Ok, so, my primary dilemma is that I originally took Blood Scion primarily for the direct perception and duplication of Blood Codes, and I'm not sure I can copy the Colossus' Blood Code without it. So here's two variations of the build.As OctarineShrike mentioned, this build takes more sacrifices than is allowed. However, the idea of combing Questing, Key, and Blood to gain access to the Colossus's blood-codes is clever and should work, so you may want to find a way to initiate into Key or Blood in-world, rather than via Znel's offers.
Scion Of The Colossus
-The Colossus
-Ring And Rod Magic (2 Earth)
-Blood Magic (1 Heaven and 2 Earth)
-Blood Scion (1 Empyrial)
-Key Magic (2 Heaven)
-Questing Magic (1 Empyrial, 2 Heaven, 3 Earth)
-Fear (+1 Heaven)
-Root (+1 Empyrial)
Im not going to bother calculating the stats for this one, it's entirely based on the goal of obtaining the Colossus' Blood Code immediately, assumes Blood Scion is necessary for doing so, and thus only had the choice of where to spend the last two Earth tokens, and figures Ring and Rod Magic takes the most advantage of the exotic materials available at Carrion.
Maximum Progression Mk. 2
-The Colossus
-Blank Mask (3 Earth)
-Blood Magic (1 Heaven and 2 Earth)
-Key Magic (2 Heaven)
-Questing Magic (1 Empyrial, 2 Heaven, 3 Earth)
-Memory (+1 Earth)
-Fear (+1 Heaven)
This, on the other hand, assumes Scion is not necessary to copy the Colossus' Blood Code. It is absolutely reliant on the resulting power from doing so to survive, but despite its fearlessness it should at least manage to focus on that goal first by dint of it being right there rather than needing to search anything out.
The sixth + to Progression is nice, but probably not worth the loss of everything Scion provides. What makes it my preferred build if it's valid, though, is actually putting more thought into the mechanics of the Blank Mask. The Progression the Mask gives is that it grows with my story. What kind of synergy does that offer to starting the story off with the completely unheard of act of copying the power of the largest living being to ever exist in this world?
And on that note, I swapped which Earthly Sacrifice I took. My initial thought was that losing my name had basically no consequences beyond the penalty to Charisma, but further consideration reveals that it may damage the story the Mask is bonding to. On the other hand, removing my memories may actually enhance it, as it properly consigns the backstory from another world the mask cannot draw on to irrelevance, and changes the opening of my story to "He appeared out of nowhere, and used a combination of three of the rarest magics in existence to copy the body of the most physically powerful creature to ever walk the world, excising the weakness that killed the original in the process." If that doesn't boost the Mask massively, I don't know what would.
...And screw it, I'm going to add my take on the World Tree build too.
The best way to buy time is combining power and obscurity
-[ ] The Invisible City
-Clay Magic (1 Heaven)
-Ring and Rod Magic (2 Earth)
-August Ring (1 Heaven)
-Father's Mask (2 Heaven)
-Tree Magic (3 Earth)
-Seed of the World Tree (1 Empyrial)
-Blood Magic (1 Heaven and 2 Earth)
-Blood Scion (1 Empyrial)
-Body (+1 Heaven)
-Root (+1 Empyrial)
No one comes to the Invisible City. I should be able to grow my tree in peace there. The sewd is unique even for Zneal, so I don't have to worry about someone else growing one first while I grow up, ghost magic should synergize with incorporating other worlds into my own body, and since Clay magic should let me body sculpt myself, my stats are utterly ludicrous even while the tree is growing. Once it is, both Blood Magic and Clay Magic should expand the ways I can twist if with Tree magic.
Let me actually see what my stats are.
12 Strength
14 Agility
15 Endurance
10 Intelligence
12 Wits
12 Wisdom
12 Charisma
9 Manipulation
10 Composure
12 Willpower
9 Luck
9 Protection
0 Heartlessness
3 Progression
And six more I can shift between Strength, Agility, Endurance, Intelligence, Wits, and Charisma, with up to two extra in each of them. Given that exponential growth makes each plus more valuable than the last, I should probably put them in the physical attributes for efficiency (14 16 17), but I'd personally rather have them in Intelligence, Wits, and Agility, at 12, 14, and 16, only shifting them to other stats when immediately relevant. Thia doesn't come close to Death Comes Like A Ghost, but it does provide enough power that if will almost certainly be able to keep it's World Tree safe until it can take full advantage of it.
And at that point? Well, it'll want to leave the world eventually given Root, but the Omens are a good way to prepare to do so.