Even Further Beyond [Complete]

Fixing my vote

[X] Rain - Many months ago, a boy who was the Nameless Scion of Yong considered the construction a weapon for his bodyguard, a girl with eyes of blue whose sword-strokes fell like rain. Victim to indolence, it was never begun, nothing more than an idle daydream. The boy became a man, the dream became a memory, the memory became an ideal, and the ideal became a sword.
-[X] Go Even Further Beyond [10 BPs] - A smith puts down his hammer at the conclusion of his greatest work because he knows he will never again attain the heights he once reached. This option will permanently sunder the Grand Diagram, Forge of the Nameless One, and prevent its erasure or occupation by any other Diagram. Nor will Nameless' Artifice ever again be able to produce another weapon, or even a blade made in jest. Neither Truth nor All Paths can overcome this deficit, for he who wanders All Paths must be free to sacrifice permanently, and some sacrifices are irrevocably True.
[X] Annihilation
 
Man, the tally above is fucked. Why are Negotiate voters appearing as Annihilate instead?

Inserted tally
Adhoc vote count started by BrainInAJar on Aug 1, 2019 at 1:02 PM, finished with 388 posts and 72 votes.
 
Here is preliminary character sheet as of this update. Shit I'm missing/Am not sure about: Nameless' age, girls' loyalty, spells(do we have that palimpsest thing?), true spells(I think we should have either quickening or might as true?) and our current MM points total(I think we are at 0)? Probably bunch of other shit as well so do tell me if I've missed something.

As an aside, we need an achievement for having more combat stages than years of life :V Also 5.5k words lul

If someone is up to do it, we could use char sheets for girls.

Character Sheet,

Name: Nameless Yong
Age: 16
Combat Stage: 14
Mastermind Points: ???
Beyond Points:
10/10
Beyond Points Spent: 37
Drawbacks: Unnamed, An Age of Glory, Heroic Passions, A Lich's Vengeance
Heroic Passions: Spoiled, Vengeful

Cheats:
  • Thrice-Great - Grants ability to use otherwise incompatible magics of Cultivation, Artifice and Diagram. User is granted genius level of aptitude in each of these craft, rivaled only by greatest users in their history.
  • The Fated Overlord - So long as Nameless opposes Zang Kong's agenda, he will have Fate's full support, granting a major bonus to all combat, persuasion, and forging actions. Does not expire, but may be revoked. Gain 2BP per undiscounted EFB. Immune to Doom and can remove Doom from those that serve him.
  • Eyes Of Kong: MPs can be spent as BPs for the purpose of reaching Truth. Pierces illusions.
Cultivation:
  • Current Cultivation Level: 7.9
  • Dao: All Paths
  • Titanic Extrusion: Necromancer
  • Current Stages: Ego Barrier(Beyond), Organ Refining(Beyond), Soul Chrysalis(Beyond), Dao Cleaving(EFB), 3x Formless
Abilities conferred by Dao:
*Nameless must derive his own future Stages or pattern of Cultivation past Dao Cleaving.
*It is all well and good to realize the core truth of Daoism, but applying that to the practical science of Cultivation is another matter!
*Normally, the Dao Cleaving stage represents the absolute maximum Energy density that a Cultivator can accumulate without creating a Reality to house it in.
*By perusing the Unshattered Glade, Nameless accesses the path of a successful Daoless self. He learns the configuration of Fate necessary to create an Artifact that will allow him to continue gathering the Energy of All and Nothingness without the need for a meditating Reality. The one-use Artifact merely unlocks the process, it is not required thereafter.

*After Cultivating for 1.2 more months, Dao Cleaving will grant another full stage's worth of power.
*By continuing to gather the Energy, this power increases without limit. In roughly the time it would take him to accumulate one 'stage' of Orthodox Cultivation, he gains two stages of effective power. Thus, "Reality Forming" grants +2.0 stages, "Grand Solipsism" grants +2.0 stages, etc.

*At any such milestone Nameless can choose to create the Masking Reality Stage. By stealing the techniques of a self that created a 'Formless' internal Reality, he may manifest the Reality Effects of arbitrary Daos, shifting freely between any he has mastered. While in this Stage he gains 1.5 stages of power, and masters a Dao, in the time it would take him to accumulate one 'stage' of Orthodox Cultivation.
*Mastered Daos are typically equivalent to a specialized Further Beyond Dao, but without personality requirements. Think of each Reality Effect like a Beyonded Diagram in terms of power; if both are used in conjunction, like a Further Beyonded Diagram.
*For example, the Daoless One could create an arbitrary Dao whose Reality Effects solely increase his Cultivation speed, thereby quintupling his rate of Cultivation when not using other Reality Effects, as if he had Gone Further Beyond Kleinvarr's Greater Refining.
*This is not the only Stage Namless may choose to create at this juncture, though it is the most versatile. Who knows what Stages Nameless may or may not choose to create at future milestones?

*The Daoless One cannot be truly bound by any path, be it his own or that of any other. Upon the conclusion of any episode in which a Drawback substantially disadvantages him, he may choose to discard it. This applies even to those Drawbacks created by [A Throne of Stars] or [The Fates], such as his vulnerability to death by Age's ending.
*No restraints upon personality or decision-making.
Abilities conferred by Titanic Extrusion:
Emanation of the Final Scion - The Veil of Maya

This emanation can be modulated to range from a city-sized radius to one encompassing an entire galaxy. All characters within its range receive an increase to their worldly and intellectual pleasures and to the intensity of all emotions experienced. The Nameless one fled Earth and the grey banality of its office corridors. Never again will he return. The only source of sensation not subject to the Veil of Maya is that cultivated by enlightenment itself, but who has time to cast away the world when it is ever so alluring?

The increase can be adjusted, from 50% to 2000%. It cannot be turned off, worsening Spoiled by an amount proportional to the amount of increase, and as a 'positive' effect bypasses many mental defenses. All within the radius including the Cultivator are affected to some extent. Higher levels may cause society to descend into an anarchy of indulgence and vice. Elven societies are resistant.

Nameless receives a 90% cut of all Cultivation progress that would have been made, but was prevented due to the Veil's presence. The more distracted the world's Cultivators are, the more thoroughly chained by desire, the greater his power swells.

*Most populations don't contribute a noticeable Cultivation increase, but affecting someone like Suizhen, the Heroine, or Zang Kong could lead to significant gains.
*The effect falls off with distance and is strongest near the source, causing his presence to be associated with the inflaming of all pleasures. Alas, if only he could turn it off. (?)

Extrusion of the Final Scion - The Necromancer

The Necromancer is the Sage of Vices, who marries the essential energies of life and death to infuse his flesh with unnatural power. He crosses those lines that are forbidden, exulting in ploys and machinations, wielding influence through his mastery of the sacred and profane. His arrival precipitates turbulence, vast and often destructive change. He is no stronger to deceit and sees clearly to the fallen nature of men. He is the dark alchemist, who explores the bounds of the heterodox with fearless stife. But though he is inclined more to the fallen than to the light, he is ultimately a liminal being, straddling the line between the permissible and the unforgivable. With one hand he slays, and with another, restores.

This Extrusion takes two forms: A double-helix scepter of white ivory with corrosive violet-blue energy at its core, and a lich of Nameless' exact stature clad in decaying finery. Wielding the scepter dramatically worsens the Vengeful Heroic Passion.

The power of this Extrusion is power over Death, interpreted through the lens of Titanic mastery, elevated by an Immortal's might. This is not a Sign of the Diagram with its formal and predictable constraints, but rather conceptual mastery on the level of Yong Shen's command of the elements. He who wields the Scepter may slay with a gesture (contested by the essence of the target); witness, bind, and compel the spirits and bodies of the dead; combine, transfigure, and mutilate the undead in almost unlimited variations; siphon life by gaze or touch; unmake virtually anything; arise as an undead shade and subsequently resurrect the self; transfer years of lifespan between targets; trap and enslave the souls of one's enemies; infuse the self, body and spirit, with power beyond all natural bounds of life; and many other effects besides. Practice is required to develop the full range of one's abilities.

*Practically speaking, mastery over its faculties of offense and defense enhances the Cultivator's Combat Strength by two full stages in addition to its innumerable utility applications.
*Reanimation and resurrection of those slain by essence depletion are possible, but requires much practice and an equivalent quantity of essence to transfer. If the target perished while forging a Magnum Opus, their power of Binary Magic cannot be returned.
*With sufficient mastery, can directly transfer Cultivation progress from targets to oneself (or vice-versa) with minimal losses in efficiency. A truly terrifying power...
*Can un-diminish diminished Elves, but spiritual perfection prevents diminishment (essence extraction) of un-diminished Elves
*Reanimation of dead gods should be possible if they can be found. Control may be another matter.

When manifest as the lich, the lich gains all these powers instead, though it cannot act against Nameless. Skills practiced by the lich are retained by the wielder of the scepter. The lich develops Death-related skills at a far greater rate than Nameless and will be necessary for practical use of the scepter's full powers within any reasonable timeframe.

Incarnation of the Final Scion - Presumably this will be suitably impressive, if Nameless can figure out how to unlock it.

Diagram:
Signs: 11/11

Sign: Knowledge

Tracking Pulse (self-developed, Sigil, not Mastered)

Essentially works like Trimurv's Greater Reckoning, but with a range of one kilometer and a duration of half a second. Not very effective at finding people beyond the Ego Barrier Stage, or Reagents suitable for the Reality Forming stage and above. Still, it's great for finding one's keys, or maintaining a encrypted library with no apparent lexical organization scheme.

Baenlixnaire's Deliberation (Grand, Mastered)

To know is simple, to understand is difficult. To memorize is simple, to internalize is difficult. The mind is the root and receptacle of all knowledge. And knowledge, properly acted upon, is power. By subconsciously cross-associating all elements of memory and heightening information-processing capabilities, this Diagram grants the truest facsimile of 'increased intelligence' that a Diagram Magus has heretofore achieved.

*Modestly improves overall effectiveness
*Automatically generate one Mastermind Point per (objective) month of intrepid adventuring or per (objective) timeskip year
*Once per year, convert Mastermind Points to Beyond Points (2:1) at will

Sign: Seeming

Illusory Guise (self-developed, Battle, not mastered) - For twenty-four hours, the caster or a humanoid target of his designation is clad in an illusion, a hologram of light and vibration that can mimic the form of any reasonable specimen in the humanoid spectrum. Cultivators of the Dao Cleaving stage and above may see through it.

Sign: Death

Mordant Fire (Sigil, Mastered) - Bolts of violet soul-flame sear away the essence of all ephemeral things. Launches up to twenty bolts per casting with mild homing properties. Burns life-force, attacks health and Cultivation base, objects deform and decay. Minor damage to Dao Cleaving Cultivators, semi-relevant to Soul Chrysalis, highly damaging to Organ Refining, lethal to Ego Barrier.

*Quantity of damage is completely irrelevant to targets of Reality Forming stage and above, but perhaps that can be improved...
*Directly attacking their Cultivation base causes most vulnerable Cultivators to fuck off

Lichdom (Grand, Mastered)

Immortality and a host of other effects. See Artifact (the Ring) for details.

Sign: Space

Open the Way (Battle, Mastered, True) - The character teleports to a location up to fifteen hundred kilometers away. Himself and up to four authorized individuals may be transported in this manner. Familiarity or at least general knowledge of the target destination is recommended. Repetitive casting of this Diagram quickly becomes progressively more onerous; fittingly, long-term transportation is best 'spaced out' over the course of a day.

Unlike many Battle Diagrams, this spell is quite difficult to disrupt. So long as the character remains conscious and in possession of their limbs, spell completion is likely.

Vault of the Ur-Pharaoh (Grand, EFB, True): Consumed to create Extrusion

Sign: Stone

Kleinvarr's Greater Refining (Battle, Mastered) - This obscure but versatile spell upgrades the 'quality' of a non-Artifact object according to an unknown but generally intuitive standard. The object must be a solid that the character can comfortably hold in both hands. Unless the character understands the object intimately, results may seem underwhelming. Once cast, changes are permanent and not subject to dispellation. Further castings have diminishing returns, but even the reduction of minor imperfections provides a substantial boost to the effectiveness of Cultivation ingredients.

Baenlixnaire taught Nameless this spell when the young scion asked for an effect that could improve Cultivation reagents. The lich recalls master mage-smiths using this spell to turn the crude mass-produced blades of their apprentices into shining masterpieces.

Sign: Force

Unravel (Sigil, Mastered) - A precisely tuned onslaught of Diagram energy disrupts, dispels, and nullifies the effects of external magics. Swiftly rends the effects of other external schools. The arts of the Diagram are resistant to dispellation, but Sigils and Battle Diagrams can be weakened (if already cast) or countered (if being cast).

At this level, it is capable of weakening even the externalized Reality effects of high-level Cultivators. Such effects find their power roughly halved. Titanic extrusions may resist this.

Tyranshal's Amplification (Grand, Mastered, Beyond) - The vicious glyph laid by Tyranshal to entrap any Cultivator of strength sufficient and wisdom insufficient to breach his sanctum. Now defanged, this Grand Diagram of Force dramatically (but safely) amplifies the Energy of All and Nothingness generated by a Cultivator's internal realm, tripling Cultivation speed. Incorporated into the Chronoreactor.

Sign: Flesh

Alvan's Balm of Growth (Sigil, Mastered) - Cast daily on a plant, dramatically improves its vitality, ultimate size, and speed of growth. It has been established that Cultivation reagents experience a substantial bonus to potency. Many daily repeated castings are required lest the plant begin to backslide.

Baenlixnaire taught Nameless this spell after Nameless complained that Kleinvarr's 'Greater' Refining was useless.

Llewyn's Prodigious Might (Battle, Mastered, Beyond, True) - The caster's physical form swells with barely-restrained power. Able to leap tall buildings in a single bound, snatch a ballista bolt from midair, or snap a dragon's neck with a blow, this represents the apex of the Diagram's self-augmentation magic. The caster's flesh is perfected and enhanced to the point where they may fight on par with Cultivators at the peak of Soul Chrysalis. Should the caster be a Cultivator at or above that level, instead their bodily power is increased by one full Stage. Duration: Sixteen hours.

Ascendant Sign: Time

Haltsuphrect's Quickening (Battle, Mastered, Beyond) - Allows for perpetual x4 temporal acceleration of self (and allies, if willing to undertake strain) without side effects. Spell durations and recuperation from onerous spells continue to operate under objective time, though casting speed is accelerated.

Ascendant Sign: Blood

Tyranshal's Potentiation (Grand, Mastered, Beyond) - The great sage Tyranshal crafted this, the quintessential 'Blood Reactor,' by which virtually any Diagram art can be augmented. Though it is not quite as efficient as later Battle and Sigil variants, its constant availability made it the Reactor of choice for those Archmages who saw frequent combat. That the spell draws its fuel directly from one's arteries and veins, rather than requiring tedious and time-consuming self-harm, is another notable benefit. Like most Blood spells, this one does not augment Grand Diagrams. Blood costs reduced by 75%.

The spell has three draw settings: 10%, 30%, and (safety-restricted) 100%

Stage 1, 10%: Spells that directly create attacks or defenses are doubled in power.
Stage 2, 30%: Spells that directly create attacks or defenses are dectupled in power, and other spells are improved by one 'step' (for example, Haltsuphrect's Quickening -> x5)
Stage 3, 100%: Spells that directly create attacks or defenses are improved by the equivalent of one full Cultivation stage, and other spells are improved by two 'steps.'

Ascendant Sign: Fate

Forge of the Nameless One (Grand, Mastered, Further Beyond)

A spell you developed to improve your powers of Artifice. By inscribing this Diagram upon your anvil, bellows or hammer, the caster can channel and re-shape the very stuff of Fate around the object being created. Substantially improves the efficiency, speed, and power of the essence invested and grants a moderate bonus to control. Forging speed is quadrupled and the resulting Artifacts are two (1.5 if effective level exceeds Grand Solipsism) full stages stronger. This Diagram is indestructible.

Ascendant Sign: Essence

Tyranshal's Cerebration (Battle, Mastered, Beyond) - When the stars are right, the caster plumbs the unthinkable vastness of the cosmos, combs through filaments of sun-stuff and fate-spun tethers of dross, drifts like a struck tuning-fork through the tenor of the celestial spheres, and arrives - irrevocably, inescapably, impossibly - at an answer. Scarce fragments of truth may he find, but know with a Sage's certainty that they are true, and moreover relevant to the caster's path.

Can be safely cast once per calendar year. Further uses incur a permanent and exponentially increasing cost in strength, selfhood, and sanity. Delivers accurate knowledge about any subject. The more information the caster already has to go on, the more effective this spell is. Likelihood of actionable intelligence is increased by having gone Beyond, and the minimum amount of information is tripled.

Tyranshal's Extirpation (Grand, Mastered) - A Grand Diagram of Essence that banishes a soul and attendant mind into the outer darkness beyond the reach of all material and worldly forces. They are then free to undertake an existence of contemplation. After the soul is cast out, destruction of the Diagram accomplishes nothing - they are already beyond the reach of such magics.
The Truth:
[ ] Azure Flare (Lesser Diagram) - What is the Truth? That which is axiomatic and self-evident? But axiom is the spawn of assumption, self-evidence all too often the subject of argument. That set of statements upon which all can agree? But agreement is a merely a matter of politics, nothing but a proxy that points towards the real.

A Daoist might say that the only unassailable truths are those statements which are complete unto themselves: that "people sometimes disagree" is true, for any attempt at refutation would serve as proof. Slippery as truth is to define, humanity nonetheless has little trouble grasping its essence. A child or simpleton knows what truth is, how to act in its service, and how to stray. It does not take a Diagram Magus to see the truth, nor should it be for that thing called Truth.

Let the Truth be shown. Let it be apparent in the form of its wielder, in his every word, and his every deed.

*Grants the ability to speak like this.
*Truthsaying is extremely exhausting, drawing upon every reserve the character possesses - of mind, body, spirit, and even essence. Anything but the lightest of use will reverse Cultivation progress.
*The character may only speak those things which he believes with absolute conviction to be true, and which are also objectively true. He cannot use this function to 'test' statements for truth value.
*It is completely and self-evidently apparent to all who witness this speech that its contents are true. This is not a form of mental influence and cannot be overturned as such. It is simply the truth.
*Further study and mastery can improve Truthsaying endurance.

*The character may flare the blue of Truth, a brilliance too sharp to endure, and yet inescapable in sight or in thought. This is exponentially more draining than the function of speech. Most cannot withstand Truth bared and will freeze or flee; Cultivators regardless of power are as vulnerable as any other. While flaring Truth, lies cannot be spoken in the character's presence, and all illusions are laid bare.

*The character may act as Truth. This is exponentially more draining than the flaring of its nimbus. Unless the action taken is in accordance with the character's self and the principles of the Truth, this will likely extinguish the entirety of his essence before the action is even complete. While acting as Truth, the character's deeds are impervious to the interference of powers governed or represented by the lesser Signs. He can elevate a fated pauper or cast down a fated king; pre-empt or un-make Dooms as he sees fit; tear through the boundaries of the natural forces, or pull free his loved ones from the clutch of Death itself.

[ ] Truespell (Full Diagram) - Elevates a spell of the lesser signs. The mind of a near-mortal can only contain so many Truespells. Nameless estimates he will be able to hold three. Spells can be 'un'-slotted, but the effort is taxing, time-consuming, and drains essence proportional to the power of the spell. Casting a Truespell is draining in the same manner that Truthsaying is, though Sigil Truespells can be employed with reasonable regularity. Some examples:

Mordant Fire, True - No longer wild and unconstrained, the violent flame has been rendered into a representation of Diagram runes; arcs and soaring geometries of heartless blue that bite as easily through Titanic Flesh as through naked sky. Should the spell strike, it ignores material durability, cutting ceaselessly through.

Open the Way, True - The caster rends open a gate to any spatial coordinate within the material or celestial realms, or to another realm of which he is well-informed.

Prodigious Might, True - The blue of Truth spills from every opening of the character's form, every line and seam. Even should his corporeal self be destroyed, he would persist as a creature of light and impossible fire, against which all but the mightiest of exotic attacks fail even to interact. His strikes, too, contain a measure of this immanence; a fraction of their physical force is instead directed against the very essence of his opponent.

True Quickening - While under the effects of this spell, the character is unaffected by the results of time travel, temporal alterations, or any temporal manipulation that might reasonably be classed hostile. In addition, his speed equalizes to that of his opponent, should they be faster. Great synergy with strength/durability stage-boosting effects.

True Unraveling - The character strikes down an instance of external magic. Any external Reality Effect, regardless of its owner's power, can be so dispelled for a time.

Nameless doesn't know what other Truespells would do. They are likely suitably impressive. Typically, Truespells don't directly increase the base version's gross power. They expand capability in another, deeper dimension, such as through imposing an absolute effect.

[ ] True Incarnation (Grand Diagram) - Who is the Ringbearer of the Age of Truth, its champion and avatar, its supreme and culminating incarnation? He is the Nameless Yong, Thrice-Great, Daoless One, Archmage of the Diagram Schools; Baenlixnaire's apprentice, Yong Liefang's child, Ming Xiaoling's dear companion, Kong Suizhen's faithful liege, a spoiled brat and capricious. Let no force, high or low, intrude on that true self; let nothing compel him to forget it.

*The character is impervious to esoteric attacks that affect the mind, including all forms of supernatural influence, including supernatural effects that 'count as' natural, such as Fated Loves.
*The character may voluntarily expend essence in an unrecoverable manner while forging Artifacts. The product of such artifice is considered a Magnum Opus and may access effects reserved for Magnum Opus-class Artifacts. Further, such Artifacts will grow alongside the user, maintaining relevance even in the face of innumerable ascensions.
*This forging permanently 'sets back' the character one stage's worth of Cultivation progress, and removes any unique features of that Stage. Stageless milestones removed in this way still penalize Cultivation speed by the appropriate amount, but do not reduce the character's ultimate potential.
*The character gains +.25 effective Cultivation stages worth of power for the Ego Barrier and Dao Cleaving stages, so long as they are compatible with Truth. Further bonuses may apply to future stages.
*Increases the number of Truespell slots the character can maintain.
*Significantly reduces the cost of flaring and acting as Truth, should the character possess Azure Flare.
Current Truth abilities:
  • Truespell: Vault, Open The Way, Prodigious Might
  • True Incarnation
Binary Magic/List of relevant Artifacts:

- Mightiest and most classic of the Artifact forms, the forging of a Ring is never to be undertaken lightly. A Magnum Opus clad in this form is the only object that might properly be called a Ring of Power, and each Ring so forged is nothing less than an Age of the World made manifest. He who slips Ring on to finger feels blue-blooded essence sluicing through desiccated veins; dreams once more of shining towers; breathes once more the air of the Diagram ascendant - the air of a realm that once was, first blazing season of man's triumph, where the mind could expand without limit, and the truth could slay with a word.

The Ring of the Diagram is a band of white silver holding an ice blue sapphire of elongated marquis cut within a slender lattice of solid diamond. The power of the Ring is The Age of Truth, doubling the efficacy of Beyond Points spent on Diagram Magic and providing a host of benefits relating to the incarnation of an Age. Inscribed on the band in the High Script of the Magus Conclave: "All our glories, we pass on to you."

*Hastens the Doom of the remaining magi; the Ring of an Age ought not be forged until the last of its sons passes from this earth.
*Haltsuphrect's Quickening is now a x4 rather than x3 acceleration (+1 -> +2); Avolen's Lunar Sarcophagus grants a x70 rather than x40 boost (+30 -> +60).
*You are still required to spend the Beyond points necessary to achieve the effect; Going Further Beyond still takes 3 points; Even Further Beyond still 10.
*The bearer can cast Diagram Magic and is immune to the offensive Diagrams of others. This effect persists regardless of the world they find themselves in, even a Legacy Realm which seals such magic or which is a permanent anti-magic zone, and regardless of whether they would normally be barred from such (Cultivators, Elves, etc). Even if they were to travel to an Age before the Diagram even existed, still they would be able to cast.
*Those who witness it intuitively understand that the Ring is very valuable, a precious thing to be coveted. The light of Truth outshines any illusion, making it difficult to conceal, and its wielder immune to illusions from any type of magic.
*Gain the power to speak like this. Causes practitioners of Diagram Magic to feel an urge to defer to the bearer; this is natural. Should you desire access to Truth itself, you may go Even Further Beyond [7 Beyond Points] to do so.

The ring is almost incalculably durable, even more so than the other Artifacts, but unlike them, it can be stolen and its power used against you. Like the others, it is your Phylactery; unlike them, it is not necessarily so, though undoing such a work would be the quest of an Age.

Respawn time: seven days, weeks, months, years, decades, centuries... (resets per Age)
Regeneration: Moderate and Fortifying - body does not count as dead until thoroughly destroyed (reduced to a quarter of its default strength)
Nebula Battlesuit - This form-fitting bodysuit seems drawn from another epoch entirely, its angular inscriptions and slate-gray coloration more reminiscent of a neuromantic dystopia than any iteration of the classical world. In movement, it trails neon-blue streaks like headlights in time-lapse, a searing incandescence that hangs in the cornea, its stripwise impressions bright as the naked sun. Its faceless plasticine helm strobes a still-more-fearful shade of blue, the stone-bleaching azure of Truth stripping bare all illusion and pretense. Stars sprayed like a contrail of dust shift and gleam across its surface in battle, trillions upon trillions - the night sky gathered in full, now harnessed into a single constellation, dancing to the baton of the Thrice-Great.

The Battlesuit is a combat vestment of nearly immeasurable power. Those who its maker deigns to authorize find their strength elevated to heights that would make a Titan weep. It is not only the body that is thus reinforced; one's mind, spirit, and even Dao are augmented to beyond the limits of wonder and sanity.

*S/he that dons the Battlesuit finds her Combat Strength elevated to half a stage above Nameless' own.
*For this purpose, Nameless' Combat Strength is considered to be the greater of:
**His Combat Strength while forging this item, OR
**His present Combat Strength, not counting the effects of this Artifact should he be wearing it.
*This holistic enhancement increases the character's physical, mental, and spiritual attributes, as well as the development of her Dao. Characters without a Dao spontaneously manifest an appropriate Reality Effect. These effects are of tremendous utility and apocalyptic scope, as would befit a Dao of the character's new level.
*While the Battlesuit is worn, the character finds it natural to act even against their own Dao in service to the Battlesuit's creator, should it be necessary. Effective Loyalty increased by ++, to a maximum of ++++++++++, and Loyalty cannot be reduced while the suit is worn. Those without a minimum Loyalty of +++++ to the creator cannot wear the Battlesuit.

*The Battlesuit provides general life support for virtually any environment or hazard, including esoteric realities or exotic forms of metaphysical harm, but can be partially retracted at any time to allow for consumption of food/drink, elimination of waste, etc.
*However, the Battlesuit cannot be removed without the creator's permission.
*At any time the Battlesuit's creator may slay the Battlesuit's wearer without resistance, or strip them of any amount of power.
*The creator may wear the Battlesuit themselves for a generalized half-stage boost.

*You can give it to Aurelia, Suizhen, Xiaoling, or even your mother! Sit back and relax while someone else does the dirty work.
*Realistically speaking, since the Battlesuit does not confer actual fighting skill, Suizhen would be the obvious choice.
*Have someone to guard the world's empires while you are fighting - or perhaps you can stay behind and stand watch while they bring the battle to your foes.
[Heart] Rune - An Artifact created to augment the character's Ego Barrier, but also the central seed of an Artifice array intended to harmoniously re-arrange the character's body and inner universe into a supreme Grand Diagram with unknown but titanic powers.

Strengthens the character's Absolute Ego Barrier, granting 'durability' equivalent to the Layered Absolute Barriers stage, though a single incomparably powerful barrier has both advantages and downsides. This allows the character to operate as if his Cultivation base were half a stage higher for all purposes except Stage-specific effects.

Additionally, the character's Ego Barrier gains a fierceness and ductility that makes him terrifying in battle; the sheer concentration of his power sufficient to rend and repel the attacks of Cultivators many times more powerful than he.
  • Grants +.75 stages to combat power so long as effective level does not exceed that of Reality Forming.
  • Grants +.5 stages if instead it does not exceed that of Grand Solipsism.
  • Grants +.25 stages to characters of Titan-equivalent or greater power.
[Sacral] Rune: The character's body generates Diagram-viable blood at four times the original pace, roughly neutralizing the impaired True Regeneration from Suizhen's Eyes for purposes of the Blood Sign. +.25 additional stages for purposes of resisting esoteric attacks upon the body.

[Third Eye] Rune: Spiritual fortification, while imperfectly correlated with the reservoir that Diagram spells draw upon, nonetheless does offer improvements to casting stamina. Nameless' spell capacity for Battle and Sigil Diagrams is tripled. +.25 additional stages for purposes of resisting esoteric attacks upon the soul or destiny.
The Chronoreactor - Forged to enhance Haltsuphrect's Quickening, the Chronoreactor allows Nameless to passively acquire the Energy of All and Nothingness at a multiple* of his current rate without the need to Cultivate actively. Chronoreactor is combined and integrated with his Tyranshal's Amplification Artifact to turn into a highly-durable breastplate that lets you transfer protection and benefits to others.

*Dao Cleaving: 2.5x, Reality Forming: 2x, Above: 1.5x. 4.0 to 4.9 in only 1.4 months! That's 8 Titan-Grade Artifacts per year (or 4 Stage "8" Artifacts per year), and you can do other stuff while Cultivating.
Regalia of the Knight-Errant - A runic lace of silver and sky-blue, an implant not unlike your own Perfecting Artifacts, to placed above her Throat chakra. The sapphire at its heart would be a jewel not unlike the one that adorns your Ring. This Artifact will allow Suizhen to Go Beyond Ego Barrier. It also grants limited but powerful shapeshifting capabilities, allowing Suizhen to disguise herself without illusions - or, yes, improve her looks to the peak of human attractiveness. In battle, she can alter her musculature, grow bone plating, and cause neural proliferation at will, granting her the equivalent of Further Beyond Organ Refining for combat purposes. The Eyes of Kong cannot be shifted away. Total boost +.75 stages for combat, +.25 stages for general use, plus the utility effects of perfect humaniform shapeshifting - after implantation she will have no true form, so her shapeshifting cannot be dispelled by Diagram or Reality effects.
Lieutenants:
Ming Xiaoling: ++++
Princess Aruelia: +++++++
Kong Suizhen: +++++++++
 
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And now, like clockwork, comes the gnawing fear that by discarding sure victory we've doomed Nameless. The same ethos incarnated in Might's Ring is what's ushered him from victory to victory: civility, society, and even tactics mean nothing in the face of sufficient power. God, do we even have countermeasures against our Eyes apart from True Incarnation?
Here is preliminary character sheet as of this update. Shit I'm missing/Am not sure about: Nameless' age, girls' loyalty, spells(do we have that palimpsest thing?), true spells(I think we should have either quickening or might as true?) and our current MM points total(I think we are at 0)? Probably bunch of other shit as well so do tell me if I've missed something.
MM points are either 0 or 1, I think, depending on whether Deliberation's triggered since we converted them to master the Ring. We have Prodigious Might as a Truespell as well, since that came with Path of the Immortal. Suizhen's Loyalty should be at 9, not sure about Xiaoling. Aurelia is at 7 unless there's an offscreen increase buried amidst all those memes.
 
And now, like clockwork, comes the gnawing fear that by discarding sure victory we've doomed Nameless. The same ethos incarnated in Might's Ring is what's ushered him from victory to victory: civility, society, and even tactics mean nothing in the face of sufficient power. God, do we even have countermeasures against our Eyes apart from True Incarnation?
If only there were an option which managed to grant tremendous power fit to topple Kong while also ensuring a fair and just ruler for the world to come. Sadly the Endless Sky remains clear.
 
And now, like clockwork, comes the gnawing fear that by discarding sure victory Nameless we've doomed Nameless. The same ethos incarnated in Might's Ring is what's ushered him from victory to victory: civility, society, and even tactics mean nothing in the face of sufficient power. God, do we even have countermeasures against our Eyes apart from True Incarnation?

I think you need to be willing to accept some level of risk if you want to save Zang Kong.

In either case, the only time a fight comes into consideration is if negotiations break down. However, the Tyranshal plan has significantly more to offer Kong and can safely use a Battlesuited Aurelia during those negotiations, so he has no real reason to not roll with our plan (because a superhuman is persuading him to do something in alignment with his Dao).

If Negotiations still break down for some unknown reason, it's only a specific set of circumstances that we're at risk, assuming he's the strongest he could possibly be:

1. The Lich gets us less than 0.4 Stages
2. The Eyes of Kong contain a killswitch capable of working on a Stage 16 pseudo-Lich
3. When we die, the Battlesuit goes back to a baseline of Stage 14

If 1 is untrue, we'll be strong enough to usurp the Eyes of Kong.

If 2 isn't true, it doesn't matter what the Eyes do. We're proofed against mind control and mind reading would only be beneficial since he'd see our offer is wholly sincere.

If 3 isn't true, Suizhen kills him and we come back in a week thanks to the Ring.

While there is a risk, though very small, I think it's worth rolling the dice for a chance to redeem Kong and preserve the teeming masses of people within him.

And of course, we'll have 2 BP left unspent to either strengthen ourselves or maybe spend on persuading Kong in person, something we wouldn't be able to do with Might.
 
Yay character sheet! A minor nitpick:
The Truth:
[ ] Azure Flare (Lesser Diagram) - What is the Truth? That which is axiomatic and self-evident? But axiom is the spawn of assumption, self-evidence all too often the subject of argument. That set of statements upon which all can agree? But agreement is a merely a matter of politics, nothing but a proxy that points towards the real.

A Daoist might say that the only unassailable truths are those statements which are complete unto themselves: that "people sometimes disagree" is true, for any attempt at refutation would serve as proof. Slippery as truth is to define, humanity nonetheless has little trouble grasping its essence. A child or simpleton knows what truth is, how to act in its service, and how to stray. It does not take a Diagram Magus to see the truth, nor should it be for that thing called Truth.

Let the Truth be shown. Let it be apparent in the form of its wielder, in his every word, and his every deed.

*Grants the ability to speak like this.
*Truthsaying is extremely exhausting, drawing upon every reserve the character possesses - of mind, body, spirit, and even essence. Anything but the lightest of use will reverse Cultivation progress.
*The character may only speak those things which he believes with absolute conviction to be true, and which are also objectively true. He cannot use this function to 'test' statements for truth value.
*It is completely and self-evidently apparent to all who witness this speech that its contents are true. This is not a form of mental influence and cannot be overturned as such. It is simply the truth.
*Further study and mastery can improve Truthsaying endurance.

*The character may flare the blue of Truth, a brilliance too sharp to endure, and yet inescapable in sight or in thought. This is exponentially more draining than the function of speech. Most cannot withstand Truth bared and will freeze or flee; Cultivators regardless of power are as vulnerable as any other. While flaring Truth, lies cannot be spoken in the character's presence, and all illusions are laid bare.

*The character may act as Truth. This is exponentially more draining than the flaring of its nimbus. Unless the action taken is in accordance with the character's self and the principles of the Truth, this will likely extinguish the entirety of his essence before the action is even complete. While acting as Truth, the character's deeds are impervious to the interference of powers governed or represented by the lesser Signs. He can elevate a fated pauper or cast down a fated king; pre-empt or un-make Dooms as he sees fit; tear through the boundaries of the natural forces, or pull free his loved ones from the clutch of Death itself.

[ ] Truespell (Full Diagram) - Elevates a spell of the lesser signs. The mind of a near-mortal can only contain so many Truespells. Nameless estimates he will be able to hold three. Spells can be 'un'-slotted, but the effort is taxing, time-consuming, and drains essence proportional to the power of the spell. Casting a Truespell is draining in the same manner that Truthsaying is, though Sigil Truespells can be employed with reasonable regularity. Some examples:

Mordant Fire, True - No longer wild and unconstrained, the violent flame has been rendered into a representation of Diagram runes; arcs and soaring geometries of heartless blue that bite as easily through Titanic Flesh as through naked sky. Should the spell strike, it ignores material durability, cutting ceaselessly through.

Open the Way, True - The caster rends open a gate to any spatial coordinate within the material or celestial realms, or to another realm of which he is well-informed.

Prodigious Might, True - The blue of Truth spills from every opening of the character's form, every line and seam. Even should his corporeal self be destroyed, he would persist as a creature of light and impossible fire, against which all but the mightiest of exotic attacks fail even to interact. His strikes, too, contain a measure of this immanence; a fraction of their physical force is instead directed against the very essence of his opponent.

True Quickening - While under the effects of this spell, the character is unaffected by the results of time travel, temporal alterations, or any temporal manipulation that might reasonably be classed hostile. In addition, his speed equalizes to that of his opponent, should they be faster. Great synergy with strength/durability stage-boosting effects.

True Unraveling - The character strikes down an instance of external magic. Any external Reality Effect, regardless of its owner's power, can be so dispelled for a time.

Nameless doesn't know what other Truespells would do. They are likely suitably impressive. Typically, Truespells don't directly increase the base version's gross power. They expand capability in another, deeper dimension, such as through imposing an absolute effect.

[ ] True Incarnation (Grand Diagram) - Who is the Ringbearer of the Age of Truth, its champion and avatar, its supreme and culminating incarnation? He is the Nameless Yong, Thrice-Great, Daoless One, Archmage of the Diagram Schools; Baenlixnaire's apprentice, Yong Liefang's child, Ming Xiaoling's dear companion, Kong Suizhen's faithful liege, a spoiled brat and capricious. Let no force, high or low, intrude on that true self; let nothing compel him to forget it.

*The character is impervious to esoteric attacks that affect the mind, including all forms of supernatural influence, including supernatural effects that 'count as' natural, such as Fated Loves.
*The character may voluntarily expend essence in an unrecoverable manner while forging Artifacts. The product of such artifice is considered a Magnum Opus and may access effects reserved for Magnum Opus-class Artifacts. Further, such Artifacts will grow alongside the user, maintaining relevance even in the face of innumerable ascensions.
*This forging permanently 'sets back' the character one stage's worth of Cultivation progress, and removes any unique features of that Stage. Stageless milestones removed in this way still penalize Cultivation speed by the appropriate amount, but do not reduce the character's ultimate potential.
*The character gains +.25 effective Cultivation stages worth of power for the Ego Barrier and Dao Cleaving stages, so long as they are compatible with Truth. Further bonuses may apply to future stages.
*Increases the number of Truespell slots the character can maintain.
*Significantly reduces the cost of flaring and acting as Truth, should the character possess
- Mightiest and most classic of the Artifact forms, the forging of a Ring is never to be undertaken lightly. A Magnum Opus clad in this form is the only object that might properly be called a Ring of Power, and each Ring so forged is nothing less than an Age of the World made manifest. He who slips Ring on to finger feels blue-blooded essence sluicing through desiccated veins; dreams once more of shining towers; breathes once more the air of the Diagram ascendant - the air of a realm that once was, first blazing season of man's triumph, where the mind could expand without limit, and the truth could slay with a word.

The Ring of the Diagram is a band of white silver holding an ice blue sapphire of elongated marquis cut within a slender lattice of solid diamond. The power of the Ring is The Age of Truth, doubling the efficacy of Beyond Points spent on Diagram Magic and providing a host of benefits relating to the incarnation of an Age. Inscribed on the band in the High Script of the Magus Conclave: "All our glories, we pass on to you."

*Hastens the Doom of the remaining magi; the Ring of an Age ought not be forged until the last of its sons passes from this earth.
*Haltsuphrect's Quickening is now a x4 rather than x3 acceleration (+1 -> +2); Avolen's Lunar Sarcophagus grants a x70 rather than x40 boost (+30 -> +60).
*You are still required to spend the Beyond points necessary to achieve the effect; Going Further Beyond still takes 3 points; Even Further Beyond still 10.
*The bearer can cast Diagram Magic and is immune to the offensive Diagrams of others. This effect persists regardless of the world they find themselves in, even a Legacy Realm which seals such magic or which is a permanent anti-magic zone, and regardless of whether they would normally be barred from such (Cultivators, Elves, etc). Even if they were to travel to an Age before the Diagram even existed, still they would be able to cast.
*Those who witness it intuitively understand that the Ring is very valuable, a precious thing to be coveted. The light of Truth outshines any illusion, making it difficult to conceal, and its wielder immune to illusions from any type of magic.
*Gain the power to speak like this. Causes practitioners of Diagram Magic to feel an urge to defer to the bearer; this is natural. Should you desire access to Truth itself, you may go Even Further Beyond [7 Beyond Points] to do so.

The ring is almost incalculably durable, even more so than the other Artifacts, but unlike them, it can be stolen and its power used against you. Like the others, it is your Phylactery; unlike them, it is not necessarily so, though undoing such a work would be the quest of an Age.

Respawn time: seven days, weeks, months, years, decades, centuries... (resets per Age)
Regeneration: Moderate and Fortifying - body does not count as dead until thoroughly destroyed (reduced to a quarter of its default strength)

For both of these, Truth is #0080FF, I think. I could go through and edit all the relevant places, but it seems you can't copy them, so it wouldn't help that much. (When it says "speak like this" or "like this", it's a bit disconcerting to lose the color which makes that relevant.) Other than that, I think it looks pretty good?

Also, looking back over our spells, did we ever try casting Deliberation with Potentiation 100%? If that increases mastermind income it'd be very much worth it, and if we can get whatever bonus that gives multiplied by 5 it might actually matter. A 10 "step"/5-stage bonus to our mind seems like the sort of thing which should be relevant, and unlike Lichdom I don't remember @Rihaku ever saying we couldn't undo and redo it, just that we'd need to teleport over and pick up our old one, and True Open the Way should make that pretty easy.
 
You know, a thought occurs...
If you actually remove them from power, slaughter their children and hear the lamentations of their women you can get up to 2 BP! Hard to justify doing that, of course, and the effect on Imperial stability would hardly be salutary...

I'll just leave this here, on the off chance we need some extra BP.

Jokes aside (since I doubt this is particularly relevant at this point), some ideas on negotiation (if that's what we end up doing): I think Kong might actually agree to some constraints on mean/median/pick a statistic happiness of individuals within his sphere of existence/whatever he ends up ruling. As Rihaku noted, he could have at any time since achieving Stage IV titanhood destroyed every person and thing in the Labyrinth empire without a second thought. That he hasn't suggests some basic level of care attached to the people within the empire. Moreover, I don't think Zang is even a pure utilitarian: his Overgrowth stops at the edges of Kong presumably because of political or ideological reasons rather than practical ones. If this supposition is true, then allowing Zang Kong to expand/grow (with some conditions ala the mean happiness/utils in his sphere of influence increasing from what they were before he gained control over them) might actually be the most ethical choice, at least from some perspectives.

(There are, of course, some caveats: Kong himself says that he isn't moral and doesn't pretend to them. It's possible that the only reason he stopped at the border was to delay the beginning of a new age and/or because he could create as much space within Eastern Kong as necessary. That also begs the question of why he displaced everyone who was living in Eastern Kong, though. Moreover, he might regard these conditions as being excessively onerous. Also, I'm not entirely sure the math of utilitarianism works once uncountably infinite sets get involved.)
 
Yay character sheet! A minor nitpick:



For both of these, Truth is #0080FF, I think. I could go through and edit all the relevant places, but it seems you can't copy them, so it wouldn't help that much. (When it says "speak like this" or "like this", it's a bit disconcerting to lose the color which makes that relevant.) Other than that, I think it looks pretty good?

Also, looking back over our spells, did we ever try casting Deliberation with Potentiation 100%? If that increases mastermind income it'd be very much worth it, and if we can get whatever bonus that gives multiplied by 5 it might actually matter. A 10 "step"/5-stage bonus to our mind seems like the sort of thing which should be relevant, and unlike Lichdom I don't remember @Rihaku ever saying we couldn't undo and redo it, just that we'd need to teleport over and pick up our old one, and True Open the Way should make that pretty easy.
And now, like clockwork, comes the gnawing fear that by discarding sure victory we've doomed Nameless. The same ethos incarnated in Might's Ring is what's ushered him from victory to victory: civility, society, and even tactics mean nothing in the face of sufficient power. God, do we even have countermeasures against our Eyes apart from True Incarnation?

MM points are either 0 or 1, I think, depending on whether Deliberation's triggered since we converted them to master the Ring. We have Prodigious Might as a Truespell as well, since that came with Path of the Immortal. Suizhen's Loyalty should be at 9, not sure about Xiaoling. Aurelia is at 7 unless there's an offscreen increase buried amidst all those memes.
Added in, keep em coming boys.

Also, just realized that we have 2/3 Space Signs as True. Wonder if we could get something special if we got all of them.
 
I'm like 99% certain the heroine gets an entirely new magic style, the one that will characterise the new age.


[ ] Archival Magic - To become an Archivist requires a humble spirit and advancement necessitates a genuine desire to learn. However, any being that possesses these qualities may learn this magic, as long as they have not used another magic previously. Spending an orb here gives a superhuman intuition and talent in the analysis and synthesis of magic systems.

After all, those who do not learn from the past are doomed to repeat it.

*This magic allows the user to cast their minds back into the past to observe, record and preserve the events and arcana found therein.
*With sufficient analysis and understanding, the Archivist may freely utilise the fragments of magic they find
*A talented Archivist that can grasp some of the principles underlying magic may synthesise entirely new spells and skills from the works of the past
*Without a specific time and place to cast back towards, the magic will cast the mind back at random random though the time and place are guaranteed to be of some level of historical or magical significance

[ ] Memory [10 BPs]
- The difference between the memory of a thing and the thing itself is not so large.

[ ] Mnemosyne [10 BPs]
- Memories are fleeting and faded, who can really say what happened and what didn't?

For the Heroine, who has personal knowledge of previous Ages and transhuman talent with their magics, this is basically Thrice-Great but better. For anybody else, it's not nearly as good. The future ruled by her students is pretty nice, since they're all enlightened philosopher-king types who have no real need or desire to be shitheads. They're even the sort of chumps who'd cede the stage gracefully to Summer.

Well, except for their king.

It's gonna be a real uphill battle for him since he would have basically no allies but unlocking either the Hybrid or the Potential type EFB option would put him in a pretty okay position. It's not entirely impossible to win without them, as long as he takes a good starting build and plays competently.

-

this got a little out of hand. i'd do a full writeup of the two EFBs and the setting but we're more or less at 10 BP and i gotta go to sleep, so have a blurb and some hints/summaries instead.
 
So do we know which was the last Age of Spring? I have been leaning toward it being the Age of Grace with the elves, that puts them in an interesting position.

Edit:

Spring-Majesty(?)
Summer-Wisdom(?)
Autumn-Knowledge(?)
Winter-Severity(?)
Spring-Grace(?)-Elves
Summer-Lore-Dragons(?)
Autumn-Truth- Diagram Humans
Winter-Might- Cultivators
Spring-

I think it's time for a reread!
 
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So do we know which was the last Age of Spring? I have been leaning toward it being the Age of Grace with the elves, that puts them in an interesting position.
We know the Elves have forged at least 3 Rings (as we've seen Lore, Severity, and Majesty), and I think our QM has indicated there were more than that. It's always possible you can forge a Ring for an Age you haven't seen, but I doubt it, because otherwise they should have an essentially endless supply or Rings (I feel like there were supposed to have been at least a thousand Ages, but it's been a while since I looked through things, so that may be wrong). As such, it would seem likely they were more than 3 Ages back, and thus they weren't Spring's last Age. The Binary could plausibly have been a prior magic of an Age of Spring, though, and I personally feel that's pretty likely --- perfect grace (Grace?) and the capacity to diplomance your way through people well-trained to resist exactly that seems like it would align well with "Fated Love" and the sorts of things True Incarnation is supposed to block, which we think are likely the sorts of things Spring is going to throw at us.

Tl;dr Grace probably wasn't Spring's last age, but I wouldn't be at all surprised if it was one of her ages.
 
Maybe it's a little premature, but, regardless of what wins (aside from Split Three Ways I guess) this vote, I'm actually feeling pretty optimistic about the outcome of the next update.
 
...Why does the new tally software decide which vote it wants to be the displayed one with no input from you? I really don't like this format. Oh well, have a tally anyway. :rolleyes::sad:

Edit: This tally is horribly wrong, and apparently I can't get rid of it for some reason. Ignore, please. (I really don't like this tally UI.)
Adhoc vote count started by UDwarf on Aug 1, 2019 at 4:25 PM, finished with 402 posts and 74 votes.
 
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Welp, given the new votes looks like I can go ahead and remove High Hand from contention. The update should be either today or tomorrow depending on how quickly we can resolve a final winner!
 
...Why does the new tally software decide which vote it wants to be the displayed one with no input from you? I really don't like this format. Oh well, have a tally anyway. :rolleyes::sad:

This tally is definitely wrong, for example it counts Orm Embar and Thomasfoolery as voting for Rain, which isn't true when you click through the link.
 
[X] Rain
-[X] Even further beyond
[x] Negotiation

*Looks sadly at Awl-Sword and Ring Of Might"
 
This tally is definitely wrong, for example it counts Orm Embar and Thomasfoolery as voting for Rain, which isn't true when you click through the link.
Yeah, I've been trying to organize it to something at least vaguely useful, and it's not working. Trying again. Fingers crossed. (Tally will go in my prior post.) (EDIT: Or not. Apparently. Because the nice "delete vote tally" button doesn't work, it seems.)
Adhoc vote count started by UDwarf on Aug 1, 2019 at 4:34 PM, finished with 407 posts and 74 votes.
 
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A couple things:

You don't have Fated Overlord anymore.
You may end up with 11 BPs, in which case you should consider spending the last BP on something. Maybe a write-in spell, especially if Distillation wins? Nameless still has plenty of partially relevant Diagram slots unfilled. Remember that Tyranshal's Potentiation doesn't work on most Grand Diagrams!
 
Huh, they caught on fast I see?

Because you said initially that they'd cotton on within 3-6 months, but this is maybe only one after it?

That being said, spending that last BP depends a lot on what actually wins. If Rain wins, we don't really need more power so much as we need to prepare for our Tribulation. If Distillation wins, we might need a bit more power to nudge us over the top.
 
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A couple things:

You don't have Fated Overlord anymore.
You may end up with 11 BPs, in which case you should consider spending the last BP on something. Maybe a write-in spell, especially if Distillation wins? Nameless still has plenty of partially relevant Diagram slots unfilled. Remember that Tyranshal's Potentiation doesn't work on most Grand Diagrams!
Please tell me that my dream of Stage 20 Throw Boulder is not dead.

Megaversal level boulders
 
You don't have Fated Overlord anymore.
Just wondering: when did we lose it? (Was it in-story and I forgot it, or is this something I missed elsewhere? I can't find it while searching, at least.) As mentioned, we did get warned it would happen within three to six months, and I guess 77 days would come close to 3 months, but I didn't see anything explicit. (I assume Aurelia's narration is at least accurate on the number of days we took to forge the Battlesuit.) So what does The Enemy of Heaven do? Anything particularly interesting? And I guess that should go on the character sheet, probably.
Adhoc vote count started by UDwarf on Aug 1, 2019 at 4:46 PM, finished with 409 posts and 74 votes.
 
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