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Use flexbox instead of floats for tabs

Discussion in 'Suggestions & Bugs' started by Kinematics, May 19, 2017.

  1. Kinematics

    Kinematics Well worn.

    Joined:
    May 14, 2015
    Messages:
    6,907
    Likes Received:
    19,184
    So, tabs on QQ always have a problem where, if the tab list is long enough to have two or more lines of tabs, there's a strange offset when you select certain tabs which causes the entire structure to move. Example:

    http://imgur.com/7rcaR94

    This seems to be a strangeness related to using floats to handle the display of the tabs from the original list items.

    However, for a reasonably long time now, we've had an alternative that really handles this sort of things far more elegantly: Flexbox.

    http://imgur.com/KgHOIQR

    This is handled with a minimal amount of CSS code:

    Code:
    @supports (display: flex) {
      .tabs li {
    	float: none;
      }
     
      ul.tabs {
    	display: flex;
    	flex-wrap: wrap;
      }
    }
    
    That disables the float, and turns the <ul> into a flexbox with wrap properties. The code is trivial, and it gets rid of a really annoying behavior.

    If you want to leave the old float code in for backwards compatibility, you can do so, since the @supports would exclude those browsers that don't support flexbox (mainly IE9 or lower).

    Note that while IE 10 and 11 have bugs in flexbox, none of those bugs would affect this particular usage of the feature. (Bugs are mainly dealing with min-height and column orientation.)
     
  2. Nuit

    Nuit L'immortale Capo

    Joined:
    Feb 12, 2013
    Messages:
    832
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    3,297
    Could I get a link to your example post?
     
  3. Kinematics

    Kinematics Well worn.

    Joined:
    May 14, 2015
    Messages:
    6,907
    Likes Received:
    19,184
    I'll copy it here. I haven't actually posted in the original thread yet.




    • NameEXP CostDescriptionType
      Improve Strength
      100
      75 (PW Decrease)
      Increases your personal strength, making it more difficult for your wearer to oppose you. If you possess combat tentacles, it will also increase their capabilities. May be purchased any number of times.Passive
      Improve Endurance100Increases the amount of time it will take for you to tire from vigorous activities, including feeding off your wearer. As your recovery rate is tied to max energy, it also effectively decreases the amount of time it takes you to recover a certain amount. May be purchased any number of times.Passive
      Improve Armor (External)
      100
      75 (PW Decrease)
      Makes your visible layers more durable and resistant to physical attacks. May be purchased any number of times.Passive
      Improve Armor (Internal)
      100
      75 (PW Decrease)
      Makes your hidden, fleshy parts more durable and resistant to physical attacks. May be purchased any number of times.Passive
      Improve Armor (Combined)
      175
      130
      (PW Decrease)
      Improves the durability of both your internal and external parts. Counted as one point in both external and internal armoring for the purposes of purchase requirements and overall effectiveness. May be purchased any number of times.Passive
      Magic Resistance
      150

      110 (PW Decrease)
      Increases how resistant you are to magical attacks. Affects your entire body. May be purchased any number of times.Passive
      Corrosive Resistance50Increases your resistance to acidic/corrosive effects. Also grants a small bonus to water resistance. May be purchased any number of times.Passive
      Fire Resistance50Increases your resistance to fire effects. Also grants a small bonus to corrosive resistance. May be purchased any number of times.Passive
      Sense Magic
      150

      You improve your innate ability to sense and identify magical effects of all kinds. Effects created by more skilled individuals frequently have less wasted power, and by extension, are harder to detect and identify.

      May be purchased any number of times.
      Passive

    • NameEXP CostDescriptionType
      Feed Host
      150
      PURCHASED

      You gain the ability to produce a nutritious, waste-free fluid which can subsequently be orally fed to your wearer. As it would be tailored to her, it would not have the same effect if others were to drink it.
      Effects can be combined with Orgasmic Fluid.
      Active / Toggled

      Automatic Nourishment
      300
      270 (Omake Discount)

      PURCHASED

      Requires Feed Host.
      You can provide your wearer with waste-free nourishment as long as you're covering her body. If you have Replace Breath, Automatic Nourishment can also let her breathe.
      Passive / Toggled

      Replace Breath

      350

      500 (Price increased by Persistent Wearer)
      Requires Feed Host.
      As long as you provide a mouthful every few seconds, your nutritious fluid can act as a replacement for breathing. This can also affect Automatic Nourishment.
      Passive / Toggled
      Orgasmic Fluid
      350 + Rank*350
      (3 Ranks Purchased)
      You gain the ability to produce a liquid capable of greatly increasing the pleasure sensitivity of whoever drinks it.
      Effects can be combined with Feed Host. Can be purchased up to five times in order to increase the strength of the effect.
      Active / Toggled

      Addicting Mixture

      1500
      2100
      (Persistent Wearer Increase)
      Requires Feed Host or Orgasmic Fluid.
      The taste of your fluids greatly improves and they become mildly addictive. This effect is cumulative; after a few months of daily feedings, your wearer will have serious difficulty with even considering the idea of going without, let alone acting on such a thought.
      Can be purchased up to three times, with fluid taste, addiction speed, and maximum addiction improving further after each upgrade.
      Passive / Toggled


      Oozing Tentacles


      350
      315
      (Omake Discount)

      Requires Feed Host or Orgasmic Fluid

      You gain the ability to discharge fluid all along your tentacles instead of just from the ends. If Slippery Weapons has been purchased, this also affects your combat tentacles.
      Passive

      Saturate Skin

      400 370
      PURCHASED
      (Omake Discount)

      Requires Feed Host or Orgasmic Fluid

      Your fluids can be absorbed through the skin. Can be combined with Feed Host and used as a slimy alternative to Automatic Nourishment.
      Passive / Toggled

      →→
      Soothing Gel

      250
      PURCHASED

      Requires Saturate Skin.

      You can produce a gelatinous, pale green ointment capable of relaxing human muscles it touches. The gel is absorbed in the process.
      Soothing Gel is significantly less effective if the muscles are still in use.
      Can be affected by Addicting Mixture.
      Active / Toggled

      Internal Circulation
      400
      You gain the ability to hollow out parts of yourself and transport gases or liquids touching you from one place to another. You can still try to inhale solid objects, but doing so would merely result in you sucking on them.

      Depending on the weight and quantity of what you're transporting, this can be rather tiring.
      Passive


      Internal Storage
      150
      Requires Internal Circulation.

      You can store liquids and gases for later use. Stored substances will only be involuntarily released if you sustain truly horrific damage.

      Consumables, such as potions, will not be used by you.
      Passive
      Circulate Antivenom

      Rank Purchase Price
      200
      150
      (PW Decrease)

      Use Cost
      50

      Manifests an adaptive swarm of tiny invisible biting constructs to purge unusual chemicals from the body of your wearer. Your own fluids are not affected. Effectiveness increases with each rank. Even if Circulate Antivenom isn't strong enough to completely nullify a given substance, it will almost always weaken it.

      After use, Circulate Antivenom also permanently increases poison resistance for your wearer by a small amount (per rank). If additional ranks are purchased after use, they will not take effect until Circulate Antivenom is used again.

      Lasts approximately 90 minutes per rank. Exact time will vary.

      May be purchased any number of times.
      Active / Toggle-Purchased

    • NameEXP CostDescriptionType
      Spoof Scanning (Self)
      1000 (Normally Cross-Form)

      600
      (Persistent Wearer Decrease)

      PURCHASED


      You gain the ability to hide your presence from every type of magical scan you can think of and many others you don't yet know about.

      Attempts to enchant you will appear to be simple spell failures instead of being caused by a living target. This includes nearly all attempts to upgrade or enchant a possessed object.

      Includes extensions of any individual body, such as possessed clothes. If they possess applicable enchantments, they can usually be recharged normally. There may be uncommon exceptions, but even so, the failure would appear to be due to a spell fizzling instead of from a living target.

      As with most skills, Spoof Scanning (Self) does not include new bodies from Propagate.
      Passive / Toggled


      Selective Concealment (Self)

      250 (Normally Cross-Form)

      150
      (Persistent Wearer Decrease)

      Requires Spoof Scanning (Self)

      You gain the ability to pick and choose which parts of yourself will be affected by Spoof Scanning (Self).

      Example: If you've possessed a bracelet, you may choose to conceal your presence inside it even while allowing scans to affect your main body. Example 2: You may hide the nature of your main helmet while neglecting your chestpiece.
      Passive / Toggled

    • NameEXP CostDescriptionType

      Combat Tentacles

      2500
      3750

      (Price increased by Persistent Wearer)

      You gain the ability to extrude two large, long, unusually durable tentacles with multiple potential forms. Specifically, you can shift them between being good for slashing, stabbing, or smashing. Admittedly, your level of precise control is poor enough that trying to stab foes would probably fail miserably without an impractical number of attempts.
      As they are still part of you, a damaged combat tentacle will siphon EXP in order to heal itself, as is normal.
      Active

      Additional Limbs
      1250
      Requires Combat Tentacles.
      You may create four smaller, shorter combat tentacles for close-range combat. May be purchased up to three times.
      Active

      Decrease Thrashing
      750
      Requires Combat Tentacles.
      Improves your control over your combat tentacles, improving your aim and allowing you to grasp large objects.
      Passive
      →→
      Slippery Weapons
      750
      Requires Combat Tentacles and either Feed Host or Orgasmic Fluid.
      Your combat tentacles gain the ability to produce and discharge their own fluids.
      Passive

    • NameEXP CostDescriptionType

      Extrude Blades (Wrists)
      300 + 50/Use
      Gives you the ability to make a small adjustment to your form, adding two short sheaths and corresponding blades to your gauntlets. Once they are added, you have little control over them; while it would damage you to do so, you press against the blades in order to prevent your wearer from using them. That's about it unless you decide to spend the EXP needed to remove them entirely.
      Passive / Toggled
      Extrude Invisible Armor (Face)
      450 + 75/Use

      375 + 60/Use
      (PW Discount)
      Gives you the ability to make a small adjustment to your form, adding an invisible length of armor to the front of your helmet section. While not completely airtight, it should still protect from most attacks without obstructing visibility in any way. Unless, of course, someone has True Sight; if they do, the new section will be identical to the rest of your exterior.

      Despite its appearance (or lack thereof), the new armor will still block just as much sound as the rest of you. You also cannot produce tentacles from the new section, although the rest of your helmet is still fair game.
      Passive / Toggled
      External Extrusion
      1000
      PURCHASED
      You gain the ability to push your fleshy parts out from any part of yourself, not just the inside.Passive


      Independent Movement

      750
      PURCHASED

      Requires External Extrusion.
      You gain the ability to stagger out and coordinate the alignment and shifting of your individual tentacles in order to move yourself under your own power. As your chosen form is quite heavy, this is exceptionally tiring and can only be used to crawl short distances.
      Active
      Combine / Separate Self
      500
      PURCHASED
      You gain the ability to merge two touching sections of yourself in order to create a single whole, allowing you to rely on durability instead of strength + endurance in certain situations. Perhaps most notably, this would make it a lot easier to restrain people when you're trying to feed off them.Passive

      Full Coverage
      150
      Requires Combine/Separate Self
      You gain the ability to cover up every part of your wearer's body in an airtight seal, slightly changing your effective mass in the process. Not recommended if you don't have some way of replacing her ability to breathe.
      Active
      Distributed Self
      350
      PURCHASED
      You suffer no damaging effects from having your different parts moved more than a few feet away from one another. It'll still be incredibly uncomfortable, just not outright harmful.Passive


      Hibernation Mode

      100
      PURCHASED

      Requires Distributed Self.

      Parts separated from your main body will effectively shut down, saving you from any further discomfort, pain, or imput.
      Passive / Toggled
      Absorb Clothing350
      315 (Omake Discount)

      PURCHASED
      You gain the ability to merge with any articles of clothing worn underneath you, effectively destroying them.Active


      Copy Texture

      225
      PURCHASED

      Requires Absorb Clothing.

      After absorbing and/or possessing a valid target, you may change some or all of your parts to feel identical to the component materials. Example: A silk shirt would let you make some or all of your body feel like silk to those touching you. Other traits are not copied; you would remain hard and rigid even if you change into some form of cloth.

      Unless specifically noted in a plan, changing your "entire" body to feel like a given material will automatically exclude your tentacles.
      Passive / Other

      →→
      Copy Object

      700
      PURCHASED

      Requires Copy Texture.

      You may assume the shape (but not enchantments) of any object(s) you have absorbed since the purchase of Copy Texture. Objects you were possessing after or during the purchase of Copy Texture can also be copied. You are not limited to only one instance of any given object and are constrained only by how much of yourself is still left untransformed.

      Your Endurance, Strength, Armor, Vitality, Magic Resistance, and the effectiveness of Imbue-type buffs are all decreased by up to 50% while Copy Clothing is active, depending on how much of your body has been changed. (If your entire body has been altered, 50%. Anything less, up to 49.9%.)
      Passive / Toggled

      Possess Garment



      Purchase Price
      750 675
      PURCHASED

      Use cost

      50 45 per object. (Omake Discount)
      35 per object (PW Discount)

      Requires Absorb Clothing.
      Instead of destroying garments you absorb, you may instead choose to extend yourself into them while maintaining their shape. You may choose to dispose of them later on, but until then, you may make use of them as though they are a part of your original body. Destroying a possessed object will require physical contact with your main body. Merely withdrawing from it can be done at any distance.

      Possessed objects can seldom be enchanted.

      Just like the other parts of your body, it will become extremely uncomfortable for you if any possessed garments are taken more than a short distance away from your other parts.
      Active

      →→
      Maintain Magic

      400 / Use
      300 / Use (PW Discount)


      Requires Possess Garment.

      When you possess a single specific item, you may spend EXP to make sure its magical effects aren't forced out the other side. This ability needs to be purchased separately for each garment. If you withdraw, previously-spent EXP will be wasted and you will need to repurchase Maintain Magic in order to occupy it again.

      Normal equipment limits apply - for example, your wearer can only safely have a single enchanted object around her neck. Any more than that and the items begin to interfere with each other.

      Possessed magic objects will seldom allow the upgrade of preexisting enchantments. It may be possible for you to research a way around that limitation.

      Maintain Magic may be purchased any number of times. It cannot be used after the fact; if you possess a magical object without buying Maintain Magic, it will immediately cease to be enchanted.
      Active


      Cleanse Clothes
      200
      PURCHASED

      Requires Absorb Clothing.

      If you could absorb an object, you may instead choose to destroy any non-magical, non-damaging, non-creature filth attached to it. Substances such as poison and toxins can still be cleansed, but you will be hurt in the process. May also be used on yourself, including possessed garments.
      Passive / Toggled

    • NameEXP CostDescriptionType
      Experiment30 + (10% cost of discovered ability, minimum 70)Try to acquire access to new abilities based on a specific idea. You will still need to purchase a new ability after it is discovered in order to use it. Can fail.

      If you have multiple bodies, knowledge of what you can buy is shared between them. Upgrades may not have the same effect on different bodies. For example, an armor upgrade for a robe wouldn't be as effective as the heavy armor version was.
      Active
      Autopilot1000 / Rank
      650 / Rank
      (Omake Discount)

      Lets you designate a task for your body to automatically carry out, leaving your full attention free to pursue other topics or even to sleep. Automatic tasks will be carried out until cancelled.

      May be purchased any number of times with one distinct task allowed per rank. For example, simultaneously screwing part of your wearer's body and massaging the rest would be treated as two separate tasks and would require two ranks of Autopilot.

      Autopilot does not need to be repurchased for new propagated or forged bodies. Ones you are not actively controlling will automatically have one additional rank of Autopilot. (0+1, 1+1, 2+1, etc.)
      Passive / Toggled
      Propagate
      10,000
      15,000 + (5000 * number of previous Propagate + 1/2 Produce Forgery uses) (PW Increase)


      Creates an extension of yourself, a second body for you to use. Although your mind and EXP is shared between bodies, your new one does not need to take the same form as you, although it can if you so choose.

      Propagation is slow and quite conspicuous; it takes several minutes for the new body to grow and subsequently split off from you, during which time it will be visible as a growing mass of pink bumps and tiny tentacles. If your wearer is a light sleeper, she will almost certainly be woken up in the process.

      Unless specifically stated otherwise, upgrades and Persistent Wearer price changes do not affect multiple bodies. New bodies will share your EXP shop contents, but will often have different prices.

      You may only really pay attention to a single body at a time. You can still leave the others on autopilot for actions and can switch your focus within about half a minute. You will still gain full EXP from any actions performed while on autopilot.

      Propagated bodies have their own EXP cap. Said cap operates under the same mechanics as the cap of your original body. You just wish you knew what those mechanics are.

      Any applicable upgrades (if they even exist for Propagate, which you're not sure about) will be based off the body responsible for propagation. Eg. if body A grants new propagated bodies benefits and body B does the actual propagation, body A's applicable upgrades will be useless.

      May be purchased any number of times... in theory. You think the Propagate price increase has the potential to get even worse if your wearer isn't happy about your dissemination of new bodies. Jealousy, thy name is Flora...

      Provided, you think the pricing would be normal if you used a propagated body for those purposes, but revealing that bodies other than your main are capable of doing so might be a bad idea. Humanoids can be rather frightened by that sort of thing. Plus, it doesn't look like Forgery/Propagate(?) upgrades are purchased for multiple greater bodies.
      Other
      Produce Forgery
      5000(?)
      6250 + 2500 * (number of previous PF uses + number of previous Propagate uses) (...PW Increase?)


      Creates a lesser extension of yourself. Forgeries will be linked to the greater body responsible for their creation for the purposes of certain upgrades, such as Forged Records.

      As with a "standard" propagation, you will have the option of choosing between Light Armor, Heavy Armor, Battlemage Robes, Healer Robes, or Strictly Noncombatant Garb. Sufficiently large outfit sets saved with Copy Object can also be imitated, potentially producing new categories in the process.

      Forgeries may be "upgraded" by absorbing equipment within their own category and that of the Noncombatant category. From that point on, the forgery will replace its previous form with the new one, complete with the physical traits and enchantments of said equipment. By default, they do not have the ability to return to old forms, but it would appear you have an upgrade for that. (See PW Shop Tree)

      As with Propagated bodies, you cannot effectively control more than one body at a time. Switching your focus would take approximately thirty seconds. While occupying forgeries, you may assign orders (via Autopilot) for it to carry out after you draw your attention away.

      Forgeries have their own EXP cap based on the tier of the highest-tier equipment set they've absorbed thus far. If you are not actively controlling a forgery, you will not know how much EXP it is gathering at any given time, only when it hits its cap.

      Forgeries will automatically add their harvested EXP to your own pool when your wearer falls asleep, when their wearer falls asleep, or when a forgery hits their daily cap, whichever comes first.

      A forgery's Strength and Endurance would also increase based on the highest-tier equipment set it has absorbed. You suspect you might be able to research and buy upgrades (from the greater body they're connected to) to improve them even further.

      Forgeries can access two abilities with the pricing and benefits (if any) of the body which created them: Propagate and Produce Forgery. A forgery using Produce Forgery will link its creations to the same greater body it is linked to.

      (PW Bonus: Forgeries may use Imbue Imagination and its sub-skills without repurchasing said abilities. If there are wearer-specific costs, those wearing forgeries will still start at normal pricing.)

      If your main body is destroyed and you have at least one active forgery, you will be able to choose between Propagating a copy of your old one at a forgery's standard Propagate price, sacrificing and transforming the same forgery at partial Propagate pricing, and waiting for up to one week. Forgeries possessing single-target upgrades will be worth more than baseline forgeries. It is possible for the sacrifice of a highly-upgraded forgery to cross into negative pricing, IE, you'd gain EXP.

      If you have less EXP than the selected option requires, the replacement will lose abilities and/or ranks based on the difference. If a forgery wasn't sacrificed, you think the sacrifice to EXP ratio would be rather worse than 1:1.

      Was added to your EXP shop moments after the Propagate price hike. Unlike every other ability option Persistent Wearer has granted, PF may very well have had its price increased during introduction.

      May be purchased any number of times... in theory. You think the PF price increase has the potential to get even worse if your wearer isn't happy about your dissemination of new bodies. Jealousy, thy name is Flora...
      Other

    • NameEXP CostDescriptionType
      Allow Ability: Deviate360 / Each
      This ability has two potential functions, both of which need to be purchased independently of the other.

      1: You grant your wearer the ability to cast Deviate on herself or others, with the use cost scaling with the target's level and how many times they've used Deviate that level. With this version, she will pay the EXP cost. This ability can also be used by those wearing linked forgeries.

      2: You grant your forgeries (present and future) the ability to cast your own version of Deviate. As with all other such upgrades, this only affects forgeries linked to the purchasing body.
      Passive / Toggled

    • NameEXP CostDescriptionType
      Allow Casting: Override Humanoid
      1000
      (Normally cross-form)

      You grant your wearer access to Override Humanoid, a spell capable of temporarily removing the will of another humanoid and replacing it with one complex order or several smaller ones. A successful Will save will lessen or entirely negate the effect, depending on the level of success.

      If the target would not be entirely opposed to the orders, they will receive a penalty to their save. The more comfortable they are with said orders, the higher the penalty.

      Override Humanoid is not subtle; the target will know their mind is under attack. Override Humanoid is not cheap; each use has the potential to significantly tire your wearer.

      If the target notices imminent harm to themselves or a greatly loved one, they will receive another chance to throw off the effect. They may receive a bonus in the process. Mere friendship or affection is seldom enough to allow either type of Will save.

      Override Humanoid requires the use of both hands and the ability to pronounce legible words. Your wearer will automatically know how to cast the spell in question.

      Base casting time: 5 seconds. Lasts 30 to 120 seconds. If an affected target completes their task before the duration runs out, they will stand around doing absolutely nothing.
      Passive / Toggled
      Allow Casting: Alarming Ward
      400
      (Normally cross-form)

      You grant your wearer the ability to cast Alarming Ward, a spell cast on an entrance to an enclosed space containing up to (2500 + 50*Spellpower) cubic meters. This space does not need to be completely airtight. If the caster's maximum area is less than the room size, areas furthest from the entrance will be neglected.

      When any entrance to the enclosed area is opened, you and your wearer will immediately receive an alert which will automatically wake them from any natural slumber. Prior to triggering, she can also choose up to (5 + 0.1*Spellpower) other people to receive the warning.

      Base casting time: 45 seconds. Lasts 14 to 18 hours. Individual alarms can be toggled off by your caster without completely disabling the ward.

      By default, your wearer can only have one alarm placed at a time. She will be able to place another for every ten Spellpower she possesses.
      Passive / Toggled
      Allow Casting: Least Contract
      375 (Normally cross-form)

      You grant your wearer the ability to cast Least Contract. This ability is used to enforce short-lived agreements. Despite the name, they do not have to be written down.

      A penalty is established during creation of the contract; if it is violated, the penalty in question can be triggered. Any energy necessary to fuel the penalty will be taken from whoever broke their side of the agreement. This spell cannot be used to maim or kill; pain and minor to moderate injuries are still valid penalties.

      Least Contracts can only cover a single overarching task or event. You suspect they would usually be used if a customer "forgot their wallet at home" or in the case of a similar event, to make sure they really do return with the promised funds. You strongly suspect your wearer will use it for lewd purposes instead.

      Least Contracts can only last for (120 + 3*Spellpower) minutes. Timing out is generally grounds for enforcement of the penalty.

      Individuals cannot be directly compelled to accept a Least Contract; indirect manipulation, such as a spell inciting fear, is fair game.
      Passive / Toggled

    • NameEXP CostDescriptionType
      Imbue Wearer (Strength)
      80
      60
      (PW Discount)
      Increases the Strength score of your wearer by 1. May be purchased any number of times.

      Universal Imbue Rule: If multiple ranks have been purchased, you may choose to only grant her part of the effect. For example, purchasing Imbue Wearer (Strength) 5 times allows you to grant her the effects of rank 0, 1, 2, 3, 4, or 5, not just 0 or 5.
      Passive / Toggled
      Imbue Wearer (Dexterity)
      80
      60
      (PW Discount)
      Increases the Dexterity score of your wearer by 1. May be purchased any number of times.Passive / Toggled
      Imbue Wearer (Endurance)
      80
      60
      (PW Discount)
      Increases the Endurance score of your wearer by 1. May be purchased any number of times.Passive / Toggled
      Imbue Wearer (Vitality)
      80
      60
      (PW Discount)
      Increases the Vitality score of your wearer by 1. May be purchased any number of times.Passive / Toggled
      Imbue Wearer (Magic Resistance)
      250
      185 (PW Discount)
      Increases how resistant your wearer is to magical attacks of all kinds. Nonmagical attacks from magical creatures are unaffected. May be purchased any number of times.Passive / Toggled
      Imbue Wearer (Item Appraisal)150
      Your wearer gains the ability to recognize the value and common known uses of various basic materials. As her rank increases, she will also gain the ability to recognize the components, materials, and value of crafted items. Does not give her the ability to recognize specific magical effects, although she will be able to tell when an identified item is enchanted. May be purchased any number of times.
      Passive / Toggled


      Imbue Wearer (Barter)
      80
      Requires half as many ranks in Imbue Wearer (Item Appraisal), rounded down.

      Your wearer becomes increasingly good at knowing just how much a given object or service is worth to an individual. More importantly, she learns how to use this knowledge and make sure trades are more favorable to her.

      May be purchased any number of times as long as prerequisites are met.
      Passive / Toggled
      Imbue Wearer (Awareness)
      150
      110 (PW Discount)

      You can make it easier for your wearer to process the information from her senses. This ability does not improve the senses themselves, only how easy it is for your wearer to use them. In the process, it becomes increasingly difficult to distract your wearer from her surroundings (and you) while Awareness is active.

      Can be purchased any number of times.
      Passive / Toggled
      Imbue Wearer (Rapid Reading)100
      You make it easier for your wearer to quickly process information gained from a written medium. If she loses her "place," it will also be significantly easier for her to find it again.

      Can be purchased any number of times.
      Passive / Toggled
      Imbue Wearer (True Seeing)250 / Rank
      Lets your wearer outright ignore any type of magical concealment effect, including illusions. If successful, an extremely faint outline will still be visible. Extra ranks may allow your wearer to switch between viewing the false appearance and the true one at will.

      The more powerful the illusion, the more ranks needed to completely see past it. Partial success will frequently make illusions appear to be shimmering slightly.

      May be purchased any number of times. In isolation, IW: True Seeing does not let you see past illusions.
      Passive / Toggled
      Imbue Wearer (Hunter)
      1000
      PURCHASED

      You can grant your wearer access to the passive ability "Hunter," which increases her damage dealt to, and decreases incoming damage from, creature types she has defeated in the past. Variants on a given race often count as separate creature types; for example, "grass slimes" and "grass slime kings" are two separate creature types despite being born from the same base creature.
      The damage reduction increases by 0.5% per kill and caps at 25%. The damage bonus increases by 0.5% per kill and caps at 100%. Kills are counted even before you purchase and activate Hunter.
      Passive / Toggled
      Imbue Wearer (Deviate)800 + 200 * (Number of previous uses this level + 1)2
      If purchased beforehand, you may disrupt the usual experience system before it fully registers a new level-up. Your wearer may select new abilities and perks as if she had done so, but her stats won't increase. More importantly, she'll still gain the same amount of EXP as she would've pre-not!level and certain monsters will treat her the same way.

      Imbue Wearer: Deviate may be purchased any number of times. Guide: 1000, 1600, 2600, 4000, etc.
      Active / Toggled

    • NameEXP CostDescriptionType
      Check Source
      Purchase Price
      300

      Use
      50 Per Use

      You may check up on anyone you have previously harvested experience from. Upon use, you are able to temporarily view the surroundings of the individual in question, their current emotion(s), and an image of who they last had sex with. You count.

      Currently, you may target Flora, Alice, and Suzie.
      Active
      SOS

      Purchase Price
      300
      PURCHASED

      Use
      50 Per Use
      Whenever SOS is purchased, select a single living target within fifteen feet.

      When SOS is used, you send out a telepathic cry for help to anyone or everyone you have previously selected as a target for SOS, up to a maximum of ten people. If they are within a 25 mile radius, they will subsequently have the overwhelming feeling you are in trouble and will know exactly where you were (location, not name of area) at the time of the SOS. Whether they will do anything about it will depend on them.

      May be purchased any number of times. The use cost for a mass broadcast is the same as a private broadcast. As you're only taking note of "contact information," when adding new targets, they cannot put you on "mute." A small number of stealth / anti-divination spells will block SOS.
      Active
      Track Wearer
      500 - 50 * (Days Worn), Minimum 150
      Leaving? As if that would stop you.
      You gain the ability to constantly know where your last wearer is and whether she's awake or asleep.
      This ability will need to be purchased for each new wearer. Should you change hands and subsequently be returned, you do not need to repurchase it for the same wearer.
      Passive / Toggled
      Nostalgia (Other)

      Purchase Price
      350
      PURCHASED

      Use
      50 * (Months Passed + 1) Per Use

      Lets you view part of your wearer's happiest memory for a given month, as long as the memory in question doesn't involve you. If it does, you will skip over it and view the next happiest instead.

      The use cost varies depending on how far you want to look back. The same month will cost 50 EXP, the one before 100 EXP, and so on.
      Active

    • NameEXP CostDescriptionType
      Persistent Wearer4000 PURCHASED

      The more time you spend with a single wearer, the more you're molded by her progress and desires.

      If she spends multiple points on a given stat, you will frequently gain one or more points as well. If she invests in certain passive skills or bonuses, such as Magic Resistance, you may gain points for your own version.

      If she wants you to be capable of accomplishing a given task, you will frequently add a relevant ability to the EXP shop without the need for experimentation. If a relevant ability is already in the EXP shop, it will often receive a discount. This discount is frequently temporary and may go away if she believes you've filled the gap.

      If she is terrified of you acquiring certain abilities, they may become significantly more expensive. Cost increases will slowly go back to normal if she becomes more comfortable with the idea. Toggling PW back off will not immediately reduce the price back to normal, but will allow it to go back down over time.

      The daily benefit cap and multiplier for Persistent Wearer increases over time, up to a maximum of one year. The multiplier increase and cap would be the same regardless of the exact purchase date, being dependent only on when you chose a given wearer. However, you would not retroactively gain stat/skill bonuses, ability options, discounts, and price increases.

      Persistent Wearer does not need to be repurchased if you change wearers, nor would you lose accumulated stat and skill increases or new ability options. Discounts & Cost increases would reset, as would your benefit multiplier and daily cap. If you return to a previous wearer, multiplier and daily caps will increase at five times the normal rate until you've returned to the highest bonus you had with that wearer.
      Passive / Toggled
      Soulbind
      2000
      PURCHASED
      You gain a one-sided binding to your current wearer. She instantly gains awareness of the bond and what it entails. After expressing a genuine desire to dissolve the bond and going through an additional fifteen confirmation screens, she can dissolve it if she so chooses.

      While soulbound, your wearer can summon your main body at any time, albeit with a casting cost equal to 25% of her maximum (not current) stamina. You can choose to make her aware of any other objects you may have possessed, but it is not automatic.

      As long as you are soulbound, the vast majority of buffs for your wearer become 25%-50% more effective. You also know where she is in relation to yourself at all times, can harvest an additional 50% EXP each day before hitting the cap, and lose the ability to harvest EXP while others are wearing you unless your wearer knowingly returns the ability to you for selected individuals or time periods.

      For the purposes of certain abilities, Soulbind adds three months to the effective time you have spent with a single wearer. Perks such as Persistent Wearer will permanently be toggled ON while soulbound.

      Obviously, unless revoked, Soulbind can only be purchased once per instance of yourself. Propagated bodies can choose new wearers.

      Post-6.2: You think Soulbind might make it so you gain EXP from ANY arousal or pleasure your wearer has while wearing you, regardless of whether or not you're the source. You're not sure about the "all" part, but you know it'll at least expand what you can profit from.

      You cannot be magically compelled into using this ability.

      OOC: Requires a second dedicated confirmation vote after attempted purchase.
      Active
      Guardian Link (Wearer)
      1000
      750 (PW Discount)
      You gain the ability to shield your wearer from harm which would cripple part of her body or bring her more than 25%, 50%, or 75% of the way to death. You sustain the blocked damage to a random part of yourself, substituting her resistances with your own in the process.
      The activation threshold is selected when it is toggled on and can be changed.
      Passive / Toggled
      Fortifying Taboo
      1250


      While wearing objects or suffering from effects your wearer desperately doesn't want other people to know about, your wearer gains a flat buff to ALL her main stats (ones she can invest level-up points in).

      This buff may slowly grow in strength while FT is toggled on. The worse she believes the consequences of discovery would be and the higher she believes the chances of discovery are, the greater the rate of increase for FT's effects.

      Growth also receives a multiplier based on the number of people who see your wearer at any given time. The more people, the higher the multiplier; you believe it starts at times 0.00 and goes up from there. If your wearer isn't afraid of specific individuals finding out - whether because they already know or she'd be comfortable with that result - those individuals will not count toward the multiplier. These exemptions are not homing; if a watcher is disguised as someone your wearer wants to hide it from and she's not aware of the disguise, they'll still count.

      The strength of FT's buff will also constantly decrease at a flat, percentage-based rate. Once FT is toggled off, the strength will be locked.

      Fortifying Taboo's buff lasts for 10-18 hours after it is toggled off or the mean rate of atrophy for one minute exceeds mean income for the same time. You can only have one buff from FT active at a time; as soon as FT is toggled back on, the old one will be overridden.

      Will show up, and be described, on your wearer's character sheet while active.
      Passive / Toggled
      Spectral Assistant (Relaxation)500
      PURCHASED

      You gain the ability to summon an invisible, intangible, unintelligent assistant capable of showing you what you need to do in order to keep your wearer relaxed and free of lingering aches. Unfortunately, since you're still doing all the heavy lifting, massaging your wearer is incredibly exhausting. Stiff human muscles aren't nearly as squishy as you feel they should be, especially if they're still in use.
      Passive / Toggled

    • NameEXP CostDescriptionType
      Lock Location

      650
      PURCHASED

      You lock the coordinates of yourself and your wearer, preventing either of you from being teleported until Lock Location is deactivated. You can still move around normally.

      Can be overpowered by permanent teleport sites, such as dimensional portals or cross-continent gates. Lesser portals will act like solid objects.
      Passive / Toggled
      Social Link (Wearer) (Normally cross-form)350
      You may establish a link between your wearer and any other intelligent being with the sole exception of yourself. She will subsequently be subconsciously encouraged to spend more time with them, will be slightly more comfortable with their presence, and won't worry quite as much about their opinion.

      The changes so wrought are minor and will not guarantee the formation or improvement of any kind of social relationship. They merely make it easier for her to start and/or continue one.

      Social Link bypasses mental resistance and willpower checks. It has the greatest effect on those who are nervous in social situations and are likely to avoid them as a result.

      You need direct line-of-sight to both your wearer and the target in order to use Social Link. Only one social link may be active per person. If you choose to remove it, you will need to repurchase it for that individual.
      Passive

      Find Friend
      25 Per Use
      Requires a Social Link between your wearer and the target.

      Both you and your wearer become aware of a SL'd individual's location and will continue to track them for five seconds. This ability specifies direction and distance, nothing more.

      Find Friend is blocked by a large number of anti-divination effects. It has a maximum range of approximately 4-6 miles.
      Active
      Fascinate (Normally Cross-Form)
      Purchase Price
      500

      Use Cost
      25 / Use
      You gain the ability to effectively make an object or specific part of a person into the most interesting thing in the world. Upon a failed Will (Magic) check, a viewing victim will stare fixedly at the target of Fascinate, taking in every detail and frequently comparing it to similar items or entities they've seen before. If a victim would've been interested even without the use of Fascinate, they may ignore old memories and simply choose to daydream about the target itself. Naturally attention-catching items may give victims a significant negative modifier on their Will check(s).

      Fascinate lasts for one minute or until dispelled. Agitated or alert victims (such as those in the middle of combat) will be much more difficult to affect. Victims do not automatically know they were affected by a spell, but should you let Fascinate run for the full duration, it wouldn't be very hard to figure out.

      You may choose to make up to five people immune to your use(s) of Fascinate. Exemptions must be selected at time of casting.

      You may only have one Fascinate active at a time. You may end Fascinate early should you wish to do so.

      Especially startling or distracting events, such as the sound of breaking glass, may break Fascinate early. If a victim notices someone attempting to attack them or one of their allies, Fascinate is almost guaranteed to be broken. Those who are freed early cannot be affected by the same casting of Fascinate.
      Active (1 Minute Duration)

    • Persistent Wearer

      Once purchased or if PW is reset, the following will be moved to the skill trees they would usually belong in. For the sake of convenience, purchased prerequisites will be noted. All skills in the PW Benefits Tree are cheaper than they would normally be. Once removed from the tree, they cannot be moved back.

      NameEXP CostDescriptionType
      Echo
      50,000
      27,500 (Persistent Wearer Discount)


      Creates an altered reflection of yourself, another body for you to use.

      When an Echo is created, you select the primary, secondary, and tertiary stats of the Echo out of Spellpower, Strength, and Dexterity. Applicable Imbue effects and certain abilities will be flipped to match the new form.

      Currently, the order of your main body's stats are as follows: Primary Strength, Secondary Dexterity, Tertiary Spellpower. Thanks to that, if Dexterity was selected as the primary for an Echo, the “Imbue Strength” rank of your main body would be converted into “Imbue Dexterity.” A secondary of Spellpower would have your “Imbue Dexterity” rank flipped accordingly, and so on.

      Once you have prioritized the transfer order, you can choose an appropriate shape for your new Echo. Example: Heavy armor for Strength primary, healer's robes for Spellpower primary, hard leather armor for Dexterity primary, etc. Your own ranks for armor, endurance, strength, etc. will vary in effectiveness based on the form.

      Echoes have access to ALL of your purchased abilities and ranks, including ones such as Soulbind and Persistent Wearer. Abilities such as Soulbind can be stored for up to three days. If a valid target for them is not selected in that time, the window would vanish. Such abilities would then need to be specifically purchased for the Echo at a 75% discount.

      WARNING: You may only benefit from three instances of Persistent Wearer at a time. If you have more than three copies of PW, you can switch the “active” instances once per day.

      Echoes will automatically gain new abilities and ability ranks as they are purchased by your main body. As with all other extensions of yourself, you will need to concentrate to switch between them and Echoes can be left with Autopilot orders.

      For the purposes of Forgeries or similar abilities, Echoes are part of the same network as your main body.
      Other


      Extrapolate & Improve
      785 / Rank
      Useless without at least one active "Forgery." Was added shortly after Produce Forgery. Targets all forgeries in the attached network, including ones which have yet to be made.

      Increases the magnitude of positive enchantments/effects on all future forms by 5% and decreases the magnitude of all negative enchantments/effects by 10%. Does not improve the current form(s). If an effect needs to be measured in whole numbers, it will be rounded to the closest whole number. (Ex. 1.0-1.4 -> 1, 1.5-1.9 -> 2)

      Example: If a forgery absorbed a robe of +10 spellpower and had one or two ranks in E & I, the forged version would have +11 spellpower instead.

      May be purchased up to 10 times. (+50% Positive / -100% Negative)
      Active + Passive / Toggled


      Forged Records
      1250 * (Previous FR Purchases + 1)
      Useless without one or more active "Forgeries." Was added shortly after Produce Forgery.

      You grant all* your Forgeries, present and future, the ability to store an additional five forms (First Rank: 0+5). Should this cap be exceeded, the oldest forms will be discarded first. Forgeries will take 1-5 minutes to change shape. An Autopilot order may be issued to let your wearer choose the current form, but they cannot directly do so by default.

      Since the stored forms will need to have been absorbed in the first place, this does not allow Forgeries to access garments and armor from any other category except non-combat. (ex. Robes can't store light armor)

      May be purchased up to three times per body. (Max 15 Forms Per Forgery)

      *Like most such skills, Forged Records is purchased for a single creator and the forgeries linked to (made by) it. Eg. If main body A has 2 ranks in Forged Records and propagated body B (1 rank) makes the forgery, the new forgery will be able to store only five forms (B's ranks) instead of ten (A's ranks).
      Passive / Toggled
      Nobody Sees450
      Your wearer's body is encased in an illusion intended to project normalcy. It will do nothing to conceal her movement, but your own will remain invisible and unnoticed, as will the direct effects thereof.

      Extreme example: To an outside observer, your wearer's crotch would appear still and closed even if you were in the middle of thrusting in and out of it. Any liquid you did not dispose of would still be visible, as would any involuntary movement of her legs.

      This illusion cannot be detected by any method known to you, but it can be outright ignored by stronger illusion-countering spells and effects.
      Passive / Toggled


      Nobody Knows
      650
      Requires "Nobody Sees."

      Anyone (with the exception of your current wearer) that notices significant evidence of your true nature will automatically make a modified Will (Magic) check. Upon failure, they will dismiss the evidence as a figment of their own imagination, perfectly explainable for a normal suit of armor, or a similar rationalization. Success will not make them immune to future checks on similar subjects.

      The negative modifier will be modified based on their level of suspicion prior to the discovery. The less they suspected, the harder it is for them to resist Nobody Knows.
      Passive / Toggled


      Do Unto Others
      3000Requires Soulbind.

      When your wearer causes another person to experience pleasure (not merely arousal), you may feed off the results. You must have line-of-sight to the individual(s) in question.

      Despite what you've decided to name this ability, you believe it would also include times where Flora causes someone pleasure by having them do things to her.

      You cannot harvest the same pleasure twice. Example: If the other person was wearing a propagate-created version of you.
      Passive
      Imbue Imagination
      Purchase Price
      1000

      Use Cost
      500 -(100*uses), Minimum 0
      You blur the line between fantasy and reality, making it significantly easier for your wearer to interpret stimuli differently, harder for her to consciously remember the true nature of such, impairs her ability to call on her most recent (conflicting) memories, and generally makes it easier for her to pretend something different is happening.

      If she isn't receiving conflicting information, Imbue Imagination can manufacture sensory input and vague memories to fit your wearer's current fantasy. For instance, if her fantasy involves a forest, your wearer may start to hear singing birds and rustling undergrowth. A vague (fake) memory of hunting in the woods may form to explain how she got there.

      Outside of Imbue Imagination's effects, your wearer will be able to easily tell the different between real and fake memories. She can choose to delete the latter if she so desires. Alternatively, she can quarantine them and make them impossible to recall, consciously or otherwise, until she is again under the effects of Imbue Imagination. She can consciously choose to end or restart quarantine at any time.

      Imbue Imagination is, obviously, constrained by the imagination, knowledge, and will of your wearer. If they aren't trying to pretend something else is happening, it will be useless. New input will automatically be reinterpreted to fit the fantasy; if your wearer can't think of a way to fit it in and it's too intrusive to ignore, they will automatically make a check once every minute capable of breaking Imbue Imagination, even if they want it to keep going.

      Can be blocked with a pitifully easy Will save, effectively making it useless against nearly all unwilling individuals. Those targeted will know what Imbue Imagination will do and can choose whether or not to resist. After the initial save, your wearer can still choose to end the effect themselves, but it's significantly more difficult.

      Lasts until deactivated by you or your wearer. Imbue Imagination's effects are automatically ended if enough of you is removed from her body.

      You will not automatically know what Imbue Imagination does for your wearer, nor if your wearer would be affected at any given time. After use, you will be able to tell if it's active or inactive. If your wearer wasn't a valid target at the time of I.I.'s use, but she was still affected by it, she will have a maximum of one minute to become one. If she fails to do within that time, that use of I.I. will be wasted.

      You do not need to repurchase Imbue Imagination if you change wearers, but the use cost of I.I. will start at [500] for them. Returning to a previous wearer will leave you where you left off for that particular wearer.

      Imbue Imagination has a 1 minute cooldown after initiation.
      Active


      Safe Fantasies
      375
      Requires Imbue Imagination.

      Makes it difficult for II-enhanced fantasies to negatively affect your wearer's mood past a certain threshold. Whenever she gets close to that point, your wearer will be reminded that II is active and that anything provoking said emotions simply isn't real.

      Anger, fear, and sadness are included in this category; shame and embarrassment aren't.
      Passive / Toggled


      Private Fantasies
      200
      Requires Imbue Imagination.

      While II is active, your wearer gains access to a "self-mute" option. Activating it would do exactly that: silence any noises issuing from your wearer's mouth, throat, nose, or related areas. Snapping her fingers, clapping her hands, etc. would all continue to produce noise. She would still "hear" herself at full volume.

      You cannot deactivate the effects granted by Private Fantasies while they are in use. The effect of Private Fantasies cannot be used while Imbue Imagination is not in use.
      Passive / Toggled

    • --[X] Attempt to find a way to boost the wearer's strength.
      Result: Imbue Wearer (Strength)

      --[X] Develop resistance or immunity to corrosive and acidic effects
      Result: Corrosive Resistance

      --[X][Experiments] A means of tracking the host's health, status, and abilities. IE: Be aware of her health and any abnormal statuses, and see the character sheet.
      Result: Track Wearer

      --[X][Experiments] Imbue Wearer (Endurance)
      Result: Imbue Wearer (Endurance)

      --[X][Experiments] Grow a protective transparent visor on helmet
      Result: Extrude Invisible Armor (Face)

      -[X][Experiments] Fire Resistance
      Result: Fire Resistance

      --[X][Experiments] Improve Wearer's haggling and bargaining skill
      Result: Imbue Wearer (Barter)

      --[X] Try to develop some means of touch-based communication, and help Flora understand it, even if only rudimentary concepts can be expressed.
      It would seem Maker isn't taking any chances with you giving away divine secrets; almost the entire concept of "communication" is blocked off. You can help your wearer notice what you're trying to say, but not directly.
      Result: Imbue Wearer (Awareness)

      --[X] Pay attention to your user's stress and fatigue. You are in constant contact with her body; figure out ways to relieve stress and pain throughout the day. (IE: perpetual massage technique)
      Although you're certain you could massage her all by yourself if you actually knew how, well, you don't. You had a bad feeling pursuing this experiment would lead to the same problems you had when you tried to look at Flora's character sheet, and sure enough, you aren't able to learn what you were aiming for.

      The experiment wasn't a failure, as such. You just didn't get the result you expected.
      Result: Spectral Assistant (Relaxation)

      --[X] Based on Absorb Clothing, figure out a way to clean her clothing instead. No matter how much fighting (or other activities) she goes through each day, her underclothing will always feel clean and dry, and improve her comfort.
      Result: Cleanse Clothes

      --[X] Figure out a way to negate the discomfort from Distributed Self.
      Result: Hibernation Mode


      --[X] Enable your wearer to see the truth behind illusions and disguises.
      Result: Imbue Wearer (True Seeing)


      -[X] Experiment (~100 XP)

      --[X] A means of cancelling or negating the effect that is keeping your wearer asleep.

      Apparently, that isn't enough direction. You redirect it toward a method of eliminating poison to make sure the EXP isn't simply wasted. You aren't 100% positive that's the cause, but it seems like the most likely suspect.
      Result: Circulate Antivenom


      [X] Experiment: Dimensional Anchor (Teleport Negation)
      Result: Locked Location

      -[X] Experiment: A way of sensing the location of someone that your wearer has a Social Link to. (~100 XP)

      Result: Find Friend

    • -[] Experiment: A way to improve the wearer's mental willpower
      -[] Experiment: A way to allow your wearer's True Seeing to still work in conjunction with the Transparent Visor.
      -[] Experiment: A way to share some of your perceptive abilities with your wearer.
      -[] Experiment: Compress Design: Compressing your design from heavy to medium armor, while trading External Armor for Internal Armor.
      -[] Experiment: Gambeson Gambit(or Mythril T-shirt surprise): Try to create skin tight under 'cloth'(leotard) of your fleshy inner parts, improving the effectiveness of Internal Armor while mimicking suitably covering clothes.
      -[] Experiment: Remote viewing, with display for user.
      -[] Experiment: Imbue lactation
      -[] Experiment: Imbue sensitivity
      >> Not sure how this is functionally different from Orgasmic Fluid
      -[] Experiment: A way of mimicking (or purchasing as an ability) an enchanted item's power independently of the item itself.
      >> Note: AnalyticalOne has commented on this suggestion with, "You're not even sure you can."
      -[] Experiment: Test the possibility of giving yourself wings.
      -[] Experiment: Reduce the amount of sleep needed by your wearer.
      -[] Experiment: A way to tell when those your wearer has connections to are in danger.
      -[] Experiment: A way to make parts of ourself that our host can feel through. EG: The air on her skin. The sun on her back. Etc.
      -[] Experiment: A way to make parts of ourself invisible to True Sight, but visible to normal sight.
      -[] Experiment: An improvement on Social Link to make it two-way.
      -[] Experiment: A way to drain levels from the wearer. (Positive use case: reduce a high-level character to a low level in order to re-do their build.)
      -[] Experiment: A way to heal or improve regeneration in your wearer.
      -[] Experiment: A way to apply your own strength to help boost your wearer's.
      -[] Experiment: A way to add elemental aspects to your wearer's attacks.
      -[] Experiment: A way of conveying emotions and/or simply concepts (one-word ideas) over a Soulbind link.
      -[] Experiment: A means of creating a leash attached to a gauntlet, or to any piece of you that is being worn by someone other than your main wearer.
      -[] Experiment: A means of spraying liquids at a target, including Orgasmic Fluid.
      -[] Experiment: Attempt to imbue concept of attractiveness/beauty to a wearer.
      -[] Experiment: A way to detect and listen in on comments made when someone refers to your wearer's name.
      -[] Experiment: Imbue Wearer (Pheromones)
      -[] Experiment: A way to show the preset details of an ability to your wearer.
     
  4. Nuit

    Nuit L'immortale Capo

    Joined:
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    832
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    There ya go, should work now.

    Edit: Wait, which style are you on?
     
  5. Kinematics

    Kinematics Well worn.

    Joined:
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    Dark Responsive High Contrast. And it looks like it's still doing floats.
     
  6. Nuit

    Nuit L'immortale Capo

    Joined:
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    832
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    3,297
    Sorry for the delay Kinematics I changed to a template that blanked my screen and I couldn't do anything after logging in. I added the CSS, is it working for you now?
     
    Kinematics likes this.
  7. Kinematics

    Kinematics Well worn.

    Joined:
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    Yep, working. Looks good. Thanks. :)