Calling out the moral and social dubiousness of 'age a valuable object into ashes' when you're comparing it to a spell that incentivizes (even if it doesn't strictly require) human sacrifice is an odd choice.
I don't think the incentive of the Revenant Rite in that regard is that strong, unless you're counting 'use the hearts of dead people who died for unrelated reasons' as human sacrifice; and in that case I'd call it morally and probably-socially fine- it's like how the Healing Rite gets fueled! Once you've got a couple of respawns from all this free real estate, the utility for more is marginal (the main remaining way to die is either the Rite getting negated or your urns getting destroyed. Even if you're a heavy risk taker, you probably won't die fast enough to have serious trouble ethically sourcing hearts.) and drastically outweighed by the negative practical consequences of 'murdering dozens of people and then hoping nobody hunts you down for the next week while you cast the Rite on a hundred hearts and urns' (consequences that mean being moral is also just safer).

Conversely, the proposed benefit of the inverted dissolving more or less scales linearly with how many important things you dissolve with it. I agree there'll be some unwanted important things to dissolve... but I don't know that there should be that many, unless the Dissolving Rite doesn't work on them in the first place. It's like the hearts- This is a world where there's plenty of magic systems plus gates, so the Rites aren't going to be the only one that makes 'important things' inherently useful, and anything really important is free real estate unless you can't use it for that; and unlike the Hearts, the number of important yet unwanted things being made all the time probably doesn't give plenty of excess.

So, I do seriously think this hypothetical inverse dissolving rite gives more incentives to be immoral than the Revenant Rite does.

(The Central Gate may have plenty of history, but- the Rites can already use it anyway, the definition of 'Ash' is fairly permissive for skilled Priests. I'll bet it's not the same quality of Ash as using... I dunno, the body of some mid-tier Ascendant... in overall significance.)
 
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I don't think the incentive of the Revenant Rite in that regard is that strong, unless you're counting 'use the hearts of dead people who died for unrelated reasons' as human sacrifice; and in that case I'd call it morally and probably-socially fine- it's like how the Healing Rite gets fueled! Once you've got a couple of respawns from all this free real estate, the utility for more is marginal (the main remaining way to die is either the Rite getting negated or your urns getting destroyed. Even if you're a heavy risk taker, you probably won't die fast enough to have serious trouble ethically sourcing hearts.) and drastically outweighed by the negative practical consequences of 'murdering dozens of people and then hoping nobody hunts you down for the next week while you cast the Rite on a hundred hearts and urns' (consequences that mean being moral is also just safer).

Conversely, the proposed benefit of the inverted dissolving more or less scales linearly with how many important things you dissolve with it. I agree there'll be some unwanted important things to dissolve... but I don't know that there should be that many, unless the Dissolving Rite doesn't work on them in the first place. It's like the hearts- This is a world where there's plenty of magic systems plus gates, so the Rites aren't going to be the only one that makes 'important things' inherently useful, and anything really important is free real estate unless you can't use it for that; and unlike the Hearts, the number of important yet unwanted things being made all the time probably doesn't give plenty of excess.

So, I do seriously think this hypothetical inverse dissolving rite gives more incentives to be immoral than the Revenant Rite does.

(The Central Gate may have plenty of history, but- the Rites can already use it anyway, the definition of 'Ash' is fairly permissive for skilled Priests. I'll bet it's not the same quality of Ash as using... I dunno, the body of some mid-tier Ascendant... in overall significance.)
Well, part of what I think might be relevant, about this particular conception of Inverted Dissolving anyway, is that it would improve the quality of the ashes generated. It's not just burning the object as it exists: it's sending it out to the furthermost ending of its history, to its absolute maximal extent, in the same way that the true Dissolving sends it back to the very beginning. Even objects that aren't especially important right now could garner significant ashes under this model.
 
At the Heart of Creation, Your Tale Begins

A quirk of fate? An outer being's machinations? Some bizzare occurrence unexplainable by current laws of reality? The death throes of a pre primordial spirit?

Does it really matter why you're being given the opportunity to decide who, where, why and what you are in this still beating corpse's core?

It does? Well, that's rather unfortunate as there's no convenient being to explain it for you, no neat and handy bursts of light to gain more information from than expected, no ROB. Just what's happening and what comes to you.

No matter where you begin, a free Alteration of your form within human bounds is granted, and a rather more unique option is given. Choose Your Name.

Done? Perfect. Begin then, take 20 Points of Possibility

Background/Location


[ ] Mystic Eye Detective Agency (America, West Coast)

Founded in the late eighties by its most mysterious and for a long time only member Shimmer, the Mystic Eye Detective Agency finds its place in the modern day as the place to go if you find yourself needing solutions to mysteries and issues of a more magical nature. Got a ghost issue in your locale?Need to find out what's the issue with this glowing item you found? Want the best eyes in the world to look in on your case?

Whatever the need, come down to the arcano-noir themed offices where everything is black, white, shades of gray and on a rare day, a flash of violet out of the corner of your eye.

You find yourself having recently been hired as a new worker here, with the role you're hired for and its circumstances decided by various other choices. You have 12 additional points to spend on Runes, Mentor, Natural Synergy and Extensive Backstory. Optionally you may take four free Novice Runes.

[ ] Long South Event (Time Loop, Texas)

Within the aptly named town of Long South the same day has been on repeat for a long, long time. The exact same day, the 24th of August 1692 has been going over and over, every evening when the clock strikes twelve. No matter what happened during the day, all people, places and events within a 33 mile radius reverse over the course of a minute back to the exact state they were the previous day.

Understandably this has made the place rather exploited… or it would if people still within the town when the clock strikes weren't added to the loop. A new resident acting through "their" day of the 24th as if they'd always lived there. Don't get stuck friend.

Choosing this option has you entering a tavern in the centre of town, various other choices deciding why you'd have been here. You have 8 additional points to spend on Fated, Narrative Recognition, Control or Function Upgrade. Power Dependency is always a +3 as long as the Dependency is themed around a revolver.

[ ] Bertropolis News Tower (America, East Coast)

The who's who of superheroic news, found in the city of the same name, BNN has been stalwart for decades on giving every listener, reader and viewer nothing but the absolute truth, no matter what! From filming the first Sergeant Slayer storming the beaches in person to being there for every Kaiju attack to putting themself at the forefront of a hero's first showing…

There's no danger a true reporter won't brave to make sure the world gets their story and gets it on the front page or live to their phones all in the best definition money can buy.

You'll find yourself in the lobby, reading one of their newspapers with a delightful headline while waiting for a meeting. Interview? Hiring? Ransom? All decided as previously by your choices. You have 5 Additional Points to spend on Networking, Secret Identity, Extensive Backstory and Willpower.

[ ] The Royal Breakways (Europe, uncertain)

It wasn't until the last century that magic and magic user's unveiled themselves to the world publicly, thus, it only makes sense that this community of beings had some way of moving unseen, living unheard and generally being without notice. Welcome to what remains of said spaces, millenia of civilization broken over the knee of a mad warrior in pursuit of a worthy battle and revenge decades ago.

Now all that remains are the hardiest of subspaces cut out and jammed together by half relevant magical beings, the occasional mad scientist or a Super trying to get an especially hidden secret lair.

You find yourself within one of the more stable passages, once a Fae King's Court, now a black market stretched across the remnants of his glade. Your specific circumstances only mildly change that you are here running from something, but they do decide what. You have 8 Additional Points to spend on Generate Unnatural Phenomena, Conceptual Connotations, Storage and Esoteric Spiritual. Also you may take a free purchase of Inhuman Biology.

[ ] Rhodes Assault (France)

Less a proper starting location, more a beginning event. Screams surround you, buildings crumble, no matter where you step the ground shakes as if God decided to shake the world like a snow globe of ash and rubble as a shadow covers you. Looking up, all that is within your vision, the size of mountains and the solidity to match even beyond its Abyssal stone body, a weight is set upon the world around and upon you as if Atlas had ceased lifting the sky for but a moment as you gaze at the truly gargantuan statue.

The Colossus, Rhodes is attacking. The world will answer, as it always does, with heroic hearts fighting an oncoming doom, how much that brings comfort as the Eiffel Tower is unceremoniously lifted in one hand is up to you.

You are here, potentially an unfortunate person who lived in Paris before his arrival, perhaps you came with the hope of saving lives, maybe you're even a villain who wanted to take advantage, never having seen Rhodes truly before. Now you can have only one goal. Survive. You have 10 Additional Points to spend on Generate Phenomena(Natural and Unnatural), Control, Function Upgrade or a Fate(Hero or Villain). Plus Ultra is discounted to 3 Points.

[ ] Giga Dome (Pacific Ocean)

Welcome to prison! Super Prison that is. The most secure location in the world (and paradoxically the most escaped) resides miles beneath the ocean, a series of domes constructed with the assistance and research of the retired and deceased Hero Giga. Every single dome, despite being barely the size of a football stadium externally, due to a massive amount of spacial workings, contains the approximate space of the country of Australia.

Within these massive areas individual and personalised cells and restraints and containment zones are created for the worst of the worst to serve their sentences and be rehabilitated or to rot out the rest of their hopefully numbered days.

Dependent on choice you may fill one of two roles at this location… guard or prisoner. You have 6 Additional Points to spend on Conceptual Connotations or Esoteric Spiritual. You are granted Networking non-optionally for free and may take Narrative Recognition for 1 Point instead of its normal cost.

Power Components

[ ] Storage: General (2) | Power Specific (1)
As one of the components of your power you gain access to a space which you can store items within. At a baseline you can store up to fifty times either your body weight or however much you can lift within. You may purchase the general for an Inventory type power or Power Specific purely to store material relevant to your actual abilities.

[ ] Movement Oriented (4)
An extremely generalised subpower. While getting enhanced movement with another ability is generally considered extremely simple and in fact a thought exercise more than anything, acquiring it here makes it less a forced act and an inbuilt function instead.

Manifestations include flying via blasting yourself iron man style, submerging yourself in material you create, entering your storage space and emerging from it at speed or at a nearby point, teleportation runes efc. These are of course not exhaustive.

[ ] Generate Natural Phenomena (2)
Simple creation of a natural component of the world, ranges from fire to metals to wood to gravity waves. As long as it is a natural phenomena that isn't supernatural it is valid for this power, however you may only pick one unless you purchase this multiple times at which point what you generate will be a decently well favoured combination of the chosen phenomena.

At a baseline you will be capable of producing with the destructive potential of destroying a double decker bus in one "blast" with further purchases increasing by this imperfect metric.

[ ] Generate Unnatural Phenomena (6)
Creating non-naturally occurring matter in some form, or exotic examples of natural materials. Examples include full and functioning machinery, metals that absorb energy, lights that cause anomalous effects upon impact, waves of energy that do bizarre things. This power may only be purchased once on account of its customization.

You can generate at a baseline similar quantities as the Natural variant of this power with additional purchases of Natural also increasing the output of this as long as they are thematically relevant. Ice or shadow for your sense stealing Abyssal waters for a random example.

[ ] Control (3)
A simple sub power, easily explained as adding "kinesis" to whatever you're actually doing. Do you generate beams of light? Bend that light now, fire and make it turn at angles, emanate it from different parts of your body etc. Purchase separately for each individual thing you'd like to add to your Control if you have multiple relevant possibilities.

[ ] Esoteric Spiritual (5)
Put simply, by some mechanism your power actually effects the spiritual makeup of either yourself or others. Typically a modifier of another power, this changes the breadth and depth of an ability. Your beam that diminishes minds may genuinely weaken powers or your instant death touch may actually delete souls from circulation rather than simply kill a body. Whatever the exact nature, your power has tangibly more meaning and weight behind its impact.

[ ] Biology Manipulation: Self (2) | Other (4) | Untethered (6)
Pick one of the three modes of this power to acquire, deciding whether your biokinesis is as can be intuited limited to yourself, beings other than yourself or whether it is both. Once past that decision is what is granted to you. A swiftly transformative and with difficulty and study mentally understandable method of Morphing living material.

Warping a tree into new shapes coming with vast ease, changing your body to attain superhuman physiology even in power dampened areas taking great care and experimentation to ensure your or others survivability, creating and curing plagues as you begin to intuit the biomes contained in micro. Your life, your care and your learning are your limits, so get to studying.

[ ] Deconstructive Runes: Novice (1) | Expert (3) | Master (8)
Gain understanding of a single word up to a level as decided by your purchase. From here onwards by expending spiritual stamina you can write the symbol associated with said word down and destroy it to varying degrees. Examples will be given for each level for a relatively simple word, Air.

Novice would be at the level where you can make it harder to breathe, change its temperature by removing the heat or cold from it or make noises flowing through it more quiet, cantrip level effects essentially.

Expert is at the point where you can destroy airflow in such a way that you can shield from an anti material rifle with a wall of Un-Air before you, remove your presence from the air to achieve invisibility effects or completely destroy the air to cause a vacuum collapse.

Mastery is the point where you can achieve all previous tiers of effect, arbitrarily destroy the meaning of Air and in fact remove the concept of Air permanently from a space such that it would take decades to fix the zone of an utter lack of one of the concepts allowing life.

[ ] Unbound Runes (2)
A sub Power of Runes by title however it is not required to have Runes to purchase it. The intended effect when you purchase this for your Runes is that you no longer need to carve or write them into materials and can instead write upon the air with your intent, allowing for a vast versatility increase while removing many downsides.

However should you purchase this without the intended pre power it functions as an add on to another power allowing for a similar ability, generating matter from around you like Gilgamesh firing from his gate, "touch" others for biokinetic means from a distance, store things by sight, etc. A range/versatility booster in essence.

[ ] Alchemical Expertise (4)
Rather than pouring your spiritual stamina into purified Destruction with Runes, stuff it down into this methodology, developed by some of the trapped residents of the Royal Breakways during the immediate aftermath of their shattering. The essential mechanics of it is that you channel your spirit into cutting away the impurities in ingredients and materials, breaking them down to the meaning of the item that you desire so that it holds more weight of that concept within the now emptied space.

Initially used solely to cut away things that were unneeded like flavour and consistency so that longevity and nutrients would be kept, since users escaped they have begun to use it in a rather more unique way. Cutting materials down to their meanings and consuming them to grow conceptual meaning in themselves. A root that genuinely has life extending properties when consumed, fluids that grant enhanced mentalities, drugs that truly build your body, that sort of thing.

And you now hold a talent for the art of cutting consumables down to fewer meanings for your own benefit. Be aware that temporary buffs of moderate strength with extremely minor permanent boons are the norm, and even those permanent may be ruined by terrible mixing within yourself as your foundation is placed out of line. Power is a journey discovered with time, not over reach after all.

[ ] Inhuman Biology (4)
Myth and Legend are not just tale, but history for those who know how to look. Not all or even most were exactly as told, but enough were close to their tellings that going for the form of a creature told of in legend is not an impossibility. This isn't at the level of becoming a beast in full, even with additions to enhance it, but becoming for example a half hydra or a partial wendigo or a spiritual successor to a feathered serpent is expectantly possible.

You are allowed multiple purchases but as a warning, mixing too many can have adverse results if you have a desire to live as mythological weaknesses and incompatibilities do come along. The Holy flame of an angel residing within the heart of a vampire is quite a sight to see for the second you live before eruption after all.

[ ] State Change: Permanent (6) | Temporary (3)
A catch all for effects of a transmutative nature as well as those that change how an object or being interacts with the world. Alchemy of the fullmetal kind falls under this category obviously however so too does intangibility or a brute type ability or even becoming another element (If taken in this way with Generate Phenomena you are required to become what you chose in that purchase). Purchase separately for each change as with other such versatile options.

[ ] Conceptual Connotations (10)
This is not a power in itself, but an addition that overlays, improves and alters all others and your life in general. Pick a single word, a single Concept. Every other purchase you've made in this section and many in others will be invariably shifted through the lens of your Concept with all the upsides and downsides as expected.

You wish to embody Death? Expect unprecedented increases in your talents to deal it, your attacks striking at more lethal angles, your impact on the world a note more final and for moments where you draw closer to death to give you more power than should ever be precedented.

Also expect for a life half lived, heart racing joy merely a slight enjoyment, loved ones passing on sooner than they aught or something as simple as your phone running out of battery faster.

Additional Benefits

[ ] Function Upgrade (3)
A simple upgrade to one function of a Power or sub-power purchased in the above section. Perhaps you wish your flight to accelerate faster, maybe you'd rather have your fire at 10'000 degrees rather than 1000 or you might want your storage space to release objects stored at a vastly greater speed.

Up to 10× increase to any one portion of a purchase is available on purchase, you can get this as many times as you'd like for each separate function of an ability, synergy of course is possible to prove a vastly greater end result. Accelerating 10× faster and having 10× less drag from mundane physics slowing you down for example.

[ ] Extensive Backstory (1)
When you're dropped in you'd regularly start with a loose story in the back of your head detailing your life prior to said moment, however now rather than the two page filled with comic panels you would have you're gifted with far more detail, friends, family, how you acquired everything you have, schooling, papers and memories for it all.

[ ] Starting Capital (2)
You begin with a bank account that houses 1.6 Million American Dollars worth of your Starting Location's choice of currency, a camper van designed in your choice of colour and style with a two person bed, a mini kitchen and a toilet system. You can take this twice to get double the amount of money… and double the amount of camper vans.

If you choose the Giga Dome these will be waiting for you upon your escape rather than stored in the evidence and apparel department.

[ ] Fated: Hero (3) | Villain (3)
Some people will tell you there's no such thing as fate, and that we all make our own way in the world… those people are precisely half right. "Fate" as you know it isn't true, an absolute determining path for everything isn't at all what there is. Fate instead could be not inaccurately described as patterns that the universe seems to frequent or enjoy, empowering those who act in accordance with their role in said patterns to varying degrees.

For the purposes of this purchase you may buy yourself into the role of either The Hero or The Villain, with Fate helping you along a little heavier than others when you act as a hero or villain should. You may only acquire one however.

[ ] Narrative Recognition (2)
Even for those not as blessed by Fate, the patterns in the world are recognisable by those with a keen enough eye. Acquire such an eye here, your own taking on a minor violet tint at the very edges as you begin to recognise these patterns with the ease of an expert, able to ride along the weaves and shakes for a vastly easier path.

After all, isn't it easier to win a battle if you know what your enemy is likely to do as weighted by destiny or to know you emphatically should not befriend this fellow who has all the tellings of a tragic backstory you are likely to become a core portion of?

[ ] Mentor (1-6, purchase price effects relative tier of Mentor)
As simply put as can be, dependant on your location acquire a figure of notable reputation and ability who will be for one reason or another dedicated towards helping you, could be as simple as an office mate who's been there for fifty years and wants to show you the ropes or it could be a hero willing to take a killing blow so you don't perish while spouting a one liner bit of advice.

[ ] Networking (1)
At some point in this life you will have acquired membership within an extralegal international organisation and left it on more than amicable terms. Perhaps you acted as a realtor for Barry's Bases selling hideouts to superheroes, maybe you're a former criminal hired by the Goonion, perhaps you were a noted community figure in one of the many smaller paths in the Breakway.

Whichever way, you are no longer a member but you still have the old contact methods and know some people who would still do you a favour every now and again.

[ ] Combat Talent (3)
Rather simply put, you are a prodigy of the violent arts, always have been, always will be. You'll find making use of your capabilities to violent ends invariably easier than non-combative ones. This doesn't diminish your learning of non violent arts whatsoever I will note , merely lifts up those done with or through the lense of violence. Want to learn Calligraphy? Learn it at fencing point!

[ ] Will Power (4)
Many will tell you that you simply have to buck up, get your head on straight and try harder. Many are idiots who do not realise how hard it is for some people simply to wake up in the morning, open their eyes and stand up. You no longer and never will have this issue, your ability to push yourself towards a task unstoppable by all but the most potent of supernatural forces acting in directed opposition of you and even then you'll still be able to at least try and push your will forth to some degree.

[ ] Plus Ultra (7)
Practicing with your abilities, skills and knowledge is the slow, steady and reliable method to power… but no legend becomes great without great labours. Like the greats who came before, when the world is at your throat, when the sky breaks your crown and when fate decrees today you lose… look them in the eye and say NO.

Grow as Crimson Obsidian is meant to, in opposition to that which would push you down, rise to greater heights than ever imaginable at speeds unseen.

You can control tinfoil and your foe wields a Blast with assured death on impact? Make your Element more exotic by sheer powering through the moment you should die, reflect that blast back and look upon your defeated foe, and turn your back on them to the future.

[ ] Advantageous Opposition (4)
The unstoppable force and the immovable object. What happens when they impact? Well now the result of such an impact is more favoured in your direction. You wield Shadow against a being of Light? Odds are good you'll turn off the lights before they beat back the dark. This advantage is however only relevant in truly opposite forces. Fire and Ice rather than Fire and Metal.

[ ] Natural Synergy (3)
This is a more meta option. Simply put all of your options no matter how disparate or how little sense they make will now gel together far more neatly. All your powers being fragments of one core ability, your backstory benefits, networking and mentor all being nearly intertwined. A simple quality booster.

[ ] Secret Identity (2)
At the end of the day, not everybody wants to be known all the time, so here's a little help with that. When you take off the proverbial mask, whether it be a full suit of armour or a pair of sunglasses or even a fake moustache an anti-memetic effect will help you along vastly so you can actually settle down outside of your more public persona. Be aware this isn't completely perfect, merely a large helping along.

Drawbacks

[ ] Striker (+2 Per limitation)
Can be taken multiple times, simply put this is the near inverse of Unbound Runes. Rather than an increase in range and versatility, now the power you purchase this for will have a harsh reduction in those areas.

Being able to store via tapping changed to needing a full grab and pick up, Runes needing full phrases written out per working, generated elements only being possible from your hands or if you own multiple linked to specific limbs rather than combined, etc.

[ ] Power Dependency (+1-4 depending on inconvenience.)
When using your power you will require some relevant material, emotion or condition to trigger. Examples include needing wood to grow a forest out of, needing to have tasted an example of biology to morph into it, only being able to use your power during the day time or perhaps pushing items you wish to store into a specific type of surface.

[ ] Unfortunate Origin Story (+1)
Your backstory as it is written, before taking this drawback will generally be favourable to you to a degree, a college degree would have you in the upper portion of classes with a decent social life for example or an encounter with a hero when you were younger could be that you were saved by them.

This will flip that the other way around. That degree was barely skated by, you missed and were late for most classes and you never really made any meaningful connections or a rumour about you there spread a little harder, perhaps that encounter with a hero was them arresting you. A rather broad drawback, but it is simply just to make your background worse in general.

[ ] Mentor Death (+4)
The classic Uncle Ben… you're going to experience it. Somebody you know and look up to and have a good relationship with is absolutely undeniably guaranteed to die in a way unpreventable to you. It will not be a nice death, a peaceful one nor is it even guaranteed to be a fulfilling one.

It's simply death. Cold, hard and set in stone. The only guarantee you truly have aside from it's occurrence within at absolute maximum the next two years is that you will see it and they will linger in your mind far longer than memory would allow.

[ ] Unstable (+6)
Mark a single one of your powers with this, from now on that ability is permanently harder to control to a massive degree, perhaps getting too angry will have you set your or others flesh unconsciously writhing, maybe there's a little voice in the back of your head constantly pushing you to use it more and in worse ways, or maybe you simply don't have the ability to consciously measure how much you're actually using of your immense strength.

Whichever result, that power is massively less safe for both yourself and others and will be much harder to train to even what would have been a baseline level of sure use.

[ ] Fated Downfall (+3)
Somehow in some way, you have found yourself unfortunately bound within the unfortunate dead dreaming pattern of your own defeat. That isn't to say that you will assuredly lose or even lose every battle, merely that when the cards are down, when it's most vital that you must win, the world will abandon your side, friends turn away and your foes will feel a heartbeat in tune with their own, pushing them to tear you down with greater ease.

[ ] Royal Decree (+5, Breakways required)
Within the Royal Breakways there existed once a vault, within which was stored every stolen Name, Meaning and Destiny the old king could get his hands on. I say once as the true structure was rent asunder decades ago at the first Slayers fists for daring to try and take his true name.

However, you find yourself with a similar issue to that old Saint of Violence, your Name is stolen, alongside a large chunk of your memories of both this world and the last. Somewhere along the fractured halls between the broken ways of elden mages your name rests within a false copy of said vault. Find who you were my friend, lest somebody open the doors first and hold power over the very idea of who you are.

[ ] Destroyed Sense (+3 Per sense)
Pick a sense, one of the ones you actually have that is. Lose it. Lose it in such a way that you'd need the greatest minds of this Earth to gain it back, Masters of Runes needing to put months of effort into you regaining it. You can of course take this for as many senses as you have.

[ ] Rewind Plotline (+4)
Time Travel is… a fucking mess. An utter fuckup of incomprehensible poor choices to ever exist, and rather unfortunately you will find yourself locked into a time travel plot at some point within the next three months, the "Hero" Rewind unceremoniously taking you along on an "adventure" into the past, the future and an alternate timeline.

None of these will be fun, happy go lucky Doctor Who "look at the timey wimey" stories, you will be battling just to make sure you and those you care for even still exist at the end… at least you'll get to see how things could have gone and be home in time for dinner.

[ ] Slayer Enmity: Coinflip (+5) | Tails Guaranteed (+15)
The title of Sergeant Slayer was only ever earned by the First. For one reason or another however, the four after him believe without a shadow of a doubt that defeating you will give them the full right to that name and legend and will be coming after you one after another in a countdown.

The Fifth approaches with strategy, allies and light that guarantees the death of all it touches. The Fourth plots from afar with wealth beyond counting, eyes in every corner and knives in every shadow. The Third comes from the backside of the world, broken ways yielding to a new master with preternatural ease and the old runes mastered. The Second greets you as a friend, as a lover, as a kindred spirit you will not help but find solace in until his blade pierces your heart.

Upon their defeat, in a home where every wall is a lie, every face a mask and every tale untrue, a coin will flip.

Heads and an old soul stares into the distance, unremembering, strength to render universes asunder barely known as he feebly opens a pudding cup.

Tails… and a light returns to those eyes, a spine to hold the very Concept of Perfection straightens and a fist clenches, knowing. Knowing that you have challenged the Slayer. And the First has never backed down from a thrown gauntlet.

[ ] Lunar Quakes (+6)
An anomaly occurs, a hazard included in the world that shouldn't exist yet, its source uncertain as the intended cause is alive, well and certainly unrestrained. How, why and who are questions that most certainly must be asked, discovered and hopefully solved for the good of the world as the "What" is causing quite the issue.

Put in the simplest possible terms, a new worldwide phenomena is taking place and will continue to take place indefinitely unless stopped. At random Gravity in areas is finding itself either dramatically enhanced, weakened, flipped or some combination of the three.

Luckily the strength of these changes correlates to the size of the zone its occurring within, unfortunately however these zones have no visual indicator aside from items within them being effected. Harmless fun when everything is mildly more floaty over the area of a block, horrifically scarring when a child walks past a stop sign and is wrenched into a red smear digging rivers into the pavement.

[ ] Palpitations.(+8)
Worldwide every individual with a power is subject to one portion of their ability immediately acquiring the Unstable drawback alongside that same function gaining a Function Upgrade solely targeted for increasing power. An admittedly simple drawback, although devastating in impact when one considers it properly for more than a single second.

Improbably Possible (DLC)

No option here may be affected by Function Upgrade whatsoever.

Questionable
[ ] Out Of Legend (8)
Within each and every legend, across every age in history, from all cultures and civilisations mankind has told stories. Stories of brave heroes, courageous souls, conquering villains and cowardly foes. But most importantly…

They tell of cool fucking artifacts. Much like a certain golden haired King of Heroes you are granted access to a resplendent summonable key, when turned in the air what emerges from the unlocked space is a copy of one of these many items, ready to be wielded by your will.

Want to strike a foe down with Excalibur? Simply pull the sword, no stone needed. Friend bleeding out in your arms? Take a good old sip of some of Baba's brews. Lost and need to sleep in the woods? Take out the full Hanging Gardens!

Only one thing at a time though, sorry friend. You have a single key, not the full keyring.

Lealope
[ ] Knight of Rebellion (8)
King Arthur, a figure of immense might, as well a figure supported by more magical supporting structures than anybody would ever tell you, and his legend already expounds on enough of them. It stands to reason then that the Knight who would slay him had a way around such massive odds, does it not?

Granted unto you is a direct replica of Mordred's own gift, inscribed upon your soul, self fueling forevermore is a single Rune of Destruction, its word being "Magic."

No spell will ever touch your skin, no cantrip ever ruffle your clothes, no effect conjured by the witch, the warlock, the Unnatural shall be allowed existence within your reach.

Of such purity is this gift that even Powers not dependent on Magical means are weakened in your presence, with the mightiest amongst their number holding up a mere half of their weight. Only those who can go even further beyond can truly rate.

Birdsie
[ ] The Horseman (8)
Conquest, War, Famine, Death. Four horses. Four concepts. And yet this tale features but a single Rider. An ordinarily impossible occurrence exists in you, for a justification idiotic to the extreme but as solid as the laws of Order themself. Ordinarily as seen with Conceptual Connotations a being can only hold one true meaning at their core… however you are not simply one. And the concept you hold is not so simple.

Within you rests four horses, ever moving, ever eager to wreak havoc, with each connected to their apocalyptic concept. Every hour on the hour you may cycle from one to the next in the order as presented above, looping from Death to Conquest on the fifth hour.

While mantling a specific rider alongside being under the Conceptual Connotation of it you may also Summon an armament decided on purchase with a thematic ability tied to the Concept and of course, the beast themself.

What is a Horseman without a horse after all?

Orm Embarion
[ ] Wing of Freedom (8)
Born anew into this world, one of the rare few granted a younger self to begin you are afforded this Boon for a single and potent reason. Upon your back rests the wing of a long fallen angel.

Not of the stories, not some devil punished for their hubris, not a watcher who wished to know more than was their due, no. You are granted as a gift this indestructible weightless limb of reified Light by the one and only Angel to ever truly look upon the world, look upon their grand design and with not an ounce of sin, a mite of ill intent or a fraction of a frown, harden their will and make a promise that would go utterly unbroken, through a thousand permeations of the world with countless details shifted, her mission lies unchanged.

Freedom For All.

And for this she tore every wing but one from her spine and allowed them to rain upon the mortals of the world, so that free will might truly have a place.

With its placement on your spine you are afforded flight unconstrained by any law, sight beyond any barrier and the Concept of Freedom in your spirit, boosted tenfold in it's effects alongside yourself across all functions.

May the word of God fly free for once in a world that will not contain him.

Zar
[ ] Armoured Avenger (8)
A suit of armour around the world is… a touch dramatic. Thankfully for the Stark in idea all we have to do is a suit of armour around yourself.

Beneath your skin, within your spirit green lines of circuitry are laid out, uncountable in number down innumerable pathways with various dots along these lines leading to paths wholly divorced by them and yet, you are fully cognizant of what every single dot here means

They are paths and points of progression, at the very core the component unlocked immediately and without issue is The Armour.

Begin with a single suit of Mark 2 equivalent iron man armour in a black tone with neon green detail work that can be summoned at any point around yourself as well as the prerequisite knowledge to fully repair it should it be damaged.

As well, when you accomplish feats of importance, you will accrue an ever growing charge within your spirit, energy that can be pushed down those circuits within yourself to upgrade your armour down lines of development, your understanding of the upgrades rising to meet what you have bought alongside.

Let them all see what you can become.
 
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[ ] Out Of Legend (8)
Within each and every legend, across every age in history, from all cultures and civilisations mankind has told stories. Stories of brave heroes, courageous souls, conquering villains and cowardly foes. But most importantly…

They tell of cool fucking artifacts. Much like a certain golden haired King of Heroes you are granted access to a resplendent summonable key, when turned in the air what emerges from the unlocked space is a copy of one of these many items, ready to be wielded by your will.

Want to strike a foe down with Excalibur? Simply pull the sword, no stone needed. Friend bleeding out in your arms? Take a good old sip of some of Baba's brews. Lost and need to sleep in the woods? Take out the full Hanging Gardens!

Only one thing at a time though, sorry friend. You have a single key, not the full keyring.

Man, that's such a cool special option just for me...kinda does take all the fun if I just have infinite options though. Like, wouldn't it make more interesting if I had to go get them?

...
Insertion:
[ ] Rhodes Assault (France) +30

Power Components:
[ ] Out Of Legend (8)
[ ] Movement Oriented (4) - On OUL
[ ] Esoteric Spiritual (5) - On OUL
[ ] Conceptual Connotations (10) - On OUL, the Concept Word is Werkzeugnutzung (Fuck you and your one word limitation asshole)

Additional Benefits:
[ ] Function Upgrade x3 (3) - MV, ES, CC
[ ] Combat Talent (3)
[ ] Will Power (4)
[ ] Plus Ultra (3)
[ ] Natural Synergy (3)

Drawbacks
[ ] Striker x1 (+2) - OUL
Limitation: You start out with no artifacts, you need to add them.
[ ] Power Dependency (+4 depending on inconvenience.)
Dependancy: You will enter a coma that cannot be prevented without the key in contact with your skin.
[ ] Fated Downfall (+3)
[ ] Destroyed Sense (+3 Per sense) - Touch
(I know I have one free point, take it and fuck yourself Order, you massive cuck.)


Im sure you could already tell the idea of this build.

Why would I take away my own fun of gathering all these cool artifacts, instead I will find and as the germans say Werkzeugnutzung better than their original users if they do not want to give them to me.

You may ask, "Questionable, how can you spin their block Werkzeugnutzung-ing if you don't have an artifact to do so?". But my dear reader, I already have a Werkzeug to Nutzung for my purposes.

That's right, I am going to beat them to death with the key and take their shit.
 
Done? Perfect. Begin then, take 20 Points of Possibility
Attack on Titan

Location: Rhodes Assault +20, +10 (Limited)
Power Components: Storage (General) -2, Generate Natural Phenomena x2 (Flesh & Bone) -4, Esoteric Spiritual (Biology Manipulation) -5, Biology Manipulation (Untethered) -6, Inhuman Biology (Seraphic) -4, Deconstructive Runes (Evolve, Novice) -1
Additional Benefits: Function Upgrade x2 (Biomantic speed & intuition) -6, Willpower -4, Plus Ultra -73, Natural Synergy -3
Drawbacks: Striker (Runes require phrases) +2, Unfortunate Origin Story +1, Rewind Plotline +4, Destroyed Sense (Smell) +3, Unstable (Deconstructive Runes) +6
DLC: Wing of Freedom -8

How can one who bears the Wings of Freedom fail to live up his namesake? Rhodes may be mighty, but mankind's resolve is stronger. When I hear the screams and see the devastation of Paris, that willpower will be tested - but that's why I purchased the associated option. My initial strategy will be determined by whether my monstrously boosted biology manipulation can affect the Abyssal stone of his body at all. If yes, search for vulnerabilities. If not, fly free as swiftly as possible. Assisting heroes is a bonus objective, but I elected neither heroism nor villainy, and am agnostic to fate's constraints.

Regarding the biomancy, let's go through all the synergies. Storage is both convenient and allows me to stockpile the flesh and bone created by GNP, which can (hopefully) be altered by untethered biology manipulation. With angelic physiology, I intend to replicate the Wing of Freedom via until I can construct my own Seraphic Countenance; Esoteric Spiritual is taken to enable that. It'll require study, of course... or perhaps I can kick reason to the curb with Plus Ultra when the stakes are high enough.

Two Function Upgrades on biomancy spend the rest of the 'free' points acquired from parachuting into hell. Natural Synergy is the glue that holds all this insanity together and makes GNP useful. In the long run, I aim to create armies of artificial angels out of worthy individuals who are willing to fight for freedom. My Name is and will remain a secret.

Drawback-wise, Runes are the punching bag of this build. Evolve is taken at novice level solely to be targeted by Striker and Unstable. The former even constrains the latter, ensuring I don't accidentally mutate anyone. Unfortunate Origin Story needs no explanation and losing smell is a small price to pay.

Also, in three months I'll be kidnapped by a time-traveler. I'd say that's a problem for future me, but honestly the entire timeline's going to feel it. Maybe the Concept of Freedom will aid in escaping the loop? Otherwise I'll have to grit my teeth and bear it. While tucking useful treasures in storage for future use, of course. Attack on Titan doesn't shy away from short-term pain for long-term potential.
 
At the Heart of Creation, Your Tale Begins

Cultivation of Mass
Background and related Picks: + 18
- [X] The Royal Breakways (Europe, uncertain)
- [X] Conceptual Connotations: Ascension (2)
- [X] Inhuman Biology: Azure Tiger

Power Components: -17
- [X] Storage: General (2)
- [X] Untethered (6)
- [X] Esoteric Spiritual (5)
- [X] Alchemical Expertise (4)

Additional Benefits: - 21
- [X] Starting Capital (2)
- [X] Narrative Recognition (2)
- [X] Combat Talent (3)
- [X] Will Power (4)
- [X] Plus Ultra (7)
- [X] Natural Synergy (3)

Drawbacks: + 20
- [X] Royal Decree (+5, Breakways required)
- [X] Slayer Enmity: Tails Guaranteed (+15)

Create Pills, Consume Pills, Purge Impurities, Restart Loop
 
Personal Build Mystery Incarnate

[X] Mystic Eye Detective Agency (America, West Coast)
[X] Deconstructive Runes Master (8)
[X] Unbound Runes (2)
[X] Natural Synergy (3)
[X] Esoteric Spiritual (5)
[X] Inhuman Biology (4)
[X] Conceptual Connotations (10)
[X] Natural Synergy (3)
[X] Plus Ultra (7)
[X] Rewind Plotline (+4)
[X] Destroyed Sense (+3 Per sense)

Basically the premise is that the character's entire build is centered around the Mystery concept. He was an occultist that delved to deep and gained to deep of an understanding of the Mystery Rune which led to him becoming a Conceptual entity tied to the concept with even his body being effected by the concept.
 
Name: Adam

[O] Rhodes Assault (France)

[O] Storage: Power Specific (1) - Can only store Essential Spirit.
[O] Generate Unnatural Phenomena (6) - Creates Essential Spirit, a vibrant crimson liquid, like freshly oxygenated blood, which embodies spiritual fortitude. It reinforces and bolsters the spirit of anything that it is infused into, serving as food and fuel for the spirit. Once integrated into the body, it can even be used as a direct substitute for spiritual stamina.
[O] Control (3) - Essential Spirit
[O] Esoteric Spiritual (5) - Modifies Generate Unnatural Phenomena, allowing it create a spiritually active substance.
[O] Alchemical Expertise (4)
[O] Inhuman Biology (4) - Golem Biology: providing a homogeneous, clay-like flesh that, while not immune to injury, can be repaired more easily than an ordinary human's body and obviates the need for internal organs aside from the brain, lungs, cardiovascular system, and gastrointestinal tract.
[O] Conceptual Connotations (10) - Concept: Meaning

[O] Function Upgrade (3) - Expands Storage volume by a factor of 10.
[O] Will Power (4)
[O] Plus Ultra (7) (3)
[O] Natural Synergy (3)

[O] Striker (+2) - Storage can only deposit into my body or onto the surface of my skin.
[O] Striker (+2) - Generate Unnatural Phenomena can only create Essential Spirit directly into Storage.
[O] Striker (+2) - Control can only control Essential Spirit which is inside of or in direct contact with my body.
[O] Power Dependency (+1) - Alchemical Expertise can only be fueled with Essential Spirit, not with ordinary spiritual stamina.
[O] Unstable (+6) - Generate Unnatural Phenomena's output of Essential Spirit cannot be precisely controlled, only turned off, turned on, or pushed to its maximum. When experiencing 'hotter' emotions like arousal or anger, my ability to control the rate of generation is slackened further, with it becoming difficult to not generate the maximum continuously. 'Overfilling' my Storage with Essential Spirit will cause it spontaneously spill into, and then out of, my body.
[O] Destroyed Sense (+3) - Destroyed taste.

Priority #1 is survival, which in this case mostly just means getting the fuck out of here. Golem Biology will hopefully make it a bit more feasible, I'll be less vulnerable to breaking my leg or whatever. I'll be doing my best to turn my environment towards my ends with Alchemy, and to help other people while I'm here, but unless my Connotations are stronger than I think, I'll be needing Plus Ultra just get out alive. If things turn out to be easier than I thought, though, I'll head back into the danger zone to continue helping people escape. I'll also be sharing my Essential Spirit freely, if anybody's struggling spiritually or has powers or equipment that can use it.
 
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To Refuse New
[X] The Seed of Discipline
-[X] Refuse
-[X] The Dissolving Rite
-[X] Live in Comfort
-[X] Buy high-quality ashes on the condition that Hermes use them for the Healing Rite


---

To Refuse

It seemed so surreal, like watching reality rot into a nightmare.

Azriel's master, the Elder Priest, was making an offering. His death as a payment to create a magical key that'd open the forbidden Gate.

This shouldn't have been a difficult dilemma, certainly not so hard as to cause even a second's hesitation; a hypothetical scenario with an obvious solution. Grandfather's life wasn't - obviously wasn't - worth entry into a Gate, even if that Gate had Boons without number. This shouldn't even count as calculus, it was so clear, so self-evident.

And yet.

And yet.

Azriel felt as though an invisible shoulder-devil were infecting the normally well-structured wheel of his mind, an infernal urge tinting each thought, greasing the wheel's rotation with slick blood. As if a shadow-beast had come out of its lair to declare its dark decision to the entire kingdom of his soul.

What mattered one life, when the calculus said the benefits outweighed anything else Hermes could provide?

Abstractly, it terrified him. How easy it seemed to accept the offer, when a human life should be sacrosanct, even one as bitter and sour as vinegar.

Azriel made the choice, then went through with it, before another thought could steal him away.

"No," said Azriel.

Then he stared at his master with the intensity of a beast chained in adamant, a muzzle preventing it from snarling and roaring. The word came out with such frigidity the sound of it was like the winter wind, but speaking it had felt as if he were spitting out a volcanic eruption. The finality of the statement resounded inside his skull as if bouncing around from wall to wall, more certain with each impact, even to himself. There was a comfort in stating it out loud, in affirming it physically; a sort of undeniability that made it even easier to accept on a spiritual level. There was no taking this back, not without lying to both himself and the world, and that meant he couldn't do that anymore.

He'd done it, somehow.

Azriel refused to fall to temptation, and now felt as everything tempting about the offer evanesced before him, each thought making it clearer and clearer as to how he'd made the correct call. The beast was silenced with one blow and fell back to its lair, whimpering, compelled to slumber.

As Hermes stared back, he coughed once, dry as tinder. There was nothing deeper to that cough, a simple reaction of biology, but it almost felt as if it'd magically inserted itself into the moment to rob it of some gravitas, to allow them to move on.

"...is that so?" Once more, Hermes coughed, this time with a ring of laughter within. "Good work. You passed the test."

"For fuck's sake, really? Don't bullshit me, master. This wasn't any kind of test. This was your sadistic gratification scheme," answered Azriel. The dark beast inside himself, he'd managed to restrain despite its brutal strength. This vitriol, he didn't have to bother with. "Well, guess what? Fuck you, and your dead family, and everything you stand for."

A statement as vulgar as that would've certainly earned Azriel a stern reprimand once. He didn't care, even if a scolding were indeed inbound. In some abstruse and highly abstract fashion, the old man lost what control he'd still had over the situation the moment Azriel refused the offer.

"I don't owe you anything, I don't owe you any tests of character, and this sure as shit wasn't one. This was your way of getting some kind of sick satisfaction before you died, either from watching me squirm or having it confirmed you were right. You wanted evidence that your life wasn't meaningless - that somehow the game was rigged against you." Azriel stepped closer, right into his master's personal space, facing the old man down - who stared at him with that same, frustratingly bland expression. "And maybe it is. Maybe there really was nothing you could've done. It still doesn't give you the right to do this, to dangle your life in front of me as some sick, perverse lure."

There was a second of silence, as if both sides were calibrating their stance.

With the curve of a smile appearing on his face, Hermes relaxed momentarily into his seat and let out a rasped chuckle.

"And? You resisted the offer, which I'll admit was admirable on your part. I don't know the reason, but it doesn't change one fact: you contemplated murdering me. Or assisting me with committing suicide, if you'd like to give the words a nice dress." Hermes stood from his chair and stared Azriel down. "Or, perhaps, am I wrong?"

Azriel couldn't answer that, even as Hermes assessed him with a cold eye.

The Elder waved it off after a moment. "It doesn't matter. Any Ascendant would consider it, even some who aren't." He coughed into a fist. "Regardless, I've demonstrated you are different from Ascendants in a twofold manner: your quirks aren't nearly as antisocial, and you possess a reserve of morality or willpower they don't. I can't say it does not matter, because the consideration was there, but I can say this: today won't be the only time you'll be put to the test, boy, and next time, the life on the line won't be your caretaker. I anticipate it'll most likely be a person with connections; someone's mother or father, daughter or son. Consider, where you draw the line."

"I will," said Azriel.

There was an instinct, vitriol-empowered, to angrily append some further insult to that. But Hermes hadn't become visibly mad even when Azriel insulted his family and something about that reaction made him seem untouchable, and further barbs worthless and pointlessly juvenile.

This wasn't something that words could solve.

"You're a cynical old bastard," said Azriel. "Is there anything you've ever done, that wasn't out of hatred or - or - because of pure damn selfishness?"

Hermes simply said, "I raised you."

They stared at each other for a moment longer. There was a static in the air, unspoken words that had the potential to emerge from the surface of nothingness at a moment's notice, hanging on both of their tongues. They could both feel that potential, but neither chose to realize it.

Hermes stared at him for a moment more, expression still irritatingly bland, then said, "You can leave now."

Azriel, after a second to process, to consider if there was anything else to state as he departed, left. He did so in silence.

A week and a half later, Hermes would enter his office.

There, resting on his desk, was a small decorative urn with a well-made mixture of ashes inside; he examined with the touch of a finger, kneading the granules between index and thumb, smearing them. This mixture, he'd recognize anywhere, as the prime fusion utilized to cast the Healing Rite as an anagathic spell.

There was a card attached.

Don't die until I show you.
- A


As Hermes sat, he closed an eye to meditate.

This was certainly a way for the youth to assert itself.

A shadow appeared inside his office without a single knock.

"You don't seem to be in a pleasant mood, old friend," said a voice as smooth as silk, each word flowing like rushing water, with an elegance so simplistically added in that it felt unearned to an almost vexatious degree. There was a hint of a Russian accent, as faint as smoke from a candle. "Ashes? Oh, these are quite nice."

Hermes opened an eye and saw him, as young as when they'd met.

A man stood across the desk from him, bald and gaunt, with dark circles under the eyes as if his skin and flesh were a slim shadow over the grinning skull underneath. He came here attired in a suit, one so expensive that Hermes couldn't have afforded it after a lifetime of labor.

Hermes greeted him lukewarmly, "Nicholas."

He didn't say anything else, nor offer the man tea. Hopefully this visit would be short, but even if it weren't, the man wasn't one to partake in such 'indulgences.'

"Hermes." The man was barely paying attention, eyes on a portrait of the previous Elder Priest who'd operated the House. "I heard your boy's going to Armor soon."

"Mhm, he's diligent like that," said Hermes, without committing or revealing anything substantial; Nicholas seemed to catch onto the caginess, if his sudden grin was any indication. Hermes pivoted around. "I heard your girl was bisected by a sawblade."

Nicholas tutted and brushed a finger across a bottle on display, as if checking it for dust. "Children and their silly experiments. What can you do? Oh, well, a month in the resurrection ward ought to do her some good. All the corpses there should remind her the price of inefficiency."

"Good to hear your parenting skills have improved since we last met," Hermes said, concealing disdain.

"Your sarcasm is as delightful as ever," said Nicholas, with what seemed like genuine joy. He slipped into the chair opposite of Hermes, gently pushed the gifted urn aside, and steepled his fingers with a grin. "I have an offer, old pal."

"You should've knocked then, made a formal visit. Or could this be something else?"

"I heard Agent Shen's around, that funny old pervert," said Nicholas, grin only broadening. "I'd hate to shake up the hornet's nest without dispelling the doubts first, that I am here in good faith, as an agent of another nation and therefore entering your Woman's Land with diplomatic immunity. Her Greatness astounds, but also, it tends to cut down my ilk without asking questions - ever. So you'll have to be the one to communicate with Shen on my behalf. You are in a privileged position, my good man. By dint of knowing me from way back when, you get to play middleman between ourselves and your Kingdom! I envy you sooo much!" Nicholas chuckled, very much not in good faith.

"Yes, I am aware all Ascendants are insane," said Hermes, with the same uninterested blandness as someone describing the weather outside. He decided to focus on the matter of import. "What do you want from van der Velde?"

"Your Kingdom's action upset the status quo," said Nicholas, matter-of-factly. Then, with a slightly jovial flair, started to paint an image: "Until recently, No Man's Land was a beautful cornucopia of nothing but constant, exploitable convenience. You, me and my lord, the devils in the east, the smugglers, even the mob - we all used this place as a perfect, zen estuary of harmonious symbiosis and mutual benefit. Then your Kingdom decided to spit on that, moving in with its security agents. Long story short, I'd like Shen to ease off on his duties in No Man's Land. As you know, he's already taken down the Machxile Cartel. Worse, he's even made moves against the Empire's insiders."

Nicholas helped himself to a candy from the candy bowl, uwrapping it as he continued.

"But I don't think we need to do this, Hermes. It doesn't have to be a conflict of cats and dogs out here. Whatever Shen wants, he can get - we're amenable to offering recompense. I've discussed this with our horn-headed friends, and they're in as well. As you can see, we can all be reasonable with each other; milk the goat together like the good friends that we are. I'm sure by this time next year, Shen will be laughing about it too. So long as you forward my message, good old friend."

Hermes considered this offer for a moment, a strange feeling arising. Everyone did indeed benefit, as Nicholas said, except the common citizen of No Man's Land. To them, a deal such as this would mean continued diminishment in quality of life; even more hopeless exploitation, even though the situation was already hopeless without it. Truthfully, Hermes had made at least hundreds of such underhanded deals across his tenure as Elder Priest, with both Nicholas and with other negotiatiors. Inertia alone should've compelled him to agree to this one too, and something told him that Shen wasn't quite as incorruptible as he seemed, that there probably was a hook to convince him with.

There was something different about this one, and Hermes wasn't sure what it was - the inertia was still there, the ease with which acceptance came was practically saturating him. The words, 'I will deal with it,' were already half-formed on his tongue, as if by rote muscle memory.

But something prevented him from executing the action itself. That confused him momentarily, since he knew himself rather well. What was enchaining him so?

"Well?" asked Nicholas.

Even the offer from Redheart was one such deal made under the table, if one truly made on behalf of Azriel's greater good. Initially, Hermes had made all such deals from concern for the people and a desire to help them. He'd become a Priest to revive his family, but became an Elder Priest when he realized that was a futile and impossible mission befitting a madman, and the only route remaining was to protect those still alive. Over time, he must've lost sight of that initial vision. What foolishness.

After a second more, Hermes decided, firmly.

"No. You are insane and immoral, and a dangerous reprobate who shouldn't be seen on society's streets. I hope your daughter recovers and finds a way to escape her home, and that she never has to see your disgusting face again after that. Also I won't be telling Shen any such thing. If you approach him on your own, I hope he shoots you to death without asking questions. No, in fact - I'll actually warn him to do so," he said, all in one go, almost in one breath. "Leave my office now, or I'll kick you out myself."

There was a frigid moment, as Nicholas stared at him, candy popped in slackjawed mouth. He was shocked, since Hermes had never said anything this harsh in response to a simple business deal. There was something coldly satisfying to seeing him like this.

Yes. This was a nice feeling.

Once Nicholas recovered, he swallowed the candy and stared at him with a cold, intimidating curve under both eyes.

"Hardly a diplomatic response," said Nicholas, standing from the chair, with that deep smile still plastered on his face.

His shadow rose from the ground and swallowed him, then faded from reality.

Hermes stood and looked outside, thinking about the incantation of the Healing Rite, and remotely sacrificing the ashes that Azriel provided.

He contemplated how much of what he'd said was the heat of the moment, and how much of it was blood under the skin, waiting to gush forth the moment that skin was pierced by a sharp instrument. Perhaps, after an outburst such as that, it'd be wise to warn more than Shen? He sighed and reached for the phone.

This, Hermes could already tell, would be a long new decade of his life.

---

Gained the following as a Trait:

To Refuse - The character's can assert self-control and surpass unreasonable impulses with nothing short of a peak-human talent; if being socially seduced, it'd take a supernatural seducer to affect them if they didn't wish to be. This allows the character to occasionally ignore them and instead choose their better nature; it can curb even Character Flaws, albeit with potential circumstantial or supernatural complications, depending on the situation. Furthermore, the character develops ++++Willpower.

You can choose one of the following:

[ ] No bonus Trait

[ ] Life Held Sacrosanct
- The character develops a firm, indomitable distaste for all common forms of bloodshed and murder. While it doesn't horrify them any more than it normally would, it also repulses them on an instinctive level. They'll never commit murder if there is another reasonable option available to them, and are highly resistant to committing manslaughter even if supernaturally enraged. This form of pacifism does not prevent the character from employing nonlethal violence or training combat Skills. The character accretes Morale and other circumstantial bonuses if they find ways to avoid bloodshed and death when circumstances seem as if they're forcing them to.

*This choice may or may not have certain other effects on your future.

[ ] To Slay the Spire - Gain a new Character Flaw, described below, as well as the associated bonuses.

Character Flaw: Gateshutter - You cannot stand this wretched world, the slow corrosion of everything sacred and good. Ever since the Spire rose from the Earth, its shadow has created nothing but endless strife. This bewitching influence of the apocalypse must end, through any means necessary. As a child, you've heard countless stories of the Anniversary King; you cannot hope to ever live up to his sheer legend, but you'll do your best. Whether constructing walls on Earth or infiltrating a secret innermost Realm, you'll find a way to beard the spiral leviathan and conclude its tyranny. Ascendants who are immoral earn your ire with twice the ease.

*This choice may or may not have certain other effects on your future.

Sacrificial Points: 2.3

Choose three (3) actions to concentrate on before you set off to Armor Institute. Azriel's earned another 2 units of Wealth from pawning off a couple of other artifacts he found scattered around Central Gate's Realm. You can choose to spend 1 SP to earn an additional action.

[ ] Gatecracking (General) - Enter Gates and adventure. Increase Gatecracking to [3.0].

[ ] Unbar the Silent Gate - Try to find a way to enter the Silent Gate before you depart, key or no key.

[ ] Training Time - Additional Benefit slot (Time.) Advance Skill: Hammer to [2.1].
[ ] Training Time II - Additional Benefit slot (Time.) Advance Skill: Hammer to [3.1].

[ ] Socialize: Hermes - +Hermes, ???, maybe reconciliation. +Morale, if some form of closure is achieved.
[ ] Socialize: Hermes II - +Hermes, ???. Req. Socialize: Hermes.

[ ] Socialize: Shen - +Shen, earn random bingo book-style trivia about Ascendants.
[ ] Socialize: Shen II - ++Shen, earn more random info about Ascendants, potentially other useful info on Kingdom or its workings. Req. Socialize: Shen.

[ ] Socialize: Lawrette - +Lawrette; gain a mild bonus to Skill: Gatecracking as well as a very minor bonus to its progression.
[ ] Socialize: Lawrette II - ++Lawrette, ???. Req. Socialize: Lawrette, as well 1 Wealth, as you'll need to bribe Lawrette with food.

[ ] Seek Contacts - Acquire contacts in No Man's Land.

[ ] Ritemastery - Increase Skill: Rites of Ash and Dust to [4.0]. Learn (choose from list) or invent (write-in, moderate permissiveness) one minor rite.

[ ] Practice Skill - Practice one of your presently learned Skills. Grants moderate advancement dependent on Skill, but should be sufficient to elevate your finesse to a passionate hobbyist's level, or at least something resembling an inexperienced adept of the field. Recommended: Medicine

[ ] Learn a Trade - This can only cover Skills which you could plausibly learn in No Man's Land: subterfuge, skulduggery, barter, stealth. Complex Skills, such a most combat Skills, are difficult, dangerous, and slow to learn without a dedicated trainer. Dedicated trainers cost money.

[ ] Write-in - Certain other actions which don't contradict Azriel's character may be considered if proposed, at 10-20% reduced efficacy compared to any of the above.

Given there seemed to be some interest in this across the thread, I should also ask...

[ ] Get a Puppy
[ ] Get a Kitten
[ ] Petless Behavior


Write-in names are welcome, in case you do end up with a pet. If you choose to hang out with Lawrette some this turn, it'll also be assumed that unless specifically stated otherwise, you'll be raising it together until you set off for Armor, with the intention of cracking open the second Central Gate when you return.
 
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votemark post because BIRDSIE refuses to put Xs in the threadmarked update for some reason

[X] No bonus Trait
[X] Life Held Sacrosanct
[X] To Slay the Spire

Character Flaw: Gateshutter
Sacrificial Points: 2.3


[X] Get a Puppy
[X] Petless Behavior



Choose three (3) actions to concentrate on before you set off to Armor Institute. Azriel's earned another 2 units of Wealth from pawning off a couple of other artifacts he found scattered around Central Gate's Realm. You can choose to spend 1 SP to earn an additional action.
[These are left blank for convenience of plan makers]

[ ] Gatecracking (General)
[ ] Unbar the Silent Gate
[ ] Training Time
[ ] Training Time II
[ ] Socialize: Hermes
[ ] Socialize: Hermes II
[ ] Socialize: Shen
[ ] Socialize: Shen II
[ ] Socialize: Lawrette
[ ] Socialize: Lawrette II
[ ] Seek Contacts
[ ] Ritemastery
[ ] Practice Skill
[ ] Learn a Trade
[ ] Write-in
 
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Since are going to the Armor Institute, this character 'Flaw' will probably open an immense number of doors for Az, as it is perhaps the Ascendant pathology most compatible with the overall ethos of the Anniversary Kingdom... And since we'll be entering Gates to accumulate power in order to eventually Slay the Spire, we should pick up the progression boost from the Lawrette socialize action, and perform at least one Training Time to ensure we can maintain (Speed + Flight + Temporal Resistance) at all times while in Gates.

[X] Plan Slay The Spire
-[X] To Slay the Spire
-[X] Socialize: Lawrette
-[X] Training Time
-[X] Gatecracking (General)
-[X] Get a Puppy

[X] To Slay the Spire
[X] Socialize: Lawrette
[X] Training Time
[X] Gatecracking (General)
[X] Get a Puppy
 
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Very interesting! Could you elaborate on these bonuses?
I don't wish to give excessive information to the thread, so I'll say this:

There's a chance, I won't say how big or small, that if this is selected you'll eventually earn some additional capabilities from it, their puissance yet to be revealed. It's by no means a fool's choice or a gamble without reasonable odds of victory, but there is also a chance it won't result in anything (at least immediately) besides giving you another Flaw.

Not that that's so bad, since - as I understand it - some of the thread's population would consider the Flaw itself to be a boon.

-[X] Get a Puppy - Kitty
The cat heresy.

Get a Kitten will be added to the vote options. Time for the thread to vote on what truly matters.
 
[X] Plan Slay The Spire
-[X] Name the dog Ze'ebel

Point for point, this is what I was already putting together a vote for.
 
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[X] Rihaku

It's a simple build, but plainly correct. We've plucked all the low hanging fruit the Rites have to offer, and getting a decent combat Skill is very useful to making a good first impression in the Academy. And of course, Spire delenda est.
 
Azriel made the choice, then went through with it, before another thought could steal him away.


I've said it before. I'll say it again. You're such a good writer. I loved the beast analogy.


[X] Plan Hammer Time
-[X] To Slay the Spire

-[X] Unbar Lawrette's Gate
-[X] Training Time
-[X] Training Time II
-[X] Get a Puppy - your hammer, Time

[X] Get a Puppy - Kitty
 
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I've said it before. I'll say it again. You're such a good writer. I loved the beast analogy.


[X] Plan Hammer Time
-[X] Unbar Lawrette's Gate
-[X] Training Time
-[X] Training Time II
-[X] Get a Puppy - Time
I think unbarring the Gate Lawrette found is basically assumed to be the case if we get the puppy, socialize with her, and go Gatecracking.
 
It seemed so surreal, like watching reality rot into a nightmare.

Azriel's master, the Elder Priest, was making an offering. His death as a payment to create a magical key that'd open the forbidden Gate.

This shouldn't have been a difficult dilemma, certainly not so hard as to cause even a second's hesitation; a hypothetical scenario with an obvious solution. Grandfather's life wasn't - obviously wasn't - worth entry into a Gate, even if that Gate had Boons without number. This shouldn't even count as calculus, it was so clear, so self-evident.

And yet.

And yet.

Azriel felt as though an invisible shoulder-devil were infecting the normally well-structured wheel of his mind, an infernal urge tinting each thought, greasing the wheel's rotation with slick blood. As if a shadow-beast had come out of its lair to declare its dark decision to the entire kingdom of his soul.

What mattered one life, when the calculus said the benefits outweighed anything else Hermes could provide?

Abstractly, it terrified him. How easy it seemed to accept the offer, when a human life should be sacrosanct, even one as bitter and sour as vinegar.
He's running the calculations in his head and he hates that he's doing that and seeing how cheap life and it's results are when it should be priceless. The fact that he's mentally referring to Hermes as Grandfather shows that he does love Hermes as a grandfather and that's the role he fulfilled. Azriel thinking in dramatic terms like shoulder devil and kingdom of his soul when having a moral dilemma just fits for a priest.

"No," said Azriel.

Then he stared at his master with the intensity of a beast chained in adamant, a muzzle preventing it from snarling and roaring. The word came out with such frigidity the sound of it was like the winter wind, but speaking it had felt as if he were spitting out a volcanic eruption. The finality of the statement resounded inside his skull as if bouncing around from wall to wall, more certain with each impact, even to himself. There was a comfort in stating it out loud, in affirming it physically; a sort of undeniability that made it even easier to accept on a spiritual level. There was no taking this back, not without lying to both himself and the world, and that meant he couldn't do that anymore.

He'd done it, somehow.

Azriel refused to fall to temptation, and now felt as everything tempting about the offer evanesced before him, each thought making it clearer and clearer as to how he'd made the correct call. The beast was silenced with one blow and fell back to its lair, whimpering, compelled to slumber.
Making this choice was hard on Azriel it was a feat of willpower to resist his demons but he did it and it tempered him. It's going to make resisting further temptations easier for him.

As Hermes stared back, he coughed once, dry as tinder. There was nothing deeper to that cough, a simple reaction of biology, but it almost felt as if it'd magically inserted itself into the moment to rob it of some gravitas, to allow them to move on.

"...is that so?" Once more, Hermes coughed, this time with a ring of laughter within. "Good work. You passed the test."

"For fuck's sake, really? Don't bullshit me, master. This wasn't any kind of test. This was your sadistic gratification scheme," answered Azriel. The dark beast inside himself, he'd managed to restrain despite its brutal strength. This vitriol, he didn't have to bother with. "Well, guess what? Fuck you, and your dead family, and everything you stand for."

A statement as vulgar as that would've certainly earned Azriel a stern reprimand once. He didn't care, even if a scolding were indeed inbound. In some abstruse and highly abstract fashion, the old man lost what control he'd still had over the situation the moment Azriel refused the offer.

"I don't owe you anything, I don't owe you any tests of character, and this sure as shit wasn't one. This was your way of getting some kind of sick satisfaction before you died, either from watching me squirm or having it confirmed you were right. You wanted evidence that your life wasn't meaningless - that somehow the game was rigged against you." Azriel stepped closer, right into his master's personal space, facing the old man down - who stared at him with that same, frustratingly bland expression. "And maybe it is. Maybe there really was nothing you could've done. It still doesn't give you the right to do this, to dangle your life in front of me as some sick, perverse lure."
This was really great to see, Azriel just called his asshole grandpa/mentor the hell out and he was spitting facts. It was really messed up of Hermes to do that and selfish as well. The analysis on why he did it was also spot on and he was right that the motives weren't justifications.

"And? You resisted the offer, which I'll admit was admirable on your part. I don't know the reason, but it doesn't change one fact: you contemplated murdering me. Or assisting me with committing suicide, if you'd like to give the words a nice dress." Hermes stood from his chair and stared Azriel down. "Or, perhaps, am I wrong?"

Azriel couldn't answer that, even as Hermes assessed him with a cold eye.

The Elder waved it off after a moment. "It doesn't matter. Any Ascendant would consider it, even some who aren't." He coughed into a fist. "Regardless, I've demonstrated you are different from Ascendants in a twofold manner: your quirks aren't nearly as antisocial, and you possess a reserve of morality or willpower they don't. I can't say it does not matter, because the consideration was there, but I can say this: today won't be the only time you'll be put to the test, boy, and next time, the life on the line won't be your caretaker. I anticipate it'll most likely be a person with connections; someone's mother or father, daughter or son. Consider, where you draw the line."

"I will," said Azriel.

There was an instinct, vitriol-empowered, to angrily append some further insult to that. But Hermes hadn't become visibly mad even when Azriel insulted his family and something about that reaction made him seem untouchable, and further barbs worthless and pointlessly juvenile.

This wasn't something that words could solve.
The fact that he even considered it is telling but there's the fact that many people would consider it because it's basically the answer to your problems at the cost of helping assist a suicide is still tempting to many people. It's nice to see that Hermes is able to see that Azriel is better then most Ascendants but he's also right about how Hermes being someone Azriel loved was a factor in his choice and in other caes it's going to be a person he's not connected to.

"You're a cynical old bastard," said Azriel. "Is there anything you've ever done, that wasn't out of hatred or - or - because of pure damn selfishness?"

Hermes simply said, "I raised you."

They stared at each other for a moment longer. There was a static in the air, unspoken words that had the potential to emerge from the surface of nothingness at a moment's notice, hanging on both of their tongues. They could both feel that potential, but neither chose to realize it.

Hermes stared at him for a moment more, expression still irritatingly bland, then said, "You can leave now."

Azriel, after a second to process, to consider if there was anything else to state as he departed, left. He did so in silence.
Hermes has done good, has balanced Hell and the Anniversary Kingdom for the sake of No Man Land's people, has provided charity and raised children, that matters. He's also raised Azriel as his grandfather and mentor and for all that they're both vitriolic and cynical messes they do love each other.

There, resting on his desk, was a small decorative urn with a well-made mixture of ashes inside; he examined with the touch of a finger, kneading the granules between index and thumb, smearing them. This mixture, he'd recognize anywhere, as the prime fusion utilized to cast the Healing Rite as an anagathic spell.

There was a card attached.

Don't die until I show you.
- A


As Hermes sat, he closed an eye to meditate.

This was certainly a way for the youth to assert itself.
LOL. Hermes is like welp that's a statement and it certainly is. I feel like it's a good note to end things on for now, Azriel has said all that he's needed to say.

"You don't seem to be in a pleasant mood, old friend," said a voice as smooth as silk, each word flowing like rushing water, with an elegance so simplistically added in that it felt unearned to an almost vexatious degree. There was a hint of a Russian accent, as faint as smoke from a candle. "Ashes? Oh, these are quite nice."

Hermes opened an eye and saw him, as young as when they'd met.

A man stood across the desk from him, bald and gaunt, with dark circles under the eyes as if his skin and flesh were a slim shadow over the grinning skull underneath. He came here attired in a suit, one so expensive that Hermes couldn't have afforded it after a lifetime of labor.

Hermes greeted him lukewarmly, "Nicholas."
Looks like this is Hermes's Hell contact. And apparently he's got eternal youth which isn't to rare.

"Hermes." The man was barely paying attention, eyes on a portrait of the previous Elder Priest who'd operated the House. "I heard your boy's going to Armor soon."

"Mhm, he's diligent like that," said Hermes, without committing or revealing anything substantial; Nicholas seemed to catch onto the caginess, if his sudden grin was any indication. Hermes pivoted around. "I heard your girl was bisected by a sawblade."

Nicholas tutted and brushed a finger across a bottle on display, as if checking it for dust. "Children and their silly experiments. What can you do? Oh, well, a month in the resurrection ward ought to do her some good. All the corpses there should remind her the price of inefficiency."

"Good to hear your parenting skills have improved since we last met," Hermes said, concealing disdain.
Nicholas has been keeping track of Azriel likely since the Redheart deal was offered. I think that he was likely banking on Azriel becoming an Ascendant, which makes the choice to not join up even more validated.

Also looks like Nicholas is a teacher and a really harsh one as well. Hermes of all people calling someone out on parenting is a bit rich but besides the whole Ascendant thing he's been decent and good to everyone who's his charge and Nicholas is a harsh monster.

"Your sarcasm is as delightful as ever," said Nicholas, with what seemed like genuine joy. He slipped into the chair opposite of Hermes, gently pushed the gifted urn aside, and steepled his fingers with a grin. "I have an offer, old pal."

"You should've knocked then, made a formal visit. Or could this be something else?"

"I heard Agent Shen's around, that funny old pervert," said Nicholas, grin only broadening. "I'd hate to shake up the hornet's nest without dispelling the doubts first, that I am here in good faith, as an agent of another nation and therefore entering your Woman's Land with diplomatic immunity. Her Greatness astounds, but also, it tends to cut down my ilk without asking questions - ever. So you'll have to be the one to communicate with Shen on my behalf. You are in a privileged position, my good man. By dint of knowing me from way back when, you get to play middleman between ourselves and your Kingdom! I envy you sooo much!" Nicholas chuckled, very much not in good faith.

"Yes, I am aware all Ascendants are insane," said Hermes, with the same uninterested blandness as someone describing the weather outside. He decided to focus on the matter of import. "What do you want from van der Velde?"

"Your Kingdom's action upset the status quo," said Nicholas, matter-of-factly. Then, with a slightly jovial flair, started to paint an image: "Until recently, No Man's Land was a beautful cornucopia of nothing but constant, exploitable convenience. You, me and my lord, the devils in the east, the smugglers, even the mob - we all used this place as a perfect, zen estuary of harmonious symbiosis and mutual benefit. Then your Kingdom decided to spit on that, moving in with its security agents. Long story short, I'd like Shen to ease off on his duties in No Man's Land. As you know, he's already taken down the Machxile Cartel. Worse, he's even made moves against the Empire's insiders."

Nicholas helped himself to a candy from the candy bowl, uwrapping it as he continued.

"But I don't think we need to do this, Hermes. It doesn't have to be a conflict of cats and dogs out here. Whatever Shen wants, he can get - we're amenable to offering recompense. I've discussed this with our horn-headed friends, and they're in as well. As you can see, we can all be reasonable with each other; milk the goat together like the good friends that we are. I'm sure by this time next year, Shen will be laughing about it too. So long as you forward my message, good old friend."
They're all playing the game and deal like this has occurred many times before.

Hermes considered this offer for a moment, a strange feeling arising. Everyone did indeed benefit, as Nicholas said, except the common citizen of No Man's Land. To them, a deal such as this would mean continued diminishment in quality of life; even more hopeless exploitation, even though the situation was already hopeless without it. Truthfully, Hermes had made at least hundreds of such underhanded deals across his tenure as Elder Priest, with both Nicholas and with other negotiatiors. Inertia alone should've compelled him to agree to this one too, and something told him that Shen wasn't quite as incorruptible as he seemed, that there probably was a hook to convince him with.

There was something different about this one, and Hermes wasn't sure what it was - the inertia was still there, the ease with which acceptance came was practically saturating him. The words, 'I will deal with it,' were already half-formed on his tongue, as if by rote muscle memory.

But something prevented him from executing the action itself. That confused him momentarily, since he knew himself rather well. What was enchaining him so?

"Well?" asked Nicholas.

Even the offer from Redheart was one such deal made under the table, if one truly made on behalf of Azriel's greater good. Initially, Hermes had made all such deals from concern for the people and a desire to help them. He'd become a Priest to revive his family, but became an Elder Priest when he realized that was a futile and impossible mission befitting a madman, and the only route remaining was to protect those still alive. Over time, he must've lost sight of that initial vision. What a foolishness.
Hermes is tired of making deals like this, he's been doing it for far to long and he's gotten damn good at it because that's what he had to do for his goals even as those goals shifted.

After a second more, Hermes decided, firmly.

"No. You are insane and immoral, and a dangerous reprobate who shouldn't be seen on society's streets. I hope your daughter recovers and finds a way to escape her home, and that she never has to see your disgusting face again after that. Also I won't be telling Shen any such thing. If you approach him on your own, I hope he shoots you to death without asking questions. No, in fact - I'll actually warn him to do so," he said, all in one go, almost in one breath. "Leave my office now, or I'll kick you out myself."

There was a frigid moment, as Nicholas stared at him, candy popped in slackjawed mouth. He was shocked, since Hermes had never said anything this harsh in response to a simple business deal. There was something coldly satisfying to seeing him like this.

Yes. This was a nice feeling.
It's great to see that spark of hope and defiance that Azriel has inspired into Hermes.

Hermes stood and looked outside, thinking about the incantation of the Healing Rite, and remotely sacrificing the ashes that Azriel provided.

He contemplated how much of what he'd said was the heat of the moment, and how much of it was blood under the skin, waiting to gush forth the moment that skin was pierced by a sharp instrument. Perhaps, after an outburst such as that, it'd be wise to warn more than Shen? He sighed and reached for the phone.

This, Hermes could already tell, would be a long new decade of his life.
Suffer and life longer you old bastard and life long and may you do good while doing so.

Gained the following as a Trait:

To Refuse - The character's can assert self-control and surpass unreasonable impulses with nothing short of a peak-human talent; if being socially seduced, it'd take a supernatural seducer to affect them if they didn't wish to be. This allows the character to occasionally ignore them and instead choose their better nature; it can curb even Character Flaws, albeit with potential circumstantial or supernatural complications, depending on the situation. Furthermore, the character develops ++++Willpower.
YES!!!! YES!!!! YES!!!!! This trait is great to see, I was curious about they mystery box but damn if it didn't exceed my expectations. Peak human self control is great to have and it feels like it's validated the narrative path we've put Azriel on. The ability to curb character flaws is really convenient since it gives more control. The boost to Willpower is also great to have.

[ ] Life Held Sacrosanct - The character develops a firm, indomitable distaste for all common forms of bloodshed and murder. While it doesn't horrify them any more than it normally would, it also repulses them on an instinctive level. They'll never commit murder if there is another reasonable option available to them, and are highly resistant to committing manslaughter even if supernaturally enraged. This form of pacifism does not prevent the character from employing nonlethal violence or training combat Skills. The character accretes Morale and other circumstantial bonuses if they find ways to avoid bloodshed and death when circumstances seem as if they're forcing them to.

*This choice may or may not have certain other effects on your future.
This would be a very fitting lesson/reaction to Hermes's test. The path it would set Azriel on is really interesting given how this is likely a really rare principle for Ascendants.

[ ] To Slay the Spire - Gain a new Character Flaw, described below, as well as the associated bonuses.

Character Flaw: Gateshutter - You cannot stand this wretched world, the slow corrosion of everything sacred and good. Ever since the Spire rose from the Earth, its shadow has created nothing but endless strife. This bewitching influence of the apocalypse must end, through any means necessary. As a child, you've heard countless stories of the Anniversary King; you cannot hope to ever live up to his sheer legend, but you'll do your best. Whether constructing walls on Earth or infiltrating a secret innermost Realm, you'll find a way to beard the spiral leviathan and conclude its tyranny. Ascendants who are immoral earn your ire with twice the ease.

*This choice may or may not have certain other effects on your future.
This is what I really want, it's the indignant rage that Azriel bore at seeing the nature of the world and how the Ascendants shaped it. Also it's a really hype motivation to have.

[ ] Socialize: Hermes - +Hermes, ???, maybe reconciliation. +Morale, if some form of closure is achieved.
[ ] Socialize: Hermes II - +Hermes, ???. Req. Socialize: Hermes.
I think we've done enough talking to Hermes for now both from a narrative standpoint and mechanical one.

Since are going to the Armor Institute, this character 'Flaw' will probably open an immense number of doors for Az, as it is perhaps the Ascendant pathology most compatible with the overall ethos of the Anniversary Kingdom... And since we'll be entering Gates to accumulate power in order to eventually Slay the Spire, we should pick up the progression boost from the Lawrette socialize action, and perform at least one Training Time to ensure we can maintain (Speed + Flight + Temporal Resistance) at all times while in Gates.
The interaction of To Slay the Spire and the Armor Institute will be really interesting to see.

[X] Plan Slay The Spire
[X] To Slay the Spire
[X] Socialize: Lawrette
[X] Training Time
[X] Gatecracking (General)
[X] Get a Puppy

Making friends with an Ascendant and entering a Fate with them acts as a great way to get some preparation for the Armor Institute. Training Time and Gatecracking will also be really useful since they're vital skillsets for Azriel. To Slay the Spire is my favored choice since it's frankly a really awesome ambition to have and I like how it motivates Azriel to do something both in the short and long term.
 
I can honestly say, I've not read better writing about becoming a 'better' person for a long time. It really felt like it could've gone the other way. But it didn't. Because he's better than that.

[ ] Life Held Sacrosanct
This is very cool, and I like that it gives you a stronger defense against mind-control to murder. But it also feels like... it feels like what Hermes wants of us. Not what we want. We want to Slay.

[X] Tying up Loose Ends
-[X] To Slay the Spire
-[X] Socialize: Lawrette
-[X] Socialize: Hermes
-[X] Unbar the Silent Gate
-[X] Get a bird - Dusty


I know we've talked with Hermes a lot. I just find that potential of reconciliation so extremely tempting. It's what I want in my heart lol. But my brain does say that training Time is probably better.

EDIT: I am very partial to coming back to the Silent Gate *after* the Armor Institute. But I also figure that if it has a cooldown (that isn't extremely long) then it makes sense to try it now then try it again when we come back - whenever that is.
 
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[X] Plan Slay The Spire

Its a bit cringe since we are trying social build and main people we are trying to social are Ascendants and this would make us more anti-social to them but whatever.
 
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