It's not like Vendetta is perfect though. At least Balance is...well balanced. Never mind all the other problems Vendetta has, it has more than 50% chance of dying even if we play perfectly.
Ex-a-ctly.

If we survive, can you imagine? It will be insanity manifest. An endless cycle of vengeance, with chunks of baked, steaming bodyparts and gore raining down around us as we fire pencil-thin annihilation beams from our fingertips, proclaiming the devastation of entire countries in a hand's single elevation. With peerless grace, with endless puissance, we will destroy any army, any force that stands in our way...

If we survive, yes. But the more challenging a game, the higher its amusement. Let's just not get too cocky to start with.
 
Fanwork#1239 Words

Omake: "A Cursed Legend"

No two worlds were the same. He'd experienced it quite viscerally during his first summoning, foreign laws of reality breaking all preconceived notions of common sense that he'd been taught in his life on Earth. But it was only after the Hero had started on his journey of Vengeance and visited multiple other worlds that he realized the difference so intimately.

Some worlds were just that. Places people lived, space only made significant by that which it contained. Sometimes they had magic of some kind, and other times they didn't, but in essence they were just constructs of materium and energy, motivated by relatively constant rules and regulations.

Some were... more. They didn't often possess intelligence as sapients were wont to define it, they were too massive and unwieldy for that, lacking the complex organization to sustain such intellect. But that didn't stop them from noticing the Hero in the first brief moments on arrival, as he adjusted to his new circumstances and tried to hide as much of himself as he could.

They noticed and reacted.

There was a hunger engraved deeply in his being, a craving to fill an emptiness that would never be sated, only appeased for a time. Such was the price he had paid for that impossible spark of potential, and he had made his peace with it, learned to live with this Curse, so to speak. Even learned to reign it in and focus its eternal Hunger tightly so that it wouldn't disrupt his actions unduly.

Nonetheless, it existed and made its intentions known constantly. That it would eat and eat and eat until there was nothing left was never in question. His was a naturally parasitic existence, only constrained by the rules the Hero imposed on himself. Let loose, his instincts would suck this locality dry within a decade, then starve him too for good measure if he didn't move on.

And when an organism realized it was infected with a deadly parasite, would it care that this parasite lay dormant? In the face of a natural predator holding its massive bloody teeth around its neck, would the world just give up and submit helplessly? Infected with a fatal disease that only showed mild symptoms for the moment, would one simply hope for the best?

The answer was obvious.

Already the Hero could feel the hostility emanating from every stone, every blade of grass and every air molecule. The weather was quite pleasant, with strokes of white clouds painted over a clear blue sky so common for worlds that hadn't experienced the industrial revolution and all its vagaries.

It was high noon, and the sun glared down at him like he was a particularly smelly bug intruding on its territory.

The world's malice was diminishing at a noticeable pace as he reduced his presence and leashed the Hunger, but that was a temporary state of affairs. As soon as his iron self-control faltered or he needed to draw on his power in significant amounts, his Parousia would flare and he'd be announcing himself to the world.

Likely the world wasn't capable of attacking him directly, but even indirect means had proven quite troublesome in the past, so it was better to put that off.

How inconvenient.

Within a thousand and one years, unify the nations of this planet and destroy all Ancient Monuments in the surrounding solar system utterly.

It was the typical fare as far as Geas was concerned: go kill that person/monster, conquer that place, find that thingamajig and do something with it for unknown purposes - which usually also involved killing and torching, in no particular order. Straight and to the point, with no room for squabbling as to what constituted successful completion.

Though there was sometimes room for interpretation of the tasks, like in this case where the Hero was free to accomplish them as he desired. Whether he became their God-Emperor or an Unstoppable Tyrant they unified against, the Curse didn't care. Results were what mattered, all that was desired of him, and there would be no punishment from the Curse as long as the task was done, no matter the means employed.

Yet as the Accursed's stand-in some things were implied.

Completely destroying the solar system and thus technically fulfilling all the requirements would not make his patron happy. And making the Accursed unhappy was not conductive to a rewarding and successful life, or any kind of life at all, as some of the more reckless Cursebearers learned.

Luckily he wasn't alone in this.

With an exhalation of air and flexing of his will a form condensed from the nether of possibilities, a subordinate and dear friend that had been with him since the very beginning. Or maybe she was simply created whole-cloth, separating from his Fantasia again after he had joined her colors to his own palette previously. The Hero didn't bother about the particularities, as Accretia cared little for such mundane things as what was physically viable or even possible.

Much as he still disliked the term Tyrant, he understood the concept all too well and made use of it adroitly. He'd fought one in his formative years, and myths told all too eagerly of dragon-slayers becoming the dragons they sought to defeat. He'd taken on the role in the course of his journey sometimes, reluctantly at first, then resigned to the inevitable.

Most importantly, he was Cursed to embody one. That had meaning. It had weight.

What the Hero-Tyrant took as his would be with him forever, clutched close to his obsessed heart with all the force a legend backed by a Major Curse could provide. He was a nation unto himself, a man and a world made as one, his conquests as much a part of him as his arms and armor. They lived and loved and dreamed within his inner domain, shielded from the world without by the bulwark of his body.

That mad heart didn't let go easily though. Only a handful of his companions could be manifested at once, and each such act was represented a significant exertion he could not perform too often - not of magical power or spirit, but of something more ephemeral, something that let him go against that intrinsic nature occasionally.

"Are you still brooding, or can we get going?" Gisena, his oldest and most trusted companion, asked impatiently. "The world won't conquer itself, after all."

"I wasn't brooding," the Hero protested hotly. He was just... contemplating the nature of his existence. "Why do you think we'll conquer the world anyway? I've transmitted the task to you, maybe I could simply persuade them to do the rational thing and join up."

"Sure you weren't," she arched a violet brow. "And I don't know, but there was that one time we were told to kill the Lucid Spear. Or that one time we needed to drop the Star Tear into the Waters of Forgiveness. Or even that one time we had to take over the Duchy of Amerlain. One would think that none of those problems have 'world conquest' as an answer, but here we are. Don't worry," she winked salaciously, "I'm sure you'll seize these lands as easily as you did the maiden hearts of your-"

"I do not," he shouted, breaking out in cold sweat, dread instilled by the memory of his returned wife's smile when she met his companions, "have a ha-"

AN: Not sure how the Geas would actually interact with a body that was also an inhabited world, since letting us carry companions was supposed to be a Mitigation, so this seems like cheating. Tried to circumvent it, but eh, still not certain how such a power would unfold in the actual story.
Also! As Zang Kong-senpai taught us, the moral conundrum that comes from the conflict between selfishness and selflessness is quite easy to resolve! You can't be selfish if whole worlds depend on your existence! So if you eat a few, that's just mathematics at work or something. I'll admit I slept in when it came to that part of the lecture.
 
What's the use of endless progression in an endlessly level-scaling world of geas-quests and even worse scaling apocryphals? Seems like a great way to loose a universe eating horror when we finally fail to stop whatever it is at some point in the octillion years...

The tyrant is dead. Vengeance on nameless manipulators feels hollow to me.

[X] The Forsaken Mask
 
Do we have any idea when the vote is going to close? I'd like to stick to Balance, but it's looking like time to tactical vote on Forsaken Mask.
 
[X] Vendetta
-[X]Remittance: The King's
[X] Battle Mastery


Time to scurry back to the king's (Hopefully) benevolent autocracy after indulging in the dream of a fair and balanced world. I'll probably be voting to just boost BM if King wins, to streamline the systems we have to juggle.

What's the use of endless progression in an endlessly level-scaling world of geas-quests and even worse scaling apocryphals? Seems like a great way to loose a universe eating horror when we finally fail to stop whatever it is at some point in the octillion years...

Well, it's an endless progression upward sure. But if you're diligent you can get and stay ahead of the curve, this came up in regards to Indenture last quest. Apocryphal will require more in order to do the same but should still be possible.

[X] Balance

We're back, will it be a miraculous turnaround!?
 
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Reaction Post, 1331 words when I plugged the reaction material into Libreoffice Writer, put the Omake Power to Dread+Keep.

- A Simple Transaction -

- I -


Every story spoken has been spoken before.


The boy from Earth stumbles into another realm. A world of wonder and magic, suffering beneath the Tyrant's cruel yoke. The boy becomes a man, the man becomes a hero, the hero defeats the Tyrant, and all live happily ever after. So destiny has decreed.

For whatever reason I'm getting Nietszche+Dies Irae+Eternal Recurrence Vibes right now.

But the Tyrant is not so easily overcome.


He is wise to destiny's tricks, greater than destiny's stewards. He sets the world spinning to the direction of a new master. Destiny falters; only causality remains. And mere causality does not suffice a hero from coddled Earth to stand against the Tyrant.

Using Dies Irae for the metaphor here, the Bad Guy takes the Throne, kills the Mercurius Figure, attains Aztiluth.


The hero fails, time and again. The people of the world suffer for his impudence. He loses an arm, an eye, half a lung, all the natural vigor of his youth. The companions with which he journeyed become a procession of the dead. His quest, prophesied as the dalliance of a season, becomes a grim slog of years.


There is no certainty of victory; barely any chance of it. But the hero's heart is full of hate, and it is much too late to stop.

Brutal. Shades of Baenlixnaire here.

He learns from his enemy. Mirrors the monster's unmerciful cunning, turns to those forbidden arts his long-dead mentors warned him against. Finds in them, at last, an arena in which his talent exceeds his adversary's.

Metamagic Feat: Burn Lifeforce for power, Stealing peoples Noble Phantasms, or whatever the higher reaches of Seal Magic do. Moloch demanded sacrifices for victory, and the hero found he was better at it than the tyrant. Makes sense if the hero was approaching Baenlixnaire levels of hate I guess. Battle Mastery's burning lifeforce for power makes me question how the hero practiced it enough to be better at it than the tyrant. Transcendent prodigy shenanigans or something?


Years more of preparation, to realize the power that talent portends. Time bought dearly with the blood of his allies, a patchwork insurgency of the desperate and condemned. In sparse moments, the hero and his surviving companions carve out a life for themselves, stealing what joy they can. The long, bitter path of his journey trudges towards culmination.


One final sally against the Tyrant. As before, their powers are unevenly matched. But for the first time, that imbalance is in the hero's favor.


And yet even that is not enough. The gap in power does not suffice to overcome the gulf of skill still between them. There is no more time. There are no more chances.


The killing stroke descends. The hero's final companion throws herself into its path. The hero becomes a widower.


In the Tyrant's implacable guard, a momentary opening appears.


Burning selfhood like tallow, the widower mounts one final onslaught. In his eyes there is no more victory, no dreams more of failure or success. Only the enemy which must be destroyed, no matter the cost.

I'm getting more shades of Baenlixnaire and the Doomed Diagram Liches. In the meantime though, the hero cast himself into the ranks of the Mauveshirts to win.


The widower prevails. The Tyrant is no more. The peoples of the world celebrate their liberation. Joy and adulation rain upon their silent champion, who stares ahead unblinking.

Ouch. I've seen this trope once before in more detail in Cpl_Facehugger's Luv and Hate quest(ACU in the Muv-Luv Alternative verse for the unfamiliar), and it wasn't any easier for Colonel Steele after Black Sun.

After the parade the widower buries his wife and their unborn child. It is eleven years to the day since he arrived in this world.


Crippled by the effulgence of that final strike, the widower is a pale shadow of his prior self. But in the eyes of the people, he is still the hero that was; their protector, their shining knight, their salvation, howsoever delayed though it may have been. And, with the passing of seasons, a glimmer of hope arises in the hero's heart. That, though the cost was ruinous, more than he could bear, there was good in the world still waiting to be fostered.

In the end he was left to face Moloch, with not but the power of a Mauve Shirt at his back.


Freedom, Justice, Truth. In time, democracy. A society with the power and wherewithal to be organized around its highest ideals, rather than brute necessity. It is what they would have wanted - and if he no longer wields a hero's strength, still he has a hero's influence.


But the world did not sit idly while he mourned. The kings and dukes who fought aside the hero have filled the vacuum of power left by the Tyrant. And they are content with the system at hand. Theirs is a society of nearly faultless structure, stably and evenly arranged. Their yoke is light, the people are fed. Is that not justice? There is no place here for the instruments of modernity, much less its frivolous ideals.

Presumably that was the words of the Nobles talking about justice. If they knew not their caste, would they be born into this world voluntarily? Would it pass the test of a Veil of Ignorance?

The hero is not dissuaded. Too many have died for him to surrender this dream. In that resolve the nobility see the beginnings of a Tyrant by a different name. They act. Treachery achieves what all the overlord's power could not: the hero undone at last. Discarded by those who had no more use for him.

Game theory and Causality, Perverse Incentives, Externalities, Institutional Inertia, Corruption, they are mighty enemies indeed.

In the hero's final moments, despair and hate raging equally across his heart, comes a being with the form of a man, offering vengeance in the form of a bargain.

"Make a Contract with me and become a Magical Cursebearer?" /sarcasm

The being is power beyond measure, beyond the hero's wildest reckonings, the solemn steady heartbeat of all creation, the sword by which all stories would end.

The Sky above all skies, the virtue that exceeds absolute virtue, the Ultimate Leviathan, the annhilator of Destinies, the bearer of the magic system with supreme reliability and meta protection and unparalleled attack power, the Accursed has come to lighten up our feet.

"Are you the-"


The man cuts him off with an upraised hand. "No, I'm not the Devil, nor am I associated with any that claim to be him. There will be no souls, no contracts, no signing in blood. My offer is that of a simple transaction. I am bound by countless Curses, leaving me greatly diminished, a thin figment of what I once was. Take up a portion of my burdens, and in exchange receive a fraction of my power."

As a figment of what he once was himself, drowned in Moloch's analogue to Grail mud, I'm sure the hero can sympathize.

Power enough to escape this world, or remake it. This he understands without speaking. Even knowing this, he can not help but dislike the being. If this Accursed one had deigned to act sooner, could his wife and son have been saved?


But it had not, and mere dislike means nothing.


What else is there to say?


"I accept."

That mix of sympathy, whatever hate is left, the Brand of the Wretched, powerlust, desire to escape, in his mind there was no other option, I'm sure the Accursed ensures no external forces like fate or destiny compel his decision in the moment at least, making the decision at that point genuninely the hero's.

Mournfully the being closes its eyes. "So be it."


"If you wish only to survive," it continued, "I will grant you a modest portion of my burdens, and power enough to be free of this realm and its shackles. But if you seek vengeance against the powers truly responsible for your suffering here, then you must take on a far more onerous burden. In exchange, you will receive the power of unbounded progression, growth without limit or surcease."

Enough power to open a hole in the curtain. To the back of this particular stage. The Sky beyond the Sky, the throne, the Crown of Crowns, whatever your preferred metaphor for this is. Yet to claim it, one must condemn themselves to an existence similar to that of the Doomslayer for what is close enough to Eternity for mortal perception. Read the Slayer's Testament from Doom 2016 if you haven't. Whether or not it's the Hidden Masters or some other group we run into afterward, such a fate is a very real possibility.

[ ] Freedom - The eyes of the Accursed open. The ghost of a smile plays across his face, almost too quickly to catch. "Perhaps the wiser choice. Be careful which burdens you undertake; they will accompany you for eons to come. Go, enjoy your freedom. You've earned it."


*Become a Combat-type Cursebearer, granted immense personal might at the cost of 2 Curses.

*Yours will be power sufficient to crack planets and shatter nations, to drown the oceans themselves in ash, blot out sun and stars, the fire and impact of a nuclear bombardment as immaterial as rain against your skin.

*Your power will include some means of travel between worlds, allowing you to depart this wretched realm.

*Unless you decide otherwise, relatively comfy quest of nation-building, adventuring & slacking off.

*Perhaps the best revenge is living well.


-Granted power will not grow naturally.

-It is unlikely you will ever discover the truth behind your suffering, much less avenge yourself upon its architects. But the strings are cut, you are a puppet no more. Forget them, and live on.

Unless you take the Praxis that can grow with us. The Genre Savvy route. Find other targets, people you can help without consigning yourself to the lot of the Doomslayer. Resurrect your family maybe. Right now we can still go home. If the protagonists of Spec Ops the Line were the kind of people to take this route, the disasters of Dubai would never have happened. Playing devils advocate though, Vengeance and Spite played an important role in early legal systems, as the specter that incentizes people to coordinate with each other and cooperate. But on the third hand, Vengeance taken to extremes feeds Moloch's fires. From a Vengeance standpoint though, unlikely doesn't mean impossible depending on build, route, other shenanigans, etc.

[ ] Vengeance - "...If that is what you wish."


"If you survive, no power will be beyond you. In time, there will be no blade you cannot sunder, no force you cannot rout, no foe you cannot ruin, no throne you cannot claim. Take care that you do not become that which you despise."


*Become a Progression-type Cursebearer, granted the potential to attain power beyond all reason through ingenuity and effort, at the cost of the Geas of Indenture, the Apocryphal Curse, and 2 additional Curses.

*Receive only a modest boon of power to start, but you will almost certainly grow rapidly.

*The Geas will take you away from this place, to a world more conducive to your growth, though no less dangerous.

*Should you survive the trials to come, you will almost certainly grow strong enough to plumb this realm of its secrets and overcome its true masters.

*Some say the best revenge is living well. They are lying to themselves. One can strive to live well regardless, but there is no true substitute for revenge. No substitute for doing unto them what they did unto you, for passing sentence upon their richly deserving selves. King or noble, brazen masters or hidden ones... it matters not. When the hour arrives at last, there will be no justice here. Only vengeance.


-Limited initial power

-Forced to take a large number of Curses

-Including the dreaded Apocryphal Curse

Power to reach behind the curtain in your spare moments from the basically eternal war from Geas of Indenture and Apocryphal Curse. The less genre savvy but possibly more interesting depending on your preferences route. Staking your life on your wits and min-maxing skills beyond a shadow of a doubt.
---


The choice came upon him, knowledge of the Curses appearing unbidden in his mind. All could be mitigated with time and effort, though it would take increasingly heroic efforts to overcome more than a modest fraction.


[ ] The Geas of Indenture - Mortgage your future to pay for the present? The term of your service shall be no less than 937 octillion years. Immediately you will be transported to another world and given a task to complete. Nearly every task will fall into one of two forms: you will be required either to kill a predestined 'Chosen One' of some kind, or to conquer some amount of territory.


You will be granted full discretion in the completion of your tasks and there is no penalty whatsoever to slacking off provided you complete your mission within the generous time window allotted. Assassination tasks typically have a 100 - 500 year window, while conquest tasks usually have a 1,000 - 10,000 (or greater) year window, depending on the scope of the territory in question. Should you complete your mission early, you may choose to vacation in your current world for up to 10 more years before departing to the next task. Your assigned tasks will always be within your given capabilities to achieve. Failure to complete your task within the time window will result in death. You will not be assigned tasks that are totally abhorrent; assassination of a well-meaning hero is about as bad as it gets.

Exceptionally Molochian. Part one of the Slayer's Testament syndrome I was talking about earlier. Why would you pick this if you aren't taking Vengeance? Mitigation of this seems like a necessary prerequisite to begin actually laying the groundwork for vengeance.

[ ] The Decimator's Affliction - You will naturally absorb the total fundamental life force of the realm you currently inhabit at a rate of 10% per year. Area affected is exceptionally large and scales with your own power; a weak Progression-type might only affect half a continent, while a Combat-type would affect an entire solar system. In the absence of sufficient life force, you will begin to bleed essence, losing components of your powers, skills, identity, memories, and ontological veracity at a proportional rate. Though there are many paths of mitigation available, none of them are pleasant or easy.

Render the world unto Moloch. Become Global Warming. Give all of creation a legitimate basis to hunt you down and kill you. Apparently has mitigation options though. If the hero did not wish to give himself over to villainy entire for vengeance, mitigation of this becomes a moral obligation if taken.


[ ] Affliction of Slumber - A curse of the body. No matter how powerful your physical form becomes, you will require at least sixteen hours of sleep every twenty-four hours. Missing even a single hour will result in severe physiological consequences. If enemies consistently interrupt your sleep, you will find yourself near-constantly disoriented and enervated. Your waking hours are the very stuff of life. With this choice, you surrender half your conscious existence, your very presence in the world, upon the altar of a Curse.

Not much to say here. We all know the deal here. Going to need mitigation here to juggle vengeance and indenture if Balance wins I imagine.

[ ] Brand of the Champion - It is the champion's remit to solve problems, to answer the call of heroism wheresoever it should arise. The champion stands unconquered but alone. Everyone you interact with aside from a select few individuals will refuse to assist you, even in trivial ways, unless you perform some inane or perilous task for them first. Even if all conventions of morality, duty, or good sense would impel them otherwise, they will simply find it unthinkable to aid you without due recompense. The difficulty of tasks is usually equivalent to the degree of assistance you request, though not always.


There is no escaping the Brand, even the Accursed is affected by this, but if you are calling in a Primary Remittance that hinges on his intervention, such as Three Wishes, the tasks he assigns you will be moderately difficult at most.

JRPG Protagonist syndrome as has already been said. Rewards self-sufficiency for better or worse. Has a few immune people. We may be establishing ourselves as immune on a meta level if we drop any lesser remittances for Accursed Favor.

[ ] Doom of the Tyrant - You absolutely refuse to submit to, or even acknowledge the legitimacy of, any rule, custom, law or authority above your own, unless that authority is at least as powerful as a specific instruction from the Accursed himself. Your ability to operate within the context of any organization you are not unequivocally in charge of is utterly crippled. Diplomacy is a laughable dream.


Enemies that are aware of this can provoke you via reverse psychology, though this can only cause you to attack them - you aren't compelled to do the opposite of whatever they order. This Curse comes pre-mitigated in that it does not affect the Accursed, but is very difficult to mitigate further.


It's inadvisable to take this alongside any Brand effect if you intend to ever work with others. Example:


You request a subordinate do something for you -> They refuse until you collect 20 bear pelts -> You refuse to acknowledge the Brand's legitimacy, as it is not greater than the Accursed -> You are unable to ever get your 'subordinate' to do anything

Nasty if you aren't a Leviathan with power beyond question. Nasty in a case where you need PR or are on a particularly civilized world. Less crippling if you're an overpowered freer of a War-Ravaged world from the dictates of Moloch.

[ ] Doom of Lunacy - The large majority of your power (75%) is sealed within a monstrous battle-form that forcefully emerges under conditions of extreme duress. You may voluntarily enter this form, but doing so causes you to go absolutely berserk, attacking without regard to friend or foe until everything in your vicinity is destroyed. Affected area scales with your power, but is always very large. Anyone who perceives the form is afflicted by terror and hatred as if by a Brand-type Curse; all but the most stalwart of allies will turn upon you in the face of it.


This Curse can be only be effectively mitigated by one means. Very occasionally you will encounter certain individuals that are highly compatible with you in some way. It is highly likely that any such individual(s) will be substantially weaker than you in most regards. In their presence the Doom will begin to shift to the Geas of Lunacy, if you do not suppress the change. The Geas of Lunacy does not limit your power in any way, but afflicts you with an unhealthy level of devotion to the individual in question. Their happiness and safety are certainly more important than your own and you will find it difficult to refuse even their slightest whims. It is always surprisingly difficult to augment their power beyond its natural rate of progression.
What needs to be said about this has already been said. It has strong synergy with Plenary Brand and Freedom Route, it makes "You won't like me when I'm angry" into a credible threat that way because everyone knows you're the Hulk. If you don't like the possibility of going Yandere it's a precommitment mechanism because switching to Geas of Lunacy broadcasts that we're a Yandere and people should target the one we're devoted to.

[ ] Plenary Brand - Like a blazing sun, the radiance of your power is wholly unconstrained, and the shadow of your potential looms perilously, a pall over reality that is impossible to ignore. The truth of your essential nature is broadcast without concealment or pretext. Even if it would normally do so, this effect will not cause others to like you more.


You automatically attract the attention of everyone who perceives you, and your rough capabilities are made apparent to them, to whatever degree they can reasonably comprehend. Disguise is impossible, your nature is blindingly obvious, and enemies so informed of your abilities will act accordingly. Snip Progression-types in the bud with overwhelming strength, retreat and attempt to outscale Combat-types, etc. One of a Cursebearer's greatest strengths is the ability to grow in power undetected by the mighty; anonymity is very often the greatest defense. With this Curse, enemies will never overlook or forget the severity of the threat you pose. Even ostensible allies will likely foment contingency plans.


The Plenary Brand overpowers any forms of stealth or misdirection you might attempt. Furthermore, in any situation where it is remotely reasonable to do so, all enemies will focus their efforts on defeating you first.


Unlike most Curses, the strength of this Brand slowly increases with time. Unless efforts are paid towards mitigation, your mere existence will eventually sear ten billion impressions of yourself into the minds of your allies, rendering them comatose, while your enemies become monomaniacally determined to end you.

A Driver of Plots, we must wander and grow to find ways to mitigate it lest we become a lovecraftian abomination in truth. Almost reminds me of the jokes I saw comparing the Sun and Eldritch abominations.


[ ] The Apocryphal Curse - "May you live in interesting times."


The challenges this presents will usually not be beyond your ability to overcome, but very occasionally you will be forced to dig deep and discover whether you are truly worthy of the Accursed's mantle. Remember: the greater the reprieve, the more terrible the chaos that follows. "Better to be a dog in times of peace, then a man in time of war."


*Counts as 2 Curses. Don't take it unless you have to.

The Second part of Slayer Syndrome. Hard Mode. We maybe could consider taking this with Freedom on it's own and nothing else, preserving our mobility, full power, and range of psychological function and getting the full power of a combat cursebearer. It's mitigatable too, and having only one curse to focus on means we'd eventually be able to get some measure of peace back.

---


But alongside those burdens came power, the Remittances of the Accursed that he had paid so dearly for:


[ ] The Regalia - A crown and throne of stars.


A combination of Remittances. While it lacks in focus, it presents its recipient with an arsenal of superior versatility. A practical choice that focuses on minimizing risk and mitigating downside.


*Fortune: Once, upon your death or suffering of an unacceptable loss, you may rewind the relevant timelines up to one hundred years, though not to any point before you became a Cursebearer. All Cursebearers will retain their memories of the period rewound. Triggers unprompted if you die unexpectedly.

*Force: You will acquire a modest but useful superpower synergistic with your existing capabilities.

*Favor: Choose one additional Lesser Remittance.

*Wild: Copy any one of the above effects, making new choices for the copy.


Any powers granted by Remittances are scaled to your current power unless otherwise noted. A Combat-type Cursebearer would receive a greater boon than a starting Progression-type, though the latter might need it more...

Lot's of permutations, the option for optimum ability to shape whatever superpower you get with lesser remittances if you're so inclined, along with Bad End Insurance. Worth consideration for Vengeance routes.


[ ] The King's Scepter - Power, plain and simple.


The scepter represents temporal power, power over the world. Shallow though it may be, immediate power represents more than just safety in the moment. Certainly you can't train if you're dead. But power in the moment is also leverage to face stronger foes, to reap greater rewards, to provide greater space for optimization, more resources with which to accelerate your training.


Taking the Scepter all but guarantees you won't be snuffed out before you get a chance to advance, and accelerates your growth curve by giving you the leverage to take risks.


*The Accursed will grant you a mighty power, broad in remit and scope of action and well-suited to your nature. If you are a Combat type, the power granted will be of formidable scale. If you are a Progression type, the power will be optimized to grow with you.

This one is another good option for Vengeance routes and I kind of wonder where Chromatic Aberration fits on the Regalia+King's Scepter scale still.



[ ] Three Wishes - Your heart's desire.


The Accursed will grant certain of your requests. Do not squander his favor. Substantially mitigating your Curses or otherwise exceeding the Accursed's high expectations will recharge some fraction of either the Least, Lesser, or True Wishes depending on the scale and magnificence of your achievement.


Least Wish - You may wish for anything you could accomplish given a year's worth of effort, knowing what you know now. For example, "Improve my parameters as if I trained with my current methods for a year."


Lesser Wish - You may wish for most anything within reason, though it may not excessively surpass your current power level or that of the reality in which you currently reside. For example:


"Improve my parameters as if I had trained in a reasonably optimal manner for a human lifetime, without any of the negative side effects thereof."

"I wish for a superpower well-tailored to my current situation." Its general power level would be below that of the King's Scepter.

"I wish this enemy were dead beyond the possibility of recovery" would work on a greater variety of enemies than "I wish for this enemy to become my loyal servant."


Resurrection, time travel, social and political power etc are all within the realm of possibility, though each has limits.


True Wish - You may only employ the True Wish defensively unless the Accursed feels you have earned it. Earning it is very difficult. Used defensively, the Accursed will decisively resolve even the direst of situations in your favor. This is as good a guarantee of safety as exists in creation, for no entity you encounter in your travels will be even remotely capable of challenging the Accursed. The elder horrors of the omniverse could turn their unbridled might against you, but sheltering under his aegis you would not feel so much as a breeze.


Used proactively, you may wish for anything, and the Accursed will grant it if it is in your best interests.


Invoke this power with care, for the Accursed does not grant a favors of this scope for all but the most incredible of achievements. Most Cursebearers only get one.

This is maximum genre savvy, the complete the mission and go home route in Spec Ops the Line, the Forsaken Mask route. Has potential for semi-comfy hulk quest until we need to go on especially long trips for Plenary Brand mitigation.


[ ] The Sword That Ends The World - Accursed blade.


Access the Praxis, the Accursed's personal casting style. A style of magic that emanates completely from the self, relies completely upon the self, and is developed completely by the self. Advancement in the Praxis depends little on talent, much on effort and self-sacrifice. A dream of fairness, defiant against an uncaring universe. And power enough, in time, to make the universe care.


The Praxis is renowned for its limitless potential and complete omni-dimensional reliability. Where all other magics fail, the Praxis operates with unerring consistency. It excels at inflicting and preventing harm, but struggles in matters of renewal or restoration. This Remittance only access to the Praxis, but only Combat-type Cursebearers will start with skill in its application. Unlike the other Primary Remittances, this Remittance offers no immediate power to a Progression-type Cursebearer.

The Lorebox I'm optimizing for maximum immediate exposure to(Combat Cursebearer Praxis Skill boost +5 or more lesser remittances to possibly put to upgrades depending on participation bonuses). 33-66% chance of bad end if taken with Vendetta. Progression may be able to reach higher levels but you can't reach those levels if you're dead. It's the source of a lot of salt, the mystery we've been waiting 3 years for an answer to.

---

Lesser Remittances will be chosen after your Primary Remittance is selected. They include choices such as companions, objects of power, slight upgrades to your Primary Remittance and so on. It would be unwise to rely on them for safety in the short or medium term.


Please first vote for your favored combination of [ ] Freedom / [ ] Vengeance, Curses, and Primary Remittance.


Example Lesser Remittances:


Companion: Gisena Allria, the Nullity Sorceress


Physical **

Social ****

Mental ****


On the brink of her execution by a mighty foe, the Nullity Sorceress employed a novel and highly risky application of her powers to tear a hole between realms. Nihilistic, cunning, and disarmingly vivacious, she is an exceptionally talented technologist and socialite. Beautiful, and fond of using her charms to tease, manipulate, and frustrate friend & foe alike.


Modestly superhuman strength, speed, constitution, appearance, and quickness of thought. Her Sorcerous Graces allow her to nullify, negate, or weaken a very broad range of supernatural effects, or, in theory, aspects of reality. Well-suited to Curse mitigation. Not immune to the Brand of the Champion, not compatible with the Doom of Lunacy.

Unfortunately I don't remember the plot events of the first Simple Transaction very well. Still worthy of some curiosity to see how she got into this situation and she can help us with early curse mitigation. Especially Important for Vengeance Routes with Decimator's Affliction. Also Affliction of Slumber, Plenary Brand, etc. It'll be painful having to choose whether or not to bring her along with only 2 remittances. Balance and Dread+Dreaming don't have those limitations.


Artifact: Hunger


A ring of power, two thin bands of black surrounding a band of blood-red. When worn, it merges onto the finger, unable to be removed. The user's appetite for all the visceral pleasures of life is notably sharpened, increasing motivation and drive but with the obvious side effects. Indestructible as far as you can tell.


Dramatically reduces the benefits of training, but explosively increases rate of progression during active conflict. An active Cursebearer would progress many times faster in total.

A magic anti-depressant for Dread+Dreaming if we were so inclined. Benefits for both freedom and vengeance routes, considering Combat Cursebearers don't get the ludicrous progression of progression type cursebearers to go with their ability to tank over 100 Tsar Bombas. An amount of energy so ludicrous my brain starts to shut down and laugh at the ridiculousness.


Upgrade: Accursed Favor


Forgo a Lesser Remittance. Causes the Accursed to like you slightly more. Benefits uncertain, can be taken multiple times.


By default you have one Lesser Remittance, but you can acquire more in the following ways:


*Each additional Curse you take beyond the requirements grants 3 Lesser Remittances

*The Regalia grants 1-2 Lesser Remittances

*Thread Participation (see below)

Establish ourself as Resistant/immune to the Accursed's Brand of the Champion maybe, with whatever benefit's that's worth.
 
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Adding recent Omakes onto the Power ranking from my earlier post and rechecking people's votes(As in get the totals for each author in my original list, read from my previous Omake Power post to the end of the thread, update necessary totals, add new authors and replug them into the equation). I can't be bothered to do another manual tally right now, don't know if I can be bothered to do one at all.


Vendetta: 19066
1794(Orm Embar Total)+5292(Unelemental)+1194(Sickul)+2284(Runeblue360) = 10564 from Scepter
1054(Crimson Moon)+689(Salty)+2177(KidfromPallet)+1463(BrainInAJar)+1873(Birdsie)+1246(Cerillian) = 8502 from Sword

Balance : 695(ImperatorV) = 695
Forsaken Mask: 2494(Maragas)+537(Enohthree) = 3031

Dread and Dreaming: 2125(ConjuredBlade)


Accretion: 1794(Orm Embar)+5292(Unelemental)+1463(BrainInAJar)+1194(Sickul)+2284(Runeblue360)+537(Enohthree)
= 12564
Seven Seals: 1054(Crimson Moon)+689(Salty)+2177(KidFromPallet)+2125(ConjuredBlade)+1873(Birdsie)+1246(Cerillian) = 9164
Battle Mastery: 695(ImperatorV)+2494(Maragas) = 3189
------------------------------------------------------------------
 
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Vengeance: 41 Votes
-Vendetta: 35
--Sword:21
--Specter: 14
-Balance: 6
Freedom: 40 Votes
-Forsaken: 33
-Dread: 7
Accretion: 26
Battle Mastery: 12
Seven Seal:12

Inserted tally
Adhoc vote count started by Maragas on May 18, 2020 at 4:11 PM, finished with 398 posts and 82 votes.
 
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Also, a few arguments for my picks, as I seem to have mostly criticized other options.

The first, of course, is Vendetta. Having weighed all the choices, I found that it is closest to my heart. Not that I find the idea of giving up on Vengeance truly abhorrent - it can be admirable even. Having a functioning survival instinct and knowing your limitations, pursuing happiness and carving out your own fate, I would say that none of those things are wrong. The Hero could rebuild a life free of his past, revive his family and try to remember that it is like to feel like a normal human being.

But he knows. As eating the Fruit of Knowledge barred Adam and Eve from paradise, some things just cannot be unlearned. He knows that somewhere out there, there are people that had used and abused him, torn away all he ever loved for the sake of their inscrutable plans. Maybe they are evil people. Maybe they are good people. Maybe they are neither and morality simply didn't play any role in this.

All he can be sure of is that friends bled and died for this. His wife died for this. And these people... got away with it. He wouldn't even have known about them were it not for the Accursed. It was the perfect crime, so to speak, made imperfect only by the intervention of a Deus Ex Machina. The story had played out and the dolls swept away from the stage, only his own choice deciding if he can forget this ever happened, or cut the strings together with their fingers, aspiring to become something more than a plaything for the higher forces.

For while we can be reasonably assured these particular hidden masters won't reach us in our new home, even the Accursed cannot guarantee we will never again be subjected to the machinations of some other overwhelming power, limited as he is by the infinitude of his Curses. One could even say nothing at all can guarantee this, yet there is one thing the Accursed can provide.

Growth. Growth without limit, without bounds, guaranteed to exceed whoever tries to cage and use us - assuming they aren't another Progression Cursebearer of course. He won't give us the fish, but he can lead us to the river and give us the tools. The Accursed doesn't want this for the Hero, since there is no turning back once he embark on this road - and it will be far more onerous and painful than anything we can imagine. But it will also show us wonders and higher vistas, expand our horizons as we never could by making peace with our place in the world, so it's not all doom and gloom.

And one day he'll be back to ask those uncomfortable questions, with the power to extract the answers he needs. It will hardly be an end to his journey, more like an extended beginning, but it'll provide him with a form of closure, proof that in this uncaring universe there is an answer to every evil, consequences for every action perpetrated against his family. That their sacrifices meant something.

In that context, I don't really mind Balance winning either. But a determinator protagonist that we don't have to poke and prod constantly would be nice after the last few quests.

(I don't think I need to explain Scepter vs Sword again)

As for Accretia, my reasons are far more prosaic. Battle Mastery is neat and Seven Seals are a close second, but there is something about Accretia that calls to my senses.

A sword isn't just a +5 blade of sharpness with this magic. It is an armament of legend, its swing as unstoppable as the rising of the sun. A shield can be made of papier-mache for all we care. There is nothing in the world that can pierce that thin protection. A crystal can shine the light of very literal hope, a pen sentencing one's fate as surely as any Doom would.

The hero's powers won't just be something he has, they'll be something he is, an expression of his deeds.

And in more practical terms, we're all but guaranteed to do awesome things or die with the Apocryphal Curse. Might as well drink from that well of power, right?
 
Do we have any idea when the vote is going to close? I'd like to stick to Balance, but it's looking like time to tactical vote on Forsaken Mask.

As an experiment, for this votes I will allow approval voting for up to two options without dilution.

I wonder what the true preference ranking looks like. This should also make the vote counters' job somewhat easier. The vote will probably close late tonight EST so that we can vote on Lesser Remittances and get started with the story.

---

I'm surprised Accretion is so popular given the lack of control you would have. Its passive benefits are broad but building any sort of reliable special effect takes time, experience and notable feats, something that may be less practical to accomplish than simply training / studying or fighting enemies (with a Hunger build). Plus, with both Battle Mastery and Seals you can direct that progress the direction you desire, instead of being forced to simply accept the powers that unfurl. As a Cursebearer you don't lack for other options to establish conceptual primacy in the mid to long term either.

Battle Mastery may have a (very high) eventual hardcap, but it contains plenty of modifiers that improve your scaling multiplicatively as well as efficient, no-frills access to effects such as healing, teleportation, completely expendable but still tactically relevant summons, and resistance to a broad array of damage types and status effects.

Seals are a highly versatile power that is unique to yourself and with an extremely high potential for mundane and metaphysical alchemy. It probably wouldn't even be a bad idea to focus on Seals / Soul Evocation alone for the start of your Cursebearer career. Direct conceptual manipulation as unrestricted as high-level Sealing is usually reserved for higher tiers.

Note that the 100 Tsar Bombas / second is only an example of an attack that could be safely ignored by almost any Combat-type. Combat types focused on battle power would required focused attacks at least three orders of magnitude greater to be threatened, and could withstand attacks some orders of magnitude greater. They're continent busters, so you really need petaton level attacks to challenge them.

Either? But if I had to choose, as Progression Cursie.

You wouldn't be able to. Unless you manually travel there and convince her to join you and pay the Geas mitigation to allow that, etc.

Presumably that was the words of the Nobles talking about justice. If they knew not their caste, would they be born into this world voluntarily? Would it pass the test of a Veil of Ignorance?

Perhaps they might argue that stripped of their essential characteristics they would not consider such a being to be themselves. An answer that certainly elides the question of consciousness.
 
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Never mind all the other problems Vendetta has, it has more than 50% chance of dying even if we play perfectly.
That vague statistic is for Vendetta + Sword though, not Vendetta + King. A choice that gives you enough power to survive in the short term in order to train and get better, as it is explicitly said in the blurb.

Which is a perfectly valid option for those who don't wish to be too daring or find Freedom to be [insert reason why you don't like it here] - indeed, I encourage those who like Vendetta but are scared of Sword to take it.

Second, there's no such thing as a failure if you play perfectly - that is why it's called 'perfectly'. Vendetta + Sword might give less leeway for sub-optimal choices but it doesn't eliminate the possibility of doing alright, just like the other options do not assure a 100% rate of survival, unlike many seem to be believing implictly.
 
Since 2 Option approval voting without Dilution is greenlit, I'm adding Balance as my Second choice since I've realized how powerful some lesser remittances can be for among other things, Curse Mitigation. I realized we may be going on 3 lesser remittances by default, switching to Forsaken Mask as my Second

[X]Forsaken Mask
[X] Dread but Dreaming
-[X] Keep the Plenary Brand
[X]Seven Seals
 
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Hrm. Approval for 2 votes? Guess I'll dump second back into Dread.
Don't really care about second magic system super much, though.
[X] Vendetta
-[X] Remittance: The Sword
[X] Dread but Dreaming
-[X] Keep the Plenary Brand
[X] Battle Mastery
 
That vague statistic is for Vendetta + Sword though, not Vendetta + King. A choice that gives you enough power to survive in the short term in order to train and get better, as it is explicitly said in the blurb.

Which is a perfectly valid option for those who don't wish to be too daring or find Freedom to be [insert reason why you don't like it here] - indeed, I encourage those who like Vendetta but are scared of Sword to take it.

Second, there's no such thing as a failure if you play perfectly - that is why it's called 'perfectly'. Vendetta + Sword might give less leeway for sub-optimal choices but it doesn't eliminate the possibility of doing alright, just like the other options do not assure a 100% rate of survival, unlike many seem to be believing implictly.
First, people are voting for Vendetta with Sword more than Specter so I addressed that.
Second, yes there is, especially when RNG is involved and odds stacked against you. Rihaku, our GM, gave us 60% chance of dying if we go with the Vendetta + Sword. This is literally worse than a coin flip. It's not something you can brush off.
 
[X] The Forsaken Mask
[X] Dread but Dreaming
-[X] Keep the Plenary Brand
[X] Accretion
 
[X] Vendetta
-[X] Remittance: The Sword
[X] Dread but Dreaming
-[X] Keep the Plenary Brand
[X] Seven Seals

Second, yes there is, especially when RNG is involved and odds stacked against you. Rihaku, our GM, gave us 60% chance of dying if we go with the Vendetta + Sword. This is literally worse than a coin flip. It's not something you can brush off.
No, it isn't a flip coin. This isn't a tabletop game where we are asked to roll a die to pass a set diffficulty in order to accomplish a single action.

This is a Quest. It means that we players pick actions with consequences. Depending on the combination of these choices, we can achieve different results, ranging from terrible to excellent. Given the difficulty of Vendetta + Sword, we are given less leeway in our choices, meaning that we must think harder before picking a choice in order to maximize its effect.

But that's our choices that dictate life and death, not an arbitrary roll in which there is literally nothing we can do. Let's not pretend the two are similar situations.
 
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[X] Vendetta
-[X] Remittance: The Sword
[X] Dread but Dreaming
-[X] Keep the Plenary Brand
[X] Battle Mastery
 
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