Ever Brighter
Ever Brighter

"Grand Duchess." The former Republic officer bowed deeply, his compatriots falling swiftly to a knee. Admiral Justait Everkorn had been eight hundred years of age and ravaged by terminal nano-temporal infection even before Dien Bravo had enslaved and assimilated him; that he stood before Letrizia today was a testament to the Princess-Regent's ingenuity, and their overlord's sheer might.

The Grand Duchess smiled. That, at least, the former Republic dog understood implicitly. The populace of her rival polity had transformed from irredeemably corrupt to irredeemably cloying; nowhere within Hunger's dominion was support stronger or more steadfast than the resurrected sycophants she'd once sought entirely to destroy.

All things could change, mused Letrizia - the course of the stars, the fabric of time and space, the laws of metaphysics, her own essential nature - but the worthlessness of the Republic never would. Former Imperial territories were, relatively speaking, properly rambunctious and ungrateful to the ruler that had saved them from annihilation: just as her father had taught her they'd be.

Hunger's echo at her side shifted slightly, blinking once as it turned to regard the far wall. The wraith-clone was one of millions, its power so minuscule as to be humanly imperceptible against the supernova blaze of its progenitor; yet still this insignificant and non-sentient particle of their overlord's will held power enough to extinguish Armaments at a stroke; to engage with the force of entire universes compressed and emerge wholly unabated.

There was a time when such absolute power would have bothered her. As Aeira had once put it: all agency, all purpose, all will within the inescapable and infinitely-vast reach of Lord Hunger existed only at his sufferance, save for the actions of his Curses and perhaps those of the Princess-Regent.

Aobaru liked to think he had carved out some measure of independence; but if Hunger ever truly disapproved of anything that went on in the Voyaging Realm, the Cursebearer had already made manifestly clear that even his presumptive heir apparent could do little to oppose him.

Once such thoughts would have driven her towards a place somewhat akin to despair, but no longer. That part of her had been excised. It no longer existed.

Idly Letrizia shook her head. No, it was better to say it had been transformed, and of her own volition, so that she could become a person who could not only accept Hunger's reign, but thrive within it. With the power he had granted them - casual efflux of his passage, the barest shadow of his own might - it was trivial to reshape one's own mind, unbound by Curses as Letrizia was. Gisena had regarded herself as essentially perfect, only scaling up her 'effectiveness' in every parameter: and perhaps she was, in her self-appointed role as Hunger's - counterpart. But Letrizia had no such overriding purpose.

The Republic had been dissolved. Human Sphere geo-spatial politics were essentially irrelevant. Her relatives and subjects were all avenged or resurrected, their influence and prosperity nigh-incomparable even within the utopian abundance of Hunger's reign. She partook in rule because it'd seemed, at the time, like the thing to do... and because, with her new faculties of cogitation and manifestation, it was no more than a trivial distraction from her greater interests anyway. The science of Rank had exploded in leaps and bounds with the all-defining lodestone of Lord Hunger to serve as example, and Princess Allria had done Letrizia the somewhat condescending favor of neglecting to advance the field with her own inconceivably superior abilities.

A month ago Letrizia would have been piqued, but she now was so transcendently beyond humanity that such an emotion lacked all discernible context. Perhaps even Lord Hunger retained more of his essential nature than she had, despite being shackled by fundamentally inhuman curses.

They had all taken their own chosen paths to ascension, some more solitary than others. In that regard hers was the most unnatural mentality to emerge from the locus, but Letrizia in no way regarded herself as lesser, or weaker, for it. Regardless of emotion she could now always take the action her mind knew was correct, and no amount of negativity could weigh down or blot out the nigh-unspeakable joy infused into the perennial quanta of her existence. Nor did such radiant happiness undermine or compromise her decision-making faculties whatsoever. Unbound by space or time to the degree that it did not interfere with Hunger's own meta-perceptions, Letrizia surfed the Astral currents on vessels of thought and grace.

There were worse things to have become, she knew.

As a child, she had brought bread to a devouring monster, that she might wield it as an implement for the preservation of her House. She had forged herself into a weapon for nation and peoples, in lieu of her father that could do so no longer. She had understood that the thread of her own mortality was to burn brightly and briefly, and resolved to achieve all that she could within that vanishing window. If the battlefield did not claim her, Verschlengorge's very nature would. Many soldiers died younger still.

Yet in in the moment of her extremity, a second devouring monster had arrived. An impossible glorious monster that would gift her the adulthood she never thought she'd have, and set her against enemies she could never even have imagined.

Those monsters defined the epochs of Letrizia's life. And, with each emergence they offered an identical challenge: the cessation of her most urgent problems, if she could remake herself to survive. There was no doubt hers was a blessed life, for how many were offered even one such opportunity, let alone two so perfectly matched?

But with the natural course of her life having already been so truncated, it ought hardly be any surprise that she would end up the most unnatural of their litter. She understood why the radical extent of her transformation somewhat displeased the others, with Hunger himself feeling something akin to the guilt of responsibility, but such sentiments were simply misguided.

"Stop trembling," she told the Republic assemblage. "It was an errant thought, not anything you did."

It amused her that in this world where no one had to fear death or torture, the mere prospect of social disapproval still evoked such desperation in these men. Augmented or not they were Republic scum in the end. All she'd done was shake her head!

"Not only that," Hunger's echo rumbled beside her. "They thought you'd detected the assassination attempt."

"Oh?" she raised an interested eyebrow. That she'd failed to ascertain any such threat was nearly unprecedented in recent months, and possibly entertaining.

"A prank disguised as one, yes." He continued, nodding at the wall. "Set up by their kids. It would have been quite dramatic."

"And you just had to quell it," she pouted. "That's no fun. Why can't you stop being so overprotective? You're not my real overlord anyway!"

He shrugged. "I did as I desired. Just as you have been."

Letrizia's eyes widened. "Touche. I didn't know you guys had that much personality in you."

The echo glanced irritably at her. "You'd prefer it this way, and we aim to please. Or displease, in this eventuality."

"Hmph," Letrizia tossed her hair. "It worked well enough, so I guess you're forgiven. Not that you care, but I do take some pride in stopping these things myself!"

"Our most effusive apologies, Grand Duchess!" The officer bowed deeply, falling to his knees. "A youthful indiscretion, buoyed by the generous surfeit of bodily security that our most gracious sovereign has provided, led to this unconscionable-"

Bored now.

Letrizia departed this bodily shell, leaving a phantasm of spun aether to inhabit that flesh. To sophonts of the officer's level, the difference was indistinguishable. Diplomacy was only a temporary diversion from her studies, meaningless as it ultimately was. Even if she fucked up - a possibility that her desire for excellence would not permit - they could hardly rebel against King Hunger. It was quite literally more futile than fighting the tide, much like her current attempt to achieve transfinite Rank...

At least Verschlengorge could do something to that enemy. Maybe she would spend some time on the Infinite Soup Husk instead.

"Hey."

Aobaru was as old-fashioned as always, standing with his prime - and only - body in the entrance of her atelier. Letrizia leapt slightly through time such that she had always been present to greet him.

She had never been one to go crazy for boys, especially fellow redheads, but the lord of Vigorflame was objectively the most charming and capable peer companion she was ever likely to get. And that was an impressive feat given the dizzying array of fellow Augmented that had sprung up in the realm following Hunger's accession, many of them greedily incorporating as many systems of physical and magical interface as sanity - and the law - would allow. That Aobaru had limited himself to a single incarnation in exchange for vastly greater concentration of power was almost... cute. Especially as it made actually ruling the Voyaging Realm so impractical, he was forced to rely on subordinates for help!

"Hey, you." A wraith-projection of her true self ghosted forward to bump shoulders with him. "Here for a round of Syndics, or just to admire my resplendent self?"

"I might be up for another round," he said cheerfully, "if you weren't such a sore loser."

"That's part of my charm," Letrizia huffed. "Like, do you even watch anime?"

In truth, Aobaru had prevailed seven rounds out of ten in their long (long, long...) history of such contests. The no-holds-barred game of absolute civilizational domination was played with volunteer populaces, resembling nothing so much as total unrestricted warfare among parties of mutually unknown ability, values and number. Many participants incarnated themselves into fully-biological mortal manifolds, temporarily surrendering the majority of their memories to play with greater immersion. Sometimes Letrizia wondered if their own existence was but another layer in some similar game, infinitely iterated... when one had no fears of significance, what was more thrilling than the prospect of real stakes?

The underlying aegis of Hunger's Law ensured that nothing truly horrible could come about to the sprits of his subjects - this was but the furthermost exploitation of that feature. Official policy had not deigned to sanction or encourage the immensely popular pastime, save to note ominously that Princess-Regent Gisena had already 'solved' it.

"So," Letrizia continued, "How goes the Voyaging Realm these days? It's been a few picoseconds since I last checked."

"Sorry to bore you so much," Aobaru deadpanned. "That's what, centuries in your subjective experience? Sounds incredibly unappetizing. I'll stick with impossibly fast reflexes, thanks."

"Millennia now," she corrected, incarnating as a version of herself whose pale blue locks fell to butt-level. Aobaru raised an eyebrow, and she scoffed. "I'd have thought you of all people would see the benefits of dilated time, given how fast your experimental kingdoms are now running!"

"I can't see anything," Aobaru smiled wryly. "I'm as blind and dumb as any member of humanity 1.0. Power without wisdom, like a child with a flamethrower."

"More like an atom bomb," she replied pertly. "But at least you yourself earned some noticeable fraction of that power. Who among us can say the same? That's why, despite all your issues, you might be the most suited among us to hold actual responsibility, Shogun of the Voyaging Realm!"

"Liar." His expression was flat. "The most suited would obviously be Miss Gisena Allria."

"She doesn't count, she's a Remittance."

Aobaru chuckled. "Talk about politically incorrect..."

"I am neither political, nor ever incorrect," Letrizia asserted happily. "You'd understand if you ever pushed your mind just a little bit further."

"The Shogun went down that path, once," Aobaru confided. "We decided to try something new. Hunger has done fine while mostly retaining his essential humanity."

"Something new, huh..." Letrizia looked outward at an angle Aobaru couldn't perceive; out, and further out to some unthinkable shore, some faraway audience impossible to germinate within the curve of their present lives. "You know, Aobaru, for once you might be right. Let's try something new! After all..."

She waved brightly, once, and words in bright lettering appeared behind her: the dread phrasing that had concluded so many works of twenty-first-century Terran narrative -

"Our adventure's only beginning!"

---

"It isn't," said the Maiden, and the world became daylight.
 
Finality
Finality

Thanks to everyone who has contributed Arete in any form to this thread. The advancements below reflect the sum total of combined effort, and the proper reward for such dedication of sweat, blood and genius can only be: power beyond all reason.

[ ] The Forebear's Blade - Inheritance

May you forever disregard the counsel of your lessors, no matter their wisdom or cunning. May you stifle all law and paradigm not born solely of your writ. May you carry on unswervingly until the bitter and uttermost end.

May you be doomed to tyranny in deed, and in name forevermore.


-The Forebear of Dynasties

The once and future king. At times little more than feeble whisper of a prophecy, now a promise vindicated in full. Hunger comes into the fullness of his power; the might of his former self at an analogous stage of development is added to his own. Moreover, he now is the Forebear of Dynasties returned in truth, and bears all the glory and terror of his unfathomable epochal reign. A law unto himself that uncontested could bring all creation to ruin; sheer limitless power, heedless will like the spark of divinity curdled into unyielding iron.

Req. Once and Future III, Haeliel

Uttermost, End: The Doom of Tyranny is removed from Hunger's Curses; rather, it is simply how the Forebear is. 'Mitigation' is meaningless and impossible for such a fundamental pillar of the Forebear's essential nature.

*What is Rank, but the weight of narrative compounded by density? And what is density, but a function of the weight within a given space? To the uttermost master of Law and Space, the natural conclusion is no supernova of will, but rather an inescapable singularity.
*Add infinite Willpowers +s.
*Set Rank to infinite.

Ruin Incarnate: The Forebear is Ruin itself and casts its pallor across all that he touches; every person, object, polity or phenomenon with which he enters contact is doomed irrevocably to ruin. Though, being its absolute master, the ending of his favored kingdoms may come only after the long and gentle decay of a vigintillion eons; while the barding of his enemy disintegrates in moments.

*Merge Rank and Ruin. The wielder's Rank now drives all within its influence to ruin of some form, though the wielder has great discretion over the nature and timeframe of manifestation.
*If Rank is infinite, its cardinality is now determined by the wielder's prior Rank and the might of their Power of Ruin.

Coronation: The king, must be stronger than anyone else. The king, must be grander than anyone else. Only then may he shelter his kingdom in the face of disasters outrageous and without end. Whether he stands alone or with countless legions behind, ultimate responsibility belongs always and only to the king. Glory is lighter than sunbeams; duty is heavier than eons. Those who fail to embrace it will find themselves without head or crown.

*+800% All Attributes
*+1000 Might +s
*Apply Imprisoner True's Sanctum effect to the entirety of Hunger's kingdoms.

Inheritence represents the past, Hunger's identity as the Forebear of Dynasties, the culmination of ancient promises, Hunger's relationships with Gisena and Haeliel; victory though at grievous cost and the might of Hunger alone. ++Gisena, +Haeliel, unlocks Haeliel Ending.

Arete generated from this point forward will directly, though likely modestly, improve Hunger's odds against the Maiden.

[ ] The Ring Crimson - Blood Halo

A lone silhouette on the horizon, the red sun of dawn like pennants of battle about him.
The Ring of Blood is for blood's spilling: as it is spoken, so may it be.


The Ring Crimson has been Hunger's foremost tool of restoration and augmentation for long months past; but the nature of its wielder is Progression, and the nature of Progression is change. Not every advancement comes unalloyed: that the universe might bend towards the just, does not dictate every arc of that journey curve towards the good. On the altar of victory the Maiden sacrificed rest; in rising to answer her, it is only just that Hunger make a sacrifice of equal proportion.

Dissolved the band of shining silver; gone the ruby jewel; the crimson brilliance all that remains, halo of war limning the form of its wielder. No more is the Ring an instrument of replenishment, or fulcrum of essential transformation: now simply a naked blade, implement of battle unceasing.

*+1 ISH in battle, applied to all direct offensive actions and relevant forms of defense.
*-0.2 ISH when not in battle. Applies to all active and passive actions and effects, though Once and Future II mitigates this.
*+100,000 Might and AGI, +10,000 INT, WITS, APP, PROT, and Prowess
*Add the Domain of Battles to the wielder's repertoire and maximize his ability therein. Within the context of battle he can easily manipulate virtually any circumstance, phenomenon or outcome. Effects of symbolic importance are heightened further still.
*The wielder's attacks cleave the blood and essence of his foe. Wounds he inflicts are ever-bleeding and unhealable, amplifying themselves over time. Damage so inflicted applies even if the target would not be harmed by bleeding, or lacks blood to spill. The wielder may classify any form of offensive interaction - insults, scheming, wearing garish clothing - as an attack utilizing his full physical parameters.
*Aobaru also receives the benefits and drawbacks above.

*Armies of the Shogun: Absorbs the Shogun to acquire the following ability - no matter how powerful the wielder becomes, the military forces under his personal command will always represent a significant contribution to his overall strength. This operates by empowering the wielder's subordinates so long as they exist within the context of an army, squad or military corps. Informal associations thereof (furious mob, adventuring party, hive-mind creature swarm) also qualify. The force in question must receive the wielder's personal leadership in combat; but once it has done so and is recognized as such, will persist with a significant fraction of its newfound strength even should the wielder fall. Only one force may benefit at a time, be it single yojimbo or limitless self-multiplying horde.

Forces of greater size, cohesion and quality enjoy a larger increase: the leader of a squad might find them empowered only to half his own strength, while the Shogun of a millions-strong army would see its combined might eclipse his own 100 times. Diminishing returns apply beyond that level.

*Devouring War: Absorb Verschlengorge to cause all peer-level or greater enemies to qualify as Hunger Sated targets. The Decimator's Affliction may now be fed directly through acts of violence caused in war. These effective mitigation abilities do increase the difficulty of further Decimator mitigation.

*The Progression penalty of the Ring Crimson is removed. Its bonus remains.
*Removes the power of the Ring Crimson over the domains of healing, rejuvenation, restoration, and the esoteric modification of life, mind, or spirit. The wielder may still receive healing by other means, though this is penalized brutally (-1 ISH).
*+50% to the effects of all other Halo Advancements, interpreted generously.
*Hunger loses the physical form of the Ring Crimson, and is perpetually outlined by a ring of crimson light behind. Enemies who touch even the radiant glow of that light are utterly sliced to ribbons.
*Perhaps due to this perpetual illumination, Hunger's Praxis-light appears crimson in color.

Blood Halo represents the present, the action of conquest, Hunger's identity as Supreme Commander of humanity, his mentorship of Aobaru, the ultimate purpose of the Foremost, triumph in the Ring- (and all further) wars, and the power of companions united. +5 Accursed Favor, +All Companions, additionally ++Aobaru, ++Adorie, --Letrizia, +++++++++Verschlengorge as its ultimate purpose is fulfilled.

Arete generated from this point forward will directly improve the survival % of Hunger's companions in the case both of his victory and his defeat.

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

Fear not the daybreak. All the stars in the sky are your aegis, and the night beneath them your armor still.

-Address of the Supreme Commander, opening of the Horizon War


Progression can overcome anything, with sufficient effort and time. The Maiden has stolen a march on Hunger, striking with complete preparedness cultivated in an infinite span; but Evening's Realm holds its own answer to the extravagances of its rival. Hold back the break of day through a veil of darkness impenetrable; the battlements of midnight which even the dawn sun may only break through in due time.

Expands the Cloak of Evening to encompass the entirety of Hunger's Realm, and causes its defensive parameters to become insurmountably higher for every iota of harm it suffers. The deeper the Maiden penetrates into Hunger's territory, the slower the advance, allowing for easy evacuation of most of the populace and a stable, predictable siege. If all goes as planned there will only be one outcome: for one combatant holds the Lathe of Heaven, while his opponent has reached the culmination of their personal potential.

Nonetheless, the Maiden herself is but a symptom of the greater ill, the interesting times which plague Lord Hunger and which even Evening's foremost protections cannot wholly forestall.

*Protection +s now defend against virtually every conceivable form of attack that beings of the Maiden's power level could initiate
*Protection +s granted by Evening Sky Advancements defend the entirety of Hunger's realm regardless of volume or quantity of inhabitants
*+2000 and +.2 ISH to Protection for every 1/8th of the Cloak of Sky that is removed due to damage, with the number of additional Protection +s doubling, and the ISH additionally increasing by +.05, for each further eighth.

*Synergy: Gilded Cage - The splendor of evening is without peer. +++++Quality of Life for those in Hunger's Realm as the Realm of Evening is instantiated almost completely over the physical and Astral planes. Hunger estimates ~90% of the Sphere will survive the Maiden's initial onslaught and can be safely evacuated into the interior territories. +++Letrizia, ++Aeira

He is not sure how far the Maiden can penetrate before her rate of progress slows perceptibly, but would be shocked if she managed to take more than 2/3rds of the territory in any reasonable timeframe.

*Synergy: The Tears of Winter - The chill of night which pervades inescapably. The deleterious effects of November Sky are extended to apply to all enemies within range of the Cloak, and strike through all forms of defense to inflict proportional debilitation. Treat Hunger as at least a peer-level opponent of any enemy for purposes of calculating November Sky's effects; and if its numerical parameters would be too insignificant to at least substantially inconvenience a given enemy, increase them until they do. Against targets associated with sun, light, warmth, fire, or order, double such penalties after all other modifiers. -Aobaru.

Greater contrast between the cold without and the bounteous comfort within improves Quality of Life by an additional ++. Even should they eventually perish, at least the peoples of Hunger's Realm will be rhapsodically content and filled with joy until they do. +Adorie.

*Synergy: The Dog of War - At the center and seat of Hunger's power sits his ultimate forbidding, the Hyper-Dimensional fortress Novakhron whose flesh is the stuff of unbound infinities. Within the corridors of its eternal labyrinth reside entire continuums of lesser realities, of ontologies mundane or even slightly less magical sheltering beneath its illimitable aegis. The tribute of these uncountable realms accrues to Hunger as power: +Progression, +800 All Stats, and +.5 Stage Apocryphal Mitigation. ++Accursed Favor.

You may choose to dispense with the Apocryphal Mitigation and corresponding Accursed Favor to instead receive +100,000 All Stats, +1000% All Stats, +5 Rank and +0.3 ISH to all abilities while wielding Hyper Novakhron in combat. This is not very efficient but the enormous boost to combat-type actions may be helpful imminently.

Imperishable Night represents the future, the power to protect, enjoyment of life in the face of adversity, the act of procrastination, the path of rulership as opposed to conquest, Hunger's identity as Sovereign of the Human Sphere, and the fruits of labor well-deserved. Let us hope it offers might enough to defend those indulgences it grants.

Arete generated from this point forward will directly improve outcomes for Hunger's populace, regardless of his victory or defeat.

---

What a ride it's been, guys. Enjoy this, potentially final, build vote of the quest to determine Hunger's ultimate nature and the probable course of his destiny. Thanks so much to all of our readers and participants for making the quest what it was!
 
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Holiday Special: A Choice of Gifts
Have a preview of an upcoming work, which should help generate Arete to oppose that pesky miserly Maiden!

A Winter Dynasty

Sometimes, there is no transaction, no exchange of burdens or services rendered, no terrible calumnies or duties worth the remittance. Sometimes, there is only a gift freely given - Heroism's hand extended, that the nature of one's present realm might resemble, even if infinitesimally, that dream which unites her kindred in unyielding strife:

A kinder world than this.

For it is the nature of grace to be unbidden and unearned; unasked-for, and undeserved.

You have arrived here, in the Winter Dynasty of the Forebear eternal, a land of wondrous abundance. It is a place of plentiful amusements and invincible stability, currently threaded through with endless holiday cheer. Here is the magnificence of its overlord's illimitable might refracted most perfectly through the lens of his realm; frost-crowned apex of his unyielding regime, before the Solstice Dynasty of his departure begins its slow and glorious dissipation.

Perhaps you perished in a previous life, spirited away by falling piano or runaway tractor; perhaps you were suddenly ignited by resplendent flame, to emerge unscathed in this vista of heroes; or perhaps you were simply plucked from the limitless cosmos, one experiment of many, seeking just recompense.

---

In any case you may not stay here - not for free, so far from whence you belong - but the mandarins of this realm are happy to provision you with training and trinkets of relatively spectacular power before sending you on your merry way. They offer Gifts numbering 3, with the opportunity below to earn more.

Passage - Where then will you be sent? Regardless of your choice here, all powers and artifacts will remain fully-functional and intact.

[ ] Return [0 Gifts] - Return to the mundane world of your conception. There are certain individuals you will not be permitted to act against, but they are not so enormously influential that a reasonable individual would find their actions significantly constrained. Some are waived of even this limitation; you will know if you number among them.

[ ] Your Choice [+1, 0 or 2 Gifts] - A world of your choice, so long as it strongly resembles a well-established setting from (semi-)popular fiction. More appealing worlds are more costly. Consider all factors relevant to a world's general appeal: pleasantness, danger level, ease of power acquisition, exclusive or aberrant metaphysics, proximity to hypercosmic influences, etc. Examples below:

+1 - Settings with extreme levels of danger which would be exceptionally difficult to thrive within. Dies Irae, Exalted (Usurpation, Odyssial present), Lovecraft Mythos (HI*), Umineko (HI), Meme Settings (HI; Looney Toons, suggsverse, Dragon Ball Super parodies etc)

+0 - Highly dangerous settings with a great number of cosmic-level difficulties. Warhammer 40,000, Exalted (Age of Glory), Marvel/DC (Mainline, Reboots / Crisis events will occur), oWoD (HI, End Times inevitable, though can be delayed), Forgotten Realms (HI, Outer / Evil Planes), Fate/Grand Order (HI), Dragon Ball Z

2 - Any setting significantly more appealing than the examples above. These range from the anarchy and deprivation of Warhammer Fantasy; to the relative mundanity of Your Hero Academia; to the sybaritic overabundance of the Culture. It all depends on you!

Worm, Naruto, Bleach, Fate; Sailor Moon or Madoka Magica; Final Fantasy or Attack on Titan; the realms of Pathfinder or others now forgotten - nearly anywhere you'd care to visit, can all be made available to you here.

Settings more outlandishly appealing than the Culture at its peak, such as Nameless' hypothetical post-Awakening realm, are not accessible herein.

*HI - Use the higher-end interpretations of the setting's general power level. For some settings this is implicit, such as the +1 Gift version of Creation under the Exalted.

[ ] A Quest [+1 Gift] - Your proper place: a world of myths and monsters populated by individuals of superhuman capability. You may have to overthrow some epochal monster or god-king tyrant, but with fate's support it should be little more than the dalliance of a season*; to say nothing of the lifelong companions you might gain!

Randomly select one world among the examples given for the 0- and 2-Gift sections under Your Choice. Your adventure takes place in this setting. For example, roll a d20 and consult the chart below:

1 - Warhammer 40,000
2 - Exalted (Age of Glory)
3 - Marvel
4 - DC
5 - Old World of Darkness
6 - D&D Forgotten Realms (Randomly select a major Outer or Evil Plane)
7 - Fate/Grand Order
8 - Dragon Ball Z
9 - Warhammer Fantasy
10 - My Hero Academia
11 - The Culture
12 - Worm
13 - Naruto
14 - Bleach
15 - Fate
16 - Sailor Moon
17 - Puella Magi Madoka Magica
18 - Final Fantasy (Randomly select one, or spend one Gift to choose)
19 - Attack on Titan
20 - D&D Pathfinder

You may spend a Gift to instead roll three times, selecting your preferred result of the three.

*...No quest is guaranteed to merely be the 'dalliance' of a season. However, the difficulty of your quest scales only imperfectly to your capabilities, so it is possible to start with a considerable leg up relative to the world of your passage.

[ ] November Sky [4 Gifts] - If you wish to stay, such can be accommodated. The Winter Dynasty is a cosmic jewel in its overlord's infinite crown, and its dominion utopian beyond the conceivable reaches of mortal kind. The particular kingdom of your arrival offers incredible adventure and paradisiacal bounty in equal measure; furthermore, at least ten quintillion years will pass before the Forebear departs in full, leaving its peoples to their languorous decline.

As a naturalized citizen of the Winter Dynasty, you will receive axiomatic invincibility against oblivion or torturous mental states; a near unlimited mass-energy and complexity budget for projects smaller than a city-state (or galaxy, with sufficient authorization); and access to the full bounty of available magical systems which can, if properly utilized, eventually achieve outcomes of nearly arbitrary versatility from the perspective of an unaugmented human.

You are nearly guaranteed to attain hedonic experiences wholly beyond the reach of any physical substrate, biological or otherwise; joys which for all their overwhelming valence do not obliterate meaning or volition in your judgement and decision-making.

Who knows? Perhaps you'll even be of service to the greater cause in the battles to come.

Patronage - Who will favor you, tiny speck of mortal insouciance transported to lands beyond comprehension? Whose gifts will bedeck your form, and gird you to fulfill the resolutions of a new era?

[ ] The Duchess [+1 Gift] - The Duchess is mercurial and slightly petty; to receive her favor she asks only that you refrain from selecting any other's. You may still receive Passage and Provision effects without restraint.

[ ] The Overlord [+5 Gifts] - The burdens of the Overlord are vast, but his powers unimaginable. The Overlord charges that you yourself accrue power, which he will expend towards the minuscule reduction of the immeasurable duties laid upon his form. His appetite for power is virtually without limit; you will be driven unyieldingly towards this purpose at least sixteen hours a day, though the bountiful Gifts of his patronage should, if properly applied, easily overcome your need for rest or sleep, and outsized performance can earn a measure of respite.

You are free to apply your own judgement in determining the most effective long-term means of power acquisition, though such judgement must be unfettered and sincere if you wish to retain your complete volition. Nor are you required to surrender the power thus gained in its entirety, or at unreasonably brief intervals, so long as you contribute an appropriate quantity for your capabilities and reach. All forms of power ought theoretically qualify, but those most relevant to the world of your Passage will grant superior returns.

[ ] The Seraph [+1 Heroic Favor] - The Seraph charges you to be nothing less than a Hero. Your powers great: your burdens greater. This enormously amplifies the intensity of your adventures; tremendous danger and opportunity both will accumulate in your life unrelentingly. You must retain your Heroic nature through the tribulations to follow.

The nature of your heroic path is for you to decide, though at its core it must be true to yourself, and there is no more fooling your own heart than the gaze of the Seraph.

[ ] The Forester [1 Gift] - The gift of the Forester is focused purpose; honing of the self towards a particular methodology. Select one of the following:

Power - A form broad and powerful, with angular visage and fearsome thews; or a mind equally so, with raw computational horsepower unparalleled amongst men. All actions in which one takes the direct path, the path of violence, or the path of brute force are at least 50% more effective than they would otherwise be.
-[ ] Physical Power: Specialized for strength and endurance, capable of out-fighting an ox in single combat, with the durability of a fully-grown oak.
-[ ] Mental Power: Powerful intelligence with a faultless memory and peak-human information processing abilities. Grants a minimum of +10% Progression speed in any skill with a significant mental component. For most skills the user advances orders of magnitude beyond average speed.
-[ ] Spiritual Power: Nigh-unbreakable will and fearsome totality of self; an unquenchable vigor of personal presence that cows and subordinates others. Grants enduring patience, magnetic charisma and immense reserves in any magical system that relies on personal spiritual power.

Agility - A form lithe and slender, with quicksilver reflexes and faultless coordination; or a mind cunning and circuitous, capable of sniffing out any plot. All actions in which one takes a notably indirect path, the path of preparation, or the path of finesse are at least 20% less risky than they would otherwise be.
-[ ] Physical Agility: Specialized for speed and precision, capable of snatching an arrow mid-flight, with reflexes to match the swiftest in the animal kingdom. If the recipient wishes, may also grant a delicate physical beauty to match the fairest of natural-born humans.
-[ ] Mental Agility: Perceptiveness, speed of thought, and practical wisdom to match any human ever to live. The recipient's judgement, decision-making, and cool under fire are legendary, their discernment cogent and incisive. In almost any scenario they at least have a rough idea of what ought to be done - a capability often sorely underestimated by those who haven't opposed such a character.

[ ] The Mandarin [1 Gift] - The gift of the Mandarin is exploitation, optimized mastery of systems for good or ill. Double the effects of any one Patronage or Provision benefit. Benefits are only those noted within the description text of an option. For example, one could select both Spiritual Power and Mental Agility for the Forester's Gift, or two domains for the Heir's, but selecting the Overlord would have no effect as the description text of his option offers only burdens.

[ ] The Genius [2 Gifts] - The gift of the Genius is nothing less than perfection in life. The recipient is blessed with a powerful guardian which will work to prevent, mitigate or undo the worst misfortunes of their personal journey. In the prevention of minor inconveniences it will not bestir to action, but its power to circumvent death borders on the absurd. The recipient is easily capable of surviving a seemingly endless string of deadly circumstances that would surely lead to annihilation in any reasonable scenario.

Additionally, such mitigation will occasionally result in astounding reversals of fortune, by which the recipient will receive an opportunity to profit enormously in resources, power, or circumstances favorable to their objectives and disposition. +++++Luck

[ ] The Heir [3 Gifts] - The gift of the Heir is as simple as it is mighty. Select one of the following domains and gain powerful influence over its purview, growing steadily with effort:

War, Bureaucracy, Medicine, Thievery, Logistics, Politics, Energy

Dominion
++Willpower, +Might, +Charisma, +Appearance
Progression: Aggressive. Should one work diligently at it, master-level capabilities can be achieved within twenty years. Adept-level effects take roughly a week to a month to develop, depending on power.

Beginner: Develop expert-level skills in one's domain. Modestly alter outcomes and circumstances relevant to one's domain. Ward powerfully against negative outcomes arising from one's domain. Consistently win battles that would normally have a one percent chance of victory (War); steal a man's fortune out from under his nose (Thievery); Amplify the force of one's blows five-fold (Energy).

Adept: Develop grandmaster-level skills in one's domain, allowing for feats of improbable skill. Majorly adjust outcomes and circumstances relevant to one's domain, and ward overwhelmingly against negative outcomes from such. Cure fully metastatic cancer with a five-minute operation and minimal side effects (Medicine); reach any destination in time for your needs so long as a road to there exists (Logistics); go from a local official to President of your country for life (Politics); achieve supernaturally-positive outcomes over virtually any domain already administered by an existing bureaucracy (Bureaucracy); fight off a thousand armed soldiers single-handed (War); steal a con-man's charm, or a professor's genius (Thievery); emit destructive energies capable of leveling a skyscraper (Energy)

Master: Near-total influence over any concept even tangentially connected to one's domain. Create a Celestial Parliament of supernaturally-powerful spirits to administrate metaphysics (Bureaucracy); wage meaningful war against the concept of entropy (War); create a new form of energy which allows for supernatural manipulation of reality (Energy); cure the ills of the Earth, removing all harmful pathogens and restoring an unpolluted ecosystem (Medicine); make political engagement fun, interesting, and great overall even for ordinary participants (Politics)

Provision

...This section still under construction!

Panoply

[ ] Shimmer of Possibility [1 Heroic Favor] - That phantasmal light of infinite color, which is potential itself bestowed unto flesh.

Become the unique and irrevocable bearer of the Aurora Halo, refracted expression of limitless forms which span the continuums of abstract, spiritual, ethereal and material. Even a beginner's fumbling could manifest a handful of Chroma enhancements granting temporary augmentations on the level of "invulnerability to a specific element," while the delicate interplays evoked by a master can make of the wielder a god-chimera bestriding infinite realms.

The Aurora Halo represents mastery over form in all its expressions. All types, parameters, and principles of form fall within its purview; in theory virtually any effect imaginable can be achieved by its mastery, so long as it is manifest through the lens of self-transformation. From the shape of one's mortal vessel to the superstructure of one's oversoul, all can be altered as easily as shifting pictures on a carousel.

Transgression of form is the nature of monstrosity; your Heroic path will take you down avenues that cause you to be perceived as a monster, at least to some.

Shimmer of Possibility
++++++++++Protection, and a further +++++All Stats
Progression: Modest. Assuming near-optimal compounding of personal capabilities, mastery can be achieved with one century's strenuous exertion. Further acceleration of one's growth rate is somewhat possible, but difficult even with the abilities below. Each adept-level ability requires about a year to develop, though partial applications can be trained within weeks or even hours, at correspondingly lower total utility.

Beginner: Attune one's physical corpus to various elements, thereby becoming immune to harm from them. Increase or decrease one's height or muscle mass, though with obvious cosmetic imperfections. Emit blinding light from one's soul which repels and terrifies lesser hostile spirits. Grow and coordinate fully functional additional limbs. Overlay a template of wholeness upon one's body, attaining slow but total regeneration.

Adept: Attune to the fundamental nature of mass-energy, selectively phasing through all forms of physical interdiction or harm. Assume arbitrary biological templates within 100x mass-volume of one's original form. Emit memetic pheromones capable of dominating all physically instantiated minds regardless of substrate. Grow and coordinate fully functional additional brains and sleeve them, with near-arbitrary variations on personality, talent, physical capabilities, appearance. Overlay a template of perfection upon a facet of one's mental, physical or spiritual forms, becoming infallible within relevant fields given the bounds of conventional metaphysics.

Master: Assume arbitrary forms of any type; embody all concepts and none, as well as the duality between them. Assume a template of perfect upon the entire continuum of one's forms, becoming infallible and unassailable within conventional metaphysics. Remove the limits of one's growth in any field. Assume paradoxical, fanciful, or impossible forms. Besiege the Realm of Forms by encompassing all that it is not, breaking into achievements beyond conceptual definition. Manifest any Halo advancement or combination thereof, at will.

[ ] Special Dispensation [1 Heroic Favor] - It's not quite administrative privilege, but the Seraph's intercession can grant a semblance of that peerless power, the dream of fairness instantiated. And easier to use, to boot!

The dream of fairness is anathema to entrenched powers; in the pursuit of justice your Heroic path will see you encountering potent enemies over time.

Gain access to the Royal Praxis of the Accursed, with a special version of To Shatter Heaven applied which reduces the difficulty, rather than increasing the rewards, of further steps into the Praxis.

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Merry Christmas to all, and to all a good night!
 
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A Winter Dynasty
A production draft of the complete work. Enjoy this fully playable version of the CYOA!

A Winter Dynasty

Sometimes, there is no transaction, no exchange of burdens or services rendered, no terrible calumnies or duties worth the remittance. Sometimes, there is only a gift freely given - Heroism's hand extended, that the nature of one's present realm might resemble, even if infinitesimally, that dream which unites her kindred in unyielding strife:

A kinder world than this.

For it is the nature of grace to be unbidden and unearned; unasked-for, and undeserved.

You have arrived here, in the Winter Dynasty of the Forebear eternal, a land of wondrous abundance. It is a place of plentiful amusements and invincible stability, currently threaded through with endless holiday cheer. Here is the magnificence of its overlord's illimitable might refracted most perfectly through the lens of his realm; frost-crowned apex of his unyielding regime, before the Solstice Dynasty of his departure begins its slow and glorious dissipation.

Perhaps you perished in a previous life, spirited away by falling piano or runaway tractor; perhaps you were suddenly ignited by resplendent flame, to emerge unscathed in this vista of heroes; or perhaps you were simply plucked from the limitless cosmos, one experiment of many, seeking just recompense.

---

In any case you may not stay here - not for free, so far from whence you belong - but the mandarins of this realm are happy to provision you with training and trinkets of relatively spectacular power before sending you on your merry way. They offer Gifts numbering 3, with the opportunity below to earn more.

Passage - Where then will you be sent? Regardless of your choice here, all powers and artifacts will remain fully-functional and intact.

[ ] Return [0 Gifts] - Return to the mundane world of your conception. There are certain individuals you will not be permitted to act against, but they are not so enormously influential that a reasonable individual would find their actions significantly constrained. Some are waived of even this limitation; you will know if you number among them.

[ ] Your Choice [+1, 0 or 2 Gifts] - A world of your choice, so long as it strongly resembles a well-established setting from (semi-)popular fiction. More appealing worlds are more costly. Consider all factors relevant to a world's general appeal: pleasantness, danger level, ease of power acquisition, exclusive or aberrant metaphysics, proximity to hypercosmic influences, etc. If not taking A Quest, you may specify the general parameters of your arrival, though if this substantially changes a world's effective appeal level then you must adjust cost accordingly. Examples below:

+1 - Settings with extreme levels of danger which would be exceptionally difficult to thrive within. Dies Irae, Exalted (Usurpation, Odyssial present), Lovecraft Mythos (HI*), Umineko (HI), Meme Settings (HI; Looney Toons, suggsverse, Dragon Ball Super parodies etc)

+0 - Highly dangerous settings with a great number of cosmic-level difficulties. Warhammer 40,000, Exalted (Age of Glory), Marvel/DC (Mainline, Reboots / Crisis events will occur), oWoD (HI, End Times inevitable, though can be delayed), Forgotten Realms (HI, Outer / Evil Planes), Fate/Grand Order (HI), Dragon Ball Z

2 - Any setting significantly more appealing than the examples above. These range from the anarchy and deprivation of Warhammer Fantasy; to the relative mundanity of Your Hero Academia; to the sybaritic overabundance of the Culture. It all depends on you!

Worm, Naruto, Bleach, Fate; Sailor Moon or Madoka Magica; Final Fantasy or Attack on Titan; the realms of Pathfinder or others now forgotten - nearly anywhere you'd care to visit, can all be made available to you here.

Settings more outlandishly appealing than the Culture at its peak, such as Nameless' hypothetical post-Awakening realm, are not accessible herein.

*HI - Use the higher-end interpretations of the setting's general power level. For some settings this is implicit, such as the +1 Gift version of Creation under the Exalted.

[ ] A Quest [+1 Gift] - Your proper place: a world of myths and monsters populated by individuals of superhuman capability. You may have to overthrow some epochal monster or god-king tyrant, but with fate's support it should be little more than the dalliance of a season*; to say nothing of the lifelong companions you might gain!

Randomly select one world among the examples given for the 0- and 2-Gift sections under Your Choice. Your adventure takes place in this setting. For example, roll a d20 and consult the chart below:

1 - Warhammer 40,000
2 - Exalted (Age of Glory)
3 - Marvel
4 - DC
5 - Old World of Darkness
6 - D&D Forgotten Realms (Randomly select a major Outer or Evil Plane)
7 - Fate/Grand Order
8 - Dragon Ball Z
9 - Warhammer Fantasy
10 - My Hero Academia
11 - The Culture
12 - Worm
13 - Naruto
14 - Bleach
15 - Fate
16 - Sailor Moon
17 - Puella Magi Madoka Magica
18 - Final Fantasy (Randomly select one, or spend one Gift to choose)
19 - Attack on Titan
20 - D&D Pathfinder

You may spend a Gift to instead roll three times, selecting your preferred result of the three.

*...No quest is guaranteed to merely be the 'dalliance' of a season. However, the difficulty of your quest scales only imperfectly to your capabilities, so it is possible to start with a considerable leg up relative to the world of your passage.

[ ] November Sky [4 Gifts] - If you wish to stay, such can be accommodated. The Winter Dynasty is a cosmic jewel in its overlord's infinite crown, and its dominion utopian beyond the conceivable reaches of mortal kind. The particular kingdom of your arrival offers incredible adventure and paradisiacal bounty in equal measure; furthermore, at least ten quintillion years will pass before the Forebear departs in full, leaving its peoples to their languorous decline.

As a naturalized citizen of the Winter Dynasty, you will receive axiomatic invincibility against oblivion or torturous mental states; a near unlimited mass-energy and complexity budget for projects smaller than a city-state (or galaxy, with sufficient authorization); and access to the full bounty of available magical systems which can, if properly utilized, eventually achieve outcomes of nearly arbitrary versatility from the perspective of an unaugmented human.

You are nearly guaranteed to attain hedonic experiences wholly beyond the reach of any physical substrate, biological or otherwise; joys which for all their overwhelming valence do not obliterate meaning or volition in your judgement and decision-making.

Who knows? Perhaps you'll even be of service to the greater cause in the battles to come.

Patronage - Who will favor you, tiny speck of mortal insouciance transported to lands beyond comprehension? Whose gifts will bedeck your form, and gird you to fulfill the resolutions of a new era?

[ ] The Duchess [+1 Gift] - The Duchess is mercurial and slightly petty; to receive her favor she asks only that you refrain from selecting any other's. You may still receive Passage and Provision effects without restraint.

[ ] The Overlord [+5 Gifts] - The burdens of the Overlord are vast, but his powers unimaginable. The Overlord charges that you yourself accrue power, which he will expend towards the minuscule reduction of the immeasurable duties laid upon his form. His appetite for power is virtually without limit; you will be driven unyieldingly towards this purpose at least sixteen hours a day, though the bountiful Gifts of his patronage should, if properly applied, easily overcome your need for rest or sleep, and outsized performance can earn a measure of respite.

You are free to apply your own judgement in determining the most effective long-term means of power acquisition, though such judgement must be unfettered and sincere if you wish to retain your complete volition. Nor are you required to surrender the power thus gained in its entirety, or at unreasonably brief intervals, so long as you contribute an appropriate quantity for your capabilities and reach. All forms of power ought theoretically qualify, but those most relevant to the world of your Passage will grant superior returns.

[ ] The Seraph [+1 Heroic Favor] - The Seraph charges you to be nothing less than a Hero. Your powers great: your burdens greater. This enormously amplifies the intensity of your adventures; tremendous danger and opportunity both will accumulate in your life unrelentingly. You must retain your Heroic nature through the tribulations to follow.

The nature of your heroic path is for you to decide, though at its core it must be true to yourself, and there is no more fooling your own heart than the gaze of the Seraph.

[ ] The Forester [1 Gift] - The gift of the Forester is focused purpose; honing of the self towards a particular methodology. Select one of the following:

Power - A form broad and powerful, with angular visage and fearsome thews; or a mind equally so, with raw computational horsepower unparalleled amongst men. All actions in which one takes the direct path, the path of violence, or the path of brute force are at least 50% more effective than they would otherwise be.
-[ ] Physical Power: Specialized for strength and endurance, capable of out-fighting an ox in single combat, with the durability of a fully-grown oak. Ignore nonlethal wounds inflicted upon the recipient's person.
-[ ] Mental Power: Powerful intelligence with a faultless memory and peak-human information processing abilities. Grants a minimum of +10% Progression speed in any skill with a significant mental component. For most skills the user advances orders of magnitude beyond average speed.
-[ ] Spiritual Power: Nigh-unbreakable will and fearsome totality of self; an unquenchable vigor of personal presence that cows and subordinates others. Grants enduring patience, magnetic charisma and immense reserves in any magical system that relies on personal spiritual power.

Agility - A form lithe and slender, with quicksilver reflexes and faultless coordination; or a mind cunning and circuitous, capable of sniffing out any plot. All actions in which one takes a notably indirect path, the path of preparation, or the path of finesse are at least 20% less risky than they would otherwise be.
-[ ] Physical Agility: Specialized for speed and precision, capable of snatching an arrow mid-flight, with reflexes to match the swiftest in the animal kingdom. If the recipient wishes, may also grant a delicate physical beauty to match the fairest of natural-born humans.
-[ ] Mental Agility: Perceptiveness, speed of thought, and practical wisdom to match any human ever to live. The recipient's judgement, decision-making, and cool under fire are legendary, their discernment cogent and incisive. In almost any scenario they at least have a rough idea of what ought to be done - a capability often sorely underestimated by those who haven't opposed such a character.

[ ] The Mandarin [1 Gift] - The gift of the Mandarin is exploitation, optimized mastery of systems for good or ill. Double the effects of any one Patronage or Provision benefit. Benefits are only those noted within the description text of an option. For example, one could select both Spiritual Power and Mental Agility for the Forester's Gift, or two domains for the Heir's, but selecting the Overlord would have no effect as the description text of his option offers only burdens.

[ ] The Genius [2 Gifts] - The gift of the Genius is nothing less than perfection in life. The recipient is blessed with a powerful guardian which will work to prevent, mitigate or undo the worst misfortunes of their personal journey. In the prevention of minor inconveniences it will not bestir to action, but its power to circumvent death borders on the absurd. The recipient is easily capable of surviving a seemingly endless string of deadly circumstances that would surely lead to annihilation in any reasonable scenario.

Additionally, such mitigation will occasionally result in astounding reversals of fortune, by which the recipient will receive an opportunity to profit enormously in resources, power, or circumstances favorable to their objectives and disposition. +++++Luck

[ ] The Heir [3 Gifts] - The gift of the Heir is as simple as it is mighty. Select one of the following domains and gain powerful influence over its purview, growing steadily with effort:

War, Bureaucracy, Medicine, Thievery, Logistics, Politics, Energy

Dominion
++Willpower, +Might, +Charisma, +Appearance
Progression: Aggressive. Should one work diligently at it, master-level capabilities can be achieved within twenty years. Adept-level effects take roughly a week to a month to develop, depending on power.

Beginner: Develop expert-level skills in one's domain. Modestly alter outcomes and circumstances relevant to one's domain. Ward powerfully against negative outcomes arising from one's domain. Consistently win battles that would normally have a one percent chance of victory (War); steal a man's fortune out from under his nose (Thievery); Amplify the force of one's blows five-fold (Energy).

Adept: Develop grandmaster-level skills in one's domain, allowing for feats of improbable skill. Majorly adjust outcomes and circumstances relevant to one's domain, and ward overwhelmingly against negative outcomes from such. Cure Stage IV metastatic cancer flawlessly with a five-minute operation (Medicine); reach any destination in time for your needs so long as a road to there exists (Logistics); go from a local official to President of your country for life (Politics); achieve supernaturally-positive outcomes over virtually any domain already administered by an existing bureaucracy (Bureaucracy); as an ordinary mortal, fight off a thousand soldiers single-handed (War); steal a con-man's charm, or a professor's genius (Thievery); emit destructive energies capable of leveling a skyscraper (Energy)

Master: Near-total influence over any concept even tangentially connected to one's domain. Create a Celestial Parliament of supernaturally-powerful spirits to administrate metaphysics (Bureaucracy); wage meaningful war against the concept of entropy (War); create a new form of energy which allows for supernatural manipulation of reality (Energy); cure the ills of the Earth, removing all harmful pathogens and restoring an unpolluted ecosystem (Medicine); make political engagement fun, interesting, and great overall even for ordinary participants (Politics)

[ ] The Barrister [5 Gifts] - Unmentioned and unseen is the Overlord's shadow, whose absence from the corridors of power is in every regard unthinkable. Nonetheless her presence is felt in every fell corner and dark abscess of the Overlord's domain: the swift sure blade which brings surcease to his enemies before any threat arises manifest. For this indispensable service she is well-compensated, and so too the subject of her bequest: for she offers the prowess to skirt one's duties to a degree, and the power to enjoy the freedoms so acquired.

Void - Reduce by 50% the requirements or negative effects of any responsibilities or persistent conditions upon the recipient. This power has limits, but suffices to lighten even the Overlord's imposition. Taken with the Mandarin's gift, reduce the impact of said burdens multiplicatively, to 25%.

In addition, selectively ignore the undesirable effects of any capability beyond direct, close-range observation which would seek to divine or acquire information about the recipient, or impose a predestined outcome upon them.

Ninja Songstress Lawyer Maid - Become adept in the killing arts of the Fatal Threnody, by which a mortal practitioner can strike with the grace of lightning; outpace the sun at dawn's landing; excise all obstacles to harmony; and enact movements so exquisite that even to glimpse them can kill.

Fatal Threnody
+50 Agility, +20 Wits, +10 Might, +5 Luck, +2 Intelligence
Progression: Linear. For each given level of talent and diligence, an equal amount of capability is advanced per unit time. The average practitioner would require trillions of millennia to attain Grandmastery.

Adept: Move and react flawlessly at a thousand times the speed of sound. Slay a man by singing to his shadow. Become faultlessly aware of the laws of the land, how best to evade them, and their most prominent violators. With a set of pressure-point strikes, infect a person or organization with an inclination towards lawlessness or rectitude. Withstand fatal travails in service to one's client or aesthetic ideals. Holding one's breath, become a living shadow, immune to forces that cannot act upon shadows. Synergizes multiplicatively with relevant Domains from the gift of the Heir.

Master: Escape death as a living melody, to reappear wheresoever you are hummed or played again, in condition appropriate to the quality of the rendition. Selectively erase components of yourself or beneficiaries from informational space. With a clap of the hands, emit a booming thunder fit to shatter worlds. Move as a pulse-wave of harmonic motion that eclipses the speed of light. Hum a note so flawless that time itself hesitates to advance, and space expands to fill one's needs. In any mercenary venture, operate with perfect omni-disciplinary competence at the confluence of your and your client's interests - so long as you avoid the use of contractions, which may consign you to oblivion.

Grandmaster: Selectively ignore or re-interpret the laws of metaphysics at one's preference. Do anything so long as it is sufficiently shady, beautiful, or well-compensated. From time to time, use contractions in relative safety.

But not even the Barrister herself is a grandmaster of her Art.

[ ] The Princess [8 Gifts] - The Princess understands that every story spoken has been spoken before. As turn the cycles of the world, so too do the auspices of empire. Much as she adores the winter, its snow-dusted wonderland will one day yield to the processions of spring. Yet the hope of belaying that morning rises irrepressibly. If you would be of service to that impossible hope, she will anoint you as champion of the Winter Dynasty, with power enough to spread its majesty wheresoever you may tread.

Distribute 250 +s among your Attributes (Might, AGI, CHA, APP, INT, WITS, WIS, LCK, WILL, PROT). Charisma and Appearance are double cost, while Wits and Wisdom are triple cost. Intelligence, Luck and Willpower are quintuple cost. No more than 100 +s may be spent on any single Attribute. Scaling for Physical Attributes is much faster per +, but spending 100 +s in any Attribute will elevate it to vastly superhuman heights. Repeat this process for each ally summoned by the Auger of Companionship.

If you have taken Auger of Companionship, its benefits are now entirely natural, no longer reliant on the gem's presence: the character having been transported to, rather than imposed upon, the reality of your Passage; or if already present, having been favorably inclined to you from the start.

You may share burdens undertaken, such as the compulsion of the Overlord or the duties of Heroism, with your closest companions, proportionally but imperfectly diminishing their demands upon you, and with diminishing returns per companion. For example, the first companion that undertakes half your responsibilities of Heroism will reduce yours by one-third, while numberless legions doing so would not mitigate more than three-fourths. To qualify, a companion must be in your general tier of power or higher, and your bonds such that you would genuinely trust them with your life.

Manifest a Title, Aura and Heraldry unique to your individual position as Knight of the Dynasty. The first and last are cosmetic and cause you to appear noble, formidable, beauteous, unrelenting or sincere (whichever is most appropriate) when displayed, with supernatural sensory effects if appropriate. Your may design your Aura, which grants an ability of value roughly equal to the examples below:

Prussian Blue: +50 Might, 100% to Might, may use Might instead of the appropriate Attribute to resist hostile effects. You are inclined to martial solutions.

Outermost Lathe: +10 INT, +10 WITS. Grow noticeably stronger, faster and more able with each significant enemy slain, reaching grossly supernatural heights of capability with no discernible upper limit. You are somewhat arrogant.

Emperor Red: +30% to All Attributes. At devastating cost you may briefly amplify your essence to achieve outcomes that would otherwise be transcendentally difficult (+1 step along the Infinite Singularity Husk). Once per year, the cost of this ability is reduced by four-fifths. You are extremely ambitious - some would say, impractically so.

If you have taken the Mandarin, double the Attribute +s received and the power of your Aura, but not other aspects of the Princess' gift. If you have taken November Sky, +1 ISH to your Aura.

Provision

Be warned, provisions can be lost, stolen, or used against you. But they offer considerable specialized power at a discounted rate.

[ ] Fisherman's Association Membership [+1 Gift] - This coveted certification comes with a legendary bait & tackle, and imprints directly onto the chest-analogue of your soul so that your affiliation is plain for all to (astrally) see. However, members of the Association must adhere strictly to the tenets of lacto-ovo-pescatarianism. Beware the danger of conflicting geases. No power can alleviate this, as it is a burden willingly undertaken.

[ ] Finitude Lacing [+1 Gift, incompatible with November Sky] - In exchange for operating wholly within the paradigm of your Passage world, additional power can be squeezed out of your existing resource budget. Any and all items and capabilities you acquire will conform to the laws of your new reality. Care will be taken to minimize the adjustments required, but effects that are outright impossible may be excluded.

For example, if you took the Genius' Gift and chose to return to your mundane reality, your guardian might take the form of a hypercompetent but heavily constrained friendly intelligence rather than an arbiter of fate; if you took the Barrister's gift, your augmented parameters might be the result of sophisticated nanotechnology to the limits of physical action, and the higher realms of her killing Art denied you. Obviously, this is far less restrictive within innately potent realities, but those are precisely the ones in which an outside-context capability might be most decisive...

[ ] A Debt [+2 Gifts] - In exchange for a debt owed to the mandarins of this Realm, you may expropriate certain privileges beyond your nominal remit. Your debt comes due in no less than twenty years, but what the mandarins ask of you will be far from trivial, even if it is guaranteed to be within your scope to accomplish. Fulfillment of the debt will almost certainly be no more onerous than surrendering the irrevocable use of a limb, or half the lifespan of your firstborn child.

[ ] Overcharge [+2 Gifts] - If credit alone does not suffice... Behold the scars of he who reaches beyond his grasp. In abusing the Dynasty's generosity, you delved too greedily and overloaded your own essence. Half your visage is horrifically marred, and the limbs on one side cripplingly weakened if not wholly dysfunctional. Reduce by 60% the speed of all future progression. Neutral and hostile parties who perceive you tend to think of you as an ungrateful lout. The Barrister will deign not to assist you in mitigating these conditions, and nothing short of the Overlord's full might can reverse them.

[ ] Flicker of Soliton [1 Gift] - The briefest lonely instant of a being unimaginable, distilled into a jewel like tears. Choose one of the following:

*Each time you slay an enemy, acquire physical goods at least slightly relevant to your current desires or situation. Storage is your problem.
*One day per year, you are free from any and all burdens imposed by your decisions here, save for those required of Fisherman's Association members.
*You may fire magical missiles of notable power given your overall capabilities. Equivalent to arming a normal soldier with a sidearm; even the mighty will receive a noticeable offensive boost.
*Discount the Auger of Companionship to 1 Gift, but it can only draw forth companions of the 1-Obol level or lower for the world of your Passage.

[ ] Obols of Paradise [1 or 5 Gifts, requires Your Choice or A Quest] - These obols may be traded to certain universally available brokers who will make themselves available after your decisions here. One Obol may be exchanged for the supernatural powers of your Passage world, equal to a native in the top twenty percent of practitioners; five allows you to stand at very near the apex of (pseudo-)human potential. Examples -

Worm -
One Obol: Tattletale's powers
Five Obols: Combined powers of the Triumvirate without downsides

Exalted (Usurpation) -
One Obol: Dragon-Blooded Exalt
Five Obols: Essence 9 Celestial Exalt with seven hundred Charms

Forgotten Realms -
One Obol: 5th level character
Five Obols: 20th level Gestalt Wizard/Warblade with full wealth-by-level

Fate/Grand Order -
One Obol: An experienced and relatively powerful magus
Five Obols: Grand Servant

[ ] Blood of Pedigree [2 Gifts] - Injected into a person, the Blood may either cure any single major affliction of the body, mind, or spirit, or transform them permanently into an immortal half-beast chimera with ten times their prior physical parameters and notable (1-Obol level for your Passage world) shamanic magics. The restrictions on the Blood's restorative power are few; even conditions such as Vampirism (Old World of Darkness, Cain excepted) or the Great Curse (Exalted) can be resolved, and the immortality granted cannot be breached by all but the mightiest powers of your Passage world.

[ ] Titan's Abacus [3 Gifts] - To bear the Titan's Abacus is to place your realm under the reign of Functionalism, by which all things may be quantized. Whether it rules as tyrant or merely one of a peerage of co-conspirators depends on the power level of your Passage world. As the sole practitioner of Functionalism, you are heir to the complete fruits of its arsenal:

Functionalism
++Intelligence, ++Wits, +Agility
Progression: Reverse S. To grow from beginner to adept is a matter of weeks; and from high adept to master in only an instant if the critical breakthrough is attained - but the intervening span can take many long years even for the mathematically inclined. The art grows weaker the more practitioners there are. Luckily there are, to your knowledge, no further copies of the Titan's Abacus...

Beginner: An intricate, detail-focused science of reality partition and assortment. By computing celestial equations upon the Abacus, even a novice simpleton may swap the positions of their enemies, cleave their attributes in twain, re-arrange the aisles at the grocery story, perfectly complete any multiple-choice test, or impose a turn-based system upon all forms of conflict in their reality. Also useful for sorting one's wardrobe.

Adept: Manipulation of space, time, and quantities along a pattern. Lesser adepts may quantify their own attributes, leading to stable and unbounded personal growth given appropriate stimuli, or conjure offensive vectors of mass-energy by which to fry, boil, melt, freeze or electrocute one's enemies. Greater adepts may siphon quantified value directly from the corpus of their foes, or sever one's home from broader reality to create a subspace with only one entry point. Interfaces adequately with virtually all systems of supernatural power; an Exalt would be able to see their character sheet, or a Hero the exact details of their Quirk.

Master: Masters may traverse, manipulate, or recombine entire realities at their whim; the glory of Function is revealed in full as the kaleidoscope of worlds unfurls before them. With focused attention, systems of quantification, reified abstraction, and mechanical control can be imposed upon subrealities to engineer powers, situations, and outcomes according to one's will.

On balance, Functionalism offers greater direct power and versatility than even the domains of the Heir. But this is a science without guardrails - at Mastery, a single intemperate equation can easily lead to the Abacus passing along to its next recipient. Safe enough if one exercises substantial caution and restricts oneself to Adept-level pursuits - but where's the fun in that?

[ ] Victorious Ticket [3 Gifts] - By tearing in half this ticket, you may initiate a time loop with the following parameters:

Point of Origin - Up to ten years in the past, and not before your final decision here.

Loop Duration - No more than ten years.

Number of Repetitions - No more than ten thousand. The power of the Ticket is such that it operates perfectly within any world selectable by A Quest or Your Choice. You may cease looping early if desired; multiple confirmations will occur to ensure no accidental termination.

Loop Reset - Loops reset upon your death or upon your making a firm decision to reset. You retain your memories and accumulate a charge which, one every hundred resets allows you to adopt one additional individual into the loop. Certain advancements might also be kept, or their speed of progression refined.

Sub-loops - With a moment of effort you may create loops-within-loops up to one layer deep, but they count against your total repetitions.

[ ] Auger of Companionship [4 Gifts] - This jewel of sapphire and teal functions as a lens when looked through; skimming infinite possibility, it can discover variations of characters entirely indulgent to the will of its bearer, and draw them to the realm of one's Passage. Beware the dangers of attachment in this impermanent world.

Select an ally from the world of your Passage, of power not greater than the 5-Obol level; so long as you hold the Auger and do not egregiously act against their interests, they will be favorably inclined towards you.

Or, randomly select a world as per A Quest, then choose five characters from that world and randomly select one of them; they will instantly appear as your boon companion and, so long as you hold the Auger, be loyal unto death and beyond. Their capabilities will cap at the 5-Obol level for the world of your Passage.

If you possess the Heir's Dominion (Logistics), you may instead select a specific boon companion from any of the possible Quest worlds, subject to the same capability cap.

---

Panoply

[ ] Shimmer of Possibility [1 Heroic Favor] - That phantasmal light of infinite color, which is potential itself bestowed unto flesh.

Become the unique and irrevocable bearer of the Aurora Halo, refracted expression of limitless forms which span the continuums of abstract, spiritual, ethereal and material. Even a beginner's fumbling could manifest a handful of Chroma enhancements granting temporary augmentations on the level of "invulnerability to a specific element," while the delicate interplays evoked by a master can make of the wielder a god-chimera bestriding infinite realms.

The Aurora Halo represents mastery over form in all its expressions. All types, parameters, and principles of form fall within its purview; in theory virtually any effect imaginable can be achieved by its mastery, so long as it is manifest through the lens of self-transformation. From the shape of one's mortal vessel to the superstructure of one's oversoul, all can be altered as easily as shifting pictures on a carousel.

Transgression of form is the nature of monstrosity; your Heroic path will take you down avenues that cause you to be perceived as a monster, at least to some.

Shimmer of Possibility
++++++++++Protection, and a further +++++All Stats
Progression: Modest. Assuming near-optimal compounding of personal capabilities, mastery can be achieved with one century's strenuous exertion. Further acceleration of one's growth rate is somewhat possible, but difficult even with the abilities below. Each adept-level ability requires about a year to develop, though partial applications can be trained within weeks or even hours, at correspondingly lower total utility.

Beginner: Attune one's physical corpus to various elements, thereby becoming immune to harm from them. Increase or decrease one's height or muscle mass, though with obvious cosmetic imperfections. Emit blinding light from one's soul which repels and terrifies lesser hostile spirits. Grow and coordinate fully functional additional limbs. Overlay a template of wholeness upon one's body, attaining slow but total regeneration.

Adept: Attune to the fundamental nature of mass-energy, selectively phasing through all forms of physical interdiction or harm. Assume arbitrary biological templates within 100x mass-volume of one's original form. Emit memetic pheromones capable of dominating all physically instantiated minds regardless of substrate. Grow and coordinate fully functional additional brains and sleeve them, with near-arbitrary variations on personality, talent, physical capabilities, appearance. Overlay a template of perfection upon a facet of one's mental, physical or spiritual forms, becoming infallible within relevant fields given the bounds of conventional metaphysics.

Master: Assume arbitrary forms of any type; embody all concepts and none, as well as the duality between them. Assume a template of perfection atop the entire continuum of one's forms, becoming infallible and unassailable within conventional metaphysics. Remove the limits of one's growth in any field. Assume paradoxical, fanciful, or impossible forms. Besiege the Realm of Forms by encompassing all that it is not, breaking into achievements beyond conceptual definition. Manifest any Halo advancement or combination thereof, at will.

[ ] Special Dispensation [1 Heroic Favor] - It's not quite administrative privilege, but the Seraph's intercession can grant a semblance of that peerless power, the dream of fairness instantiated. And easier to use, to boot!

The dream of fairness is anathema to entrenched powers; in the pursuit of justice your Heroic path will see you encountering potent enemies over time.

Gain access to the Royal Praxis of the Accursed, with a special version of To Shatter Heaven applied which reduces the difficulty, rather than increasing the rewards, of further steps into the Praxis.

[ ] A Sword [1 Heroic Favor] - A Hero's Blade forged particularly for you. There is no greater symbol of Heroism than the sword: what gift could be truly greater than a Blade of your very own? Benefits are tailored to your disposition and deeper nature, some examples follow:

*Synergist: Receive five Gifts' worth of benefits, chosen now, so long as you hold the Sword.
*Attacker: The Sword finds purchase against any entity it strikes, inflicting substantial harm regardless of power or defenses. +50 Might, +20 Luck, ignore enemy Protection.
*Specialist: +200 Prowess, ++Conceptual Might, and notable qualitative enhancement to both the immediate performance and ultimate potential of one chosen Skill. The Skill chosen may not be broader than the domains of the Heir; sub-skills may be applicable.

---

Additionally, [ ] Imperishable Night has been eliminated, please choose now between [X] Inheritance and [X] Blood Halo!
 
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Always
Always

An infinity before, she had been Ceathlynn. Now, she was the Maiden in full: wax and wick both melted away, leaving only the flame imperishable. Endless eons of preparation had culminated in this single moment.

With an exercise of her Grace, the Epistolary Realm unfurled around her: falling to pieces like the petals of a lotus, become so much fuel and dross before the infinite emanation of wonder that was her heart. It was not in her nature to hesitate, only to prevail.

From the realm of unsparing Daylight she strode forth: blazing sun of halcyon white before which even the starry void itself could but retreat into noon-bleached impotence. The universe was recast instantly, become mere refracted luminance, moon to the sun of her yet-veiled visage.

And yet, some fraction of this realm did not leap implicitly into her service, but interdicted her: a territory chained by its bedrock axioms to a lord that presumed himself above even the Foremost. Upon his throne of midnight, the Imprisoner reigned still, embryonic spark that threatened ignition into the Forebear of Dynasties once more. How strange it seemed, to one of her matchless span, finally to face the enemy who she'd labored against for so long. A veritable eternity had been spent in the mustering; millennia beyond number passing with eyeblink quickness, and yet it had seemed at times that she would merely be preparing for ever.

In her heart of hearts, she was tired, and yet could not help but surge with vigor at the contest come at last. Like first break of dawn after a wholly-sleepless night, a second wind came over her: senses bleary but radically sharper, every nerve tuned to crackling readiness.

Behind her veil, she frowned minutely. Her power could not reach directly into the Human Sphere. It was not an unexpected outcome, yet she had hoped that the Praehihr would avoid this path, if only to expedite matters for them both.

In any direct contest, it was unquestionable that her Grace would evade the grasp of his Law - yet such was his dominion over Space that, within his proscribed territory, the very concept of evasion lost coherence. An effect she could counter by sheer weight of findross, but only if she entered the territory in question.

It was, of course, impossible to breach such a realm by conventional means, or even to conceive of its relative location. To her, such minute forbiddings were little better than tinsel, yet it would still be an exertion of her stamina - unthinkably vast, but finite - to cut through, and what was to stop him from immediately raising another?

Only her direct attentions.

She had anticipated this. It was one scenario of countless she'd simulated, and yet every victory along this path carried some measure of risk. The Praehihr had embraced imprisonment entirely; sacrificing all influence outside his fortress to become nigh unassailable from without. The path of Grace alone would not suffice. There would be no triumph by indirect means here, no usurper consigned to irretrievable oblivion by sheer cleverness alone. He would be undone from within his sanctum, or not at all.

So be it. She had hoped for a brisk execution, but would not shirk a proper war. It would only delay the hour of her victory in the end.

A moment, and she reached the borders of his sanctum.

The Human Sphere stood arrayed before her, war-machines of her errant governess bristling across the entire circumference of its bound, unseemly science perfected and turned towards the brazen annihilation of all intruders. Sorceress Allria had plumbed great depths of mortal prowess to bring forth the Human Sphere's outer rind: a septillion dreadnaught-Implements incubated across the Voyaging and Industrial Realms, fueled not by Curseweft but indestructible nuclei of Foremost Art. Each more than a match for a thousand of the incomplete Ereadhihr left to this domain, yet worse than hapless against a proper Maker.

With a single step she bypassed the shield-moat of their combined Pressure, and prepared to banish the Human Sphere in its entirety. Its departure would see the swift removal of the Cursebearer whose Geas anchored him therein.

She spoke two words.

Light came forth, scouring brilliance that left no remainder, as surely as the naked sun blanketed the eye: cataclysm that unopposed would see the Sphere reduced to naught; and yet the Praehihr did not act.

Instead she witnessed her destroying light pooling harmlessly in the palm of a red-haired child, the Chosen of the Voyaging Realm who with laughable hubris presumed to defy her. Empowered by the fury of his patron he was not inconceivably below her, and certainly impervious to her powers of light and heat; but that did not render him a serious obstacle to her like. She did not hesitate for a moment.
With a gesture she removed her veil.

She was the Maiden: her Grace was absolute, save that it was rivaled by her Beauty.

It was not in her nature to hold back, or contain her powers out of some misguided sense of responsibility. Her Grace was a force mastered utterly, and would not impinge upon even the indirect volition of a being unless so willed. But her Beauty by its nature was impossible to contain. It could only be concealed, and she despised the idea of unintentionally holding another in thrall. Nonetheless hypocrisy could be no impediment to victory.

Even her barest moue of distress was so shatteringly exquisite that Chen Aobaru fell to her feet awestruck, and three-quarters of her enemy's Implements rose immediately in fervent and unthinking rebellion. Helplessly they discarded the crimson panoplies of their Overlord to take up her sunbeam-and-lace banner, their master's influence waning as night retreated before the dawn.

She was the Maiden, her beauty preeminent and impossible, unreachable and unutterable; guiding Archetype towards which every Sorceress evolved, yet none could ever attain. It was so tiresome a weapon to utilize, yet she could not disdain a sword of this sharpness in the contest to come. The stars and Realms of this cosmos genuflected to her in hapless submission, trembling as they pledged to her service, aching as the very laws of reality followed to do the same.

At this provocation, finally, the Overlord appeared.

The merest glance at her close presence and he struck out his own eyes; unhealing wounds bleeding crimson to match the halo of light at his back. Gone his sight and his very capacity to appreciate beauty; ruthlessness worthy of her foe.

In his hands was the Forebear's blade, his armor pitted steel of similarly dull make. Upon his shoulders was the three-headed visage of his former Armament Verschlengorge, taxidermied now in perfect lunging voracity. In their half-opened maws was held a cloak of the night sky, velveteen dark teeming with stars and nebulae - as if the contents of the cosmos had, fleeing her light, now taken asylum within. She frowned, tears of blood falling from her eye. Even an Emperor ought show some restraint.

Without a word of preamble, he struck.

Fell the Forebear's blade as if gravity itself were the hilt; shear of its passage a scream across the world, canvas of reality shredding tissue-like in its wake. This was destruction embodied in an uncaring slab: not even a bludgeon but raw unmaking force, total ruin before which her defenses of light and grace would crumble as thistle beneath a mountain falling.

But Lord Hunger was newly blind, and his accuracy a hair from faultless. With inherent perfection she parried his blow, accepting the implosion of her arm into splintering bone to lash out with a lance of sunlight at his heart. Her equal in skill, he leaned at the last moment to turn her strike into a graze. The grey steel of his armor shimmered, melting before that heat; the skin beneath boiled.

And yet. While she had merely singed him, her arm was already reforming; his burn healed not at all.

Interesting. Perhaps the outcome would have differed if he'd struck her directly, but she had exerted her arm to destruction precisely in order to redirect, rather than match, the power of his blow. Nonetheless the gap in pure strength would have to be accounted for.

Already the astral plane was an eviscerated ruin, and the meta-texture of the realms above and beneath slowly disintegrating. All this was the mere inclement shock of Lord Hunger's first strike. As if breathing raggedly after tremendous exertion, the cosmos shuddered pitifully beneath the grip of his displeasure: only his own subjects, his personal Sphere, were spared that apocalyptic fury.

Tyrant.

The Maiden narrowed her eyes, resolve hardening in the face of such limitless strength. This man was the embodiment of all she stood against, the accession of a singular will above all others, the asphyxiation of greatness - destiny - volition - under the lowered boom of law. He would make all of the world a prison, and see nothing wrong in the doing, so long as he remained master of the cage.

Did it matter that his intentions might be just?

What mattered justice, to a people who had no ability to choose injustice?

She would see his end, one way or another. Victory was a certainty; her survival had never been.

Thus always to tyrants.

For a moment their wills met, each contesting the other's raw command of reality. Here too she was shocked at the depth of his power, nearly matching her own infinitely-cultivated reserves. The multiverse quaked. Stars and galaxies shivered, filaments of the real straining like bow-strings under tension. Entire subrealms snapped, ruptured and fell into disarray, infinite chains of being unraveling, whole hierarchies of cardinality schisming or outright invalidated by the paradox of their strife.

She grasped the shape of their respective dominions. Hers was the sharper and greater, his broader in scope. This was beyond the scope of her calculations; there was an aberrant factor she had missed.

In time she would prevail regardless, but it would be long seconds before his defenses were pierced fully. At present, with each of their domains nullifying the other's, the battle would long be decided by other means.

Even blind he was not unaffected by her beauty, for it was allure irresistible; perfected loveliness of movement and vibration, of voice and scent, that preyed upon the secondary senses unmercifully. The Forebear of Dynasties might be impervious to such temptation, but Lord Hunger was not the Forebear reborn. Not wholly.

Not yet.

As he wound up the return-stroke, Hunger spoke. "I see. I am what you fear you'd become. Fear not. My Rank is not as cruel a yoke as your form. And my wisdom, exceeds yours greatly."

Impertinence. Her throat heaved as if cut, his words themselves opening a wound upon her neck. Her essence spilled out at unnatural pace, but mustering herself she quelled the injury. Keeping it closed was a continuous strain. Modest, compared to the extremes that would be required if she sustained a blow from the blade proper.

Yielding an inch in their contest over reality, she redirected the output to strategically sever the chord of communication between them, removing rhetoric as a vector of attack while retaining her ability to comprehend her foe.

This was the gulf between them: Lord Hunger had to mutilate his own eyes merely to hold off her memetic valence, while she could simply filter his. But with each such expression of material advantage, each stream of findross reified from potential to form, the magnitude of that vantage diminished.

Hunger's second cut turned out to be a feint; closing the distance he shifted his grip to deliver a bone-crushing strike with the hilt at her temple. Pulverization of the essence and soul - space crinkled like shattering glass as she half-ducked beneath that assault, feeling eye and orbital crack from its mere passing weight.

Her hands were not idle, manifesting a blade of crystal findross to slice through his knee. The cloak of sky fouled her stroke, wrapping tenaciously around her wrist as that selfsame knee snapped up to catch her in the face.

She twisted off her own arm rather than let the blow land, hollow stump trailing blood as she fell to the middle distance and began to heal again. Her mind raced. How was Hunger able to withstand the power of her supreme Grace with only his Rank and magics alone? All else proceeded as she had anticipated, save this miscalculation that might be her undoing. But the perfection of the Maiden, extended to genius as well.

The answer lay in Chen Aobaru, imbued with a fraction of his might.

She was well familiar with the legend of the Foremost Shogun. Chief among their purported abilities was the empowerment of their subjects en masse, freely and without precondition.

Somewhere in this realm was an Army of the Shogun whose sole purpose was re-channeling their distributed power directly into Hunger's Rank. The encirclement of Implements was merely a distraction from that, as well as Aobaru's presence itself. An inefficient means of opposing her dominion, but likely the only viable method they had.

Where would such an army be located? She cast her mind out, all-revealing Daylight piercing even the murkiest shroud of Nullity - ah. The Voyaging Realm. A kingdom called Nilfel, part of the Arcanist's domain.

Her opponent pursued relentlessly, opening with a cross-cleave that also obliterated the Astral entirely, causing the uppermost textures to pancake down and shake the universe to its fundaments. Consequently the timing of her evasions was imperfect; her left shoulder was caught and reduced to a ragged mess, bleeding so profoundly even she couldn't afford to staunch it.

But this too was within her calculations. She could not directly witness the future of a Cursebearer, but her insight in matters of war was more than sufficient. Even as her left side collapsed into a grisly ruin, the knife-hand of her right plunged into Lord Hunger's chest, through the opening melted by her previous strike and directly into his heart. With her left arm useless, her leg shifted upwards, vertically flush against their bodies to point a shapely foot in the direction of the Voyaging Realm. From it leapt a spear of uncontrolled findross: simple bolt of self-propagating annihilation, which none of his allies would have the power to deflect.

Mere proximity to Lord Hunger was nearly lethal; at this range, the blade-light of his crimson halo sliced countless wounds into her face and limbs, her veil of lace repealed by one of blood. Rivulets of red traced like rain from her pale flesh as Chen Aobaru hurled himself before the Voyaging Realm; bolt and hero both disappeared in a flash of flame.

Clever. Her features briefly obscured, and the Chosen of the Voyaging Realm had mustered the will to defy her indirectly, if only to fulfill his given purpose of defending his home. Now her initiative was lost.

Despite his own injury Hunger spared not even a moment; his forehead crashed down with thunderous severity to impact against hers, even as the Armament-heads on his shoulder pauldrons released the cloak to swivel and bite down on her arms. Skull ringing, she tossed her hair with a savage burst of findross; impossibly fair the golden halo sliced through Hunger's face, claiming half his jaw and nose as she twisted aside.

With her remaining hand she tenderly pet the nearest Armament-head; all three went slack in bewildered rhapsody, and she leapt free. Her bleeding left side she gave up for lost - a moment's will and it slid off her frame, a single clean cut seared closed by daylight. Fresh waves of findross now repulsed his lingering influence, wounds sealing flawlessly as her blood slowly began to replenish.

I have him.

Victory in twelve exchanges at the current pace. She dared not underestimate this foe; the depths of his will were bottomless, but neither his body nor essence could sustain combat at this level for long. The Praxis was his advantage, but its cost was grievous. Each blow from him was an uttermost exertion, while she had only begun to fight. The wounds she sustained would recover, if slowly, while his own injuries remained static at best. Now to close the circle against any desperate maneuvering from his quarter.

With the pace of his offense she was best suited to evasion and counterattack; the angle of his body now shielded the Voyaging Realm from future attempts. Even so it was only a matter of time. If she did not wear him down in direct battle, or land an errant strike on the Voyaging Realm, then eventually she would prevail in their contest of dominion.

And, if all else failed… she had her final recourse still. She prayed it would not come to that.

Win. That's all that matters.

—-

Hunger is weakening and both sides know it. Whosoever shows their trump card first, always loses - but surely the Maiden's Unveiling counts as one of her own?

Time to do his uttermost, as always. What strategem has Hunger prepared to invoke in his direst hour?

[ ] Close The Fist - Aobaru's resilience is as inexhaustible as flame; so long as one iota of heat burns across the multiverse he will spring forth uninjured anew. To fuse with Hunger would be to surrender that advantage in the pursuit of sheer power, but perhaps the apex of this conflict demands nothing less than absolute strength. Hero and Tyrant in all-ruling unison; gleam of the Blade like entombing fire.

*Aobaru is about a quarter as powerful as Hunger himself, so this is the strongest possible merge they can spontaneously manage. Expect something on the order of x40 All Stats and +.3 general ISH.
*+++++Raw Potency, but also +Simping
*Attempt to end the Maiden before she can deploy her final trump card, whatsoever it may be.

[ ] The Cavalry - They risk their lives and very existences to do so, but his lieutenants combined may be able to distract, disorient, diminish or delay the Maiden enough for Hunger to wind up an exsanguinating blow. Risks Aeira, Letrizia, Adorie, Aobaru and Novakhron.

*Dismiss half the Channeler Legions to instead empower each lieutenant's personal division instead, then have the entire lot outflank and assault the Maiden directly. If this fails, such grossly diminished Rank means the Maiden's Supreme Grace will exert effectively total control over reality in nanoseconds rather than minutes. Brief enough that she may theoretically be able to realistically stall for a victory regardless of what Hunger otherwise achieves. Also, the brigades involved may well die in this terrible charge against the princess of light.
*The potential loss of his companions hardens Hunger's resolve. +++Willpower, ++Lethality.
*Even more aggressive than Close the Fist, literally just try to distract her so Hunger can Cut Through. Good risk-reward given Blood Halo's Arete bonus; the kids' chance of success is unknown, but they're very unlikely to actually die.

[ ] Vendetta - Gisena has not been idle, but is the realization of her fury worth the cost?
*Gisena will Close the Fist with Adorie and a resurrected Augustine, then permanently merge with the Arcanist.
*This will be of great help against the Maiden, and is likely the overall most reliable means of improving Hunger's odds in the long run; not reliant on an all-in attack that can fail in the face of her strongest contingencies.
*+++Versatility, ++Raw Power and the contest of dominions now shifts to Hunger's side.
*———————Augustine, —Adorie. She always knew that Purple Bitch had it out for her!
*This is rather Tyrannical to Augustine, forcibly reviving and fusing her, even if somewhat deserved!
 
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Foresight
Foresight

Have some examples of blurbs for the leading options. Note that the Maiden may have hidden or costly techniques of her own. I wonder what she's built with Archsmith's Hammer, for example?

Arete generated for the Blood Halo bonus can be repurposed towards these Advancements by the following means: For each point of Arete generated onwards, two additional points of Arete from the intervening span can be re-directed from Companion Survival % to Hunger's general Arete pool. So you need only generate 8.35 Arete to afford a 25 Arete option, and so forth - so long as you're not concerned with reducing your companions' chance of survival in this and all future battles.

Close the Fist

The Sovereign possesses a number of unique capabilities as Hero and Tyrant in unison. Choose one Signature Move for free. Each additional choice costs 25 Arete.

[ ] Invincible Vigor - He requires no healing who can never be harmed.

At the intersection of the Ring of Blood and Vigorflame is the essence of vitality itself.

Behold, Avalon.

*Treat the character's Might as infinite.
*The defensive power of the All-Defeating Stance is absorbed into the character's flesh and blood, compressing its potency substantially. He is treated as if countering all direct and indirect attacks upon his person with competent preparation, full readiness and perfect skill. If this would not reduce the strength of a given attack by his full health value, instead it does so.
*Whenever Hunger would suffer an attack insufficient to slay him on all conceptual levels, including the effects of the above, instead he ignores that attack and permanently absorbs its total power into his own. The same is true for most harms that do not qualify as direct attacks. The elevation of this effect is equal to that of his otherwise mightiest abilities.

[ ] Living Legend - Fire and blood.

At the intersection of resolve and fury is mercilessness.

King of Winter, prepare thy accession to Summer's crown.

*Gain Aobaru's imperviousness to, and dominion over, effects of heat and light, including daylight. Any attack which would bleed the target also sets them alight with Heroic flame, fierce incineration of causality and essence which reduces sun and firmament alike into cinders.
*For offensive purposes, the character may use the Refinement of War at 1/10th its usual cost, and its duration is extended to twelve exchanges. Cutting through enemy attacks is a valid offense.
*+1000% Lifesteal. Double Blood Halo's healing penalty, but halve it for healing through lifesteal only.

[ ] Hour of Destiny - Treasures numbering three…

At the intersection of Heroism and Tyranny is salience.

Child, take up thy forebear's blade. At long last, the Hour of Destiny is come.

*Expend Hunger's Accursed Favor. This is not displeasure, but the Accursed exerting himself on Hunger's behalf.
*Merge with Aobaru while in Totality with Novakhron, increasing the power of the resultant fusion exponentially.
*This power is directed solely towards one purpose:

Temporary Mitigation: Hour of Destiny

For one hour, the Apocryphal Curse inverts. Instead of bedeviling the bearer she assists them; instead of imperiling their lives she rescues them from the most inescapable fates. Instead of belaboring them with troubles she heaps them with blessings, and unleashes the stormgates of her wrath upon their persecutors. Now she is no Bane of Heroes, but their Sword.

After all, how can the times stay interesting if the hero dies too early?

This effect may be invoked up to three times in total. Each time, reduce the Cursebearer's maximum effective mitigation of the Apocryphal Curse by one stage. They may still contribute mitigation towards the Accursed, but themselves will never be fully rid of her influence.

Inscribed upon the Forebear's Blade, double-sided at the very point: may you live in interesting times.

—-

The Cavalry

This option wasn't originally going to have blurbs, seeing how quickly it would end things one way or the other, but as it's received a surge of support I've included some options!

[ ] Baseline Cavalry - As per the option described under 'The Cavalry.' Unknown chances of success, good chances of Companion survival. Hunger is certainly at risk of death, however.

[ ] Fields of Blood [10 Arete] - An endless wave of ready combatants to drown the Maiden in blood. An octillion legions of pre-configured warriors none of whom have ever served under Hunger's direct command; company by company they enter his service to receive the Armies of the Shogun bonus, and only when destroyed are replaced by another. Thus, the Armies of the Shogun grant not only a hundredfold his personal power, but infinite combat endurance so long as his territories can absorb the cost. And the Voyaging, Industrial, and Epistolary Realms are vast indeed… Of course, this still runs into the issue of the Maiden's victory in the contest of dominion, but that will still take several nanoseconds, long enough for Hunger to sacrifice countless subjects and constructs to the Maiden's sword! ++Victory chance.

*Of course, being reasonable people, the legions are comprised almost entirely of sub-sentient constructs with only a few sapient handlers per legion, and each of those residents of time-accelerated realms who have lived full and happy spans of at least subjective millenia. Still, at the rate he'll lose them, Hunger will by this one writ be placing many trillions of lives on the line.

[ ] 02 [30 Arete] - Who said a copy can't overcome the original? Letrizia Artriez, you may have lost your steed, but you will always be a Pilot; and a Pilot's duty is to die in service to humanity. Let the descendent now become the Archetype.

Arise, Cathedrelion.

*Letrizia will become the Pilot of the Ultra-Continuum Universe Cathedral Novakhron, taking upon herself the Apocryphal Curse. It has been painted red.
*Letrizia will stop dying her hair.
*Universe Cathedral: Uniquely, this allows Hunger to concentrate a full half of his Armies of the Shogun effect into a single target; in density of power it eclipses even Hunger himself!
*Aobaru is co-Piloting, using his Vigorflame to maximally enhance every aspect of the Implement's structure.
*Ultra-Continuum: You'll be able to see Novakhron's newly upgraded AT-Field Shroud Effect
*Letrizia will finally be relevant. But can you trust the two of them to hold out against the Maiden's beauty, without any defenses beyond raw existential power?

UCUC Novakhron

In truth, there is no such saying in Chinese. The closest proverb would be: 'Better to be a dog in times of peace, than a man in times of war…'


Physical Attributes: Infinity
Charisma: Infinity
Rank: 15
[02] Dog of War: +0.7 [+1.2] ISH to all parameters in combat
[02] Nova Shroud: ???

Co-Pilots:
Duchess Letrizia Artriez - Personal Trait: Peerless Grace. Set Prowess to Infinity. She's trained all her life for this.
Grand Duke Chen Aobaru - Personal Trait: Berzerker. Increase Dog of War bonus by 0.5 when Shroud is active. The prerogative of the Hero, is power beyond all reason.

—-

Vendetta

[ ] Baseline Merger
- As per the option described under 'Vendetta'

[ ] Perfect Merger [50 Arete] - Gisena consumes the Arcanist in full, gaining the complete measure of that Shard's experience and abilities without compromising her own traits or identity whatsoever. Such transcendental mastery of Foremost Runes is the perfect counter to the Maiden's Supreme Grace. Her power can be considered fully equal to Hunger's own, including the Devouring War and Armies of the Shogun effects, and with domains of influence complementary to his. A further —Augustine, -Adorie.

*The Maker: Gisena takes up the Foremost Title of Arcanist, and resumes their post as sovereign of Nilfel. She can make beings on the level of Turn E! If the Mirellyian were mere stewards, this is the Queen's full returning. Convert the Season's Greeting defensive bonus into increased effectiveness against dangers derived from the Apocryphal Curse.
*Foremost Nullification: +Half-stage mitigation for all Curses besides the Decimator's Affliction
*True Genius: +1 ISH to the benefits of Renaissance Woman. Gisena will be insufferably smug.
 
To Shatter
Well, it looks like Closing the Fist's omake power lead has edged it ahead of The Cavalry, while Vendetta is surprisingly not as far ahead as it's historically been, especially given its own relatively low omake power total. Therefore The Cavalry is eliminated, and with it perhaps Letrizia's last prospects for relevance in this contest between Tyrant and Maiden...

You may now vote on specific spending options. Currently it looks like you have enough leeway to take any 25 Arete option safely; if this pace of omake generation - certainly nothing to take for granted - continues you should be able to take a 50 Arete option within a week or two.

[ ] Close the Fist

The Sovereign possesses a number of unique capabilities as Hero and Tyrant in unison. Choose one Signature Move for free. Each additional choice costs 25 Arete.

[ ] Baseline Merger
[ ] High Merger [25 Arete]
- Two Signature Moves
[ ] Supreme Merger [50 Arete] - All Three Signature Moves

---

And the Moves, below:

[ ] Invincible Vigor - He requires no healing who can never be harmed.

At the intersection of the Ring of Blood and Vigorflame is the essence of vitality itself.

Behold, Avalon.

*Treat the character's Might as infinite. You may think of it as a broad ISH elevation to Hunger's baseline Might, compounded by the many other ISH upgrades he has access to.
*The defensive power of the All-Defeating Stance is absorbed into the character's flesh and blood, compressing its potency substantially. He is treated as if countering all direct and indirect attacks upon his person with competent preparation, full readiness and perfect skill. If this would not reduce the strength of a given attack by his full health value, instead it does so.
*Whenever Hunger would suffer an attack insufficient to slay him on all conceptual levels, including the effects of the above, instead he ignores that attack and permanently absorbs its total power into his own. The same is true for most harms that do not qualify as direct attacks. The elevation of this effect is equal to that of his otherwise mightiest abilities, so this power is not trivial for the Maiden to bypass - it would be almost impossible to wholly negate, and difficult even to partially counter by any direct means.

[ ] Living Legend - Fire and blood.

At the intersection of resolve and fury is mercilessness.

King of Winter, prepare thy accession to Summer's crown.

*Gain Aobaru's imperviousness to, and dominion over, effects of heat and light, including daylight. Any attack which would bleed the target also sets them alight with Heroic flame, fierce incineration of causality and essence which reduces sun and firmament alike into cinders. This will probably just make the Maiden's healing considerably more expensive in terms of resources and effort, but even that could prove a crucial distraction... In addition, combining Aobaru's dominion over light with the Imprisoner's Refinement: Flood of Runes will allow Hunger to somewhat disable the Maiden's access to her domain of Daylight while in melee range. If taken with Invincible Vigor, total denial is possible assuming the Maiden has no tricks up her sleeve.
*For offensive purposes, the character may use the Refinement of War at 1/10th its usual cost, and its duration is extended to twelve exchanges. Cutting through enemy attacks is a valid offense. Hunger has been using the Refinement of War with each sword attack so far, but even one of such immense will as he can't sustain this pace for too long. The Praxis is a demanding art.
*+1000% Lifesteal. Double Blood Halo's healing penalty, but halve it for healing through lifesteal only. Functionally this will allow Hunger to heal very slowly by dealing damage in combat, or at a moderate pace by inflicting truly apocalyptic levels of collateral damage. He won't be able to receive much in the way of healing from external sources, though, even in the absence of meaningful opposition.

[ ] Hour of Destiny - Treasures numbering three…

At the intersection of Heroism and Tyranny is salience.

Child, take up thy forebear's blade. At long last, the Hour of Destiny is come.

*Expend Hunger's Accursed Favor. This is not displeasure, but the Accursed exerting himself on Hunger's behalf.
*Merge with Aobaru while in Totality with Novakhron, increasing the power of the resultant fusion exponentially.
*This power is directed solely towards one purpose:

Temporary Mitigation: Hour of Destiny

For one hour, the Apocryphal Curse inverts. Instead of bedeviling the bearer she assists them; instead of imperiling their lives she rescues them from the most inescapable fates. Instead of belaboring them with troubles she heaps them with blessings, and unleashes the stormgates of her wrath upon their persecutors. Now she is no Bane of Heroes, but their Sword.

After all, how can the times stay interesting if the hero dies too early?

This effect may be invoked up to three times in total. Each time, reduce the Cursebearer's maximum effective mitigation of the Apocryphal Curse by one stage. They may still contribute mitigation towards the Accursed, but themselves will never be fully rid of her influence.

Inscribed upon the Forebear's Blade, double-sided at the very point: may you live in interesting times.

---


[ ] Vendetta

[ ] Baseline Merger
- As per the option described under 'Vendetta'

[ ] Vengeful Merger [10 Arete] - Rather than assuming the mantle of the Arcanist, Gisena will (reluctantly) take on the title of Nullifier. While this maintains rough parity in terms of effective combat power with the Baseline Merger, it is considerably more capable at weakening, dispatching or neutralizing any supernatural trump cards the Maiden may be holding in reserve. Long-term, it's also much better at Curse Mitigation, though Gisena's combat utility against non-magi will again be constrained.

*Gisena considers this a small price to pay to see the Maiden hoist by her own petard. But should Hunger permit her to sacrifice the magic she adores, out of sheer spite at the woman who raised her up?
*At least she got to be a Sorceress, unlike so many other potentially worthy Maidens!

[ ] Perfect Merger [50 Arete] - Gisena consumes the Arcanist in full, gaining the complete measure of that Shard's experience and abilities without compromising her own traits or identity whatsoever. Such transcendental mastery of Foremost Runes is the perfect counter to the Maiden's Surpreme Grace. Her power can be considered fully equal to Hunger's own, including the Devouring War and Armies of the Shogun effects, and with domains of influence complementary to his. A further —Augustine, -Adorie.

*The Maker: Gisena takes up the Foremost Title of Arcanist, and resumes their post as sovereign of Nilfel. She can make beings on the level of Turn E! If the Mirellyian were mere stewards, this is the Queen's full returning. Convert the Season's Greeting defensive bonus into increased effectiveness against dangers derived from the Apocryphal Curse.
*Foremost Nullification: +Half-stage mitigation for all Curses besides the Decimator's Affliction
*True Genius: +1 ISH to the benefits of Renaissance Woman. Gisena will be insufferably smug.

[ ] An Ending True [20 + X Arete] - Were you a Combat-type, your Primary Remittance would be instrumental to your being. It would define who you are, the irreplaceable interface of your leverage against the world. But you, are a Cursebearer of a different kind.

It's all right, hun. Your remittances... were always meant to be outgrown.


*It is considerably more efficient, in terms of time and effort, for the Arcanist to be fully revived, unshackled and become the wholly dominant personality in the merger. Thereafter she'll use her spellcraft to maintain the merger permanently without Closing the Fist.
*Grants the effective combat benefits of 'Perfect Merger' at a substantial discount, and with considerably more experience in the practical application of Foremost Runes in a contest against another Maker.
*Rather than granting general mitigation, the Arcanist's specialization allows her to grant Hunger the effects of the 'Task Leeway, Moderate' mitigation of Indenture for the duration of her existence.
*If Hunger loses the Maiden won't spare Gisena anyway, even if the other Companions would be safe. What Sorceress could turn her back on their progenitor and expect anything less?
*Augustine will not be required for this configuration.
*Gisena will ensure the resulting entity maintains her undying loyalty to Hunger himself. It may otherwise be somewhat difficult to
contain, unless plied with rare tomes, exotic lore, or the ability to mess with Augustine.
*Gisena's sacrifice is an act of great symbolic importance, and the parallels to Hunger's most dire victory would only further heighten its potency, unimaginably so if used in conjunction with the Shattering Blow. Witness what is written as the very first sentence of this quest. Perhaps this isn't the happiest choice, but is there one more fitting?
*If necessary, additional Arete may be expended to empower Hunger's Shattering Blow, and lessen its consequences upon himself.
 
Arete Mining Contest
I'm interested, if you had the opportunity to build Hunger from his entrance into the Temple onwards to the final payoff of the Ring's Reward, what build (and major build-related, such as Renaissance Woman, Aobaru's upgrades etc) choices would you have made, assuming the same amount of Arete generated?

Starting Point: A Far Bastion
Ending Point: Threefold Meditations

If taking a significantly riskier choice than Hunger did, eyeball how much riskier, interpreting harshly, and roll for it using the forum dice roller (make a post declaring Hunger's action and your eyeballed success / death %s -> edit -> Throw Dice). Fan-created Advancements (such as if you'd picked, e.g. Gardener's Hallow) should also be written with a strict eye - never matching, much less exceeding, the existing Advancements in raw efficiency, and further penalized if they allow for unusual or exceptional synergies or effect access. These omakes may be in the form of text, visuals, some hybrid, whatever.

You may start or end at somewhat different points in the plot if you feel it's necessary for your build.

The best three entries will receive the following thread participation bonuses! You'll also receive any normal Arete bonuses for omake generation. Though it's mostly just an excuse to re-read the early quest in preparation for its ending.

First Place - Choose one of Hunger's current options. It receives a defensive re-roll. Discount its Arete cost by 5%.

OR Hunger retroactively adopts some aspect of your build, subject to GM approval. This will not substantially increase his power in this contest, but it may alter his chances to a minor or moderate (if especially impressive and well-thought out) degree.

Second Place - Choose one of Hunger's current options. Reduce its downsides by 5%. Discount its Arete cost by 1. Stacks with First Place if the same option is chosen.

Third Place - Choose a companion besides Gisena or Aeira. They almost definitely won't die from the Maiden's actions.

Higher places may exchange prizes with lower places if they so desire.
 
CYOA: Prototype
Prototype

Hello mortal, Gisena Allria here! Yes, your resident Genius, Maker, and the most useful member of Team Hunger is busily at work as Princess-Regent of his cosmos-spanning Empire… but she always has time to spare for Science! Especially in the name of a good cause, and the cause of your benighted world definitely, probably qualifies~

In the interests of uplifting humanity while recruiting mercenaries for my lord's endless campaign of hyperversal subjugation, I've been prototyping a new method of power germination that should be resilient through even the most intolerant climes of meta-ontology.

It comes in the form of a Fundament Nexus emplaced in your spirit, modifying your metaphysical essence to enable the creation of spectacular Powers! Our current prototype is both safe and effective, though the harsh reality of your present continuum constrains our influence somewhat.

First… do you aspire to be a student, like my cute junior here, brimming with unrealized potential; or a fully-realized master, like your charming interlocutor?

[ ] Student - Receive 3 Ranks worth of Powers and 2 Sparks of Possibility.

[ ] Master - Receive 9 Ranks worth of Powers.

Great! Oh, I should mention - this injection of raw potentiality is likely to invite some blowback, but that should be nothing you can't handle, as long as you're reasonably competent.

[ ] Try Me - Your Longevity and Output Core Functions begin at Rank 2 instead of 1. Your world will undergo the travails, below.

[ ] Go Easy - You're no fun! Fine, I'll exert some of my charming and lovely Nullity to neutralize any upcoming threats. Your only real opposition will come from your peers. Be careful what you wish for!

-

First Travail - A subtle but steady undercurrent of distrust and dissent winds its way through all Prototype recipients, especially in their interactions with one another. [Rivalry] teams are immune, of course. It's nothing that can't be overcome, but it's certainly improbable for any naively peaceful accords to persist for long. In the worst case, Earth could experience the savagery of open war between superpowered entities within days.

[ ] -1 Rank: Skip the First Travail.

Second Travail - Five years from now, an alien armada of tremendous power, with technology tens of thousands of years more advanced than your world's, will descend upon the Earth. Their mission: the subjugation of your species as sacrifice-thralls, and the extraction of what meagre resources are present in this system. Inhuman, unrelenting, tremendously arrogant and possessed of comprehensive memetic-hazard filters, diplomacy with this species is nigh-impossible. Only a small fleet approaches at first, headed by a single strike cruiser, but its defeat will provoke progressively vaster resources to be committed, for the pride of the Ithilmora demands nothing less than victory.

Their heavy dreadnoughts can shatter planets and suns, and their light cruisers can sink islands. They possess total supremacy in electronic warfare and are wholly willing to recruit nearby celestial objects as kinetic kill vehicles. They'll lay waste to the entire system in a fit of pique if defeat seems inevitable. They possess technological countermeasures that allow them to resist most exotic attack vectors enabled by Powers, but have very limited access to artificial intelligence.

The Ithilmora may be stalled by challenging their generals to honor duels. Defeating a general will delay their invasion by 1-3 months and provoke the empire to send another, far more individually powerful general in his or her place. This'll continue until they send the High Warmain of the entire Empire, who is capable of challenging entire fleets of dreadnoughts on his own. Defeat him and they'll retreat to marshal their forces for a decade or two before throwing the full weight of their million-planet empire at Earth.

[ ] -1 Rank: The Ithilmora are only as divergent from humans as certain of the more exotic species of elves. Functional diplomacy may be possible with Exalted-level Awe, though negotiating an acceptable outcome would still be far from easy. If you defeat their High Warmain, they'll leave you alone, or perhaps adopt humanity as a vassal species to be (harshly) fostered. In the latter case, they're willing to help resist the incursion of the Endless City, and may provide technological alternatives to the lures of the Oppressor.

Final Travail - Twenty years from now, human civilization will begin to converge with startling speed upon a path that mirrors the worst cliches of cyberpunk dystopia: panopticon surveillance, faculties of body and mind owned and patented by hypercorp oligarchies, and a great closing-off of philosophy and genuine aspiration in the face of unending materialist hedonism purchased at the altar of hapless and tormented cyborg labor. This is the Endless City, whose intrusion is the will and writ of the Blood Halo's obverse shadow, a nihil-being known as the Oppressor. Their progress can be slowed, and even stopped, by vigilantly slaying the shadow-beasts they send to ravage and infiltrate human society; for those among you with multiple Exalted-level combat Powers, such may even be nearly risk-free!

While the intrusion progresses, all Masters on Earth will receive an additional Spark of Possibility; but should it be permitted to malinger for long, humanity will reach a point at which even the Powers granted you will not suffice to evade their all-pervading copyright and consequent hypertechnological vise. The Oppressor's influence builds in momentum as the world more closely mirrors his Endless City; if nothing is done, then fifty years from the beginning of the travail, the subjugation will be complete: an Imprint nerve-stamping a human face, forever. The Oppressor himself may also be assassinated, but even if he can be reached, embodies a level of power far and away beyond the entire Ithilmora species.

[ ] -2 Ranks, requires A Season For War: Hunger himself will slay the Final Travail as part of the collateral damage in one of his ceaseless wars. He'll stop to chat for a minute or two, but don't forget that he bears the Tyrant's Doom!

-

Drawbacks:

You'll probably want more Ranks than those assigned by default. You can get some here! Students may trade 5 Ranks for an additional Spark of Possibility.

[ ] Blossoming Spring - The veil of Maya descends upon you. Gluttony, lust, distraction and hedonism envelop your mind. You will find all the desires and pleasures of the flesh amplified to a notable degree - twofold for an ordinary human, or many times over for a being of superhuman stoicism. Expect to be frequently unproductive compared to your peers. [+1 Rank]

[ ] A Season For War - The battlefield unfurls like a flower of blood. Engaging a supernal letter of marque, you are now a mercenary in service to the bearer of the Blood Halo, committed to carrying out his wars of endless conquest for seven seasons out of ten. The servants of the Blood Halo will arrange logistics. Your duties will be no lighter or heavier than of a sincerely-serving officer, but without the right Powers your life could certainly be at risk. In addition to your normal leave, you also receive an extra year off every decade, with the potential for additional leave granted for exceptional performance! [+2 Ranks]

[ ] Tempestuous Tides - Your life will be set a-roil, doomed to suffer one of the great curses of man - possessed of an unshakeable and overweening hubris; beset by the vigilant attentions of those in power; or condemned to live in interesting times. Roll d3 and be afflicted with the corresponding curse. Their severity will wax and wane as the seasons turn; some months the travail of interesting times might only cause light vexation, while at others it may seem as if the entire cosmos is plotting your demise. The only mitigation is self-destruction; frequently throw your life into turmoil of the kind that the curse prefers, and it will stay its hand in matters of lethality. [+3 Ranks]

[ ] Embrace of Winters - You are blessed with a rare, heartbreakingly deep connection; platonic or romantic (your choice) it is a relationship that will shape and enliven your life utterly, and in ways wholly unique and irreplaceable. How unfortunate that said relationship will also be plagued with long periods of separation, drama, or soul-grinding tragedy; enough to hollow out a man and make him swear off love forevermore, if only out of sheer hapless exhaustion for the pining! You may end this state of affairs at any time, causing the negative elements of the relationship to mostly taper off over the course of years, and the positives mostly retained… at the cost of half your Powers, rounded up, and all of your Sparks of Possibility. [+2 Ranks]

[ ] The Gift of Men - You may not select the 'Immortal' option of Longevity. [+1 Rank]

[ ] A Dalliance - You are set on a great quest. If you've an ambition to be realized you may select it as your quest, but it must be epically difficult even with your acquired Powers. If you choose to have one assigned to you (incompatible with Rivalry), it'll be merely difficult given your other choices, but it is not guaranteed whatsoever to align to your moral and aesthetic preferences, and may transport you to elsewhere in the multiverse. Henceforth you will feel powerfully motivated to complete your quest, willing to brave life-threatening dangers if needed, and failure to make progress over substantial time periods will cause you deep anguish. [+1 Rank]

[ ] Rivalry - You are placed in a multiverse-spanning contest with other participants: transported across a variety of fantasy realms to compete against other teams for various unusual objectives and to ultimately destroy your opponents. Said opponents will have access to abilities from sources roughly equivalent in value to this choice game - including, potentially, teams from other Prototype universes! There is no guarantee that opponents will be a truly equal match in either direction, but they will be of the demographic that participates in these choice-selection games. The duration of the contest will be less than five years; each team will have an equal number of participants in total. Victors receive the adulation of worlds, alongside an additional Spark of Possibility. [+2 Ranks]

-

Powers

Distribute your Ranks among the Powers below. Initiate and Adept levels cost 1 Rank each. Masters, but not Students, may start with Powers at the Exalted level, which costs 3 additional Ranks for a total of 5.

If you do not have a Power at a given level, you may not benefit from supernatural effects within its domain, with certain exceptions (Companions, Rune King, Rivalry allies, effects inherent to a purchased Power, Pen edits).**

Powers in the form of an Artifact cannot be lost or stolen. They can theoretically be destroyed under truly extreme conditions.

[ ] Timepiece (Domain: Time)
Pocketwatch, sundial, hourglass or cell-phone - each individual's manifestation is different. Manipulate the timepiece to manifest its effects.

Initiate - Slow or accelerate time for yourself and your personal effects, or for a ten-foot radius bubble, by a factor of three. Hop forward in time a minute. Have perfect comedic timing.

Adept - Slow or accelerate time for yourself and your personal effects, or for a hundred-foot radius bubble, by a factor of ten. Glimpse the probable future an hour from now. Age an unresisting entity by a thousand years. If uncontested, create a time loop of duration up to one week, or revise moderately significant events within the last hour.

Exalted - Slow or accelerate time for yourself and your personal effects, or for a hundred-kilometer radius bubble, by a factor of a million. Glimpse many probable futures up to a century from now, and intuit relative likelihoods. Retroactively alter your personal history to have acquired different skills and abilities - though not your choices here. Banish an opponent to the far future where your rule is (presumably) law. If uncontested, create time loops, and loops within loops, of duration up to ten millennia; or travel to the past and alter events up to one century before your 'true' present.

[ ] Rune of Restoration (Domain: Healing)
A healing glyph, unique to you - but unmistakable in nature and intent, for any with an understanding of the Powers. Trace or scribe the rune to invoke its effects.

Initiate - Induce natural healing at a hundred times the speed, and without nutritional requirements. Soothe a troubled or distressed mind for a few hours. Reduce pain by an order of magnitude. Heal small spiritual traumas.

Adept - Cure any injury no more grievous than an amputated limb, and any malady no more dangerous than the black death, swiftly and without complication. Mitigate the damages of greater insults, including age, sufficient to extend effective lifespan ten times from the date of treatment. Reduce excruciating pain to an annoyance. Restore a badly traumatized or demented mind to full functionality. Heal notable spiritual damage. Repair damaged objects.

Exalted - Instantly restore soundness of mind, body and spirit to anyone touched. Regenerate any organ or organ system perfectly from a single cell. Revive the dead (if they died within a year) with no consequences to them, or (if within ten years) with moderate permanent consequences to their health and vigor. Stack contingent revivals upon the self. Restore a severed or depleted soul. Reverse aging and repair the flaws in genetic lineages. Repair damaged or destroyed Artifacts.

[ ] The Truck (Domain: Space)
A powerful, murderous implement of transportation. Can be shrunk to pocket size. Held on the person, it provides the majority of its effects; some require driving the truck and are so noted.

Initiate - Driving the truck, arrive anywhere on the planet in an hour. Holding the truck, attacks against the person are weakened as if they were sitting in the truck itself. 360 degree vision that's immune to over-stimulus. Rapidly load and unload improbably large containers and their contents onto and off the truck.

Adept - Driving the truck, arrive anywhere on the planet in a minute, or anywhere in the solar system in an hour, or take a years-long road trip to travel to another universe which at least vaguely suits most of one's preferences. Holding the truck, attacks on the person are weakened as if they had traveled an additional mile and then struck the truck itself. Driving the truck at over 80 miles per hour, create a portal between two areas within a thousand miles of each other. Portal persists for an hour. Driving the truck with an air freshener, create a convivial air of warmth, camaraderie and joyful feeling among its occupants. Truck is ten times as resilient as an ordinary vehicle of its type.

Exalted - Holding the truck, arrive anywhere in the solar system in a second, or within the universe in a minute. Truck's interior serves as a pocket dimension the size of Neptune which the wielder may access at will, and manipulate space within. Truck portals may now last indefinitely and be of infinite range, including between universes you've traveled to before. Truck may transform into a customized autonomous mechanized battle-unit with potent offensive and defensive options, sufficient to triumph over a Kardashev Type I Civilization without much trouble. If uncontested, travel to universes of your choice with an hours-long road trip; or, driving the truck at over 55 mph, strike an individual to send them to the dimension or universe of your choice. This action slightly damages the truck.

[ ] Awe (Domain: Enhancement)
Tremendous personal magnetism, simple and unsparing. Does not count as active magic.

Initiate - Highly charismatic on the level of a world-renowned statesman or executive, and unrealistically beautiful, like an airbrushed and photoshopped supermodel made real.

Adept - World-searing charisma sufficient to become a dictator through force of personality alone. Supernatural beauty that arrests and strikes dumb; those of ordinary fortitude find that they cannot bear to harm you, while the easily susceptible will pledge their fortunes and risk their lives for your favor. Even the mighty may find that they hesitate to cut you down.

Exalted - Transcendental, heartstopping, soul-transfixing beauty; arrows divert from their path when launched against you, bombs deflect mid-explosion to angle away from you and nature itself rises to your defense. To witness you and be denied would drive a strong-willed populace to self-destruction; the mere tenor of your voice is a music which can drive the mighty mad with longing. A single glimpse can rewrite the value formulations of high-tier magical entities. Outrageous charisma capable of conquering interstellar polities with ease. May control and diminish these attributes down to Initiate level as preferred.

[ ] Transmuter's Tincture (Domain: Transmutation)
A potent serum which can be extruded from the fingertips. Apply to the target, including oneself, to generate desired effects. May be stored in potion form with a set effect applied.

Initiate - Moderate cosmetic and functional transformations, sufficient for disguise or to enhance performance within the bounds of ordinary human ability: change hair length, melanin content, fat and muscle mass, cup size, height and their equivalents by up to 50% in either direction. Lasts a few hours but can be topped-up for continuous maintenance. Equivalent attributes can be modified in animals and plants as well.

Adept - Can transform any member of Kingdom Animalia into any other biologically feasible member of Kingdom Animalia. Understanding details is necessary to specify them; the Tincture itself can otherwise fill in the blanks. In conjunction with Restoration, can transform and heal in the same action. In conjunction with Awe, can grant supernatural aesthetic appeal. Take care you do not assume a form without the equivalent of fingertips, or requisite mobility.

Exalted - Can transform any object, biological or inert, smaller than a skyscraper into any other physically feasible object or entity of roughly equivalent mass-volume and not composed of exotic compounds. Can personally assume a powerful Protean form capable of rapid size/shape alteration, nigh-impervious to damage in the manner of an Artifact, with no biological needs, and which can generate Tincture over its entire surface area. This form can meld into other individuals to grant them comprehensive shapeshifting and damage resistance; you retain separate consciousnesses.

Understanding details is necessary to create advanced technology, but fabrication at sub-molecular precision is no hurdle. Living entities created from inert matter won't have souls. Artifacts can be slowly eroded by applications of this level of Transmutation.

[ ] Storm Sapphire (Domain: Evocation)
Held against the forehead or wrist, grants the wielder the power to instantiate the effects below.

Initiate - Choose one of Four Classical Elements (Wind, Water, Fire, Earth) and manipulate it at a moderate level. Levitate several bricks or large jugs of water, bank a bonfire, cause a 35 mph gust of wind, etc.

In combat, assuming regular use, you are roughly as dangerous as a well-trained and fully equipped modern soldier with unique mobility options (wind - limited flight; water - amphibious, etc). Also grants minor electrokinesis sufficient to tase normal humans or power / short out one's personal electronics.

Adept - Choose a second Element from among the Classical types; you may also choose Wood, Metal, or Magic. You may manipulate both elements at a formidable level. Levitate several boulders the size of a car, create semi-autonomous whirlwinds of wind and water, stoke or quell a substantial thermite explosion, reinforce a suit of plate to withstand machine-gun fire. The Magic element is mostly useful for countering the effects of enemy Powers. Also grants moderate dynakinesis sufficient to neutralize an X-ray or fry a transformer box.

Sapphire may now merge into the forehead, granting powers innately instead of being treated as an Artifact, and bestowing one further Element. This causes you to be adorned in a personally suitable but gaudy, colorful, and handsome / beautiful magical outfit, that may be impractical to move around in. It grants the combat instincts and skills of a decades-old magical warrior. You may remove the outfit, but it slowly regenerates back onto your body. This may be quelled with Transmutation or the Magic Element.

Exalted - Choose two of the following.

*Endless Hope: Your raw elemental power is massively amplified by your emotion intensity at the time. A fit of pique could increase your command over flame by two orders of magnitude, while true passion could allow you to raise continent-leveling tsunamis or defend against the same. This never causes loss of control beyond comedic inconvenience.
*Storm Queen [-4 Ranks]: Requires the Magic Element. Removes your other Elements and reverts you to electrokinesis, but your power over Magic and Lightning is nigh-deific in scope. Dispel active Exalted-level effects completely, precisely control an entire nation's electrical grid. With Endless Hope, hurl thunderbolts that can shatter planets and lay pantheons low, control the magnetic envelope surmounting the Sun, and manipulate the asteroid belt with ease.
*Rune King [-2 Ranks]: For each Element you possess, instead replace it with a magic Rune that replicates an Adept-level Power, removing all Artifact dependencies. Multiply those Runes' useful numerical parameters by three compared to the base Power.
*Incarnation: Choose one additional Element at Adept-level power. May be taken multiple times.
*Your Powers Combined: Replace your Elements with generalized telekinesis and dynakinesis, both powerful enough to repel a tank battalion or uproot a small forest, and with superb finesse capable of sub-micrometer precision and thousandfold multitasking. Requires both choices.

Additionally, the Sapphire may be treated as a soul anchor, preventing wound penalties and death so long as it is not destroyed. This causes it to be permanently assimilated into your body. Should your physical form be annihilated, the sapphire will re-emerge, theoretically vulnerable to destruction, but preserving your mind and the usage of your Elements in a moderate radius around it. As an artifact it is highly resilient, capable of withstanding a supernova without harm.

If you employ the Sapphire as a soul anchor, it grants an upgraded magical warrior outfit, which provides the Awe Power at Adept Rank and bestows the skills and instincts of a grandmaster war-prince intimately versed in every chosen Element. The outfit may now be retracted (up to 90% of its volume) for convenience and aesthetic variation.

You may take Rune King / Storm Queen regardless of gender. They are not compatible with each other.

[ ] The Bread (Domains: Enhancement, Misc)
You're late, you're late!! Benefits of bread consumption do not count as active magic unless taken through Rune King.

Initiate - Eating the bread (which consumes it), you gain the speed, strength and resilience of ten men, and appropriate attributes to support and control those capabilities. This does not alter your form. Holding the bread in your mouth, you become a master at the single artistic skill of your choice (decide now). The bread is exceptionally delicious.

Adept - Eating the bread (which consumes it), you gain a moderate but noticeable boost (about one std. deviation) to your intellect, insight, resourcefulness, poise and willpower. This does not alter your personality. Holding the bread in your mouth, you become a master of artistic expression on par with Leonardo da Vinci. The bread is supernaturally delicious, it would be difficult to find a food that could compare.

Exalted - Eating the bread (which consumes it), you enjoy the glory of bread, an aesthetic experience that inspires and strengthens the mind, and which can throw off even Exalted-level Awe. The bread trumps any conceivable food otherwise achievable with any combination of Powers, its variations of taste and texture ever-changing yet supreme. Combined with Rune of Restoration, you may also eat the bread twice again to gain the Initiate and Adept benefits of consumption, and then after to hold it in your mouth or enjoy it.

Holding the Bread in your mouth, you become a grandmaster of the mundane skill of your choice (decide now). It will be difficult to concentrate if you can taste the Bread, however.

[ ] Companion
A fateful ally. Not recommended with A Season for War, unless one of you possesses the Tincture or Truck at Exalted level, the latter uncontested.

Initiate - You receive a Companion with appearance and personality of your choice. They may be based on a fictional character if you like. They don't have any superhuman capabilities, but possess skills and human-level attributes appropriate to their personality or history.

Adept - Your Companion is as above, but possesses two Powers at Adept-level and one Power at Initiate-level. You may benefit from their Powers regardless of your own Domain access. You will need to spend at least 20% of your time tending to your Companion (hanging out with, performing favors for, performing maintenance on, depending their nature).

Exalted - Your Companion is as above, but instead possesses two Exalted and three Adept-level Powers. You may benefit from their Powers regardless of your own Domain access. You will need to spend at least 35% of your time tending to your Companion.

Companions share your Output and Longevity level and may not take the Companion Power.

[ ] The Sword (Domain: Destruction)
The hero's sign.

Initiate - The sword disdains dishonorable combat. It reduces speed differences in either direction, such that no amount of quickness will grant more than a moderate advantage in battle.

Its wielder gains half the physical benefits of consuming the Bread at Initiate Rank: this stacks with the Bread itself. Indeed, all the wielder's direct combat arts are notably more effective when used in conjunction with the Sword - the Elements of their Storm Sapphire strike with half again as much force, their Rune of Restoration can heal half again as much gross trauma, their Tinctured war form is substantially more formidable and armored, etc.

Adept - The sword has myriad variations. Choose two benefits from those below. You may choose additional benefits for 1 Rank each:

Greatsword: Double the benefits of Initiate Rank. The wielder's Attributes and direct combat arts are effectively twice as potent.
Piercing Blade: The wielder gains unerring dexterity, capable of perfectly translating intent into motion within the limits of their perception.
Bastard Sword: The sword loses its disdain for treachery. The wielder becomes an expert dissembler on par with the most notorious in human history, and may now fully benefit from superior speed against foes, while remaining protected against those still quicker.
Honorblade: An accord sealed in the blood of both parties, if drawn by the sword, must be honored in spirit.
Saber: The sword is capable of slicing through all conventional and magical forms of protection, and even of slightly damaging Artifacts.

Exalted - The hero's journey is without end. Become an Adept of the Fatal Threnody, or a martial art of equivalent power. You may invest a Spark of Possibility to advance in that art by the standard means, subject to normal Spark limitations. For your convenience, the Fatal Threnody is replicated below:

- Fatal Threnody -
+50 Agility, +20 Wits, +10 Might, +5 Luck, +2 Intelligence

Progression: Linear. For each given level of talent and diligence, an equal amount of capability is advanced per unit time. The average practitioner would require trillions of millennia to attain Grandmastery. But you may not advance further without investing a Spark of Possibility, or utilizing the Pen.

Adept: Move and react flawlessly at a thousand times the speed of sound. Slay a man by singing to his shadow. Become faultlessly aware of the laws of the land, how best to evade them, and their most prominent violators. With a set of pressure-point strikes, infect a person or organization with an inclination towards lawlessness or rectitude. Withstand fatal travails in service to one's client or aesthetic ideals. Holding one's breath, become a living shadow, immune to forces that cannot act upon shadows. Synergizes multiplicatively with relevant Domains from the gift of the Heir.

[ ] The Pen (Domain: Creation)
The pen - is mightier. It yields unparalleled breadth in action, but demands your uttermost.

Initiate - The pen has no patience for plebs.

Adept - Wielding the Pen in an act of creation - writing, visual art, musical composition, etc - you may create a ward against supernatural harms appropriate to the nature of your creation, with strength varying based on its artistic value. These wards provide a degree of resistance against their target effects even if the artistic effort is abysmal; even a mediocre limerick could produce a ward against hostile transmutation that prevents one from being turned to stone, instead becoming extremely slow and durable. A masterful piece can grant immunity. Wards are tied to the paper they're written on, which gains some degree of durability but would not withstand a conventional military assault. A sufficiently large piece of art can cover multiple people, or an area. You may only ward against five Domains at a time.

Wielding the Pen in an act of onerous repetition, you may create seals that contain a single activated effect of another Power you possesses, which may be triggered when the seal is touched, or when the sister-seal (which you must also create) is destroyed by you. For example, one could use Storm Sapphire to create an impromptu land mine; or drive the Truck from point X to point Y at normal speed, thereby storing the ability to rapidly travel from point X to point Y at rapid speed in the future.

Exalted - Wielding the Pen in an act of creation: as per Adept, except that you may ward against any conceivable discrete form of harm, hostile effect, or inconvenience. You may ward against ten total effects at a time. Masterworks may even mitigate Drawbacks or forestall the decay of your Power; a transcendently sublime magnum opus might mitigate a Drawback, or extend your Longevity, by as much as 30%. This may even be used to unseal progress in the Exalted Art of the Sword as if with a Spark, though only at 30% speed.

In an act of onerous repetition: as per Adept, but you create seals ten times faster, and the scope of potentiality is vastly increased: you may now seal 'general usages' allowing for, e.g. arbitrary triggered teleportation anywhere you've been with the Truck, or transmutation with the Tincture, and may specify complex activation conditions by writing them on the seal. The seal must still be touching the target at time of activation.

Your wards and seals are almost as physically durable as proper Artifacts, nigh-impervious to conventional force.

Wielding the Pen to edit, you may augment any one other Power if uncontested, by a single conceptual tier: translated grossly to numerical values, this improves its parameters or overall value by 3.5 times, or reduces its drawbacks by ~72%, in the form and manner specified by you, within reason. Companions may not wield the Pen.

**For example, if you have the uncontested Truck at Exalted Rank but don't have the Rune or Tincture at appropriate levels, traveling to D*ngeons and Dr*gons will not allow you to benefit from supernatural healing or being beneficially P*lymorphed. However, you could still travel to the C*lture and benefit from those parts of its medical technology that do not rely on hyperspace.

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Core

The core functions of your Fundament Nexus. Each begins at Rank 1 and caps at variable Rank. They draw from the same Ranks used to purchase Powers.

Longevity - The lifespan of your Fundament Nexus. How long will your Powers last, before you are consigned to mortality once more? Your biological aging, if relevant, is slowed to match.

Rank 1: A mere 500 years
Rank 2: 10,000 years, somewhat respectable
Rank 3: A very decent 10 billion years; that's 10^10!
Rank 4: 143 vigintillion years (1.43 * 10^65). Long enough that you could go on a separate Geas of Indenture, for every year in a standard Geas of Indenture, and fail to exhaust even one-tenth of one percent of your lifespan.
Rank 5: Immortal. Your Fundamental Nexus is inexhaustible, a true mote of imperishable might.

Output - How quickly and easily your Powers are made manifest. Certain Powers, like the Pen and Truck, have their own timing rules. Others, like the benefits of Bread consumption, may be wholly passive. You may manifest one-tier weaker effects (Exalted performing Adept effects, or an Adept performing Initiate ones) as if your Output were one Rank higher.

Rank 1: Manifesting an effect is the work of several minutes, and requires substantial exertion. Greater effects may take hours of serious work.
Rank 2: Manifesting an effect is the work of several seconds, and requires modest exertion. Greater effects may take minutes of reasonable focus.
Rank 3: Manifesting an effect requires fractions of a second, and only minor exertion. Greater effects may take a few seconds. Recommended for serious combat.

Placement - The location and circumstances of your meta-ontology.

Rank 0 [+1 Rank]: Challenge Mode. At least 100-1000 Students and 5-25 Masters will be inducted on your world, and your greater ontology contains potent entities with interests in the status quo. They're unlikely to intervene directly, but you should not expect the uncontested sub-effects of Powers to ever succeed. Required for the [Rivalry] Drawback.
Rank 1: Normal Mode. You may choose to exclude the induction of Students or Masters on your world, save for yourself; either way, only the minimum number will be created, and with very small overlap of your build. Your greater ontology contains potent entities that are mostly apathetic or slightly aligned with human interests; the uncontested effects of Powers might occasionally succeed if you make adequate preparations and don't abuse Power mechanics.
Rank 2: Pathetic Mode. You may choose to exclude both Students and Masters other than yourself; no entities exist in your meta-ontology that can directly contest Powers. Your uncontested effects will always succeed, probably rendering the Travails trivial, but you may possess no more than nine Powers total under any circumstances. The Duchess of the Blood Halo scoffs at your lack of fortitude.

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Sparks of Possibility

You may invest your Sparks of Possibility into a variety of different forms, each of which offers unique advantages and drawbacks. The power of the Timepiece does not accelerate progression here; they call upon existential fulcrums beyond the sway of time alone. If interested in the arts of the Sword, it may be wise to leave a Spark unspent.

You may swap between any means of advancement that you purchase; for example, you could develop a Power with the Towering Arcane and then improve it with the Broken Limiter, getting the best of both worlds! You may also overcharge a given form by investing one additional Spark in it, thus increasing its advancement speed by 50%.

[ ] Broken Limiter: The reward of discipline.
Advance existing Powers through strenuous physical exercise. The actual weight moved doesn't matter as long as it's strenuous for you. If you push your body every day, you'll continue to improve without limit. There are minimal benefits for exercise more strenuous than the following regimen would be for the average man: 100 push-ups, 100 sit-ups, 100 squats, and a 10 kilometer run every single day.

Assuming one follows the regimen, one may improve an Initiate-grade Power to Adept-level within a month. One may then select a new Initiate-grade Power to improve, or push for Exalted mastery. It may take three to five years to attain that height.

Those possessing the Broken Limiter may try for levels of power beyond the Exalted, safely reaching as much as a 50% improvement with a century of steady progress. Breakthroughs past that invite the risk of catastrophic self-destruction.

[ ] Towering Arcane: True understanding.
Acquire new Powers through diligent study. The hours studied are less important than the concepts integrated and absorbed; along the way you will develop at first a halting, then increasingly comprehensive understanding of the actual dynamics involved in the construction and bestowal of Powers.

Assuming one progresses at a near-optimal rate for humans, one may develop an Initiate-grade Power within a month, improve it to Adept-level within a year, and to Exalted level within twenty years. After developing three Exalted-level powers through this process, one may design their own Powers, which may be substantially more permissive, though not mightier, than the existing ones. An example -

Sanctum
Exalted - Within a hundred-meter radius designated and prepared via a two-hour process, of which only one radius may persist at a time, the wielder may manifest any effect that would appropriately be Adept-level or lower. With substantial effort they may manifest effects somewhat between Adept and Exalted level.

[ ] Heroism: To boldly go.
Acquire new Powers or advance existing ones through heroic action. Meaningful conflict with high stakes, especially involving mortal peril, is ideal, but less kinetic forms of heroism such as truly altruistic political service or prosocial entrepreneurship also provide some degree of progression. Following your own ideals is important, but tasks without difficulty provide no progress. The conflicts induced by Rivalry almost always qualify as well. The greater the degree to which you are endangered (by necessity, not by reckless idiocy), and the more profound your accomplishments (relative to your actual powers), the more quickly you'll progress.

Heroism is by far the swiftest path to mastery. Even a few death-defying encounters can raise an Initiate-level power to Adept, or engender a new Power altogether. A culminating battle may yield Exalted might as the reward - but beware that your reach does not exceed your grasp. Someone who experiences Hunger-levels of necessary meaningful danger in the pursuit of genuine heroism could acquire an Exalted-level power each season they survive. But such a path is not sustainable for any but the most formidable.

[ ] Celestial Chorus: Harmonize.
You may learn Powers from Masters. Any Master may teach you their Powers one at a time, requiring one week to impart Initiate-level capability, three weeks to raise you to Adept level, and two years to achieve Exalted-level prowess. However, they may omit any specific effects they are uninterested in imparting - they may teach you everything you know, but not everything they know. Students are required to obey the spirit of their Master's reasonable commands (which may be life-threatening, so long as they are not overwhelmingly likely to result in death) for the duration of their tuition, and may not swap Masters for a given power once instruction has commenced.

If you betray a Master who has imparted Exalted-level Power, and who has not severely wronged you first, a great doom will hang over you, sure to cause grave misfortune - or true death, your choice - at the most crucial of moments.

[ ] Life Worth Living [2 Sparks]
Acquire new Powers, or advance existing ones, by doing the things you enjoy. As long as you're enjoying life or relaxing, accrue progress towards your next Power Rank. Yields one effective Rank per 800 hours of joyful experience; merely positive experiences also count, but for correspondingly less. A surprisingly rapid and potent means of power acquisition, but one whose progress slows over time. Every five effective Ranks gained, increase the required hours per Rank by an order of magnitude.

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And there you have it! I'll grant substantial omake power and Arete if any one, or a team of people, wish to make this into a proper image-based CYOA, bonus if it's interactive. Thanks to all my patrons, who received this content early!
 
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Fundamental Principles
Current vote count? I believe unless An Ending True has significant omake power behind it, it is on the path to being eliminated. Ending True voters may wish to consolidate around a different option!

A mysterious benefactor has greatly empowered Perfect Merger, and to an extent Gisena's power in all other options as well. She will now fully assume her own Foremost Mantle as the Genius; no Arcanist merely but the full and, in time, total successor to the entirety of Maker knowledge, their sciences of the higher realms laid bare to her perspicacity. The magnitude, speed, breadth and immediate power of this Mantle will be heavily influenced by which option prevails, of course, with Perfect Merger being the overall strongest - the synergies such that both Gisena and Hunger will be empowered monumentally at the moment of her ascension.

That said, Closing the Fist would still yield an individually more powerful Hunger while merged, for those that care about such things, and there may be interesting synergies between the Genius and a High or Supreme Merger which would be otherwise unavailable to the baseline Hunger. Who knows what countermeasures the Maiden's final reserve may hold against multiplicity?
 
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