Thanks to everyone who has contributed Arete in any form to this thread. The advancements below reflect the sum total of combined effort, and the proper reward for such dedication of sweat, blood and genius can only be: power beyond all reason.
So going through the update again. This was heartwarming, but something just kept nagging at me and I realised what it was.

What is the ISH level of 'reason'? How many Cardinalities does it have? Important questions to benchmark just what 'power beyond all reason' means!
 
What is the ISH level of 'reason'? How many Cardinalities does it have? Important questions to benchmark just what 'power beyond all reason' means!
Well, the ISH of human-comprehensible occurrences roughly caps out at 8 or lower, so the ISH of reason, as humans understand it, should be somewhere in that range. Now, there are multiple categories of reason- Serious Reason (ISH 1-1.9), Metaphorical Reason (ISH 2-2.9), Mechanical Reason (ISH 3-3.9), Preference* Reason (ISH 4-4.9), and Humorous Reason (ISH 5-5.9)- which would make this ambiguous, but it's power beyond All reason, not just beyond reason, so it has to be beyond humorous reason, meaning it's at least ISH 6. Of course, there might be another category of reason that hasn't come to mind for me personally, in which case it could be as high as ISH 7. or more, since this is just a lower bound!

*Preference here is a poor one-word compression of 'Reason predicated principally on what the writer of the story wants, and not its internal rules'.
(This entire post meant humorously for obvious reasons.)
 
Oh man these snowflake emojis are cute.

Blaze Gonnemann - character sheet
Blaze Gonnemann, Emperor of Red
200% Health

Conditions

Resilient
  • Duration: Permanent
  • Effect: Become untiring, with no sustenance requirements, and have no vital organs beyond the heart and brain. Can consume the flesh of the living to slightly revert the effects of aging or repair harm done to the body. Otherwise treated as fully living. The best parts of Risen and mortal life combined.
Gunman's Banner
  • Duration: Permanent
  • Effect: +++++Heartlessness, +++++Mental Contamination, Form: Warfare Obsession. Willpower +s to resist.
Gunman's Alacrity
  • Duration: Permanent
  • Effect: All of fate's dictates bend to the will of the Gunman, whose charge is nothing less than absolute war. Aside from granting complete mastery of every field even slightly related to warfare, fate and reality themselves warp to the Gunman's will into the gun that he shoots his enemy with: his strikes are surer and stronger, his strategies more scathingly brilliant, his armies swifter and greater, and his factories more productive and efficient as they waste not even an ounce of steel to fuel his war-machine. All of these aspects are elevated on every axis, that he may finally call himself a true God of War.
Attribute Upgrades
  • Strength: 452
  • Constitution: 520 (+150 from Armor, 140% value)
  • Agility: 485
  • Intelligence: 692 (+220 from Step Up, 280% value)
  • Wits: 380
  • Wisdom: 80
  • Charisma: 584
  • Manipulation: 47
  • Prowess: 90
  • Spirit: 586 (150% value)
  • Luck: 20
  • Willpower: 778 (170% value)
  • Protection: 100 (+150 from Armor, 140% value)
  • Appearance: 10
The Defender's Armor
Originally, "the Plate."
+++++++++++++++Defensive Stats, ++Curse Mitigation, +40% to Protection and Constitution +s.
The Defender's Cameo - A twinkling star opal cameo, portraying the visage of a man in armor, dutifully holding onto a bayoneted rifle. Slotted into the chestpiece of the Armor. Offers near-complete immunity to Mental Contamination effects from the Gunman's mind.
Maledict Interface
Tarnish of the Hunted
  • First Mitigation: Plate Mitigation - Reduces the amount of drawn-in foes and opponents by 7.5%, reduces their detection range by 15%.
  • Second Mitigation: Amulet Mitigation - Suppression roughly equal to 80%, so long as the amulet is fed regularly with the Essence of specific monstrosities and Ethereals, never more than three days of travel away. Must be fed at least once a month. The targets will rarely if ever be anything but non-trivial.
  • Malady Resolved/Completed.
Blight of the Wretch
  • First Mitigation: Plate Mitigation - Reduces the first impression penalty by 8%, then a further 4% if the face wasn't visible.
  • Second Mitigation: Dark Mitigation - Reduces the first impression penalty by 9.5%. Can suppress all Mitigation for the Blight at will, but instead of enabling stronger dislike, creates an active Brand-type effect that intimidates and cows.
  • Third Mitigation: Essence Mitigation (incomplete) - Reduces the first impression penalty by 2%.
Magic
I. Colour Magic: Emperor's Red
  • Essence Level: 25
  • at this level, can drain physical, mental, abstract, conceptual, and meta-conceptual phenomena, as well as magic up to almost no limit
Specialized Functions:
  • Essence Breakthrough I - Adds +.05 to Essence Level - The visage of the Emperor's Red, spreading like an infusion of blood in a void, stunned them.
  • Essence Metastasis - +10% to Essence-Gathering Speed, adds +.01 to Essence Level, and unlocks Essence Preservation.
  • Essence Preservation - Specific or unique types of Essence can be preserved, granting specialized functions. Preserved Essence types can be un-aspected at will, in order to produce generic Essence. For now, the aspectation of generic Essence is beyond the user's remit.
  • Ave Imperator - Grants .25 Astral Rank, and a flat, absolute 10% resistance to external hostile effects of Rank. Doesn't unlock Accretion.
  • Essence Breakthrough II - Adds +.1 to Essence Level - Look 'pon his terrible visage, and answer me! Who is he, the Emperor of Red, if not the Supreme?
  • Axis of Expansion - Allows for ranged use of the Emperor's Red, improves the rate of manual cycling and progression by 15% to 20%.
  • Essence Breakthrough III - Adds +.5 to Essence Level - And who is the Supreme, if not the Emperor?
  • Essence Breakthrough IV - Adds +1 to Essence Level - And who is the Emperor, if not the Ruler of the Universe?
  • Essence Breakthrough V - Adds +1.5 to Essence Level. Essence Level can never fall below a minimum value of 4.0. Should that ever happen, the nearby features of the world shall be automatically suctioned to restore the user. +.2 ISH to every aspect of the user.
  • Ave Imperator II - Grants .75 Astral Rank and a flat, absolute 30% resistance to external hostile effects of Rank (doesn't stack with other resistances).
  • Unification - As the antithesis of Essence, the power of Union allows the Emperor to combine the relative Essences of objects into one...
  • Essence Breakthrough VI - Adds +2 to Essence Level.
  • Essence Breakthrough VII - Adds +2.5 to Essence Level.
  • Essence Breakthrough VII - Adds +3 to Essence Level.
  • Essence Breakthrough IX - Adds +3.5 to Essence Level.
  • Essence Breakthrough X - Adds +5 to Essence Level. Essence Level can never fall below a minimum value of 10.0. Should that ever happen, the user is restored automatically and retroactively from the least 'essential' source possible; often the enemy themself. This pierces most methods of resisting essence draining effects.
  • Ave Imperator III - Grants 1 Astral Rank and a flat, absolute 50% resistance to external hostile effects of Rank (doesn't stack with other resistances.)
  • Excelsior - Unlocks the Accretion magic system. All of the user's past, legendary deeds are retroactively accessed to increase their Rank.
  • Exalted Essence - At his will, the user can perform acts of total-scale reality alteration by carefully modulating the relative essences of the things around him. He can access new abilities or powers with near-arbitrary effects.
Range Speed Variance (draining, infusion, shifting):
[15,000%] Blood
[300%] Touch
[100%] Very Short-Range (1-1,500 gigameters)
[50%] Short Range (10-50,000 AU)
[8.5%] Medium Range (1-100 LY)
[4%] Long-Range (100-10,000 LY)
[.05%] Very Long Range (10,000-50,000 LY)
[.01%] Extremely Long Range (50,000-100,000 LY)
[.001%] Super-Long Range (100,000 LY - boundary of universe)

Note, in this context, a drain made at a rate of 10% for even a few moments is sufficient to leave an ordinary planet barren.

II. The Gunman's Gonne
Advancement Tier
: Grandmaster

Gonne Form: Any Weapon
  • Firing Modes: Any
  • Magazine Capacity: Infinite
  • Muzzle Velocity: x1,000,000+ Speed of Light (at baseline, can be accelerated up to a hundredfold of that amount without issue; can also be slowed down if needed)
  • Effective Range: Infinite
Skill Advancements:
  • Marksman Level: Unerring (100% accuracy within any completely arbitrary range within and outside of line of sight, always perfectly accounting for wind direction, wind speed, temperature, barometric pressure, gravity, the curvature of the planet, the target's movement, and fully accounting for all esoteric factors. No penalty for called hits to an area larger than a fermion. It's possible to accurately snipe Ant-Man hidden behind twelve planets and a number of defenses with one shot.)
  • Strategist Level: Superhuman (intimate knowledge/awareness of all existing and not existing stratagems and tactics used in all manner of combat, including propaganda, information warfare, cybernetic warfare, guerilla warfare, esoteric warfare, corporate warfare, and other more obscure forms. The experience of a general with a transfinite number of campaigns under his belt, as both soldier and leader.)
  • Engineering Level: Superhuman+ (capable of designing and constructing any form of weapon or war-related device on par with those used on a hyper-scientifically and thaumaturgically advanced utopia world, amplified further by exceptional intelligence and vast experience in related fields. In combination with other Advancements, can be used to create Armament-peer technology or greater.)
[Medic] - Grants expert-level awareness of biology and anatomy, sufficient to perform operations on allies. +++++Critical Potential when fighting enemies, letting the user make called hits on vulnerable organs in a creature's body.

[Field Surgeon] - +500% bonus to providing emergency care and rapidly healing crippling afflictions. With a simple application of kinetic force and bandages, a shattered femur can be partially ignored, or an injured heart set to beat once more. A further +750% bonus to mental afflictions; one slap to the face can knock a private out of a panicked state.

[The Conqueror] - The skills of an occupation commander and military policeman; finesse and knowledge of how to get away with systemic corruption and cover-up war crimes. Excellent awareness of how propaganda affects a populace and how to prevent a contested populace from rising up.

[The Constable] - Effective mastery of warfare logistics, planning out supply routes, and meshing logistics with grand strategy. Competence bonus when planning out an efficient war economy or selling war bonds.

[The Spymaster] - Unbelievable expertise in the realm of gathering information. Expert-level cold-reading and interrogation skills can assemble a web of intrigue that spans entire nations. Master of torture.

[The Maker] - Almost unbelievable experience in the fields crafting of items, objects, buildings, and artifacts, especially ones related to warfare, receiving a +500% bonus to all such actions and accelerating construction speed by an order of magnitude.

[The Builder] - Conjunctional with the Emperor's Red. A deep insight into the constructive arcane mysteries of the world, and the spiral of realm progression, allows the Builder to manipulate entire magical foundations.

[War-Call of The Battlefield] - ++++Gonne Power, ++++Gonne Control, unlocks the Gun-Katas of the Bullet Forge. Most of these spells are now redundant, and their list has been removed for brevity. To summarize, the Gunman may do essentially anything within the purview of shooting a gun, war, or combat, such as manifesting a thousand bullets in mid-air or conjuring loyal soldiers from the ether. The Advancement below is likewise redundant, but has been kept for purposes of academic record-keeping.

Call To War - A mechanism of steel. A revolution of the chamber. A flash of orange. A deafness in the ear. A charred field of corpses and blood. A life of regret and hate.

The Gunman's fate is to wage war, with anything he can; with gun in hand, with loader on hip, with the bone of his enemies, with the words of his people, with spirit, zeal, or with grit teeth. There is no being in the cosmos more suited towards destruction, hate, vengeance, and warfare than the Gunman, for the Gunman's fate and devotion are only towards combat. Any engagement, any mission, any theatre, any adversary: it matters not to the Gunman, whose home is the battlefield and whose only purpose is war.

Extensive study of the gun-katas of the Bullet Forge, and the war-calls of the Battlefield provides the user of the Gonne with tentative access to the Shard of the Gunman. Bonding with the shard is only possible for short periods of time, lest the user be entirely overtaken by the merciless and ruthless nature of its heart.

*While active, gain the ability to speak like this. Causes friendly practitioners of warfare and combat to defer to the Gonne's user; and opposition to quiver and falter at his voice and war-cry. Even when not speaking, the Gunman's Shard-Bearer emits a low-resolution aura that inspires fear, dread, and awe. This is natural.
*While active, temporarily boosts all knowledge, experience, and talent for any conceivable domain of warfare by a third, and inspires a minor combat instinct in any close battle-allies of the Gunman fighting on the same theater.
*The Gunman was a cruel fighter. There was no trickery he wasn't capable of, no tactic or strategy or unerring shot that he wouldn't pull off for the sake of victory, for the sake of completing his mission. +++Heartlessness, ++Mental Pollution.
*Even while not accessing the Shard of the Gunman, alters Progression speed for the Gonne to Fast, applying this Progression retroactively. There will be only a few years left before the subject of the Gonne transforms into the Gunman; seek asylum or a method to resist its pull before the transformation becomes irresistible.

III. Higher Tongue

Last Laugh
- Once per ten millennia, speak this Verse and a being of power will intervene, spiriting you away to a place of relative safety, and repairing enough of your injuries, physical and spiritual, to render you functional again. This being will always be at least somewhat amiable and aligned with your interests.

Verse Length: Single word.
Recharge Left: 9,988 years, 5 months, 12 days

Bolt From the Blue - An offensive stroke of startling profundity. The user fires a lance-sized blast of azure light from their chosen limb or appendage. Strikes with considerable speed and force, scaling with the user's physical strength, willpower, and intelligence. This Verse is resistant to being registered as an 'attack' even by its victim; a socially adroit user could slaughter an entire party of interlocutors without provoking retaliation. Slightly fatiguing.

Verse Length: A heartbeat (or faster)
Power Level: Around a hundred exajoules per casual release; easily busts a planet
Anti-Memetic Profundity: Capable of utterly fooling a creature with ISH 1.95 mental attributes, capable of somewhat fooling a creature with ISH 1.999 attributes, capable of slightly confusing creatures within the ISH 2-3 range

Step Up - Short-range teleportation and personal augmentation.

Intelligence Bonus: +220
Teleportation Range: Universal
Mass Threshold: Unlimited

Space-Bending Techniques:
  • Object Translocation - Can freely translocate any non-self object that doesn't exceed the mass threshold to any other location within teleportation range; objects retain their velocity, but vectors can be altered. Can be used on sentients or items as granular as atoms.
  • Subspace Pocket - Creates an item-oriented subspace pocket into which objects can be deposited or taken out. Internal volume is equal to teleportation range cubed, as well as the added size of the pocket dimension of the Perfect Storm.
  • Long-Distance Transportation - A one-sentence charge-up is required. Casts this Verse as normal, but distance of teleportation is amplified x2,500 and doesn't require line of sight or awareness of the target. Also boosts teleportation by .7-1 ISH, letting it pierce warded demiplanes or sub-realms. Will never result in the caster clipping into an object.
  • Multiversal Translocation - A four-sentence charge-up is required. Casts this Verse as per the effects of Long-Distance Transportation, but also lets the caster throw himself into another universe wholly, shifting their locality to a close ontological equivalent. Scrying techniques allow for greater aim. Slightly draining to cast.
  • Multimanifestation - Can exist in multiple places at once if desired. The number of simultaneous manifestations is unlimited but requires the appropriate mental finesse and multithreading to keep track of them all, does not acquire such capabilities on one's own.
  • Pocket Realm - Can now weave together space in order to create a spatial pocket realm, up to the cubed distance of the teleportation range of this spell. It can be accessed via portals, simple teleportation, and other means.
  • Beast of Intellect - +50 Intelligence from Step Up.
  • Beast of Understanding - +15 Wisdom +s, flat and applied externally. Receive a 10% competence bonus to the use of other magics and miscellaneous actions.
  • Beast of Reason - All Intelligence +s from Step Up have their value increased by 250%.
  • The Beast That Is Knowledge - +.4 Intelligence ISH, +.2 Wits ISH, +.2 Wisdom ISH.
Verse Length: One word
Long Verse: Four sentences to activate this as a passive enchantment for the next twenty years. The user may teleport without invoking the Verse as a passive ability, subject to a cooldown of 0.2 picoseconds. May not invoke the Verse normally while active, but can be canceled at will.

Stitch in Time - The user may skip, pause, or rewind time by a set amount. Entities of immense power may resist this Verse.

Most statistical aspects of this Verse are redundant, given the peak of Grandmastery the user has reached in Emperor's Red. Consider the user as someone having stupidly precise and powerful control over time.

Verse length: One word.

Perfect Storm - A Verse that can shift on demand to become one of a substantial collection of sub-Verses offering a broad variety of effects.

At this level of the Emperor's Red, relative essence-shifting allows for near-arbitrary changes, which permits for spells of near-arbitrary complexity or effect to be made. Essentially, consider the user a D&D Wizard of stupidly high level and versatile spell choice.

Always Handy - By incanting this Verse, the caster is able to transform a target at hand into an alternate form. Each item has a unique alternate form, shared with no other. Alternate forms share a common material make-up and represent similar levels of craftsmanship, technology, or complexity, but one form is always of size and weight appropriate to being carried in the caster's hand, while the other is bulkier and heavier such that, if it can be carried at all, it is much unwieldier.

Closed containers, regardless of contents, qualify as single objects, with the contains being safely transformed along with their vessel. Living things can be transformed as well, though successfully targeting an unwilling subject requires great skill.

Verse Length: One word to transform an object from its smaller form to its larger one, one phrase to transform from its larger form to its smaller one.

One For All, All For One

Mastery Level: Full
(May completely invest physical as well as abstract attributes, such as skills.)

One For All - A sacrifice and investiture of power, that it may be reaped later. The caster selects any number of targets and infuses them with a fraction of his mental and spiritual attributes, giving them freely away. The recipients become fractionally more intelligent and wise, their cognition accelerated around a tenth. They also become slightly luckier, more resolved, and enjoy improved protection from esoteric effects as well as improvements to their magical abilities. Their spirit is more indomitable and their essence more difficult to hurt or affect.

All For One - After a certain amount of time has elapsed, the caster invokes this Verse on the recipients of One For All. Although the recipients are virtually unchanged, he regains what he has sacrificed, as well as a small surplus dependent on the time elapsed between then and now.

Verse Length: One word.

Seen, Not Heard - A creation of silencing mist and distraction.

Upon casting, the caster releases or primes a compressed globe of dark blue gas - on impact or caster's order, it explodes and creates a distracting puff of glitter-filled mist. In the same manner that a bright light draws in bugs, this mist cloud draws in sentients to immerse themselves in it, or at least come towards it or stare at it.

Those who do as such, with the exception of the caster, become 'silenced.' The victims are unable to speak, gesticulate, write, or communicate in any form. This effect has the metaphysical imposition of disabling magic-casting of any kind; even a thought-activated system, if not annulled, shall be at least weakened. These orbs can hurt or even disable enchantments or magical beings, such as elementals. The explosive radius of the orbs, as well as their attraction effect, scale with the caster's Charisma and Manipulation.

Maximum Radius: 925 kilometers.
Attraction Effect: Requires 200 Willpower to minimally resist, 600 Willpower to be fully immune

Verse Length: One syllable.

Doubt Is The Beginning - Of wisdom.

This Verse creates a wide field that dispels illusions, mental effects, compulsions, dominations, and similar influences of the body and mind. This includes most effects or even mundane actions that attempt to deceive, manipulate, or control another person. It can be used during negotiations or conversations to avoid being out-maneuvered.

As a side-effect of performing this Verse, the caster's wisdom improves minimally and incrementally with each casting. However, it would require massive amounts of work to elevate one's wisdom to an appreciable level using this method.

Verse Length: A single word.

Seize the Day - Upon being invoked, this Verse imbues its caster with unnaturally good luck, a sprightly vitality, and charms them with restfulness.

For the rest of the following twenty-four hours, the caster is completely ensured to enjoy themselves in a simple and safe manner, with good fortune and companionship flocking to bring them some reprieve from whatever ails them. The caster will acquire a good mood and enjoy themselves within reasonable limit; all but the most heart-stricken and bereaved of people will see a ray of sunshine in their day.

The power of this Verse increases with the power of the caster's spirit and intelligence; a peak-human in both attributes would find himself arriving back in town only to be welcomed as a minor hero celebrated by the local populace, with a festival of modest indulgence awaiting him.

This Verse can be invoked freely once per month. Every successive casting after that is spiritually taxing, with the drain multiplying for every day of casting. A single week of this Verse can burn out even the mightiest of gods in the Realms into meager dust.

Verse length: A short phrase.

Pennies Saved - Upon the recitation of this Verse, the vast potential for training or ability use the caster doesn't actually perform can be stocked up, albeit inefficiently, as nebulous power in those same structures.

For instance, for every ten seconds of doing push-ups, training swordsmanship, or practicing his magic the caster didn't perform, he can reap the rewards at the conclusion of this Verse as if he'd done all of those activities for roughly five seconds, with the level of benefits roughly scaling upwards at a logarithmic rate proportional to the caster's willpower. This Verse lasts for 48 hours per use.

Verse length: Five sentences to cast this as a passive enchantment for the next three days.

Little Stroke - The caster must invoke this dramatic Verse as they are either performing or about to perform some form of attack. For a duration of ten seconds afterward, their chosen armament or spellcraft shines with dazzling, swirling azure light that seems to hold a core of nebulous pure white inside of it.

Anything struck by the attack while the effect of Little Stroke is active will suffer a permanent decrease to their overall power level, including their unrefined statistics as well as their mental stability, ontological importance, willpower, and overall magic. The level of this decrease is always exactly between 0.5 to 1% of their total power; no matter how far the caster pushes themselves or the power of this Verse, it may never increase above that number. No being will ever be reduced to ash or to complete weakness in less than a hundred successive strokes or attacks.

Some beings of might or power immeasurably higher than the caster's will be immune or highly resistant to this Verse, but this is exceptionally rare and would require specific preparation against this Verse in particular.

Somewhat onerous to cast in quick succession; five invocations of this Verse in less than a minute will tire a caster of peak-human spirit and willpower; twenty would tire an adept magus, and forty would exhaust a minor deity.

Verse length: One word.

Home Is Best - From the eastern and western directions, the caster focuses the astral currents to open a large gate edged with fine silver-blue runes.

Its size can be adjusted with sufficient casting skill in this Verse, to be made as small as a hand mirror or as large as the entry to a warehouse; by default, it is thrice as large as a common double-door.

The gate leads to a virtual realm on a floating astral island in the middle of a black void. A starting caster will emerge on an island that has the same rough living space as a common modern aircraft carrier, with no visible structures or features, but with a thin magical bubble of breathable atmosphere surrounding it. With enough practice in using this Verse (Extremely Slow Progression) the caster will find the Home Dimension bending more and more to their will.

No items created on the inside of the Home Dimension can be carried out, and the gate must never be closed while the caster is still inside, although people other than the caster may safely reside there if provided with ample supplies for their survival. Higher levels of practice may lift these requirements.

Verse length: A five-sentence Verse.
Dimension size: 60 thousand square kilometers
Dimension quality: good (high-quality construction, accommodations, modest healing and recovery bonus, teleportation, minor android servants)

Arm of Law - No mere utterance is this, but a tattoo-inscription, to be permanently sealed onto the chosen - preferably dominant - arm of its bearer, in a glowing viridian script that proclaims the letter of law to the universe. Henceforth, that particular arm shall glow with the verdant power of the chanter...

It's not quite a Verse on its own, but rather, a modified and improved version of a Verse by the same name.

As a result, the caster of this Verse obtains the following effects as permanent improvements to his competence:
*All of the actions taken using the tattooed Arm receive a +250% dexterity and coordination bonus; swifter, faster, and better.
*His chosen Arm gains +50 Protection and +50 Constitution, becomes immune to the ravages of heat and cold, tempests of time and space, and other effects. It becomes a nullifying shield against esoteric effects that fall below 2.25 ISH, and strongly resists effects under 3.8999 ISH.
*All Verses cast with the Arm's help see their effects increase in some appropriately ridiculous manner when possible, such as increasing offensive potential tenfold, boosting range, or similar. If such an increase isn't possible or it's undesirable, the Arm may instead make it possible to instantiate the Verse instantly, with a simple gesture.
*Furthermore, the bearer of the Arm may access the Imaginary Element of Fibrem Chanteur - Dictionair - at will, as if he possessed it naturally. Instead of emerging from the arcane quark-potential factor of his body's cells, the element comes from the runes inscribed upon his flesh.
*Conjuctional with Gonne: His Arm is the Arm of the Gunman - all actions with the Gonne, when it is held in the Arm, have their efficiency of speed as well as raw power boosted considerably, +.1 ISH.

And twelve other Verses.

IV. Surgecraft: Gunpowder

Gunpowder
- The Gunman's own Element, it encompasses warfare and cinders, but also the supreme nature of the Gunman's overwhelming and cruel firepower. When the Gunman walked down the salubrious halls of the pauper-kings and their surrendered warriors, he never showed any mercy. There was never a shred of humanity underneath that caul of a simple murderer, who did the one thing he knew: devoted himself to war. Gunpowder manifests as a thick, crude gray powder, visually unappealing and smelling like a combination of sulfur, burned tinder, as well as, of course, actual gunpowder.

Counts as a 25-Arete Element due to its nature. However, it costs nothing to take; all costs are on the house, kid.

Blaze's Imaginary Element is determined by his innermost nature.

- Can produce blasts of great force and size, at overwhelming vectors. The entire world is but ash in front of the Gunman's tread, permitting the Elementalist to transmute the very world's features into a canvas of the Gunman's battlefield. Defensive properties exist but are somewhat limited.
- At will the Elementalist can ignite all of the gunpowder they've accumulated, or a specific store of gunpowder in a region, person, object, etc. In doing so, the gunpowder explodes into a fiery conflagration and shockwave of prodigious force.
- Even un-ignited, a raw blast of Gunpowder made directly into someone's face can be lethal, acting with the raw deadliness of shrapnel.
- Spread into the air and breathed in, Gunpowder will automatically infuse itself into the body of an enemy. It can also be used to poison water and food. It can never be unfused unless the user of this Element wills it. Its effects can also be suppressed in a similar fashion.

When infused into people, it has many effects that the Elementalist can choose from a great myriad of options. Usually, these effects are negative but can be beneficial when used on allies. Most of its effects can be similar to chemical or biological weapons, but also with an umbrella of vast and terrifyingly umbral metaphysical possibilities. Sow confusion and chaos, induce mass hallucinations, disrupt order, inspire in-fighting, create berserker units, increase aggression, inflict chemical burns, create a biohazardous virus, etc. It can be used to weaken resolve and force an enemy to cough up more Gunpowder, in order to spread it. It can be used to worsen mental states, inspire depression or suicide, and lower morale on massive scales. More properties can be learned or trained, in order to torture or weaken enemies, such as making the Gunpowder in their bodies into a glasslike substance, crunchy and brittle, producing internal bleeding continuously.

Infused into an object, it pushes its integral nature towards warfare. A sword becomes sharper, and a suit of armor protects better. A gun or cannon's greatest destructive properties are brought to the forefront, transforming each shot into an annihilating strike against the enemy. An android will develop new weapons and terrifying software features to out-fight any enemy it faces, while an Armament might undergo a transformation into a conquerer's form...

Can be used to form semi-sentient golem-androids, each one a terrifying and adept fighter, but also a suicide bomber capable of detonating at a moment's notice. Golems who manage to apprehend an enemy non-lethally will feed them body parts to perpetuate and spread their Element. Can be given less war crime-y orders.

- Due to Gunman's nature, ++++++Mental Contamination.
- Speeds up Gonne Advancement to 2x its current speed.

"Do you think even the worst person can change? How laughable - no. Men are corrupt and evil by their very nature. There can be no half-measures. You tear out the cancer and let them deal with the aftermath. The scar serves as a reminder to others."

V. Accretion

A farmer's boy. A sword of fable. A perilous quest. Death or glory.
  • Base Rank: 11.3
  • +2.5 Offensive Rank
  • +2 Defensive Rank
  • +1.5 Warfare Rank
  • +1 Leadership Rank
  • +150% Rank Gain
  • +50% to the effects of Rank when fighting a war
  • +100% to the skill of wielding Rank
[Wholeness Rightly Assumed] - All Rank is doubled for the purposes of recovery from harm or defending against effects that attempt to alter the fundamental self of the Gunman, and then further tripled when aiding magics or special effects of regenerative power.

[As Planned] - Competence bonus to creating and adjusting schemes.

[Feat: Breathless] - Gain +.25 Astral Rank.

[Feat: Bloodied] - Gain +.25 Astral Rank.

[In Ruins] - An echo of the Gunman, lingering and resentful. ++Willpower, +Gonne Power, +.75 Astral Rank.

[Feat: Twenty-One Guns] - Gain .5 Astral Rank.

[Feat: Perfect Soldier] - After bonuses, adds +.35 Astral Rank.

[Always Has Been] - +100% to the skill of wielding Rank. The Gunman perfects usage of his armaments that it may serve him better in the ultimate destruction of his foes.

[Feat: Perfect Gunman] - +.375 Astral Rank, +50% to Rank Gain, +.5 Warfare Rank, +.5 Offensive Rank.

[Feat: Perfect Killer] - +.375 Astral Rank, +50% to Rank Gain, +1 Warfare Rank, +1 Offensive Rank.

[Feat: Self-Defense] - +.2 Astral Rank, +50% to Rank Gain, +1 Defensive Rank.

[Call To War] - As he walked the starlit ways, and the halls of the pauper-kings, and the princes of the everwhere, the Gunman never stopped his tread - banner in hand, gun tied around his hip, he'd intended to march onto infinity and to deliver glory to himself, and never anyone else - and above all, to murder.

As a result of the Call To War, the Gunman may now complete campaigns of warfare against a started target: either an individual of sufficient power or a polity entire, in which he successfully conquers or destroys the offending element. Full completion of a campaign grants bonuses associated with the defeated target, as well as rather considerable increases to both Astral Rank and the power of the Gonne.

Also gives +1.25 Astral Rank.

[Gunman Red Universe Emperor]

I am the Lord of the Double Wand of Power; the wand of the Force of Coph Nia--but my left hand is empty, for I have crushed an Universe; & nought remains.
- Book of the Law

As galaxies twist in whirling concert to shoot quasar beams at the enemy, to wash the foe in a mire of primordial quark-gluon plasma, the Gunman stands proud as their Emperor, with his arms folded, the scarlet cape of conquered universes unfurling on his back. As soon as he picks up the Gun that he wields, all the foes of his universe shall sing as they are undone, in cosmic fire and stellar ash, their atoms dissipating no more than a mere illusion in the heat of crumbling universes, the power of the Emperor.

Gives +2 Defensive, +1 Offensive, and +1 Leadership Rank. Also +1 Astral Rank, and may now manifest the Shroud of the Universe Emperor, a guardian's power of effulgent defense which shields one's allies from ten billion supernovae, turning them aside back at the enemy. The environment under the Shroud's protection is hazardous for those foes who may survive advance deeper in, the world itself burning at their touch to transform them into self-burning plasmic torches, often winking out of existence within moments as their very essence burns down to a husk.

[Feat: Notch] - Conjunctional Advancement with the Gonne. As he completes his first major campaign against the dark lord in the Voyaging Realm, the Gunman carves a notch into the Gonne to represent the advancement of his ideology - a first campaign, for the first notch. +1 Rank, +Gonne Power.

As thanks for defeating the dark lord of the Darkest Valley of Penumbral Shade, be awarded a conceptual bonus when fighting against evil, granting +.1 ISH to all offensive and defensive maneuvers in such a contest, as well as +15 to every physical statistic. The Vorpal Blade's true power is now unsealed.

[Second Notch] - A second campaign, fought against the Ruhun-progenitor beasts of the Kterxical Plane... +1 Rank, +Gonne Power.

As a result of overcoming and purging the wildling mutants, receive an enhanced form of bodily regeneration, sufficient to instantly heal a chunk of flesh that had been flash-vaporized on a molecular level with a spell of highly esoteric power; all biological processes of the hero's body are considerably amplified and invigorated.

[Third Notch] - A third campaign, fought against the Astrals of the realms beyond... +1 Rank, +Gonne Power.

As the consequence of curbing the invading ancestors of the ithilyoraei, the Gunman may now selectively count as half-Astral and half-Elf when this would be conceptually advantageous, otherwise remaining as he is at the present moment. Also makes the Gunman findross-neutral selectively. +50% to effects of Rank when at war.

[Fourth Notch] - A fourth campaign, fought against the machine army of the otherworld... +1 Rank, +Gonne Power.

As he defeats the armies of automata, the Gunman shreds them apart to receive a portion of their durability and cold intellect. +15 Intelligence, +.3 ISH Intelligence, +15 Protection, +.1 ISH Protection. +30% to the value of Intelligence +s.

VI. Soul Evocation: The Gunman

[Fire in the Sky]
- The Gunman's power, willingly given to his inheritor and scion. An ability to simply fire a gun and murder.

*Acquire the Soul Evocation of the Gunman, whose march is the end of worlds, whose gun is the end of civilizations. Achieve an instinct for warfare, letting you sense conflict within an effectively infinite range, or the range of your perception - whichever is greater - and to instantly transport yourself towards it, as if you had been there all along.
*It is now possible to Fire the Gun, a deed equivalent in its power to a Shattering Blow, completely annihilating the ontological body and framework of most creatures and damaging even ones vastly beyond the Gunman's usual reach, at the cost of immense power drain. A gun turned in the direction of Heaven can raise the fires of hell against it.
*All those killed by the Gunman permanently and partially add to his total power, giving the Gunman a flickering portion of their bodily strength, mental acuity, and spiritual depth, often with greater benefits for slaying greater opponents.
*It's now possible to speak like this, a method of speech conferring the principle of Gunman, which is the destruction of the enemy through whatever means necessary and possible - it dissolves morale and will to fight rapidly in an enemy, saps them of their power, and breaks their formations.
*As a result of his nature, the Gunman must pursue conflict at whatever cost, and whatever the theater. ++++Mental Pollution, Willpower +s to resist.
*20 +s to various physical statistics.
*+100% Health.

VII. The Ordinal Spiral

A magic system that is known for being one of the most optimal paths leading into the very heart of magic. It is the most efficient and fastest of such paths, available to any ontologically coherent mind.

Below are the Ordinals chosen by Blaze Gonnemann in his studies of the Ordinal Spiral.

1st Ordinal - Seeker
2nd Ordinal - Construct
3rd Ordinal - Examine
4th Ordinal - Dispel
5th Ordinal - Augury
6th Ordinal - Legion
7th Ordinal - Terrascape

1st Attainment: (Legion) Decreases the maximum number of Legion Form clones to four, but in return, all of the clones are only slightly lesser when compared to the caster's outlined baseline.

8th Ordinal - Oathsworn
9th Ordinal - Nexus
10th Ordinal - Vindicate
11th Ordinal - War
12th Ordinal - Radiance

As can be seen in the outline above, Blaze's study of the Ordinal Spiral favors versatility over raw power rather heavily, on the basis of the fact that he is using Ordinalism to expand his portfolio of effects - he skillfully avoids the Ordinals that have some kind of overlap with other magics he already has in order to expand his overall power, with the exception of ones that he believes would stack together well enough to make it worth it (such as War, which he knows would stack with his other magics no matter how unlikely or outrageous - a considerable boon. Or at least it was, at the moment he learned to cast it.)

And other magic systems, most of which haven't been considerably practiced outside of their first few steps - most considerably, Blaze has acquired the necessary materials to induct himself into both the magics of the Diagram as well as Cultivation, but did not yet have the time or will to "play around" with either system...
Attack of the Titans

Ahead of them spanned the unconquered wastelands that surrounded, like a gray ring of ash, the former inner administrative zone of the Sanctuary Realm. It was the final straight to the Sanctuary Fortress, as well as the end of the line in their brief quest to reach it. As they approached, deadlier and more fearsome Shadow Beasts came out of the chasms of bleeding darkness around them, dead soldiers rising in response to their presence and picking up armaments of corrupted and stolen power; monsters of horrific strength and esoterically chaining power that could've ended a hundred lives with each stroke of their nightmarish talons. All of them were creatures that Paulette could scarcely comprehend, seeing them and understanding a sliver of their existential might, feeling only a deep, instinctive terror at their unearthly appearance.

And yet, none of them posed a significant obstruction to Blaze, who simply gunned them down with spells and his signature handgun as if they were no more than a swarm of spiders fighting against the flaming cone of exhaust at the back of a starship, burning to a crisp within seconds under the sheer density of his Rank and the deadly power of his unerring shots, each one taking hundreds of their immortal lives, with dozens of shots per second. Every gunshot punctuated the death of a dozen minor gods of darkness and monsters that could have triumphed over sunlit realms. It didn't even seem like Blaze was particularly exerting himself as he cleaned up the entire region within moments, leading them onward with no actual pause in their steadfast march.

Maybe Paulette was scared of him, but she also felt a glimmer of hope at seeing the purge he'd performed against the monsters. Maybe his words, back from when he'd executed the Viscount of Edendale for treason, were true - maybe they would rebuild this world, one brick at a time?

Attack of the Titans
"We're pretty much there," he announced to the small battlegroup he'd taken with him, Paulette included due to his claim that he was the man best qualified to keep her safe - although he called it a company, it was over four-hundred people, all outfitted in strange armor and weapons.

A few more steps up the surrounding hills, around the chasms, led them into sight of the Sanctuary Fortress. Although he could've taken them inside effortlessly, Blaze claimed that he wanted to clean this place out and take it, not merely go inside it.

"Spread out and clear this place," he ordered, before turning to Paulette, as the troops dispersed and started gunning down abomations. None of them were a fraction of his own power and skill in doing so, but with his gifts, were able to do so nearly effortlessly. "Are you okay?"

"I'm... uhm, yes. I think I'm okay. Are we here to see my parents?"

"In a fashion," he said, before thinking. "As you might've guessed, your parents are dead. Depending on what killed them, I may be able to resurrect them. If not, I... I'll think of something. Nothing is permanent in the face of true power, not even entropy, and I have eons to become god."

"You're guilty."

It wasn't enough to provoke a flinch, but she imagined it must've felt similar to him. Maybe he was simply too good at hiding it.

"I beg your pardon?"

"You feel, uhm, guilty," Paulette corrected herself. "Because you were supposed to be the Supreme Commander of Sanctuary, but then you left on your own to chase adventure. And I think you were feeling guilty even back then, but never had the courage to return, until recently."

He remained silent to the accusation, and that spoke more about his feelings than any mere word could've, if placed in there. She thought about it for a moment.

"But, I don't get it. If you can teleport that far, why not come back here every now and then to check up on the situation? Why not, uhm, do that instead of the escape pod thing? It seems stupid."

"You're a smart kid," Blaze remarked, clearly intending for it to be a compliment, but without any of the usual vivacity in his tone. Only sadness. "It's clear you've inherited your father's superhuman intellect, as well as his propensity to deliver questions or remarks that cut right through pretense and down into the heart of things. It's why I left."

A behemoth-titan rose from its slumber, turning over the mountain it had been sleeping under. It opened its maw and roared to the open skies, a cacophonous and strident noise, like the cry of a siren. As it was about to charge them, and its skin flaked off to reveal it was hundreds of its children, Blaze merely raised his gun and shot it once, obliterating more than four-fifths of its body mass and scattering the rest across the plains behind it, blood like falling rain. A casual devastation.

After a moment of silence, provoked by the event, Paulette cleared her throat and continued demurely.

"Because of my father?"

"No... It's more complicated than that. I didn't want to settle down - I wasn't ready," he said. "And I didn't want to live here, either. I didn't consider it home; I wanted to adventure out and live, have fun. And Chanteur, your father, could see that, and he'd keep... prodding me from time to time, as if to see if I was still awake. After some time, I realized that I wasn't. I realized that I wasn't really living, or at least, that's what I'd thought at the time, so I left. As for the escape pod thing, I wanted to cryogenically freeze myself so we could have an epic reunion, but clearly that... failed."

"Now you're here though," she said, weakly. "So, I guess that matters? You're saving us."

"Sure, kid," he chuckled. And then he raised his gun, a strange viridian light gleaming under his armor's plates. "I am."
You See, Big Girl

"The revolution was a mistake."

"Which one? French? American? Russian?"

"Agricultural."


---

Around me, I could see armies of soldiers and workers, using recovered machinery to rebuild parts of the Realm. In other places, a new line of terraforming mobile suits is working hard to seal up the chasms into the underground. And like that, I was slowly restoring the Sanctuary Realm. Soon, the dead would rise again.

Around my neck shone the Rings in a necklace of stars, on a taut chain of mythril knotted with gold. The Ring of Horror, with its ashen-gray countenance, surrounded by its brethren of Silence, Secrets, and Ages, in colors of dark blue, dark green, and pristine white.

There is one thing left to do, however. And that's acquiring vengeance.

After I'm done with that, I'll take this stupid diary, encode it in a pattern that makes a nice story when read in a specific order, and then I'll drop it somewhere. Maybe in the Astral sea, to fly off into some unknown locality. Maybe it'll reach some alternate version of Japan and a mangaka will turn my life's story into a best-selling manga while studying the Verses at the same time, or maybe it'll drop in the hands of a general in another world who'll learn from its contents to conquer his entire planet, or maybe it'll be something else. It doesn't matter anymore - I keep moving forward.

I descended. The earth parted around me, a yawning pit opening in my advance, ground itself pushed away and burnished at the power of Rank and sufficient telekinetic force to sunder continents and shift tectonic plates, rock and indomitable stone pulled away as I drilled, deeper and deeper. As the earth became immovable, too powerful for me to destroy more than chunks at the time, I started to toss down bolts of scintillating azure magic, each one a hundred nuclear detonations whose energy was compressed into a spear - a bolt - of tight, narrow force, as thick as my forearm. I fired these bolts, digging hundreds of meters, and then detonated them remotely to upset the foundation and move further deep. In a few minutes, I must've been at least twenty kilometers below the surface of the earth.
You See, Big Girl
Abominations swarmed around me, as the mortal world slumbering above fell away. These were formless nightmares, eldritch and impossible; existing in neither space nor time, and outside of the conception of ten-dimensional angularity, but within the liminal something-and-nothing between all of these ideas, as shadows of greater beings cast upon the walls of the caves by the light of my human awareness. All of them oozed a raging madness, their presence sufficient to turn a well-adjusted man into a pile of ash; one of superhuman resolve into a gibbering wrack.

I didn't react, merely shooting them down as they came into my awareness, gunshot after gunshot marking the death of billions of horrors and miseries. I could feel their deaths rippling out across the universe, Astral creatures turning their faces in abeyance as if suddenly noticing what I was doing.

Even in the upper world, people reacted, if not always consciously, suddenly aware that some of their irrational phobias or nightmares disappeared, letting them sleep soundly or think more calmly. A man with arachnophobia crushed a spider under his heel without fear; a man who feared darkness didn't bother flicking on the switch. There was no more reason for such irrational impulse among them because fear itself was being sheared away with forceful artillery shots on the most fundamental level of reality.

And then, instead of growing tougher, the earth became softer, as I passed by the plate of horror, the middle rim between here and the underworld.

As I came upon the other side and stood on the ceiling of the underworld, I saw the vast black sun darkening the sky. Anthelios, in all his terrible glory.

An exertion of Rank rippled across the world, ripping stone from fundament, logic from the air, meaning from the empty words; and it rippled up like a shaft of crushing, grinding, shredding, a coruscating force like a tunnel of destruction; principles and realms were ripped from the air, their dark lords vanquished.

"Consider this," I said - and all the darkness in this universe and beyond heard me well - raising a fist, "a declaration of war."

And then we fought. Or more accurately, I marched up in the direction of the sky, and I murdered. They sent their monsters after me - demons of impossible fractal dimensionality, skeletons wreathed in hellfire, devils clad in red leather and bat's wings, stoic lunar saints in hauberks of armor wielding greatswords. None of them were a match for me, cut down or shot down faster than they could appear, bullets ramming into their spawning pools in order to stem the flow like a bandage applied to a wound, accumulating billions of corpses in moments. As they realized how useless this was, the first of them came for me - one of the Moon Maidens, she of being lost.

The Maiden of Loss wasn't a particularly tough opponent. She utilized otherworldly black magics and archery to fight me, imbuing her arrows with horrific power and then firing them across the light-years between us. However, she was no match for me - her arrows couldn't even scratch my plate at their strongest, and if they could, I was fast enough that I'd be able to simply evade them with no trouble. She was... surprisingly weak; one of the Goddesses of the Haunted Realm, and now, nothing more than a child with a toy weapon in front of me. There was nothing particularly interesting or challenging about her.

I wasn't disappointed, but I was somewhat sober in the realization of how much had changed since I arrived here - since I became like this. I knew that I would achieve godlike power one day, but to go this far?

I raised the Gonne, shaking my head, and decided to be moderately merciful - I aimed between the eyes and squeezed the trigger.

She was killed. And then her four fellows, the Moon Maidens of Slumber, War, Mysteries, and Death - goddesses of horrific darkness, shot down like dogs, coming out of the woodwork to avenge their youngest sister. There was nothing any of them could to me. The Goddess of Slumber failed to lull me; I was far greater at commanding War than the Goddess of War, and I knew more Mysteries in the Haunted Realm than anyone. The Goddess of Death was conquered with no more difficulty than the previous ones, because I was immortal - beyond and above death; its commander, rather than its subject. Her scythe broke as my sword cut it.

And he finally faced me himself. I'd like to say our battle was long and epic. A duel of fates and ages, deciding the future of the world. I would like to say that it was difficult to watch him without shaking in fear, as he descended. The man wreathed in darkness, six-armed, spirits of the dead at his side - everyone I killed and everyone I would kill in the future, as ephemeral shadows. He raised up a sword, spear, and shield made of pure darkness and anti-sunlight, their presence thrusting into my spirit like blows of a weapon, intent on turning me into no more than simple dust.

But honestly, that's not true. None of it was true. There was no challenge to this, either. It was an ignoble way to end the journey that I had been on.

I fired once, with my dominant hand, and his false spirits collapsed into the ether they came from. The bullet rammed into his chest and nearly killed him, coming out of the other side. We flew across the Astral currents of the naked underworld, horror collapsing around us into unaspected essence as I drained him and his very realm. Around us, the world no longer existed - it hadn't 'existed,' really, as a mortal would define it for quite some time. I was in some higher plane, maybe in the Realm of Forms - a concept of essential warfare fighting the concept of endless horror. And yet, I was greater than him, because my march would never end.

In moments, he was barely greater than an Ethereal, like one of the vampire counts that I would have killed in my first year of adventuring. A weak, pathetic wreck, screaming as I held onto his collar with my fists, his meager fire unsurpassing mine.

"And this is for my friends. See you in hell, Ant."

I punched him in the face, and he collapsed into a thousand fragments, scattering ash and dust. Much like the enemy in my mind, he was gone, proven to be an illusion. A thin figment of fear that never actually existed, but had fooled me into thinking it did.

It felt kind of stupid to conclude it like that.

After scanning the Realm of Horror for any further enemies, I saw there was nothing. Most of the creatures down here were dead, and those who were not, had bent the knee in utter obedience - recognizing me as their new ruler. I could sense as a new notch ripped itself into the Gonne's side. The fifth tally mark.

It had been my shortest war yet, and yet meaningful enough to qualify.

There was nothing left for me down here.

After that, I spoke a Verse and teleported back to the surface, sealing up the hole I'd created before any of the surviving fragment-remnants of horrific entities could crawl out. The sun above had returned to its ordinary, pale radiance - no longer destroying life or impeding its growth.

Back in the Sanctuary Fortress, Paulette was already waiting for me. She wasn't playing with toys, I noticed - something to be expected for an orphan that had to pretty much fend for herself for some time - but rather, speaking with one of the few workers that I might call competent, asking him questions about how the machinery worked.

I chose not to intervene in their conversation. I disrupted their attention in order to walk past them, down below the stairs. There was still much work to be done - I needed to find Eshvalkar, and then I would have to bring back Hortense and Chanteur. They, of all of us, deserved to live the most.

All I feared was the tearful reunion. I'd have some explaining to do...


Anyway, I hope ilbgar can match this. We'll need a lot of omake power to win this vote, it seems.

Wordcount: 9.2k

Anyway.

*Aobaru also receives the benefits and drawbacks above.
@DarkSideBard, as you may recall, you still owe me a single Aobaru-related vote marker. Vote for this.
 
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So once we manage to encircle Maiden within the dark, this powerful conceptual attunement should allow us to capture her within the Realm of Evening, placing Maiden within the Tyrant's Tower where she belongs.
We've been converting enemies into power-ups via picks for a while, but literally just using an enemy directly as a power source feels like the next step beyond that, and I kinda love it. It also plays well into the aesthetic of just utterly clowning the Maiden's tryhard bullshit. Like:

Maiden: "Hunger, I have trained for infinite time just to stop you!"
Hunger: "Free magical reactor fuel says what?"
Maiden: "What?"
Hunger: "THANK YOU FOR YOUR CONSENT, THE CONTRACT IS BINDING."
 
[X] The Ring Crimson - Blood Halo

[X] The Forebear's Blade - Inheritance
 
Past, present, and future. It's a testament that I don't feel bad about picking any of the options, and in the course of reading everyones' thoughts I've 'settled' on each option at least once.

As it stands though, my initial gut pick was to look for the future, and wolfy has sold me enough memes and possibility, with the imprisoning of the maiden angle. I'm a bit leery of our chance of actually succeeding, but It feels very 'Hunger' to give it a shot.

The runner up for me is the past, just out of pure curiosity for what Haeliel is up to and how she might mentor the Tyrant of all things. but that's also what gives me pause, I've never been hung up on becoming more like the Tyrant, but I'm not sure I want to spin the same wheel again. Even if I don't think I'll like what happens, the curiosity burns.

As much as I like the present option, it doesn't feel like the culmination I'm looking for, at least. We've often had Hunger branch out and try to work with and empower his friends, but I don't think it ever became his defining spark. I can see the other two more options more clearly in my mind, however the cards eventually fall.

[X] The Tears of Winter, the Dog of War, the Evening Sky - Imperishable Night

Also, I just want to thank everyone that took the time to write out their thoughts on votes and builds & the story in general. I don't want to toot your horns too much, but I've read though a lot of stories, and while there are a great multitude I have no qualms with skipping the users opinions, ya'll were genuinely either knowledgeable or enjoyable to read. And even if those traits were lacking, well damnit, you still had passion.

A major thanks goes out to Rihaku as well of course, but I wouldn't have enjoyed the same story nearly as much without you all. Good luck to you all, and Hunger in the final round.
 
I've really enjoyed yelling at you all about having the wrong Blurb Opinions, and it's bittersweet to see all the 'farewell' messages when the Maiden is still a 4-5 pick fight!
As much as I like the present option, it doesn't feel like the culmination I'm looking for, at least. We've often had Hunger branch out and try to work with and empower his friends, but I don't think it ever became his defining spark. I can see the other two more options more clearly in my mind, however the cards eventually fall.

Hunger is named after the Ring (which deserves an EFB, btw). Blood Halo is Good, Actually, and this weekend i'm gonna try and explain just how good it really is. stay tuned!
 
I've really enjoyed yelling at you all about having the wrong Blurb Opinions, and it's bittersweet to see all the 'farewell' messages when the Maiden is still a 4-5 pick fight!
Well, it's farewell either way really; we won't be continuing no matter the result!
Hunger is named after the Ring (which deserves an EFB, btw).
Crimson Flare::cry:

I know we fed it to out Soul Evocation, but it was still a noble ally for most of the quest! Even if discounting Archmage was the most powerful thing it did, I guess.
 
ring only got an efb because we were too scared to COMMIT to SORD
also people didn't want to buy Gisena's EFB so it became compromise option
 
...I don't know how vote splitting dilutes my vote when I don't have any omake power. Does it even do anything, @Rihaku ?

[X] The Ring Crimson - Blood Halo
[X] The Tears of Winter, the Dog of War, the Evening Sky - Imperishable Night
 
By the by, do we have any idea what finally put the Forebear down and deposited his corpse/blade on a world that maxed out at Rank ~7?
 
By the by, do we have any idea what finally put the Forebear down and deposited his corpse/blade on a world that maxed out at Rank ~7?
The quote for Inheritance implies that the Forebear is the source for the Doom of the Tyrant for the Accursed, which seems to strongly imply that the Accursed himself is the one who struck down the Forebear.
 
I realized something that hasn't figured into the discussion. What we know about the Maiden's capabilities from the picks.

[ ] Implicate Veil - Duties unspoken are often the heaviest.

*The Maiden is the progenitor of every Sorceress, their hallowed and ineffable mother. Never should one expect the kindling-spark to eclipse the origin flame.
*The Maiden receives all powers and abilities of every Sorceress anywhere, even those unassociated with findross. If any have Attributes greater than hers, her Attributes rise to meet them.
*The Maiden's Rank becomes 15 when manifest in this realm.
*She becomes unable to speak, though she may still communicate by other means. This may affect the magics she has access to.
From this, we can infer that the Maiden will not be a Rank 15 adversary.

[ ] Equinox Lacing - The ribbons of Heaven that bind above to below.

*The Maiden has mastered every Grace to the uttermost extent, and unsealed their power fully.
*She has Sealing Protocol: Level Omega and can perform nearly arbitrary feats of findross invocation and manipulation. This massively augments all of her Attributes and grants maximized versions of such effects as Auspice Temporal, Inner Sanctum, Hyper-Reactor and Archsmith's Hammer.
*She becomes unable to wield proper Foremost Sorcery, using findross and the Higher Runes together.
She has all the Sorceress Graces. All of them at their full power(Edit: Beyond what's in the blurbs I quoted in spoilers)

[ ] Innermost Sanctum - Daylight curtain drawn.

*The Maiden commands an estate within the Realm of Daylight, which complements and opposes utterly the Realm of Evening.
*Ceathlynn will have infinite training time in an area with amenities and features fully capable of rivaling the Pillars of Creation Advancement.
*She will be unable to sleep, or undertake any other form of true rest, though may still recuperate via numerous means.
The Implicatations of this beyond Ceathlynn having had infinite Training time and being unable to sleep are unclear.

So she can't get true rest. She can't do Gisena's deal with freeform magic but her graces are powerful enough at this point that having infinite rank+ruin or ISH 5 attributes are not enough to ensure victory and each will be useful for different things.

She's got Path to Victory albeit we're probably immune.
Fifth Grace, Ever After - The user understands how to bring all fallible things to their pre-determined conclusion. Only that which is pure and true can resist inevitability. All deception and all corruption are made apparent to the user, as are the means of their unmaking - though the greater the power of the impurity, the more findross this consumes, with cost growing hyper-exponentially. Use of this Grace for all but the most mundane of interactions is exceptionally taxing, even with the power of Immanence. It is Skill-dependent, and high levels of Skill can mitigate the cost.

A being who possesses exceptional purity of purpose, even if that purpose should not be in the interests of the Sorceress, would not be subject to this Grace. However, most beings do possess some degree of impurity in one form or another.

While this Grace may supply the methodology needed to destroy any impurity, actual execution is left up to the Sorceress. Her task will not be complete until the world entire has found its ever after, happily or not.

She's got Rihakuverse Aizen's Bankai
Third Grace, Chrysalis Sheeting - The user may emit a boundary wherein the real and illusory are conjoined, not yet distinct. Those within the boundary may, at her option, be instantiated as one or the other, treating incoming effects from the outside world as illusory, or vice versa. An invading army tramples through a city only to find its inhabitants untouchable, though those same inhabitants have no trouble striking them down. Relies on the same Skill as Forge of Worlds.

A sufficient density of findross, if not under the Sorceress' control, may resist this effect. Any Sorceress above the first Coalescence or Orc of Witch-Slayer strength would likely remain unaffected.

This is probably where she gets the arbitrary Findross Manipulation from
First Grace, Immanence - Whereby the divine becomes manifest in the material. Direct sensory detection and raw manipulation of findross in its purest form. The user can divest, alter, and transform environmental findross and all sources of findross not committed to a personal reserve. Range and degree of manipulation depend on Skill. At basic levels, the user can gather nigh-unlimited quantities of findross in order to maintain her Graces and transformations indefinitely. She may deplete or infuse the land of findross as she wills, turning verdant fields into barren Wastes or vice versa. By infusing spectacular quantities of findross into raw materials, she may create enchanted versions of the same. Raw findross can be marshalled in a relatively slow but unimaginably destructive onslaught, the perfected form of annihilation rending any barrier, breaching any defense.

Findross-based attacks that lose the signature of their personal reserve have no chance of harming the bearer of this Grace; they may even be turned against their wielder.

Most Evoker's Panoply spells do not fall into this category, as they require continuing control from their caster.

She's got quite casual environmental manipulation
Second Grace, Forge of Worlds - The user can sculpt a domain whose radius does not exceed (Skill Rank/20) kilometers, rounded up. Within her domain she has full control of terrain features, but can only induce those changes she most fervently wishes for. Typically used to bring one's deepest-held fantasies to life, but in any actually dangerous situation this can manifest as near-total domination of the landscape - mountains plunge from the soil, fissues sprout beneath enemies' feet to consume them, stone and crystal rain like artillery, launched by geysers placed strategically to target one's foes. It is impossible to use emotional manipulation to induce results the character's true self does not genuinely and fervently wish for.

Once the user declares a domain, it is exceptionally difficult to move.

All her Grace ultimates probably have ridiculously short cooldowns unless she uses her time stop.
[ ] Auspice Temporal - Dominion over time itself is offered by this Grace. The Sorcerer gains all the benefits of being temporally accelerated by an order of magnitude (10x) without complications (such as aging) or flaws. This extends to their personal-scale equipment, within reason: exceptionally large weapons may not be viable to wield while this Grace is active. Up to half the character's total waking hours may be spent under the effects of this Grace. Activation is easy and seamless, a mere exertion of will.

Ultimate - Freeze Time: The character stops time for all but themselves for three seconds. They may act normally during this time - for example, slaying an enemy while they are powerless to resist. Sufficiently powerful enemies may be able to resist while time is stopped, but it is unlikely that any but the strongest ithilyor (with foreknowledge and prep) would be able to do so in this world. Use of this ability puts the Grace on cooldown for one month.

*Acceleration factor may be improved slowly over time.
*While active, reduces the cooldown of other Graces except Inner Sanctum.
*Wow, what a broken feature
*Seriously, what the fuck

She can control people's minds
[ ] Mental Apex - Before the power of the mind, all things waver. The world yields its secrets; circumstance twists to advantage, and what enemies are not subverted find themselves laid low... And yet for all its prowess, the mind cannot affect the world directly. But mere to touch other minds - that is not such a difficult thing. To break them, to bind them, to overmaster them as one pleases. That, too, is the power of the mind.

This power grants a formidable improvement to the Sorcerer's powers of cogitation, analysis, recall and general reasoning. It is a direct upgrade to that most precious and deadly of powers, intelligence. Additionally, the character may launch psychic assaults to weaken or shatter the minds of others.

Ultimate - True Dominion: Once per month, the Sorcerer may launch an all-out assault upon an enemy's mind, coring out their self to wear them like a puppet. Only one being may be so mastered at a time. Enemies may resist with a composite (Will Rank x 10 + Level) against (Sorcerer's Wits + Level) check; on a success they resist and this ability is still expended, but the Sorcerer suffers no form of backlash or feedback. The Sorcerer controls the target's mind with no loss of signal fidelity, no second-chance at resistance, and no impediments to his normal functioning: multi-tasking is spontaneous and flawless.

*Primary stats: Wits, Will Rank, LOCKED
*Dramatically increases Seram's general intelligence, altering his personality and improving his implementation of plans.
*Psionic assaults take a few seconds of concentration, but are very effective at incapacitating most foes. The Sorcerer does not suffer feedback from failed assaults. The <Psychic Proficiency> Skill can affect success chance and execution speed.
*The Sorcerer can sense minds in their general vicinity, and can 'communicate' with them by sending low-powered psychic attacks with a general impression attached. This is unpleasant for the targets.
*Effectiveness of all Training actions increased by flat 40%.

She has Cosmically relevant Magic Artifacts: Yes and probably the ability to pull them out Gate of Babylon style from the Realm of Daylight or a separate realm, however precisely inner sanctum works with the realm of daylight.

[ ] Inner Sanctum - Perhaps the character may never go home again. But that does not mean they cannot make one anew. From the soil of their soul the Cursebearer initiates the genesis of a new world, a personal realm of which they are steward and master. A Rune may be emplaced on items the character owns to send them to and summon them from this Realm near-instantaneously. With time and skill, near all aspects of the Inner Sanctum may be shaped to the character's will.

Ultimate - The World Within: Once a month the character may instantly transport themselves and any consenting beings they are touching to the Inner Sanctum. Barring extremely sophisticated dimensional assault magic, this is the only means of entry or egress. They may stay for up to a week before they must leave, re-appearing at the place where they disappeared. Even those rare attackers that manage to locate and breach the Sanctum within dimensional space must contend with a vastly more formidable Sorcerer than previously encountered, as the realm itself rises to the defense of its creator.

*The Ultimate can be used quickly enough to dodge any attack the character can anticipate
*Gain skill, <Mould Sanctum>, allowing one to customize the properties of the Inner Sanctum. Primary stat: Will Rank.
*By default, the sanctum consists of a fortress (in the character's preferred high medieval or renaissance style) with modern amenities, surrounded by grounds saturated with findross. The fortress measures 27,000 square feet, the grounds roughly one square mile. These sizes cannot be altered. Natural findross ensures a steady supply of breathable air.
*With sufficient time and training, the character may induce the findross of their castle and grounds to produce various unique effects - the generation of food and water, automatic cleansing and repair of facilities, or even more exotic and powerful effects such as armories that replenish the ammunition of weapons placed inside, regenerative hot springs, or a training-room that conjures level-appropriate enemies to battle.
*Ultimate comfiness

Of course, the power to retreat into a nigh-unassailable pocket dimension for a week upon encountering a formidable foe is by itself a near-priceless capability for a Progression-type Cursebearer...

[ ] Archsmith's Hammer - Through arduous study and honest labor, the Sorcerer forges the ephemeral from the real. Material drawn from the earth can be smoten into the shape of his desires, their very natures bending to the dictates of his blueprint. Made malleable in the blast furnace of his mind, gross matter strains and compresses, folded over and refined into something greater, set forth into a path whose inscrutable logic is analogous and yet parallel to that of human technology. Mighty is the Archsmith - mighty his arms, mighty his armor. Let those who would stand against him never forget that fact, lest they be trampled beneath the iron march of Progress made flesh.

*May alter the properties of materials in simplistic, yet extraordinarily potent ways in order to create arms and armor
*While peripheral accessories can be built-in, they will never remotely attain the effectiveness of the item's core purpose
*Arms - Core Purpose: Destruction
*Armor - Core Purpose: Protection from Harm
*A limit of one Working, plus one Working per 50 baseline points of Strength (rounded normally), is permitted. If limit is reached, an existing Working must be Shattered to create anew.
*If Dr. Apocalypse is ever met, he will hate and relentlessly attempt to kill the character. Nothing can stop this.
*This is not a joke. If ever the character is transported to Dr. Apocalypse's world, the character will have to contend with an indestructibly hostile Dr. Apocalypse. For reference, Dr. Apocalypse with prep is capable of going toe-to-toe with the likes of Lex Luthor or Dr. Doom (also with prep).

Gain Skill, <The Translucent Craft>, which permits the creation of Workings of greater sophistication.

Examples of unsophisticated Workings: A sword whose edge cuts as solar fire. Armor comparable to battleship plate, yet with the weight of aluminum.

Examples of sophisticated Workings: A lens, mounted on cogitator arms, that channels light the color of the sky, which instantly targets and annihilates those to whom the forger has hostile intent. A swarm of seeking darts in the form of blood-gold birds, each with the intelligence of a savant and a single-minded devotion to their target's destruction. A towering automaton of riveted golden plates, within which can be housed a man whose movements it shall mimic, and whom it shall efficaciously shelter against insults physical and exotic.

She's got both these elemental capstones from Evoker's Panopoly, along with the rest of what cosmically relevant Evoker's Panopoly implies
Fire - Soul Fire - Supernally-charged attack burns away aspects of personality, memory, spirit in addition to or in place of body mass, devours magic. Versatile offense and defense. With practice, surgical precision can be achieved, exorcising inner demons or erasing target's will to oppose the caster.

Lightning - Galvanism - Fundamental animating force puppets enemy bodies, biological remains, or inert biological or mechanical matter to serve the caster's intentions. Requires at least a semblance of continuous organized form - a corpse or computer could be animated, a pile of gears could not.

Injuries will be constantly reverted via time manipulation and Perfecting Blade(That one probably helped get her attributes to the ridiculous levels they're currently at).
[ ] Reversion - All things tend to entropy. The slow decay of aeons afflicts even the mighty, ensures that even the most dearly-bought of achievements will one day scatter into dust. No longer. The Sorcerer's self now tends towards something like the opposite of entropy. This effect is swift, relentless, and total: any hostile effect that works on the Sorcerer's body or mind is quickly and unerringly reverted. All effects susceptible to temporal reversion can be removed this way, though no negatives of such (i.e. amnesia) apply. The power is discerning and understands the difference between a hostile effect and natural unhappiness. In worlds with natural findross saturation, aging is reverted until the character reaches their physical prime.

*At baseline, cures damage at a rate of 100 HP / second. Reverses negative effects at a rate of one / 5 seconds.
*As long as the character's consciousness is not instantly destroyed (many attacks targeting the brain fail to do this), this power will continue to function.
*The character's sense of physical pain is reduced by a factor of their Wits.
*The power of this Grace naturally improves over time.

Ultimate - Make Whole: Restores one Loss. Resurrects one person, or fully repairs one object. Resurrection is perfect, total, and unerring, and can target any person in the world that died in the last year. If the target was of advanced age, they are restored to healthy middle age. Make Whole restores the original person in flawless health. It does not summon an alternate version of the person, it does not create a physically indistinguishable copy, it does not reach back in time to prevent that person's death - it fully and unconditionally restores that person, including their thread of subjective consciousness, as well as all powers and capabilities possessed. Objects affected have their charges replenished.

The use of Make Whole reverts the progression of this Grace by one year. If a year has not passed, instead this Grace is deactivated for the difference. Make Whole does not work on the caster.

Edit: Not sure which version of Perfecting Blade to use
Fourth Grace, Perfecting Blade - Grants +30 to STR, CON, DEX, WITS, and LOCKED I. The user heals fully and rapidly (<1 hr) from all illnesses and all wounds save total destruction of the heart.

She can make and destroy coalescence paradigm sorceresses
[ ] Hyper Reactor - A singularity of findross leads to a Coalescence. Alongside the insight comes the power to act on it. Power unfathomable in this world of men and Sorceresses. The Power to give, and the Power to take away. With a supreme exertion of the self, Coalescence may be induced within a target. And with the inverse exertion, Coalescence may instead be dispersed.

An [Ultimate-Only] Grace with two functions: Sever Coalescence, and Induce Coalescence. May only be used on a given target once.

Ultimate - Induce Coalescence: Target human female becomes a Sorceress, or, if already a Sorceress, immediately undergoes her next Coalescence in the serial order. Use of this ability puts the Grace on cooldown for one year. Works on the caster, if she is female. Cooldown increased dramatically in worlds without natural findross saturation.

Alternatively, Induce Coalescence may be used on any human, male or female, to artificially grant them an additional Coalescence with a Grace of the highest caliber. Use of this ability puts the Grace on cooldown for ten years. Works on the caster. Cooldown increased dramatically in worlds without natural findross saturation.

Ultimate - Sever Coalescence: Point at target. Target Sorceress immediately loses her highest Coalescence, reverting to mortality if she was only of the First Coalescence. The target will find it exceptionally difficult to advance in Coalescence. Use of this ability puts the Grace on cooldown for one month.

Alternatively, Target Sorceress or Sorcerer loses all Coalescences and forevermore is stripped of the ability to Coalesce. Use of this ability puts the Grace on cooldown for one year.

She's got army buffs and the ability to punch everyone in the universe at the same time probably
[ ] Tide of Glory - Not a champion's power, but a general's. Not a murderer's power, but a sovereign's. The character may designate any number of characters within a 1-mile radius as allies. Allies receive a +2 bonus to all physical stats. The character may designate enemies under the same parameters. Enemies receive a -2 penalty to all physical stats. In addition, the character may choose one Perk to be extended to allies for whom the relevant post-bonus physical stat exceeds 30 points; Perks will modify themselves to suit mortal wielders (Ever After increases healthspan / lifespan by 25 years, etc). In time, both the symmetrical bonus/penalty and the range can be improved dramatically. Passive aura, works even if unconscious.

The power to raise nations up, or to beggar them. To lead armies into glory everlasting, or crush them beneath one's boot-heels.

Ultimate - Overlord's Remit: Only a fool would challenge an overlord such as the character, and no overlord worthy of the title suffers fools lightly. Once per month, the character may propogate the effects of a single unarmed physical attack through all enemies in range.

*Grants the ability to sense the location of all valid targets within the character's general vicinity
*It is easy to improve the bonus/penalty to +4. +8 is achievable within a moderate timeframe. Beyond that, sustained effort is required.
*The bonus applies to the character if they so desire, though no Perk is granted.
*Range is more difficult to improve than the bonus/penalty, but with concerted effort it is eminently possible.

She's got magically binding oaths that can buff people
[ ] Lord Regnant - A being's word is their bond. That is as things should be, and findross possesses the superlative quality of making things be as they should. This simple, yet deceptively power capability gives the Sorcerer the power to bind any agreement between two consenting beings. Forevermore they will find themselves not merely incapable of breaking the agreement, but their very nature will change to support the spirit of their compact.

*Brand of the Wretched got you down? Can't trust prospective allies? No problem.
*Defeat means friendship. Or slavery, whichever the Sorcerer prefers.
*An exorbitantly valuable economic service.
*In the pursuit of their oaths, a character can gain up to ten total supplemental levels, even pushing them beyond human limits.
*Beings are fully aware of the gravity of the Sorcerer's binding; this is necessary for them to consent.
*No particular skill is needed. The character merely offers a simple transaction.
*Even if it would benefit him, the Sorcerer is himself completely impervious to any obligation or alteration his power would apply. Beings of sufficient power (level > 1000 x Sorcerer's Coalescences) are similarly unaffected.

Edit: And of course, The Maiden has Gisena's Antimagic abilities on a cosmic scale.
 
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Wait a minute
Fourth Grace, Perfecting Blade - Grants +30 to STR, CON, DEX, WITS, and LOCKED I. The user heals fully and rapidly (<1 hr) from all illnesses and all wounds save total destruction of the heart.

*True Perfecting Blade: Massively improves Gisena's STR, AGI, CON, WITS and APP.

Attributes

(10 points unspent)

STR 50 + 45
DEX 12 + 18
CON 61 + 45
WITS 96 + 45
- Locked - 27 + 41
- Locked - 9 + 14
Was Seram Law actually one of the most beautiful people alive

oh my god
 
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