So, as per
this link , we had a vote. Once the votes were in, there was a majority vote for "It was a dream". Now, that in and of itself of course poses some problems - and it was a
very tight vote. So, this is what we've come to.
It was, indeed, a dream. There was some very weird something-something going on - and it all went a bit wild there. But the dream had physical effects (maybe Cthulu turned over in his sleep - or the Idalos Induk snored extra loud or... something) - we are asking you to just work with us on this. It happened, wow, that was weird. Lets move on. Practically, what that means is:
Please Note:
If in the course of this overall review, I say that you can keep / have something and you don't want it - you don't need to have it. That's fine. However, if I say you lose something (like the mutations) - then they go. Thanks!
Mutations:
Any and all mutations gained from this event hung around until the 1st trial of the new Cycle (that's 1st October for us). On the 1st October, they will be
gone. That can start happening now (they can go now, if you wish) - they can disapoof immediately, or slowly fade. But they're gone, 1st trial of next Cycle.
Knowledge & XP:
For each thread you are in you will receive 20 XP and up to 20 knowledge of your choosing, though no more than 10 in a single skill, and only 10 knowledges total (throughout the event) may be for magic
Those knowledge do not need to be skills you used in the event.
How that will work: I will be reviewing these threads over the course of the next few weeks. I will be giving this one hour a day, for the sake of my sanity. When you have determined the knowledge you want - then please PM me the following:
1. A list of the threads you were in (with links -- just in case I miss something, yanno?)
2. A list of the knowledge you want.
If you are in more than one thread, just give me the list - I'll assign them.
You may
not assume you have the knowledge until it appears in your review. If I've received your pm before I review, I'll put it in. If I receive it after, I'll edit it in and PM you to let you know I have. It would be
enormously helpful if the players involved could do that sooner, not later. Thanks!
Teleportations etc:
Some folks got teleported places. That happened. Why? Maybe there was an NPC nearby with 100/100 in Dreamwalking or something. But they happened.
Magic:
1. All players may assume that you were initiated into
one magic if you choose. This is
in addition to any actual IC initiations which happened.
2.
Schism: - we're going to treat this like the mutations. The reality is that Schism is a few months -minimum - away from being ready and currently staff are up to our eyeballs in things and stuff, so it's probably longer. Therefore, there was a strange, weird Spark - but 1st of the new Cycle, it's gone.
Sprit-born:
Basilisk and I have spent... hours working on this. We're aware that there was a lot promised, but Basilisk, as Dev TL, is clear, and I quite agree with him. They can not happen as they were promised. There are no such thing as spirits of magic. Never has been and never will be because spirits are natural beings and Magic is not a natural force. The Spirit-Bonded players each will get a spirit familiar that sorta fused with/possesses/bonded to/did the symbiote thing Venom does with the PC.
This grants 4 special powers based on each spirit. (Except Llyr cuz he was Diri'd twice.) Please see your individual feedback below.
Daia, Moseke, etc:
Ok - so Hart, Luther, etc, did give some power to Daia. Her mark is now available - but she is in a semi-dormant state. Therefore, we're going to make her mark available up to Favored - any abilities etc beyond that will need to be quested for as per the tracker.
Domains are back to how they were on 1st of new cycle.
Ok. So, on to the list in the PSF which was
here.
In the order that they appeared:
Kisaik
► Show Spoiler
You keep your magic acorn. It is a magic acorn of movement! It allows you - twice a season (season, not cycle) to use the roots and under-earth network of plants to teleport yourself and up to 2 other Tunawa or Qi'ora anywhere on Idalos
Wald
► Show Spoiler
All good for you, all your threads / teleport etc is maintained.
Sybil
► Show Spoiler
All good for you, all your threads / teleport etc are maintained. For The Mistress - she is a Ghost and you can keep her as is.
Ricky
► Show Spoiler
All good for you, just to confirm that your Defiance is, as above, in addition to the "everyone can get 1 magic" - thanks.
Vega
► Show Spoiler
You are my pc. I'm putting this here for transparency, but it was decided by Basilisk. You will receive Daia's mark (which you may refuse) and your physical aging will be negated 1st October. Get a proper job.
Hart
► Show Spoiler
You will receive Daia's mark (which you may refuse) and your physical aging will be negated 1st October. Your wishes are at 12. The issue with that many fulfilments - it was a dream, you wake up with a headache. Lust - you may keep ahold (pardon the pun) of her - please submit to the PSF if you wish to. Caitlyn - nope.
Luther
► Show Spoiler
You will receive Daia's mark (which you may refuse). You may be Emptied if you wish it, or ignore it if you wish. Same with the anchor to Prae. Ghost / non-ghost skills - yep, we're happy to go with your preference as stated. So Door of Death and Door of Souls is to non-ghost.
Cervantez
► Show Spoiler
Spirit of Re-Animation.
1: Re-Animation Reset: For anyone who deals in re-animation, losing that which they have granted a semblance of life too is a costly loss, especially if they have invested time into the lost creature and made a higher class. Cerv's Re-Animation Diri can restore this false life to any of re-animated creatures that have been destroyed, restoring them to the state they were in just before they were restored. This can only be done once per creature, and must be done within a break of its destruction. In addition, since it restores the creature to the state it was in just prior to its destruction, Cerv must be cautious when asking for the Diri to use this power, as it could simply lead to the creature being destroyed again if he is reckless.
2: Taking Back The Gift: Many Diri view the practice of re-animation as a gift, one that can be both bestowed and withdrawn. Using this power, Cerv's Re-Animation Diri can take back the ether Cerv used to re-animate an undead, using to restore his own ether reserves, recover his energy, or even heal minor wounds. This ability can only be used once a season, but can target any re-animated being of his own creation.
3: Cut the Strings: Animation doesn't refer merely to the ability to re-animate the dead, but to cease that re-animation. Using this ability, Cerv's Re-animation Diri can disable the power animating up to any 5 undead beings. This does not apply to ghosts, Liches, Stoneborn, or anything that has been truly revived. This ability can only be used once a trial.
4: Identifying Tether: Every form of animation carries with it a faint trace of the animator themselves, no matter how they manage it. Cerv's Re-animation Diri can track those traces back to where the animation took place, which may help Cerv track down the original animator.
Llyr
► Show Spoiler
Zarik (Llyr Llwelyn): Spirit of Transformation
1: Lead to Gold: One of the most famous quests all those who pursue the art of Transformation is the mythic ability to change lead into gold. As a Transformation Spirit, Zarik's Diri has the ability to manage this sort of Transformation, able to tranform any non-living material into another non-living material. However, this is a direct 1-1 transformation. The Diri cannot, for instance, change one ounce of lead into five pounds of gold. It will only be one one ounce of lead into one ounce of gold. The transformation is also total, you cannot, for instance, change steel into glass but have the glass keep the strength of the steel. It will just be glass. This ability takes five bits of focus on a stationary object no larger than Zarik can hold in his two hands to use, but has unlimited uses.
2: Outline Made Real: Another quest of those who pursue the art of Transformation is the ability to change non-living matter into living matter. This ability allows Zarik's Diri to change any non-living matter that resembles a living creature into an inert version of that living creature. The being isn't alive, but it works with all other Magics and Blessings as though it is. However, it only works when applied to something that looks like a living creature, such a model or a stuffed toy or a taxidermied body.
3: Formshift: There are many abilities that allow one to take on the full form of another creature, and at higher levels, may even allow one to take on partial forms. However, there are limits to the latter, and a Diri of Transformation transcends those limits. Zarik's Diri can transform any one part of Zarik's body into that of an animal that Zarik has at least a passing familiarity with. While this is limited, it allows Zarik use of animalistic traits and abilities hey may not otherwise have access too, and is not bound by the limits of any magic or Blessing.
4: Materialshift: Sometimes, the limits of living matter prevent ones body from being up to the task one needs to perform. Zarik's Diri of Transformation allows him to temporarily overcome that limitation by transforming parts of his body into non-living materials, though they keep the manueverability they had when they were living matter and their weight doesn't change. However, this is ability overclocks the body, and as such, can only be used for a limited time, for a single break once a season. Any damage sustained will be kept once the body returns to normal.
Prae
► Show Spoiler
Your defiance Spark returns to a normal Spark.
Bonded to Spirit of Weakness
1: Trapping Spirit: Praetorum's Weakness Diri feeds off the strengths of others by leeching off those strengths, leaving them weak. The easiest way for it to do this is to lay in wait of a potential victim, creating a trapped zone exactly five feet long, wide, and tall. Any living thing that even partialy enters this trapped zone is something that the spirit can begin feeding from. This ability doesn't have any draining effects itself, but rather allows Praetorum and his spirit to drain a target at a distance, as otherwise Praetorum has to be touching the victim for the spirit to be able to drain them.
2: Physical Drain: Praetorum's Diri of Weakness can drain the strengths from a person, one physical strength at a time. This drain is not permanent, as the victim will slowly recover over a trial. However, the Diri can drain up 3/5ths of the victim's speed, strength, endurance, sight, hearing, or any other physical ability.
3: Transfer: As a mark of the symbiotic nature of the relationship between Spirit-Bonded and their Diri, Praetorum's Diri is willing to give up some of its meal to Praetorum, using what it drained from its victim to enhance Praetorum's physical abilities by up to half again what it already is. This boost takes into account any magic or Blessings that are already boosting Praetorum's strength, and can last up to half a trial.
4: Rapid Drain: Using a large burst of power, Praetorums' Diri can rapidly drain the physical ability of a target. This ability hits all the physical abilities of the victim, but can only drain 2/5ths of their ability. The Diri also doesn't get anything out of this, and will go into a semi-dormant state, slowly feeding off Praetorum over the course of the next trial. Once a trial has passed, the Diri will wake up, and Praetorum's strength will return over the course of the following trial.
Arlo
► Show Spoiler
You get your hat back.
Tio
► Show Spoiler
Ok. So.
Schism is dealt with. As per
this ticket and in answer to those questions.
1. You can move it once - once only - then it's where you choose it. As they said in Indiana Jones and the Last Crusade... choose well!
2. Nope, you can't spy out, or control any thralls etc outside. Totally cut-off
4. CTW - or the Dev thread for the city you go to - speak to the mod there, too.
5. Mortals etc - have to be with you and you have to be physically touching them. Immortals might well be able to kick the door in or casually wander in and out. Who knows?
Rabu
► Show Spoiler
You didn't start a war. You may keep Bubbles.
Max
► Show Spoiler
You keep your New Friend - can be used once per cycle.
Thysbae
► Show Spoiler
The Slags' Deep escape didn't happen, was but a dream.
Phew. Ok. Please drop me a pm if I've missed anything. Reviews will be starting the day after tomorrow, to give you time to send me those lovely knowledge. Thanks!