͓̋ͨͫ͜EN͈̰̫͖̼T̵̺̼̖̟̂ // A̮̦̬̯͚̗̙L̳̜̦̦̑ͩ̋̄L̬͔͇̗͖̓ͧ͛̌͆̾̒ ̯͍̜̓̃ͬ͑ͭ͟I͇͇̳̜̰̭͑̌̚̚Sͫ̍͒ ͪͦ̈́M̭͍̦̬̲̆̑̈͊I̺͉͖̳̹͐̓N̞̠͙̊͂͘Ẹ̜͍ͨͩ̆̌̾̏

Things... really don't look very good there. Whatever it is is throwing off the Era Index from looking any further back.


kitsune106 wrote: kit.. makes a mental note of this area and a note to not msess with time here, for the moment.

She clsoes the era index and continues on ot marefore, flying about 20 meters high.


Aeromage wrote: Closing the book, Kit flies back out of the valley and along the road to Marefore. It doesn't take her long to crest the hills between her and the ocean, the ground falling away beneath her in a gentle yet persistant decline, the road gracefully winding its way down towards the coast.
At the end of the road, what was presumably once a pleasant-looking seaside port town spreads, built on a gentle incline to the shore, the majority of its buildings made of white stone with green or red-tiled rooftops. The place generally follows a tier-structure, with sloping roads and plentiful squares overlooking the lower levels of the town.

The most notable feature of it, however, is the huge hole carved out of its lower area, ringed with collapsed buildings, melted rubble and large pillars of black iron. The crater is filled with filthy, dark water where the ocean has poured in, parts of whatever destruction that tore into the town having carved away entire blocks and streets to meet the water's edge. One or two larger buildings stand, apparently untouched, towards the edge of the dirty inner bay, each an island unto itself, with an odd strip of untouched-looking road and dockside at their far end radiating away from them, as if whatever caused the water-filled hole, in failing to dent the surviving buildings, was split around them and left whatever parts of the town's shoreline directly behind them unscathed.
Beyond the horrible crater-bay inside the town, the coastal buildings go from rubble to less-damaged, industrial-looking affairs with their own docksides and dockyards, the occasional flash of colour around them visible in the form of a colourful awning over what looks to be some sort of market. The far (eastern) end of town seems to be made of rather less well-kept buildings, some little more than collections of shacks built on the hillsides above town.
Off the western coast of the town, a tall and somewhat dilapidated-looking lighthouse stands on a small hilly plateau, its lower levels partially overgrown with greenery.

The air smells bitter, of ash and fire and unnatural, poisonous things. It tastes worse.

The road below Kit is sparsely trafficked. A wagon here or rider there is visible. Notably, nobody seems to be coming from the town.


kitsune106 wrote: kit flies up into the air, above the town.,

First...

Teh dream of tomorrow uses:
Laughter- Cures all debuffs and negative status effects from sources below Level 45, 1 hit against all allies, Light & Air, 0 MP


on the area.. trying to remove the atomic poison!

Kit, hovering above the town pulls out:
Era Index- (Accessory, Tome, Time, 300,000,000 Gold) If no individual of Level 80 or greater objects, wielder may, at the start of a round, choose, as a constantly-applied effect generated by this item that lasts until the end of the round, count as possessing the effects of the non-Overcrash-generated buffs and debuffs that wielder possessed at the start of a chosen round of battle instead of the effects of the non-Overcrash-generated buffs and debuffs that possessor actually possesses (with newly added and/or through-this-effect-ignored buffs and debuffs still counting their durations as normal and being removed when they would otherwise be removed but otherwise not having their effects take place), Wielder must be Level 40 or greater and must possess the ability 'Adept Time Synchronization'

she attempst to find the moment about 5 hours before the explosion. She then starts to attempt to overlay the town from there onto the present one, trying to do a time jump from before toe after!


Armor of the Heavenly Gates- (Armor, Heavy Armor, Hope & Glory, 165,000,000 Gold) +165,000 Defense, +165,000 CON, +165,000 SPI, Wearer's per-item Defense capping becomes based on (CON + SPI) instead of (CON * 2), Wearer may spend an action to enter any battlespace that is part of the same battle so long as no individual of Level 90 or greater in the battlespace wearer is leaving or the battlespace wearer is entering that is 5 or more Levels greater than wearer objects, Wearer may spend an action to summon 20 Celestials or Angels below Level 80 on the Enemy List that are normally fightable for drops, Max 100 summoned, Wearer must be Level 40 or greater
is also used to summon guardian angels and singer of life!




Singer of Life
Level 53
Celestial, Life
HP- 1,850,000
MP- 1,690,000
STR- 15,220
AGI- 15,500
CON- 16,000
MIN- 15,850
SPI- 16,368
XP- 0
Defense- 9,850
Defense against Stat Damage- 1,150
Critical Chance- 45%
Resilience- 54%
To Hit- 151%
Dodge- 50%
Resistances and Immunities- Absorbs Light, Absorbs Life, Earth Immunity, 99% Physical Resistance, 50% Darkness Weakness, Fatigued Immunity, Poison Immunity, 104% Minor Status Effect Resistance, 52% Minor Status Effect Resistance, Diseased Immunity, Hexed Immunity
Prime Attribute- Spirit
Constant Effects-
Member of the Great Choir- Possessor gains +1,000 to all stats for each ally (to a max of 200 such allies) who possess the Constant Effect 'Member of the Great Choir', Constant Effect
Singer of Life- Possessor's allies regenerate 50,000 HP at the start of each round, Constant Effect
Pure Spirit- Possessor gains +6,500 SPI and +5,000 Defense against SPI Damage, Constant Effect
Endless Lifesong- Whenever an ally of possessor's is killed by a source below Level 60, there is a 15% chance that possessor immediately resurrects said ally, Constant Effect
Potent- Possessor is Immune to individuals below Level 20, Constant Effect
Abilities-
Song of Gentle Passing- 10,000 Damage, If this action kills its target, its caster may resurrect said target at the start of any round as an effect that its present on both its caster and said target, with its caster only being able to maintain one such potential resurrection instance at a time, Light or Life or Sonic or Air, 0 MP
Song of Restoration- 120,000 Damage, Heals, Removes up to 5 debuffs or minor or moderate status effects that come from sources below Level 70 from each target, 1 hit against 5,000, Life or Air or Sonic or Life or Light & Life, 75,000 MP
Lifesong- Resurrects target individual that was not killed by a source of Level 70 or greater, Life or Life & Light, 150,000 MP
Drops-
110,000 Gold
14,575 XP
50% Celestial Breath- (Item, Material, Light & Air, 200,000 Gold)
49% Celestial's Voice- (Weapon, Instrument, Light & Air, 5,000,000 Gold) +5,000 Magical Attack, +5,000 SPI, Wielder is Immune to SPI Damage from sources below Level 60, Celestial Magic, Divine Magic, and Bardic Music spells cost wielder 50,000 less MP to cast
1% Celestial Revivification- (Spell, Celestial Magic, Light, 60,000 MP, 30,000,000 Gold) Resurrects target if target was not killed by a source above Level 59 that is not more than 20 Levels above either said target or caster, Caster must be Level 25 or greater

Kit is using the celestial choir singers to help stabilize her redoing as she strives to bring the town back by messing with time!


Aeon Diadem- (Accessory Aspect- Aeon Diadem, Crown, Time, X Gold) +7,600 Magical Attack, Wearer may choose to have any stat be the stat that determines wearer's turn order, Wearer may, once per thread, assuming that no foes are level 80 or higher, undo a round of battle and go through it again, with both sides being able to choose new actions and new random numbers being generated, May open gates to alternate iterations of time (with positive and negative outcomes both possible) as an RP action, 15% Time Resistance, +1,900 Defense against Time, +2,450 AGI, Wielder may spend an action that allows wielder and wielder's allies to escape from random quests at the start of the round after said action is performed, Wearer has a 6% chance of being able to Suspend an offensive action targeting wearer made by an individual 10 or more levels lower that is under level 50 for 3 rounds, this final effect does not stack with itself or with identically worded effects from other items or abilities, Wielder's Time-element spells cost 5,000 less MP, Wielder's Chronomancy summons gain +1,000 to all stats as a non-stacking effect, Wielder's Chronomancy spells cost 15,500 less MP, Wearer gains Fatigued: Elderly Immunity, Wearer's corpse constantly counts each round as being the round of its death and treats the number of rounds since its death as though said value were always 0, as well as causing effects and checks of said value to treat said value as though it were 0, Offensive actions from sources below Level 40 that are below wearer's Level and this artifact's Level that target wearer that are not delayed are delayed for 1 round

Chronomancer King's Measured Timepiece- (Accessory Aspect- Aeon Diadem, Trinket, Time, X Gold) +7,600 to the stat that determines wielder's turn order, 2 times per thread, when wielder would have an action, wielder may choose to take an additional action, Wielder may choose to delay wielder's actions by up to 2 rounds under the normal rules for delaying actions, 15% Time Resistance, +6,100 Defense against Time, +6,790 AGI, +6,000 SPI, +6,110 Defense against Stat Damage, Wearer may count the current round's number as being either 1 higher or 1 lower, Wielder may spend an action so that wielder and wielder' allies may immediately leave a random quest they are currently in, provided no opponent more than 19 Levels greater than wielder is present, Wielder's Chronomancy spells that provide a Magical Attack Bonus gain +4,200 additional Magical Attack, Wearer may not be forced by sources below Level 60 to treat the current round's number as a number that wearer would not otherwise treat it as, Has RP effects
Hand of the Clock of One Thousand Ends- (Weapon Aspect- Aeon Diadem, Deadly Item, Time, X Gold) +77,650 Melee Attack, +77,239 Magical Attack, +76,999 AGI, +76,200 MIN, 100% inflicts Paralysis: Temporal Stasis, 100% inflicts Suffocation: No Future, 25% inflicts Petrified: Time Stop, 150% may inflict Fatigued: Elderly, 150% may inflict Stat Drain: AGI Drain, 150% may inflict Stat Drain: CON Drain, 100% may inflict Stat Drain: SPI Drain, 15% Causes target to lose target's next action as a non-stacking effect that cannot affect the same target more than 9 times in a 10 round period and is not applied to multi-hit attacks, 30% Time Resistance, +86,500 Defense against Time, Deals 7,110 CON, STR, AGI, and SPI damage on hit, Wielder may, upon hit when performing a 'Melee Attack' or 'Magical Attack' action, inflict a debuff on target that stacks 40 times and reduces said target's sum of turn-order-determining stats by 6,000 for turn-order-determining purposes, to a minimum of 1, and provide an equal bonus to its caster's sum of turn-order-determining stats for turn-order-determining purposes while in place, Wielder's offensive actions may deal an additional 3,000 CON Damage and 3,000 AGI Damage


Absorb Time- (Passive Ability, Other: Temporal Primarch) Possessor Absorbs Time against sources below Level 20 if Level 20 or greater
Adept Time Synchronization- (Passive Ability, Other: Temporal Primarch) Amounts of Time element Damage possessor deals are increased by 10,000 points, Time element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Time element Spells, and may not be converted into other types of slots by individuals below Level 100
Aging Blow- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Aging Blow' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is Time element. Said action gains +500 Melee Attack and +20% inflicts Fatigued: Elderly as a non-stacking effect.
Aging Touch- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor's offensive actions gain 80% inflicts Fatigued: Elderly
Apprentice Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time 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 Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense against Time
Apprentice Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 5% Time Resistance
Apprentice Time Synchronization- (Passive Ability, Temporal Primarch) Possessor gains +50 to all stats for each Time element item equipped, Possessor's Time element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +100 to all stats
Apprentice Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 to all stats while in a Zone of Time
Asynchronus Timestream- (Passive Ability, Other: Temporal Primarch) Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle
Basic Acceleration Within Time's Dominion- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Time
Basic Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +50 to all stats
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Basic Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 1% Time Resistance
Basic Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to all stats if possessor is Time element
Basic Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 50 points
Basic Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +10 to all stats
Basic Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 to all stats while in a Zone of Time
Call Forth the Living Time- (Active Ability, Temporal Primarch) Possessor may spend an action to summon 5 Elementals that are Time element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Clock Watcher- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor is informed whenever an individual who is not 20 or more Levels greater than possessor performs a Time element action
Control of Time- (Passive Ability, Other: Temporal Primarch) Possessor has a 20% chance of being able to cancel the actions of Time element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Doublespeed Recovery (Minor)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for minor negative status effects are checked twice per round
Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Effect-Resistant, Fixed Personal Timestream- (Passive Ability, Other: Temporal Primarch) Possessor is Immune to entities below Level 20, Possessor is Immune to Time element debuffs from sources below Level 60
Emanate Time- (Passive Ability, Temporal Primarch) Whenever possessor absorbs Damage that is Time element Damage, Possessor may choose to deal 10,000 Flat Time element Damage to up to 10 targets
Empowered By Time- (Passive Ability, Temporal Primarch) If possessor is Time 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 Time
Establish Defensive Timewall- (Active Ability, Other: Temporal Primarch) Possessor may, if possessor is Time element, spend an action to give a target a non-stacking buff that provides its possessor with +50,000 Defense and that makes entities below Level 60 unable to target its possessor with offensive Time-element actions
Fast Personal Time Progression- (Passive Ability, Other: Temporal Primarch) Whenever the round number increments, possessor may increment the number of the round that possessor counts the current round as by 2
Father Time Mode- (Stance Ability, Other: Temporal Primarch) Possessor counts as being afflicted with Fatigued: Elderly, gains the element Time, and suffers no negative effects from the status effect Fatigued: Elderly
Greater Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 25,000 points
Hammer of Langerous Years- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Hammer of Langerous Years' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +2,000 Melee Attack, and target acquires a non-stacking debuff that causes it to have a 50% chance of choosing to skip its next action if not Immune to Charm.
Hard to Undo- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, individuals below Level 40 may not undo possessor's actions without possessor's permission
Hasting Invocation- (Technique Ability, Temporal Primarch) Possessor may use 'Hasting Invocation' in conjunction with a 'Guard Back Rank', 'Cast a Spell', or 'Use an Item' action. Said action's targets gain a 50% chance of being afflicted with Augmented: Haste
Improved Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time 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 Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +5,000 Defense against Time
Improved Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +2,000 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Improved Hasting- (Passive Ability, Temporal Primarch) Possessor's chances of inflicting Augmented: Haste are increased by 30%
Improved Slowing- (Passive Ability, Temporal Primarch) Possessor's chances of inflicting Impaired: Slow are increased by 30%
Improved Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 10% Time Resistance
Improved Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +250 to all stats
Improved Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 5,000 points
Meditative Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose, at the beginning of a thread, to become solely Time element
Nourished By Time- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Time
Personal Time-Preservation- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round
Nourish Time- (Passive Ability, Temporal Primarch) Whenever possessor deals HP or MP healing to an Time element individual, possessor deals 300 additional points
Nullify Time- (Passive Ability, Other: Temporal Primarch) Possessor may remove the element Time from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Time-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Time-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Time from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Predict Likely Outcomes Through Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor obtains +1% Dodge and +1% To Hit while Time element
Quickened by Stolen Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor deals AGI Drain or SPI Drain, possessor obtains a buff that stacks 20 times and provides +200 AGI or +200 SPI.
Reflect Time- (Passive Ability, Other: Temporal Primarch) Possessor Reflects Time against sources below Level 20 if Level 20 or greater
Self Age-Control- (Passive Ability, Other: Temporal Primarch) Possessor may choose at the start or end of any action or round to become afflicted with Fatigued: Elderly or be cured of Fatigued: Elderly, Possessor may, as an RP effect, alter possessor's age
Shielded by Personal History- (Passive Ability, Temporal Primarch) If possessor is Time element, the end of each round, possessor obtains a buff that provides +250 Defense and stacks 20 times
Slowing Invocation- (Technique Ability, Temporal Primarch) Possessor may use 'Slowing Invocation' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action so long as possessor is Time element. Said action gains '30% inflicts Impaired: Slow' and may gain the element Time.
Soothing Time Emanation- (Passive Ability, Temporal Primarch) Whenever possessor absorbs Damage that is Time element Damage, Possessor may choose to deal 10,000 Flat Time element HP Healing to up to 10 targets that are Time element
Supernaturally Good Timing- (Passive Ability, Temporal Primarch) Once per round, if possessor is Time element, possessor may delay an action through the action of a lower-Level opponent
Temporally-Disjointed Attack- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporally-Disjointed Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as possessor is Time element and no other technique is used. Said action counts as having been delayed for a number of rounds between 1 and 5 (inclusive) without actually being delayed.
Temporally Enhanced Speed- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Temporal Father-Time Defenses- (Passive Ability, Temporal Primarch) While possessor is in the stance 'Father Time Mode' possessor obtains 30% Time Resistance and +30,000 Defense against Time
Temporal Primarch- (Passive Ability, Other: Temporal Primarch) Possessor ignores (1 * (Possessor Level/5), rounded down)% Time Resistance, Possessor ignores Time Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Temporal Stasis-Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporal Stasis-Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +5,000 Melee Attack, and targets below Level 60 have a 30% chance of being afflicted with Petrified: Time Stop.
Temporal Wisdom- (Passive Ability, Other: Temporal Primarch) Possessor may count Temporal Primarch abilities as Time Mage abilities (including for prerequisite purposes) and may count Time Mage abilities as Temporal Primarch abilities (including for prerequisite purposes)
Time Battle-Aura- (Stance Ability, Temporal Primarch) Possessor deals 10,000 Flat Time element Damage to each opponent at the start of each round
Time-Consuming Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Time-Consuming Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is Time element. Said action either deals 2,000 points of Flat Time element AGI Drain or moves one buff that came from a Time element source or action that came from a source below Level 40 that is not greater Level than said action's performer from said action's target to said action's performer.
Time Immunity- (Passive Ability, Other: Temporal Primarch) Possessor gains Time Immunity against sources below Level 20 if Level 20 or greater
Time Manipulation- (Passive Ability, Other: Temporal Primarch) Possessor may choose one of the following at the beginning of each round if Time element: Create a Zone of Time, Remove a Zone of Time created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Time by either possessor or a source below Level 20, Add Time to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Time element on a Time element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Time, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Time, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Time element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Time to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Time, 5% Time Resistance, or +50 Defense against Time and 1% Time Resistance until the end of the round as a non-stacking buff
Time-Sinkhole-Generating Spell- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Time-Sinkhole-Generating Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used and possessor is Time element. Said action applies a debuff that stacks twice and deals 2,000 Flat Time element AGI Drain to its possessor at the start of each round.
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Undo- (Active Ability, Temporal Primarch) If possessor is Time element, possessor may spend an action to undo the removal of a buff or debuff from a source of possessor's Level or lower (to a max of Level 80) that was performed by a source of possessor's Level or lower (to a max of Level 80), placing said instance of said buff or debuff back on the individual it was removed from (but not doing aynthing else that 'undoing' would connotate save counting as 'undoing')
Undo Minor Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply minor positive or negative status effects instead of buffs or debuffs
Undo Moderate Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply moderate positive or negative status effects instead of buffs or debuffs
Visualise Nearby Timelines- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor is informed of the number of battlespaces present in the current battle that contain at least one Zone of Time
Visualiser of Wasted Seconds- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, when possessor scans an individual's stats, possessor may determine how many times during the thread said individual skipped performing an action
Wearing the Cloth of Ages- (Passive Ability, Temporal Primarch) Possessor, if Time element, obtains +500 Defense if wearing a Time element armor, Once per thread, while possessessor is Time element, possessor may, on a round of battle whose number is 2,000 or greater, give an equipped Armor the element Time as a buff
Other: Time Mage:
Adept Time Magic Attunement- (Passive Ability, Other: Time Mage) Time Magic spells cost possessor 10,000 less MP to cast, Time Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Time Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Aging Spell- (Passive Ability, Other: Time Mage) Possessor may use 'Aging Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action deals 200 CON Damage and has a 30% chance of inflicting Fatigued: Elderly
Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Chronomantic Rehaste- (Passive Ability, Other: Time Mage) If possessor has been previously afflicted with Augmented: Haste during this battle, possessor has a 10% chance of being afflicted with Augmented: Haste at the start of each round if possessor is either Time element or has 5 Time Magic spells equipped
Basic Defensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) Possessor gains +500 Defense against Time if possessor has a Chronomancy spell equipped, Possessor gains 30% Fatigued: Elderly Resistance if possessor has a Chronomancy spell equipped
Basic Offensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 200 points
Basic Temporal Magic Amplification- (Passive Ability, Other: Time Mage) Possessor actions that include spells that possess a Magical Attack bonus that are delayed have each such spell gain +25 additional Magical Attack bonus for each round they are delayed, stacking a max of 5 times
Chronomancy Casting I- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 20 less MP to cast
Chronomancy Casting II- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast
Chronomantic Auto-Haste- (Passive Ability, Other: Time Mage) Possessor is afflicted with Augmented: Haste at the start of the first round of battle if possessor is either Time element or has 5 Time Magic spells equipped
Chronospell Boost- (Technique Ability, Other: Time Mage) Possessor may use 'Chronospell Boost' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action has a 30% chance of inflicting Augmented: Haste on its performer
Delayed Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Delayed Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action is delayed by 1 to 5 rounds (with its performer choosing the number).
Focused Chronomancy Casting- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast if the only subtype of
spell possessor has equipped is Chronomancy
Improved Chronospell Boost- (Passive Ability, Other: Time Mage) Possessor's 'Chronospell Boost' technique has its chance of inflicting Haste on its performer increased to 60%
Improved Fast Casting- (Passive Ability, Other: Time Mage) Possessor's 'Fast Casting' technique may cause its possessor's first action to occur on a turn-order count 2,500 points higher than it otherwise would instead of 500 points higher than it otherwise would
Improved Offensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +2,000 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 500 points
Slightly Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 50 for turn-order-determining purposes
Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Trigger Spell- (Active Ability, Other: Time Mage) Possessor may spend an action to have a 'Magical Attack' or 'Cast a Spell' action that possessor both performed and delayed immediately occur.


Aeromage wrote: The Dream of Tomorrow's jolly, cheerful laughter rings out through the sky, echoing into the town and bouncing back into a mirthful cascade of curative sound.

Kit flips through the Era Index as this happens.

2084 AC // Spring, Vernat Descending // Present Day- Marefore: Minor Atomic Contamination, Revenant Hastening, Spiritual Area Ward (Containment), Spiritual Area Ward (Sealing), Spiritual Area Ward (Status), Spiritual Area Ward (Stabilisation), Spiritual Area Ward (Anti-Spirit-Spawning), Resurgent Spiritual Exorcism (Mass), Resurgent Spiritual Purification (Mass), Resurgent Spiritual Healing (Mass), Ritual of Passing (Mass), Spirit World Gate (Cinis Atomos)
There are a few entries dated a couple of days ago detailing the setup of the various wards and positive effects. The Ritual of Passing is the most recent.

2084 AC // Spring, Vernat Descending // May 25- Marefore: Atomic Contamination, Mass Irradiation, Establish Spirit World Gate (Cinis Atomos), World-Folding Rediversion (Cinis Atomos)
2084 AC // Spring, Vernat Descending // May 24- Marefore: No Present Effects

It looks like there's a bit of a gap there. Kit thinks she might be able to make up for it with her temporal skill and grab the right time period, though. What's she doing?


kitsune106 wrote: She'll go fo just before May 24th, say may 23rd. She'll attempt to use her temporal skill to do it!
kit is time and glory now, so:
Unmatched Master's Competence- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 25 or more Fame, possessor counts as possessing 10 additional abilities in each base class that possessor possesses the class-name ability for, provided that no other individual in the
same battle as possessor possesses an equal or greater number of abilities from said class

she has 10 more time mage and 10 more trimparl primarch!


kitsune106 wrote: we are going may 24th, say 11:59 PM


Aeromage wrote: Kit focuses on the May 24th option and attempts to push it as close to midnight as possible. The Era Index shudders in her grasp as she forces her power through it in such a fashion, grasping at a period not-quite-stated on its pages.

Kit casts her power over the entire town. She is a Chronomancer, a Time Mage, a Temporal Primarch. She has the power of Glory on her side. Legends are sung of her unmatched prowess, and of her might! Using the Era Index as a template, she forces the town's clock back, reality shuddering and blurring as she sets the full force of her magics to the task, as Celestials arrive in blazes of light and music to sing of lives lost and regained, of damage done and repaired, of times passed and come again.

There are some sticking points. The town is most definitely not what it was beforehand. There are elements, people, things present that weren't there at midnight of May 24 that are present now, some of which are potent in their own right.
What does Kit wish to do with this? Perhaps she should simply fully reset the town to what it was, outside influences thrown beyond time. Perhaps she should try to incorporate the new elements into the town-that-was, merging the two timelines. Perhaps she has other ideas. Better ideas. She is the Time and the Glory, after all, and surely her choice shall echo through the ages as legend.


kitsune106 wrote: She frowns, then works harder, attempting to merge the two timelines, but working to safetly shunt things. First she's working to restore those timeline, timethreads that were extinguised on may 25th. The main concern is working to restore those to life. Kit then works to tease the new elements into the tapestry of maerefore, working to integrate the tapstrey.
She will work to earse the the future destinty of those that died on the 25th, using her ability to erase destiny, and work to give a new desitny. She is also working to rewrite the memory if she can, to make them bleieve that the spirit tamers with the help of psirits restored the town. She is working full out, the draem of tomorrow working hard as she struggles to restore the town and also not leave loose ends that coudl cuase problems!

Erase Future Destiny- (Technique Ability, Scholar) Possessor may use 'Erase Future Destiny' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% inflicts Suffocation: No Future'


Literary Self-Insertion- (Passive Ability, Scholar) Possessor may, at the start of any round, leave possessor's current battle and enter another currently open battle in the same thread provided that no individual of Level 60 or greater in either possessor's current battle or the destination battle objects, Possessor may insert copies of itself into literary worlds and control said copies as an RP power
Re-Write Memory- (Technique Ability, Scholar) Possessor may use 'Re-Write Memory' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% may inflict Charm and either 60% may remove each buff or debuff with target as a source if target is below Level 60 or 60% may change the source of each buff or debuff with target as a source to this action's user if target is below Level 60 (with said choice being made on a per buff/debuff basis)'. Has RP effects.


kitsune106 wrote: sure. *doctor evil finger * "ONE BILLION XP" she has: 6,753,352,417
kitsune106: Channeler:
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 Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Caelzeph: Might want to add that in

kit is spendign 1,000,000,00 xp in this endeavor! if needed she will spend up to 6 billion if its needed.


Aeromage wrote: The town judders beneath Kit, fading in and out of focus as she brings its prior self to the fore whilst attempting to integrate it with the newly-introduced elements. She forces truly vast amounts of mana into the settlement along with her powers, using it to help rebuild, renew, to bring from the past and combine with the present.
Rubble and toppled buildings fade away as other shapes take their place. The crater-bay closes up, the wound in the town scabbing over with fading flagstones and walls, buildings erupting out of and over the dark water, a riot of colour spinning and swirling into being as fabric awnings and tents blossom from the scars and cracks, covering streets and squares as they reemerge from the past and force themselves into the present.
There is yet more mana to spare. Kit, working with the song of the Celestials, reaches back, feeling bodies in the town pop into nothingness and reappear, whole, elsewhere in the swirling, temporally-unstable mass that is the crater-bay-town-bazaar emerging from what once was. Entities fade and reappear in other areas. Those dead and passed live once more.
Mostly.

Kit's power and that of the Celestials hits a snag. Some of the souls of the deceased are beyond their grasp, gone to somewhere unreachable. Though the bodies reform, they fall where they stand, comatose and empty.
Only some, though.

Kit has no time to dwell on this, as there is more to rebuild. More to bring back from the past. Shops and houses, stalls and streets, piles of goods both exotic and mundane, all rip from the past and spill into the present.

Kit is tired. She's never done something like this before, and certainly not on this scale. But she has more to do. She calls upon her scholar abilities, attempting to wipe the futures of the previously deceased, to re-write their memories to make them think that the Spirit Tamers restored the town. She's having to split her focus something fierce, though, and the workings of fate and the mind are not her forte.

The timelines need integrating. That's. That's something more her speed. She knits together past and present. Sure, she's fumbling a bit at this point, but it's working, isn't it? She's got Glory! She's fuelled it all with so much mana! Things will be fine. Sure, she has a bit of a slip up in the middle of where the crater was, but they can just wall that place off. She's fixed all of the town, after all. They'll be fine.

The town swims back into focus.

Before her a pleasant-looking seaside port town spreads, built on a gentle incline to the shore, the majority of its buildings made of white stone with green or red-tiled rooftops. The place generally follows a tier-structure, with sloping roads and plentiful squares overlooking the lower levels of the town. A large series of docks fills the shoreline, most of it populated with a variety of boats and ships, big and small, a riot of colourful tents and awnings filling the lower streets nearby. Ringing the tent-area, large pillars of iron jut from buildings as if they were built around them. One or two block the middle of roads. One courtyard somewhere in the throng of colourful fabrics and rooftops is open to the sky, the visible walls within charred and blackened, an unpleasant greenish glow issuing from it. The shore-side of town is mostly filled with large, elaborate buildings, many of which looking considerably more expensive than most of those in town.
The far end of town seems to be made of rather less well-kept buildings, some little more than collections of shacks built on the hillsides above town, the view from Kit's position mostly obscured by taller buildings.
Off the western coast of the town, a tall and somewhat dilapidated-looking lighthouse stands on a small plateau, its lower levels partially overgrown with greenery.


Kit loses 1,000,000 XP.

Kit gets:
1 Fame
'Almost Completely Restored Marefore Through Time Magic (Mod Run World Award)'
'Infused Marefore with Time and Glory Mana (Mod Run World Award)'
'Created the Atomos Well in Marefore Bazaar (Mod Run World Award)'
'Restored Most of Those that Died in Marefore Bazaar's Nuclear Destruction to Life as Amnesiacs (Mod Run World Award)'
'Restored Vernon Pinna's Airship Enterprise Progress (Mod Run World Award)'


kitsune106 wrote: kit is tired now. She waves away the celiesitals, who fade as she goes to fly down a bit, curious if anyone noticed her. there's no arrows to beams coming at her, so that's good. She attempts to find a place to land and moves to walk overland to the eentryway, curious to see what she can do. She dooes first check the era index, curious what it says now. hopefuly its not 404, timeline not found.


Aeromage wrote: Kit flies down and sets herself on the road behind a man on horseback, who seems to have stopped his steed in order to stare at the suddenly-fixed town in confusion.
She flips open the Era Index to see what's what.

2084 AC // Spring, Vernat Descending // Present Day- Marefore: Infusion of Time, Infusion of Glory, Spirit World Gate (Cinis Atomos), Spiritual Communion of the Earth- Eyes of the Land, Spiritual Communion of the Sky- Voices on the Wind, Master's Command- Order of House Clavis (Servants of the House), Master's Command- Order of House Clavis (Spirits of the House)

2084 AC // Spring, Vernat Descending // Present Day- Marefore: Minor Atomic Contamination, Revenant Hastening, Spiritual Area Ward (Containment), Spiritual Area Ward (Sealing), Spiritual Area Ward (Status), Spiritual Area Ward (Stabilisation), Spiritual Area Ward (Anti-Spirit-Spawning), Resurgent Spiritual Exorcism (Mass), Resurgent Spiritual Purification (Mass), Resurgent Spiritual Healing (Mass), Ritual of Passing (Mass), Spirit World Gate (Cinis Atomos), Mass Temporal Restoration (Linked Effects- Mass Revivification, Mass Re-Write Memory (Imperfect), Mass Destiny Erasure (Imperfect), Infusion of Time, Infusion of Glory), Past-Present Area Timeline Integration
2084 AC // Spring, Vernat Descending // Present Day- Marefore: Minor Atomic Contamination, Revenant Hastening, Spiritual Area Ward (Containment), Spiritual Area Ward (Sealing), Spiritual Area Ward (Status), Spiritual Area Ward (Stabilisation), Spiritual Area Ward (Anti-Spirit-Spawning), Resurgent Spiritual Exorcism (Mass), Resurgent Spiritual Purification (Mass), Resurgent Spiritual Healing (Mass), Ritual of Passing (Mass), Spirit World Gate (Cinis Atomos)

Kit approaches the town on foot. The gates are open and unguarded, and a small group of travelers, carriages and wagons are milling around outside uncertainly. Sounds of confusion are audible from beyond.

Re: kit back to maerefore

Posted: Sun Apr 18, 2021 6:40 pm
by Modrageball
kitsune106 wrote: Kit looks at the travelers and starts to head over.
"Greetings all. Does anyone know what's going on?"

she keeps an eye out for people who look important.


Aeromage wrote: A few of the travelers turn to look at Kit.

"Spirits!"
One teenaged boy gives a half-shriek, half-yell and dives behind a carriage, which prompts the rest to turn and look at the foxwoman, some peering out of carriage windows or craning around from their driver's seats. Several hands move to weapons, sticks or other suitably weighty implements.

"Right," a man in red leather armour states, a large studded club in his hand, "We're wanting none of yer kind here when the place's been through so much already. Bugger off back to the Spirit World, the both of yer."


kitsune106 wrote: she blinks. "Whe...." she gets it. "Ohhh... right.. errr.. I'm not a spirit?" she blinks then starts to move away and towards the gate.


Aeromage wrote: The man blinks.
"Seriously, that's what yer going with? 'I'm not a spirit'? There's not a human alive that looks like yer, never yer mind that floating cloud of... of thing behind yer." He moves to block her attempt to pass him. "Folks in town're dealing with enough shit without having something like you stride on it to do whatever it is yer planning."
He turns his head to one side, eyes still fixed on the turtle-shelled, dove-winged foxwoman and the Dream. "One of yer go get the guards. Tell 'em to bring any Spiritual Defense Force lot they can find."
A couple of the travelers turn and scramble off towards the gate, joined by the teenager.


kitsune106 wrote: she blinks and looks down at herself. "Ohhh... right this....."


She pauses then looks for someplace ot sit dow and relaxes . "I'll wait then."
She pulls out her papers though and looks them over, making sure they are all in order.

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


Aeromage wrote: "Right." The club-weilding man doesn't seem to know what on earth to make of this. "Yer... just do that. And no funny business or else." He waggles the club at the foxwoman in a halfheartedly menacing fashion.

A few minutes pass before one of the travelers comes walking back through the gate, followed by four other people. One is a woman in her late forties with brown hair in a bun, dark rings under her eyes and severe-looking black robes, complete with a tall, eboshi-like hat and a red sash. The second is a blond-haired teenager wearing a rather more untidily-tied version of the first's outfit, a large black satchel, and an expression of barely restrained excitement. The third is a tall, haggard-looking woman in an ornate green uniform with a silver breastplate, greaves and bracers atop it, blonde hair pulled into a frayed bun and a large-headed spear in one hand. The fourth looks like a guardsman in emerald green armour. None of them look particularly happy to see Kit.

The armoured woman sighs. "Right, out with it. What are you doing outside our town and what do you want? I'll warn you now that this has been an exceptionally trying day and I'll have you banished back to the Spirit World before you can so much as bark if you pull anything."


kitsune106 wrote: Kit stands up to bow to the 4.

after she speaks she blinks and looks insulted. "I don't bark, I yip. But first..."

she holds out her papers to the lady.
"You might want to read that first.."
she looks at the kid and waves to him. The dream of tomorrow bobs in midair.


(doe skit sense any spirits?0


Aeromage wrote: The uniformed woman's eyes flick to the papers Kit holds out, narrowing as she takes them in. Her jaw sets as if gritting her teeth. "Of course. Of course it had to be one of you Nexus types. I should have guessed."
The woman runs a hand over her face, takes a deep breath and glares at the foxwoman. "I'm just going to get straight to the point, as frankly, things are already in chaos in town. What did you do?"

Kit feels an odd pressure in her head. The older woman in robes winces slightly and begins massaging her temples. Kit thinks she just got scanned.

Kit does not sense any spirits beyond those she's pretty sure count as 'general wildlife' for the area.


kitsune106 wrote: she smiles and tries to scan the lady in the robes back.
She frowns... "It's.. complicated? Perhaps we shoudl discuss in silence.. one moment... don't freak..."

she uses:
Zone Screen- (Passive Ability, Abjurer) Whenever possessor casts an Abjuration spell, possessor may, to a max of once per round, attach an non-stacking effect to a Zone, Terrain, or Phantom Terrain that gives all of possessor's allies, including possessor, in said Zone +(100 * Possessor Level) Defense and makes said allies unable to have their stats scanned by sources below (possessor Level - 10, to a max of 60)

along with Abjurant Warding- (Spell, Protection Magic, Physical, 0 MP, 200,000 Gold) +2730 Defense, Stacks 4 times

to screen a small bubble around them to screen them from observors.

Once that is done she smiles.
"If i did it right.. i... lets jstu say.. i reset Marefore to an earlier time? why? what happened?"

Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to examine target's stats

counts as level 63 and ignores boss doubling.


Aeromage wrote: Kit scans the robed woman. She identifies her as Lucia Parr (Human, Level 46). She's heavily invested into Shrine Maiden abilities, along with Binder, Diviner, Priest, Lawbringer, Seer and a small inroad into 'Warden'. She also, oddly, has a connection to Necromancy, but in a purely anti-undead capacity- binding and shutting down of the subtype, for the most part. Lucia apparently has a lot of magical items on her, including a rather potent Mace that can pull double duty as a Wand. Kit also picks up enough protective buffs and wardings to classify the woman as a mobile fortress.

Kit draws the Zone Screen around the group before anyone can raise an objection, muffling the sound from outside and shielding them within an opaque dome. The uniformed woman looks ready to launch herself at Kit with her spear, stopped only by Lucia grabbing her by the arm and giving her a meaningful look and shake of the head. The armoured guard looks extremely uneasy at the sudden bubble-appearance, his sword already half-out of his scabbard, stopped only by his (superior's?) abrupt halt. The robed boy's expression has gone from 'excited' to 'nervous', his eyes constantly darting back to the older woman in robes.

The blonde, uniformed lady snatches her arm back out of Lucia's grasp and takes a deep breath, her fists clenched. Then another.
"You mean to tell me," she forces through gritted teeth, slowly and deliberately, "that you have the power to rewind time in some fashion?" She gives a sidelong look to Lucia, who returns the glance with a short nod.
"And furthermore, that you deemed it wise to not only attempt to perform this 'reset' on the entire town, but to do so entirely without warning, announcement or permission, in broad daylight, whilst practitioners of the spiritual arts, Spirit Hunters, volunteers of all stripes to the rebuilding and purification effort and, lest I forget, my own men were variously patrolling the affected areas, clearing rubble, and using magics that I have been told in no uncertain terms were extremely delicate in nature and not to be interfered with by outside forces, which required, I might add, no end of planning to work around?"
The woman's grip on her spear tightens, turning her knuckles white.
"A 'reset' that has apparently relocated almost everyone in town, emptied my holding cells, left people trapped in walls and the ground, and, according to Mistress Fina, left the bazaar filled with screaming, panicking civilians who don't know how they got there, a larger group who apparently don't even know who they are, and a significant number of people who, I have just been informed, appear to be either dead, or comatose and completely without souls?"
The uniformed woman is turning quite an impressive shade of red.
"A 'reset' that has left me and just about everyone else that I have managed to talk to in the few minutes since this absolute shitstorm began with the constant, battering idea that it should be last Tuesday night?!"


kitsune106 wrote: Kit blinks.
"Errr.. oops? But odd.. that should not have happened, the trapping...."
she pauses a bit then forwns, closing her eyes as she thinks.
"Intersting though.... " she frowns a bit.... "I was sure i set it to merge the two.. give me a moment..." She closes her eyes asshe tries ot vsualize what occured... teh lady a bit unsure how she screwed up.

she does pause.

"Hey.. at least people are back.. and hmm.. will need ot think about the soulless... I will admit.. first time i've tried such a rewind.... hmmm.... acutally.. i think i should not mess too much... so.. err.. anyway i can help? "
she does blush a bit as it clear that the fox is a bit embarrassed.


Aeromage wrote: Kit thinks. Perhaps, she figures, in merging the two timelines, she ended up causing things from the present that were occupying the same areas as things in the past- say, a person working on clearing rubble in an area where there used to be a wall- to end up getting fused. Depending on how the timelines interacted, this could end up causing anything from a person getting unpleasantly stuck in walls or floors to being completely (and fatally) merged together. Fortunately, from what the woman said, it seems to be more a case of the former than the latter.

The uniformed woman stares at Kit in blank disbelief, jaw working without any sound.
"You mean to tell me," she eventually manages, "that you just swooped on in, used magic to meddle with time and bring people back as soulless husks, all in the name of using our entire town as an experiment?!"

"I would note that she did, indeed, manage to revive the most part of those who were caught in the destruction of the bazaar with their souls intact," Lucia notes, wryly, "and apparently restored the bazaar to a reasonably whole state, at that. I am not excusing the carelessness, or perhaps callousness, of using Marefore itself as a test of her powers in the slightest, nor her failure to appraise us of what she was planning, to say nothing of the great variety of problems that have dropped into our laps in the aftermath, but despite her actions and," the robed woman levels Kit a flat look, "lack of tact or apology, it would appear she was indeed attempting to lend assistance, despite the manner in which she went about it."

The uniformed woman turns and stares at the dark-robed lady. "Are you seriously trying to take this... this's side here?! Have you any idea--"
A raised hand cuts her off before a decent head of steam can be worked up.
"What I am saying," the older woman replies, carefully picking her words, "is that this... Nexus traveler is an extremely powerful entity that may yet be able to rectify some of the issues she caused and thus leave the town in a considerably better state than it was an hour ago. She is offering, and I suggest we hold her to it as a way to atone for her mistakes. From what I have been able to determine, she is skilled not only with manipulating the passage of time, but in the healing arts as well, as is her... companion." Lucia glances at the bizarre Arch-Fantasmic.
"I would suggest we have them join the effort to extract the citizens from the bazaar and then work on restoring their minds."

"You cannot be serious. I should arrest all of you--"

"Furthermore," the older woman continues firmly, "I am aware Lady Fina is listening in on this exchange and, more than likely, providing her own, likely highly justified concerns through certain avenues of communication. Avenues I would highly recommend making me party to immediately, that I might thoroughly appraise her, yourself and the rest of the town guard as to some extremely pressing observations regarding our present situation."
"As for you," Lucia turns to Kit, "please drop your abjuration and allow us a moment to deliberate on how best to have you assist us."


kitsune106 wrote: Kit blushes.
"Well. in my defense.. first time i've used time in this manner. normally its in combat....... "

she blushes and dispells the bubble.
"Well.. I can also summon some helpers.. if someone can give me a list of the major damages and problems... I can probably work on figuring out waht best tools to use.. I did bring alot... oh.. and someone to act as a liason.. maybe... him?"

she points to the young man (aka Colm).



she blinks.
"And it wasn't an experiment. I was sure i could do it.. but.. well... i was thinking the rewind would act differently.... normlaly is jsut rewinds, but i was also tryin to integrate... so maybe i mishandled a few things... but then agian.. I was working with a whole city...."

She blinks then and gulps.

"Errr.. don't explode, but... errr.. maerefore... has also been altered....... a bit.. i think for the best... dont' ask me what will exactly happen, as I DON"T Know.. but.... err.. its been infused wiht time and glory mana....."


Aeromage wrote: The bubble dispels and the air around Lucia distorts slightly, more through a twisting of the energies running through it than in any really visual capacity. The older woman's face takes on the expression of one dealing with an outside distraction.

Kit keeps talking. Lucia maintains a firm grip on the younger woman's arm, and all but wrenches her back when the foxwoman reaches the part about the city 'being altered'.

Time passes in silence. The armoured blonde woman's expression darkens, then pales, then reddens in anger again as some sort of invisible, unspoken conversation takes place. The attendant guard, for his part, looks steadily more and more uncomfortable and worried as whatever might be taking place continues. The haphazardly-robed boy just looks confused at the silent gathering of adults apparently taking part in a facial expression competition.

Lucia nods grimly, apparently to herself, and turns back to Kit. "Now that I have taken care of that particular issue, I will have to ask for your complete cooperation in order to avoid any further... mishaps. If you are, indeed, set on lending further assistance to this town, you will be accompanied by myself, not Colm. There will also be a guard presence--"
"There will be me," the armoured woman growls. "If this furry disaster's going to be stomping around in town, I want to be there to ensure there isn't a repeat performance."
"--and Lieutenant Albis, it seems." Lucia finishes. "You may call me Lucia. I am a member of the Spiritual Defense Force's Quiescent Order, and have been permitted by Lady Fina to allow you to enter Marefore for the purpose of rectifying the present situation under the explicit provision that you do not act unless permitted, follow all instructions given to you by myself and the authorities and do not, under any circumstances, attempt to exercise your power over the flow of time whilst inside. Do you agree to these terms?"


kitsune106 wrote: Kit nods at this. "Oooohh.. sounds good. Although, I will have to say if i am attacked, i will defend myself. " she graimances. "And no worries. I don't want to rewind time if i have to. Last time i tried that here on Seirie, i broke a hole in reality. Found some nice stuff in the tower there, but it was a wierd place. But yeah, i agree. Think you can fill m in on what happened to?"


Aeromage wrote: "First, I will have you formally agree to those terms. Of course, they will also apply to your servants." Lucia extends a hand to shake, wreathed in an aura of black, swirling flames. Kit gets a distinctly ominous feeling from it.


kitsune106 wrote: Kit frowns. ''whats with the flames?''

she does scan the flames first.


kitsune106 wrote: Kit frowns. ''whats with the flames?''

she does scan the flames first.


Aeromage wrote: "A contingency, should you accept and then break the terms of the agreement, or in the case of my death."

Kit scans the flames.

...my, that is a lot of curses. Very unpleasant ones, too. They seem to be tied to an effect that would keep them held back until dispelled or told to inflict them upon her, with some other measures thrown in that she can't quite work out.


kitsune106 wrote: she hmmmms. "Intersting........" she hmmmms.. then shrugs.
"Sure... why not."
she holds out her hand to accept it.
"I will state, if this is a trick, well..."
she leave it hanging as she shakes the hand.
after it done she smiles.
"These won't go off if i leave this world, right?"

Re: kit back to maerefore

Posted: Sun Apr 18, 2021 6:53 pm
by Modrageball
Aeromage wrote: Kit shakes Lucia's hand. A horrible chill settles over her as the flames race from the woman's grasp up Kit's arm, leaving a black, flame-like pattern on her fur.
"The contingency will activate only if you or yours break the terms or should I die whilst you are affected by it. It will only activate should you, or your servants, be within the vicinity of Marefore. This includes a several-mile radius around the town. To ensure there is no confusion over the terms, I will state them again: neither you nor your servants will act without permission, you and your servants will follow all instructions given to you by myself and the authorities, and neither you nor your servants will exercise control the flow of time whilst inside the perimeter. A decision that has only been reinforced by your mention of 'breaking a hole in reality', which I would like you to elaborate on later."

Lucia lets out a breath through her nose. "Now, the situation, as I am given to understand it, is as follows: your actions have resulted in almost every person in Marefore- including prisoners held within the guards' holding cells- being transported to another location within town, and have instilled in them the rather jarring impression that it should be night and over a week ago. The bazaar has been restored, but the iron pillars used as a focus for the wards around the previous crater have been fused inside the restored buildings, which is interacting poorly with the wards and spells cast on them. Everyone who was caught in the destruction of the bazaar appears to have returned, with the greater part being alive but completely without memory of who, or where they are, which is obviously causing no small amount of panic and chaos. A smaller number have returned completely unconscious, apparently comatose, and, according to Lady Fina and her staff, without souls. In addition, a number of people who were clearing rubble or patrolling the area have become stuck in the newly-repaired buildings and roads."


kitsune106 wrote: kit just waits, still as a statue. as se isnt' abotu to mess iwth curses, waiting for lucia to tell her she can move.


Aeromage wrote: Lucia gives Kit an unimpressed look. "The terms permit movement and speech so long as they do not involve using magic or other such abilities, violent actions, actions deemed undesirable by myself, or attempts to elude your escort."


kitsune106 wrote: kit nods.

"I see.. well, from where i am, btter to be safe hten sorry. One monent."

she frowns thinking.
"unfortuantely, i've focused more on time manpualtion. PRotection magic i can do. Hmmmmmm, the intergration was a bit.. undue. I'm tryingto figure out what i exactly did. It.. didn't turn out how i was planning. Hmmmmm. tHere are a few options. MArefore was infused with various mana... an accidnet. the mana was meant ot safely integrate the town back and provide teh energy. excess got absorbed. The iron pillars, how do those work? I belive i could ward them in a snese....The emmeory.. i am resposnibel for. I didn't want them to have hte meemory adn pain of dying. please keep i nmind, i normalyl work with much smalelr time rewinds. Hmmmm, i can teleport..."

she frowns and starts to think if anythign she borught coudl be useful for the pillar. Seh frowns...
"Would my index and teh clock count as grapsing time stream?"


Aeromage wrote: "Passive effects attached to those items will not be treated as breaking the terms. Any of their functions that requires you actively choose to use them, however, will count. I would suggest that if you have to ask, it is better to err on the side of caution."
Lucia gives Kit another appraising look.
"The main issues you should be concerning yourself with rectifying are the citizens trapped in walls and buildings, the outbreak of amnesia among those who have been returned to life, and recovery of the unconscious, soulless bodies before anything else happens upon them. The wards maintained through the iron pillars may be destabilising, but they should hold for long enough to stop any enterprising spirits from slipping through and attempting to possess the shells. I would discourage you from any attempts at dealing with the pillars unless you have significant experience with the workings of Spirit Magic or Binding.
"I would further suggest you make known any ideas you have for dealing with these situations beforehand that I might approve or deny them first."


kitsune106 wrote: she hmmms.
"Well.. i alone can't realyl do too much. Time is my pseciality. Hmm.. I can summon variou screatures to help. I can easily summon angels and celestials to help. other creatures, not so easily. The anemisia.. not sure so.... i migth have it.. the easiest way would be to use time powers ot reinetegrate hte memory. I attempted ot remove the memories to keep the knoweldge of he painful deaths from affecting people. It is not my main skill.." she frowns at this thinking a bit. "It woudl be best to see how someone is trapped first before I do more."


Aeromage wrote: The armoured woman grips her spear threateningly, knuckles turning white. "You are not going to meddle with time any more than you already have," she practically growls. "If you so much as think about it, you won't even get the chance to set off that 'contingency'."
Lucia puts a hand on her shoulder and tactfully steers her to one side. "I have divined some measure of what you are capable of. Healing is among those skills, and one I suggest you use rather than rely on your control over time." She gestures towards the town before the group. "If you wish to view the issues first-hand, we will escort you. I would suggest, however, that you call any servants you wish to use beforehand and appraise them of the situation."


kitsune106 wrote: kit nods.
"I'm just saying that that is my main pervoie... until i see the damage, I dont' know what I am facing..."
she shrugs.
"Also, I'm not sure pure healing will extract them. That would also be teleportation. I want to get a feel for that situation before I mess with stuff......" She frowns as she thinks
"And heh.... meddle with time... well.. I'm not going to ... Its more.... lets put it this way.. you apparently know spears well. Lets se you need to use a whip... you migthnot have the same skills.... In order to do it right, well, want to be sure.. I think Lucia wopudl agree it would be best to make sure the plan is sound this time before we leap in... no?"


Aeromage wrote: "I was referring to using your healing abilities as a means of restoring the memories lost, rather than attempting to use healing to somehow extract those encased in stone," Lucia remarks dryly. "If you possess the power of teleportation, that may well help in addressing that particular issue. You mentioned calling on the aid of certain creatures. Please elaborate on what they might be and are capable of."


kitsune106 wrote: "Ahhh, those. the teleportaion, is via the aid of this...
"

The Star Lance from Elgath'Thronginn- (Weapon, Spear, Astral, 34,950,000 Gold) +30,750 Melee Attack, +30,540 Magical Attack, +30,240 AGI, +30,080 STR, +301,800 HP, +30,500 MP, +24% Critical, +30,270 SPI, +30,30 MIN, +30,320 Defense, Pierces 15,600 Defense, Pierces an additional 400 Defense if wielder is Human or Fae, +15% Dodge, 30% Dodge against Astral Beings, 20% Dodge against Physical element attacks, Wielder may spend an action to scan target Astral Being's stats, 20% Astral resistance, 30% Light Resistance, Wielder may spend an action once per thread to Heal itself for 15,000 HP, Wielder's Melee Attack actions deal an additional 17,000 Damage if wielder is a Human or Fae, Does double damage against 'evil' celestials during quests (usually) as an RP effect,Provides double healing for 'good' celestials during quests (usually) as an RP effect, Gives user several quest-related powers
Bestows the abilities-
Light Ray of the Stars- 20,100 Damage, 1 hit against 1 individual in each opposing side's row, Astral, 900 MP
Seal of the Twelve Holy Keepers- 8,000 Damage, 800 AGI damage, all of caster's allies gain +8,000 Defense against target that does not stack with other defense bonuses granted against said target by this ability or other abilites that are granted by the same item that this ability is granted by if this ability is granted by an item, doesn't work on certain targets in plot threads, Light & Magic, 5,000 MP
Shift Lance: Light- The Star Lance from Elgath'Thronginn becomes solely Light element for the remainder of the battle, Light, 5 MP
Shift Lance: Magic- The Star Lance from Elgath'Thronginn becomes solely Magic element for the remainder of the battle, Magic, 5 MP
Shift Lance: Astral- The Star Lance from Elgath'Thronginn becomes solely Astral element for the remainder of the battle, Light, 15 MP
Shift Lance: Physical- The Star Lance from Elgath'Thronginn becomes solely Physical element for the remainder of the battle, Physical, 15 MP
Impale- 10,900 Damage, 30% inflicts Wounded, Physical, 900 MP
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
with True-Striking- Provides +5% Critical, Affects Weapons, Enchantment

she pulls out eh starlance.


I'm not sure if it will work. As for creatures... I can summon angels and celeistials. I would need to review what i can summon. I can also summon a wizard who can summon others as well. a complicated process. the issue is that alot i can summon, from nekomtomas, to wizards to great Tengu.... "


Aeromage wrote: Kit feels that odd sensation of pressure again as Lucia examines the Star Lance.
"...an unusual weapon. Teleportation, so long as you are able to bring others with you, may well be a suitable method of extraction." The woman locks eyes with Kit, a slightly hard edge to the expression. "I am unfamiliar with the term 'Celestial' used in the context it seems to describe. So long as the creature it represents is not a Spirit, there should be little issue with your summoning them, provided they understand and abide by the terms of the agreement. Summoning Spirits is, however, a crime. Only members of the Order of Spirit Tamers or spiritual practitioners recognised by the Houses, such as myself, are permitted to call forth and command spirits. If your roster of servants includes Spirits, you shall refrain from calling upon their services so long as you are in this world."


kitsune106 wrote: she nods.
"good to know. Hmmmm..."

she frowns.
"that eliminates a few... And the issue with the star lance... well.. I not sure about how fine the teleportation is. I could teleport the person from it, or them and the pillar......" She frowns thinking this over....
"Sorry.. this isn't as easy as i thought........"
she snaps her fingers and put on the armor of hte heavenly gates then puases.
"MAy I summon a few of my servants to show you?"



Armor of the Heavenly Gates- (Armor, Heavy Armor, Hope & Glory, 165,000,000 Gold) +165,000 Defense, +165,000 CON, +165,000 SPI, Wearer's per-item Defense capping becomes based on (CON + SPI) instead of (CON * 2), Wearer may spend an action to enter any battlespace that is part of the same battle so long as no individual of Level 90 or greater in the battlespace wearer is leaving or the battlespace wearer is entering that is 5 or more Levels greater than wearer objects, Wearer may spend an action to summon 20 Celestials or Angels below Level 80 on the Enemy List that are normally fightable for drops, Max 100 summoned, Wearer must be Level 40 or greater


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

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

"Yes, this is Mr. Progression...

...

...well...

...thanks for calling.

...Miss Timefox, wasn't it?

...consider this the other end of the call from earlier.

Even though technically it was later...

...and hasn't really happened yet...

...and has already happened...

...Time is a weird thing, you know?

You have to handle it with care.

I mean, if you're not careful, the threat "I'll knock you into the middle of next week" become rather literal, and where does that leave you?

...well, somewhere over Wednesday, in my experience.

And that's terrible.

Really, it's terrible.

That way you have at least two more working days until the weekend...

...and that's not accounting for overtime...

...or if you work retail...

I mean, people might want to shop on the weekends because they don't work then, but it means someone else has to work so they can shop, you know?

It's one of the conundrums of our time...

...well, maybe not yours.

You can just jump into another timeline if you don't like it, after all.

...

...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.

You came in to see what was up with Marefore and if you could help out.

You headed off along the road almost immediately, and found a shrine maiden from the Corpse Corps traveling along in a mobile shrine to the same place.

...hm?

...oh, that's what most of the population calls them. I suppose their official name is the Quiescent Order.

...anyway.

After confusing her and managing to finally get across that you weren't a Spirit or Aptim, and where you were from, she told you about how a large chunk of the town had been destroyed by the Gold-Dust Killer and the surrounding area poisoned by what you guessed was atomic radiation.

...rather on the nose, there. That's a pretty accurate guess, you know?

...then you flew off along the road to the town, stopping to read that time-book of yours to find out the history of effects placed on some valley full of ruins.

You then flew over to the town, saw a huge chunk of it was wrecked, and then landed, introduced yourself, cleared up confusion about who and what you were, sought audience with the proper authorities and got permission to try turning back time on the town to restore it.

...wait, no. I'm reading the wrong notes.

I really should stop getting the fanfics mixed up with my reports.

I mean, it makes things rather more interesting when I'm lead to believe there's romantic tension between several Arena Members, a sentient lamp, two Spirit Tamers and a giant eel-spirit, but it also means that the boss gets annoyed when I have to submit corrections in the reports...

...personally, I think he's more of a fanart guy.

...anyway, what actually happened was you flew on over, had your Arch-Fantasmic laugh at everyone, read your book, selected a period not written in it sometime last week, and then used a combination of Time, Glory, Celestials, your Artifact and a huge chunk of XP to force the book to do something it really wasn't meant to do and rewind the entire town, merging it with the present timeline and for some reason trying to wipe everyone's memories and destinies to think the Spirit Tamers were responsible.

...without warning them first.

...

...you kind of tend to jump the gun, you know?

...anyway.

You mostly fixed the town, apart from the one courtyard glowing with radiation with a hole punched to the Spirit World in it.

...and all the people stuck in floors and walls...

...and all the people who now have amnesia...

...and all of those comatose bodies without any souls...

...then you dropped in on a bunch of travelers, forgot you looked weird to the general population, and had the whole people-freaking-out-over-thinking-you-were-a-spirit thing all over again.

At this rate, you might want to staple those papers of yours to your forehead, or something.

...anyway, this and that happened and the authorities were called...

...which means Lucia Parr, a shrine maiden and member of the Corpse Corps, and Lieutenant Albis, the most senior guard in town who has been having the mother of all bad months.

She really isn't fond of you Nexus types, it seems...

...and really, who can blame her?

Then you went and trapped them in an abjuration-bubble with yourself when you started explaining things and where you were from.

...I mean, seriously.

Consider things from another person's perspective once in a while, you know?

...it's a good thing Lucia scanned you when she did and figured they wouldn't want a fight, otherwise things would've gone really badly for everyone.

Including you.

...especially when you didn't apologise and said you decided to just up and rewind the town without telling anyone.

...and then said were using the town as a test of your powers.

...and then said you'd infused the town with weird mana.

It's a good thing Lucia was around.

Seriously, a good thing.

Miss Spirit Tamer on the psychic hotline was all ready to banish you five ways from Sunday, never mind Albis being a hair away from impaling you...

...anyway, they got you to agree not to use any more time powers, not to summon any spirits, and to do everything they tell you to do and ask before acting, so long as you're going to try to fix things.

...and landed you with a whole bunch of suspended curses to hit if you broke that agreement or killed Lucia.

Well, so long as you follow my earlier advice, you should be fine.

Your main tasks should be this:

Get people out of the walls and floors they've been stuck in. You were planning to use the Star Lance to help with that.

Restore the memories of the amnesiacs. You've got healing skills.

Round up the bodies you resurrected, but couldn't reach the souls of. You might need to call in help for that.

For bonus points, maybe try warding that courtyard so radiation won't get out. You might want to make it possible for people to go in to see what's up with the place later, though, you know?

...oh, and nobody is going to notice this little time-pause here.

So don't bring it up.

...seriously, don't.

I mean, there's honesty and then there's volunteering information without being asked.

Telling the truth doesn't mean telling people everything they'd want to know if they don't even know they'd want to know, 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*


Kit's Bag of Holding jingles a little. It now contains:
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


"...as long as they aren't Spirits, I will allow it," Lucia states, still fixing Kit with a firm stare. "Call them, and I shall determine whether or not they will be allowed to enter the town. Needless to say, they will also be beholden to the same restrictions placed on you and your... companion."


kitsune106 wrote: Kit nods, filing the info she got away and not giving things away.
"okay!"
She dons the armor and summons:
1 singer of life,
1 Wind of Salvation



Singer of Life
Level 53
Celestial, Life
HP- 1,850,000
MP- 1,690,000
STR- 15,220
AGI- 15,500
CON- 16,000
MIN- 15,850
SPI- 16,368
XP- 0
Defense- 9,850
Defense against Stat Damage- 1,150
Critical Chance- 45%
Resilience- 54%
To Hit- 151%
Dodge- 50%
Resistances and Immunities- Absorbs Light, Absorbs Life, Earth Immunity, 99% Physical Resistance, 50% Darkness Weakness, Fatigued Immunity, Poison Immunity, 104% Minor Status Effect Resistance, 52% Minor Status Effect Resistance, Diseased Immunity, Hexed Immunity
Prime Attribute- Spirit
Constant Effects-
Member of the Great Choir- Possessor gains +1,000 to all stats for each ally (to a max of 200 such allies) who possess the Constant Effect 'Member of the Great Choir', Constant Effect
Singer of Life- Possessor's allies regenerate 50,000 HP at the start of each round, Constant Effect
Pure Spirit- Possessor gains +6,500 SPI and +5,000 Defense against SPI Damage, Constant Effect
Endless Lifesong- Whenever an ally of possessor's is killed by a source below Level 60, there is a 15% chance that possessor immediately resurrects said ally, Constant Effect
Potent- Possessor is Immune to individuals below Level 20, Constant Effect
Abilities-
Song of Gentle Passing- 10,000 Damage, If this action kills its target, its caster may resurrect said target at the start of any round as an effect that its present on both its caster and said target, with its caster only being able to maintain one such potential resurrection instance at a time, Light or Life or Sonic or Air, 0 MP
Song of Restoration- 120,000 Damage, Heals, Removes up to 5 debuffs or minor or moderate status effects that come from sources below Level 70 from each target, 1 hit against 5,000, Life or Air or Sonic or Life or Light & Life, 75,000 MP
Lifesong- Resurrects target individual that was not killed by a source of Level 70 or greater, Life or Life & Light, 150,000 MP
Drops-
110,000 Gold
14,575 XP
50% Celestial Breath- (Item, Material, Light & Air, 200,000 Gold)
49% Celestial's Voice- (Weapon, Instrument, Light & Air, 5,000,000 Gold) +5,000 Magical Attack, +5,000 SPI, Wielder is Immune to SPI Damage from sources below Level 60, Celestial Magic, Divine Magic, and Bardic Music spells cost wielder 50,000 less MP to cast
1% Celestial Revivification- (Spell, Celestial Magic, Light, 60,000 MP, 30,000,000 Gold) Resurrects target if target was not killed by a source above Level 59 that is not more than 20 Levels above either said target or caster, Caster must be Level 25 or greater

Wind of Salvation
Level 53
Celestial, Air & Light
HP- 1,700,000
MP- 1,700,000
STR- 16,000
AGI- 16,000
CON- 16,000
MIN- 16,000
SPI- 16,000
XP- 0
Defense- 11,500
Defense against Stat Damage- 1,250
Critical Chance- 58%
Resilience- 55%
To Hit- 160%
Dodge- 59%
Resistances and Immunities- Absorbs Air, Absorbs Light, 100% Earth Weakness, 100% Darkness Weakness, Fatigued Immunity, Poison Immunity, 104% Minor Status Effect Resistance, 52% Minor Status Effect Resistance, Hexed Immunity, Diseased Immunity
Prime Attribute- Spirit
Constant Effects-
Heavenly Force- Possessor gains the subtype Elemental, Constant Effect
Incorporeal- Possessor gains +100% Dodge, Constant Effect
Salvation's Wind- Possessor's allies are cured of all negative status effects and debuffs from sources below Level 60 at the start of each round, Constant Effect
Potent- Possessor is Immune to individuals below Level 20, Constant Effect
Abilities-
Invisible Wind- 31,000 Damage, Cannot miss targets below Level 60, Air, 0 MP
Release- Unsummons targets that are below Level 70 that were summoned by a source below Level 60, 1 hit against 30, Light & Air, 0 MP
Wind's Kind Caress- 75,000 Damage, Heals, Cures all minor and moderate negative status effects and debuffs from sources below Level 70, Air or Air & Light, 0 MP
Evil-Scourging Wind- 3,000 Damage, 100% inflicts Awestruck: Sealed, 1 hit against 15,000, Light & Air, 5,000 MP
Drops-
145,750 Gold
14,575 XP
50% Celestial Breath- (Item, Material, Light & Air, 200,000 Gold)
30% Celestial Wind- (Spell, Celestial Magic, Air, 12,000 MP, 3,000,000 Gold) +3,000 Magical Attack, Heals allies, 30% inflicts suffocation on opponents, 1 hit against 30, deals 1/3 Damage
20% Wind of Salvation (2)- (Spell, Celestial Magic, Air, 126,000 MP, 7,000,000 Gold) Caster obtains a non-stacking buff that causes its possessor's allies to be cured of all negative status effects and debuffs with sources below Level 60 at the start of each round, Caster must be Level 45 or greater


Aeromage wrote: Kit gets that feeling of pressure again, although somewhat buffered by something.
Lucia spends a few moments gazing at the heavenly singer and whirl of shining air before nodding.
"...these entities are certainly unusual. I have never heard of their like. However, they do not appear to be Spirits and primarily focused around healing, and as such I deem them acceptable. They should be able to assist with curing people of the lingering effects of whatever it was this Gold-Dust Killer did to the market, at the very least."

Lieutenant Albis looks considerably taken aback by the sudden arrival of the Celestials. It also looks like the arrival of the Wind of Salvation has dealt with some of the stress-effect on her, although Kit doesn't think it would be sensible to go pushing things.


kitsune106 wrote: "I can summon more. These are the the most healing I can summon. They will be able to do more. "


She hmmm.
"I can get to work on rescuing people of I know where they are."


Aeromage wrote: "So long as they abide by the rules set to you, as I have previously stated, you may."
Lucia fixes Kit with another gaze.
"As you appear to have restored the town to its state before the destruction wrought by the Gold-Dust Killer, it is the parts that were, until just now, destroyed that will require focus. Holes have walls. Craters have become roads. One can only hope those working to clear the rubble were not too far below the previous ground level when you changed things."
She turns to Albis.
"Lieutenant. As the acting commander of the guard, I believe you were the most heavily involved with the response to the destruction. In addition, your knowledge of the town and the damage caused certainly outweighs all of ours combined. Where would the greatest concentration of workers have been before this..." she pauses. "No, time has been turned back. Townspeople changed their positions, yet Colm and I did not. Where would the greatest concentration of workers from outside of the town have been before this... Nexan caused this?"

Albis, for her part, looks like she is very close to working herself back up into a fury, stymied somewhat by the soothing presence of the Wind. She runs a gloved hand over her face again, gritted teeth snapping back into a thin line, lips pressed together.
"I am stating for the official record, both for the benefit of the guard and of Lady Fina, that I find this to be a monumentally bad idea." An eye twitches. "Yes, I am aware of what my orders are! And I am saying that if this furry disaster causes so much as a hint more trouble, I am putting my spear straight through it and tossing it into the ocean!"
She spins on her heel and begins marching towards the town gates.
"The most workers would be where the biggest part of the other disaster was. Close to the centre of this whole mess. I don't doubt we'll find plenty of catastrophes on the way there, though."


kitsune106 wrote: Kit speaks up.
"Speaking of craters and disasters, I"m picking up energy from that area, that's familiar from where I am. I would like your permission to ward the area against the malign energies seeping."

She will , when spotting and sensing any trapped workers, be using the wind of salvation, and the star lance to teleport rescue people. She is of course letting them know her plan before doing it and getting their approval.


Aeromage wrote: "Familiar in what way?" Lucia raises an eyebrow. "Regardless, any efforts to warding malign energies shall have to wait until we've completed the more pressing matter of rescuing people from being trapped. Colm, return to the others. Do not wander off. There will be consequences if you do."

The blond teenager makes a face, but splits off from the group to head down one of the other main avenues of the town. Kit, on the other hand, is led by the lieutenant into a street that soon splits off into myriad side-streets and alleys, several covered by colourful awnings. More distinct instances of confused shouting can be heard here, and it isn't too long before the group comes across a man whose upper body is sticking out of a wall.
While the Wind of Salvation, being an incorporeal heaven-elemental, is unable to properly remove people from such situations, the Star Lance proves to be somewhat more useful in letting Kit pop the man from the wall, leaving only a hole behind.

The group continues through alleys and backstreets, squares and courtyards, hunting down people who might have become stuck in walls, floors and buildings. Rather than Kit, it is Lucia who seems to be the most useful at finding people, leaving the foxwoman rather embarrassed at several points where buildings she has declared clear have, in fact, had a person stuck inside.

Alleys and streets and throughfares blend into one another, the labyrinthine pathways of the bazaar turning the area into a considerably longer trip than it might otherwise have been, especially given the constant need to double back and check every building for potentially trapped workers.

Eventually, the group reaches the area Kit recalls as previously being the three channels to the inner bay of filthy water in the ex-crater. It appears people were using small boats to cross the ex-channels, going by the number of dinghys stuck in walls or roads.

Lucia frowns. "A number of people have died here, and recently." She points at a couple of larger boats that Kit missed, apparently having capsized. "There. The people in those must have fallen into the water and suffocated when the ground was restored."

Albis' grip on her spear tightens. Lucia shoots her a warning glance.
"You will retrieve the people from beneath the ground," the shrine maiden continues. "Should we have arrived in time, that 'Singer of Life' of yours may be able to restore them without having to tax our own resources to do so."


kitsune106 wrote: Kit nods and will go to rescue the bodies. The singer is directed to try to bring them to life.
Kit has a look of horror then resolve, trying to rescue all she can.

Once all are rescued and the lone singer is working

"With your permission, i can summon more singers."

Re: kit back to maerefore

Posted: Sun Apr 18, 2021 7:02 pm
by Modrageball
Aeromage wrote: Kit has the slight problem of not really being able to teleport into solid ground, unless she wants to do herself damage. How is she getting to the trapped individuals to rescue them?

Lucia's eyebrow raises once more. "I have already granted such permission. I was under the impression you chose to forgo calling on more for your own reasons."


kitsune106 wrote: "I had just summoned to show." She will summon 10 more singer of life, 10 more winds:


Wind of Salvation
Level 53
Celestial, Air & Light
HP- 1,700,000
MP- 1,700,000
STR- 16,000
AGI- 16,000
CON- 16,000
MIN- 16,000
SPI- 16,000
XP- 0
Defense- 11,500
Defense against Stat Damage- 1,250
Critical Chance- 58%
Resilience- 55%
To Hit- 160%
Dodge- 59%
Resistances and Immunities- Absorbs Air, Absorbs Light, 100% Earth Weakness, 100% Darkness Weakness, Fatigued Immunity, Poison Immunity, 104% Minor Status Effect Resistance, 52% Minor Status Effect Resistance, Hexed Immunity, Diseased Immunity
Prime Attribute- Spirit
Constant Effects-
Heavenly Force- Possessor gains the subtype Elemental, Constant Effect
Incorporeal- Possessor gains +100% Dodge, Constant Effect
Salvation's Wind- Possessor's allies are cured of all negative status effects and debuffs from sources below Level 60 at the start of each round, Constant Effect
Potent- Possessor is Immune to individuals below Level 20, Constant Effect
Abilities-
Invisible Wind- 31,000 Damage, Cannot miss targets below Level 60, Air, 0 MP
Release- Unsummons targets that are below Level 70 that were summoned by a source below Level 60, 1 hit against 30, Light & Air, 0 MP
Wind's Kind Caress- 75,000 Damage, Heals, Cures all minor and moderate negative status effects and debuffs from sources below Level 70, Air or Air & Light, 0 MP
Evil-Scourging Wind- 3,000 Damage, 100% inflicts Awestruck: Sealed, 1 hit against 15,000, Light & Air, 5,000 MP
Drops-
145,750 Gold
14,575 XP
50% Celestial Breath- (Item, Material, Light & Air, 200,000 Gold)
30% Celestial Wind- (Spell, Celestial Magic, Air, 12,000 MP, 3,000,000 Gold) +3,000 Magical Attack, Heals allies, 30% inflicts suffocation on opponents, 1 hit against 30, deals 1/3 Damage
20% Wind of Salvation (2)- (Spell, Celestial Magic, Air, 126,000 MP, 7,000,000 Gold) Caster obtains a non-stacking buff that causes its possessor's allies to be cured of all negative status effects and debuffs with sources below Level 60 at the start of each round, Caster must be Level 45 or greater




Singer of Life
Level 53
Celestial, Life
HP- 1,850,000
MP- 1,690,000
STR- 15,220
AGI- 15,500
CON- 16,000
MIN- 15,850
SPI- 16,368
XP- 0
Defense- 9,850
Defense against Stat Damage- 1,150
Critical Chance- 45%
Resilience- 54%
To Hit- 151%
Dodge- 50%
Resistances and Immunities- Absorbs Light, Absorbs Life, Earth Immunity, 99% Physical Resistance, 50% Darkness Weakness, Fatigued Immunity, Poison Immunity, 104% Minor Status Effect Resistance, 52% Minor Status Effect Resistance, Diseased Immunity, Hexed Immunity
Prime Attribute- Spirit
Constant Effects-
Member of the Great Choir- Possessor gains +1,000 to all stats for each ally (to a max of 200 such allies) who possess the Constant Effect 'Member of the Great Choir', Constant Effect
Singer of Life- Possessor's allies regenerate 50,000 HP at the start of each round, Constant Effect
Pure Spirit- Possessor gains +6,500 SPI and +5,000 Defense against SPI Damage, Constant Effect
Endless Lifesong- Whenever an ally of possessor's is killed by a source below Level 60, there is a 15% chance that possessor immediately resurrects said ally, Constant Effect
Potent- Possessor is Immune to individuals below Level 20, Constant Effect
Abilities-
Song of Gentle Passing- 10,000 Damage, If this action kills its target, its caster may resurrect said target at the start of any round as an effect that its present on both its caster and said target, with its caster only being able to maintain one such potential resurrection instance at a time, Light or Life or Sonic or Air, 0 MP
Song of Restoration- 120,000 Damage, Heals, Removes up to 5 debuffs or minor or moderate status effects that come from sources below Level 70 from each target, 1 hit against 5,000, Life or Air or Sonic or Life or Light & Life, 75,000 MP
Lifesong- Resurrects target individual that was not killed by a source of Level 70 or greater, Life or Life & Light, 150,000 MP
Drops-
110,000 Gold
14,575 XP
50% Celestial Breath- (Item, Material, Light & Air, 200,000 Gold)
49% Celestial's Voice- (Weapon, Instrument, Light & Air, 5,000,000 Gold) +5,000 Magical Attack, +5,000 SPI, Wielder is Immune to SPI Damage from sources below Level 60, Celestial Magic, Divine Magic, and Bardic Music spells cost wielder 50,000 less MP to cast
1% Celestial Revivification- (Spell, Celestial Magic, Light, 60,000 MP, 30,000,000 Gold) Resurrects target if target was not killed by a source above Level 59 that is not more than 20 Levels above either said target or caster, Caster must be Level 25 or greater



Kit has:
Soul-Puncher- (Passive Ability, Other: Hero) Possessor gains +15,000 Magical Attack and Melee Attack, Possessor may ignore the Constant Effects "Fully Disembodied" and "Incorporeal", Possessor may attack individuals of equal or lower Level who are in different battlespaces (to a max of Level 98), The Level range of entities possessor can target in other battlespaces is increased on Noix as an RP effect

She will see if she cannot use that to punch yank the bodies to her.

if not, well, its earth.


Summon Monster- (Spell, Summoner Magic, Magic, 20,000 MP, 5,000,000 Gold) Summons any one Animal, Aerial, Aquatic, Cthonian, Astral Being, Cthonian, Celestial, Angel, Deva, Illuminated, Abstract, Daemon, Devil, Demon, Elemental, Monster, Outsider, or Dragon from the Enemy List that is non-Elite, below Level 40, and can normally be fought for drops, Max 20 summoned, beings summoned through this spell may not summon

is equipped .
"I can summon some elementals to get the bodies out."

if allowed,

20 Earth Elemental
Level 30
Elemental, Earth
HP- 350,000
MP- 345,000
STR- 4,500
AGI- 4,000
CON- 4,500
MIN- 4,000
SPI- 4,000
XP- 0
Defense- 4,000
Defense against Stat Damage- 4,000
Critical Chance- 30%
Resilience- 31%
To Hit- 128%
Dodge- 25%
Resistances and Immunities- Absorbs Earth, 50% Physical Resistance, 50% Technology Resistance, 100% Air Weakness, Entombed Immunity, 70% Minor Status Effect Resistance, Immune to Pain, Deafened, Diseased, Immunity to Earth from sources under 39
Prime Attribute- Strength or Constitution
Constant Effects-
Pure Elemental Power- Possessor is immune to individuals Level 5 and below, Constant Effect
Formed of Pure Earth- Possessor is immune to Criticals from sources below Level 40, Possessor's entry into battle counts as a casting of Call Unto Earth for purposes of effects which count the number of castings of Call Unto Earth, Constant Effect
Resilient- Possessor gains +50% Resilience, Constant Effect
Hardy- Possessor gains +500,000 HP, Constant Effect
Empowered by Earth- Possessor gains +2,500 to all stats, regenerates 50,000 HP and 50,000 MP per round, and gains immunity to Minor Status Effects while in a Zone of Earth, Constant Effect
Abilities-
Earthen Strike- 12,000 Damage, Earth, 0 MP
Entomb- Inflicts Entombed, Earth, 0 MP
Create Zone of Earth- Creates a Zone of Earth, Earth, 0 MP
Rock Slide- 8,000 Damage, 50% inflicts Entombed, 1 hit against 5, Earth, 30,000 MP
Mass Entomb- Inflicts Entombed, 1 hit against 30, Earth, 30,000 MP
Avalanche- 6,000 Damage, Inflicts Entombed, 1 hit against 30, upon casting, this ability may not be cast for another 5 rounds, Earth, 30,000 MP
Emanate Earth- Creates a Zone of Earth, All Earth element individuals in battle gain +1,000 to all stats, All Earth element spells and abilities cost 5,000 less MP, stacks 5 times, Earth, 35,000 MP
Stifle Air- Removes all Zones of Air in battle, All Air element individuals in battle gain -1,000 to all stats, All Air element spells and abilities cost 5,000 extra MP, stacks 5 times, Earth, 35,000 MP
Call Bretheren- 50% summons 1-5 Earth Elemental, Max 20 summoned, Possessor may not cast this ability if possessor is a summon, Earth, 200,000 MP
Drops-
45,000 Gold
4,500 XP
50% Earth Mana Oil- (Item, Material, Earth, 5,000 Gold)
20% Call Unto Earth- (Spell, Elemental Magic, Earth, 15 MP, 11,000 Gold) Either +15 Magical Attack, changes target ally's next attack's element to Earth, scans the user's enemies to determine if any of them are Earth element, or gives target 5% Earth Resistance
10% Entomb- (Spell, Elemental Magic, Earth, 1,000 MP, 500,000 Gold) 30% inflicts Entombed, Call Unto Earth must have been cast to cast this spell
10% Elemental Earth Blast- (Spell, Elemental Magic, Earth, 500 MP, 600,000 Gold) +600 Magical Attack, +600 additional Magical Attack if in a Zone of Earth, deals 105% normal damage to Air element targets, to a max of 1,000,000 additional damage, Call Unto Earth must have been cast to cast this spell
5% Force of Earth- (Weapon, Force, Earth, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 30% Resilience, Wielder’s element becomes solely Earth and may not be changed by sources below Level 50, All of wielder's actions become solely Earth element, Wielder may not cast Air element spells, 30% Earth Resistance, 100% Air Weakness
4% Large Container of Earth Mana Oil- (Item, Material, Earth, 50,000 Gold)
1% Summon Earth Elemental- (Spell, Elemental Magic, Earth, 2,000 MP, 1,000,000 Gold) Summons 1 Earth Elemental from the enemy list, max 20 summoned

are summoned to go get the bodies out, earth melding.


Aeromage wrote: Kit attempts to use her soul-punching ability to punch the bodies below with her spear. Unfortunately, this doesn't work out for reasons other than the logistical problems of punching people with spears- it appears that wherever they are, the bodies don't have souls to punch.

Lucia subjects the elemental to a rigorous scanning before giving Kit a terse nod to allow her to call upon more.

The elementals find themselves rather more successful. Exceptionally so, in fact, melding into the stones of the road and surfacing moments later with bodies and doing so leaving nary a crack behind. Soon, there is a neatly-laid-out collection of recently-suffocated-to-death men and women lining the side of the road.
The Singers of Life step up next, and fill the air with a rhapsodic celestial chorus that weaves life, light and song into gentle threads to pierce the veil between here and the hereafter, guiding departed souls back to their bodies and healing the damaged lungs and internal trauma caused by the terrible fates they suffered.
This, too, is an astounding success, with every single recovered body bolting upright, almost in unison, gasping and grabbing at their throats in a panic until the Winds of Salvation's passive effects soothe and restore the newly-resurrected group to a calmer state of mind.

Lucia seems somewhat surprised by their effectiveness in the wake of Kit's apparent attempt to dig a hole with her spear.
"I require you to relinquish control of half of those Singers of Life and Winds of Salvation and all of those... 'Elementals' to the command of the Spiritual Defense Force. They would provide us considerably more resources, both in providing support for our healers and for assisting in the removal of the pillars and other objects from the town with a minimum of collatoral damage."


kitsune106 wrote: Kit nods.
"Not a problem. I can summon more of the singers and the winds. "

She taps the heavenly gate armor.
"This let's lets me summon them. I am unsure if you can use it, but I am willing to let you try. "

She will attempt to give control of 11 winds and 11 singers to Lucia as well as all 20 elemental.
If that does not work, she will attempt to lend Lucia the armor and spell.


Aeromage wrote: Kit can't so much provide Lucia with direct control over her summons, but she can instruct them to follow orders given by Lucia. The black-robed shrine maiden pulls out a talisman, talks into it, and then commands the Celestials and Elementals to head off to another part of town for further instructions.

"With that dealt with," she states, tucking the talisman back into a sleeve, "I believe our next priority will be rounding up the soulless bodies left by what I assume is the result of restoring the corporeal forms of those whose souls have already moved on to the Wheel of Reincarnation. Gathering potential unresisting vessels for spiritual possession before any trouble can be caused presently outweighs dealing with the malign energy radiating from that courtyard, given our healers appear to be able to undo the worst of its effects on the townspeople." She turns to Lieutenant Albis. "Lieutenant. Which parts of the town do you believe we should start with?"

The armoured woman glowers. "Besides all of it? People from all over the town visit the bazaar. Now everyone's been moved around, it's anyone's guess. Unless the furry disaster-" she narrows her eyes at Kit, "-is exceptionally good at speed-reading the paperwork submitted regarding missing persons and the death toll in the wake of the disaster, in which case we'd only have to search all the homes of the individuals mentioned in the reports, the entire bazaar, the slums, the Aptim slums, the warehouse district, the ocean around the docks, the area surrounding the town..."
She drags a hand down her eyes and pinches the bridge of her nose, inhaling with a hissing breath. "Basically, there could be bodies anywhere and we've no idea where they'll be. I organised what patrols I could to search the town already, but they were stretched thin as it is, not to mention..." she glares at Kit again, "having one of their dead colleagues appearing comatose in the middle of the break room did nothing for morale."


kitsune106 wrote: Kit frowns.
"Okay, my first reached for solution is not available. I don't suppose there is one nearby so i can get a feel? Hmmm, I might need help...."

She frown and looks at Lucia.
"I am thinking I could preform a small divination ritual to attempt to locate the people. I could also summon assistants to go look for them as well. Oh, I can summon celestial bookkeepers who could do the reports and messengers."



Diviner:
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
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'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
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
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to examine target's stats
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
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes


if allowed she will summon:
10
Celestial Archivist
Level 47
Celestial, Magic & Psychic
HP- 1,600,000
MP- 1,600,000
STR- 9,600
AGI- 11,400
CON- 8,800
MIN- 16,500
SPI- 13,600
XP- 0
Defense- 8,100
Defense against Stat Damage- 1,050
Critical Chance- 37%
Resilience- 35%
To Hit- 160%
Dodge- 48%
Resistances and Immunities- Reflects Magic, Absorbs Light, Psychic Immunity, Physical Immunity, 94% Minor Status Effect Resistance, 47% Minor Status Effect Resistance, Confusion Immunity, Fatigued Immunity, Diseased Immunity, Hexed Immunity
Prime Attribute- Mind
Constant Effects-
Body of Knowledge- Possessor's HP-determining stat is MIN, Possessor resurrects at the start of the next round the first 5 times per thread that possessor is killed by individuals below Level 60 through a means other than reducing possessor's MIN to 0 or lower, Constant Effect
Wisdom of the Heavens- Possessor gains +10,000 MIN and +3,500 Defense against MIN Damage, Possessor gains Confusion Immunity and Charm Immunity, Constant Effect
Semiincorporeal- Possessor gains +55% Dodge against attacks that are only base elements, Constant Effect
Abilities-
Holy Word- 30,000 Damage, Inflicts Fatigued: Stun, 1 hit against 500, Light or Sonic or Magic & Light, 0 MP
Impart Wisdom- Target gains +3,000 MIN and +150,000 MP, stacks 5 times, Psychic or Magic, 0 MP
Shield of Flying Pages- +15,000 Defense, Target reflects Magic against sources below Level 40, does not stack, Magic, 150,000 MP
Healing Wisdom- 60,000 Damage, Heals, Deals HP Damage and MP Damage, +1,500 MIN, stacks 3 times, Magic & Light, 60,000 MP
Drops-
130,000 Gold
11,750 XP
50% Celestial Text- (Item, Antiquity, Light, 200,000 Gold)
30% Celestial Tome- (Weapon, Book, Light & Magic, 3,000,000 Gold) +3,000 Magical Attack, +3,000 MIN, +3,000 SPI, Celestial Magic spells cost wielder 30,000 less MP to cast
20% Celestial Wisdom- (Spell, Celestial Magic, Magic, 2,000 MP, 2,000,000 Gold) +2,000 MIN, does not stack

10 Heavenly Charioteer
Level 49
Celestial, Light & Fire & Physical
HP- 1,350,000
MP- 1,350,000
STR- 13,500
AGI- 13,500
CON- 13,500
MIN- 10,000
SPI- 13,500
XP- 0
Defense- 13,500
Defense against Stat Damage- 1,350
Critical Chance- 53%
Resilience- 53%
To Hit- 153%
Dodge- 53%
Resistances and Immunities- 80% Physical Resistance, Awestruck Immunity, Wounded Immunity, Burning Immunity, Fatigued Immunity, 96% Minor Status Effect Resistance, 49% Minor Status Effect Resistance, Hexed Immunity, Diseased Immunity
Prime Attribute- Spirit
Constant Effects-
Chariot of the Heavens- Possessor gains +7,500 AGI, +20% Dodge, and +15,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, Constant Effect
Holy Speed- Possessor's turn-order-determining stat sum is considered to be higher than those of all individuals below Level 45 for turn-order-determining purposes, with all such individuals being assigned actions after possessor in turn-order, Constant Effect
Overrun- Whenever possessor kills an opponent, possessor immediately gains another action which may only be used to conduct an offensive action that targets at least one opponent in the same row-order formation, Constant Effect
Potent- Possessor is Immune to individuals below Level 20, Constant Effect
Riding a Chariot- Possessor gains the subtype Vehicle and +5,000 AGI, Vehicle Trait
Abilities-
Spear of Holy Fire- 32,000 Damage, 100% may inflict Wounded or Burning or Awestruck, Fire or Light or Physical or Fire & Light or Fire & Physical or Light & Physical or Fire & Light & Physical, 0 MP
Holy Speed Boost- +6,000 to target's turn-order-determining stat sum for turn-order-determining purposes, stacks 3 times, Air & Light, 10,000 MP
Trail of Fire- Caster obtains a buff that deals 120,000 Flat Light & Fire element Damage to any individual who targets possessor with an offensive action at the end of each such action, does not stack, Light & Fire, 150,000 MP
Drops-
122,500 Gold
12,250 XP
50% Celestial Fire- (Item, Material, Fire, 200,000 Gold)
30% Heaven's Chariot- (Spell, Celestial Magic, Light & Fire, 8,000 MP, 3,000,000 Gold) Target obtains +3,000 to its turn-order-determining stat sum for turn-order-determining purposes, does not stack
20% Spear of Holy Fire- (Weapon, Spear, Fire & Light, 4,000,000 Gold) +4,000 Melee Attack, +4,000 STR, +4,000 SPI, 30% inflicts Awestruck, 30% inflicts Burning


Aeromage wrote: Kit attempts to use her Divination abilities to locate the soulless bodies! She gets the fuzzy feeling of 'all around town', although it seems like she'll be able to locate bodies near her person with considerably more accuracy. Rather like a somewhat more macabre version of Hot Or Cold.

Kit summons up an example Celestial Archivist and Celestial Charioteer!
Lucia gives them a look over and nods. "Acceptable. Lieutenant, I believe these Archivists should be able to assist with your paperwork problem."

The armoured guardswoman, arms folded, drums her fingers on a bicep. "...fine. Let's head back to the offices and get the literal mountain of paperwork I have to deal with squared away so we can figure out how much of a disaster we have on our hands."

More Archivists and Charioteers are summoned! With the assistance of the latter (and a small amount of hesitation from Albis), the group piles into chariots and rockets through the streets at divine speed to arrive at a large, two-storey building built into the wall by the town's north gate, a watchtower sprouting from its rooftops to provide a vantage point over the town and the countryside surrounding it.
Albis dismounts, marching her way through a crowd of townspeople flocking outside of the building in various emotional states between 'worried' and 'angry' who abruptly either part or scatter at the arrival of the celestial chariot-borne group of radiant angelic figures, dark-robed shrine maiden, nigh-murderous looking guardswoman and the dove-winged, turtle-shelled foxwoman.
The large waiting area immediately inside the main entrance is full of more townspeople who are, at the arrival of the group, presently doing their best impression of wallpaper as they press themselves as far away from the bizarre bunch as possible. The solidly-built, green-uniformed man behind the desk begins to stand at the sudden commotion, takes one look at Albis' expression and promptly thinks better of it.

The lieutenant strides down a short hallway, slams open a door, and gestures inside.
"This is what I'm having to deal with. There's more in the archives and the secondary offices. Frankly, it'll take a miracle to sort this utter stinking mess of paperwork out, not to mention dealing with the missing case files and forms-"
The office would, at some point, have been considered spacious. Presently, it is crammed practically floor to ceiling with stacks and piles and towers of documents and boxes, many bound in string to keep them in some semblance of shape, if not order. Somewhere in there is, presumably, a desk.
A tower of paper topples, interrupting Albis' tirade and bursting into a wave of paperwork that adds to the layer already covering the floor.


kitsune106 wrote: Kit directs the 10 archivists to get to work. She gulps.
"I think I should summon more."
If Lucia agrees, 20 more are summoned and put to work. Kit does another divination to see if any bodies ping nearby.

Kit does look at Lucia and digs into her bag of holding and holds out


Advance-Crafted Manual of Warding- (Accessory, Tome, Magic, 6,000,000 Gold) Wielder's items may not be stolen or destroyed by sources below Level 60, This item may not have its text altered by sources below Level 40 that do not possess the ability 'Adept Abjuration Attunement'

"I get the feeling I might need to ward the crater site. It's a feeling I have, and when i scanned the town before, there was like a portal forming. I was surprised it wasn't fully sealed. This might help with keeping wards up, and might help as well."


Aeromage wrote: Kit summons another ten Archivists!
The Celestials take a moment to examine the bureaucratic carnage before them and leap into action. Paper whirls and blurs as the Archivists collect, review, collate, audit, edit, organise and otherwise make sense of the mess before them. Several more rush off to other parts of the building where, from the sounds of it, similar processes are being undertaken.

Lucia drags her gaze from the celestial clerical collation cyclone for long enough to fix Kit with another stern gaze. "I am aware of the tear leading to the Spirit World from the epicentre of the disaster. Before your attempt to restore Marefore to its earlier state, the Spiritual Defense Force had set up warding barriers to prevent anything from getting out. Barriers, I might add, that have either been removed or actively destroyed by your efforts. Lady Fina Clavis herself is presently coordinating and overseeing the effort to ensure nothing finds its way to us, but from what I have been told, whatever is on the other side is presently in a state of flux and, at least for the time being, is unlikely to disgorge any malevolent spirits. I am somewhat more concerned with rounding up the bodies that might later house spirits from this side of the barrier between worlds before anything untoward happens. Then, and only then, can we concentrate on warding the breach and the comparatively minor issue of the mass incidence of amnesia. That I am considering such as a minor issue is not something I take pride in."

The (metaphorical) dust and (considerably less metaphorical) paper begins to settle. The office is now startlingly clear of paperwork, with the Archivists neatly filing vastly slimmer folders and files into various cabinets around the room, a short, neat stack of slightly larger folders squared neatly atop a solid, albeit slightly worn desk at the rear-centre of the room.
Albis, momentarily, losing composure, gapes at the change. "What.... did you... where did it go? Did you destroy all that work, because if--"

One of the Archivists walks over to Albis, deposits a shining file-folder (that Kit innately recognises as the physical manifestation of its Impart Wisdom ability) into her hands, and sets off into another part of the building.

Kit gets:
'Massively Improved the Organisational Procedures and Archives of the Marefore Constabulary Through Celestial Intervention on Seirei'

The lieutenant works her jaw soundlessly for a moment before gathering herself and spinning on her heel to face Kit.
"Right. All of them?" She gestures at the general collection of filing Celestial Archivists. "I'm requisitioning them to deal with the mess of complaints and reports we've got pouring in. The fewer people I have to deal with paperwork, the more feet I can put on the ground to deal with everything else." She turns to Lucia. "I have, somehow, now got an idea of where the bodies aren't. I can get some search parties set up to cover ground in the fastest possible way in order to look for themselves, but I've been informed that those chariot-riding... beings would speed things up even more. We'll take one to cover the areas it'll be hardest to search. Got it?" She turns back to Kit, an accusatory finger jabbing in the foxwoman's direction.


kitsune106 wrote: Kit attempts to sluts Albis.

"Yes Ma'am. If you need more chariots, I can summon more for the guard. And the archivists are yours."

She hmmm. "You might even be able borrow the armor to summon some yourself. I can summon a jailer and a judge version that might be useful if needed. "

She turns to Lucia.
"Tell me, what have you and Lady Fina Clavis determined of the tear? "


Aeromage wrote: Albis glares suspiciously at Kit, opting to walk off to talk to one of the Archivists instead of responding.

Lucia clears her throat. "I would perhaps recommend against removing the equipment that holds your... summoned servants here, lest they vanish in the middle of doing something vitally important. As for the tear, it is just that- a rip in the fabric of reality that separates this world from the Spirit World, no doubt caused by the vast destruction wrought by the Gold-Dust Killer. For all the dangers the Spirit World holds, its proximity provides us with some measure of protection- expressions of force of such magnitude frequently cause the fabric of the world to warp and have a portion expelled to the Spirit World. It appears in this case that, whatever was used to cause such devastation, it was sufficiently powerful to not only do so but create an unhealing wound to act as a gate between worlds."
The shrine maiden sets her jaw grimly.
"It is further fortunate that such a phenomenon exists, because, as I am to understand it, should the case be otherwise, there would no longer be a town to speak of. Neither would there be much of the countryside surrounding it. Lady Fina wishes for there to be wards set up to prevent anything from escaping from the Spirit World to this one, should the area it leads to settle, and for the malign energy radiating from it to be contained. Should it prove to be too dangerous, she will seek methods to seal the hole, but I am given to understand she believes that doing so may cause another to open up in the vicinity later. As such, she presently wishes to keep it in its present state for ease of management and later exploration to determine what part of the Spirit World has been linked so closely to her domain."


kitsune106 wrote: Kit nods.

"I am pretty sure they will stay, but best not to risk it."

She nods.
"Cinis Atomos I think is what it's called. A book told me about it. I cannot use the book now though. It also said something about a world folding rediversion. And Atomic contamination. That is a rare element in Nexus. It is not nice. The singers should be able to handle small issues. Warding the breach will be needed. I am a very skilled at protective wards, and I have knowledge about the element atomic, so I can help there, if you will have me."

She waits for a reply.


Aeromage wrote: Lucia remains silent for a few moments after Kit speaks.
"...exactly what book would this be? That 'Era Index' you carry, I assume, given your mention of not presently being usable and the impossibility of there being a published work on the subject of the events here in such a short time?" The shrine maiden takes a deep breath and exhales through her nose. "...regardless. Dealing with the bodies comes first, as I have repeatedly stated. After that has been dealt with, we shall look into the issue of the breach. Lieutenant, are you ready to set off?"

"...distribute to all of the guards. And I expect a full report, and a guide on that organisation method on my desk when I return." The guardswoman turns away from the Archivist and rejoins Lucia. "As ready as I can be. I've drawn up a route we can take with a minimum of having to double back on ourselves. Will you be able to locate the bodies?"

The shrine maiden shakes her head. "Unfortunately, my skills lie more in the detection of the dead than the living. Without souls or spirits housed within them, I would find locating the still-living shells a difficult task. We shall have to rely on our visitor."

Albis' expression sours.


kitsune106 wrote: Kit frowns. "I can detect them but it's not accurate. The closer the more accurate I can tell where they are. I will most likely need help, or to summon aid. "

She frowns. "I might be able to improvise altering a spell I have."
She looks at Lucia. "With your permission, of course."

If she gets said permission.
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

Kit has t3 divine , and t3 healer. Can she adapt/mangle the spell to detect the soulless bodiesm?


Aeromage wrote: "If you believe it will help, I see no reason to prevent you from doing so. Unless, of course, it is likely to have dangerous effects."

Kit sets to work attempting to forcibly alter her Detect Traps spell into a Detect Bodies spell!
Traps, however, are not really related to inert, comatose bodies. Kit's attempts to try to convince the spell that bodies that might later be possessed could conceivably count as traps fall rather flat. She tries using her Scholar grounding (and the class's byline in spell-augmentation) to tweak the spell in that manner, instead, but it remains stubbornly resistant to change.

Kit twists the thing this way and that, instead trying for the different approach of making the spell detect dangerous potentially-traps as has been designated by the local authority as such through her skill as a Judge, trying to shoehorn in her Glory skillset with regards to the defeated and forgotten and linking it up with her earlier Divination-attempt.

This sees... kind of more success. In a weird, roundabout fashion.

Kit ends up with:

Detect Soulless Individuals With An Outstanding Warrant For Their Arrest Who Cannot Hope To Compare To The Judge- (Spell, Divining, Magic & Glory, 7,000 MP, 65,000 Gold) Caster is informed of the number and identity of any individuals in the same battlespace that possess the Constant Effect 'Soulless', are afflicted with the status effect Soul Steal, do not possess the element Law, are on the opposing side of battle of an individual with the ability 'Judge', 'High Judge', 'Police Officer' or 'Officer of the Law', and are more than 20 levels below an individual on caster's side of battle with the ability 'Judge' or 'High Judge'


kitsune106 wrote: Kit blinks at this.
"Okay.. not exactly what I wanted, but it will do."
She looks up at the too.
"I should be able to do it now, and I can find them now, I think. We have any nearby I can test it with?"
She looks at Lucia. "I think its best to test that it works."


Aeromage wrote: "The bodies we have thus far found are presently being housed at the Marefore Shrine," Lucia states, regarding Kit quizzically in the aftermath of her spell-altering attempt. "Lieutenant, would it be possible to start our sweep of the city from there?"

Albis exhales in irritation and pulls out a stick of charcoal, scribbling something on her map. "Fortunately, that won't be too far from the location I originally intended for us to start at. Are there going to be any other issues to work out before we finally get going?"


kitsune106 wrote: "Only how do we want to transport them and where we are bringing. I can summon more charioteers for that. I am good."

Once at starting poibt, the spell is cast.


Aeromage wrote: "Given the speed at which these charioteers of yours seem to move, the number we have will prove sufficient."

The Marefore Shrine is a low-slung, sprawling affair set back from one of the main roads tracing across the upper, northern tier of the town. It's located at the foot of a large, green-roofed estate that towers over most of the surrounding structures, walled off from the general public, its grounds shielded from easy view by a barrier of tall cherry trees. Another estate-like complex, rather smaller and with blue-tiled rooftops, stands closer to the northern wall of the town.

The wide, open courtyards of the shrine bustle with activity. Large numbers of shrine maidens and monks, some wearing the same black-and-red outfit as Lucia, others in grey robes or the more usual red-and-white, move from building to building. A cart is presently being unloaded, its cargo a trio of unconscious-looking men.

Kit casts the spell! It completely fails to register anything!

It certainly cast properly, but something seems to be missing.


kitsune106 wrote: Kit blinks at this. "That's strange.... it didn't pick anything up."

She hmmmms then looks up at Lucia. "I... hmmm, if this form worries people, I have another form I can take. I might need help on this."
She pulls out the spell's thing and summons an archivist to help her try to puzzle this out.
"Lucia, think you can help me figure this out?"
She is keeping Lucia in the loop, trying to get her help with this.

Re: kit back to maerefore

Posted: Sun Apr 18, 2021 8:07 pm
by Modrageball
Aeromage wrote: "I think it would be for the best if you didn't attempt to change your appearance. I'd rather not have to explain where you went and the presence of another individual having taken your place if at all possible."

Kit examines the spell and calls another Archivist to help!

...ah.

Well, that's probably the problem.

The spell's rather literal.

It detects individuals (or bodies) without souls that have an arrest warrant out for them. While it would probably work with tracking down criminals and the like who have had their bodies brought back in Kit's vicinity, it likely wouldn't do much for the general population. Unless, of course, Lieutenant Albis were to write up an arrest warrant for every soulless body in the Marefore area. It probably also wouldn't work on bodies of individuals brought back who were above Level 39-ish.


kitsune106 wrote: Kit facepalms.
"Okay, seems the spell needs an arrest warrant. I could attempt to alter the spell further, or try to summon aid. I suppose a guardian angel could help....."

Kit looks up, unsure a bit what to do but thinking hard.


Aeromage wrote: "An arrest warrant." Albis' eye twitches. "An arrest warrant for what? Are you telling me I'm going to have to issue an arrest warrant for every single body out there?"
She raises a hand before Lucia can comment.
"No, I'm taking this to Lady Fina. She's still listening in, right? Well, consider this my asking permission to make the absolutely stupid beyond belief act of Loitering Without A Soul illegal in town just so we can get on with this absolute farce before we end up wasting any more time."

There is a pause. Albis' expression momentarily flickers from 'anger' to 'concern' and back.

"Fine," she spits through gritted teeth, pulling a piece of paper out of a satchel and scribbling on it with charcoal. "Done. Take it. One ridiculous arrest warrant under the authority of Lady Fina herself to cover all the lands she controls. If you stall for any more time without getting results, I'm taking this chariot and going door to door myself."

The guardswoman thrusts the piece of paper into Kit's face.


Kit gets:

*Angrily-Scrawled Arrest Warrant Issued By Lieutenant Albis For 'All Individuals Currently Engaged In The Illegal Act Of Loitering Without Possession Of A Soul In And Around The Marefore Area'- (Accessory, Quest Item, Earth & Fire, 1,000 Gold) 1% inflicts Confusion: Enraged


kitsune106 wrote: Kit tries it again.
"Lets Let's try this again. I can pick up the lesser ones but should help. And well , there is one other thing I can try, but let's put it in back pocket for now."

If it works this time, she will let them know.


Aeromage wrote: Kit recasts the spell!

Now, that's more like it. It's a little vague, but she feels the presence of the soulless bodies in a semi-intuitive mystical fashion. It's a little like radar, only completely different.
The shrine is registering strongly to her weirdo-divination-legal-spellwork sense. The various groups working to deal with the problem have clearly built up something of a collection of bodies already. Kit notes that a newly-arrived cart containing bodies doesn't register to her senses until a short while after it stops- it seems being in transit doesn't register as 'loitering' to the bodged-together spell.

Focusing on the town in a more general sense and ignoring the shrine tells her that the largest concentration of the bodies is in and around the bazaar. The number scatters more beyond there, with the second highest concentrations being in what Kit assumes are the residential district and the slums to the east. Small pockets are also present along the docks, with a few lone signals popping up around the shipyards or just outside of town.


kitsune106 wrote: Kit starts to recite what she can sensr, having the archivist wrote it down , trying to help where she can and also so Lucia and Albis can decide what to do and where to start.


Aeromage wrote: Kit can't get a precise bead on where things are, but her information helps prioritise matters. Albis, still muttering through gritted teeth, makes adjustments to the body-collecting route in response.

The chariots set off, thundering down roads and twisting streets in order to enter the unusually-quiet bazaar. Kit sees the occasional herd of confused-looking people being ushered out of the area by guards, shrine maidens or other uniformed individuals- presumably some of the amnesiacs who were mentioned earlier.
Albis has decided on a system whereby the group takes one chariot, and has some of the others act as body transports to the shrine, with the hopeful intention of being able to steadily ship the bodies back without causing a pile-up on this end.

The outer areas of the bazaar mostly contain labyrinthine warrens of compact houses and shops. Kit can pretty precisely pick out the locations of the bodies she's looking for when they're within a couple of blocks' radius. Her first issue, however (and, in fact, the issue with the first house they stop at) is that the doors look to be locked. How will she handle this (and future, similar) obstacles separating her from her targets?


kitsune106 wrote: Kit frowns.
"I can summon some more elementals, earth. They could phase through. I could also use the star lance ot teleport in, but that might not be nice. I'm trying to avoid damage to the structure. "

She frowns, thinking about this and loos to Lucia.

"Permission to summon more earth elementals?"
She will see if she thinks the earth elemental can get through. Oherwise, she will summon earth elementals.

She is using

Diamond of Sealed Beasts- (Consumable, Summoning Stone, Magic & Spatial, Unlimited Charges, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below user's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be used a max of 6 times per thread per user and per instance of this item

to replicate:
Blackclad Force Commander's

Summon- Summons up to 5 non-Holy One, non-Fiend, non-Serpent-Blessed individuals from the enemy list who are of standard subtypes, are not elite, are below Level 45, and can normally be combated for drops, max 60 total individuals summoned, Magic, 450,000 MP

She will summon


2


Air Elemental
Level 30
Elemental, Air
HP- 350,000
MP- 345,000
STR- 4,000
AGI- 4,500
CON- 4,500
MIN- 4,000
SPI- 4,000
XP- 0
Defense- 4,000
Defense against Stat Damage- 400
Critical Chance- 30%
Resilience- 31%
To Hit- 129%
Dodge- 31%
Resistances and Immunities- Absorbs Air, 50% Physical Resistance, 50% Technology Resistance, 100% Earth Weakness, Suffocation Immunity, 70% Minor Status Effect Resistance, Immune to Pain, Deafened, Diseased, Immunity to Air from sources under 39
Prime Attribute- Agility or Constitution
Constant Effects-
Pure Elemental Power- Possessor is immune to individuals Level 5 and below, Constant Effect
Formed of Pure Air- Possessor has a 50% chance of ignoring offensive actions from sources below Level 40, Possessor's entry into battle counts as a casting of Call Unto Air for purposes of effects which count the number of castings of Call Unto Air, Constant Effect
Swift- Possessor gains +50% Dodge, Constant Effect
Agile- Possessor gains +4,000 AGI, Constant Effect
Empowered by Air- Possessor gains +2,500 to all stats, regenerates 50,000 HP and 50,000 MP per round, and gains immunity to Minor Status Effects while in a Zone of Air, Constant Effect
Abilities-
Airy Strike- 12,000 Damage, Air, 0 MP
Suffocate- Inflicts Suffocation, Air, 0 MP
Create Zone of Air - Creates a Zone of Air, Air, 0 MP
Twister- 8,000 Damage, 50% inflicts Suffocation, 1 hit against 5, Air, 30,000 MP
Mass Suffocation- Inflicts Suffocation, 1 hit against 30, Air, 30,000 MP
Tornado- 6,000 Damage, Inflicts Suffocation, 1 hit against 30, upon casting, this ability may not be cast for another 5 rounds, Air, 30,000 MP
Emanate Air - Creates a Zone of Air, All Air element individuals in battle gain +1,000 to all stats, All Air element spells and abilities cost 5,000 less MP, stacks 5 times, Air, 35,000 MP
Stifle Earth- Removes all Zones of Earth in battle, All Earth element individuals in battle gain -1,000 to all stats, All Earth element spells and abilities cost 5,000 extra MP, stacks 5 times, Air, 35,000 MP
Call Bretheren- 50% summons 1-5 Air Elemental, Max 20 summoned, Possessor may not cast this ability if possessor is a summon, Air, 200,000 MP
Drops-
45,000 Gold
4,500 XP
50% Air Mana Oil- (Item, Material, Air, 5,000 Gold)
20% Call Unto Air- (Spell, Elemental Magic, Air, 15 MP, 11,000 Gold) Either +15 Magical Attack, changes target ally's next attack's element to Air, scans the user's enemies to determine if any of them are Air element, or gives target 5% Air Resistance
10% Suffocate- (Spell, Elemental Magic, Air, 1,000 MP, 500,000 Gold) 30% inflicts Suffocation, Call Unto Air must have been cast to cast this spell
10% Elemental Air Blast- (Spell, Elemental Magic, Air, 500 MP, 600,000 Gold) +600 Magical Attack, +600 additional Magical Attack if in a Zone of Air, deals 105% normal damage to Earth element targets, to a max of 1,000,000 additional damage, Call Unto Air must have been cast to cast this spell
5% Force of Air- (Weapon, Force, Air, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 30% Resilience, Wielder’s element becomes solely Air and may not be changed by sources below Level 50, All of wielder's actions become solely Air element, Wielder may not cast Earth element spells, 30% Air Resistance, 100% Earth Weakness
4% Large Container of Air Mana Oil- (Item, Material, Air, 50,000 Gold)
1% Summon Air Elemental- (Spell, Elemental Magic, Air, 2,000 MP, 1,000,000 Gold) Summons 1 Air Elemental from the enemy list, max 20 summoned

3
Earth Elemental
Level 30
Elemental, Earth
HP- 350,000
MP- 345,000
STR- 4,500
AGI- 4,000
CON- 4,500
MIN- 4,000
SPI- 4,000
XP- 0
Defense- 4,000
Defense against Stat Damage- 4,000
Critical Chance- 30%
Resilience- 31%
To Hit- 128%
Dodge- 25%
Resistances and Immunities- Absorbs Earth, 50% Physical Resistance, 50% Technology Resistance, 100% Air Weakness, Entombed Immunity, 70% Minor Status Effect Resistance, Immune to Pain, Deafened, Diseased, Immunity to Earth from sources under 39
Prime Attribute- Strength or Constitution
Constant Effects-
Pure Elemental Power- Possessor is immune to individuals Level 5 and below, Constant Effect
Formed of Pure Earth- Possessor is immune to Criticals from sources below Level 40, Possessor's entry into battle counts as a casting of Call Unto Earth for purposes of effects which count the number of castings of Call Unto Earth, Constant Effect
Resilient- Possessor gains +50% Resilience, Constant Effect
Hardy- Possessor gains +500,000 HP, Constant Effect
Empowered by Earth- Possessor gains +2,500 to all stats, regenerates 50,000 HP and 50,000 MP per round, and gains immunity to Minor Status Effects while in a Zone of Earth, Constant Effect
Abilities-
Earthen Strike- 12,000 Damage, Earth, 0 MP
Entomb- Inflicts Entombed, Earth, 0 MP
Create Zone of Earth- Creates a Zone of Earth, Earth, 0 MP
Rock Slide- 8,000 Damage, 50% inflicts Entombed, 1 hit against 5, Earth, 30,000 MP
Mass Entomb- Inflicts Entombed, 1 hit against 30, Earth, 30,000 MP
Avalanche- 6,000 Damage, Inflicts Entombed, 1 hit against 30, upon casting, this ability may not be cast for another 5 rounds, Earth, 30,000 MP
Emanate Earth- Creates a Zone of Earth, All Earth element individuals in battle gain +1,000 to all stats, All Earth element spells and abilities cost 5,000 less MP, stacks 5 times, Earth, 35,000 MP
Stifle Air- Removes all Zones of Air in battle, All Air element individuals in battle gain -1,000 to all stats, All Air element spells and abilities cost 5,000 extra MP, stacks 5 times, Earth, 35,000 MP
Call Bretheren- 50% summons 1-5 Earth Elemental, Max 20 summoned, Possessor may not cast this ability if possessor is a summon, Earth, 200,000 MP
Drops-
45,000 Gold
4,500 XP
50% Earth Mana Oil- (Item, Material, Earth, 5,000 Gold)
20% Call Unto Earth- (Spell, Elemental Magic, Earth, 15 MP, 11,000 Gold) Either +15 Magical Attack, changes target ally's next attack's element to Earth, scans the user's enemies to determine if any of them are Earth element, or gives target 5% Earth Resistance
10% Entomb- (Spell, Elemental Magic, Earth, 1,000 MP, 500,000 Gold) 30% inflicts Entombed, Call Unto Earth must have been cast to cast this spell
10% Elemental Earth Blast- (Spell, Elemental Magic, Earth, 500 MP, 600,000 Gold) +600 Magical Attack, +600 additional Magical Attack if in a Zone of Earth, deals 105% normal damage to Air element targets, to a max of 1,000,000 additional damage, Call Unto Earth must have been cast to cast this spell
5% Force of Earth- (Weapon, Force, Earth, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 30% Resilience, Wielder’s element becomes solely Earth and may not be changed by sources below Level 50, All of wielder's actions become solely Earth element, Wielder may not cast Air element spells, 30% Earth Resistance, 100% Air Weakness
4% Large Container of Earth Mana Oil- (Item, Material, Earth, 50,000 Gold)
1% Summon Earth Elemental- (Spell, Elemental Magic, Earth, 2,000 MP, 1,000,000 Gold) Summons 1 Earth Elemental from the enemy list, max 20 summoned

The 2 air will get teh approval from Lucia.
"I can either have the air seep in and open something to get the bodies out, or the earth can merge in ."

Either way , these will be used if noone responds to a door knock. and Only if Lucia approves.


Aeromage wrote: "While I am not adverse to your use of those 'Earth Elementals' given the success you had last time, I am somewhat unsure what the issue of using your weapon's ability to move between spaces would be in this instance," Lucia remarks. "I believe that leaving the properties as unmarred as possible would be the most preferable outcome. Lieutenant?"
The shrine maiden raises a questioning eyebrow to Albis, who has been dictating to an accompanying Archivist.

"Look, once the criminal element- what's left of them given I'm pretty sure a lot of them were in the bazaar when it was destroyed- catch wind of what's going on, we're going to have problems with looting. The less damage to the properties and fewer doors left unlocked, the better. As it is the town council and the like are going to have their hands full tracking down next of kin to deal with all these places full of belongings with no owners, and I'd rather we didn't have to deal with a sudden upswing in the black market at the same time."
Albis sighs, pinching the bridge of her nose. "This is better than state things were in before, of course, but it's still a mess. Don't make any more work for us than there already is."


kitsune106 wrote: Kit nods. She hmmms. "I can summon some more celestial jailers adn teh like but..." she sighs, her shoulders slumping as its hard.
"Sorry..."

she states then lifts the lance.
"Okay then, going in."

She will start the teleporting in and out to get the bodies.


Aeromage wrote: Kit teleports in! The place is a pretty cosily-decorated home, with multiple shelves and side tables covered in pictures and small paintings, several depicting the same groups of people in various locations in and around the town. Kit finds herself next to dining table fitted with a pretty tablecloth, set with two still-steaming plates of sausages and mashed potatoes. An old lady in a pink dress embroidered at the hems with flowers lies next to an upended chair, while a white-haired old man lies facedown in his plate of dinner, potato spilling out from under his head.

Kit grabs the pair of them and teleports back out, loading them into a second chariot. The next bodies are only a couple of doors down, which Kit finds to be a small family still in their beds.
Grab, teleport, next.

A woman who was apparently in the middle of painting a country landscape, a long streak of pigment trailing from a tree marking the point at which time was reset and began moving again.
Grab, teleport, next.

Two men collapsed in seats, a number of bottles of alcohol between them, the air thick with the smell of rum.
Grab, teleport, next.

A man with a clipboard, lying on top of a shelf of goods in his shop.
Grab, teleport, next.

Kit speeds through the bazaar, followed by a string of heavenly chariots shuttling bodies back to the shrine before rejoining the back of her group's convoy, bypassing locks and leaving the buildings untouched. The closer she gets to the centre, the more the places she enters turn out to be shops or storerooms of some stripe, their goods now unattended as their owners lie, soulless, on the floor or draped across furniture.
Is Kit doing anything else while collecting the bodies?


kitsune106 wrote: Once after the first shop, she will tell Lucia. "Do you wish me to set up a ward on the shops that are unguarded? This way should cut down looting."
If permission is given, after she removes, will put up a ward on unattended places, to let her know if someone enters. Unless Lucia has a certain ward or shield she wants put up, in which case, that is put up. She will continue getting bodies.


Aeromage wrote: The shrine maiden considers for a moment. "So long as it isn't a permanent arrangement and you do so while I supervise, I will allow it. A simple ward to prevent access will suffice. I believe there will be need to gain access to the premesis eventually, but measures to prevent looting in the interim should prove sufficient."

So instructed, Kit begins setting up wards! She's fairly sure they'll last for at least a month, and has the presence of mind to build in a way to deactivate them if a proper warrant is present, just in case.
This makes things take a little bit longer, but due to Kit's speed, her ability to teleport, the speed of the Chariots and her general aptitude with Abjuration, what would ordinarily be a daunting task only ends up taking an hour.

The group reaches another northern exit of the bazaar, having made a long and complicated circuit of the area. Albis squints at her annotated map.
"From here, we can either go to the residential areas and loop around town to get anyon- anything else we need to on the way, or head straight to the slums." Her lip curls slightly. "That'll be a mess. The patrols are probably only just reaching there to deal with the amnesiacs, and we'll have to deal with panicking Aptim with who-knows-what abilities while we make our way around."

Kit's body-radar suggests that the residential areas have the bodies more spread out, while the slums seem to have more concentrated clusters of them. In fact, a couple of areas seem to be registering rather strongly there.


kitsune106 wrote: Kit nods.
Kit hmmmmms.
"Well, I can summon more winds of salvation. They can probably keep up a calming aura! the draem of tomorrow can also calm things down." She hmmmmms . "The slums have more of the people. I would suggest there first."
she sighs and looks at Albis. "I'm really sorry about the mess." she states then will get ready to go back to work, whatever they choose to go from here.


Aeromage wrote: Lucia considers. "Those Winds of Salvation are both invisible and hard to detect. They would very likely be of use in helping ease tensions as we remove the bodies of the soulless. The... Dream... of yours may be more of a resort should things become heated despite that."

The slums lie beyond the shipyards and warehouses, sprawling beyond the town's wall in a disorganised tangle. The buildings vary in size and build quality, from somewhat-ordinary houses to tumbledown shacks or lean-tos closed off with stained or tarred canvases. The general air of confusion and alarm is evident here, too- even more so for its various residents' considerably more diverse natures. Kit sees ordinary humans in the streets along with a large and colourful variety of humanoids of various sorts- some looking nearly human themselves with only minor physical deviations, such as oddly-coloured patches of skin, or small horns, while others are far more obvious- people with arms made of solid shadow, or covered in shaggy fur, or floating off the ground and radiating sparks, some much shorter than your average human being, while others seemingly built to a larger scale, or a different set of blueprints entirely.

The sudden rush of (invisible) calming wind seems to quell the panic somewhat. Albis collars a guard patrol that appears to have only just arrived at the slums and coordinates them in spreading the word that all the individuals that have suddenly reappeared in an unconscious state are in fact soulless replicas of the originals, and that under the orders of House Clavis, they must be quarantined in the shrine before any enterprising spirits attempt to possess the empty bodies to wreak havoc on the general population.
This goes down about as well as one would generally expect under the circumstances, but thanks to the Winds' presence and the guards, Kit doesn't think it'll end up deteriorating into violence.

Kit's job is made somewhat easier here by virtue of most of the bodies she's looking for not being kept in places with locks. Or, in rather a lot of cases, doors. If she was to guess, she'd conclude that the majority of the slumdwellers that died in whatever took out the bazaar were either beggars or other poor sorts, probably in the area to ask for charity. Or potentially up to no good.
Many of the bodies here are definitely what she's determined must be Aptim. This one has an array of crystal horns growing out of her head, and this one has copper wire instead of body hair and steel fangs in place of teeth.

Things get somewhat tricky when Kit enters a run-down hovel to find that her body-radar is pinging off what looks to be a pool of oil with a shirt and trousers floating in it.


kitsune106 wrote: Kit will go get Lucia for this one. She is stumped and wants her opinion before she plans on using a force field to carry it or something else.


Aeromage wrote: Lucia arrives and examines the weird oil-pool for a few moments, her gaze oddly intense.
"...I see." She turns to Kit. "It appears this is an Aptim with a particularly unfortunate combination of traits, such that they are unable to maintain a solid form when unconscious. I would expect the lack of soul has only exacerbated matters. I expect we shall need a tub of some description to transfer this particular body."

It occurs to Kit that perhaps one of her Bags of Holding would also make for a good method of containing the oily Aptim-puddle.


kitsune106 wrote: Kit speaks up. "My bag of holding could carry them as well. "

She will scoop the oil in her bag of holding if Lucia agrees then onwards with collecting.


Aeromage wrote: Lucia watches Kit curiously as the foxwoman sets the bag on the ground and starts scooping the oilpuddle into it, all without apparently making the thing any fuller.
Despite the thing looking like an oil puddle, it's rather a lot thicker and seems to refuse to separate parts of itself from the rest, necessitating Kit to awkwardly drag-scoop the thing from the furthest end into the bag whilst simultaneously trying to hold the bag open. Fortunately, the puddle's lack of desire to split also leaves Kit with little more than an unpleasantly greasy feeling on her fur, rather than getting covered in Aptim-oil-gunk.

Kit gets:

*Pix Ater's Comatose, Soulless, Timecloned Body-Puddle- (Item, Antiquity, Earth & Darkness, 90,000 Gold)
Torn Pants- (Armorx.5, Clothing, Physical, 80 Gold) +2 Defense, 5% Provides no Defense this action
Shirt- (Armorx.5, Clothing, Air, 100 Gold) +1 Defense


The body-collecting continues! Kit has little trouble with the scattered instances of the soulless here and there, although Albis has to step in when one particularly distraught woman tries to stop the group from taking away 'her husband'. The guardswoman waves Lucia and Kit on to deal with the rest of the bodies while she (and her guard-patrol) attempt to defuse the situation.

Kit's next stop is a somewhat unusual one. Her body-sense is registering that a large number of bodies are located at the back of a tumbledown warehouse with barred doors. Given a couple more signals popped up while she was on her way around the other parts of the slums, it would seem to suggest that someone is actively bringing them to this rather out-of-the-way location, despite the patrols now combing the area spreading the word to bring the bodies out to the streets where they can be picked up.


kitsune106 wrote: Kit will inform Albis and Lucia.

Danger sense and knowledge of naughty and niceness are a go!
"It seems like someone is collecting bodies. I am not sure why. They brought more since I last checked."

Re: kit back to maerefore

Posted: Sun Apr 18, 2021 8:20 pm
by Modrageball
Aeromage wrote: Albis still seems to be tangled up with the distraught woman, attempting to shout down her pleas to return her husband on the grounds that her husband is already dead and the replica-shell remaining is a ticking spiritual-possession timebomb waiting to explode.

Lucia narrows her eyes. "I sincerely doubt that anyone hiding the bodies from us is up to anything remotely good. I will require a few minutes to set up a perimeter. If you could find out what is going on in there- preferably undetected- I believe it would be to our benefit." She pulls a sheaf of dark paper strips from a sleeve and begins chanting under her breath, symbols beginning to etch themselves into the tags with brilliant light.
She pauses.
"If you must cause a confrontation, I would suggest you at least wait until I have had time to set up the snares."

Kit casts her senses into the warehouse! The danger sense tingles, but it's a very, very low tingle. Barely more than an itch. Her other sense, however, now that is pinging rather heavily. There's a lot of naughtiness going on in there. Nothing like, say, mass murder, but someone is definitely up to something naughty. Possibly with the potential for getting up to even naughtier business. Now that's not very nice.


kitsune106 wrote: Kit will attempt to stealth, if she can. Otherwise, she will send a wind of salvation in to peek and report. Trying to keep quiet and ready, using her senses as well to try to spot the people. She is doing best to not get spotted or noticed.


Aeromage wrote: Kit, turtle-shelled, radiant-winged foxwoman that she is, pops out of phase with reality and into the warehouse. Kit is shiny. Kit is glowy. Kit is wearing armour that SHINES WITH THE SUN AND GLORY!

Kit also has the presence of mind to pop into the warehouse somewhere near the roof, which proves to have a floor between it and whatever might be going on downstairs. She is also fortunate enough that her shiny, shiny entry doesn't seem to have raised any alarms.

The Wind of Salvation seeps through cracks in the warehouse, invisibly, and begins blowing gently from the lower floors, carrying sounds to Kit. Sounds and smells. There's definitely something weird going on down there.
The smell hits her first, a jumble of... weird scents. Something musty, something like a chemist's shop, something lizardy, something sharp and acrid, something perfumed and soporific, something earthy and kind of stinky, something that smells like lemons.

Then come the voices. Someone's giggling. Someone else sounds decidedly unimpressed, an unimpeded flow of pattering words issuing from below.

"--no, no, NO, I say! Thrice no! That's how much no! I told you- told you and told you, I say- wear gloves when you handle him! Gloves! Honestly, now. We can't very well be having you getting high off the supply before it's nigh, now, can we? And YOU! Yes, I saw you! Get your snout out of that clout's-- no, I can clearly see what you've been doing, plain as the nose on your face! Which, I might add, is all the plainer for it now being covered in volo. I'm not a fool, you know! Well, I am, but not that kind of fool, I say! I know you have all the willpower of a starved dog in a butcher's, but at least have the decency not to go snorting straight from the supply before we have them safely ensconced elsewhere. They signed on with me, they returned to me, and I'll be damned- damned, I say!- if they don't pull their weight in some fashion, even bereft as they now are of the spark of-- and you've fallen over. Well, that's just splendid, isn't it? Rowan! Toss this oaf into a corner somewhere while we get this lot bundled up- wear GLOVES, I said, you incomparable nitwit! Nitwit Misfit! Honestly, I've half a mind to change our little family's name..."


kitsune106 wrote: Kit waits for another minute to gather before popping back out using the starlance.
"People in there and Aptim bodies. Someone called them misfits. I heard about a gang here, I think its them. Collecting bodies of people who signed up. I think we need to be careful and well, somebody in there has properties that make people high. Also, someone was called Rowan."

She sighs.
"How do we want to do this?"
she asks Lucia and Aldis.


Aeromage wrote: Albis has, by this point, threatened to arrest the woman for obstructing official House business along with anyone else trying to 'contribute to the growing shitstorm today is turning into'. Kit can't be sure, but the guardswoman seems very close to attempting to push for making that as illegal as loitering without a soul. The distraught widow runs off in tears.

Lucia's expression darkens. "While I typically tend to stay out of matters of the law, in this particular instance whatever they have planned poses a significant threat to the town and its people. Spiritual possession is dangerous enough as it is, but should a spirit enter one of those Aptim bodies unopposed and find they have a similar variety of powers, the results could be disastrous." The shrine maiden hurls her collection of paper amulets into the air. They flutter, scatter, and abruptly fly off around the building, slapping down onto the uneven ground surrounding it at regular intervals.

Albis rejoins the pair, face flushed and a vein on her temple throbbing. "Mind telling me what it is you're trying to do, exactly?"

"I am setting up a boundary of spiritual snares," the shrine maiden states, making a complicated series of gestures. The ground-bound amulets glitter in response. "Anyone who leaves the building will find themselves paralysed, or at least severely impared, upon exiting. I have confidence that this measure will prove sufficient to contain this alleged gang of body-snatchers, and would appreciate it if the town guard could prepare to apprehend them as they fall."

The lieutenant glares at the shimmering array of paper tags suspiciously. "...fine. It'll take a few minutes to get them in place. Backup should be on the way. I'm not going to bank on them all just happily walking out single-file to neatly spring your trap, though." She points at Kit. "You. Furry disaster. Give it a few minutes and then jump in and 'encourage' them to leave. If they attack you, feel free to crack a few heads, but no fatalities. You get in trouble, you jump on out. Got it?"


kitsune106 wrote: Kit frowns and digs into teh bag of holding and holds out a spindle to Lucia.
"This might help you. "

Fae King's Time Spindle- (Accessory, Trinket, Magic & Time, 30,000,000 Gold) Wielder gains an additional action each round if no opponent is Level 50 or greater

Is offered to Lucia for this combat.


"Also, my combat style will be hampered , but I will adjust. just give me a second to sort a few things out."
the follwoing are removed:

chronomancy spells only:
Haste (3)- (Spell, Chronomancy, Time, 4,000 MP, 400,000 Gold) Inflicts Augmented: Haste

Impending Doom- (Spell, Other: Time Magic, Darkness & Time, 40,000 MP, 20,000,000 Gold) 15% inflicts Instant Death: Doom, 100% inflicts Instant Death: Doom on targets below Level 60 that are lower Level than caster, this action may be delayed up to 5 rounds, Caster must be Level 20 or greater and must possess the ability 'Adept Time Magic Attunement'

Rewind Wounds- (Spell, Chronomancy, Time & Light, 0 MP, 1,000,000 Gold) +8,650 Magical Attack, Heals

Strike from Earlier (Improved)- (Spell, Chronomancy, 300 MP ,Time, 300,000 Gold) +200 Melee Attack, +200 Ranged Attack, +1000 Magical Attack, Actions this spell is involved in may be delayed two rounds
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

Kit is turning off /refrianing from using time powers, but if her euqipment of time is allowed, will use that.


"there... I know what I'll do. You might approve, Albis. I will be summoning some celestials that will, arrest them."

For combat, Kit will be summonging 20

Celestial Judge
Level 58
Celestial, Law
HP- 2,050,000
MP- 2,350,000
STR- 18,000
AGI- 18,000
CON- 15,000
MIN- 18,000
SPI- 18,000
XP- 0
Defense- 11,800
Defense against Stat Damage- 1,650
Critical Chance- 60%
Resilience- 60%
To Hit- 160%
Dodge- 60%
Resistances and Immunities- Law Immunity, Physical Immunity, Technology Immunity, 95% Light Resistance, 95% Magic Resistance, 100% Chaos Weakness, Confusion Immunity, Charm Immunity, 116% Minor Status Effect Resistance, 58% Moderate Status Effect Resistance, Diseased Immunity, Hexed Immunity
Prime Attribute- Strength or Spirit
Constant Effects-
Judge's Ruling- Up to five times per round, when an individual would recover from the status effect Entombed: Incarcerated, possessor may choose for it not to, Constant Effect
Imprisoning the Devil Counts as Victory- Possessor's side of battle wins if all opponents are below Level 50 and are afflicted with Entombed: Incarcerated, Constant Effect
Action Ban- Whenever a pet or an enemy enters battle, provided that said entity is below Level 60, possessor may choose one of its abilities; it may not use said ability, this effect is applied as a debuff and does not stack, Constant Effect
Abilities-
Lock Up- Inflicts Entombed: Incarcerated, Light or Earth or Physical or Warding or Law, 0 MP
Law Hammer- 25,000 Damage, deals double Damage (to a max of 5,000,000 additional points) to Chaos element targets, Law, 0 MP
Grandmaul of Heaven- 32,000 Damage, 100% may inflict Wounded on Demons, Devils, Daemons, and Abstracts, Physical or Light or Physical & Light, 0 MP
Mass Arrest- 200% inflicts Entombed: Incarcerated, 1 hit against 200, Light & Law, 35,000 MP
Abrogate- Removes one chosen ability from target if target is below Level 60 and is not unique or is below Level 40, stacks 5 times, Law, 85,000 MP
Bar Debuffs- Target, if below Level 70, may not apply debuffs to individuals, Law, 100,000 MP
Bar Buffs- Target, if below Level 70, may not apply buffs to individuals or be buffed by individuals below Level 70, Law, 100,000 MP
Bar Chaos- All Chaos element individuals in the same battlespace as caster obtain -7,500 to all stats, and possessor obtains an effect that causes all Chaos element spells and abilities to cost 150,000 additional MP to cast, with said debuff stacking 5 times and said effect stacking 5 times as a buff on caster, Law, 460,000 MP
Summon Jailers- Summons 5 Celestial Jailer, Max 40 summoned, Law, 300,000 MP
Drops-
250,000 Gold
17,400 XP
50% Celestial Tablet- (Item, Antiquity, Light & Law, 6,000,000 Gold)
30% Grandmaul of Heaven- (Weapon, Hammer, Light & Physical, 6,000,000 Gold) +6,000 Melee Attack, 60% inflicts Awestruck or Fatigued: Stun, 100% may inflict Wounded on Demons, Devils, Daemons, and Abstracts
20% Celestial Judge's Gavel- (Weapon, Hammer, Light & Law, 7,000,000 Gold) +7,000 Melee Attack, +7,120 Magical Attack, +7,000 MIN, 60% inflicts Entombed: Incarcerated, Wielder's actions may cure Entombed: Incarcerated, Wielder deals 70,000 additional Damage to Chaos element targets


who will be using lockup to imprison people.
Kit will of course, wait the required time, waiting 5 minutes before jumping into the middle , with an abjurer frocefield thrown up to sheild and using a thundering voice.
"You are under arrest. Do not try anything." She is trying to make her jump in flashy and will be summoning hte celestials flashy as well. They will be using "lock up" any who attempt violence.


Aeromage wrote: Lucia declines Kit's offer, instead opting to focus on whatever effect it is she's setting up.
Kit waits while the guards spread out to surround the warehouse. The body-signal from within the warehouse fluctuates and lessens slightly. Perhaps they're moving the bodies around more?

The guards in place and spell tags creating a shining perimeter around the building, Kit calls upon the power of the Star Lance to burst into the building in a blaze of light and glory, voice thundering and Celestial Judges descending on rays of heavenly light!
Kit sees what would most likely be described as 'pandemonium' in action. A variety of strange individuals, all obviously inhuman in some way, shape or form, scurry about the place, some dragging unconscious bodies with them. A seven-foot tall, heavily muscular man with barklike skin stands poised and ready to punch the back wall of the warehouse, his arm an oversized, clublike mass of dark wood. Beside him, a smaller, thin, weaselly-looking teenager with a strangely translucent body stands, apparently in the middle of either cheering him on or yelling at him. Propped up in the corner, his lower face covered in an odd, blue-tinged white dust, a vaguely green-skinned individual with what looks like gills and a large, trailing fin in place of hair slumps, wearing a torn vest, stained trousers and a goofy expression.

A short figure covered in a mass of spines, a pair of ruined shorts their only item of clothing, drags an obese, brown-skinned individual covered in a colourful variety of mushrooms behind them, small clouds of spores puffing out in their wake. Two androgynous children with black markings running along half of their bodies, mirrored between them, have an arm each of an older girl whose body and tattered sun-dress is practically obscured by her flowing cloud of sparkling purple hair, the ends seemingly wisping into mist. An extraordinarily attractive young lady in a low-cut dress, her hair adorned with pretty flower ornaments, puffs in somehow bizarrely alluring rage whilst pulling a canvas sheet containing a painfully skinny teenage boy with a crest-like shock of dark hair, oddly finned ears and lizardlike red scales around his face, arms and legs. She doesn't seem at all impressed with the ridiculously long tongue lolling out of her cargo's mouth and trailing along the filthy warehouse floor after him. A tall young man with fuzzy red mothlike antennae and solid red, odd-looking eyes hefts a boy with strange yellow crystal growths studding his skin over one shoulder, his arms strangely bristly with red fluff. All of them look to be heading towards the punch-zone, although compared to Kit they may as well be standing still.

None of them seem to have had time to react to Kit's presence, yet.


kitsune106 wrote: Kit summons Judges to get to work to lock up the people.
Kit, if she can move more, wihtout using time powers,(natural speed)
she will also be making a force dome to pen people in, trying to hemp in and keep them contained, the force wall going up to keep Wood arm man from punching the wall until the Judges can start imprisoning people!
the judges will be using:
Lock Up- Inflicts Entombed: Incarcerated, Light or Earth or Physical or Warding or Law, 0 MP
when they can.


Aeromage wrote: Kit doesn't even need to set up her forcefield- it appears that she, and the Judges, far outstrip the motley crew below her in terms of speed.
Shining chains and manacles abruptly manifest on the Aptim group's bodies, rapidly reeling in and tightening in order to drag the entire gang back into the middle of the warehouse. The suggestion of glowing bars, humming with heavenly hymns, shimmers around them, leaving the comatose bodies scattered about the place and the new prisoners apparently only just beginning to register the shock of their situation.


kitsune106 wrote: Kit has to smile. She will bag tjr bodies first then leaving the judges there to guard the prisoners, she goes to get Albis and Lucia. She is teleporting to avoid triggering traps.
"It's been taken care of. Albis, several prisoners inside await your pleasure. "


Kit frowns as She does check to see if she can trace any bodies.
"They were moving them and one person did say They were a gang. Not sure if they were a part of the gang a flier mentioned. They were also movinmoving bodies and might have slipped a few out. I will double check ."


Aeromage wrote: Kit bags the bodies.

She gets:

*Bolote Glomrae's Comatose, Soulless, Timecloned Body- (Item, Resource, Earth & Water, 2,500,000 Gold) Creates 5 in-stock Consumables, Materials or Antiquities from the shop with names that contain 'Mushroom', 'Toadstool', 'Fungus' or 'Fungi' per week

*Aeris Volnat's Comatose, Soulless, Timecloned Body- (Item, Resource, Air & Water & Acid, 3,000,000 Gold) Creates 10 Sweet Mist Vial per month
Sweet Mist Vial- (Consumable, Potion, Air & Water & Acid, 300,000 Gold) 50% Inflicts Fatigued: Sleep, 100% Inflicts Fatigued: Weakness, 100% Inflicts Mind Restore, instances of Mind Restore inflicted by this consumable gain the additional text 'Possessor's MIN increases by an amount equal to 5% of possessor's Max MIN at the start of every round, with said MIN increase being unable to bring possessor above possessor's Max MIN'

*Newt Merill's Comatose, Soulless, Timecloned Body- (Item, Resource, Physical & Acid, 1,500,000 Gold) Creates 10 Hallucinogenic Narcotic Saliva per week
Hallucinogenic Narcotic Saliva- (Consumable, Potion, Acid, 1 Charge, 150,000 Gold) 100% Inflicts Poison: High, Confusion: High, and Confusion: Hallucinating

*Len Lapsin's Comatose, Soulless, Timecloned Body- (Item, Resource, Earth & Crystal (2) & Acid, 2,000,000 Gold) Creates 10 Small Narcotic Crystal per month
Small Narcotic Crystal- (Item, Material, Earth & Acid, 200,000 Gold)


Kit pops back outside!

"...that was fast. Did you forget something?"
Albis blinks as Kit declares the job done and prisoners ready to be taken away, working her jaw for a few moments before catching herself. "...right, then. Looks like your traps weren't needed after all. I'll have the guards take the prisoners away- goodness knows the cells are empty now."

Kit checks her body-radar! There's the signals she remembers being present around the slums from before that she hasn't gotten to yet. The rest of the town seems much as she left it, but...

...there's a signal that wasn't there before on the outskirts of the bazaar, which Kit is pretty sure is in an area they already swept for bodies and cleared.


kitsune106 wrote: Kit is about to mention something when the body radar pings

"Weird, I am picking up a body in a place we cleared. With your permissiobn, I will go pick it up and whoever dropped them off od nearby."


If permission is given, lance porting over to the ping and well, force field handling whoever is there with the body of try to flee back to Lucia, along with the body. Kit does not want to be the one who left a spirit possession body bomb around.


Aeromage wrote: Lucia makes a sharp pulling gesture, the shining paper tags ripping themselves from where they had adhered to the ground in response, flurrying back into a stack in her other outstretched hand, a few puffing into torn shreds of paper on the way.
"While concerning, you will not be acting alone. I shall be accompanying you, and I believe Lieutenant Albis will also want to supervise the situation."

"Damn right I will." The guardswoman hops back onto the chariot. "So long as you're in this town, I'm going to be keeping you right where I can see you."


kitsune106 wrote: Kit will guide them to the location, unless she can teleport all. If not, chariot time. She will let the two ladies with her take the lead.

On the way there, Kit will produce the 4 bodies. Time to be transparent.


Aeromage wrote: Albis seems to take exception to the idea of being teleported around by Kit, so the group piles into the still-exceptionally-fast-travel-method that is the Celestial Chariot. The streets blur around them as they hurtle from road to road, hampered slightly by having to break with alarming suddenness in order to not run over (in order), a crowd of confused-looking townsfolk being ushered along by a guard, a nervous-looking man in a red-and-brown suit carrying a large box, a runaway fruitcart, a man in a colourful patchwork cape arguing with a redheaded woman wearing far too little clothing, and a small group of teenagers in shabby clothes who are forced to dive out of the way of the incoming charioteering.

Things aren't helped by Kit pulling comatose Aptim out of her bag mid-trip.
The obese, mushroom-sprouting Aptim makes things rather more crowded and smelly in the already rather-full chariot. Albis, trying to keep hold of the side, whips her head around with a look of incredulous rage, just in time to grab the mist-girl before she falls off due to a particularly sharp corner.
Kit reaches into her bag to pull out another Aptim! She grabs something long and warm and kind of sticky. Hey, that feels weird.
She feels weird.
She feels pretty good, actually. Maybe she should drag this thing out to stick with the others.
Oh, hey. It's like a yo-yo! See, it bounces on the end of its cord! Whoops, almost hit someone with it. It's a bit hard to control a yo-yo when it's a body on the end of a really long tongue.
And you're riding on a Chariot going silly-fast through town.

Kit, waving the comatose body of Newt around by his long, long tongue, wobbles this way and that as the effects of a narcotic high take hold. Assisted by the sharp turns, high speed and general navigation of the town on the Charioteer's behalf, she very nearly manages to bludgeon several groups of pedestrians with her flying, flailing scaly semi-projectile, raising more than a fair few screams as people struggle to process what they just saw flashing past at blinding speed.
She should probably take the other body out, too. In the spirit of transparancy. Wrapping Newt's tongue around her upper arm, leaving the lizard-boy to waggle about in the slipstream like a ludicrous flag, she reaches in to take the crystal-studded boy out.
Albis seems to take exception to this, making a grab for Kit's bag before the foxwoman can retrieve the fourth Aptim.

"WHAT IN THE NAME OF EVERY SINGLE FUCKING SAINT IN THE CHURCH IS WRONG WITH YOU?!" she manages to scream before the Chariot turns another corner and presents her with a faceful of Newt.
Albis, having to decide between falling out of the chariot, dropping the girl and trying to bat the lizard-boy-kite out of the way, instead elects to grab onto Newt in order to stop herself and her cargo from getting catapulted out of the vehicle. Lucia, face an exquisite portrait of one debating the nature of how life, the universe and everything could have possibly led to the culmination of events presently unfolding before them, grabs Albis with her free hand and shouts for the Chariot to stop.

The vehicle skids sideways, coming to a surprisingly graceful halt in front of a completely gobsmacked pair of exorcists carrying the body of an overdressed woman and spilling the cargo of Aptim, Kit and Lieutenant onto the pavement.

"HOW IS IT THAT SUCH AN ABSOLUTE FUCKING DISASTER COULD POSSIBLY HAVE GOTTEN AS FAR AS OH GODDESS WHY ARE THERE BEES GET THEM OFF WHERE ARE THEY EVEN COMING FROM"

Kit thinks she was momentarily hit with Poison: High. It's fading pretty fast, though.


kitsune106 wrote: 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 possessorHealing


Kit has this on... no effect?


kitsune106 wrote: Kit attempt to use her healer abilities to fix the poison high. Blushing as the wind of salvation hits her and anyone effected with diving healing wind .


Ooops..."

She blushes hard.
"Sorry..... "
She is just glad the curses did not kick in. She looks at Lucia and speaks.
"I... am sorry. Please tell me what to do... I.. really am unsure and would prefer not to make things worse..
"
Her ears and tail are down in obvious defeated canine fashion.


Aeromage wrote: Kit's armband prevented the effect from sticking. Whether through grabbing the hallucinogens at the source or sheer bad luck, it seems to have momentarily affected her.
The weird buzz fades.

The Winds of Salvation set to removing the hallucinating, drugged-up Albis' status effects! This does not seem to abate her rage in the slightest, the woman's shaking hands trying to grasp for her spear as she rounds on Kit.
"'OOPS'? THIS ISN'T JUST A MATTER OF 'OOPS', YOU MORONIC COLLECTION OF FUR AND IDIOCY! WHAT KIND OF IMBECILE WOULD START PULLING BODIES FULL OF DRUGS OUT OF NOWHERE TO PILE UP ON A CHARIOT WE ALL JUST BARELY FIT IN, WHILE WE'RE MOVING AT HIGH SPEED, IN THE MIDDLE OF TOWN, TO CHASE DOWN SOMETHING THAT'S PROBABLY GOTTEN AWAY BY NOW DUE TO THE ABSOLUTE CLUSTERFUCK YOU JUST CAUSED?! HOW IN THE NAME OF EVERYTHING HAVE YOU EVEN MANAGED TO SURVIVE THIS LONG? HOW IS IT YOU HAVE SUCH A FUCKING UNBELIEVABLE AMOUNT OF POWER AND NOT EVEN A SINGLE FLECK OF SENSE TO GO WITH IT? WHAT IS WRONG WITH YOU?!"

Lucia turns from a second Chariot following the group and its attendant Celestial Archivist with a piece of paper and a bucket, both of which she holds out to Kit, her expression firm.
"It appears I have misjudged the amount of help you would be able to provide the town. While you have some measure of gratitude due you thanks to your restoration of the area and resurrection of some of the citizens, in light of your decision-making issues and the risk you pose, I believe it would be best if the Spiritual Defense Force, Quiescent Order and the town's authorities were to continue the work from here. I ask that you mark down the location of the other soulless bodies present in and around Marefore on this map, place that unfortunate liquid Aptim's body into this container, and then leave."


kitsune106 wrote: Kit nods. She will do as asked , writing it all down.

She will remove the liquid corpse into said container.

Before she leaves, Kit will ask,
"Can you remove the curse"

Once that is done
Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
Is cast to leave.


Aeromage wrote: "The curses will dissipate after a period of time spent outside of their designated area of activation."

Kit pours the comatose puddle-body into the bucket and hops through a Gate to Nexus! She makes it through to her Inn room with no issue.

It is not until quite a while later, when the foxwoman has had time to reflect and recover from her trip and empty out her Bags of Holding, that she realises she never did pull that fourth body out of the bag before the whole Chariot Incident. Between the resulting confusion and neither of her companions/supervisors knowing how many she found in the warehouse, exactly, it looks like she's ended up with a new fixture for her inn room. A blond-haired, nubby-crystal-horned, vaguely-lemon-scented, crystal-growth-studded fixture.

Whoops.


Summary

Kit loses:

1,000,000 XP

Detect Traps



Kit gets:

2 Fame

*Angrily-Scrawled Arrest Warrant Issued By Lieutenant Albis For 'All Individuals Currently Engaged In The Illegal Act Of Loitering Without Possession Of A Soul In And Around The Marefore Area'- (Accessory, Quest Item, Earth & Fire, 1,000 Gold) 1% inflicts Confusion: Enraged, +1% To Hit against targets afflicted with Soul Steal

*Len Lapsin's Comatose, Soulless, Timecloned Body- (Item, Resource, Earth & Crystal (2) & Acid, 2,000,000 Gold) Creates 10 Small Narcotic Crystal per month
Small Narcotic Crystal- (Item, Material, Earth & Acid, 200,000 Gold) (Kit doesn't get one of these, it's just included for reference)

Shirt- (Armorx.5, Clothing, Air, 100 Gold) +1 Defense (Already in the Shop)
Torn Pants- (Armorx.5, Clothing, Physical, 80 Gold) +2 Defense, 5% Provides no Defense this action (Already in the Shop)

Detect Soulless Individuals With An Outstanding Warrant For Their Arrest Who Cannot Hope To Compare To The Judge- (Spell, Divining, Magic & Glory, 7,000 MP, 65,000 Gold) Caster is informed of the number and identity of any individuals in the same battlespace that possess the Constant Effect 'Soulless', are afflicted with the status effect Soul Steal, do not possess the element Law, are on the opposing side of battle of an individual with the ability 'Judge', 'High Judge', 'Police Officer' or 'Officer of the Law', and are more than 20 levels below an individual on caster's side of battle with the ability 'Judge' or 'High Judge'

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



'Almost Completely Restored Marefore Through Time Magic, Resurrecting Most of Those That Died in Marefore Bazaar's Nuclear Destruction to Life as Amnesiacs on Seirei'
'Infused Marefore with Time and Glory Mana on Seirei'
'Created the Atomos Well in Marefore Bazaar on Seirei'
'Restored Vernon Pinna's Airship Enterprise Progress on Seirei'
'Massively Improved the Organisational Procedures and Archives of the Marefore Constabulary Through Celestial Intervention on Seirei'
'Disbanded the Marefore Misfits Gang of Thieves Before It Could Be Restructured Into A Drug Ring on Seirei'
'Responsible For The Discovery and Raid of Cisco Wellard's Secret Vault Of Stolen and Illegal Goods on Seirei'
'Considered by Cisco Wellard to be his Archnemesis due to Ruining Every Single One of His Plans and Designs for Marefore, Along With His Emergency Backup Plans, on Seirei'

Re: kit back to maerefore

Posted: Sun Apr 18, 2021 8:21 pm
by Modrageball
Lord Gadigan wrote:
Kit loses:

1,000,000 XP

Detect Traps




Approved

Kit gets:

2 Fame



Approved

*Angrily-Scrawled Arrest Warrant Issued By Lieutenant Albis For 'All Individuals Currently Engaged In The Illegal Act Of Loitering Without Possession Of A Soul In And Around The Marefore Area'- (Accessory, Quest Item, Earth & Fire, 1,000 Gold) 1% inflicts Confusion: Enraged, +1% To Hit against targets afflicted with Soul Steal



Approved as bound.
Primarily bound due to being a world-specific quest item dealing with specific characters and situations here that provides negligible benefit off-world.

*Len Lapsin's Comatose, Soulless, Timecloned Body- (Item, Resource, Earth & Crystal (2) & Acid, 2,000,000 Gold) Creates 10 Small Narcotic Crystal per month



Approved as bound. I don't want to deal with the efforts to resurrect/possess/combo/utilize this off-world.

I'm going to make a change to the normal 'bound' status here, and say it's in the portal room and only manifests there when Kit goes there. Kit can take it into Seirei if she wants, but otherwise it's in Nexus (just in the portal room and unable to leave there).

As a change to the normal production item rules (which are, among other things, there to keep people engaged, posting, present, and from accumulating backlog giga-piles of weird stuff without it being noticed), I'll let Cael (if he wants) approve this thing as producing items even if not regularly interacted with (so that mass Seirei threads don't have to be generated to keep claiming the items over and over), allowing for mass-harvest whenever Kit gets around to popping by Seirei.

Small Narcotic Crystal- (Item, Material, Earth & Acid, 200,000 Gold) (Kit doesn't get one of these, it's just included for reference)



Approved, no mark.

Shirt- (Armorx.5, Clothing, Air, 100 Gold) +1 Defense (Already in the Shop)
Torn Pants- (Armorx.5, Clothing, Physical, 80 Gold) +2 Defense, 5% Provides no Defense this action (Already in the Shop)



Approved.

Detect Soulless Individuals With An Outstanding Warrant For Their Arrest Who Cannot Hope To Compare To The Judge- (Spell, Divining, Magic & Glory, 7,000 MP, 65,000 Gold) Caster is informed of the number and identity of any individuals in the same battlespace that possess the Constant Effect 'Soulless', are afflicted with the status effect Soul Steal, do not possess the element Law, are on the opposing side of battle of an individual with the ability 'Judge', 'High Judge', 'Police Officer' or 'Officer of the Law', and are more than 20 levels below an individual on caster's side of battle with the ability 'Judge' or 'High Judge'



Approved with mark and the following text:

Detect Soulless Individuals With An Outstanding Warrant For Their Arrest Who Cannot Hope To Compare To The Judge- (Spell, Divining, Magic & Glory, 7,000 MP, 65,000 Gold) Caster is informed of the number and identity of any individuals in the same battlespace that (possess the Constant Effect 'Soulless' or are afflicted with the status effect Soul Steal), do not possess the element Law, are on the opposing side of battle of an individual with the ability 'Judge', 'High Judge', 'Police Officer' or 'Officer of the Law', and are more than 20 levels below an individual on caster's side of battle with the ability 'Judge' or 'High Judge'

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



Approved as bound. This is a Seirei-specific plot device.

'Almost Completely Restored Marefore Through Time Magic, Resurrecting Most of Those That Died in Marefore Bazaar's Nuclear Destruction to Life as Amnesiacs on Seirei'
'Infused Marefore with Time and Glory Mana on Seirei'
'Created the Atomos Well in Marefore Bazaar on Seirei'
'Restored Vernon Pinna's Airship Enterprise Progress on Seirei'
'Massively Improved the Organisational Procedures and Archives of the Marefore Constabulary Through Celestial Intervention on Seirei'
'Disbanded the Marefore Misfits Gang of Thieves Before It Could Be Restructured Into A Drug Ring on Seirei'
'Responsible For The Discovery and Raid of Cisco Wellard's Secret Vault Of Stolen and Illegal Goods on Seirei'
'Considered by Cisco Wellard to be his Archnemesis due to Ruining Every Single One of His Plans and Designs for Marefore, Along With His Emergency Backup Plans, on Seirei'



Approved.


Aeromage wrote: -Updated, Moved and Locked-

Re: kit back to maerefore

Posted: Sun Apr 18, 2021 8:22 pm
by Modrageball
The quest ends here.