Ultramandalore
Errant Quester
- Location
- just south of Parts Unknown
[X] Thrice-Great
[X] The Scales
[X] Unnamed
[X] An Age of Glory
[X] Heroic Passions
[X] The Scales
[X] Unnamed
[X] An Age of Glory
[X] Heroic Passions
So the scenario is for her to expose us for the secret behind-the-scenes manipulator we are in a valiant struggle for the hearts of men? :/This is kind of a high-risk option, but the idea is to use the time advantage to spread a tale of seven demons destined to be born to ruin the world and the hero born to protect it. Any excess demons can cover accidents and the need for eternal vigilance. Thrice-Great to actually enable us to get ahead and help unify the various existing factions. The Scales to ensure we can ruin those factions that prove unhelpful. Additionally recognizing the ruin we could cause will help us avoid accidentally ruinous actions.
Alright, as I said before, I would like to focus this time on making and maintaining SLs. Because of that, here's my plan:
Wouldn't Diagram acting as force multiplier for Curse power be better if that's the case? As it is, you might easily end up getting largely redundant powers. With Diagram stuff like literal force multipliers and temporal speed increases are all in the play.[X] Cultivation (1 orb)
[X] Cursebearer (4 orbs)
[X] Unnamed
[X] Heroic Passions
Unnamed is basically a free orb, so there's no reason not to take it. Heroic Passions makes interpersonal drama a risk, but greater entertainment value for watching Divinities may buy us leeway. A protagonist with strong passions is also more entertaining to read about, which contributes to activity and quest longevity. These drawbacks are fairly safe to take, but I'm staying the hell away from anything that powers up the savior.
A Combat-class Cursebearer is a force to be reckoned with, but lacks the ability to improve on their enormous innate power. Cultivation is the school geared toward advancement, so we should take either Cultivation or Diagram Magic to offset the lack of utility & advancement inherent in being a Cursebearer. As for the Curses themselves, they are painful burdens, but this is our best chance at true triumph. The game is rigged in their favor? So be it. Don't play games with a chess master. Kick over the board and shoot him.
Rihaku commented how the Cursebearer could afford a lot more Drawbacks since they're very high-tier from the get-go. Incarnate would probably not make much of a difference here, and Trebly Bound and/or Age of Glory might not be too bad with that amount of power as well.[X] Cultivation (1 orb)
[X] Cursebearer (4 orbs)
[X] Unnamed
[X] Heroic Passions
Unnamed is basically a free orb, so there's no reason not to take it. Heroic Passions makes interpersonal drama a risk, but greater entertainment value for watching Divinities may buy us leeway. A protagonist with strong passions is also more entertaining to read about, which contributes to activity and quest longevity. These drawbacks are fairly safe to take, but I'm staying the hell away from anything that powers up the savior.
A Combat-class Cursebearer is a force to be reckoned with, but lacks the ability to improve on their enormous innate power. Cultivation is the school geared toward advancement; we should take either Cultivation or Diagram Magic to offset the lack of utility & advancement inherent in being a Cursebearer. As for the Curses themselves, they are painful burdens, but this is our best chance at true triumph. The game is rigged in their favor? So be it. Don't play games with a chess master. Kick over the board and shoot him.
Wouldn't Diagram acting as force multiplier for Curse power be better if that's the case? As it is, you might easily end up getting largely redundant powers.
@Rihaku what happens in case of a draw? Say, we take Cursebearer and immediately go on a genocidal campaign, blowing up every continent with humans on it to ensure we kill the heroine while she is still young, but destroying every remaining Empire in the at the same time?
There is no room for diplomacy here, it's us or her. The world isn't big enough for the both of us. Either the current Age dies or she does.I am considering just going full drawback bar unnamed to try and diplomance nemesis since we aren't a match for her anyway, and also to mess with the balance.
I would be willing to compromise on this and pick Diagram for better force projection if someone made a good argument. I proposed that build because an inability to advance was specifically cited as a weakness of the Combat class, and Cultivation mitigates that.Wouldn't Diagram acting as force multiplier for Curse power be better if that's the case? As it is, you might easily end up getting largely redundant powers.
The odds are never in our favor here. Banking on befriending agents of an enemy that would see us laid low for mere amusement and condemned to eternal torture or servitude afterward is not a winning strategy.
You'd be stopped by one of the experts capable of matching you, but if you succeeded, destroying every empire ends the Age, so you'd lose.
You could easily get enough to get yourself Diagram and Sword to combo with it.Rihaku commented how the Cursebearer could afford a lot more Drawbacks since they're very high-tier from the get-go. Incarnate would probably not make much of a difference here, and Trebly Bound and/or Age of Glory might not be too bad with that amount of power as well.
Don't know what we'd really need all those orbs for with this option, but it's possible!
Except getting power that lets you punch hard is pointless if you already have power that lets you punch hard.I think the problem is that even the power of an Archmage is largely insignificant to the starting power of a Cursebearer. Cultivation seems to have a higher ceiling than being a Cursebearer alone, i think in the other thread Rihaku described the most powerful Cultivators in the setting as planetbusters.
There may be synergies between Diagram magic and being a Cursebearer, but other than that...
I don't think we can just pick two? Either way, Diagram is all about utility and being a multiplier where Cursebearer is about pure power. We already have example of Diagram magic flat out multiplying power of attacks, but even something like creating pocket of accelerated time to train or just being able to combat teleport are awesome multipliers, to say nothing of divination.I would be willing to compromise on this and pick Diagram for better force projection if someone made a good argument. You could even add another drawback, netting us both. I proposed that build because an inability to advance was specifically cited as a weakness of the Combat class, and Cultivation mitigates that.
No powerlevel ceiling, clearly.Posting this quest thread right before I have to go to work Rihaku you motherfu-
>Quest is called "Even Further Beyond"
God bless you Rihaku
I think we have a maximum of 4 drawback orbs allowed for 7 total.[X] Plan Murder To Power
-[X] Cultivation
-[X] The Scythe
-[X] Cursebearer
-[X] Unnamed
-[X] An Age of Glory
-[X] Heroic Passions
-[X] Incarnate
-[X] Trebly Bound
This is probably not a wise move, but I kinda feel obligated to take it.
Become the Reaper who only becomes stronger with every kill and maybe hunt down the enemies of the elven kingdom becore they can become a threat? Elves don't have to like us, they just need to survive as a nation, right?
Yep, you're right, they're mutually exclusive unless we pick Thrice-Great. My bad.I don't think we can just pick two? Either way, Diagram is all about utility and being a multiplier where Cursebearer is about pure power. We already have example of Diagram magic flat out multiplying power of attacks, but even something like creating pocket of accelerated time or just being able to combat teleport are awesome multipliers, to say nothing of divination.
[X] Plan Murder To Power
-[X] Cultivation
-[X] The Scythe
-[X] Cursebearer
-[X] Unnamed
-[X] An Age of Glory
-[X] Heroic Passions
-[X] Incarnate
-[X] Trebly Bound
This is probably not a wise move, but I kinda feel obligated to take it.
Become the Reaper who only becomes stronger with every kill and maybe hunt down the enemies of the elven kingdom becore they can become a threat? Elves don't have to like us, they just need to survive as a nation, right?
[x] Plan Mysterious Warrior
-[x] Reincarnation (1 orb)
-[x] Cultivation (1 orb)
-[x] The Sword (2 orbs)
-[x] The Scales (2 orbs)
-[x] Unnamed (+1 orbs)
-[x] An Age of Glory (+1 orbs)
-[x] Heroic Passions (+1 orbs)
So going for the choice of conflicted/troubled/dark past alongside cultivation as the chosen magic and the ability to social to get the resources required for cultivation. Sword also gives an obvious benefit without the trust issues that come with Scythe. Following theme, mysterious warriors don't need names and they tend to be kinda quirky. Age of Glory feels like a must for me because it otherwise feels too claustrophobic to just have this single individual our fate it entwined with. It'll be a single individual regardless but this'll help fill out the cast and add a good amount of chaos into the mix.
Yeah, thinking about it this might work better with Trebly Bound as we can tell the faction that the price of our summoning is the birth of seven demons etc.Taking Scales and Heroic Passions seems rather counter-intuitive.
Except getting power that lets you punch hard is pointless if you already have power that lets you punch hard.