The following build is to a degree a thought exercise; but mostly because of Clarity, Lesser. If truly convinced it preserves all I care for, none of the Drawbacks seem unreasonable and the benefits are vast.
[The Ordinator]
[O] Bestowal, Least [-1C]
[O] A Choice [-4C] - Tower of Dusk.
[O] Hallowed [-20C] - Hallowed Gift - Paraphernalia

[/] Clarity, Lesser [-9C]
[/] Sublime Fusion [-14C - Reserved for later usage.]
[/] Secrets Worth Keeping [-3C]
[/] Ring of Power - Variable(As in that's the Domain) [-50C]
[/] Lifeblood [-3C]
[/] Fruit of the Grove - Myriad Mulberry [-20C]
[/] Minor Bullshit Magic Catalogue [-8C]
[/] The Traveler's Intercession [-16C]
[/] King of Arranor: Flame of Apprenticeship [-10C]
[/] The Undying King: Deathless [-20C]

[/] Drawback: Martyr's Doom [+15C] Sense of Sight.
[/] Drawback: Geassa [+27C]
[/] Drawback: Arborification [+15C]
[/] Drawback: Beast of Principality [+38C]
[/] Drawback: Charitable Works [+20 C]

Remitance unspent, for now; It's time to speak with the Hand.
The offer is clearly defined; 'become a spy of the Hand, reporting back information on crucial Alliance operations.'. Furthermore. for each 'morsel of information', a single boon is received. This seems to me to be a quite exploitable deal, without a single deception on any side! Although the information must be on 'crucial alliance operations', this doesn't require the information itself cause the alliance harm. Receiving this offer, I naturally go to my Patron to ask a simple question: What is the most useless piece of information on crucial alliance operations available? For instance, the current location of a stash of resources already scheduled to be moved the next day; A secret plan set to unfold on the morrow; how to bypass the defences on a fortress already depleted of might; the contents of a stash without revealing its location. Of course, in his wisdom my Patron will not inform me why this information is so useless, and the Hand has made no request about the specifics of the information given; even if he specifies the operation to learn of, there are so very many facets to any task. Fancies he the full troop dossier? very well; My patron may keep me busy until just before the shift change.
If this is unattainable, the build has nonetheless gone to the effort of making itself a particularly valuable recipient of an Expression by taking everything, so perhaps they can find something nonetheless worth the cost; and any costs to the alliance would be mitigated by them knowing-the-hand-knows, a lesser blow than a traitor true.
(An alternative version of this build instead receives the requisite crucial-yet-useless alliance information from the Oroborus's Secrets Worth Keeping. Regardless, the chosen benefit is Hand Over; or if this counts as being a Double Agent, Underhanded: Get Me An Unprincipled Expression Like Hand Over, With No More Than Two Years Of Wait Time.)

Regarding the Drawbacks- one eye is relatively mild, the Geassa are just a bunch of eventual favors, Arborification can be held back by the Alliance and so is less relevant the more powerful your build is as a whole; and Beast of Principality can be avoided using Deathless's minute-ahead death-sense coupled with a speedy use of Intercession, so long as there are no more than three 1 rolls in about 150 days; in the case of the 150 rolls I just did, there was only one (and the second 150 had none, as did the third, then 1 in the fourth, another in the fifth, and two in the sixth; so unless it takes them over two years, it ends up fine.)

Hallowed Gift's 'Paraphernalia' story revolves around variability- A tale whose essence is the amalgamation of disparate elements into an ununified whole, strengthened rather than weakened by thematic incoherence. Wielding practice and the power of a weak superhero, but also a ring of power, a duality of florally-enhanced self, some incidental power from the Traveler, Essence, a death-sense, the Luck of Dusk, and hopefully in time an Expression, the build already possesses an assortment of such things; The Gift's benefits enhance the ability to acquire more and their combined usage. It's fundamentally similar to Pure Progress, but focused on going wide and thereby building up; I'd also judge the narrative reasoning stronger, and it doesn't have a direct method of augmenting its own remit, but I'd expect it can find one somehow.
There's a few interesting options for the Remitance and Sublime; for instance, Minor Bullshit Magic Catalogue limit-severed to include every system he knows in time, then fused with Paraphernalia for obvious synergy. Or perhaps Severing Sublime's limits that new magics may be combined into the singular whole over time, an inverse version of Paraphernalia- a single magic with a thousand forms, rather than a thousand forms forming a mass.
(If this build's Hand Engagement should involve a roll, the result is, as it happens, a 9/10.)

[Power At The Right Time]

[R] Sever The Limit [-1R]
[The Ordinator]

[.] Bestowal, Least [-1C]
[.] A Choice [-4C] - Dusk or Midnight
[O] Hallowed [-20C] - Radial Abstraction.
[o] Sublime Fusion [-14C] Minor Bullshit + Fruit
[.] Secrets Worth Keeping [-3C]
[o] Ten Fetters [-12C]
[.] Lifeblood [-3C]
[O] Fruit of the Grove [-20C] - Custom?
[.] Minor Bullshit Magic Catalogue [-8C]
[o] The Traveler's Intercession [-16C]
[O] The Undying King: Deathless [-20C]
[o] King of Arranor: Flame of Apprenticeship[-10C]

[x] Drawback: Geassa [+27C]
[ x ] Drawback: Arborification [+15C]
[X] Drawback: Beast of Principality [-38C]
(13 Coins left over)
Regarding Drawbacks, the build is unchanged, save that the absence of Clarity requires the removal of Charitable works, and the specifics of numbers mean Martyr can be safely removed. Sever the limit is not assigned because I'm not sure which part of the plan will require further empowerment; 13 Coins are deliberately left over on the principle that presumably the supply of Lifeblood isn't limited to 5 drops in the whole Alliance, and with one Fruit being worth 20 Coins, doubling it is worth more than 6 Coins.
(Alternatively, it can swap Favored to Ouroborus, take Martyr with a full sense, and get Ring. But it's meant to be a build I'd maybe actually take, in addition to its other properties, so Martyr is only viable with at most an eye.)
Minor Bullshit chooses a magic system revolving around the creation of marks through which the user can perceive and act to some degree, including across universes; the associated fruit might be the Mulberry again, or might need to be customised for the desired results(which include increased ability to monitor those, and increased ability to act through those, as trainable qualities).
The Hallowed power of this build is a cohesive effect with two relevant consequences: That when by my action something is [changed in the favor of my side as a whole even if not otherwise me personally], a portion of the benefit redounds to me in versatile form; and that I also can swiftly and intuitively discern the size of whatever I consider for such purposes.
(Justified through Arborification and Beast's Coin loot for the former; the latter is mostly a matter of implementation.)


Alone, as a singular individual engaging in rampant progression, this build is folly. But this is no solitary journey, but a war. It is more than power that governs; consider the Hand's offer, power for information. Information matters. But information without power is nothing; a silent observer. What you need, is power at the right time.
What matters your might in idleness? What matters your sloth in battle? What matters your ingenuity in the wake of assassination? Whensoever a soldier, an ally, a mage dies, that precise moment is when a great deal of value has been lost; There must power be placed. Whensoever the enemy strikes at a fortification, that is when its artillery must be present; not before, not after. When an opening is presented, that is when you must act. A spear at the right moment can outdo a boulder that falls too late.
In time, reserves of Abstracted might grow ever-vaster, as the watcher grows in discernment and simultaneous cognition; Their baseline capabilities, though growing, gradually eclipsed by the weight of everything they have accomplished, a weight invested only when more shall be yielded than was lost. Through hundreds of mental portals into distant lands, they watch for critical moments, and intercede only when the time is right.
It is not fate, but done perfectly will greatly resemble it to the unaware; enemies just a bit too injured to launch their one last attack, steps just a tad swifter than rockfall behind.
(In terms of rolls, the Beast doesn't show up in the first 150 days; but does show up on the 170th, 174th, 247th, and 304th if not killed before then and in the absence of luck effects. This is arguably survivable depending on how Choice is implemented (by using that as an escape method), but the beast then shows up around the 370th day.).)
 
if this counts as being a Double Agent, Underhanded: Get Me An Unprincipled Expression Like Hand Over, With No More Than Two Years Of Wait Time
it seems kind of silly to think that the hand would be fooled by "I'm not asking for X, I'm asking for a different thing that can only ever result in X but it's slightly worse and I have no apparent reason for doing it like this"
 
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it seems kind of silly to think that the hand would be fooled by "I'm not asking for X, I'm asking for a different thing that can only ever result in X but it's slightly worse and I have no apparent reason for doing it like this"

In my opinion this is probably your best bet to get a personal unprincipled expression without betraying the Alliance.

[ ] Hallowed [-40 Coin] -
A Prophecy, True - He will awaken his expression.
[ ] Sever the Limit [-1 Remittance] - Delayed to Sever Expression
[ ] The Traveler's Intercession [-16 Coin] - A Unified Earth
[A Secret Handshake] - Double Agent
[ ] Underhanded - Help me awaken my expression

The Prophecy is powerful, but needs tools to work through, so you conscript the Hand directly, to support you in this effort, while using the Traveler to get to Unified Earth, where expressions can arise naturally. Then, rather than relying on the Hand, you have the Heroine sever the First Principle.

I think, in practice, this build would work better without being a double agent. Awakening a principled Expression with your Prophecy and being on location isn't half as eyebrow raising as suddenly doing so without this obvious and documented support. This way you avoid future Hand Sabotage, and if you're reasonably careful it should possible to provide the Hand knowledge he would want to know, that is not extremely against the Alliances interest to have him know.
Depending on your job and circumstances there might be circumstances where making a "deal" with the hand would be a fuck up, but within your remit. If you found yourself on Pleroma and made a "deal" with the Hand to get his assistance overthrowing the vampires in return for important information xyz, as an example.

Any extra points make this build much more survivable and should help you become the kind of person who would both wield a good expression and wield it well. A Secret, for example, could be extremely useful for this build, if you get something Expression related. But this is the core of such a build, in my opinion, unless a Hallowed prophecy is powerful enough it doesn't need Underhanded support.
 
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it seems kind of silly to think that the hand would be fooled by "I'm not asking for X, I'm asking for a different thing that can only ever result in X but it's slightly worse and I have no apparent reason for doing it like this"
Perhaps. I infer the Hand isn't setting a restriction of 'you can't take Hand Over if you're lying to me'; it's that the Hand finds out you're lying first and so doesn't give you the expression. On the one hand, this would also apply to my plan; on the other hand- and this is what my reasoning was- the double-agent potential states 'you may be able to swing a single boon', and besides Underhanded, there's only one other boon on the table. This suggests a double-agent can still get underhanded, and underhanded describes itself entirely as about long-term favors, so this is impossible if the Hand doesn't still honor things after a while.
Regardless, my main thread of consideration was about the assumption this isn't being a double agent Or betraying the alliance due to an unavoidable gap in the Hand's offer.
 
Patron: [The Traveler]
[ ] Bestowal, Least [-1 Coin]
[ ] A Choice [-7 Coin]
[ ] Drawback: Martyr's Doom [+30 Coin]
[ ] Clarity, Lesser [-9 Coin]
[ ] Secrets Worth Keeping [-3 Coin]
[ ] Ring of Power [-50 Coin]
[ ] Lifeblood [-3 Coin]
[ ] Fruit of the Grove [-20 Coin]
[ ] Crown of Thorns [-1 Remittance]
[ ] Drawback: Arborification [+15 Coin]
[ ] Minor Bullshit Magic Catalogue [-8 Coin]
[ ] Geometric Investment [-38 Coin]
[ ] Drawback: Beast of Principality (+38 Coin)

[ ] King of Arranor: Flame of Apprenticeship [-10 Coin]
[ ] The Undying King: Deathless [-20 Coin]

This build is broadly aiming at becoming a sort of "merchant marine" for the alliance - someone who travels to new worlds and there finds strange wonders and new allies for the alliance. Perhaps I can one day even write my own cyoa and extend my patronage to new peoples to allow them to contribute to our great war.

For my least bestowal, I take a standard heroic power: Low-level flying brick powers, sufficient to match a car for speed (and walk away from a crash with one without injury). Primarily for utility and for hovering ominously. My choice is Dusk (it seems to me, abject foolishness, to choose tangible power over good fortune; how can I truly die happy while hell still exists), but it will be made later, after I have been enhanced by the fruit and by clarity to obtain many times the benefit; I'm not even sure what the scope of this power is, from one super-humanly enhanced by clarity's willpower and the crown of thorns' overflowing vitality, but it ought to be quite a bit. For Martyr's Doom, I choose taste, and I suspect I will loose some of the other sort of taste with it; perhaps I will even come to enjoy drinking expensive wine. I don't know what sort of secret I will learn, but perhaps a particularly interesting destination would be appropriate? For my ring of power, I will ask for the ring of Fortune - the golden good luck that covers health, wealth, and happiness. I will spend all of the vials of lifeblood enhancing my fruit (since my own blood should suffice for most emergency healing), specifically the providential fruit - the other two fruit I will start with are the mulberry and the eyefruit, consuming the essence fruit in a decade's time when I have reached the limits of what essentialism I can practice otherwise. As mentioned, my minor bullshit magic shall be an inventory system, allowing me to store and catalogue all the wonders and wealth that I obtain while traveling between worlds with geometric investment - I have chosen this patron because this seems basically like the sort of thing the traveler would endorse people doing, and also because he doesn't care. My main problem starting out is the beast of principality, but between my ability to spend my first year in empty worlds to minimize collateral damage, my spectacular luck enhanced by fruit and tower, and my ability to cheat death if the worst happens, this should be quite tolerable - I expect the traveler of all people to be understanding of this as a use of the first six months to a year of my service. Overall, I expect to end up rich, happy, and very very lucky, while being able to secure continuous flows of new resources both common and rare to the alliance. Perhaps not the most glorious or decisive role, but exploration is as important as exploitation; it would be just like this level of luck to stumble upon things which could one day be decisive in the war, which someone more focused and direct might never encounter.
 
Perhaps. I infer the Hand isn't setting a restriction of 'you can't take Hand Over if you're lying to me'; it's that the Hand finds out you're lying first and so doesn't give you the expression. On the one hand, this would also apply to my plan; on the other hand- and this is what my reasoning was- the double-agent potential states 'you may be able to swing a single boon', and besides Underhanded, there's only one other boon on the table. This suggests a double-agent can still get underhanded, and underhanded describes itself entirely as about long-term favors, so this is impossible if the Hand doesn't still honor things after a while.
Regardless, my main thread of consideration was about the assumption this isn't being a double agent Or betraying the alliance due to an unavoidable gap in the Hand's offer.

The gap may be less unavoidable and smaller than it seems - the ring of power section does say that "you will never match the Hand's diligence", and being played a fool via a plan that a mortal human could concoct in less than a day doesn't really mesh with that. Though maybe it has been calculated that the chance of betrayal is outweighed in both probability and severity by the possible gains.

-- but on second thought, it really shouldn't have been too difficult for the hand to account for this possibility just a little better to mitigate it. Or maybe it really is just that the trade of a get out of jail free card in exchange for the (im)personal enmity of a being of that caliber is not one that most sane people would take.

So the concrete mechanism that keeps the hand's deal in effect is that it might sully the hand's reputation. An apparently ironclad reputation, to be sure - but you'd be putting an awful lot of trust in the exact words of the author as proof that the Hand must follow the spirit of your agreement - the one which you already betrayed, and which hinges on uncharacteristic behavior from the other party to work in the first place.

to sum up: the Watsonian interpretation is that there's something you're missing, while the Doylist one is that birdsie didn't bother to counter-munckin the text hard enough.

Both interpretations shall converge on the following: as the QM scrambles to conceal their blunder, what was supposed to be a nice trick to get more shinies for free turns out to cause you to undergo another perilous adventure as your hubris inevitably comes back to haunt you in the form of falling afoul of a xanatos gambit.

(sorry if I over-analyzed your single flippant point while sort of ignoring 90% of your build)
 
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[+] Hallowed [-40 Coin]
>TO ME RETURN
So the basic notion of this Hallow is that it's half-prophecy, half-gift - it's helping me reclaim the powers and resources I had or set up in my past lives.
I don't actually know what all that is. I avoid Discord, and Orm's hidden major details of the Ormulum from public view. But I do know that it's a very old setting, with a lot of lost artifacts and forgotten magics... and going by the Engine of Eld, at least some of them are at least a match for anything currently active.
As a soul who's presumably - and if necessary, retrocausally - been around from the beginning, recovering all my memories seems like a really good excuse for getting me some really good stuff. I suspect I've got a valid claim to the Engine itself, for one, and quite possibly also to Water, Fire, any other Elemental Paradigms that once existed, Labyrinths, Gardens, Essence, Litany, and maybe even the Unprincipled Expression of Righteous Might.
(Paladin of Socialism was a dissident in the Dominion, and if he both lived and died in an accessible timeline, his Expression would have spent all its strength clinging to his ideals. Lord Reaper himself couldn't steal that thing without destroying it, though the weakest worthy wielder might freely take it up.)
 
In my opinion this is probably your best bet to get a personal unprincipled expression without betraying the Alliance.

[ ] Hallowed [-40 Coin] -
A Prophecy, True - He will awaken his expression.
[ ] Sever the Limit [-1 Remittance] - Delayed to Sever Expression
[ ] The Traveler's Intercession [-16 Coin] - A Unified Earth
[A Secret Handshake] - Double Agent
[ ] Underhanded - Help me awaken my expression
Clever method. Yes, this could accomplish it, perhaps even without the Hand, since Orden's prophecies are rather decently strong when not contested by other probability manipulators - although the Alliance would insist on waiting until the Beast of Principality is resolved before the Heroine Severs your First Principles.
Both interpretations shall converge on the following: as the QM scrambles to conceal their blunder, what was supposed to be a nice trick to get more shinies for free turns out to cause you to undergo another perilous adventure as your hubris inevitably comes back to haunt you in the form of falling afoul of a xanatos gambit.
It's mostly assumed that you'd attempt to cash in your favor before he found out the truth. If the favor's relatively minor, he wouldn't have much of a cause to investigate the information's veracity before fulfilling it.

There is an established term for the sort of entity you're attempting to become - someone who's broken the cycle and remembers the whole of the past, illuminated in Daylight - and sadly it's incompatible with Expression. Only a single element of a First Aspect can intrude on the realm of phenomena at a time. Not that you'd need it, if you succeeded.
 
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The Spacelord

Total Coins:102
Favored: Ouroboros
Drawbacks: Beast of Principality

Lesser Clarity - 9 Coins
Secrets Worth Keeping-2 Coins
Ring of Power(Space)-25 Coins
Fruit of the Grove - 20 Coins(Essential Entawak, Green Dragonfruit, Iridescent Eyefruit)
A Choice(Dusk) - 7 Coins
King of Arranor: Flame of Apprenticeship - 10 Coins
The Undying King: Deathless -20 Coins
Lifeblood(30% Buff to Green Dragonfruit(130% Total), 20% buff to Essential Entawak(120% Total))-3 Coins
Ten Fetters(Envy starter)-6 Coins

Remittance: Crown of Thorns

Exotic Senses: Deathsense, Emotional Aura Sense, Magic Scan, Essence Sense, Whatever sensory abilities I can get from the ring

Space Interpretation(Credit to Chancel Aleph):

Space separates things from each other.
Space relates things to each other.
Space gives you place and position.
Space provides you with freedom and options.
Space seeks to contain and envelop things.
Space seeks to limit interaction.


Analysis:

Lesser Clarity Because It's Lesser Clarity and it helps climb the tower of dusk

Secrets Worth Keeping is because it's Cheap

Space because I like teleportation and gravity stuff and it provides physical enhancements for the tower of dusk

Essential Entawak gives me the potential to do Space based self-fortification with the ring, or maybe Blood or Life who knows, Green Dragonfruit is for the Tower of Dusk, and Iridescent eyefruit is because why not and I'm not sure how much Tower of Dusk buffs my 6 month survival prospects with my current stat investments(I know the base is 15-16%)

Tower of Dusk is to raise my survival odds given I took Beast of Principality

Flame Of Apprenticeship gives me a chance to learn how to properly use my buffed Essential Entawak

Deathless gives me a potential to get out of dodge city due to the ring of space maybe and an insurance policy against the squid

I don't think I'm the type to invest much in fetters but maybe a bit for envy to synergize with the lifegiving properties of my blood

Crown of Thorns Because it's part of my survival strategy against the Squid that doesn't demand I put everything into luck, it also lets me get a decent essentialism gift without paying 48 coins
 
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I CAN DO THIS SHIT TOO ADAM

[The Traveler]
[The Originator]
[ ] Bestowal, Least [-1 Coin](Generic Enhancements)
[ ] A Choice [-7 Coin](Dusk)
[ ] Clarity, Lesser [-9 Coin]
[ ] Sublime Fusion [-14 Coin] Geometric Investment+Myriad Mulberry
[ ] Sever the Limit [-1 Remittance] (Geometric Investment)
[ ] Hallowed [-40 Coin](Hallowed Gift: Travelling to new worlds gives a degree of power that can be chanelled into improving capabilities, the justification being this entire process currently occuring.)
[ ] Drawback: Geassa [+3 Coin](Edit:×3)
[ ] Secrets Worth Keeping [-3 Coin]
[ ] Lifeblood [-2 Coin]
[ ] Fruit of the Grove [-10 Coin](Myriad Mulberry)
[ ] Geometric Investment [-19 Coin]
[ ] Drawback: Beast of Principality (+38 Coin)
[ ] Celebrant Cadfael: Training Arc [-8 Coin]
[ ] The Undying King: Deathless [-20 Coin]
[ ] Drawback: Charitable Works [+20 Coin]
 
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Clever method. Yes, this could accomplish it, perhaps even without the Hand, since Orden's prophecies are rather decently strong when not contested by other probability manipulators - although the Alliance would insist on waiting until the Beast of Principality is resolved before the Heroine Severs your First Principles.
If you can ensure that you awaken an expression via his prophecy, you can also custom tailor the sort of expression you will get. So have a prophecy that you will awaken an expression ideally suited to counter/unmake the Pits. Or to fulfil some other strategic need, like an Expression based around healing/restoration to fix Orden up completely.
Hyper powered prophecy can ensure that you become the sort of person needed for the expression.

Granted, having an ideal counter destiny is likely to get you some Bad Attention, but you will also be a future strategic resource. Would this idea be plausible?
 
I CAN DO THIS SHIT TOO ADAM

[The Traveler]
[The Originator]
[ ] Bestowal, Least [-1 Coin](Generic Enhancements)
[ ] A Choice [-7 Coin](Dusk)
[ ] Clarity, Lesser [-9 Coin]
[ ] Sublime Fusion [-14 Coin] Geometric Investment+Myriad Mulberry
[ ] Sever the Limit [-1 Remittance] (Geometric Investment)
[ ] Hallowed [-40 Coin](Hallowed Gift: Travelling to new worlds gives a degree of power that can be chanelled into improving capabilities, the justification being this entire process currently occuring.)
[ ] Drawback: Geassa [+3 Coin](Edit:×3)
[ ] Secrets Worth Keeping [-3 Coin]
[ ] Lifeblood [-2 Coin]
[ ] Fruit of the Grove [-10 Coin](Myriad Mulberry)
[ ] Geometric Investment [-19 Coin]
[ ] Drawback: Beast of Principality (+38 Coin)
[ ] Celebrant Cadfael: Training Arc [-8 Coin]
[ ] The Undying King: Deathless [-20 Coin]
[ ] Drawback: Charitable Works [+20 Coin]
More like, "I can do this shit too, Hand."

If you can ensure that you awaken an expression via his prophecy, you can also custom tailor the sort of expression you will get. So have a prophecy that you will awaken an expression ideally suited to counter/unmake the Pits. Or to fulfil some other strategic need, like an Expression based around healing/restoration to fix Orden up completely.
Hyper powered prophecy can ensure that you become the sort of person needed for the expression.

Granted, having an ideal counter destiny is likely to get you some Bad Attention, but you will also be a future strategic resource. Would this idea be plausible?
Nah, Expressions are more complex than that; each individual's is rather unique, although they can grow, expand, or shift over time. They are your innermost nature, quite literally Expressed, as inhuman power. If you were willing to change your fundamental nature to a Hell-destroying machine or a healer of all ills, that might work, though.

Or it might not. Like I said, Expressions are pretty complex; if they made prophecies and wove your mind into a different shape, awakening to your Expression might simply wipe all of that away and make you realize your true self beneath all of those lies. From what I recall, one thing Orm's never been willing to write is other people's Expressions. That's the sort of stuff you can only get from looking inside yourself and seeing what makes you tick; what you want and who you are.

If you acquired an Unprincipled Expression that's focused on healing, though, you'd become a strategic asset. And since Expressions are improved by being true to yourself, even when the world's bearing down on you... yeah.
 
I CAN DO THIS SHIT TOO ADAM

"Qu-Quack?"

{ } Ferry Magic - No crash of celestial cymbals or clap of thunder announces awakening to this art. The principal requirement is alienation, though this comes in many forms. The aftermath of an NDE, a dream of travel forever deferred, or simply a lifelong sense of liminality, that there is some moonlit world lurking just beyond the horizon; all experiences are valid. After years spent at the quayside staring out over waters literal or metaphorical, there comes a whisper on the sea breeze: go then, there are other worlds than these.

With the power to travel between worlds necessarily comes the ability to maintain one's ontological integrity in realities inimical to human existence. The traveler is instead altered by his travels, taking on attributes appropriate to the realms visited. Paradoxically, the most blissful destinations may be the most dangerous; having regained the Garden of Eden, who could bear to depart from it? But with persistence comes the ability to harness these changes, the Ferryman becoming a liminal existence in truth, his might straddling worlds.

The applications are endless, limited by control and creativity. Harness a plane of pure force for physical augmentation or embody the ether to evade enemy attacks. With experience, channel both concurrently. Seize fire and water simultaneously, while shining with Arcadian harmony! And if death is but a change of worlds, how can passage back across the River Styx be barred to the Ferryman? How can any so-called 'undiscovered country' remain such when confronted with the sojourner's revelatory strength? In time, the power to traverse worlds becomes the power to alter them...

*Power and utility scale with the breadth of your travels, but effects are either personal or worldshaking with no granularity in between.
*A maximum of seven realities can be embodied simultaneously. The reason for this limitation is unknown.
*Eventually gain the strength to tear down the despicable veil of grief that separates the living from the dead, if you deem this wise.
*Spurn your beginnings if you wish, but do not forget them, lest the journey become your destination. One day you may pay forward the debt of your awakening.
 
:: Grand Ordination CYOA ::
The ordinator:
- Least bestowal (1/0): a street-level superpower + ability to Practice
- A choice [Dusk] (7/0): luck boost, based on stamina + willpower at time of doing this choice
The heroine:
- Lesser clarity (9/0): destroy all mental and spiritual faults and weaknesses, leaving heroic determination
- Sublime fusion [A choice: Dusk + Fruit of the grove: Providential fruit] (14/0): merge the effects of the two in an advantageous manner
The ouroboros [Favored]:
- Secrets worth keeping (3 -> 2/0): knowledge of one valuable secret
- Ring of power [Growth] (50 -> 25/0)
The originator:
- Lifeblood (3/0): 5 vials that can each empower a fruit of the grove by 10%, stacking
- Fruit of the grove (20/0): all include a degree of physical augmentation
○ Providential fruit [empowered by all 5 vials]: limited set of destiny/narrative based abilities, on par with a Name or moderate Astral rank
○ Iridescent eye-fruit: can slow the perception of time, accelerated kinesthetic learning and learning by mimicry
○ Green dragonfruit: accelerated healing/regeneration, human shapeshifting, improved physical augmentation
- Crown of thorns (0/1): enhanced attributes and regeneration, with strong synergies with all other sources of those; get three fruit rather than 1, with potential for 3 more over decades; blood is perfect for sacrificial magics; supernatural appearance and charisma; can create beams of purifying light
The traveler:
- Drawback: Beast of principality (+38/0): risk of death for the first six-month or so, can be partly mitigated through luck/destiny based abilities
Lesser powers:
- The undying king: deathless (20/0): innate sense for death, granting danger sense and a talent for killing; and some clone-based one-up

Total: 1+7+9+14+2+25+3+20+20=101
64+38=102

The main idea is to take A choice (and Sublime fusion) last, so that I already have the supernatural willpower from Lesser clarity and supernatural stamina from the fruits + Crown of thorns. Then the super-luck should hopefully negate the drawback, especially when combined with another destiny-based effect. Even if that is not enough, Deathless might be able to save me (although it seems unlikely to suffice on its own).

There are a bunch of ways to alter this build just by changing the targets of Sublime fusion. For example merging the Ring of growth with Deathless might grant a ring that can steal part of the powers of those slain, merging Iridescent fruit and Least bestowal might allow some interesting temporal powers, etc..

I plan to remain loyal to the Alliance at least until I've got all 6 fruits of the grove, by then I should be able to decide which side I want to take in this war (if any, and assuming that the war is not over by then). EDIT: I had not realized that the war was against Hell, I thought it was against the Hand. This makes it a lot easier to decide on which side I'd rather be.
 
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Comf Mode Activated

Favored Patron: Orden Losthane
[G] Least Bestowal (1 Coin) - Super Detective: A very substantial boost to willpower, charisma, judgement, intellect and general competence, though within theoretically human bounds; Batman as investigator and strategist, but not as warrior.
[G] The Final Redoubt (Sublime Fusion: Hallowed + King of the World) (34 Coins, 1 Remittance)
[G] Ring of Power: Excellence (50 Coins)
[G] Essential Entawak (20 Coins)
[G] Choice: Dusk Tower (4 Coins)
[G] Drawbacks: Sense - Taste, Arborificaation (+45 Coins)
[G] Hand Over

The Final Redoubt: The customization of Hallowed applied to King of the World allows for the creation of an entirely bespoke reality, a utopian paradise-plane defended by perfectly aligned post-singularity superintelligences allied to numberless legions of archmagi wielding deific power. With populace, environs and magic systems as I will them, this will serve as a nigh-unassailable resource bed, staging point and fortress for Alliance forces; a significant fraction of the sum output of an entire fully-optimized world devoted to the cause. Its myriad interlocking systems of synergistic advancement allow for virtually any combination of effects with facile ease, wielding forces of apocalyptic scale with atomically perfect finesse and nigh-limitless stamina. If permitted, the world will also run at drastically accelerated time relative to the rest of the multiverse, allowing for aeons of development in the span of outside days, and have extremely potent defenses against enemy information-gathering.

Of course, such would not be possible without the enduring contribution of Excellence's Ring, which sharpens and amplifies my capabilities in their every expression. As I progress slowly but steadily towards Ringlord the power of Excellence will only refine and enhance my Halo-World further, pushing its populace to greater heights unending.

The Essential Entawak is taken because a magic system whose chief limiting factor is the skill of its practitioner is very compatible with the bearer of Excellence Itself. Its physical boost is also of substantial benefit when climbing the Dusk Tower. By the same logic, Least Bestowal's ability to Practice and Hand Over's Expression only compound the synergies therein. An Unprincipled Expression made Most Excellent, wedded to my archmaster's understanding and talent with the art (Expression, Practice, and Essentialism of course already existing within this bespoke world), will be the crown jewel in this panoply of magics.

*If the Redoubt is too ridiculous despite its stacked synergies, scale down the power of the mages and the time dilation to a permissible level. Maintaining at least the existences of Expression and Essentialism are a very high priority - even if only wielded by a scarce few - since their existence in the realm grants me archmastery via King of the World.

Short-term: Turtle up in the Redoubt and scale while enjoying its countless preposterous amenities
Long-term: FOOM all over the place to bring about the Victorious World. For the Redoubt is not Final because it is a place of desperate resistance; but because it is the last fortress required before there comes a reality free of all need for war.

Regarding the Hand, If Orden catches me, the same defense as previous will apply - an Unprincipled Expression in the hands of Excellence is well worth some temporal losses, assuming I cannot fob off some piece of information that will further both Alliance and Hand's mutual interests against the Fire. I can perhaps also try bribing the judges with excursions to my supernally-hedonic paradise plane that rivals or exceeds Hunger's Gilded Cage in sheer intensity, valence, and depth of novelty.

Rolling - caught! In that case I might as well buy Underhanded to get the Hand's assistance in mitigating the consequences of this.
Rihaku threw 2 10-faced dice. Reason: DC = 3 or higher, pass Total: 7
1 1 6 6
 
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Total: 1+7+9+14+2+25+3+20+20=101
64+38=102
Given the number of luck boosts you've stacked, Beast of Principality should be survivable in something like 99.99[...]% of the cases. With Ring and Thorns, you'll have a decent leeway of versatility as well, and you'll definitely have the heroic motivation to do work with Clarity. With so much luck and Ouroboros as your master / Favored, and a domain such as Growth, you'd most likely act to enhance the efforts of the Grovetenders and embark on occasional logistics-oriented missions.

I plan to remain loyal to the Alliance at least until I've got all 6 fruits of the grove, by then I should be able to decide which side I want to take in this war (if any, and assuming that the war is not over by then). EDIT: I had not realized that the war was against Hell, I thought it was against the Hand. This makes it a lot easier to decide on which side I'd rather be.
It's something of a complicated situation; in Orden's estimation, the Hand's constant usage of all this chaos as a ladder is not helpful to start with. That he's occasionally adding fuel to the Fire is worse.

Rolling - caught! In that case I might as well buy Underhanded to get the Hand's assistance in mitigating the consequences of this.
Even with a Sublime Fusion of Hallowed and King of the World, it's unlikely your world can start as that strong - by default, your world's power value isn't any higher than canon Pleroma - although with Hallowed, it'd eventually be able to develop into such under your leadership. Culturally and technologically, it'd most likely start off as a decent, more unified, and far more progressive showing of Warhammer 40k's Imperium of Man, and eventually - over long decades if not centuries - have the potential to develop Clarketech or Culture-tier technology, with magicians on par with an average Primarch.

However, the double betrayal's a risky prospect - with no way to control you, and having already betrayed them, the Patrons won't eagerly cooperate. They'll likely ask Orden to revoke your Bestowal at minimum; depending on the extent or structurization, this could weaken the Hallowed effect as well. If worse comes to worst and the Hand's abrupt surge of terrorism causes the General to descend on an inhabited world, they'll likely do nothing short of having Orden use the Authority of Imposing Justice to employ official sanctions against you: in such a situation, you could well lose everything except your world (although you'd lose the Crown) and Expression.

Having the formal protection of another, more senior civilization is most likely the only thing that could safeguard you from this. But since the Alliance is composed of almost everyone that's not the Dominion, the Hand, or the Pit, that leaves you with one of those. Submitting yourself to the Lords and Ladies for protection is likely your best bet unless you're willing to come to the Hand to swear the Oath or embrace the Messiah. It's a fact worth keeping in mind that while your treachery's discovery is immediate, it'll be a year before you receive an Expression, let alone start anything resembling scaling with it; and Imposing Justice trumps most Expressions anyway, even the decently developed ones. (If it made an antimagic zone, not even the Traveler with the addition of Celestial Voyages could easily travel in or out of it; at most, skirt its edges.)

You'll most likely lose your Bestowal. Still, the build's absurdly potent if you can manage the consequences.
 
There is an established term for the sort of entity you're attempting to become - someone who's broken the cycle and remembers the whole of the past, illuminated in Daylight - and sadly it's incompatible with Expression. Only a single element of a First Aspect can intrude on the realm of phenomena at a time. Not that you'd need it, if you succeeded.
What is the name for that? Buddha? I noticed that the Ouroboros only mentions ten links, rather than the traditional twelve. Kabbalistic syncretism, or an in-universe secret?
Also, what other powers are incompatible with those two?
 
:: Grand Ordination CYOA ::
Favored Ouroboros
[O] Bestowal, Least [-1 Coin](Spent entirely on a heightened learning ability)
[O] A Choice [-7 Coin]
[O] Clarity, Lesser [-9 Coin]
[O] Sublime Fusion [-14 Coin]
[O] Secrets Worth Keeping [-2 Coin]

[O] Ring of Power [-25 Coin]
[O] Ten Fetters [-6 Coin]
[O] The Ishvara: Arrant Shadow [-1 Remittance]
[O] The Undying King: Deathless [-20 Coin]
[O] Drawback: Charitable Works [+20 Coin]


Merge the Ring and Ishvara to get more and more of the attention of the benign alien being. Eventually become an avatar of it. Probably pick Day for Tower. Or hold out for one that will help me master/embody the Ring more.
 
What happens if you have an Unprincipled Expression designed to be optimal against this? Would a fully mastered one be enough, or would you still be doomed?
Sure, having the correct Expression can aid your odds slightly. This is very much a Hunger attempting to reach High Cursebearer levels kind of scenario; even if you are amazing, your odds are long.

I am sick and don't have the patience for combing. Spoil me?
It's Arrant Incarnation; the Ishvara offers you a small shard of his.
 
It's Arrant Incarnation; the Ishvara offers you a small shard of his.
Ah. If Hand Over isn't actually Remittance-grade, and three uses of Friendly Thaumiel is, I can see that.
Unless that route is fundamentally degenerative, rather than growing as Expressions do?
Also, are the First Principles whose elements include Expression and Arrant Incarnation just a fancy name for souls, or what?
 
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