Discussion, for my negaverse? I'm amazed and distinctly pleased!

For what it's worth, Ruby can pretty easily tell that Lyster and the other guardsmen don't know who Ruby is, it's just that their default assumption when they encounter someone powerful, strange, and unknown is that they are an Archmage from the far side of the Diaspora. On some level, this is even true, though Ruby is certainly from much, much further than they might expect.
I should go back and reread, but it's still somewhat surprising to me that you refer to Ruby as singular. An effect of the unification, I guess?
Also, don't forget: foodposting of sufficient deliciousness and detail can earn bonus Satisfaction for Ruby!
What does this entail? Tagging you with food-description posts?
Armor of midnights triumphant return brings me great joy. The mystery box will be ours.
But not the other mystery box!
...Well, I suppose Rihaku has said that one should ask him within a fortnight of a power being forever unchosen what its' function would be. So perhaps he'll say what So Below would've been if As Above loses.
 
This is a build that can't ever take Indenture, because it most likely fails at assassination completely, even if it's...indirectly?...really exceptional at acquiring territory. Not conquering it, just "having" it.
Actually, the Indenture tasks have to be within your capacity, so presumably they all involve conquest or assassination of existences too esoteric for Saint to proc effectively. ...Or they require technically-possible but practically-difficult mitigation. That's also possible.
 
Last edited:
I should go back and reread, but it's still somewhat surprising to me that you refer to Ruby as singular. An effect of the unification, I guess?

What does this entail? Tagging you with food-description posts?
Ruby is both one and two. The paradox of it is part of the reason why even her home setting, which had advanced a great deal beyond ours, still hadn't figured out a way to merge two people in such a way that they retained access to both the Waking and the Dream, even though something as simple and physically merging their bodies and minds would be well within their ability. Before, Ruby had been two people, bodies and minds intermingled, but metaphysically having to 'switch gears' between the Waking and Dream, unable to connect to both simultaneously.

As for foodposting, tagging me with a detailed description of the preparation and eating (and preferably a photo as well) of a real world meal which you've made and enjoyed is the bar!
 
Last edited:
It seems a shame everyone has abandoned any hopes of gaining any utility from the signs in favor of more combat power, but oh well so it goes. I do hope some people will reconsider as I do believe that given the power of bring to heel that the upgraded signs will be worth it despite the year long cooldown and I would rather we did not rush down the path of seven evening signs before even seeing the others. But enough complaining about what others have decided when I didn't really make any effort to change minds, here is some writing on an Idea I have had percolating for around a week now, it has been quite a while since I contributed but I think this is fun.

Alienation Sorcery​

Alienation sorcery is a strange and dangerous art founded upon the alteration, manipulation, and control of distances physical, mental, and conceptual. It functions through pushing targets away from their original place be it physical, mental, or conceptual with the placement of distances into an opportune position to create desirable effects. For example, the placement of physical distance between yourself and the blade of someone trying to murder you so that it cannot reach you, or the placement of mental or emotional distance between a person and an answer you would rather they not know or the solution to a problem you would rather they not solve. With time, practice, and sufficient reserves of space this effect can be scaled up neigh infinitely and can be extended to the conceptual allowing a skilled user to go so far as to literally alienate a person or object from existence (or reality, or simply the reality they live in, whatever suits the alienation sorcerer's purposes best). Of course, such feats require greater skill and power over the usage of distance as well as great reserves of distance in the first place to make the effect truly stick.

Indeed, the accumulation of distance or space is one of the fundamental and most important aspects of Alienation Sorcery. This can be done in many ways, the simplest being to distance yourself from people, places, objects, and ideas in a variety of ways accumulating physical, mental, and conceptual distances. As a result of this Alienation Sorcery tends to be an art well suited to ascetic practitioners and monastic orders, as well as a practice that comes easily to eccentrics and those forced to live on the fringes of society. At first, an unskilled sorcerer can accumulate distance for themselves through any means that could be said to alienate or distance themselves from something. This makes ascetic practices and certain philosophical doctrines that focus on seeing past the physical reality of the world and on learning to take distance from suffering and the self to become a part of the whole particularly adept despite the somewhat contrary goal of universal oneness. Eccentrics behavior of course creates a distance between an individual and those around them in a way that is rather ideal which can encourage some sorcerers to change their behavior quickly and erratically creating distance even from their changes in behavior. On the other hand, vile and crude methods such making many friends or simply creating connections with many people with the sole intention to burn those relationships as hard as possible or transform them as far as they can be stretched is yet another method by which distance can be rapidly accumulated, though this is mostly favored by the desperate. Beyond this an Alienation Sorcerer will eventually grow to be able to use even distance that is not formally "theirs" in their magic and eventually to automatically produce distance themselves. All this being said it must be noted to beware for one of the fundamental principles of Alienation is that to distance something from another is to bring it closer to something else and that axiom can bring unpredictable outcomes with the accumulation and usage of distance.

An example of this effect is the method by with distance can be automatically gathered, namely the practice of Estrangement, or gone awry Derangement. Essentially estrangement and derangement are what happens when a certain amount of distance accumulation from some aspect of a sorcerer's previous state of being becomes normal and they can be said to have become a fundamentally different person than they previously were. For example, if one were to consistently alienate themselves from life, or accumulate distance from life they might find themselves dead, permanently close to death, as some kind of deathly creature, or even just removed from what they traditionally think of as life (perhaps a carbon based creature might become some kind of silicon based rock man). This end state exists in contrast from and distant to their original state of being and thus staying in such a state consistently accumulates distance until such a state is completely normalized to the sorcerer. There are a great many ways of doing this on purpose and most, but not all, personal enhancement spells of alienation sorcery work upon this principle. Indeed one of the most consistent ways for a skilled sorcerer to increase their reserves is to go through a permanent ritual of estrangement reshaping themselves into some new form that creates and stores greater distances more safely and consistently. However, this is not a purely positive phenomenon, particularly as it is something that can happen unintentionally. Such is what makes the difference from an elevation of the self through Estrangement, and the unpredictable and often disastrous corruption of Derangement. If a sorcerer is not careful most anything can result from becoming something unable to properly live even under the condition of their home world to becoming some kind of horrible monster. A careless sorcerer will often allow one to become the other before they even realize what is happening, practice Estrangement at your own risk.

Sorcerers often specialize in on of three areas of Alienation Sorcery, namely the creation and understanding of distances, the manipulation and employment of distances, and the understanding of the results of alienation, of where things end up when distance is shuffled around, of relation and estrangement. Each of these areas has their strengths. The first is often specialized in some combination of sustainability, efficiency, and scale of workings. The second focuses on the swiftness, accuracy, and variability of employment of distance leading into the usage of a great range of effects target at their most effective times and places of employment. The last is the strangest and hardest to understand. It deals not only with enhancement and the permanent alteration of the self, but with a form of divination resulting from understanding of the ebb and flow of distances and being able to predict where things will land or otherwise to subtly interfere with causality to push them towards a desired or advantageous position, though that requires a level of skill and awareness that is rare amongst sorcerers.

Forgot to mention, but feed back would be appreciated, some aspects of this still feel a bit fuzzy but I think I get the gist across well.
 
Last edited:
The Power of Love

Take an original magic system or subsystem from a past Rihaku quest
I finally thought of a build that both inspired me, and I thought wasn't based on anything questionable. Now I realize it is, because of one word. But screw it, I intended to sit down and write this out, so I will.

Power of Love: Infernal Charms (The Odyssey)

Player (Myself)
Break Containment (Combat-Class) (-16, -1, +3)
Curses (Major): Sign of the Crab, Doom of Inflexibility, Doom of the Tyrant, Plenary
Brand (+12 RV)
Curses (Minor): Doom of the Sailor, Affliction of the Weary, Brand of the Childish, Doom of the Chaste, Brand of the Phoenix (+5 RV) [total 0RV, 3LR]
Primary Remittance: Wands (Infernal Charms)
Lesser Remittances
Companion: The High Priestess
Artifact: The Hanged Man
Upgrade: The Hierophant

My primary goal was to get the Infernal Charms selection and The Hanged Man. Perhaps I'm underestimating either the utility or power of the other options, but this is the only option I can see that both provides a solid enough foundation to allow me to be inconvenienced by the Curses necessary to get it, and does not cap out (given this is the system Ulysses used to hit his pseduo devil tiger ascension). A Combat Cursebearer's level starting in Cultivation would not be broad enough to ignore the variety of effects necessary to gain 17 RV, the Ordinal Spiral has a final Ordinal (and I don't have To Shatter Heaven to gain infinite Attainments), the Praxis has never been explained enough for me to understand what it could initially compensate for, and without a way to leverage a recursive loop I don't trust any pair of the lesser magics to start with both the utility and paper to disregard the Curses. This gives me the power and versatility to thrive from the start, and doesn't have an upper limit to stop my growth from the multiple +s I'll get to progression from wearing The Hanged Man around my ankle for decades.
...Of course, looking over my final Curse selections, most of what this comes down to is my Lesser Remittances, so the only true advantages I gained were the additional power relative to growth from its corruption of personality being ignored by the Curse of Inflexibility and the instant removal of the need to sleep, so I suppose I could have figured out something else that would let me survive the Curse of Vigor and also compensate for Brand of the Weary immediately instead of focusing on what inspired me. Still, it does work.
As for the rest? The High Priestess and her cult mostly solve the Sign of the Crab and completely solve the Brand of the Childish without being negatively impacted by the Tyrant's Doom; the Hierophant gives me enough people immune to my curses to cover everyone I care about already, solving the rest of the Sign of the Crab and Tyrant's Doom, covers the High Priestess herself, solving the Brand of the Phoenix; and sheer power relative to Earth across a wide base takes care of the Plenary Brand and the Doom of the Sailor (because I'm not in danger here, and can easily move fast enough to visit areas off the coast as a day trip while living at sea).
The Doom of the Chaste is currently irrelevant, and if that ever changes, I should only need to move a Hierophant slot off one of the Greater Clerics under the High Priestess.

Edit: God, that was only 519 words? I'm really glad I haven't done my two more questionable ones, since this took twenty minutes to write on my phone while my internet at home is down.
 
Last edited:
As for foodposting, tagging me with a detailed description of the preparation and eating (and preferably a photo as well) of a real world meal which you've made and enjoyed is the bar!

Coal roasted mountain style rotisserie chicken:

1. Get a chicken and marinade with various herbs and spices (garlic, ginger, onion paste, lemon etc.) along with some curd
2. Get a fire going and let it burn down to the point of glowing hot embers
3. Find a way to lift the chicken atop the fire. We ended up building a kinda primitive chimney by stacking bricks. I imagine this also helped with the convection proccess
4. Truss up your chicken with string so nothing dips low into the fires
5. Stick your chicken on a spit
6. Put it over the fire and rotate every 5 or so minutes, keeping the embers going and adding fuel as necessary
7. Continue doing that for 40 minutes to an hour, depending on how hot your coals are
8. Eat it with some chutney

 
Last edited:
Coal roasted mountain style rotisserie chicken:

1. Get a chicken and marinade with various herbs and spices (garlic, ginger, onion paste, lemon etc.) along with some curd
2. Get a fire going and let it burn down to the point of glowing hot embers
3. Find a way to lift the chicken atop the fire. We ended up building a kinda primitive chimney by stacking bricks. I imagine this also helped with the convection proccess
4. Truss up your chicken with string so nothing dips low into the fires
5. Stick your chicken on a spit
6. Put it over the fire and rotate every 5 or so minutes, keeping the embers going and adding fuel as necessary
7. Continue doing that for 40 minutes to an hour, depending on how hot your coals are
8. Eat it with some chutney

How was the eating? You've described the preparation, but how was it as a meal?
 
Pleased with the response to my omake-quest thus far! Here are my thoughts on the builds offered by kind voters...

I guess my vote is
{O} Doom of the Tyrant
{O} Twice-Great
-{O} The Flow
-{O} Malignance
{O} Candle
{O} Grace

The Flow + Malignance is a straightforwardly powerful combo, especially if you specialize your Flow Domain choices towards amplifying or diminishing. Rendering your own prana conceptually more potent while diminishing the mental and physical influence of absorbed spirits simplifies the major hurdles of progression in Malignance quite neatly, though overspecializing in The Flow does somewhat reduce it's other benefits and slows progression in that system...

But I don't need to tell the guy who wrote the CYOA this! Absent more votes, I'll probably go with this option in the next update. Call it DSB's omake power carrying over into this universe.

[Major] Doom of the Tyrant
[Remittance] Twice-Great
- Malignance (Heart) (Sea)
- Flow (Focus: Malignance) (Quality)
[Item] Saltbrune
[Upgrade] Grace

A much more focus build, leveraging the same Malignance-Flow synergy, but also incorporating Saltbrune's metaphysical link to the sea! Bonus points for remaining on theme, and solid synergies, especially if Sable has the opportunity to take on the Doom of the Sailor in future. It's somewhat dependent on the conditions of Sable's first Geas task, however, as Sea and Ocean spirits are geographically somewhat limited, as one might imagine. One would have a hard time locating a powerful Sea spirit in Hollow Rodeo, for instance (although... it wouldn't be impossible...)

[SS][Major] The Doom of the Tyrant
[SS][Remittance] Ascendence
[SS][Item] Talon
[SS][Item] Saltbrune

This build takes Sable in a different direction, applying the effects of To Shatter Heaven to her inherent ability, which boosts several other stats based on her Willpower, while pushing her Willpower stat to superhuman levels. The synergistic effect here is fairly obvious, as training her Inherent Ability will relatively quickly push all of Sable's primary stats to superhuman levels. However, this build is somewhat dependent on accessing a magic system or systems that let her more effectively leverage those stats, as Pandyssian Blood doesn't offer any exceptionally puissant effects beyond the stat boosts.

Interesting that everyone seems to want to take the Tyrant's Doom...
 
How was the eating? You've described the preparation, but how was it as a meal?

The surface ends up really crispy and with the various seasonings, it tastes kinda like fried chicken but with a juicier interior. The chutney really helps in this since it means that even when you run out of seasoned surface area, you're not just left with super bland meat and sadness. Just sit around the remains of the campfire and tear it apart with your bare hands while chilling with your buds and stargazing. Good experience all around.
 
Last edited:
So he can modulate for different concepts of devils and doors! That's an immensely powerful upgrade in versatility, though the hard limit to this strategy is still his reserves. For some reason the first association that comes to mind is Maxwell's Demon, which isn't actually so much of a demon at all? Probably because it has a "door" contextually built in, ha.
Interesting thought. Certainly, a gate that keeps all things that belong inside in, and belong outside out, but allows crossing if you aren't on the right side yet, would be on-theme...
Anyways, best not to rush ahead, even if it expends some of the precious time that can be spent in this form. It isn't a waste to use that mental capability here instead of forcing it all onto the battlefield. Information is king.
Yeah, that seems to be what most of the players think. Which means I can't hold off on explanations as easily, in the hope of working out good answers in the mean time.
...Oh well, I'll figure something out.
The Doom of the Chaste is currently irrelevant, and if that ever changes, I should only need to move a Hierophant slot off one of the Greater Clerics under the High Priestess.
Wow that's cheesy. Clever.
...Wait. Doom of the Chaste says that any romantic relationship will end in betrayal or tragedy - which might mean you get a mini-apocryphal focused on ensuring your breakup via effects that don't target either of you directly. Hmm.
 
Last edited:
This build takes Sable in a different direction, applying the effects of To Shatter Heaven to her inherent ability, which boosts several other stats based on her Willpower, while pushing her Willpower stat to superhuman levels. The synergistic effect here is fairly obvious, as training her Inherent Ability will relatively quickly push all of Sable's primary stats to superhuman levels. However, this build is somewhat dependent on accessing a magic system or systems that let her more effectively leverage those stats, as Pandyssian Blood doesn't offer any exceptionally puissant effects beyond the stat boosts.

Interesting that everyone seems to want to take the Tyrant's Doom...
I'd hoped to use Talon to tech into some manner of alchemy or other equipment-gated magic system, and to have Saltbrune help cover the gap between Sable's entrance and the point she starts hitting proper accumulation. Also, I went with Tyrant's Doom since, as we've seen with Hunger, it seems like the easiest to potentially skirt around without directly interfering with the task. Not easy, but certainly a less direct obstacle than A) basically not being able to ask people for help, B) an extremely strict time-limit find something that obviates the need for a corporeal body, or C) a direct nerf to our willingness to hurt people.

-e
The surface ends up really crispy and with the various seasonings, it tastes kinda like fried chicken but with a juicier interior. The chutney really helps in this since it means that even when you run out of seasoned surface area, you're not just left with super bland meat and sadness. Just sit around the remains of the campfire and tear it apart with your bear hands while chilling with your buds and star gazing. Good experience all around.
Mm, that sounds pretty good right now. Ruby definitely wishes they had, like, real friends that they could have a cookout with. Definitely worth +1 Satisfaction!

Ruby currently has 2 Satisfaction, and will definitely be getting some roast chicken at food stall in Bellgone, even if Food doesn't win.
 
Last edited:
[X] Daylian Erranthus [Committed, 7 Arete]
[X] Fifth Sign: Armor of Midnight [Evening Sky]
[X] Amplification & Distillation

Let's get the 5 Sign bonus and after that work for and get OaF 2 and Ruling Ring (43 Arete)
 
[X] The Seraph of Heroism, Haeliel [Basic, 50 Arete]
[X] Fifth Sign: As Above [Vast Empyrean]
[X] Amplification & Distillation
 
Choose one top priority.

<> Food. Ruby is hungry, naturally, and food is often a good place to start when familiarizing oneself with a culture.

<> Organization. Cpt. Lyster seems to have something of a leadership position, not only among the guards for Bellgone but in the broader community, but he isn't the only one. Getting involved in the local leadership, particularly since it seems they've parsed Ruby as a person of great prestige and import seems like a natural first step.

<> Magic. Ruby is a mage and academic twice over, and this settlement is laden with magic, and not just magic but formal magic. They can practically taste it in the air. What better to bond with locals over than a passion for the matter of magical study?
<A> Organization


I have now reread the quest, and it is not at all easy to make this choice. (Also, very good work! :) The latest additions pick up seamlessly from where the older chapters left off.)

Voting for Food would establish a habit where Ruby indulges and wallows in their primary curse. They ate the monkey's food, they ate the flying creature, and now their first priority is to feed some more. On the other hand, securing a supply of food is not exactly unwise in the face of Ruby's particular affliction. Getting topped up on food might improve future efforts in the city.

Voting for Organization seems like a chance to intensify the city's first impression of Ruby as a powerful Archmage. Finding the most important person and bossing them around is a good way to get both Food and Magic delivered like room service. On the other hand, running out of food and biting the head off snapping at the locals because Ruby is hangry would be bad for diplomacy. It could be interpreted as a real extortion attempt, a bluff, or just a show of weakness (depending on how sudden and severe the hunger pains are).

Voting for Magic has Ruby quickly and efficiently determining whether the city has any useful magic to trade. This option gives Ruby more information about whether this is a pit stop or a destination. The trouble is that any magic discovered will have to be purchased with Satisfaction, and skipping meals to find places to spend Satisfaction will empty our bank account real quick. This is like going to the a fancy restaurant when your bank account balance is $20.83 and you don't get paid for another week... not a great idea!

I'm willing to take a small risk of disastrous Flagrant Affliction proc via Organization in exchange for more convenient & efficient inquiries into food and magic systems later on. The diplomacy risk isn't something I'm totally comfortable with now that Ruby is inside the city walls, tbh. However, I think that the city is a good setting for Ruby's first attempt to resist / mitigate the Flagrant Affliction.
 
Zampano going back and rereading Ruby Negaverse made me realize that I should go ahead and doubly-link the negaverse, which I've done (sort of). Each update now has a link to its predecessor and successor (aside from the first and most recent updates, which just link to the next and previous updates respectively).
 
Canon only, no omakes, Final Destination: the obligatory P R A X I S build.

Player: Myself
The Choice: Break Containment (Combat-Class) (-17)
Crowning Curses: lol
Major Curses: The Geas of Indenture, The Affliction of Slumber, Brand of the Champion, Sign of the Crab, Doom of the Tyrant, Doom of the Martyr (+18)
Lesser Curses: None

The biggest problem with being a Combat-type is that, chances are, you'll never actually be free of any of your Curses, considering even High Cursebearers have only reached Stage 7 Mitigation. Unless you're a Graham or a TREE tier talent*, you almost certainly won't make it there without access to Progression, even if you continue to improve forever. Without some kind of welfare system for Combat-types who've reached their Mitigation limits, you'd better pick burdens that you'd be relatively comfortable with bearing for the rest of eternity. While these are all pretty rough, the behaviors they impose are livable, at least at Stage 3-4 Mitigation, which should be within reach for a Combat-type.

As for Geas strategies, they're pretty rough, I'm not going to lie. The Praxis is pretty good for an anti-social build since there's no external magic factors that can improve your advancement speed, which means that you'll at least have the chance the keep up with the power curve (assuming the power curve doesn't grow steeper over time). From there, a stealth/combat hybrid build is probably the way to go, since assassination has a lot of utility in both of the major types of task I'd be likely to face and hiding from people significantly reduces the risks involved with my Curses. Most of my communication with randoms will likely happen through notes. If those are also affected by the Brand of the Champion (since they might count as interaction), then I'd likely end up finding some sort of herald through which I can communicate instead.

Considering the sheer amount of time available in these tasks, my inability to interact with other people and the various multipliers I'd have towards studying the Praxis, I think it would be possible to reach a level where I'd be able to outscale whatever setting I'd be facing. While that's not really possible for Hunger due to the Apocryphal, my lack of a Crowning Curse means that, if I don't go looking for trouble, trouble won't come find me. From there, being a power behind the throne would be a viable method of resolving conquest tasks.

Primary Remittance: Blank Card (The Sword That Ends the World)
Lesser Remittances: To Shatter Heaven (Praxis), Intensify (Praxis), Temperence (Habits)

I'd considered taking on the Mutilating Affliction and then picking the Blade for a Forebear build instead but I don't think I'd be able to live up to the Uttermost lifestyle by myself and I'm not sure that I'd get there even after maxing out my Mental Contamination to the limit of the Accursed's protections. When it comes down to it, Hunger just has a much better affinity with his sword, appropriate considering the various reincarnation theories going around. That and while I advocate taking the direct route for Hunger, I'm not delusional enough to think I can pull that sort of thing off. When you can't live up to it, Cutting Through becomes moronic, not cool. I'll make my peace with developing age and treachery, thank you.

Instead, I decided to go with The W O L B E R build, in honour of OUR GUY. He gave some solid life advice when he talked about how willpower is fleeting and ephemeral compared to habits. Only shaping your life into an expression of the Praxis would you be able to advance at a reasonable rate. Even then, it's almost impossibly difficult. With that in mind, you're better off just abandoning other, more transient and less reliable powers and just focus entirely on the Art. Not only does Intensify boost your rate of progress, it also makes your Praxis use more effective! If you stack that with To Shatter Heaven, you might actually end up getting somewhere one day, even if that somewhere is almost certainly not High Cursebearer status.

*Hunger is like a 3^^^3, for reference

=

Anyway, now for what really matters: blurbs! Some basic stuff that I made for Wolber, since it looks like we're not going to have him with us. Balanced around Hunger's Praxis picks.

[ ] Willing Spirit (2 Praxis + 1 ordinary pick) - Negate the practitioner's wound penalties, obviates all of their biological processes, renders them physically tireless and creates prosthetics of Praxis energy to substitute for all forms of physical impairment or disability, from missing limbs to organ failure to congenital defects. Permanent.

[ ] Ceaseless Passage (2 Praxis + ordinary pick) - When this rune is executed, the practitioner is rendered imperceptible to all purely physical senses, becoming invisible, silent, scentless and intangible without any of the drawbacks that would otherwise result. Their intangibility also renders them immune to all forms of mundane assault. Draining to maintain.

[ ] Insult, Answered (2 Praxis + 1 ordinary pick) - The practitioner may reflexively execute this rune in response to hostile effects, allowing them to counterattack with a Praxis technique of their choosing. This effect ignores physical distance, fortification, obscurity and all other obstructions that would prevent this technique from striking at the target. At this level, may only target coherent entities. Increasingly draining.

[ ] Offensive Refinement (4 Praxis + 1 ordinary pick) - When this rune is executed, temporarily elevate the practitioner's attacks a half step along the Infinite Singularity Husk. Duration depends on skill in the Art but is comparatively lasting. Draining.

[ ] Defensive Refinement (4 Praxis + 1 ordinary pick) - When this rune is executed, temporarily elevate the practitioner's defenses a half step along the Infinite Singularity Husk. Duration depends on skill in the Art but is comparatively lasting. Draining.

[ ] Volumetric Construction (7 Praxis + 1 ordinary pick) - The practitioner gains the ability to generate, control and freely shape constructs of piercing blue light for manifold purposes. The speed, strength, durability, volume, precision, potency, complexity and range of these constructs scale with the practitioner's skill in the Art. Permanent once executed; causes slight Investiture.


A.N: Thanks to the Discord for balance feedback! 1052 words.
 
Last edited:
There's something to be said for taking Procrustean Valor and simply dispensing with such inconveniences as cast time... the effect is balanced as if the health cost were relevant, but for Hunger it mostly isn't, which means greater efficiency for the Sign!
 
I was going to write another PetrinaQuest update to go along this build vote, but this was long enough already and I'm tired and it's very, very late where I live, so have this now and the proper update tomorrow, maybe.

1785 Original words. Intensify and Relinquishment were copied as they were, but I adjusted the wording on To Shatter Heaven a bit, effect is the same.

Here's the last Omake.

The winning vote was Armageddon, Brand of Beauty and Affliction of the Contaminated.

Choose your Lesser Remittances. I really liked the discussion the last time I posted an Omake, so have 4 Lesser Remittances!

Companion:

[ ] Emilia of the Patchwork Hair

Physical **
Social ***
Mental **

A patchwork doll brought to life unknowingly by an Alchemical accident due to the efforts of a boy and a girl. Though initially they kept her true nature a secret, growing up and the difficulties therein motivated the former children, once her best friends, to sell her off in return for keeping the peaceful family estate. Due to tragic events, both her and the estate were lost in a fire, the now grown-up scions left destitute and lost. With time, the happening has become a mere footnote inside a Governmental archive, a failed lead to one of Alchemy's holy grails.

However, she was still alive, a single remaining strand housing her consciousness. The Accursed has recovered this thread and remade her body whole; alongside restoring her mind from over a century spent in loneliness and sensory deprivation.

Despite the tragic events of her life, she remains with the mind of a young teen; with a spunky and daring attitude and a desire to make friends with people. Sometimes however, a brittle smile still shines through. She possesses a very high resistance to the Brand of Beauty, and her own torturous century of isolation has hardened her enough she is willing to bear your Affliction to assist you.

A glamour-esque effect protects her true form; those who know her true nature or have the knowledge to look will obviously see her seams and patchwork hair, but most will simply see an average teen.

She possesses the ability to talk to objects as if they were people, extracting information about any event they themselves witnessed. She may command them to perform simple, autonomous functions as well. She also cannot die short of complete molecular disassembly; anything less than that will have her consciousness housed in the biggest remaining fragment, and can be returned to a cloth body with either Embroidery or Alchemy.

With a minimum of time and a bit of effort, you are sure you can turn Emilia into quite a fearsome combatant; the synergy Embroidery has with someone made of cloth is obvious enough. More pressing is her essential nature; she is a True Homunculus, an artificial soul. More sweat, tears, blood and lives have been expended to create something like her than can be counted; she is incredibly valuable to any Alchemist alive. Still, as a Speaker, it's hard to imagine the Government having some way to make your capture even more of a priority. Still, best be wary.
[ ] A Seed of Freedom

Physical *
Mental *
Social *

A Companion and Artifact both. A small plant that can fit in your palm, a vine-worm of trilateral symmetry. A newborn, one of many made to protect and empower the few who fight for freedom in a static world whose masters have dominated the minds of mankind.

If chosen, it will merge with your body and therefore bond with and grow alongside you, accessing new powers along the way. Currently, the Bond will treat it as an extension of you and so render it immune to your particular Curses, but be treated as "you" for the purposes of their function; in your case, it would spread your Affliction and It's Beauty would compel others to trap it.

Its most basic function is to resist control by cognitive domination, and so while it is merged any non-natural means of mental influence, like mental illusions, insertion of thoughts and suggestions, and even psychic attacks are weakened or even nullified depending on the strength of the attack relative to the Seed, synergizing perfectly with other means of mental defence, no matter how improbable. Even another Cursebearer's Brands would affect you as if they had Stage I Mitigation. You may also have the Seed merge with another to confer them these benefits, though they will remain bonded to you.

Given a better relationship, you will also gain access to the Merger, first in times of great stress then eventually at will; a temporary super-powered mode where the physical characteristics of the seed are blended with the human form, granting you improved statistics and esoteric effects.


[ ] Little White Wing [2 Remittances]

Physical **/*****
Mental **/*****
Social **/*****

A trainee Angel from another dimension very different from this one, who has not yet been given his name. A child with blonde hair, blue eyes and beautiful white wings at his back, he has run away from home due to it's alienating nature, and wishes to see more of the universe outside of the stark lines of his original life.

Both his natural curiosity and kind nature make him willing to go with you despite your Curses; he does not mind helping their burden despite how it may affect him, and his supernal attributes makes him very naturally resistant to them.

Currently possesses powerful healing abilities and the ability to talk with ghosts and spirits, alongside a Gift of Tongues. However, his kind can scatter galaxies with the mere flap of his wings, and so if you can work past his own hesitation to fight and help him grow, he could eventually be a powerful ally. More importantly, with just a bit of training he would be able to provide Stage I Mitigation for both of your Curses.

He has no relation to the Angels of this dimension and in fact would be quite unsettled by them, despite superficial similarities.

Artifact:

[ ] Magister

A silver coin inscribed with two crowns that always makes its way back into your pocket. It has two active uses:

First, you may mentally declare an action of low complexity; hitting an attack or rolling a specific die number count, winning a fight does not. By rubbing the coin against your palm, the declared action is guaranteed to happen if its odds of occurring were equal to or more than 1 in 8. If they were less than 1 in 8, the odds are multiplied eightfold instead. Can be used once per day.

Second, given the same activation requirements and conditions, you may guarantee a result which has equal to or more than 1 in 10.000 chance of occurring, or if below that you may multiply the odds by 10.000x. Usage of this power turns off all the magical powers of the coin for a month.

[ ] Crossroads

A bident used by a long dead master of Incarnation, given a spark of Accursed power.

This iconic weapon is made in image of the one wielded by the messenger of the gods, master of choices, the liminal creature between the earthly and the divine, between life and death, past and future. At the start, it allows one to talk with the lingering spirits of the dead, gives one great talent in Incarnation, and a greater intuitive understanding of the choices one can make, improving decision-making capability. Grows alongside the user.

[ ] Heavenly Writ [2 Lesser Remittances]

A single rolled up scroll, brimming with reality-warping power and written with the holiest of words. Single-use. Unfurl the scroll and picture an act vividly in your mind; this will cause the paper to burn with ghostly fire and vanish.

The act you pictured in your mind is now axiomatically Good should you do it. Note, it does not change any subjective interpretations of the act nor the consequences of the same, merely it's objective qualia.

For example, if you burned the scroll thinking of killing 1000 random people and did just that; it would not change the opinions of the friends and family of those killed in any way nor the opinions of society at large, and you may expect to receive severe retribution.

However, should they weight your heart in the Scales of the Souls they'd find it lighter than a feather, a magical effect that hurts you in proportion to the evil you did would leave you completely unaffected; a curse that sends the apparitions of the vengeful against you would find nothing happening and even a perfect supercomputer, if able to calculate the exact, objective moral validity of any action by analyzing the universe past, present and future, would find your action not only unobjectionable, but of positive moral value!

Needless to say, this object can be considered quite terrifying. Use it wisely.


Upgrades:

[ ] Incandescence - The power to spend of yourself for great might. One may spend acquired Progression to achieve greater momentary power or fuel effects that would be otherwise impossible. This is the equivalent to a "level loss" and so does not hamper future efforts, it's simply as if you did not acquire the Exp.

Increased effect when used to enhance Praxis spells thanks to a confluence of design.

[ ] Storage - Your Remittance comes with a handy extra-dimensional pocket you may use to store non-living things whose mass is not greater than yours. The effects of time do not pass in such a pocket and whatever is inside stays perfectly preserved. While you need to touch the object with your hands to store it the first time, you may manifest objects stored in any part of your body with a thought, and to store them again you merely need to touch it.

Great synergy with Embroidery, as it gives the ability to hot-swap Tassels on demand; giving you much greater versatility and power against foes. To swap Tassels constantly can be exhausting on its own, however,

[ ] Intensify - Sharpens and narrows the domain of your Primary Remittance. Substantially increases rate of progress and overall effectiveness of the Praxis, but prevents you from ever employing any other supernatural arts. The jack of all trades cannot overcome the master of one.

[ ] Relinquishment - For each decade of service as a Cursebearer, gain one week of freedom from your Curses. Your burdens will be transferred to volunteering Cursebearers for that time. You are free to travel even with the Geas but must be back before the week is over. You may improve the term and frequency of Relinquishment by mitigating your Curses more.

[ ] To Shatter Heaven - Modifies the Remittance for superior intuitive compatibility with the Cursebearer, increasing it's rate of advancement by 400%. Conceptual limits of the Remittance can be broken with sufficient training.

[ ] Ties of Kin [4 Lesser Remittances]

An incredible and unprecedented gift, beyond what most would be offered; use whatever favor you have in this moment to protect not only you, but all your siblings.

All of those who you share a sufficiently strong metaphysical kinship with are Immune to your Curses. This would mean not only the hills and mountains would be unaffected by your Curses, but also beings who have the Trait [Kin to Hills] or a sufficiently close variant. You are no longer able to alter or add to your metaphysical ties of kinship. The family you have now is all you will ever have; it's more than enough.
 
Last edited:
[H] Ties of Kin [4 Lesser Remittances]

As we've seen, it's possible to get TSH Praxis in other ways, so I'd rather just make sure that we can fuck off into the mountains safely to grind safely without making our hill bros sick or psycho.
 
Last edited:
[P] Little White Wing [2 Remittances]
[P] To Shatter Heaven
[P] Relinquishment

[H] Ties of Kin [4 Lesser Remittances]

As we've seen, it's possible to get TSH Praxis in other ways, so I'd rather just make sure that we can fuck off into the mountains safely to grind safely without making our hill bros sick or psycho.
Hunger already had TSH so that would of likely made getting TSH Praxis easier than it otherwise would be.
 
Back
Top