It might be worth considering future purchases. Obviously, Pillars is on the docket, likely followed by the Ruling Ring. Postponing Fisher King until the latter might be worthwhile since the value of 5 picks being upgraded by ++Progression might actually have an impact on a 24 Arete purchase. Other than those, Once and Future II is an absolute standout that solved a significant problem in our current build and works extremely well with the other upgrades we've got lined up.
 
spamming arete since i really want the tower attempt to succeed

"After he finished with the lunch rush, the vendor lead them through twisting corridors of older construction. They walked for nearly fifteen minutes - a fairly long distance given the superhuman capabilities of all involved - to reach a dilapidated wooden door overgrown by a trellis of vines."

 
It might be worth considering future purchases. Obviously, Pillars is on the docket, likely followed by the Ruling Ring. Postponing Fisher King until the latter might be worthwhile since the value of 5 picks being upgraded by ++Progression might actually have an impact on a 24 Arete purchase. Other than those, Once and Future II is an absolute standout that solved a significant problem in our current build and works extremely well with the other upgrades we've got lined up.
That's actually a really good point. We know that Progression++ has more impact on picks than on Arete, and getting that on our 5 pick Advancement should give us a lot of value.
 
Don't worry, your last marker will be special - I want you to feel the pain voting for something you hate. Now I propose a new deal just for you @Zampano :
Sharkboxes - in exchange for (X) voting markers (where X is >=1 and <=3 and whole number) I will give you N amount of words (where N>3000 and N<10_000) and Y amount of newspapers (where Y>=1 and Y<=3). Get your new Sharkboxes that will fill you with Pride and Accomplishment(TM)

Do you want to slurp that shiny new Tower? Just buy 1 Sharkbox with 1 voting marker and I will help you in your greedy path
What if I trade you my Zampano marker 👀
 
No shit Sherlock.

Now be of actual use and tell class what you expect her to actually do.
Chill out, there's no call to excoriate a fellow poster for contributing in good faith.

As for what will happen, it's hard to predict someone with Augustine's sheer versatility, but there are a few possibilities. One, it builds on her earlier abduction of Versch, which now makes a bit more sense if we assume she had some semblance of a claim through her Foremost heritage. She didn't sacrifice him, so she has something else in mind, probably more than just using him as a hostage because why should a plan be limited to one objective? We absorb the Tower, and she assumes direct control of the Armament, having spent some time retrofitting Versch. Then Hunger has to fight a friendly Armament at something closer to full strength, choosing between pulling his punches and trampling on Letrizia's hopes and dreams, a bad situation all around.

Two, she goes for an Artifact. She has a claim on the Tears from her father's side, and another Abduction gives her leverage to rip them away from Adorie, not only debuffing Hunger and her sister and nullifying our 25 Arete investment in the Tears, but making it work actively against us by wielding Nilfel's now-empowered crown jewels as a countermeasure to Hunger's Pressure. She is the reigning monarch of what she shortsightedly deems the greatest nation in the world, after all; why should she be denied her birthright? Option number three, in my opinion the most likely, is that she raised the Tower of Earth as a countermeasure to the Cloak of Sky. Note the reduced Arete cost to eat it despite the dissonance with our current Cloak; it's a recent construction, not the defining relic of a dynasty. If Hunger invites the Trojan Horse past the metaphorical gates, it can serve its purpose by attacking the mantle from within, allowing Augustine to contest his control of it with predictably devastating consequences.

Can you see why this is a bad idea? There will never be a shortage of shit to spend Arete on, just because Rihaku has revealed the true form of the Mondo Bait doesn't obligate us to swallow the thing. If you're specifically angling for Bring to Heel, are you confident the thread won't choose tripled Protection or two more Empyrean Signs, especially once the blurbs of the latter are revealed? Absorbing means another build vote, we surely suffer from a shortage of those... But seriously, I learned my lesson about absorbing energy fields larger than the protagonist's head back in the day during the Mardukth Incident. This is a bad idea no matter which way we slice it.
 
Chill out, there's no call to excoriate a fellow poster for contributing in good faith.
Spending eight hundred words to say something that's blatantly obvious is not contribution. It only tells me that poster in question spent no effort reading posts made by me or anyone else. If someone can't afford basic courtesy of listening to what I have to say, then what's the point of this entire discussion?
Can you see why this is a bad idea?
I can see why it's risky idea, but that's another thing entirely. I've already established amount of value offered by this choice which is why I want to see amount of risk people expect. Thing is, we do have number of defenses LP is not familiar with(Silver, most notably, but also Accursed protection, Edeldross restoration, complete coverage of ADS, Adorie's resistance to diminishment and so on). Now, OOC we can assume that whatever vector of attacks Augustine chooses will work instead of getting lolSilvered, but that still severely reduces what she can actually do. For example, she can take Tears from Adorie, but we'd still have it as Artifact. She can't take it fully as an Artifact because stuff like Silver helps with that. And so on.

So what can she do? She could kill Letrizia or Adorie, for example, but that won't stop Hunger from just clapping her. So she needs to do something that would make her relevant to Hunger, while dodging our defensive effects, and while still advancing her actual goal. Her ultimate move would be to put Hunger under geas that would make us fight Shard, but we have defense for that. Perhaps she wants to consume Walls of Myth? Perhaps combining sky and earth would provoke Shard into attacking us?

But would we mind that? That's final factor her attack needs to cover. If it's something like powering herself up without killing our guys, then that's fine, it's just more picks for us.

Other than that, we have ways to react to her assault. Gisena can Nullify our Cloak if it starts going haywire, we can use Heel to subvert her summons or summon something to reverse her effects and so on.

So, with all that in mind, what would be Augustine's play here? Does she empower herself(includes summoning or subverting Verse), does she target Hunger(either killing us, BFRing us or similar), or does she pit Hunger against Shard? Those are the three possible things she could aim for. How, exactly, can she do it in a way that will work and that would make us feel bad about it? And how can we use our resources to challenge effects of her trap?

You consider all of these and then compare resulting risk to reward of getting 19 Arete and 3 picks worth of value for 12 Arete, deciding if biting the bait is worth it.
If you're specifically angling for Bring to Heel, are you confident the thread won't choose tripled Protection or two more Empyrean Signs, especially once the specific forms of the latter are revealed?
I'm fine with best option winning. Right now that's Heel, but if some especially relevant Sign gets mentioned that would be fine too.

I don't think that anything will be as good as Heel's ability to instantly summon relevant Rank 8.5 entity, but we shall see.
 
So, with all that in mind, what would be Augustine's play here?

If possible, she could go for equivalent exchange again of one of our Companions again. Her next likely target would be Aobaru, who's potentially as valuable as an Armament or Tower due to his status. Considering she blew right past Versch's considerable Rank and the effects of Totality, it's not unlikely at all that she could punch right past Aobaru's relatively anemic Vanguard protections. His death not only removes an immensely useful support character, it's also going to hit us with Apocryphal Onslaught, which might do shit like proc the Shard early.

Bring to Heel is amazing but between the risk of us failing, voting on something else or getting fucked anyway, I just don't think its worth the trouble.
 
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Maybe our biggest fuck up thus far, at least in Orm's eyes.

Don't eat the energy field kids, it promises cosmic power but there's no such thing as a free lunch.
That was horrifying, interesting as well, reading through the aftermath.

EDIT:
Looking at our own situation, A lot of the worry is centered on Augustine's equivalent exchange, which if it took someone of ours and placed them in her power, I wouldn't be entirely upset about that. Another hostage in the face of our plainly logic-defying growth would place both of us in a tenuous position, and diplomacy becomes more palatable for each party. Though given our, apparent, lack of concern for Versch she may not think hostages are something we will stay our hand for.

More concerning would be if she used it to rip power away from us, so that either the cloak is empowered and in her control which would be disasterous, or if she swiped some other artifact which rendered our gains pointless. That type of scenario makes this whole exercise exceedingly dangerous, because we are either negotiating from a position of weakness or need to fight once again from the position of underdog.

I'm not scared off just yet though, because any swap focused on us should need to overcome our single perfect defense from our cloak, I don't think it's on cooldown so I think we should be in the clear on that front. Any exchange triggered should be a one shot, and since she hasn't seen this capability she wouldn't have planned for it.

One of the only things I see as potentially undermining our protection, would be the corruption of the cloak itself in some form. I don't know how likely that is though, as the option has a chance to fail. If this were a trap with it's main design being the subversion of our cloak after absorption, I imagine she would have made sure it was easily digestible for us.

Thus I think traps that are most likely to affect us are based on long range activations that need us to be anchored in a certain area, such as in the middle of absorbing a tower, or she is merely using this as a distraction for the sole aim of buying her time, with which she may just need a bit more to complete some grand design of hers.
 
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If possible, she could go for equivalent exchange again of one of our Companions again. Her next likely target would be Aobaru, who's potentially as valuable as an Armament or Tower due to his status. Considering she blew right past Versch's considerable Rank and the effects of Totality, it's not unlikely at all that she could punch right past Aobaru's relatively anemic Vanguard protections. His death not only removes an immensely useful support character, it's also going to hit us with Apocryphal Onslaught, which might do shit like proc the Shard early.
But would that help LP survive next two or so minutes? Like, that's the thing, she can just do something that would harm Hunger or kill us tomorrow, she needs to deal with Hunger right now.
 
ok, I finally finished reading the Even further Beyond thread. I'm now going to start this one.

We still get some kind of points for reactions, right? I think I'm going to react to the various chapters as I go through them, might as well get a few points out of it.

On a secondary note, shame it was never explained what the Rubric, the Logos and Immortal Tribulation were. I expect the Logos to be a way to get less constrained magic, as in something both more powerfull AND much more versatile than the diagrams, but that's not saying much.


By the way all I know about this quest going in (from a very quick skimming months ago) is

1)the decimator affliction and the Geass of Indenture are taken.

2)Gisena from Seram's quest is taken as a companion

3)We get a giant robot powered by the Decimator affliction (whose origin goes back to the Accursed)

4)the setting is a giant galaxy/universe, and our mission is to conquer a big part of it.

5)The main character takes... I think it was called Accretion. I vaguely remember how it works.


And now, on to the first reaction!

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.
yeah, that's how things usually go for an isekai protagonist. There can be quite a bit of suffering in the middle of the story though, just think about Re:Zero and Shield Hero!

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.

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.
It's honestly quite surprising he simply didn't give up at this point. Most isekai characters are simply not ready for this kind of challenge. Really few people would be in general I think.

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.

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.
On this note, I have to say I've always disliked the idea of "forbidden arts". Most of the time the reasons that are given for their being "forbidden" simply doesn't convince me.

Necromancy, for example, CAN be used for good (depending on how exactly it works). I remember a couple stories mentioning zombie-farmers/zombie miners, for example. Well, as long as the zombies are not powered by tormented souls or are somehow poisonous to their surroundings. Same for many kinds of blood magic in fiction.

Basically I think most forbidden arts should simply be restricted, but not outright banned.

Well, I'm digressing, MOVING ON!

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.

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.

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.
DAMN, you really gave him the emptiest victory you could Rihaku!

He basically survived out of spite for his enemy and nothing more!
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.

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.

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.

Such a tragic end! Yeah, I can imagine how to the ruling caste The Hero would not be that different from a Tyrant, just as threatening to their way of life.

It's an understandable selfishness, the cruelty of someone used to the status quo and against any change capable of reducing their comfort and power.

And the saddest thing is that they could likely easily paint the hero as having become mad! Uneducated masses are easy to manipulate after all, they don't know nor can they really appreciate what they don't have and don't understand.


EDIT: a follow-up post specified what the hero wanted that was so controversial: some kind of schooling, some kind of effective and recognized civil rights, a way for servants (or at least their children) to buy their own freedom.

I GET IT, those are a lot to ask of a medieval society, but still!


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.

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.

"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."

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."

Mournfully the being closes its eyes. "So be it."
And here comes the Accursed. He made progress with the "hated on first sight" curse it seems. Or maybe the Hero is simply that good at ignoring his hate.

I really wonder, just how many would actually refuse such an offer if it was ever made to them? The curses are a heavy burden, but the power, knowing that you would matter, having even the smallest chance at getting what's basically near omnipotence, even just knowing you're likely to live for centuries, millennia, EONS more than you otherwise would...

And, in the end, death is always a possible escape if the burden becomes too much. It's even easy if you take the Geass of Indenture. You just need not to complete your mission.




"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."

[ ] 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.

[ ] 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

---

I'll say this: I would have voted for Vengeance if I was here for it, simply because I like the story it promises more than Freedom, and yet Freedom is certainly the wiser choice.

The Apocryphal curse promises no peace, no rest, no respite. When combined with the Geass of Indenture it's a promise of eternal suffering, or at the very least eternal struggle. Not many could enjoy living like that.

And yet, vengeance might very well be the only thing capable of motivating the hero to action here.

Also we can't forget the promise to (potentially) unlimited power! That would be attractive to many people, even with the costs involved.

A combat type could very well become the most important person in his world, but a PROGRESSION TYPE... well, that might just become one of the most important beings in the whole multiverse! And there's always that small glimmer of hope, that with eternity in front of them, even the power of the Accursed itself might not be out of reach... even he had to start somewhere after all!

So, In his shoes I'd likely take Freedom, but as a quester I'd vote Vengeance.

now, let's see these curses!

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.

The easy choice for a quester, as we'll never really feel the weight of its burden. I think it's also a curse most people would take if they really got the choice, especially as a progression type.

And if you ever get tired of leaving, or somehow end up in an "eternal torment" scenario... well, you always have a way out. You just need to wait for the time to expire.

Also there is something to say for the chance to travel the multiverse. You'd never get bored at least, and once you manage to mitigate the curse enough to bring a few people with you, to get some more time between a quest and the other, or even a way to travel back to the old worlds you left behind... well, it might not be so bad at that point.

Not a good choice for most Freedom Build though. Freedom strikes me as the Hero wanting to finally rest. This doesn't really allow him to, though he might hope to travel the multiverse making each world he visits better for the people living in it.

Even if he has to kill a few well-meaning heroes, well, he could always take their place if he thinks their cause was worthy.
[ ] 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.

ok. I KNOW this curse gets taken, and initially my gut feeling was strongly against it. Then I thought about it some more.

This curse synergizes really well with both progression type and the geass of indenture. As long as you can grow stronger, as long as you can visit more universes, you'll always be able to find new ways to mitigate it. Maybe you can start limiting the absorption of life force from evil people. Maybe an high enough level cursebearer could learn to direct his life-drain to various Hell/Abyss dimensions. Maybe at some point its possible to use other kind of energies in place of life force.

A motivated enough person would likely be able to keep up with the curse, and a progression type hero would certainly be motivated enough.

Not good for a Freedom build though.

Conclusion: perfect for a progression type, especially combined with Geass of Indenture

[ ] 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.

Good for a Freedom build, horrible when combined with geass of indenture. Removing available time (and preventing time magic abuse) when time is your most important resource is a horrible idea.

If the hero is going to try for a relatively peacefull life though this makes sense. As a combat type he could probably manage to reduce the sleeping hours to 12 relatively quickly, Maybe even to 11 given enough time. That's not too bad for a life NOT dedicated to constant escalation.
[ ] 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.

mh... I suppose it wouldn't be too bad for a hermit Freedom build, if the hero simply wanted to live a peaceful life alone. For most other builds it would end up poisoning any social connection even worse than the Brand of the Wretched does. You CAN work beyond even the most horrible of first impressions with enough work, but this would make it hard for the hero to make good connections with anyone except the rare immune person. And what if these persons are simply unsuited to the Heroes? It's not like we can choose them (well, I suppose that might be a possible mitigation, to make a single person immune.)

not the worst option in the end, though definitely not an easy pick, especially for Vengeance.


[ ] 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

If we went nation-building (which requires NO GEASS OF INDENTURE) this could somewhat- easily be mitigated by becoming the boss (or by being a hermit living outside society). It's a bit risky for a progression type, as we'd basically always go against whatever laws and society we end up in, but I suppose it's not the worst curse.
[ ] 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.

Good for a peaceful life as it doesn't actually affect your standard of living, only your combat prowess. Not a good Idea for a progression type though, ESPECIALLY when combined with the apocryphal curse and the geass of indenture. In that scenario we need all the power we can get, and we have no idea when we'll meet our first geass-compatible person, which might very well be someone we don't trust with that level of control on us.


[ ] 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.

This is a much worse curse than it sounds like.

If you don't take Geass of Indenture, or if you are a combat type cursebearer, it's very likely that at some point your growth will stall. Yet, the curse continues to grow. And as a progression type this curse removes your ability to hide, train and prepare for the next challenge.


[ ] 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.

...well, this is good for us the readers, as challenges make for an interesting story. It's the worst curse possible for a Freedom build, as it goes against its spirit (how could the Hero enjoy his freedom with such a curse on him?), It's simply moderately bad for a progression type, lowering his chances of survival but also accelerating his growth if he survives.

I'm not surprised it comes standard with the Vengeance option , it would be an obvious pick if it didn't.

Now on to the powers

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...

the least attractive remittance to me. If we want immediate power, Scepter is better. If we want versatility (or our family back) wishes are better. If we want higher potential the Praxis (which I STILL DON'T KNOW HOW IT WORKS I'M SO CURIOUS DAMN IT!) is better.

This middle-of-the-road power doesn't satisfy me at all.
[ ] 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.

best immediate power option. Good for a Freedom Build that wants a mostly peaceful life, maybe even NECESSARY for a progression type that needs some immediate power to raise his own chances of survival.
[ ] 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.

Possibly the best choice for a Freedom build. self-restoration to go back to our prime, revival of our loved ones, and a get-out-of-fucked card for any true emergency.

Possibly also good for a progression type, as we could always keep them in reserve for emergencies, giving us much higher chances of survival in the beginning and leaving us a few tricks up our sleaves until we really, truly need them.
[ ] 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 Praxis. I despair of this ever being chosen. Rihaku, PLEASE, If this wasn't the picked power explain at least the basics of how it works sometime!

I know we went progression-type, and this is a bad pick for it... I suppose when you look at the truly long term the best choice might be three wishes for that. If, very far in the future, one gets access to a proactive True Wish, one could use it to get access to the Imperial Praxis.

It's probably overkill at that point, and a wish more along the lines of curse mitigations, a pocket universe in which to relax, or the always popular "whatever you know I'd enjoy more.." (possibly with better phrasing) would be a better choice for most people.
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.

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.

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)


Well, I know Gisena gets taken (I DID like her a lot, though I think I'd prefer Suizhen, Imperia or Aurelia, even if Gisena's powers are probably better for curse mitigation), and I think I might have seen Hunger as well.

On that note Hunger is not a bad choice for someone with the Affliction of SLumber. You remove the need to train (which is really time-dependent) and get stronger my fighting. It would make the affliction more viable for a progression type in my opinion.


2060 words, including the bit at the beginning before the actual reaction

This took longer than I expected. Not sure If I'll continue for ALL future updates, but I think I'll try a few more.
 
Welcome! Yup, you get Arete for reactions and/or omakes which can be spent on Advancements and occasionally other forms of benefit.
 
[X] Cut Through

I'll resist the bait, just this once. It's definitely not because I read the Mardukth incident and got scared! :V
 
Bring to Heel's blurb has me tempted. Very tempted. It may be worth the risks... Imagine if Augustine spent a bunch of time conjuring up a super-summon to aid her in battle and we just yoinked it.

Still, my "Not Dying" instincts are still telling me that the Methodical routes are the best bet... Maybe if it's only between Cut Through and Absorb I'll go for the shiny.
 
The Mardukth incident, going by what I know of Ulyssian from Most High, was something Lealoupe would have been very disappointed in him for not doing - and then fixing afterwards, because patching things up after taking a crazy risk for overwhelming power is also Odyssial's thing. Moon would have understood, too. The biggest issue is that he named himself Lonely, and wasn't in the sort of mindset to remember he could fix that soon.
Like, really. It's basically just a weird Limit Break for him. (Heck, his title abbreviates to LSD!)
 
Urg, well, now I have no interest in OaF II, first Blade EFB I've hated.

Giving up our Shroud to buff that worthless garbage of a spell, urg.
 
Urg, well, now I have no interest in OaF II, first Blade EFB I've hated.

Giving up our Shroud to buff that worthless garbage of a spell, urg.
I think you're misinterpreting OaF II due to a quirk of the preview's formatting, Bring to Heel is a separate advancement. Knowledge of its true functionality is reserved for subscribers for now, but I can vouch for the sickness of the associated blurb!
 
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