Building Better Heavens
Posted: Mon Jul 07, 2025 5:55 am
Dulcinea has completed training in Expert Geomancer, name-rank Binder, name-rank Enchanter, name-rank Healer, name-rank Seakeeper, name-rank Wanderer, name-rank Scholar, name-rank Controller, name-rank Enslaver, name-rank Necromancer, name-rank Priest, name-rank Subspace Architect, and Knowledge of Common Dimensional Traits.Modrageball wrote: ↑Tue Jun 02, 2020 12:11 am Citadel of the Fisherman
Minor Powers:
* The ability to smell like salt and the sea
* Carries the official right of kings and makes its wielder a real noble for purposes of things that check that
* Can control the weather to an extent, within normal-ish bounds of weather with a particular affinity for causing rain
* Can attract fish
* Can create sand and prevent erosion
* Can mildly increase erosion
* Improves its owner's knowledge of architecture simply by being owned
* Helps protect its owner from dangerous drinks, but only mildly and moderately strong ones
* Can help fish survive in aquatic habitants that would otherwise be inappropriate for them (i.e. freshwater fish in saltwater, lava fish in icy water)
* Can demarcate areas of water to be specific temperatures, types, and levels of saline content, preventing mixing of water types even when the water is in direct contact with other types of water
* Can purify water
* Can create drinkable water
* Can create ice or freeze water to walk on it
* Can part bodies of water while concentrating
Major Powers:
* The ability to prevent people from aging
* The ability to summon exotic and powerful fish creatures
* The ability to produce furniture, items, and semi-random treasures within itself to increase its owner's wealth and resources
* The ability to expand its architecture, particularly its interior space, over time
* The ability to be a comfortable and calming place to be
* Protection against fish and aquatic beings
* The ability to breathe water
* The ability to summon boats from the top of the water to sail upon
* Improves prowess fishing
* Improves the ability to meet notable allied companions in a 'fish for allies'/'fisher of men' sense
* Can, with proper other abilities, operate as an afterlife-realm and attract spirits of the dead to live within its halls as subjects as its ruler (but does not grant divine status or power), potential ability sets include:
- Adept Binder, Adept Shrine Maiden, Geomancer, Priest, Wanderer, Subspace Architect
- Adept Geomancer, Adept in one of (Binder, Controller, Deathless One, Enslaver, Necromancer, Priest, Shrine Maiden, Subspace Architect), classname in the rest
- Adept Priest, Worldbound God, Wanderer, Geomancer
- Expert Geomancer, Binder, Enchanter, Healer, Seakeeper, Wanderer, Scholar, Knowledge of Dimensional Traits
* Improves control of spirit magics, water spirits, and spirits of the dead
* Prevents overfishing from depleting resources and fish populations
* Can hide its owner's property, including itself, from discovery, attack, and outside incursion unless it is being used as a military base/launch-point of offensive missions
* Can be used as a base point for its owner to fish for and recover the souls of the lost
Prime Powers:
* Grants its owner immortality, protection against aging, and the ability to return to life within it if killed - with there being a time period post-rebirth where the owner cannot leave the Citadel (Probably the winner of the 'Prime artifact property that is really desirable to non-BA-Members but not really super-userful for BA members' award)
* Can be carried around as a phantom-property within its wielder's soul, allowing for quasi-etheral reality-overlay geomancy; can be deployed into a physical location to grant control over local physical geomancy as well, but is hard to un-deploy and prevents its owner from leaving its area when physically deployed in a realm that is not ethereal
* Links its owner's geomancy to its owner's health, increasing one while the other is healthy but allowing damage to one to damage the other
* Can hide the presence of artifacts stored inside itself that are not actively being wielded
Current Citadel Stats wrote: *Citadel of the Fisherman (Level 39, 1,716,340,000 XP, # XP Required) (Standard Multiplier x12) (Bound to Dulcinea)
*Lord Fisherman of the Citadel- (Passive Ability Aspect- Citadel of the Fisherman, Other: Subspace Architect) Possessor gains 25% Water Resistance, Possessor gains +40,000 Defense against Water, Possessor gains Drowning Immunity against sources below Level 20, Possessor gains 2 slots to equip Property items, these items provide special benefits as listed by this ability, Possessor may, using an absorb slot, scan a property into this ability, said scanned properties may not be traded or sold, but they may still be used in guilds
Scanned Properties:
Deep Ocean Trench- (Item, Property, Water & Darkness, 1,100,000 Gold) Wielder counts as being in an additional Zone of Water and gains +500 Defense against individuals who are not in a Zone of Water as a conditionally-applied effect
Dockyard- (Item, Property, Water, 2,000,000 Gold) Wielder's Water element pets and summons gain +1,000 to all stats as a non-stacking bonus
Farm of the Beer-Battered Fishtrees- (Item, Property, Earth & Water, 214,000 Gold) When wielder summons an Aquatic, wielder may choose to give it a buff that gives its possessor the subtype Food
Fish Market- (Item, Property, Water & Air, 75,000 Gold) Wielder's equipped Aquatic pets count as being worth 7,500 additional Gold
Fleet- (Item, Property, Water, 1,965,000 Gold) Wielder's Vessel transformations gain +1,000 to all stats
Fortified Weather-Manipulation Bunker- (Item, Property, Technology & Earth & Air & Water & Electrical & Ice, 5,620,000 Gold) Wielder may, at the start of each round, either create a Zone of Air, Water, Electrical, Earth, or Ice or deal 25,000 Flat Air, Water, Electrical, Earth, or Ice element Damage to up to 300 targets
Graveyard of Ships- (Item, Property, Water, 1,200,000 Gold) +1,200 SPI, Wielder may not be afflicted with Drowning or Voidstruck by sources below Level 40
Old City District- (Item, Property, Earth, 6,500,000 Gold) Delayed actions from sources below Level 40 may not scan wielder's stats
Port- (Item, Property, Water, 15,700,000 Gold) Wielder's Water element pets and summons gain +7,500 to all stats as a non-stacking bonus
River of Magical Wine- (Item, Property, Magic & Water, 30,000,000 Gold) Wielder may, at the start of each round, choose to regenerate 150,000 HP and MP and be afflicted with Poison: Drunk
Shipyard- (Item, Property, Water, 2,500,000 Gold) Wielder's Vessel transformations, whether equipped or unequipped, are dealt 25,000 Flat Water & Earth element HP Healing at the start of each round as though they were non-semipresent entities in the same battlespace as wielder
Waters at the World's Edge- (Item, Property, Water, 7,500,000 Gold) +3,000 to all stats, Wielder may not be afflicted with Drowning by sources below Level 60
*Rod of the Lord Fisherman- (Weapon Aspect- Citadel of the Fisherman, Staff, Water & Spatial & Fate & Wonder, X Gold) +62,200 Ranged Attack, +62,200 Magical Attack, 162% To Hit, +62% To Hit, 160% inflicts Paralyzed, 100% may inflict Drowning, Wielder's 'Ranged Attack' and 'Magical Attack' actions may unsummon targets that are below Level 30, Wielder may spend an action and choose an entity in any battlespace within the same battle that is below Level 40, and, upon choosing said entity, select an entity that it could summon that is on the Enemy List that is below Level 40, that is normally fightable for drops, and that is an Aquatic, Spirit, or Water-element Elemental and then acquire a buff that stacks 200 times that both allows its possessor to spend an action to summon said chosen summoned entity and that prevents said chosen non-summoned entity from summoning said summon while said buff is present on its possessor, provided its possessor is a different individual than said individual and that its possessor is both alive and within the same battle (but regardless of what battlespace both said individual and said possessor are in), Max 200 summoned across all summon types, Wielder may spend an action to create up to 4 Zones of Water
*Citadel of the Fisherman- (Item Aspect- Citadel of the Fisherman, Property, Water & Spatial & Fate & Wonder, X Gold) +62,000 Defense, 30% Water Resistance, 60% Drowning Resistance, Wielder gains Immunity to Drowning (but not its sub-status effects), 162% To Hit, 62% Resilience, This item's presence counts as the presence of a Zone of Water & Spatial & Fate & Wonder, and it may carry effects as though it were one, but it otherwise does not count as a Zone, Entities below Level 40 cannot Critical wielder, Wielder's summons may not be unsummoned by opponents below Level 40, Wielder may summon up to 4 Aquatic, Spirit, or Water-element Elemental from the Enemy List that are below Level 40 and normally fightable for drops at the start of each round, Max 200 summoned
Is the Citadel of sufficient level, given her Divinity, for her to attempt to construct an Afterlife therein?