Liked the post to indicate this isn't meant to be insulting:
Please read the first line about it being a "counterfactual reality". There's probably some small set of the parallels where it does happen, but it's pretty clearly unlikely. These are just some ideas of what might come of it happening.
Liberty is missing the Magical Youth. If their wish is spent well, perhaps killing the Night Lord, then Liberty can win. It would be a matter of training up in the Dawnlord's realm and guerilla warfare to start, though.

I expect the subset of parallels is fairly comparable, we just happen to live in a failure universe. :V
 
Liked the post to indicate this isn't meant to be insulting:
Please read the first line about it being a "counterfactual reality". There's probably some small set of the parallels where it does happen, but it's pretty clearly unlikely. These are just some ideas of what might come of it happening.
I mean, the entire Eminence multiplayer CYOA is counterfactual, isn't it?
Fair, my eyes skipped over that part of the sentence and I just wanted to make a low-effort shitpost. Sorry if it was bothersome.
 
Some commentary:
[3 Picks] Wood Element: Gain mastery over the element of life. Tremendous health, excellent regeneration, and messianic-level healing of others all come standard.
Messianic is presumably meant to mean 'can heal anything physical and at least some mental/spiritual ills, including death, with personal attention'. Taken literally, though, it includes planetary-scale resurrection.
[4 Picks] Bright Spark
I just noticed that this is in the Magic section, while Magical Girl isn't. That implies some deeply weird interactions with Void Elemental.
[1 Pick] Adamant Skin: Gain the ability to instantly transmute your skin to an immensely durable metal at will. Your sense of touch is somewhat deadened in this state, but otherwise it has no drawbacks and can be effortlessly maintained indefinitely. While in this state you also have about 10 times the strength of a normal human in good shape, for whatever that's worth to you. At least you won't be dying to random shrapnel?
I thought this was actually remarkably good for its' baseline strength multiplier, but then I noticed that the way it's phrased Adamant form would overwrite your strength. This may be a complication for muscle magi.


Now, some builds. My in-character plan is to build about ten non-splice builds to represent my opponents, before working out my own build.

First up, the Deeply Obnoxious Supporter!

[3 Picks] Wood Element:
[4 Picks] Deadly Sinner:
[4 Picks] Well-Versed:
[5 Picks] Magical Girl:
-[1 Even Further Beyond] Deadlier Savior:
-[1 Further Beyond; requires Magical Girl] Super-Duper Ultimate Magical Girl:
-[1 Further Beyond; requires Magical Girl] Incubator:

[2 Further Beyonds] Archive of Infinite Arsenals:
[1 Even Further Beyond] Sponsorship Deal:
[+4 Picks] Heroes Don't Kill


This build is built around playing Second Fiddle for all it's worth. There's a version that swaps the Archive for a couple of Elements, and another that distrusts relying on Gluttony for Nonlethality, and drops Wood in favor of Naturally Nonlethal and Supersoldier. A tactic worth noting is incarnating the Archive and then eating the Familiar, resolving both a serious weakness and a loose cannon at some cost in power - but also granting a portion of the Archive's combat skill, so.
Sponsorship Deal is probably kind of hard to distinguish from Return By Death from the outside, and swapping the two is another variant to expect.

Next up:
Mister Galaxy-Brain
[1 Even Further Beyond] The Good Doctor:
[1 Even Further Beyond] Return by Death:
[2 Further Beyonds] Archive of Infinite Arsenals:
[4 Picks] Bright Spark:
[4 Picks] Diagrammatic:
-[1 Further Beyond; requires Diagrammatic] Diagrammatic Master:

[4 Picks] Well-Versed:
-[1 Further Beyond; requires Well-Versed] Thoroughly Well-Versed:


This one, meanwhile, is focused on research via abuse of time manipulation. Even if The Good Doctor doesn't grant Manhattan's infamous hypertemporality, Return By Death should work. Incidentally, knowledge of Second Fiddle needn't require its casting.
My suspicion is that this build is really strong, but relatively boring, and therefore unlikely to win except by default - and given that I expect no fewer than ten challengers to take the Apocryphal Curse, unlikely to scale high enough for that. This build is also not terribly well suited to exploiting the third EFB from taking said Curse, as Void Element would require six picks and Saviour four; that said, the latter is just barely in reach via Gluttony abuse. As such...

Sheer Hubris Singularity
[1 Even Further Beyond] The Good Doctor:
[1 Even Further Beyond] Return by Death:
[2 Further Beyonds] Archive of Infinite Arsenals:
[4 Picks] Bright Spark:
[4 Picks] Diagrammatic:
-[1 Further Beyond; requires Diagrammatic] Diagrammatic Master:

[4 Picks] Well-Versed:
-[1 Further Beyond; requires Well-Versed] Thoroughly Well-Versed:

[4 Picks] Deadly Sinner:
-[1 Even Further Beyond; requires Deadly Sinner] Deadlier Savior:
[1 Further Beyond] Sponsorship Deal:
[+4 Picks] Heroes Don't Kill
[+1 Further Beyond] Fated Rival
[+1 Even Further Beyond] Interestinger Times:


Fully loaded up on the drawbacks, this one's bad news whether or not they're as good as they think they are. The Apocryphal seems assured to outscale the rest of the setting within fifty years - but that doesn't seem like it'd make for a good contest, so there has to be some kind of catch.
This build's obvious weakness is Mental Stability. Could that be corrected with the right Avatar backing? One of the Buddhists, perhaps.

The Edge Wizard
[3 Picks] Air Element
[1 Further Beyond] Earth Element
[1 Further Beyond] Fire Element
[1 Further Beyond] Water Element
[1 Further Beyond] Wood Element
[3 Picks and 1 Even Further Beyond] Void Element
[2 Picks] Supersoldier
[4 Picks] Deadly Sinner:
-[1 Even Further Beyond; requires Deadly Sinner] Deadlier Savior:


Maximum edge, maximum aggression, 'hard takeoff via mass murder' build. Exactly the sort of person Returners are going to try and stop. Still, given the right starting point and its' two reasonably potent mind-targeting defenses, in a psyshield-poor environment, it's not necessarily doomed...
(Note to self: Asexual contestants are important. Do any exist?)

Forge of Armageddon
[4 Picks] Bright Spark
[2 Picks] Supersoldier
[3 Picks] Earth Element
[1 Further Beyond] Wood Element
[2 Further Beyonds] Archive of Infinite Arsenals:
[1 Even Further Beyond] The Good Doctor
[1 Even Further Beyond] Return by Death
[5 Picks] Magical Girl
-[1 Further Beyond; requires Magical Girl] Incubator

[+4 Picks] Heroes Don't Kill
-[1 Pick] Naturally Nonlethal:
[1 Pick] Adamant Skin


This one is an artificer, an equipper of armies - and if need be, a maker of them. Supersoldier has good synergy with such builds due to proficiency with all possible and impossible weapons, but in the likely case that nonlethality is too restrictive, it and Adamant Skin can be dropped with little fanfare.
One trick worth noting here, is the potential to turn the Archive into a magical girl. This is a good idea despite its' entirely predictable downsides.

Muscle Magister
[1 Pick] Adamant Skin
[2 Picks] Supersoldier
[3 Picks] Wood Element
[4 Picks] Deadly Sinner
[4 Picks] Diagrammatic
[5 Picks] Magical Girl
-[1 Even Further Beyond; requires Deadly Sinner] Deadlier Savior
-[1 Further Beyond; requires Magical Girl] Super-Duper Ultimate Magical Girl
-[1 Further Beyond; requires Diagrammatic] Diagrammatic Master
-Llewellyn's Prodigious Might, Unraveling (the dispeller), Haltusprecht's Quickening
[1 Even Further Beyond] Return by Death


Not technically legal, but within budget if two Further Beyonds can mimic four picks for other people, as they can for the Splicer. There's even a pick left over.

Very powerful early on, but lacks somewhat in native scaling. Still, starting power and knowledge-based advancement are two of the main synergies for Return By Death, so this one could be nasty. Base-level Open The Way has a limit of 15 kilometers per cast and not many casts per day, so it's not awful as an assassination weapon but it's also not great. Truthfully, Thoroughly Versed is probably a better fit.

Now, I'm up to seven builds and running out of ideas. My obvious advantage is my control of the Splice and access to the associated spending options; whether it's enough to let me score in the top ten and thus advance to round two is questionable. Splice-using build thoughts come later.
 
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The Holly and the Ivy
[ ] Half-Beast [2 Platinum]
[ ] Green [2 Copper]
[ ] Red [1 Jade]
[ ] One [1 Copper]
[ ] Three [3 Copper]
[ ] Last Laugh [2 Copper]
[ ] Step Up [8 Copper or 1 Platinum]


When they are both in bloom
Of all the trees that are in the wood
The Holly bears the crown


This is a Rank build, based on Solstice imagery. As such, I pick Half-Beast and Stag form. No drawbacks except unmitigated Green, which is to be fair not great, but One does provide some up-and-at-em functionality.
Odds are that I'll become a great tree of wisdom and then eventually be destroyed in some catastrophe, but it's reasonably likely that I will then reincarnate.

Is this a build I would actually go with? Probably not. But it's interesting.
 
[ ] Player Mode
[ ] Fruit
-[ ] The Forbidden Fruit [14 Arete]
[ ] Meat [7 Arete]
-[ ] Chicken Leg [7 Arete]
-[ ] Roast Beef
-[ ] Sugar
-[ ] Salt x 4
[ ] Fish
-[ ] Your Own Catch
[ ] Eggs
-[ ] Mayonnaise on roast beef


A Gisena buff build! Take a bunch of willpower +'s to avoid immediately being defeated by her teasing and a bunch of salt to give her meat!
 
Ending True is a better vote but I enjoy Birdsie's content, hope CtF can pull through

[X] Close the Fist
-[X] High Merger [25 Arete]
--[X] Invincible Vigor
--[X] Living Legend
 
Alright, people - it's new, it's better, it's faster, and it's stronger! Last time, when I was writing the original Eminence, I was sleep deprived and kind of under the weather, but I've made a new version while suffering from none of those afflictions! Here, there's drama, there's romance, there's bloodshed, and there's power levels!

In this update, we're promising:
*New exciting characters!
*Removal of characters that previously spoiled the fun.
*Greater balance, more interesting powers for all the characters.
*A couple of surprising new mechanics and meta-mechanics.
*More interesting win/loss conditions.
*More interesting early-game conditions.

Wordcount: 11.6k

-:-:-:-:- Eminence 2 -:-:-:-:-
CYOA

-- System Explanation --

Eminence 2 is a multiplayer CYOA - everyone in the thread may choose to participate. The strategic element of the CYOA comes from the formation of cooperative or anti-cooperative strategies, or synergies, with other participants; planning tactics together in order to fight against the enemy faction.

In Eminence, you play as the member - an Archetype - of a chosen Faction. There exist two main Factions: Tyranny and Liberty, both of them engaged in a conflict.

If any Faction loses decisively, its members are teleported to an extraplanar space - a magical tower in a pocket realm - which they are forbidden from leaving, all their Archetype's powers stripped from them in order to prevent escape. The prison isn't an entirely unpleasant space to live in, possessing moderately tolerable amenities by the standards of a prison, such as working plumbing, access to a communal TV, internet service on weekends, and self-refreshing kitchen supplies, among other less notable features. However, there is no escape from this space, and so the underdogs must sit out the rest of their mortal existence here. The prison cannot be opened externally, but the winning Faction can send in certain amenities with enough time spent on developing the means.

The Faction of Tyranny seeks to conquer the entire world and install its own regime, with the Tyrant at its head. The Faction of Liberty seeks to prevent this occurrence. The Faction of Tyranny succeeds upon conquering and successfully holding 90% of Earth's combined territories for a year without significant contest, or upon eliminating (or otherwise disabling) the full roster of the Liberty Faction. The Faction of Liberty succeeds upon either eliminating (or otherwise disabling) the full roster of the Tyranny Faction or managing to prevent the Tyranny Faction from making any successful and noticeable conquests in the span of a single, continuous decade.

The winning Faction, aside from keeping its powers, unchaining any limits, curses, and geasa they possessed, and being allowed to rule what's left of the Earth, is afforded a comprehensive improvement and overhaul of their abilities, also gaining +.75 ISH to most of their relevant values.

Both Factions lose should Earth be destroyed or crippled beyond any possibility of repair, or the human race die out.

The action occurs on Earth in the late year 2022, and begins, as all terrible things do, on a Monday morning. The members of a given Faction start on the same continent. More information is contained below, in the Archetype Section.

Once a participant has selected their Archetype, the option chosen may not be claimed by anyone else. A participant may only select one Archetype. Pick the best Archetypes while they're up. If any Faction runs out of Archetypes, more can be provided.

Most Archetypes can grow their physical Attributes and powers with sufficient training, but almost never more than double their starting power naturally, and seldom reaching that level in a faster period than a century of uninterrupted training; around 125% of their starting Attributes can be reached in a year of training; around 150% in a decade. Mental Attributes can also be grown, but considerably slower, and with an even lower capstone than physical ones. Likewise, but even more so for any Social Attributes and Luck, where you're unlikely to achieve any kind of natural growth. Exceptions may exist, and shall be noted.

(Any unpicked slots are going to be filled out by relatively competent NPCs acting in-character.)

Attribute Scaling - Benchmark Record
Physical Attributes
+3 in Attribute - Around 1.75x peak-human capability.
+5 in Attribute - Around 3.75x peak-human capability.
+10 in Attribute - Around 5.75x peak-human capability.
+15 in Attribute - Around 7.5x peak-human capability.
+20 in Attribute - Around 12x peak-human capability.
+25 in Attribute - Around 15x peak-human capability.
+30 in Attribute - Around 20x peak-human capability.
+35 in Attribute - Around 25x peak-human capability.
+40 in Attribute - Around 30x peak-human capability.
+50 in Attribute - Around 40x peak-human capability.
+60 in Attribute - Impressive Attributes in every respect: one-shot a house-sized boulder, sprint around Mach 2 with minimum exertion, withstand direct tank fire.
+80 in Attribute - Destroy city block-sized areas with simple combos, sprint around Mach 4, shrug off artillery bombardment and missiles.
+100 in Attribute - Sprint in excess of Mach 8. Survive a battleship's strongest munitions largely unhindered. Destroy city districts with only several strikes.
+125 in Attribute - Sprint at Mach 15, glide through sheer speed. Casually destroy large cities and small mountains. A nuclear explosion is only modestly damaging.
+150 in Attribute - Sprint at Mach 30. Destroy a large mountain with a single punch and little exertion. Nuclear flames are nothing but warm dust to you.
+175 in Attribute - Sprint at Mach 50. Shatter a tectonic plate and cause global earthquakes with one powerful kick. May survive the surface of the Sun.
+200 in Attribute - Sprint at Mach 100. Destroy the planet Earth in a single unrestrained blow. May safely 'bathe' in the core of a star.

Any single +Constitution also prolongs your effective lifespan by around a decade.

Mental Attributes

Intelligence - Somewhat imprecisely, any single Intelligence +s yields a point of IQ worth of intellectual capacity. This diminishes to 66% gains at 15 Intelligence, then 33% gains at 30 Intelligence. In other words, it's easy to raise your IQ by one standard deviation, and difficult to raise your IQ by two standard deviations or more.

Wits - Any single Wits +s grants you an increase of +1.0x to your mental processing speed. In essence, at Wits 10, you can think around ten times as fast as the average human, and at Wits 20, you can think around twenty times as fast, and so on.

Wisdom - Any single Wisdom +s grants you the sagacity, perspicacity, insight, intentionality, and general living experience of someone a year older than you, increasing that gap by a single year for every further Wisdom +s.

Social Attributes
+25 Charisma - A naturally likable individual with a strong presence. Interlocutors are more interested in you, and easier to impress, although not overwhelmingly so.
+50 Charisma - A force of personality that dominates the room. May convince strangers to do mildly unreasonable things for you with a minute's conversation.
+75 Charisma - An irresistible and inescapable gravitation of charm and magnetic confidence. Inspire reasonable men to suicidal zeal with several well-chosen words.
+100 Charisma - A supernova of glamour and appeal, enchanting and dreamlike. Men and women acquire loyalty towards you almost memetically.

+25 Appearance - Among the 3% of the most attractive humans, could appear on the cover of Vogue with a little bit of work.
+50 Appearance - Among .5% of the most attractive humans; easily steer the room you're in with the number of glances shot in your direction.
+75 Appearance - More attractive than humanly possible, enhanced slightly beyond a level of subjective perfection. Minor interaction may cause immediate infatuation.
+100 Appearance - An objectively and unquestionably ideal being, features radiant and enchantingly beautiful beyond description. A still image causes passionate obsession.

A level of Manipulation equal to either of the Attributes above may be used to control and employ them with greater finesse, as well as to increase your general skills in socialization, underhanded rhetoric, subterfuge, intimidation, coercion, seduction, and the other, finer aspects of social endeavor.

Any single level of Willpower, meanwhile, can be used to resist an equal level of Social Attributes, 'eliminating' that level of social superiority in your interlocutor towards you.

Other Attributes
+25 Luck - An amazing, though not unbelievable, level of fortune. Good events fall in your lap with unusual frequency; small but joyous happenstances and quirks of fate.
+50 Luck - Amazing luck, almost beggaring belief; survive every car accident you're in, find $500 on the street in reasonable denominations five times in the same day.
+75 Luck - Insane and earthshaking fortune; become a multi-millionaire within several months by participating in lotteries and buying scratch-off tickets.
+100 Luck - A dozen people may shoot guns at you from a close range, and somehow they'll miss every shot, and their guns will simultaneously jam three or four rounds in.

An equal level of Luck applied in any direct contest in any field may cancel out an equal level of Luck, as the contestants' fates clash with each other for superiority and nullify the advantages for both of them.


Archetype
TyrannyLiberty
[ ] The Tyrant - Seated upon your throne of stone, to rule over Earth with an iron fist: you are the Tyrant, the first and final king of this world and every other to come afterward. Else, you may ensure there is never a world again. You are the Tyrant, and yours is the right to rule.

*Amazing physical, mental, and social acumen. +60 Strength, Constitution, and Agility. +40 Intelligence and Wisdom, +40 Wits. +65 Charisma, +40 Manipulation.

*Indomitable. You're immune to mind control, possession, advanced rhetoric, and similar effects. +100 Willpower, +.5 ISH Willpower.

*Access Accretion, a form of symbiosis between wielder and object. Initially, your Astral Rank begins at a 4 Rank and may be increased not through deeds of legends, but acts of tyranny and dominion, such as world conquest. Around 25% of the world conquered, you should expect to be Rank 6; around 50%, you'll be Rank 7; around 90%, you'll be Rank 8. It's almost impossible for you to ascend past Rank 8 without Tyranny succeeding in the scenario entirely. You're constrained to possessing a maximum of three Artifacts in your Panoply, and you begin with the Monolith Throne.

*The Monolith Throne is a royal seat composed of chipped basalt and carved marble, hovering on a platform of similar material in the orbit of the Earth. It's surrounded by a forcefield that includes a livable atmosphere, as difficult to breach physically as destroying fifty layers of tank armor; the atmosphere within doesn't leak even upon a breach, and the forcefield regenerates slowly. The platform can be made to float slowly to particular coordinates (~3,000kph) but maintains a steady altitude. Focusing, the Tyrant can make the Monolith Throne discharge a tractor beam that affects the equivalent spot on the Earth, allowing for the near-instantaneous transference between the platform and the targeted location on the Earth. Advancements of the Monolith Throne expand your platform, its amenities, its utility, its teleporter, and its defenses.

*If you invite a particular subordinate on your Monolith platform and ominously explain, in crucial detail, a specific task you have for them, you may optionally give them a blessing to a single of their aspects, improving its effects by around 25%. It can't be a task of breadth greater than 'conquer a specific region the size of Crimea' or 'assassinate this specific individual' and an expected duration longer than six months. However, this process can only be performed [your Rank] times a season, and only a single one may be applied to an individual. If your subordinate fails on a mission enhanced in this manner, they'll have to return to the Monolith platform as quickly as they can, and be stuck on it for the same duration as the expected duration of the task you issued.

*You're affected by the Doom of Tyranny. It cannot be mitigated. Furthermore, you're subject to a tripartite Geas, its contents thus:
- Never harm a subordinate; or, reasonable circumstances and relative proximity permitting, allow them to come to harm unavenged unless they betrayed you or failed you in a highly significant manner (failing a mission with a predicted 95% success chance, allowing a jailed opponent to escape, etc.) If betrayal or failure is repaid, the effect returns.
- Never act offensively against the forces of Liberty in person, or proactively enter situations in which you are likely to encounter the forces of Liberty. The only exception is acting within the context of a specific war-front, developed situation, or operation in which a minimum of three of your subordinates have already failed.
- On every Saturday and Sunday, you must rest and perform no substantial work or activities that demand active mental or physical exertion. Communicating and directing your subordinates counts as substantial work, regardless of how casual your reply.

None of the aspects of your Geas can be removed or mitigated.
[ ] The Mentor - A wizened and rigid Mentor, your role is not to rule, but to guide and lead those eager guardians who strive under your watchful eye. Yours is the sagacity to make difficult choices and to raise the next generation of fighters against Tyranny.

*Considerable increase to your Attributes, with particular focus on the mental side. +25 Strength, Constitution, and Agility. +40 Intelligence and Wisdom, +20 Wits.

*The powers of Tyranny slip by and find almost no purchase on you. You can't be mind controlled, possessed, or diminished by any of Tyranny's Archetypes. Any harm inflicted by a member of Tyranny is reduced by a single conceptual step (a lethal blow -> a disabling injury -> a moderate wound), including social, spiritual, and abstract forms of harm. Furthermore and finally, any of their magical effects are effectively reduced by 50% when affecting you, including the Tyrant's Rank.

*Access the Ordinal Spiral, immediately advancing up to the 7th Ordinal and selecting your first Attainment. You're capable of initiating others into the Spiral, although this costs you a variable amount of progression; initiation of a fellow servant of Liberty would drop you from the 7th Ordinal to the 3rd; initiation of a non-Archetype mortal would drop you from the 10th to the 1st.

*Alongside the Ordinal Spiral, you gain access to Vitalism. Begin with a single Vitalist Artifact of your design implanted, replacing either your lungs, your kidneys, your hands, or your eyes. You gain a moderate level of expertise in the implantation of such organs. Others may be initiated into Vitalism at grave cost; a Liberty member's initiation costs you the sacrifice of a single organ and significant expenditure of Essence, diminishing you semi-permanently and accelerating the spread of your condition.

*You are slowly withering away. A sickness is creeping in on you, a cold that penetrates even your magical enhancements and refinements; a bone-deep sickness that rots you away into a husk. If nothing is done, it'll kill you in five years. Its effects can be mitigated to a good degree, its gradual spread slowed down to a trickle, and its symptoms treated so as to be less onerous. However, you can never be fully rid of it, unless you succeed in the scenario and Liberty wins - not even full transcendence into Vitalist metahumanity can save you otherwise. Once you're incapable of fighting, your allies will have to contemplate attempting to win without you to ensure your survival in this grim situation or putting you out of your misery so that another individual may take your place. Nobody else shall remember you possess this drawback. Are you going to tell them, potentially affecting morale? Or are you going to keep this to yourself, allowing them to live in peace, thinking nothing could've been done?

*It might indeed be the wiser choice, instead, to prepare yourself to make a glorious last stand, advancing your team's agenda while dying in good spirit and health, remembered as a hero dying for the world and not an emptied vessel. In any such circumstances, you may invoke your Last Stand - for the duration of an hour, you have the following advantages:

- Double your effective Attributes, and grant yourself +60 Charisma.
- Immediately advance a single Ordinal and obtain a desirable First Attainment even if you don't meet the requirements.
- Moderately improve the effects of your Vitalist Artifacts, and expand the scope of any supernatural abilities they grant you.
- Gain 3 Defensive Rank.

At the end of your Last Stand, you perish in either a peaceful or glorious manner, depending on whether you've managed to destroy the forces you're fighting, or whether there's someone left to finish you off. Know, then, that your Last Stand shall be remembered for the ages to come.

*If you ever perish, any willing member of Liberty can assume your Archetype, giving up theirs in exchange. A difficult concept to stomach for some.
[ ] The Sorceress - Grace, unasked for, and perhaps undeserved, bestowed upon you through workings of a higher being. Even though you might not wish to believe it at first, the magic is real; findross pouring into you like starlight and perfection made solid.

*The remit of the Sorceress is unbridled genius, insights most scathing, and the unbearable smugness to deploy her greatly developed knowledge to the frustration of foes and allies alike. +60 Intelligence +35 Charisma, +35 Appearance, +15 Wits, +15 Willpower, and +15 Manipulation.

*Become a Sorceress of the First Coalescence, with the Attributes to match that status in your alternate form. Your starting Grace is guaranteed to be one of prodigious and incredible might and function, partially matching your personal desires and nature, such that you'd never feel awkward or dissatisfied with its achievable effects. You're granted intimate expertise and training with your Grace, as though you'd employed it as a tool in combat in twenty-five battles, learning its quirks, inner mechanisms, or secret applications. None of its aspects are strange or unknown to you, and your Sorceress Form hides no mysteries either. Any pre-existing Grace may be selected if you so desire, except for Hyper-Reactor and Grace of the Glaze. Further Coalescences are possible and highly likely to occur; expect a Second Coalescence within your first month as a Sorceress; a Third Coalescence in your first year, and a Fourth Coalescence on the closer side of the next decade - after that, your Coalescence rate slows down sharply. Selecting the Archsmith's Hammer as your Grace is going to activate Madman's Doom.
*If Tyranny ever manages to successfully conquer more than 10% of the Earth and hold that amount of territory, without major contest or territorial conflict, for over six months, you'll be graced with an enchanted Ring, its magical effects potent and broad, synergistic with your Graces, and giving you influence over a single Domain, and several sub-Domains. It may be proffered to the Tyrant, or worn yourself. Alternatively, it may be shattered to immediately cast Lesser Wish. No matter the circumstances, the Ring cannot be stolen or forcibly taken from you by anyone except the Tyrant. Should anyone else do so, the Ring immediately reforms on your finger.
[ ] The Magical Youth - The distant calling of Justice resounds through the cosmos, distant principles singing in harmony; and to this, you answer in resplendent agreement and complete faith. For the world to be good, it must first learn to have compassion, and you volunteer to be its teacher.

*The Magical Youth is unbound by the concerns of adulthood and maturity - they fight in the present, in the name of justice and the glorification of everything that's good about this world. This youthly vigor suffuses you and steers your every action. +25 Charisma, +25 Appearance, +25 Willpower.

*Biological age and overall appearance reverted to late adolescence. By pronouncing the word, "Transform!" you may undergo a bright and visually impressive transformation sequence, in which you enter an alternate form. In this form, you gain +25 Strength, +25 Constitution, +30 Agility, +30 Willpower, and +20 Wits, you're dressed in a fantastic outfit of some stripe, and you externally appear to be much younger than you actually are.

*Access a system of Spellcasting, its exact nature determined upon your first transformation: you may be a Warrior, a Support, or a Spellcaster. A Warrior is capable of various forms of self-enhancement and applying debuffs on struck enemies, a Support is capable of healing and buffing allies, and a Spellcaster is capable of accessing a great number of generic wizarding magics, largely in the disciplines of evocation and conjuration, but having the greatest versatility.

*If you search carefully, you'll be able to find mortals who'd make excellent allies and partners. You're capable of inducting them as Magical Youths. They're able to pick their own preferred specialization in Spellcasting, and they receive 75% of your total Attributes, but sadly enjoy no other benefits. Their continuous presence in your vicinity grants you +15% to your own Attributes for each individual. A maximum of seven Magical Youths may be inducted at any one time. You're also good friends with the Hero, but can't make them a Magical Youth.

*Upon your first transformation, you're able to make a single Least Wish. Nobody can influence the nature of your wish, whether through intimidation, coercion, or even mental alteration. After that, you gain a Minor Wish - on the level of restoring a lost limb or empowering yourself mildly - on every birthday.
[ ] The Angel - The Angel beckons to you from the beyond in its last breathing moments, its clarion wail of death resounding through your brain like a billion-billion sensations of tinnitus. The supervoid collapses, and fragments embed within you, in a moment of divine transcendence. Now, the power of the Spiral belongs to Tyranny.

*Gain access to a magical system known as the Ordinal Spiral, immediately learning either the Seeker or Shield Form, and gaining a 50% Progression boost to any further learning. You're an Ordinal Purist, and may not learn, study, or initiate into any kind of magic system that isn't the Ordinal Spiral. No exploit or loophole exists for this. However, you may wholly benefit from the magical wonders and effects applied upon you by allies.

*In determining the beneficiary of the Valor Form, you're considered as having a Specialist Form equivalent to your highest currently attained Ordinal.

*Instead of selecting an Ordinal Attainment, you may instead choose to sacrifice all of your Ordinal Progress, setting yourself back seven levels. In return a single scintillating wing of magical orange flame bursts from your back, representing all of the progress you've made up to this point. A maximum of seven wings can be gained in this manner by repeating the process. Every time you grow a wing, select one of the benefits described below:

- Achieve duality in a single Ordinal of your choice, such as being able to cast Seeker and Shield, in spite of their mutual exclusivity. May be picked multiple times, once for any Ordinal.
- Induct one individual into the Ordinal Spiral per year. May be picked multiple times.
- Gain the advantageous effects of having a 7th Ordinal Slot committed as a Specialist Form of any other Form of your choice. May be picked multiple times and stacked.
- Gain a First Ordinal Attainment of your choice. May be picked multiple times.
- Gain 30 +s to be distributed among your Attributes as you please; for every +Wits, you gain an additional free +Wits as well. May be picked multiple times.

*Additionally, every wing you manifest grants you the following beneficial effects: Highly maneuverable flight (200mph per wing), resistance to adverse environmental conditions, +5 Wits. If you ever perish, a wing can be sacrificed instead, and you'll be reborn in the vicinity of the nearest Servant of Tyranny that's not also in immediate danger (or one in the least amount of danger, if such conditions do not exist.) A new wing created following that can have another effect.
[ ] The Factotum - The butler with silken gloves and a tray with a meal, the competent assassin and driver, the best chef in the world, the expert handyman: yours is a shining ethereal crown, a destiny of broad competence and greatness, to prevail against the oncoming chaos. Be the steward that Liberty needs you to be, and support its members in any capacity in which you're capable.

*Gain +.9 ISH Competence, an insane level of hypercapability and proficiency. Any action you tentatively attempt is completed swifter than by the hands of most grandmasters, as though you were an expert in the discipline. Gain an affinity for tactics, acting, strategy, martial arts, painting, marksmanship, editing videos, being a movie director, freestyle rap, cooking, driving, piloting, teaching, learning, logistics, being a lawyer, and more!

Make the forces of evil quiver and cower before your smirk, and look extremely cool and professional while adjusting your tie. However, you are ultimately mortal in comparison to your comrades, and so have your limits. No matter how competent, you are not so supernaturally and meta-conceptually competent that you can survive a point-blank explosion of magical force delivered to your torso.

*Gain unflappable manners, a casually elegant bearing and solid appearance, and a mild level of cool disinterest in uncouth individuals. +25 Willpower, +20 Charisma, +20 Appearance. Your natural physical Attributes are nearly peak-human, and cannot be raised.

*As the price for your insane competence, you do not interact positively with most forms of supernatural power. Any magical elevations of your natural Attributes are 50% less effective, and your competence is halved in the operation of any magical or supernatural artifacts or items. Any supernatural powers you wield are likewise constrained. Finally, you cannot enter, or be made to forcibly enter the Otherworld or any other existential plane.

*Gain +20 Luck.

*If you wish, you may choose to become a butler, servant, maid, or any other appropriate household role of a similar type, in service to any other member of Liberty of your choice. Nothing compels or forces you to stay with them, but for as long as you do so, you acquire a further +30 Luck, and your master enjoys having you as their majordomo.

*Never get any dirt or bloodstains on your suit, no matter the circumstances. Arguably the greatest power of any on offer.
[ ] The Shogun - The cruel-handed and pitiless general who leads and presides over the Tyrant's vast armies, leading the conquest of the world in the name of Tyranny. In some ways, you are the Tyrant's right-hand man, the brute force to match the Sorceress' insights.

*All of the physical might and personal magnetism befitting your honored station and glorious military distinction. +40 Strength, +40 Constitution, +40 Agility, +35 Wits, +30 Intelligence, +25 Charisma, +25 Willpower.

*Acquire a suit of lamellar armor and a nodachi, exceptional in quality and possessing modestly supernatural capabilities. They're bonded to you, summonable across vast distances, and nearly indestructible. If any of them become damaged by some miraculous process or shattering strike anyhow, resting them upon the Tyrant's Monolith Throne may slowly repair them.

*What else prevails in the end, but simple might? Once a year, select one of your physical Attributes and gain a single point in that Attribute. Normally, an Archetype's training can allow them to gain around double their natural starting Attributes, but with this aspect, you can gain triple instead. Alternatively, you may forgo this advantage permanently in order to access the magic of Battle Mastery, with a specialized focus on learning techniques that enhance your combat technique in melee range and render you a better fighter.

*Gain a complete mastery in any field even remotely and conceivably related to warfare. Strategy, tactics, leadership, information, morale maintenance, logistics and supply routes, engineering, unit formations, stratagems and counters, operation of vehicles, etc. This also includes the necessary indoctrination and motivation techniques to recruit an army out of a population that previously wanted nothing to do with your regime, and over time, give them remarkable discipline and make them genuinely believe in the Tyrant's cause of domination and rulership.

*May enter the God of War Form, increasing your Physical Attributes by 50%. It lasts up to 30 seconds of continuous use, and for every second spent in God of War Form, you must spend a month locked away in dreamless stasis within the Tyrant's Monolith Throne to recuperate. The technique is also extremely draining on the spirit, psyche, and body, and repeated uses in a period shorter than forty years might cause you to bleed away a significant portion of your power, skill, memory, and overall Essence. In this Form, you are surrounded by a fierce crimson aura.
[ ] The Disgraced - The former Tyrant, you were deposed and struck down by your apprentice, the current Tyrant. Although he and the rest of Tyranny wholeheartedly believe that you're dead and buried, you've managed to survive, clinging onto tattered remnants of cosmic power through your fingers, and in your moment of greatest weakness, you swore to enact your vengeance on them, whatever the cost.

*Now, you fight on the side of Liberty, begrudgingly and unhappily. Don't get the wrong idea, s-stupid! It's not like you care about your Allies or anything, you're doing this to spite your apprentice, and because the Earth is yours and nobody else's! And you've got to make sure to always remind people of that, got it?

*Instead of beginning on Earth, you start in the Otherworld and have little contact with Liberty or its members to begin with. However, the Otherworld is a land of many possibilities, and far away from the majority of Tyranny, so you should be safe here, allowed to grow and regather your strength.

*Access the Emperor's Red, a Color Magic of superb potential. Its remit is nothing less than Essence itself and may amplify or diminish the fundamental nature of all things according to its wielder's desire and skill. By compounding his own Essence the wielder may steadily enhance the power of his spirit and magics. However, as the result of your extensive spiritual damage, your Magic is capable only of compounding your own Essence and improving you with it, and you may neither drain from nor imbue Essence into other beings - not to mention that your rate of progression is slowed down considerably. However, after a sufficient amount of Essence has been expended, you may repair your command of Color Magic to return the Emperor's Red to its complete functionality. Its greatest strength is its Ambition, and its greatest weakness, the same.

*No one in Tyranny knows that you are even still alive, and it'll remain that way unless you do something drastic to reveal yourself to them. Your reveal is going to shock the Tyrant, and depending on your achieved power level, may even terrify him into stupefied inaction. You're the hidden ace in service to Liberty.

*The Tyrant's Geas doesn't apply to you in any way. He can attack you and seek you out as he pleases, as long as he doesn't attack other members of Liberty. If other members of Liberty attack the Tyrant to protect you, the Tyrant is given a casus belli to fight back against them. He can't, however, hunt you down on the weekends. He's incentivized to seek you and finish you off, should you still be weak enough that he can slay you effortlessly. Be extremely careful about what you do.

*The other members of Liberty might not trust you, and they may be within their rights to do so. After all, if you successfully manage to slay the Tyrant, you can optionally get your throne back, and seize the powers and Artifacts the Tyrant stole from you. If you plan on doing so, it'd be wise to convince the other members of Tyranny that you'd make a better ruler ahead of time.
[ ] The Black Knight - A forlorn and lost Hero who abandoned hope a long time ago, and decided to join the cause he struggled against; you are the secret and ultimate weapon of Tyranny. Arguably, you are also its greatest servant.

*Inhuman and monstrous strength and physical greatness. +80 Strength, +80 Constitution, +60 Agility, +30 Wits, +50 Willpower. However, you cannot increase them above this level naturally, and magics or sorceries that increase them operate at decreased efficacy for you. You'll have to work with everything you currently possess, and expect to see little natural growth outside of that.

*Secretive and loyal. No one except the Tyrant, the Magus, and the Steward know that you exist to start with; the Magus, however, knows almost nothing about you other than that you serve Tyranny, and the Steward doesn't know anything of note about you, or that you are even a member of Tyranny. You and the Tyrant possess great bonds of mutual friendship. You possess a suit of dark, magical armor that obscures divination and acquirement of knowledge regarding your true Attributes and powers; not even the Magus knows them, only aware that you exist.

*Access the mighty and terrifying Soul Evocation of the Black Knight, formerly the Soul Evocation of the Aspiring Hero, granting you the following benefits:
- Apply 25% Lifesteal to each of your physical attacks, a quarter of the damage dealt to opponents becoming healing energy that saturates you. If you aren't wounded, you may instead store the energy, and then expend it to heal yourself, or realize a plethora of minor effects, such as suppressing wound penalties, empowering attacks, intimidating aura, or applying cursed wounds.
- At an extremely grievous cost to yourself, you may execute the Shattering Blow on an enemy. Recovering from this exertion is very difficult.
- As long as you remain unquestioningly loyal to the Tyrant, benefit from 66% of the Tyrant's Astral Rank. (If Tyrant is Rank 5, you are Rank 3.3. If Tyrant is Rank 10, you are Rank 6.6.)

*Instead of beginning on Earth, you awaken in a charred grove of Elfwood in the Otherworld. Here, there's an Artifact, presently useless and not particularly great in your circumstances. However, should the Tyrant bond this Artifact into his Panoply, it'd result in an item of amazing magical power and unfettered versatility. Your goal is to escape the Otherworld through a portal in the Magus' Tower, deliver the Artifact to the Tyrant, and then aid Tyranny in crushing whoever's left. The process of reaching the Magus' Tower should take you no more than three years, assuming that no unexpected complications arise in the meantime. Breaching the Tower is a process of its own.

*The Magical Youth is your biological child. Somewhere deep in your heart, there exists a mote of hesitation when fighting against them. Can you truly kill someone you love, even to aid Tyranny?
[ ] The Magus - A Magus from the Otherworld, a master of the mystic arts, your goal is to prevent the Black Knight from accessing the Earth. He, indeed, shall not pass.

*The intellectual prowess and mental talents of an experienced Magus, and modestly extrahuman physical parameters. Although temporal concerns do not amuse you, still you must rise to preserve the world against Tyranny's wickedness. +60 Intelligence, +20 Wits, +20 Willpower. +10 Strength, Constitution, and Agility.

*All our glories, we pass on to you. Access the schools of the Diagram. You possess advanced knowledge of the basic Signs of the Diagram, beginning with a Sigil of your choice in each, three Battle Diagrams, and a single Grand Diagram. You possess sufficient inventiveness and inborn talent to develop your own spells with impressive speed, around 25% faster than most, and to expand the capabilities of the spells you already possess, as though Going Beyond for each; Going Further Beyond with huge amounts of effort. Choose a single Ascendant Sign to begin with. The other Ascendant Signs are mostly beyond you, at least for now, but the future may hold great prizes in store.

*You possess a magical Ring of incredible power. It broadens one's reserves of spiritual energy, and greatly enhances the might of one's soul, allowing you to execute Diagram spells much faster and without significant exhaustion. Multiple Battle Diagrams can be deployed in a surprisingly and terrifyingly quick succession (175% casting speed) without much strain (halved exertion.) Alternatively, you may borrow the Ring to someone else to greatly accelerate their learning of any magic, including the Diagram, but providing them none of the other beneficial effects of the Ring.

*You begin in a magical Tower in the Otherworld. It possesses strong magical defenses and has a broken golden archway that can be operated through an advanced panel to open portals to the Earth. Returning back is as simple as reciting an incantation. However, you must first repair the archway, a process that'll require a considerable amount of resources and time, but should be possible to accomplish within two months, given some luck. Aside from that, your Tower has a number of amenities, workshops, and libraries, allowing you to craft magical items, potions, and similar things; the Otherworld is plentiful with unnatural resources that may be converted into such crafts and wonders. You're also capable of learning a great number of lesser magical arts from the books in your library, none of them quite comparing to the power of the Diagram, but potentially granting you better versatility. Alternatively, you can give the books to your allies and tutor them in the magics that you possess. None of them are going to have even a decent amount of potential in the Diagram itself, however, as their spirits are unaccustomed to its specific kind of power and enlightenment. They'll be able to study and master the lesser magics more or less normally.
[ ] The Operative - The unknown; the missing element, the blank shadow warrior and murderer in service of Tyranny. If the Shogun is the Tyrant's blade, and the Sorceress is the Tyrant's scepter, then you're the Tyrant's dagger, concealed behind his back until the right time.

*Acquire incredible bodily might and vigor, and even greater swiftness of limb and mind. +20 Strength, +40 Constitution, +40 Agility, +30 Wits. Acquire a swift and comprehensive healing factor, allowing you to regenerate from injury much faster (regain a lost limb in six hours, opened cuts are closed in several minutes.)

*Possess a dominion and control over Shadows, capable of manifesting a cloak of darkness that renders you unnoticeable, or using monofilaments of concentrated umbrage to either fight or manipulate items at a considerable distance, among a manifold of other uses. Under sunlight, you suffer a 10% loss of your Attributes; under the moonlight, you enjoy +10% instead.

*Experience with a magic system known as the Assassination Arts. Aside from being an experienced spy and secretive killer, you may perform any of the activities expected of a supernatural ninja, such as wall-crawling, leaping, cosmetic shapeshifting, or throwing concealed shuriken.

*Once a month, you can enter True Shadow Mode for a period of up to twenty-four hours. In True Shadow Mode, receive the following benefits:
- Everyone currently in existence forgets about your existence and a portion of its second-order effects unless confronted by you directly. All electronic records and evidence of your existence are scrambled for the duration, but return as soon as you leave True Shadow Mode. Only the Tyrant remembers you, can't forget, and may inform whoever he pleases (although they'll forget it again in moments.)
- Embrace the darkness in your spirit, adding it to your swiftness. +20 Agility.
- Gain the ability to become intangible and invisible for short periods (2-3 seconds) of time, bypassing objects or attacks. This period isn't long enough to forget you as though a target isn't confronting you directly.
[ ] The Witch-Slayer - A killer of mages raised on the Otherworld, and brought to Earth at a young age. Since then, you've decided to fight in the cause of Liberty due to an unspeakable atrocity the Warlock committed on your people.

*Physical characteristics sufficient to compete with the strongest metahumans and the presence to scare your quarry into flight. +40 Strength, +40 Constitution, +45 Agility, +40 Wits, +50 Willpower, +25 Charisma (Intimidation). Also, you're an expert tracker and investigator, capable of easily following a fast-moving quarry.

*Can't be directly or indirectly affected by any source of enemy magic. Interpretation of 'enemy magic' is somewhat generous and interpreted in your favor. This includes the Tyrant's Rank, the Stranger's forgetability and unnoticeability, the Black Knight's Soul Evocation, any of the Sorceress' Graces, and so on. Any magical artifacts the enemy wields against you are likewise rendered near-ineffectual, as effective as mundane implements. It's safe and completely valid to assume the only method through which you can be defeated is superior Attributes.

*With great exertion - causing you incredible pain and draining your spirit and stamina - you may unleash the Silencing Shout, a great declaration that disables the magical abilities of anyone who's heard it and cancels ongoing magical effects; scrambling and dissolving wards, disrupting Astral Rank, and banishing magical summons. This ability is at first indiscriminate, affecting your allies as well as enemies, but sufficient training with the ability can allow you to somewhat direct its scope, reducing the degree to which your friends are affected. Until then, it may do to give them some warning, should it be possible.

*Surprisingly, you aren't forbidden from utilizing any magic of your own, nor does the Silencing Shout affect yourself should you ever employ it. However, acquiring and mastering any such systems is left to you, and may prove more difficult than expected.

*You feel intense, borderline-irrational hatred towards the Warlock, and cannot be relied on to stay civil and coherent when faced with an open possibility of slaying him.
[ ] The Pyromancer - The Pyromancer, an eager and grinning servant of Tyranny, you arose from the murk of humanity's mages as one of the greatest and boldest in potential, and now you serve the Tyrant as one of his many agents on Earth.

*Access to Pyromancy, a magical school that revolves around the creation, maintenance, operation, preservation, and modification of various forms of magical flame. The simplest cantrip any apprentice learns is Combustion, a spell that immediately causes a targeted substance to combust into flames, undergoing an ordinary chemical reaction. In order to create magical flames, however, you must ignite specialized fuels and substances, most of them made through ritualized and methodical usage of Combustion on lesser substances. You're completely immune to any of the adverse effects of heat. Magical flames are capable of achieving virtually any effect, especially ones of transformative properties. Self-enhancement is possible and recommended.

*You're equipped with a single, golden burner, usually hanging from your belt, that can sustain a magical flame for many hours. You also possess a handbook that can be used to learn the effects of many types of substances when combusted, although you're already familiar with most of its contents. If either of these objects are lost, you're capable of summoning them back to yourself.

*If you should perish in an untimely and violent manner, you'll be resurrected in around a month within the nearest active volcano, forced to crawl your way to freedom, but also completely rejuvenated. +10 Strength and Constitution.

*You've got a slight crush on (or feel positive awe towards) a member of your Faction. The choice of a specific person is yours, although it can't be the Tyrant. This effect is modest; they essentially wield an additional +25 Charisma in any interactions against you. It shouldn't be combat-relevant.
[ ] The High Elementalist - A glorious and brave-hearted warrior from outer space, now arriving on Earth to bring peace and order to its people, you are a practitioner of a magical discipline known as Surgecraft. Soon enough, Tyranny and its craven members will be facing the wrath of your Element in a full surge!

*Design a 7-Arete Imaginary Element suited to your personality and desires. You're capable of wielding this Imaginary Element to great effect, having the talent of a prodigy and the experience of a veteran. +25 Wisdom in applying your Element.

*Many sessions of submersion in the Imaginary Elements of allies from your civilization have left you a moderate superhuman. +15 Strength and Agility, +25 Constitution.

*You're in the possession of a modified, Guardian-Class LXR-50 Stormcruiser, a type of advanced, prototypical Astral-driven spaceship. It has full VTOL capabilities and can achieve in-atmopshere speeds of Mach 120 with no sonic booms. It possesses advanced energy shields that can sustain multiple direct impacts from anti-air weaponry and a set of rotary forward-facing blasters that can be used to decimate infantry and lightly armored vehicles. The interior is large enough to hold a crew of twenty people or a similar volume of stored goods. Outside the Earth's atmosphere (or any other planet's atmosphere), it can achieve relativistic speeds without experiencing any time dilation. Outside of the Oort Cloud (or similar range from other star systems) it can achieve greatly FTL speeds.

*If you're ever in a pinch, you may use the distress signal in your Stormcruiser. A squad of eight fellow Elementalists from the interstellar neighborhood is going to arrive to aid you in a single battle, then depart to whatever task awaits them. This can't be used more than once a decade, and you must file reports for every use.
[ ] The Warlock - An evil and wicked sorcerer, a wielder of magics and sinful insights... or perhaps simply a free-willed pursuer of knowledge and power that most others would consider forbidden. Whatever you are, however, you aren't exceptionally bothered by the trappings of morality.

*All of the wicked intellect and the power expected of your role. And yet, your heart is filled with black cruelty, such that you have no patience for your lessers, and little empathy for your equals. +5 Strength, +5 Constitution, +3 Agility, +20 Intelligence, +25 Wits. +5 Heartlessness.

*Acquire the possession of a magical system from any previous content in this thread. In order to properly determine your magic system, assemble a short list of six magic systems that you'd like to acquire the most, no more powerful and versatile than the Diagram, then roll 1d6 to determine which one you receive. You are moderately adept in learning the system in question, but you begin only with unimpressive and basic knowledge.

*However, that isn't all that you can do. You're also moderately experienced and accomplished in the Dark Arts, a lesser magic system that allows you to cast various curses, create necromantic servants, or summon and make deals with demonic entities from the Umbral Interstice, the space between the Earth and the Otherworld, which holds them apart.

*Begin your adventure in a small, remote wizard's tower on the eastern coast of the United Kingdom. Although it looks as though it should collapse any moment upon contact with a stiff wind, in actuality, it has incredibly powerful defensive wards and trap systems that make direct invasion an ill-thought proposition. Inside, there's a silver archway and control panel that can open an unstable gate into the Otherworld, allowing you to raid its kingdoms for materials, or simply picking up any resources you deem worthwhile. Although you can return from your trip immediately, you cannot open portals for others in the Otherworld.

*The Magus is your distant cousin, and you used to attend the same school. Of course, your cousin was always better than you, and you're planning to claim vengeance for the humiliation that you were forced to suffer.
[ ] The Steward - A native of the Otherworld and a scion of the elves, you were chased away by an evil calamity that burned down your forests. In a bid to survive, you leaped into a collapsing portal and the dimensional rift deposited you into a wild glade on Earth. Although you don't know this, the cause behind your people's demise was the Black Knight. If you ever discover this, you might wish to pursue vengeance.

*Accomplished expert of Binary Magic, a system of Twin Magics that allows you to practice Naturalism or Artifice. Unlike most of your elven kin, you're greatly capable and proficient with both of the aspects of Binary Magic. Any Essence you expend on your actions is regenerated over a long amount of time, sufficiently quick that you can manage to produce a single Artifact per year without any long-term diminishment whatsoever.

*The location you begin in, a large pine forest glade surrounded on every side by modest creeks, has a sizeable amount of starting amenities, as well as a single Magnum Opus that you managed to snatch prior to your escape. Design it and determine its effects. If you wish, this place would make an excellent domain.

*The grace and lightness of the elves is yours. +5 Strength, +5 Constitution, +10 Agility, +30 Charisma, +25 Appearance, +25 Luck. You're immortal and ageless, immune to disease, and you're swifter to recover from wounds and similar complications, with a lesser risk of death or being afflicted a permanent condition such as paralysis.

*Since your appearance is so exotic and foreign by the standards of ordinary humans, you'll be given a magical necklace that can be used to conceal some of the revealing signs. This necklace also coincidentally inoculates you against most divination effects, especially trackers and spells that could break the illusion of your appearance.
*Most animals and wild beasts you encounter are friendly and harmless towards you. Even starving carnivores are unlikely to harm you in any way unless provoked, and this includes a large amount of the magical beings that might be sent against you. You can befriend any such beings and tame them with relative ease, to keep as pets or companions. By focusing, you may summon and enhance the physical might of the creatures you've encountered before, compelling them to act as your guardians.
[ ] The Heir - The Heir to the Tyrant's throne, a youth of vileness most perfidious; here, you may show the Allies of Liberty a true grim slog of years.

*The Tyrant is your primary instructor in this world and its affairs, and possibly also your biological parent. If the Tyrant perishes and his position hasn't been claimed by the Disgraced, you'll become the new Tyrant, inheriting your father's powers, Artifacts, and curses.

*May learn, in due time, some aspect of the skills and powers in the possession of every other member of Tyranny, should they be willing to tutor you. However, you cannot learn their entire powerset, only an aspect of it. +Progression.

*The Hero and you are childhood friends-turned-rivals. You're fated to compete against one another in every possible area. Destiny has great plans for both of you, and you might end up being the defining component of success for your respective Factions.
[ ] The Hero - The Hero, a youth of glories most scathing; here comes your 'dalliance of a season.'

*May learn, in due time, some aspect of the skills and powers in the possession of every other member of Liberty, should they be willing to tutor you. However, you cannot learn their entire powerset, only an aspect of it. +Progression.

*It's entirely possible the Shogun is either your aunt/uncle, your parent or another elder relative of yours. There's no way to confirm this, but he appears almost like an older version of you, and the resemblance is uncanny. You've never met your parents, and you were raised by the Mentor. If the Mentor dies in a Last Stand and you've completed learning from every other member of Liberty, you're able to claim his place without the withering disease applying to you.

*The Heir and you are childhood friends-turned-rivals. You're fated to compete against one another in every possible area. Destiny has great plans for both of you, and you might end up being the defining component of success for your respective Factions.
[ ] The Pilot - A long time ago, your civilization fought against the civilization of the High Elementalist in a heavenly war, and lost. Although you managed to survive and escape annihilation during the last battle of the intergalactic conflict, it wasn't without a number of scars. Your Armament has likewise suffered.

*+7 Constitution, +7 Wits, +15 Intelligence, +30 Willpower.

*Become the bonded pilot of a half-broken Armament. Its Curse, exact properties, appearance, and name are yours to choose. Its effective Astral Rank is 5.0 and highly unlikely to rise under any circumstances unless one of your magically and mechanically-inclined colleagues were to be persuaded to focus some of their time on repairs. Even then, it's unlikely to achieve Astral Rank higher than the Tyrant's own maximum. Its Attributes are sufficient to compete with beings such as the baseline Shogun but are not significantly greater beyond that. The Armament refuses to operate with anyone else as a pilot.

*The Armament you pilot may Close the Fist with any other Servant of Tyranny, creating a composite being that holds the powers of the Armament and individual combined. Although initially the gestalt being is imperfect and somewhat inefficient, sufficient practice and repeated fusions can eventually make one that's greater than the sum of its components. Alternatively, you can fuse with more than a single target, but for even further decreased efficiency.

*However, outside of the Armament, you're only marginally better than a simple peak-human. There won't be much you can contribute to Tyranny.
[ ] The Nexus - Everything can be improved, every facet turned in the direction of glorious unity. You are the Nexus of Liberty, the sacred manifestation of freedom, the spoke about which the wheel of its justice may finally turn and tread over Tyranny.

*Become a Cultivator of the Dao Cleaving Stage, including the benefits such an exalted being is expected to receive. However, you may not cultivate any further past the Stage you're currently at (although, should you lose Cultivation progress, you can make up anything that was lost.) You gain the Dao of the Nexus. All of its powers and corollaries are yours. Instead of its standard limitations and offered stages, you're set to empower a team of ten Emissaries, all of whom receive the benefits of the Organ Refinement Stage. Your Emissaries cannot be other members of Liberty. Your Sanctum is Size 6, Redoubt 6, Essence 4, Influence 4. No matter what, you cannot leave your Sanctum.

*Begin in any city in the world. Alternatively, you may begin within several feet of the Mentor. You must establish your Sanctum as soon as possible.

*Once a week, you may cast Minor Wish, but only for the specific purpose of empowering a chosen Emissary, or creating/enhancing a magical item or potion for one of your many allies. Once a year, you can cast Least Wish instead, but only for the purpose of empowering a member of Liberty, essentially granting them a year's progression: this can be applied to yourself. Seven Least Wishes are going to allow you to cultivate further.
[ ] The Remitted - Among the disparate cosmic junctions of the Outer Beyond, a single path can be found: clandestine among the nebulae, it has revealed to you a shadow of a power long-passed, a visitor to this universe that departed. And yet, the remains of his messy picnic are your treasure.

*Distribute 30 +s to any Attributes you wish. However, non-Physical Attributes cost you double.

*Select one Remittance of the following to possess: Amplitude, Final Form, the Basis, or Chromatic Aberration. It counts as a magic system for most purposes, but the Witch-Slayer's Shout is only half-effective against it, giving you some leeway in dealing with him.

*May optionally select a major Curse in order to gain an additional Remittance or to apply [To Shatter Heaven] to your chosen Remittance. This is your choice to make - Mitigation is going to be difficult, and you do not receive any other boons that you perhaps should've for such a burden. The Tyrant also might not be a huge fan of you weighing yourself down with unnecessary bullshit.

*The Gamer lives in the same neighborhood as you, and you know one another as casual acquaintances. Neither of you are aware of the other's nature.
[ ] The Gamer - It's a story as old and crooked as modern culture, and known to everyone, to the point of bland regurgitation. A young man awakens in his bed, a menu floating overhead, displaying statistics and numbers. He experiments, finds ways to increase and optimize and eventually becomes something greater. Now, you find yourself in the same amusing situation, waking up only to find promises of greatness in a box in front of you.

*The System shines in your eyes, providing methods of advancement. Gain a character sheet, a subspatial inventory that can be used to store up to thirty metaphysically distinct items, and a sub-system of quests that may be accomplished in order to accumulate XP, and eventually, Level Up. Leveling Up provides you with increases to your Attributes, skills, abilities, and similar core aspects. It's also possible to gain Achievements through extraordinary feats, enhancing your strength in other ways. However, you begin as a mortal, set on a path to improvement.

*Although you're a mortal to start with, you do begin with a good and prodigious talent for mathematics and numerical optimization. You're unlikely to make yourself stumble into an inefficient or outright bad character construction.

*The Remitted lives in the same neighborhood as you, and you know one another as casual acquaintances. Neither of you are aware of the other's nature.
[ ] The Prodigy - A student of a magician from another multiverse entirely, you became dreadfully bored of your master's teachings and decided to visit here, and then, upon seeing the local events, threw in your lot with Tyranny simply because you could, and because it seemed more fun than Liberty.

*The mind of a casual and reckless prodigy. +50 Intelligence, +30 Wits, +30 Willpower, +20 Charisma.

*Access the Verses of the Higher Tongue, a system of magic reliant on the recitation of specific and meaningful phrases, either through physical incantation, the usage of limb movements, or even scribed symbols. Learn the Perfect Storm Verse, and design (or simply gain) five other Verses no more powerful than Stitch In Time. Your proficiency is equivalent to an experienced adept, and you may execute the Verses with peculiar speed and power.

*You're capable of learning other systems of magic and intuiting knowledge about them from simple, clinical observation, or intuiting new Verses in an almost casual manner. Your advancement is impressively swift and resolute, although your starting power isn't that much to write home about in comparison to some of your fellows.

*You're motivated primarily by entertainment. Your Mental Attributes might oscillate or drop should you be assigned, or embark upon, a particularly boring or trivial mission. This can be amended over time by learning the patience your old master sought to instill into you.

*You're aware, perhaps better than anyone else out of everyone, of the horror that lurks beyond the reaches of this cosmos. Its drumbeat approaches steadily, its crosshairs set on this place. There's nothing that can stop it, not even victory, although its arrival is many millennia off. Still, it'd be wise to flee before then.
[ ] The Surgeon - The descendant of a long and storied line of Heroes, you especially, are a savior of lives. Ever since you were young, you'd dreamt of providing medical aid to other sentient beings, and this destructive conflict proves to be a fascinating opportunity to test your skills! It's too bad about the loss of life, though. Also, you're an orc.

*Amazing physical Attributes, and impressive mental acumen. +35 Strength, +40 Constitution, +30 Agility. +40 Intelligence, +20 Wits, +25 Willpower.

*An expert healing mage, you're capable of healing any injury, no matter how grave or accursed, and you're capable of self-healing. You can swiftly and unproblematically remove both physical and mental illness of all sorts, and you can accomplish a moderate level of flesh-sculpting with some effort and time. All of this can be done from the distance of a small room without diminished effectiveness, or the distance of a football field with only a small decrease in speed. You may annul the process of aging through touch, and you are doing so for yourself constantly. However, none of your powers allow you to reliably resurrect the dead, aside from those who perished recently and haven't begun rotting yet.

*When, and if, you die, you'll be immediately reborn in the body of a young (16-20yo) human. They are your vessel through retroactive timeline alteration and were a philosophical zombie until the moment you came to inhabit them, driven only by your own powers of life. The only way to kill you is to fully eliminate the human race or somehow prevent all of humanity from breeding for a short window of time and killing you.

*At heart, you're a scientist and explorer. By observing and studying various specimens that you haven't encountered before, such as monsters from the Otherworld, demons summoned from the Umbral Interstice, or any number of other strange biological phenomena, you're capable of expanding your skills in flesh-sculpting and, eventually, achieve the ability to create great, titanic organisms and superpowered behemoths, or even genetically inducing superpowers in people.


[ ] The Evoker - An entity originating in the Umbral Interstice, you're not exactly human, but you're capable of pretending. After the Warlock summoned you into this world, you've decided there's much profit to be made here.

*Ethereal nature. +20 Agility. You're capable of becoming intangible and invisible, and you can teleport across vast distances, traversing the world by stepping across certain tethering points, places in which magic is particularly strong. It's possible for you to cross the entire Earth in as little as ten minutes, should you choose the correct route. You're also immune to physical damage, requiring magic to deal you any injury. If you're slain through magic, you instead regenerate in the Umbral Interstice, from which the Warlock or anyone else with the requisite knowledge can summon you back with relative ease.

*You're capable of making binding agreements and contracts with other people. You're skilled in making these deals and convincing mortals they're favorable, even - and especially - when they actually aren't. Over time, you may use this to accumulate vast amounts of economic power.

*Furthermore, you're capable of igniting the light within people's souls, granting them Soul Evocation. This costs you a significant amount of Essence, temporarily disabling your contract powers and weakening you. If you'd like, you may awaken your own Soul Evocation, although it's unlikely to be remarkable.
[ ] The Controller - An elegant and focused individual, you're - above everything - efficient and rational. You've considered the potential outcomes and decided that Tyranny's leadership and methods are too flawed because the Tyrant can't be trusted with the act of ruling. Only yourself, or a committee of people you personally trust, can do that.

*Become an advanced user of Visualization, also known as Imagecraft, a system of magic that requires its user to hold and go through specific and often rapid patterns of mind-states and thought images, achieving a plethora of effects. Any imaginable effect is viable and can be achieved with sufficient study and effort, although this art cannot breach the harsh standards established by the laws of physics. You possess a mild intuition for learning new spells, an act that's otherwise extremely difficult to accomplish.

*Become a novice user of Chrysopoeia, also known as Internal Alchemy, a somatic and conceptual art. Aside from slowly enhancing your Physical Attributes and Wits, it can allow you to transcend the boundary of what's possible, drawing you steadily closer to the Realm of Forms. A particular Imagecraft spell can be used to advance in this art, even in the absence of the Azoth that's usually required.

*You're in the possession of an enchanted black gauntlet. Anyone you give the gauntlet to becomes your apprentice, capable of learning Imagecraft and Internal Alchemy from you. Alternatively, you may choose to wear the gauntlet instead, accelerating your progress in both arts.
[ ] The Monster - A terrifying and dreadful creature; some mad experiment unleashed in defiance of God's creation, that you would choose to become something like this can only be called concerning.

*+60 Strength, +60 Constitution, +40 Agility, +30 Wits, +50 Willpower. You do not appear human anymore, but rather, you possess the form of a nightmarish chimera made out of solid darkness, eyes crimson with inhuman and supernatural wrath. Your presence has a palpable aura, one that inspires fear and terror; as a matter of fact, it's so terrifying and intimidating that there exists a good chance of you immediately shocking lesser beings into flight or unconsciousness by simply making eye contact. Only partial effectiveness against Archetypes, and fully turned off towards other Servants of Tyranny.

*You're particularly charismatic and charming in interactions with your teammates, capable of captivating even the hearts of the cruelest Tyrant, and even interacting positively with the Warlock. You can instinctively feel what your teammates desire, and how to help them achieve these needs.

*Acquire a moderate yet comprehensive resistance to hostile magics, as well as esoteric and exotic effects, somewhat comparable to the Witch-Slayer's. This aspect is never irrelevant, no matter the elevation of the effect, but doesn't assuredly bring complete or reliable resistance.

*Your senses become unnaturally sharp, keen, and trained to operate with extreme precision and sensitivity, like those of a bloodhound, yet upturned even further; tracking through scent across nations, hearing a pin drop across valleys, and seeing better than an eagle.
[ ] The Dragon - The Dragon, a noble beast that does not concern itself with the world of mortals. Still, better to be free, than to live under the Tyrant's whip.

*Possess the Attributes, form, and general mythological abilities of a dragon, capable of contesting the hardiest opponents. Hard of scale, capable of flight and breathing out a number of classical elements for offense or utility; you may cast various forms of magic and you're generally powerful, only growing more so with age. You possess virtually inexhaustible spiritual, mental, and physical energy, and would be terrifying to face when equipped with any greater magical system that you can learn, such as the Diagram or even the Ordinal Spiral. You're capable of broad and comprehensive shapeshifting, whether into animals or human beings, and you're less bound by effects seeking to dominate you in some arena of metaphysics, such as gravity, stress, and fate. Likewise, the Pressure exerted by Astral Rank affects you significantly less than it should. Overall standard combat capabilities are slightly beyond the baseline Shogun.

*You possess a hoard concealed deep in a cave, somewhere in the Alps. It contains somewhere around $2,500,000,000 worth of goods. Consider selling them to fuel your cause, or perhaps utilize them for magical rituals.

*Your most precious exhalation is True Dragonbreath, a form of white flame. Creating any quantity of this miraculous flame is exhausting and draining, requiring that you pass into slumber in order to recover. The True Dragonbreath is mutable, a force of annihilation, change, or restoration. It can be used to achieve virtually any effect expected of a Minor Wish, or to damage and perhaps destroy an enemy regardless of their defensive parameters and preparation.
[ ] The Magician - You're the student of a prestigious magical academy in another world, similar to the Prodigy, and you were accidentally stranded here due to unexpectedly bad weather. Although you'd normally prefer not to be swept up in conflicts of this sort, you were compelled to pick a side by a voice in your head, and you chose Tyranny simply because it employs less non-humans.

*Select any of the following magics to practice, with a maximum of four. However, the more you choose, the lesser your fealty benefits, and the more diluted your mastery: Manacraft, Pranacraft, Internalism, Enigmatism, Correspondence, Mentalism, Dragonscale.

*If you'd like, you may attempt to ignore this conflict and tunnel back to your home universe. This can be done by constructing the biggest tower in the world. If you manage to do this, you'll be exempt from the loss conditions of this scenario. However, the Tyrant is aware of all this and unlikely to appreciate the escape attempt. Watch your step.

*Your destiny and fate lean towards outcomes and futures with romantic pursuits and similar lovelike endeavors. Indeed, circumstances appear to conspire to place you in situations where romantic and strong interpersonal relationships become a prominent feature of your life.

*If you presume to pick Axe Magic, it's not entirely impossible the Tyrant is going to kill you for the sheer temerity.
[ ] The Mad Scientist - They called you mad, but what does that actually mean, when you think about it? If a genius is someone whose cup is full, then your overflows gloriously with boundless intellect and nimble-wittedness. You oppose the Tyrant, not out of some misplaced sense of duty to society, or inherent righteousness, but rather, because you're confident he must be an idiot, especially in comparison to someone such as yourself. As a member of Liberty, you intend to bring order to planet Earth.

*The intellect expected of a mad scientist. +90 Intelligence, +30 Wisdom, +30 Wits.

*The mechanical, scientific, economic, and engineering knowledge of a studious polymath and prominent intellectual. You're capable of crafting powerful death rays, suits of power armor, factories that churn out loyal soldier-robots, and more with your experience, out of materials that you can locate in a junkyard. Further refinement of your methods, experience in particular disciplines of science and creation, and access to better materials can result in exponentially better crafts.

*You've got a Ph.D. in Ethics. That's how you know you're absolutely correct about your course of action.

*You have an eager minion, a sort of attendant, that keeps you company and keeps the worst excesses of your personality in check while also supporting you unconditionally. This assistant is a distant relative of someone on the Tyranny Faction.

*Madman's Doom - Every now and then, you remember a peculiar woman, her attitude unbearably self-approving, wielding an array of crafted artifacts against you. Anything that dares remind you of this person must be destroyed immediately, prioritized over most other concerns. It'll be difficult to draw you out of this state, but not impossible given sufficient rhetoric or bribery.

---
 
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Fanwork#4500 words
Splice Savant
A Weapon to Surpass Metal Gear
Fortunate Son
(Metal Qi)
Defender of Camelot (Silent Steel)
Champion or By-Blow (Demigod, Son of Hephaestus)
Yibambe!
The Hand That Tips the Scales (Cloak of Tlanuwa's Wings)
Born in It, Molded by It
Adamant Skin
Earth Element
Well-Versed
(Bolt From the Blue, Step Up, Stitch in Time)
Bright Spark
Archive of Infinite Arsenals
Sponsorship Deal
Fated Rival


Harold Smith-Stacks and King Arthur's Court​

"Ready?!" The referee shouts, raising his starting pistol to the heavens. The King gives me a cocksure grin before lowering the faceguard of his helm, placing his hand on Excalibur's hilt, and giving the referee a quick nod. I smile back, albeit with much less confidence, given I'm pretty sure I'm about to get my ass whooped, before raising the opacity of my faceplate to match the rest of my armor and activating my armor's sonic imaging, the inside of my helm being replaced with a model of the sparring ring and its immediate surroundings, natural colors replaced with heat maps and resonant frequency indicators. The inside of the King's armor is proof against my scans, and while that's a disadvantage in a spar I am nonetheless glad that I do not need to factor his naked body in my battle calculus. My eyes flick to Princess Penjani's seat outside the ring, with the tech'd up binoculars she talked about last night held to her eyes and trained on the ring. My pulse quickens just a little, thinking about her. I know I'm totally outclassed here but hopefully I can still put up an impressive showing.

I materialize a copy of Hǔdāo from the Archive into my hand as I nod to the referee. My spirit saber is pretty tough, it was forged by one of the sect's grandmasters, but knowing Excalibur, I don't want to risk damaging them. The King wouldn't inflict anything on Hǔdāo that I couldn't fix eventually, not intentionally at least, but it'd still be terribly embarrassing.

"Fight!!" The referee fires the starting pistol, and I drop into combat time, the expanding front of the pistol shot's sound slowing to a crawl in my view. I begin to incant the syllables of Stitch in Time, allow myself to sink a little into the ring's ground, cycle my qi to activate my Flawless Golden Skin technique, unfurl the tlanuwa wings from my armor's shoulders, and move. Applying all of my speed, I cut through the air at several times the speed of sound, the magic of my knight armor consuming the sound and fury of such movement, recovering a small portion of the energy expended and reducing the volume of the noise to less than a whisper. Sculpting the earth under my feet, I perfectly transfer my momentum into a swing of my copy-saber, pulling the blade towards the wrist of the King's sword hand with all my might, diverting a stream of qi to activate my Claw of Báihǔ technique, my armor filling my saber with malevolent vibrations tuned to the King's limb. Everything I have, at least everything that I can afford to use in friendly spar, to try and make a decisive strike.

As effortlessly as turning over his hand, the King interposes Excalibur between himself and my blade, the Shining Sword slicing through my saber as if it were cardboard, deflecting the severed blade away from his body and into the air, where it dissolves back into the archive-energy it was formed from. Another easy motion sends Excalibur on a similar path to separate me from my own sword hand, too quickly for me to try and maneuver out of the way. Instead, I invoke Step Up, having pre-cast it earlier today, and vanish, reappearing behind him with a new saber in hand, already swinging towards his arm. He leans under and away from the strike, bending backwards and driving Excalibur's point towards my abdomen. Unable to teleport again after so short a time, I'm forced to leap up and over him.

I simply cannot beat him if we get into a tangle, so maybe growing some distance will help. I beat my wings and lift higher, though not too high, and as I see the King prepare to leap after me, I reach out to the ground beneath him and rob it of its strength just as he pushes on it. He still launches upwards, but the earth giving way delays his ascent for just long enough to create a tiny opening in his defense. I fire a volley of knife-sharp feathers from my wings with a burst of sonic energy, and while most are deflected by Excalibur's cutting radiance, one flies true and nicks the King's faceguard. It's barely a scratch, and the armor's self-repair will heal it soon, but I did manage to just barely land a hit. I can see him register it as well, a change in the resonance of his body and a subtle alteration to his posture. In the next moment, we collide mid-air, the King grappling me in what will no doubt be the final blow of the spar.

I enunciate the final phoneme of Stitch in Time, and return to the beginning of the fight, and attempt to put what I've learned to good use. I manage to get him with the ground-softening trick again, and again manage to just barely nick him in its aftermath, but am quickly grappled just as before. The third try is much the same, and deciding against using up precious Stitch in Time uses for what is just a friendly spar, I submit to the grapple and am spared any serious harm. "And the winner is his majesty, King Arthur!" The referee declares joyously. I can't hear the sound of the crowd through the selective sound damping of my armor, but I can see that it must be thunderous as I reduce the opacity of my faceplate and look at the King.

He's raised his faceguard and is smiling again, holding a hand down to help me up, which I graciously accept. "Good fight. You lasted longer than many a new inductee. You're certainly as fit for the Round Table as I was told."

"Thank you, sir." I reply, returning his smile and bowing my head. "It's taken a lot of luck and a lot of effort to get here. I'm glad that I've made an impression."

"Indeed! I look forward to seeing what you can do in the field, Sir Harold." His smile evolves into a look of consideration and scratches his beard thoughtfully. "Check your schedule. I am to be off again soon, three days hence. If it suits your liege, I'd have you on my next Quest."

I gasp in surprise. "Certainly sir. You honor me with your invitation."

'YOU HAD BETTER ACCEPT IT, STAX. IT'S BEEN NEARLY A MONTH SINCE OUR LAST REAL FIGHT. I NEED ACTION.' The Archive buzzes harshly in my soul.

'I'll try and make it work, but there's only so much I can do to convince the Ambassador that it will be worthwhile.'

'IF YOU SAY NO JUST TO SPEND MORE TIME WITH THAT GIRL—'


I cut the mental conversation off there, since I need to focus on handling courtly activity now, and because I wasn't going to deign to respond to the Archive if they weren't even going to use Penjani's name. Speaking of Penjani, I make my way from the ring towards where she's standing by the edge of the courtyard with her retinue and courtiers. "<Good afternoon your royal highness, noble attendants.>" I greet her and her cohort in courtly Wakandan. "<I hope that I gave an acceptable performance.>"

There's a chorus of noncommittal responses from most of them, but thankfully the princess reacts positively. "<It was certainly a fascinating display of your abilities in motion. Am I correct in assuming that you were applying what you mentioned two days ago during your spar?>"

I nod as I reply. "<Yes, one in particular. It wasn't visible under my knight armor but I activated it at the very beginning of the fight. I was also going to use another, if I made a close exchange with King Arthur, but I decided against closing the distance.>"

"<That seems like the smart thing to do, given how quickly he put an end to the fight when he got his hands on you.>" I nod again and give her a smile, which she returns before turning away. "<Now that the spar is over, we must return to our respective business. I look forward to speaking more with you later.>"

"<See you at the King's homecoming feast!>" I give her a little wink and wave goodbye as her group departs, and I rejoin the King and the crowd of nobles and knights he's entertaining.

'Did you manage to get any data on Excalibur?' I query the Archive.

'OF COURSE I DID. I COULD HAVE GOTTEN MORE, IF YOU'D SPENT MORE STITCHES ON REFIGHTING HIM.'

'We might need those later today. I'll focus on weapons tinkering tonight, if that makes you feel better.'

'GOOD, WE'LL NEED TIME TO INCORPORATE THE DATA INTO NEW BLUEPRINTS. BUT I STILL NEED ACTION, SO DON'T THINK THAT THIS WILL CHANGE MY MIND ABOUT ACCEPTING THE QUEST INVITATION.'

'I'd never. Now, back to court.'


⁂​

The King's crowd continued to grow as he led them around Camelot, until he brought us all to the castle's auditorium, where we enjoyed several songs played by the royal orchestra as well as a few songs from guest bands with a surprising range of genres represented. The King apparently had an appreciation for modern music (and indeed, seemed to consider 'classical' music equally modern to things like Jazz or Rock).

From there, we traveled with a portion of the orchestra to the castle ballroom, where the servants had just completed the preparations for the homecoming dance. I couldn't avoid dancing, and my abilities meant I was at least passable even with my lack of skill. I didn't want to get too entangled with any particular dance partner, for fear of sending the wrong message, so I ended up shuffling around the dance floor quite a bit. It was also tricky to slip in subtly forming the sign of Step Up, or incanting it under my breath, without being noticeably standoffish The Queen arrived an hour or so into the dance, and when she and the King danced, everyone else had to stop for a moment, just to appreciate the beauty and emotion of their movements. Only for a moment though, then everyone was back to their own partners, their fervor and passion inflamed by the royal couple's display. A part of me wished that Penjani was there and that I could dance with her, but the greater part of me was glad that I didn't need to fight the temptation. I wasn't even sure we were more than friends, though we were certainly at least very close, and I hoped dearly that my feelings for her were reciprocated.

It's evening now, after the dance. It's just starting to get dark, and we're all sitting at the feasting table. I'm a ways away from the King and Queen at the head of the table, seated with my fellow Knights of the Round, while the Ambassador and Penjani are closer to them as fellow royals, just outside Arthur's inner circle. We'd get a chance to talk later, and I could tell from her eyes that Penjani had a lot to discuss.

Servants refill feasters' glasses and begin to bring out the main course, and the King stands with his glass raised. "Tonight, we have many blessings to toast!" He exclaims, a combination of the hall's acoustics and his own semi-magical voice projection ensuring that even guests at the far end of the table can hear him just as easily as those seated right next to him. "First, to my beautiful wife and dear friends, who have kept my castle and kingdom in perfect working order during my adventures!" His inner circle all raise their cups, while the rest of us simply clap and cheer. "Second, to our illustrious guests, the Wakandan delegation, whose friendship and generosity have already proven invaluable!" The Ambassador and Penjani raise their glasses as well, while I and the rest of the Wakandans cheer especially loudly. "Third and final, to our two newest Knights of the Round! Sir Seth, whose story is only yet beginning but whose heroism already shines bright, and Sir Harold, who was brought to us by our Wakandan friends and whose remarkable prowess many of you have witnessed today!"

Seth and I both raise our glasses to a surprisingly loud cheer. Our eyes meet across the table, and something tells me that Seth is another Chosen, and one with a pretty powerful build. He's not my Fated Rival, but still a rival in the Arena. I don't think he knows that I'm Chosen as well, but even so he sees me as an obstacle to his progress, or at best a stepping stone. I quickly turn my eyes away from him, the information as anxiety-inducing as it is helpful, and instead glance back to Penjani, whose smile helps set me at ease.

A few other members of the King's inner circle propose toasts as well, which all receive some applause, if not quite as raucous as Arthur's. After that the main course finally starts, and I dig into it with gusto. I don't strictly need to eat, I could survive on blood alone if I had to, but that doesn't mean that I don't still feel hungry, or that I can't appreciate good food, plus it would be rude and out of character for me to be sitting at the king's table and not eat anything. So I eat, maybe not as much as the average Knight since the others tend to have pretty big appetites, but not a small amount either. After that is a light course of digestifs, then a dessert course which I can't help but notice Penjani indulges in greatly. Evidently, she has something of a sweet-tooth. I'll need to remember that for the next time I have the opportunity to get her a gift. Then, the crowd broke up, with people mostly heading to their quarters for the evening or heading out into the castle town to continue partying. I need to bide my time for a bit, until it's dark enough and there are fewer people about, before sneaking my way into Penjani's guest suite. Time to get started on that weapons tinkering I promised the Archive.

⁂​

A few hours later it's properly night outside, and there's no one wandering the castle's halls except for the night guards. The Archive and I made good progress on refining the sharpness of all the cutting edges in our designs, though we're still a long way from the absolute severance of Excalibur itself. We didn't quite manage to figure out how to replicate its blade-light effect, but we at least ruled out several possibilities. We also chipped away at my injectable amnestic project, which I'd been working on since arriving in Camelot. I didn't want to have to hope that the victims of my blood-drinking were drunk enough to forget that it happened after I applied some healing tonic to the bite, no matter how certain I was that they were in fact that drunk.

'WE SHOULD KEEP WORKING ON THIS. WE ALMOST HAVE THE FORMULA. AND THE INJECTOR IS ALREADY BUILT. WE COULD FINISH THIS TONIGHT.'

'I know, but I don't want to ghost on Penjani, even if I didn't find much looking through the sect rules & regulations for exceptions last night. She deserves to know why I can't teach her any techniques, not even for something basic like qi respiration. Plus, I need to feed tonight anyway, if I don't I'm going to be too thirsty to resist killing them next time.'
The Archive accepts my reasoning without words, but I can still feel their irritation. 'We'll be right back to tinker when I'm done. If we're lucky, we'll figure out the amnestic formula before sunrise.'

That seemed to satisfy them, for now at least, so I sent all our materials and tools back into the Archive and activated my armor's sonic imaging in passive mode. It's a bit fuzzier without being able to send out sonar pulses, but I need to be stealthy and sending out constant ultrasonic blips is not stealthy, not in Camelot anyway. Even at night, the halls are well lit and watched carefully, so I need to travel along the outer walls. Fortunately my wings are integrated with my armor, so I can fly quieter than a snowy owl over freshly fallen snow. There are guards watching the walls as well, of course, but their sightlines aren't perfectly overlapping, and there is plenty of darkness outside that I can disappear into as I fly. I've gotten pretty good at this, since I've been having to sneak out at least twice a week since I got here, increasing up to every night since Penjani arrived last week.

I'm at Penjani's royal guest suite's window and I can see her tinkering at her work-desk, headphones on and presumably blasting the industrial music she's fond of. I fire a narrow phaser beam at the lobe of her ear at near-minimum power, just barely enough to jiggle it more strongly than an ordinary air current, undetectable to any of the suite's defense measures, but still obvious to the princess's own enhanced senses. She glances out her window, and though I'm still currently invisible she obviously knows that I'm here, and begins deactivating the traps and spoofing the surveillance devices strewn throughout her quarters before opening the window and letting me in, my invisibility quickly evaporating under the powerful lights of her tinkering space. "<Good evening your royal highness,>" I greet her with a small bow.

"<Oh stop with the formality Stax. You know I don't care for all that old-fashioned aristocracy stuff when we're in private,>" She chastises me playfully, opening her arms for a hug which I happily provide. I give her a little squeeze and gently rub my hands up and down her back, taking a moment to just enjoy the feeling of being close to her. I love her so much. I don't dare to hope that we can ever be more than a shared secret, a youthful indiscretion, but my heart yearns for it nonetheless. She shifts her posture a bit as the hug starts to run long, and I quickly release her. "<So, were you successful in the mission I gave you?>"

"<Well, sort of?>" I grimace with awkward embarrassment, and she gestures for me to elaborate. "<So, my own induction was a decision made by the Sect Leader himself, and even then he had to expend considerable social capital with the Clear Window's internal politics to get me in, so even if he wanted to he simply can't afford to make another exception, not for a long time and not without another seriously major extenuating circumstance.>"

"<Yes, I remember that all from last night, please get on with it Stax. You said you 'sort of' found something. What is it?>"

"<Well, bloodlines can be pretty valuable to cultivators, since many spiritual treasures, hidden realms, and even cultivation techniques only work for the scions of particular lines. To aid in the acquisition of valuable bloodlines to add to the sect clans', the spouses and concubines of sect members are automatically given provisional, non-transferable sect membership as well, as are any progeny created by the sect member and their partners, under the expectation that they will be offered to the sect for judgement and possible promotion to full membership when they come of age.>" I pause, expecting Penjani to understand the impossibility of the situation and to propose some new line of research for us to pursue. Instead, she's looking away from me, her brow knitted thoughtfully. "<I can't ask you to marry me, I have no idea how we could even start to make it work, so—>"

Penjani holds a silencing finger up to where my lips are under my faceplate. "<Stop talking, I need to think.>" I stop talking and she lowers her hand, thinking for another long moment, then she takes my hand, leading me to her bed, and sitting us both down. "<I have been thinking about what sort of relationship I want to have with you since you first saved me from the Ogunite ambush. Obviously I felt personally indebted to you at the time, and as we've spent more time together I've realized we have a lot in common, that I look forward to spending time with you even when we're not doing something inherently productive or exciting. Just being with you can make things fun when normally they'd be boring, and actually working on things with you just makes everything go so much easier, so much smoother, so much better, it's almost addicting. I've known for a while that I have feelings for you, but I'm a princess of Wakanda. I have to think about what my actions mean for my family, my people, not just myself. No offense, but, you have a lot of baggage, politically speaking.>" I nod understandingly. I sure as hell do. "<But you bring a lot to the table too! Even ignoring all the good you've already done for Wakanda, there's that Prototype Gundam you have squirreled away somewhere, and all the research you've done on not only replicating it but integrating its technology with vibranium, as well as all your knowledge of Albionan magitech, and even your own inventions. So I've been internally debating how to handle things. But with this information...I think I know what I want to do. Adding the strength of the Golden Star's qi cultivation on top of everything else tips the scale. Plus, if I may a bit selfish, the fact that only our children would be permitted to join the Clear Window means that my own position in the line of succession, and my family's standing in the broader royal clan, would both improve quite a lot.>"

As I process just exactly what Penjani's saying, I'm overwhelmed simultaneously by confusion and excitement. "You've had feelings for me for a while?" I ask quietly, slipping back into my native English out of sheer distraction. I shake myself and get a grip before asking again, "<You think we can make it work?>"

She smiles and pulls me into another hug. "<Take that damn helmet off.>" I promptly do, and she goes in for a kiss. It's a bit awkward, not something either of us are familiar with, but it feels so good, so we keep at it for a while, figuring it out as we go. "<It's going to take some talking, but I can already see the shape of how to sell it to my parents, and once they're onboard we can start properly planning it out. I'll keep you in the loop about it,>" She explains after we break apart. She clicks her tongue a couple times inquisitively before adding, "<Did you get hurt during the spar? You taste a bit bloody.>"

Whoops! That may be my cue to go find someone to feed on. "<No, but I did manage to bite the inside of my cheek very hard towards the end of the feast. Eating a bit too quickly, I guess,>" I lie, though the blush on my cheeks is real emotion. "<This is a lot to think about, and my tiredness is making me stupid. Talk more tomorrow?>"

She hugs me a third time, before letting me go. "<Tomorrow. I can't promise any big updates, but I'll compose a message to my mother after I get some sleep myself and she often replies quickly.>" I smile with genuine elation, replace my helmet on my head, reactivate all my stealthware, then slip back out her window and into the night.

Now, to hunt. Flying out over the castle town, it's not hard to find a club that's still hosting late-night after-partiers from the homecoming, and given how long it's been, there's a good chance that at least one of them is too intoxicated to remember what happens tonight in the morning. I hover invisibly in the night sky, waiting as partiers trickle out of the clubs, sending out narrow scanning beams to check their vitals, until one exits who seems more than drunk enough for my purposes. I follow them from above until they're out of sight from other street-goers, then land in an alley just ahead of the guy, taking off my helmet as I do. As he passes the alley's opening, I materialize an injector from the Archive, fill it with a cocktail of soporific venom and regenerative tincture from a storage vessel in my armor, and fire a phaser into his ear, whispering to him and him alone, "Hey! Fuck you, swill-drinker!"

He immediately turns towards the alley, his face red and contorted in lubricated anger. "What'd you call me?!"

"A swill-drinker, and a dullard for making me repeat myself!" I whisper in reply.

The drunkard changes his grip of the mostly empty wine bottle in his hand, raising it as a bludgeon and charging into the alley with a growl of exertion. As soon as he steps into the darkness, I silently grapple him, inject him, and as the strength drains from his muscles I tilt his head away from his shoulder and bite into his external carotid artery, my vampiric fangs extending automatically as my thirst briefly takes hold of me. I can tell as I drink in the man's blood that he's not especially powerful, even in a latent way, and that his blood won't contribute much to the development of new vampiric powers, but he'll still serve as a meal and that's all I'm looking for tonight.

A moment later and I've satisfied my needs, though it's still a great effort of will to leash my craving and leave my victim merely pallid rather than a bloodless husk. Already, the tincture is beginning its work, restoring his blood volume and erasing the bite wound. Once he's no longer visibly injured, I carry him through the darkness to the nearest inn that's still open, lean his sleeping body against the door, and knock three times before quickly disappearing back into the night.

'FINALLY, WE RETURN TO A WORTHY TASK.' The Archive opines as I crawl back through my window and into my workspace.

'Indeed. Let's see if we can crack this formula before I'm called for morning drills.'
 
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[T] The Monster

I like Lea and I like the power of friendship.
 
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Quest's ending, last chance to vote and/or contribute Arete guys.

Screw it, I haven't been following the updates at all, but I've kept my head poked in here to see all the cool CYOAs that get posted. But hey, it's the final stretch of the Quest, if there's any time to help generate Arete it's now. So my thanks to everyone who's made a CYOA, and here's some builds which are, unless otherwise mentioned, separate from each other. These definitely aren't all the CYOAs, and they're not in order, but here goes.


The Furthermost Reaches

First build is for Rihaku's own The Furthermost Reaches.

I've got 8 Copper, 3 Platinum, and 1 Jade without dipping into Drawbacks. My build is thus:

[ ] Resilient [2 Copper]
[ ] Gold [1 Platinum]
[ ] Red [1 Jade]
[ ] One [1 Copper]
[ ] Step Up [8 Copper or 1 Platinum] (Payed 1 Platinum)
[ ] Stitch in Time [1 Platinum]
[ ] Sigil [5 Copper or 1 Platinum] (Payed 5 Copper, Stitch in Time Selected)


And that uses up my budget. Sure, I could take drawbacks for more points, but do I really need to? I'm already set up to become plenty powerful with this build, sure I could become even more so, but it just wouldn't really be worth the risk.

Resilient's lack of need for food or water means I can survive being isekaied somewhere, and One's daily full heal further boosts my surviveability in those early stages. Gold is chosen for the boost to luck giving increased quality of life as I grow stronger, and Red allows me to snowball my way to godhood. Step Up's spatial manipulation and mental boosts are very welcomed, and Stitch in Time gives the other half of that with some temporal manipulation. I chose to Sigil Stitch in Time because it wouldn't otherwise grow.

That said, if I were to chose to risk it via drawbacks, I think I'd add:

[ ] Tarnish - +2 Platinum or +4 Copper (+2 Platinum chosen)
*The Hunted
[ ] Blight - +1 Jade or +8 Copper (+1 Jade Chosen)
*The Madman
[ ] Ten Thousand
[10,000 Copper or 1 Jade] (Payed 1 Jade)
[ ] Plate [10 Copper or 2 Platinum] (Payed 2 Platinum)


The drawbacks are chosen because they both have an endpoint: The Hunted ceases to matter if I grow beyond this realm, and The Madman is finished if I win that confrontation. Sure, I will almost assuredly die taking both of these, but that's why I specified my man build didn't take any drawbacks.

Anyway, the extra Jade gets spent on Ten Thousand, as a whole 10,000 extra mental instances of myself is very helpful in surviving what I've brought upon myself. Plate is needed, both with the mitigation that it offers and the early-game surviveability that it grants.

Now, I actually do have a plan to hopefully survive what I've taken upon myself. It hinges on the countdown for The Madman being frozen while time is stopped. There are 86,400 seconds in a day, and A Stitch in Time can freeze time for 9 seconds. Disregarding the initial 9 uses per day of A Stitch in Time as a rounding error, and assuming that each mental instance of myself can only cast the time-freeze aspect of A Stitch in Time once before needing a subjective 24-hour recovery period gives me a nice round 10,000 potential casts of A Stitch in Time per subjective 24 hour period.

Dividing the 86,400 seconds in a day by the 9 seconds in a time-freeze gives me 9,600. So it'd take 9,600 continuous casts of A Stitch in Time's time-freezing effect to give me a subjective day, which is less than the estimated 10,000 uses per subjective day I described above. As such, it is possible for me to keep time perpetually frozen and still dedicate some of my mental processes to mental-only verse research, thus vastly stretching out the practical amount of time I'd have before needing to face Dr. Apocalypse.

Again, this only works if the timer to having to face Dr. Apocalypse is based on time within my own universe, not his.



A Wish Upon A Star
CYOA
Next up is A Wish Upon A Star CYOA, because it's the next one I had in my tabs.

I honestly wasn't certain about taking Drawbacks, but with them trying to give me a decent (after)-life even as their realm which my wish gave form to is mercilessly ripped apart, I pitied their plight enough that I'm willing to risk it for the biscuit. If a drawback-heavy build is necessary for saving the Evertree, then so be it.

Starting budget of 1 Spark, with some drawbacks chosen to increase that:

[ ] The Conflux [+5 Sparks]
[ ] Quest: The Hero Synthesis [+1 Spark or +3 Sparks] (3 Sparks Chosen)
[ ] Quest: Striking Them Down [+1 Spark or +2 Sparks] (2 Sparks Chosen)


The Conflux spawns me in an almost-entirely eaten realm, flush with devourers. Luckily, the place where I arrive is guaranteed to be safe for a few seconds, which'll hopefully be enough for what I plan to do. The 3 Spark version of The Hero's Synthesis is chosen, which is going to be a pain to complete. Still, hopefully I'll be able to give the Hero enough character development that they succeed, and the fact that they and their retinue join me after the fact is very, very welcome. Went with the 2 Spark version of Striking them down for the extended deadline; I feel like a couple hundred extra years for myself and allies to snowball is worth having to destroy a vastly increased number of devourers.

That gives me 11 Sparks to play around with for my build, and here it is:

[ ] Sunlord [3 Sparks]
[ ] A Wish [5 Sparks]
[ ] Manifold Scroll [1 Spark]
[ ] Elixir [2 Sparks]

-Elixir of Mastery
[ ] Kefas Haedox [2 Sparks] (Free from Sunlord)

My Wish is thus: Apply the effects of To Shatter Heaven to Sunlord, or if this is impossible grant me as much of an expansion to my progression in and conceptual remit of Sunlord as possible. Essentially, boost my potential for the Sunlord powerset as much as possible.


Sunlord provides a very broad base of empowerment, giving both physical stats, increased charisma, and access to magic. My Wish is aimed at improving that as much as possible, so that ideally I'll have charisma enough to sway the Hero and magic enough to leave the Conflux. But wait, I hear you ask, how am I even going to survive the Conflux in the first place?

Well I'm glad you asked. That's where the Elixir of Mastery comes in. In addition to the very welcome +0.1 ISH boost to all parameters and 25 stat points to freely distribute, the Elixir of Mastery gives me both a 200% increase in power and versatility of one of my other choices here alongside training in a magical discipline equivalent to me spending 100 years training, as I am when I drink the Elixir.

So in the few seconds of guaranteed safety I have entering The Conflux, I double the potency and versatility of my Sunlord powers before getting 100 years of training. Sure, it specifies "as I am now" so I can't take advantage of any training boosters I learn to use during that time, but a full century of training in an art where I Wished for as much potential as possible should still pay enormous dividends. Ideally, I'll have grown enough that I can use Sunlord's magic to escape The Conflux, and from there I go to the Hero, hopefully get them to accomplish their goal satisfactorily, and then just train to go on a devourer killing spree once I'm reasonably certain I can accomplish Striking Them Down.

Manifold Scroll is chosen so that I can apply another 200% boost to Sunlord down the road, as well as the eventual boost to progression that it'd unlock. Kefas is just a nice freebie, with his mastery of Exalted Spirit hopefully offering future empowerment options for myself down the line, as well as his child-wrangling abilities hopefully helping with my job of teaching the Hero.



Next up is A Winter Dynasty, and I actually have two builds for this one, each of them very straightforward:

Magic Man Build:
[ ] Return [0 Gifts]
[ ] The Heir [3 Gifts] (Energy Chosen)


Literal Paradise Build:
[ ] November Sky [4 Gifts]
[ ] The Duchess [+1 Gift]


I don't really like the look of any of the drawbacks, so I'm fairly constrained by the 3 Gift starting pool. Still, these builds are pretty comfy. Magic man lets me get back home, and with a few decades spent developing my domain of Energy, I can introduce magic to the world. My power over Energy could also let me rule the world, if I so desire.

Literal Paradise is simple: this place is amazing, why would I leave? As such, take Duchess to afford November Sky, and then just live in utmost comfort for a timespan none of us re capable of comprehending. Plus, there's nothing in the option text itself that forbids you from leaving (and presumably as an official citizen I wouldn't run into things preventing unauthorized entry if'when I came back), so I might just be able learn all the magics I could ever want, get one that lets me leave+return, and then go wherever I want to. Maybe go home, maybe go to another universe I'd enjoy slumming it in, maybe find somewhere where I can make a difference in the world... who knows?


So yeah, simple builds, but quite comfy, I think.



Next is Elemental Interest!

[ ] Purity
[ ] Power
[ ] Determination

Purity is chosen for the very nice boost to survivability and quality of life that it's absolute defense grants.

Determination allows me to boost potential by slotting souls into things, and souls both can have souls of their own and can grow, based the text of the option, so I start by giving myself a soul, and then giving my soul a soul, and then that soul a soul, and so on in an ever-deeper layer of souls within souls, each expanding the potential of whatever is above it, and each capable of growth.

Furthermore, Power allows me to magnify the effects of my actions, of which slotting a soul within something should qualify. So the soul-empowerment ladder should grow even stronger.



An Unkindness Untolerated
Moving on to An Unkindness Untolerated! Starting with 12 Bronze, 6 Silver, and 1 Gold, here's my build:

[ ] Dragon's Mien [1 Exalted Gold]
[ ] Socket Magic [3 Refined Silver]
[ ] Socket Push [3 Mundane Bronze]
[ ] Stone Push [4 Mundane Bronze or 1 Refined Silver] (4 Bronze Spent)
[ ] Void Amber [1 Mundane Bronze]
[ ] The Perfect Diamond [1 Exalted Gold]
[ ] The Raven's Whistle [1 Mundane Bronze]
[ ] Cloak of the Balanced King [1 Exalted Gold or 6 Refined Silver] (6 Silver Spent)
[ ] Quintessential Spirit [3 Mundane Bronze] - The instincts of a true warrior.
Debilitation
(+6 Mundane Bronze or +3 Refined Silver) (+3 Refined Silver Chosen)
-The Crimson's Debilitation
Curse (+8 Mundane Bronze or +1 Exalted Gold) (+1 Exalted Gold Chosen)
-The Faustian Curse


With the ability to contact the shop again, and the shop's ability to take drawbacks from people, it turns the decision of whether to take a drawback from "Am I willing to deal with this for the rest of my life?" to "Am I willing to deal with this until I can pay it off?", which is much more palatable to me. As such, my build is taking the maximum number of drawbacks allowed.

Dragon's Mien gives progression in every axis even as I do nothing, which is very helpful. I can completely focus on other things and still grow exceedingly mighty, what's not to like?

Next, I went all in on Socket Magic, purchasing access, an increased ability to use Sockets, an increased ability to refine Stones, a way to unslot things, and the ability to refine the Perfect Diamond itself. Even if this Perfect Diamond is still a fragment of the real thing, it still paves the way for gaining that power, in time. And I've got a potential plan for making that easier...

The Raven's Whistle is a must pick, as it allows me to both offload my drawbacks once I can buy them off and purchase more magic later on.

Cloak of the Balanced King is very nice, the ability to induce such a huge upgrade in a power I possess is pretty sweet. That said, I'm going to assume that it has at least some limitation; going by the blurb specifying "a power" and the example given being a single spell, my understanding is that it boosts one specific ability, not an entire discipline. So, it could boost an aura technique, but not Battle Magic as a whole, or in my case a Stone that I can refine, but not the whole of my Socket Magic.

Equating the Stones of a Socket Mage to the spells more orthodox mages might learn, my application of the Cloak is thus: The reason for the existence of Void Amber is to absolve regret; if a Socket Mage were to decide that an object or person they had previously imbued with Stones were to better served with a different loadout, Void Amber facilitates that change. Yet, another means of avoiding an unliked loadout is to simply ensure that there can be no better choice made. A slot containing Void Amber induces benefits as if every single other type of Stone the Socket Mage was capable of refining was simultaneously existing within that slot. If the Socket Mage should become capable of refining a new type of Stone in the future, every instance of Void Amber they have Socketed also gives the benefits of that new Stone. Should the Socket Mage desire, they may revoke the slotting of any Void Amber at any time, returning it to their personal storage (or resulting in the destruction of that Void Amber if their personal storage is full).


Crimson Debilitation is chosen as a drawback because I think I can handle it better than the others of that tier. It'll only occur sometimes, and I just need to not go conquering long enough to buy it off. I'm confident I can procrastinate that long! :V

Faust is, well, on the one hand it's gotta be pretty bad to be worth an Exalted Gold. On the other hand, a weekend of anime, yugioh, and whatever other diversions might amuse Faust sounds pretty fun, honestly. So yeah, I know this is probably gonna be pretty bad, but hopefully I should be able to bear with it long enough to buy it off.


Speaking of buying it off, that's why I went all in on Socket Magic. Given that Socket Magic excels in creating magic items, and my purchases and Cloak-boost mean I am capable of refining four Stones that grants the boost of every type I have access to, simultaneously, I should hopefully be able to create enough items that I can work off my drawback-debt relatively quickly.

Admittedly, this build suffers a bit in the early-game, having no means of integrating into a life after being isekaied, but hopefully the boosts from what I can Socket into myself in those first few hours can help get my feet under me.



Status Screen CYOA and it's DLCs! I'll be honest, I went full meme here that'll probably get myself wrecked in relatively short order. That said, it's a short path to Godhood:

Drawbacks first, because whew boy are there a lot of them:

Contractual Boss Stupidity - +1 Byte. Can only be taken once.
No Backwards Compatibility - +1 Core Feature. Can only be taken once.
[+1 Byte] Urthros
[+1 Core Feature] Attention of The Void
[+1 Byte] Dawnbringer
[+2 Core Features] Opposer of Gorefield/Gargyas/Godfield/Garfathoth
[+1 Bit] Goblin Commander.
[+1 Bit] Missingno.
[+1 Byte] Dr. Wily.
[+1 Byte] Error Sans.
[+1 Core Feature] Sonic.Exe.
[+1 Core Feature] The Dark Master.
[+2 Core Features] Ultra Instinct Shaggy.
[+2 Core Features] The Scarlet King. Khahrahk. Crimson Monarch. True Red Demon God Emperor. King of the Darkness Below.
[+2 Core Features] Shards of Enlightenment. (+2 Extra Core Features from the 2nd level)

Combined with the 4 Bits, 2 Bytes, and 1 Core Feature from the initial budget, I have 6 Bits, 7 Bytes, and 13 Core Features. Unfortunately, uh, whew boy that's a lot of eldritch abominations I'm facing, but I think I have a plan to survive and win.

Here's my build:
[-1 Bit] Barrier x6
[ ] Three Actions - 1 Byte. x7
[ ] Prestige- 1 Core Feature. x13


So yeah, all in on progression. Cribbing notes of a post that someone made, the plan is to first go into Minecraft or some other game where gold or other items of value are easily accessible, then go into a game with a) a finite leveling system, b) a means of purchasing levels, and c) a place that will buy the valuable stuff you got in the first game. From there, speedrun the progression in that system, and then reset it via Prestige. Under ideal conditions it should be possible to achieve within a few minutes, at which point the huge number of times I've chosen Prestige should show their benefit.

On resetting a capped level system, Prestige gives 100 base units off advancement. It gives a linear boost for each time the option was purchased, meaning that I get 1300 base units of advancement. Notably, the rewards are multiplied each stage. So I cap my first system, getting 1300 units. Then I reset those to get (1300/100)x13 = 169 of the second tier units. Reset the second tier units to get (169/10)x13 = 219.7 third tier units. Reset the third tier units to get (219.7/10)x13 = 285.61 tier four units. Given tier four is the highest the blurb goes to, I'll stop there, although potentially this keeps going until I hit another 100->1 breakpoint. Anyway, each tier 4 unit translates to... 285.61% boost to ontological coherence for this omniverse, 28.561% boost to ontological coherence for reality as a whole, and a personal +2.8561 ISH boost.

Needless to say, that's a lot of growth potential. Just Prestiging something twice, and bringing the benefit up to the fourth tier, means I've outscaled No Backwards Compatability. Even just a day spent farming this should make me incomprehensibly more powerful.

Technically Barrier only has blurbs up to the 4th level, but it says you can purchase it multiple times so I'm sinking all my Bits into it. The fourth tier of barrier guards against the complete collapse of reality for a few minutes, and the tiers of Barrier increase in magnitude and scope quite a bit with every upgrade, so hopefully 6 purchases is enough to keep me safe from all the enemies I incited for the first few minutes before I hit godhood.

Went with all my Bytes spent on Three Actions because with my purchases, even one extra me slotted on to continuously Prestiging gives an absurd amount of benefit.

Part of my hope is that with the 4 Core version of Shards of Enlightenment, the other empowered will prove strong enough to hold off the myriad cosmic apocalypses I've incited for the small time between the start of this build and it's ability to beat them.


So yeah, full meme build with a huge amount of drawbacks, but hopefully it can survive that small period of initial vulnerability, whereupon it proceeds to stomp on everything.




On to the Once & Always CYOA! Got a couple builds for this one:

Taking my Superpowers and Going Home:
-Always: Ace of Cups
-Once: Horn of Evocation x2
-Once: Nine (Applied to Horn of Evocation x2)

I've Come to Bargain:
-Always: Ace of Cups
-Once: Spirit Telephone
-Once: Nine (Ace of Cups)
-Once: Nine (Spirit Telephone)


The first build is relatively simple: I get 18 superpowers that can then be boosted by whatever effects come out of drinking a whole bunch of Azoth. Not much to say there, it just gets power. Ideally, at least one of the powers can be bent towards immortality and/or traveling the multiverse/getting more power, but that's just a bonus.

The second build tries to take advantage of being able to call literally anyone to strike some deals for power. I've got 8 extra cups filled with Azoth, so I just gotta contact someone who'd be interested in trading for a cup and capable of reaching across dimensional boundaries. It'd be a risk contingent on you being able to strike bargains effectively, but you can probably get quite a bit of power out of this.




Hatred Internalized CYOA
Next up is Hatred Internalized! With an initial budget of 4 Petty Grudges, 2 Serious Grievances, and 1 Absolute Hatred, my build is below:

[ ] Dragon of Night [1 Absolute Hatred]
[ ] August Sophos [1 Petty Grudge]
[ ] Mastery of Errant Possibilities [1 Serious Grievance and 2 Petty Grudges] (Crystalline Perfection: Planeswalking)
[ ] Shimmering Mandorla
[1 Petty Grudge]
[ ] Elemental Circle of Animosity [2 Serious Grievances]
[ ] Dream of Betterment [3 Petty Grudges
or 2 Serious Grievances] (Payed 3 Petty Grudges)
Remain Here (Receive 3 Petty Grudges and 1 Serious Grievance)


Becoming a dragon makes me much more likely to survive whatever I face with its huge boost to physical attributes, and the other benefits are very nice as well. Definitely a Hatred well spent. I mainly chose August Sophos for the capability to practice all magics, both because going around and collecting magical systems sounds like a great way t increase in power and because I needed it to open up my Crystalline Perfection choice.

Speaking of which, Mastery of Errant possibilities was a very nice choice. I would've gotten it for the learning boost alone, but the skill boost choice was icing on the cake! Went with the Crystalline Perfection suboption, to gain complete mastery of a fairly narrow discipline. And wouldn't you know, August Sophos makes me capable of practicing any single kind of magic I want, so long as I can accrue the skill to do so. I feel like the ability to hop dimensions via magic is a narrow enough discipline to qualify for perfection.

Shimmering Mandorla was picked because I just had the one Petty Grudge left, but the multiplicative boost to stats while active is appreciated. Went with Elemental Circle to give myself an initial set of magical effects that I could use to not be a total scrub, giving me a bit more oppurtunity to start learning other magics when I go dimension-hopping. Dream of Betterment is just very nice in general, the boost to Mandola and Elemental Circle it gives is already amazing, and as I'm planning to collect magics from further afield Betterment just gets more and more valuable.

Remaining Here just because I've got my own methods of travel via Planeswalking, so I might as well take the increased budget. I'll be honest, I wanted to try and snag Greatness + Avenging Fist, but I couldn't quite fit it in.



The Galaxia One Year Experience
Time to take a Vacation with Galaxia!

Spring
[ ] Goldenvale
-[ ] Activity:
Feast with Thunder and Sea in the Immortals' Longhouse
-[ ] Activity: Practice the air-dance with the young Samarites
-[ ] Souvenir: A divine creation from Fate or her nameless brother
--Weaver's Cloak

Summer
[ ] Three Circles
-[ ] Souvenir:
A flask of Perfecting Elixir
[ ] The Shining City
-[ ] Activity:
Have your potential unlocked at the Ministry of Possibility

Fall
[ ] Labradoris
-[ ] Activity:
Dine on miracles and blessings with knights of the High King's court
[ ] Sunsleep
-[ ] Activity:
Find a tutor and achieve superskill in a field of your choice
--Airdancing

Winter
[ ] Hall of Echoes
-[ ] Activity:
Resonate with the song of a fallen hero
---Hatred Internalized CYOA
[ ] Star-on-Horizon
-[ ] Activity:
Learn to navigate the Star Ocean by eye and ear and hand


Spring is all about getting myself set up. The Feast is in a sense a boost to every other Activity here, as they all expand my Mythos. That plus it granting advancement via epic feats later on made me want to pick it up. Nabbing air-dancing was necessary because it opens up a combo enabling future travel through the Star Ocean. Then I just get the Souvenir for free, but a powerful artifact that grows alongside me is sure to come in handy. Decided on something called The Weaver's Cloak, with the property of providing increasing levels of defense towards indirect sources of harm. So it might only give a moderate amount of protection from a melee attack, but an increased protection towards ranged attacks or poisons, and a greatly increased protection from environmental factors or hostile contortions of fate.

Summer is all about getting more potential. The Perfecting Elixir gives me a greatly increased ability to learn skills, and getting my potential unlocked means I don't have any skill caps. Combined, they should mean I can get a plethora of quite potent skills fairly quickly. I'll be honest, I had a difficult time choosing for Summer. I really wanted everything except the Contract and The Classic, which while nice to have aren't exactly necessary. Still, I ended up going for the skill boosters.

Fall is all about getting maximum unga bunga. Dining with the High King is just a really nice buff. Airdancing could benefit from my increased physique letting me move faster, but even if it doesn't the Earth Power boost means I'm no longer super squishy. Getting superskill in Airdancing, combined with my previous potential unlocked, means I've got Infinite Airdancing skill. The speed is quite beneficial in either straight combat or retreating from combat, plus it's the second step of being able to travel the Star Ocean.

Winter's picks are looking forward to the future beyond this trip. Getting access to another CYOA build is definitely the most potent benefit here, even if it'll take time and effort, so it's slotted in. Learning to Navigate the Star Ocean allows me to traverse it via Infinite Airdancing, so I can go back previous destinations or explore further vistas. Sure, without Galaxia paying my way some doors will be closed to me, but with all the benefits from this trip I should be able to manage all right.




Can't forget about The Lost Realm CYOA! Rolling the dice has given me 73 Insightful Inklings, 1 Informative Opinion, and 5 Inherent Memories.


[ ] Non-Existent. [2 Informative Opinions]
-Fake x2: TSH True Non-Existent: (Cost payed with 1 Informative Opinion and 70 Insightful Inklings)
[ ] Nihilus. [1 Inherent Memory]
-Fake x3: TSH True Legendary Nihilus (Cost payed with 4 Inherent Memories)
[ ] Battle Magic. [1 Inherent Memory] (cost payed with 1 Inherent Memory)
[ ] World's Cutest Teddy Bear. [2 Insightful Inklings]

I'll admit I waffled a lot on what to choose here, I was very tempted to get some Colors, but ultimately decided against it due to not wanting the contamination. The mental contamination could've been avoided by mainlining White, but the physical 'dye stuff in colors' offers no means of avoidance. Although I suppose I could've used Gray illusions for that but meh, oh well.

Non-Existant's general defense buff is quite nice, and boosting it's potency via True and providing growth via TSH should mean I'm pretty safe. Likewise, a Fake x3 on Nihilus gives me a huge amount of reality manipulation ability, which should ensure I can dish it out along with taking it. Battle Magic is more of the same, a large boost to offensive and defensive ability, albeit one that only functions in a straightforward battle. Still, that kind of situation is when I'm going to want it the most, so that's fine. The Teddy Bear was just something to spend the last of my points on.




Five Wishes CYOA is up next! First up is my joke/meme build:

[W] Growth x4
[W] Free the Genie.
-[3] Growth x3

It said you could make the same wish multiple times, so screw it, let's just get the maximum amount of growth. Getting 5.5 +'s per year to distribute is pretty powerful. Even limited to the attributes that humans initially have access to, I should be able to invest enough in stats to prevent my own death via aging, and from there it's smooth sailing. The increasing conceptual remit for attributes as they grow larger should ensure I'm capable of whatever I set my mind to, in time. Not particularly happy with this choice because it's pretty boring, but the power of attributes can't be denied.

Starting from this, every choice needs to be weighed against the boon of gaining one attribute point per year. Of those, I think only Superpower and Thirteenth Hour are comparable, and I don't think Thirteenth Hour gives you enough time to be worth giving up a charge of Growth. If we focus on Superpower as a means of power acquisition, I have two potential builds in mind:

[W] Growth x4
[W] Free the Genie.
-[3] Growth x2
-[3] X

[W] Improvement x4
[W] Free the Genie.
-[3] Improvement x2
-[3] X

If we assume that the superpower needs progression outside of itself, then going for 5 charges of Growth still nets you 5 attributes per year with which to strengthen your (half-strength) power. If we assume that the superpower can grant attributes on it's own, then you take 5 charges of improvement to give you 50 +'s in one attribute immediately, thus letting your (half-strength) power begin scaling as fast as possible.

Although, hmm. There might be variations of this where you take multiple superpowers via X to either strengthen one superpower or create combos that are better than the builds above. Something that gives you nigh-endless blood comboing with something that burns blood to achieve effects, for instance. Yeah, I suppose a synergistic build of superpowers might be the best, if you operate under the asumption that your chosen superpower would be able to grant you stats.

To help me actually narrow down to one build, I'm going to impose a little restriction on myself: wishes can only be chosen once, with the exception of split boons gained from Free the Genie. Creating a build with this in mind, I end up with:

[W] True Immortality.
[W] Growth.
[W] Needless.
[W] X
[W] Free the Genie
-[6] Improvement (Willpower)
-[6] Improvement (Protection)
-[6] Improvement (Charisma)
-[6] Improvement (Manipulation)
-[6] Improvement (Composure)
-[6] Improvement (Prowess)

Pretty comfy. Immortality and Needless are both good quality of life, Growth gives me eventual scaling, X gives me a power to help leverage said scaling further than it'd ordinarily go, and splitting the Free the Genie Wish up to unlock a whole bunch of attributes. I'll be honest, I'll probably end up making an even spread with the +'s I get from Growth, just to satisfy my 'Numbers must be the same!' urge.




Time to get isekaied with Demon of Dreams!

[ ] The Arbor

I guess I'll choose to be inserted here, as it should provide the greatest resources for advancing Tree Magic.

Starting with 7 Earthly, 4 Heavenly, and 1 Empyreal Toke, I'll go with:

[ ] Ring and Rod Magic (2 Earthly Tokens)
[ ] Tree Magic (3 Earthly Tokens)
[ ] Seed of the World Tree (1 Empyreal Token)
[ ] Blood Magic (1 Heavenly and 2 Earthly Tokens)
[ ] Blood Scion (3 Heavenly Tokens)


Ring and Rod Magic were chosen primarily as a means of those two Earthly Tokens, but the choice does help my build a fair bit. It gives me a means of employment while I'm growing the World Tree, and being able to equip myself with an array of artifacts is pretty nice. Tree Magic is chosen to help boost the Seed of the World Tree, although the ability to create magical trees is nothing to scoff at. Who knows, maybe with the benefit of my other choices I'll be able to create trees with fruit that has permanent beneficial effects, or maybe create potent artifacts out of wood harvested from those trees.

The Seed of the World Tree is a potential pick, the option itself notes that combining this with Tree Magic is sure to yield great power. Blood Magic and Blood Scion are pretty great on their own, but each should combo pretty well with my other choices. One synergy I can see is imbuing artifacts created with Ring and Rod with my own blood to strengthen them. Additionally, trees have blood codes as well, so my ability with Blood Magic should combo quite well with my purchased Tree Magic. And what's even better than raising a World Tree with Tree Magic? Guiding it's growth with Blood Magic as well!

All in all, I think I'm pretty well set up here. I had looked at the drawbacks, but the only one I was really willing to take was reincarnating as a child for a Heavenly Token with which to purchase Clay Magic. Except Clay Magic is noted to be fairly common in setting, so instead I could just not do that and convince someone who already knows Clay Magic to teach me. The reincarnation is noted to give powers as you grow up, presumably taking at the very least several years, so it feels like just inserting as normal is more time efficient. I'd get my purchases right away and could begin growing the World Tree immediately, and so long as I'm able to convince a Clay mage to induct me within the next several years I still come out ahead time-wise. So yeah, not taking any drawbacks.

As for an omen to look into, I might try and see what's up with the dragons? They're going to be attacking where I'm living, so I suppose I have a vested interest in figuring out their whole deal.




Genesis CYOA, in which I'm not sure if this is an original setting or not, so I guess I'll treat it like it is! Three coins, with potentially up to five more via drawbacks!

[] The Untethered League:

Seems like a decent place to start from, I guess.

[] Reincarnation (1 Coin)
[] Heir of Cradle (1 Coin)
[] Exalted (1 Coin)
[] Backdoor to Akasha (2 Coins)
[] A Ring (3 Coins)
[] Nemesis (+1 Coin)
[] Slow Burn (+1 Coin)
[] Genesis Protocol (+3 Coins)

Reincarnation, at it's very least, ensures that I won't have to waste my initial time after being inserted learning the language and culture or searching for employment. It might offer additional development in my choices here, in which that's great, but given I've taken the Slow Burn drawback that's probably unlikely. Went with Heir of Cradle because I didn't like the action constraints imposed by the other two choices in this category. Exalted is a simple boon that makes everything just that little bit better, which is great.

Backdoor to Akasha offers both growth and survivability. The chance to access other magic systems is wonderful, hopefully synergy between what I can gain and what I have now makes things greater than the sum of their parts. The Library presumably also contains info on how to achieve Honours and/or which are the best to get, which'd be nice to peruse. On the survivability side of things, I'd presumably be able to look up info on my Nemesis and whatever the heck the Genesis Protocol is, which should hopefully help me get through them. The Ring is just a nice boost to being the Heir of Cradle, plus some other powers and the promise of more down the road.

As for drawbacks, I don't think Slow Burn hurts me too badly. My picks are fairly focused on future potential over immediate power, so hopefully I'll be able to regain what's lost in relatively short order. I should be able to snoop on my Nemesis via Backdoor to Akasha, which hopefully allows me to defeat them before they can get me. Genesis Protocol is something I should have a few decades to deal with, and ideally close to century, during which I just gotta grow as much as possible to try and outscale it along with doing research in the Akashic Library to figure out what it actually is and how to best go about surviving it.

Fairly risky, but I think I have a decent chance of coming out on top.



+ Defeating the Darkness +
CYOA
I'm the Prophesized Hero for the Otherworld But the Adversary Managed to Hit Snooze on my Alarm Clock and Win While I Was Asleep, Now the World is Covered in Darkness, How Unexpected.

[JK] Greed Mode

I mean, if it's an option.... Nah, but for real though:

[ ] Standard Mode

I'll play as intended.

[ ] No Immortality (Gain +1 Mantle)

Chosen out of a desire to Win More. I want something that'll stick with me forever, not something that goes away the moment I leave this universe. Although if the "you're no longer immortal after leaving" effect only removed the direct immortality and not the progression from Bet Seal or the boosted Artifact from Amulet of Unlife, I'd change my tune.

[ ] Mantle of Heroes
[ ] Mantle of Mobius
[ ] Mantle of Joss


It's Mobin' time. :V

Heroes grants a temporary boost in Progression, and then crystallizes into a Mantle that should combine favorably with my other choices here. Mobius might grant an increase in prep time if we assume it lets you make time-dilated realms, and even if not it offers the chance to potentially infinitely stall the Adversary via making ablative worlds faster than it can consume. Plus there's whatever loot you can find in the already created areas, which is a nice bonus. Joss seems like the most powerful thing on offer here, and what might eventually let you defeat the Adversary.

[ ] Divine Sorcery

No strong feelings on this or Artifacts, so taking a combo build.

[ ] Soul Eater
[ ] Wind Waker
[ ] Thunder Runner


Speaking honestly, the only thing I really care about here is the progression offered via Soul Eater. Wind Waker and Thunder Runner combo pretty well to give me a significant bump in initial attributes. Maybe I could use Mobius to create pocket worlds filled with monsters to slaughter for progression?

[ ] Spirit King's Crown

As I said earlier, no real strong feelings on this and Sorcery, so I might as well make a combo build. Spirit King's Crown gives me 13 spirits that are decently powerful by my standards and will continue to grow alongside me, and Divine Sorcery lets me contract with them to gain powers. So just have them give me however much they can without draining themselves while I reap the rewards of 13 contracts that scale to my power level.

[ ] Po the Pretender

No real opinion here, but his ability to grow stronger is pretty nice.

Scenarios.

I'm tempted to take The Fog of Ages, as it seems like it'd be possible for me remove it in the early stages if it was the only Scenario I took, but I don't want to risk it potentially snowballing beyond my ability to counter so I'll abstain.

My guess as to the Final King's Weakness is that he has a phylactery, something keeping him anchored to this world which while by no means easy to find and destroy, is certainly easier than try to take him in straight combat. My reasoning is thus: The Dark Lord is pretty much entirely powered by Darkness, The Six Beasts directly get their form from Darkness, the Fog of Ages boosts other scenarios by giving them more darkness to slurp up, and the two Archmages are literal liches. Thus, my theory is that too maintain the enormous boost the Final King receives, the Darkness had to crystallize a portion of itself into a power source. Destroy that phylactery, and the Final King is weakened as he can no longer draw power from and reinforce his form with Darkness. Just a guess, though.

[ ] Apocryphal Curse (Gain +1 mantle)

It's noted to not be as bad as the normal Apocryphal, only scale imperfectly, and the option gives you the possibility of outscaling it, so I'm willing to take it.




Time to learn magic!

[ ] Powerful - Your spending cap for Powers is 5, but your spending cap for Skills is 3.

[ ] Unbreakable (1)
[ ] Trinity (3)
[ ] Familiar Bond
-[ ] Ideal Spirit
(1)

[ ] Negotiation
-[ ] Special: Conservator
(3)

[ ] Conservation

Mental Enhancements ho! Unbreaking was chosen or the immunity to soul attacks. Both Trinity and Ideal Spirit provide boosts to cognition, which is further enhanced by Conservator. No clue what it is they want to be remembered, but I'm curious!



Crossworld Arena CYOA
Oh boy, time to die! Starting out with 12 Picks, 4 FB, and 2 EFB.

Enhancements:

Shenzhou, the Divine Land
Gods of Empire
Wakanda Forever
Hearts of Darkness



Two different selections of choices here:

[2 Picks] Mutant Healing Factor:
[3 Picks] Air Element:
[3 Picks] Earth Element: (Cost increase to 1 FB)
[3 Picks] Fire Element:
(Cost increase to 1 FB)
[3 Picks] Water Element: (Cost increase to 1 FB)
[3 Picks] Wood Element: (Cost increase to 1 FB)
[3 Picks and 1 Even Further Beyond; requires at least 1 standard Element] Void Element:
[4 Picks] Deadly Sinner:
-[1 Even Further Beyond; requires Deadly Sinner] Deadlier Savior:


Buying every single element is quite expensive, but it should hopefully be worth it. My base elements are roughly 5x as strong as their base form having purchased all of them, with conflux elements thus sitting at a 10x boost. My hope here is to try and get as much out of Void's Rite of Absorption as possible. Deadlier Savior facilitates that goal, as Greed's Obsession can hopefully be put to use strengthening my Void Element to gain more out of each kill. Or if that's not possible, boosting a facet of my elemental magic so that I can kill more foes quicker. Mutant Healing Factor is just a nice early game boost that hopefully stacks with Wood Element.

Not too sure how I like this one though. The combo of the elemental effects is fairly powerful and broad, but it lacks the higher tier effects or true versatility of some other options. Deadlier Savior does help a bit in that regard, but I'm still feeling the lack of versatility keenly. This build's main means of advancement is defeating foes in battle, and all that advancement does is make it better at defeating foes in battle. I'm not entirely sure I want to give up the chance to gain esoteric abilities or grow via training timeskip. At the same time, the idea of being in a Wood Element boosted Rage Warform and punching out Kaiju is a pretty cool one, I'll admit.


[4 Picks or 1 Further Beyond] Fortunate Son: (Spent 1 Further Beyond)
[4 Picks or 1 Further Beyond] Born in It, Molded by It: (Spent 1 Further Beyond)
[1 Even Further Beyond] The Good Doctor:
[4 Picks] Diagrammatic:
-[1 Further Beyond; requires Diagrammatic] Diagrammatic Master:

[4 Picks] Well-Versed:
-[1 Further Beyond; requires Well-Versed] Thoroughly Well-Versed:
[4 Picks] Bright Spark
[1 Even Further Beyond; or, 1 Further Beyond if you have taken Interestinger Times under Terms and Conditions] Sponsorship Deal:


Hi, nice to meet you, I'm a cultivating Vampire with a body made of pure energy. Fortunate Son gives me backing and talent for initiating into a very powerful set of abilities. Born in it, Molded by It gives a very healthy dose of immediate power, ensuring I don't die at the very start. I'll admit, the only knowledge I have of what The Good Doctor gives is from looking at the wiki page just now, but it seems like absolute bullshit.

Diagrammatic, Well-Versed, and Bright Spark all offer powers that scale at least somewhat with intelligence/mental boosts, so they should combo fairly well. Bought the initial Diagrams/Verses because having them at the very start should improve my scaling: I can pick 3 Diagrams that help boost training, and you discover Verses quicker the more of them you have.

I'll admit, I'm a bit leery about Nix pulling the rug out from under me with the Sponsorship Deal, but I suppose it's been shown that even a temporary period of Fate bending to support you as much as possible can pay huge dividends, so I'm willing to spring for it. If I really needed to, I suppose I could use my question on something like: "Is there a long-term project/goal that I would be willing to work towards which would both make me amusing and provide me a means of growth?" or something of that nature.


Of the Drawbacks listed, only the mitigated Batman Code one is semi-agreeable to me. And even then, I don't think +3 picks is worth introducing such a glaring psychological vulnerability. Rival is out because you never ever take a scaling enemy drawback, and Apocryphal is out because it will kill you.



Let's eat! 28 Arete, 4 picks, let's see what's cooking:

[ ] Player Mode (Not Recommended) (+1 pick)

[ ] Vegetables
-[ ] Sign of the Ur-Carrot [7 Arete]
[ ] Eggs
-[ ] Omelette
[ ] Milk
-[ ] Butter (???)

[ ] Meat [7 Arete]
-[ ] Roast Beef
-[ ] Dragon Meat [14 Arete]

[ ] Sugar
-[ ] Eggs
--[ ] Mayonnaise (Roast Beef)

[ ] Sugar
-[ ] Vegetables
--[ ] Fungal Growth

[ ] Salt
-[ ] Butter
[ ] Salt
- [ ] Omelette
[ ] Salt
-[ ] Sign of the Ur-Carrot [7 Arete]



Ur-Carrot and Omelette were chosen for the boost in percent value of stats, as that stays relevant forever. I dunno what to choose for Butter, but it'll probably be good. Roast Beef gives a whole heap of stats and it's free, and I was already planning on buying Meat to get Dragon Meat, as Might's Repose is great.

Use Sugar twice to get Mayonnaise and Fungal Growth. Mayonnaise applied to Roast Beef gives me even more stats, and Fungal Growth is actually pretty powerfu, given it gives an additional 102 stat points. Using Salt to boost Butter, Omelette, and Ur-Carrot because a better Advancement is nice, and a boost to the increased value of stats is also nice.







Done with builds now, so time to actually vote!

[X] Vendetta
-[X] Perfect Merger [50 Arete]


I have very little idea what's happening, but this apparently gives Curse Mitigation, and so it's got my vote.

SV wordcounter gives 7676 words, disregarding this sentence.
 
[Q] The Prodigy.

Team Tyrant looks like it's going to be pretty similar people as v1, might as well stick with them. Was hoping for Heir since Angel lost non-ordinal magics, but Prodigy has increased ability to learn magic systems and Verses are good.
 
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