So, in other words, "the good stuff". It'll be helpful to get a decent peek at the way stats are supposed to function in this hybrid-verse system. I can recall several AST discord conversations in the past, most recently regarding Charisma, where we discussed the applicability of "stats" as a concept and how they might meaningfully map onto actual capabilities. Usually this ends in a lot of reframing the meanings of various things, as well as the point that you can't effectively capture wide capabilities with a single numerical value in the real world.
Though it's still helpful for abstracted roleplay systems and fiction!
Kazuma was pretty sure that human attributes couldn't be quantified with numerical values.
Ah yes, my two great loves: arguing with people, and agreeing with them. I think this is the second time I've called something right before it happened, and it's always a good feeling.
Even normal spells would have been fine in Kazuma's book. He was eager to learn magic and see what he could do with it. The choice of wizardry combined the paths of devastating potential and tremendous variety, and the Arch Wizard was its pinnacle. It would be the most prudent choice as a Cursebearer in a dangerous fantasy world.
I'm surprised that there are only two class grades? Since the whole system scales up endlessly based on spiritual perfection, you would think that there would either be ever-higher tiers of Wizardly class refinement, or there would just be "base" classes. Maybe Kazuma is just wrong? Or I guess it could be that the non-unique classes are hardcoded into the system to stabilize it somewhat, and the real endless improvement is locked behind acquiring ever-greater Unique Classes to build from. Not that a a super-archmagi Unique Class is anywhere near as attractive as taking Cursebearer and aiming directly at The Praxis instead, since that is going to scale way better over the very long term than iterating on typical magic. The best path might actually be Archmagi -> Fateweaver (to take care of a bunch of stages of Misfortune -> Cursebearer.
Even Kyouya seemed to be stunned to the point of silence, which Kazuma wore as a badge of pride - a suit of armor, a sword, and a bevy of followers meant he was no novice. His dumbfounded incomprehension was like a compliment on Kazuma's sartorial skills coming from a fashion designer in France.
Er, Kazuma, it's more an endorsement of the least of The Accursed's ability to empower you, since these aren't stats you grinded for. Just...just save the pride for once you inevitably earn it, okay? Let Aqua take up all the self-aggrandizement in the room: she's good at it!
The Cursebearer and Fateweaver jobs both interested him, but he wasn't completely willing to entertain an unknown due to a simple temptation of additional power. Especially when his supernatural luck was fading like the last scraps of heat in autumn before winter descended.
He'd better hustle over to Wiz's place right after this. I mean, Luna or someone will probably recommend Wiz as a good place to get magic items/as someone who knows about magic classes and how to use them, since I can't see how else he would know to go specifically to meet her? Obviously we, as the voters, have meta-knowledge and know how to pilot Kazuma around, but in-character he doesn't know any of these people and so can't be expected to seek them out specifically. I guess for this update, we were more piloting Fortune's Smile than Kazuma himself.
Not only does he have Skill Points to start with, but how many!
Oh boy oh golly, back to my favorite: build votes!
The stats are interesting, too, I see that there are END/CON and AGI/DEX separations, unlike in Rihaku's system. And WIS is subsumed by INT/WITS while Magic Power is separated out. The stat scaling is interestingly different too, since it's clearly not linear whatsoever. Do the stats scale nonlinearly in the same way that Class Levels do?
Seems like Kazuma is basically peak human everywhere except for Constitution, which is annoying but not a terrible setback if he picks the right advancements early on and makes sure to keep Aqua around and attentive to the...uh, status of his mortality.
Kazuma can spend his accumulated Skill Points through a variety of means.
Spending Skill points on attributes seems foolish, when Kazuma is already generally peak human, has Aqua to cast buffs, and attributes are easier for Progression-types to acquire than powerful capabilities.
I bet Advanced Magic is really good, but it's not so necessary right now with the tier of opponents Kazuma will be facing, as well as the amount of destructive power packed into the Basic and Intermediate Magics. Plus, Kazuma is a Progression-type, so skill points should really be no problem to get more of. Better to have some more power right now to fight monsters more safely, instead of waiting for the introduction of even more new capabilities.
13 to spend, huh.
Well, Counterspell is necessary as a magic defense and has high general utility, and will prevent Misfortune from popping him with a poorly aimed proc of Doom of the Megumin. And Counter magic is likely to be important along that front as well.
Basic Illusion seems really strong, since it's extreme adaptable and is easy bait for exploiting enemies.
Teleport is really good for running away, as well as an efficient way to do transportation, but I think that it can honestly wait a bit.
Unlock/Lock seems pointless for now, since it won't stop the door being busted in. In the long run, Seal/Unseal can probably be handled by Aqua, right? And maybe Animate Item can be used for disposable golems or something. But it doesn't seem necessary for now. Oh my god, is Brand of the Wretched going to be the thing that saves Aqua and Kazuma's obviously top-tier party from being mobbed with applicants? Two companions starting off as an Arch Wizard and Arch Priestess, plus whatever fuckery of a Unique Class gets offered to Subaru....
Paralyze is incredibly strong, though I suppose it's one of those yay/nay things that depends on the target's Magic Resistance. Sleep is even more incredible. Both of them are instant, nonlethal wins against living things, so long as their Magic Resistance isn't high.
Upgrading is a cool mechanic. It's good to see what we might unlock from upgrading the stuff we already have, as well as to note that magic tutoring can accomplish upgrade unlocks just as well as skill points can.
Okay, here's my build:
Counterspell (2)
Upgrade: Counterspell (1)
Basic Illusion (2)
Paralyze (4)
Upgrade: Paralyze (2)
Upgrade: Mold Earth (2)
Countermagic for Megumin, as an investment in future magical combat and adventuring, and to prevent Kazuma from being ganked by cheap tricks like Paralyze.
Basic Illusion for trickery and strategy, since it covers sensory input from any two sense, which is nuts because the material senses that animals have cover way more breadth and depth than what most people think of for the basic five. Like, yeah, sure, there's sight and hearing and touch and smell and taste. But there's also temperature and pressure and itching and vibrations and balance and pain and hunger/thirst and the feeling of time passing and spatial limb awareness. A great intimidation trick is probably to cast basic illusion on someone and crank up their sense of pressure and make them feel heat all over their body. Itching is also a great way to get someone in the middle of combat: just make their nose itch terribly and they lose a bunch of mental focus with no effort!
Paralyze and upgraded paralyze because it's an instant nonlethal win against anything and anyone that is both alive and doesn't have high enough magic resistance, which takes the majority of foes out of the running.
Mold Earth upgrade because you are
all sleeping on how good Mold Earth can be. Let me write out a casual list of things that immediately come to mind:
Quickly and easily create a hole/tunnel: to trap enemies, to jump down into for cover from attacks, to create an impromptu latrine, to bury a body, to hide evidence/food/resources, to create a protected campfire, to create a temporary dwelling, to burrow around or through obstacles, to collapse buildings, to mine for ore.
Create pillars of earth: to stab/launch/knock out enemies, to lock enemies to the ground, to construct impromptu palisades or ramparts or Ringforts or other fortifications, to create semi-permanent buildings, to cross rivers and chasms safely, to block attacks, to launch rocks as attacks, to lift heavy objects and clear pathways, to explore natural areas without climbing/ to make climbing worse than vertical surfaces easy, to pull up clay for potters and push up while trees for loggers or carpenters.
Change the surface of the earth: by flattening it and changing the texture to gritty in order to run faster, by unbalancing or harming enemies with smoothness or shifting or gopher holes or caltrops, to make it easier to rock climb or climb steep hills or navigate treacherous terrain, to make it impossible to track you, to slow enemies in sudden sucking mud or sand or quicksand, to create sloped ground, to quickly smother fire, to make a hardened container for liquid, (with Fire) create and flash-bake clay in various shapes.
In general: to create temporary crude weapons or armor, to create softened beds of earth, to catch game for food, to solidify and fortify a place to sleep, to set up warning traps against monsters, to drop big domino slabs on squishy monsters, to crush limbs, to stabilize against natural disasters and speed up recovery efforts, to command the whole shape of the battlefield, potentially to have tremor sense, to call up blasts of sand and waves of mud, or sandstorms, to help at every stage of crop management and farming, to enhance stealth and evasion with Earthswimming techniques, to destabilize groups of enemies with minor quakes, etc.
It's basically a free win against any landbound opponent so long as you have enough mana and can think creatively enough. Most people and monsters are not strong enough to maneuver through the air using brute strength, so even if you get something that can smash steel with it's bare hands, you can just drop it into a pool of instant quicksand or a very, very deep and smooth hole and just call it a day.
I know that the current Mold Earth and the Upgraded Mold Earth are likely to not be anywhere near to the level that I'm describing. But the basic capability to sculpt earth is really powerful, and with Progression I'm sure that Kazuma will be able to learn to do it quickly and easily in a relatively short time!
Aqua is going to agree to aid Kazuma in mitigation once he tells her about his curses, by applying a complicated and long treatment of repeated, magnified castings of Sacred Dispel, Sacred Curse Break, Sacred Blessing, and similar procedures. This will leave her somewhat exhausted for a time; she may demand a foot massage as repayment.
What should Aqua focus on? Select one Mitigation vector per curse. Kazuma is unlikely to get even partial mitigation for months afterward, so make sure you choose wisely.
Hmm, many of these potential mitigations look...familiar. : )
The Doom/Geas of Incompetence is easy, since Twinned Fate is so much better than the others when we already have such a perfect Target in Aqua. It's potential resurrection! Need I say more!
Curse of Misfortune Direct Mitigation is the real path to High Cursebearer Kazuma, considering the utterly disgusting natural Luck advantage. That said, if the plan is to eventually go for Fateweaver to power through a bunch more mitigation in way too short of a time, then it's probably better to take Rewire now and then a bunch of sequential Direct Mitigation with Fateweaver, since Rewire translates potentially fatal or awful procs into unpleasant but entirely bearable ones. Twofold Fortune is shiny, but entirely fails to deal with the base problems of the Curse and shouldn't be taken.
Brand of the Wretched is another hard one. If it's a matter of survival over pleasure, then I think Rihaku has the right of it to choose Factional: The Powerful, since that has a disproportionate effect on the Curse's lethality. Further procs can go to Direct Mitigation or further valuable Factional mitigation (Adventurers, Heroes, Merchants, Cursebearers, etc.).
Affliction of Slumber is a no-brainer for direct mitigation. Two less hours of sleep a day is just too much better than a little bit of sleep forgiveness.
Wordcount: ~4500.
I will gladly react to the other omake that people have been posting as well, but I need a screen break and will post it tonight instead!
Merry Halloween, kids, and a joyous Arete to you all!