Throne and Alter - Vote
Rihaku
The Internet
[X] Bloodslayer has won. Gisena is busy, working on developing her Sorcerous powers, but says she'll be finished in a day or two. What now to do?
[ ] The Encampment - Now that he's considerably more powerful than a Middle Temple Outrider, Hunger believes the risk / reward ratio of the Encampment to be much more favorable. He can also check on Graven and his brother to see if they've finished preparing the foods he wanted to buy for Letrizia, and to interrogate them about the adventurers who suddenly showed up around the antechamber...
*Hunger will follow reasonable precautions to avoid Doom of the Tyrant interactions, but will not grossly alter his personality to work around it
*Can try to hire/persuade adventurers to join him, though he doesn't have a particular surfeit of actual funds...
*Chance of Tyranny proc: estimated 30-50% for one day of interaction, but Hunger believes 90%+ of these will not result in a disadvantageous situation for him.
[ ] Hunt Relentlessly - So long as his fleshly body remains un-slain, Hunger can now recover easily from damage taken within fights. This allows for a pace of hunting previously unseen, the wholesale butchery of thousands of foes a day. By substituting raw numbers of enemy quality, and by relying on the advanced progression of the Ring of Blood, Hunger can make some forward progress while keeping to the Outer Temple. Even the likes of the Dreadbeast can be felled with relative ease given his new strength and offensive parameters. Let us hope it does not attract untoward attention.
*Duration: 1-2 days before Hunger stops receiving noticeable benefits from Outer Temple opponents.
*Gain 2 picks. Estimated chances below:
*90% chance of uneventful victory
*8% chance of receiving +1 pick from a powerful enemy
*2% chance of engaging a truly powerful enemy (starts combat)
[ ] Breach the Middle - Assault the Middle Temple again. There is no time to waste. You'll have to adjust your tactics somewhat to make up for the lack of Gisena, though your now-massively improved offensive arsenal will more than bridge the gap against most foes.
*Duration: 1 day
*Gain 3 or 4 picks. Estimated chances below:
*50% chance of uneventful victory
*30% chance of engaging a truly powerful enemy (starts combat)
*15% chance of engaging an overwhelmingly powerful enemy (starts combat)
*5% chance of death, with a 60% chance that Form of Rage allows for successful withdrawal thereafter.
More powerful enemies may offer heightened Rank or rare Advancements.
[ ] Buff Gisena - It's been a long couple of days. Hunger could use some time off, and it's dangerous to engage significant foes without Gisena. Instead use the Ring of Blood to augment her, giving her limitless energy and vibrant health during her research, and see if you can help her advance. May hasten and/or improve results of her research.
*Duration: 1-2 days
*Effectiveness determined by Intelligence
*Gain 1 pick if successful
*+Gisena, +Letrizia, removes Chill of the Grave
*Reduce the Arete cost of [Super Juggernaut Undead Chimera] by 1
Picks from the options above will be utilized in a separate spending point.
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You received 1 pick from defeating the Green Knight and his mob. You have 2.9 Arete. Choose only one.
[ ] Echo of the Forebear - Cloud shadow of the Forebear's might. Legendary strength and speed, and the resilience to exert them. Can be taken multiple times. [+Might, +Agility]
[ ] Opalescence - The soft light of evening before which all attacks falter. Improves defensive parameters. [+Protection]
[ ] Fierce Quickening - The absurd violence of Blood unleashed. Let all that falls within its dominion be spilled, if it be in service to the Ringbearer. Adds [++Agility, +Wits] to the bonuses from Quickening, subject to the usual conditions. Can be taken up to 3 times.
[ ] Vigor Itself - The primordial might and glory of Blood resplendent. Let all who witness its form tremble, and be subject. Adds [++Might, +Charisma] to the bonuses from Quickening, subject to the usual conditions. Can be taken up to 3 times.
[ ] Augment Dominion: Blood - The world-wielding will of the Ring. Treat the wielder's Rank as if it were (.5 Low/.25 Medium/.1 High) higher for purposes of the [Ring of Power] effect applied to the Blood domain, increasing its potency and versatility. Repeatable, but costs 1 more pick each time.
[ ] Fall of Night - 2 Arete. Conjunctional [Forebear's Blade, Evening Sky]. The stroke of his blade is the fall of night, to every foe the sun of hope extinguished. ++Strength, +Agility. Blade projections of all kinds deal one-third more damage with a one-tenth chance to inflict critical damage, tripling the harm done and applying half again the power of ruin. Control and manipulation of blade winds becomes far less taxing. The surcharge in power for stronger blade-winds is substantially reduced. The wielder becomes capable of manipulating the properties of his falls; falls whose nature is languid but whose movement is swift, gentle falls that strike with magnified weight and heft, falls from great distance that do no harm, and so on.
[ ] Exalted Spirit - 2 Arete. Conjunctional [Hunger, Evening Sky]. Mind made vigorous as the body. Gain +Int, +Wits, +Wis, +Cha, -Heartlessness, while in a form with physical blood. Allies under blood enhancement gain +Int, +Cha. Blood enhancement requires physical blood.
[ ] Blood Rage - 2 Arete. Conjunctional [Hunger, Forebear's Blade]. Blind fury which grants the will to fight on. +Might. Roll twice, take better to activate the Form of Rage. If the second roll is needed to activate, it activates successfully but the character goes berserk until the target of his rage is destroyed or fled from.
[ ] Knight of Holly - 2 Arete. Defining Advancement. The knight out of legend, unbowed and alone, who withstands the terrible blow to strike back threefold.
You may only have three Defining Advancements.
*Gain +++AGI, +++Might, and +Protection while in your flesh body.
*Gain +Luck, -20% Experience.
*Once per battle, ignore one wound to your physical form. You suffer no wound penalties from it and gain temporary Health equal to the Health lost from it. Even decapitation is no problem with this. Temporary Health fades slowly over the course of 24 hours.
*Choose one: -20% to INT, WIS, WITS, or CHA, and to subsequent growth of that Attribute.
*Increase by 10% the value of Rank increases associated with martial valor, honor, or purity, but decrease by 30% the value of other Rank increases.
[ ] The Encampment - Now that he's considerably more powerful than a Middle Temple Outrider, Hunger believes the risk / reward ratio of the Encampment to be much more favorable. He can also check on Graven and his brother to see if they've finished preparing the foods he wanted to buy for Letrizia, and to interrogate them about the adventurers who suddenly showed up around the antechamber...
*Hunger will follow reasonable precautions to avoid Doom of the Tyrant interactions, but will not grossly alter his personality to work around it
*Can try to hire/persuade adventurers to join him, though he doesn't have a particular surfeit of actual funds...
*Chance of Tyranny proc: estimated 30-50% for one day of interaction, but Hunger believes 90%+ of these will not result in a disadvantageous situation for him.
[ ] Hunt Relentlessly - So long as his fleshly body remains un-slain, Hunger can now recover easily from damage taken within fights. This allows for a pace of hunting previously unseen, the wholesale butchery of thousands of foes a day. By substituting raw numbers of enemy quality, and by relying on the advanced progression of the Ring of Blood, Hunger can make some forward progress while keeping to the Outer Temple. Even the likes of the Dreadbeast can be felled with relative ease given his new strength and offensive parameters. Let us hope it does not attract untoward attention.
*Duration: 1-2 days before Hunger stops receiving noticeable benefits from Outer Temple opponents.
*Gain 2 picks. Estimated chances below:
*90% chance of uneventful victory
*8% chance of receiving +1 pick from a powerful enemy
*2% chance of engaging a truly powerful enemy (starts combat)
[ ] Breach the Middle - Assault the Middle Temple again. There is no time to waste. You'll have to adjust your tactics somewhat to make up for the lack of Gisena, though your now-massively improved offensive arsenal will more than bridge the gap against most foes.
*Duration: 1 day
*Gain 3 or 4 picks. Estimated chances below:
*50% chance of uneventful victory
*30% chance of engaging a truly powerful enemy (starts combat)
*15% chance of engaging an overwhelmingly powerful enemy (starts combat)
*5% chance of death, with a 60% chance that Form of Rage allows for successful withdrawal thereafter.
More powerful enemies may offer heightened Rank or rare Advancements.
[ ] Buff Gisena - It's been a long couple of days. Hunger could use some time off, and it's dangerous to engage significant foes without Gisena. Instead use the Ring of Blood to augment her, giving her limitless energy and vibrant health during her research, and see if you can help her advance. May hasten and/or improve results of her research.
*Duration: 1-2 days
*Effectiveness determined by Intelligence
*Gain 1 pick if successful
*+Gisena, +Letrizia, removes Chill of the Grave
*Reduce the Arete cost of [Super Juggernaut Undead Chimera] by 1
Picks from the options above will be utilized in a separate spending point.
---
You received 1 pick from defeating the Green Knight and his mob. You have 2.9 Arete. Choose only one.
[ ] Echo of the Forebear - Cloud shadow of the Forebear's might. Legendary strength and speed, and the resilience to exert them. Can be taken multiple times. [+Might, +Agility]
[ ] Opalescence - The soft light of evening before which all attacks falter. Improves defensive parameters. [+Protection]
[ ] Fierce Quickening - The absurd violence of Blood unleashed. Let all that falls within its dominion be spilled, if it be in service to the Ringbearer. Adds [++Agility, +Wits] to the bonuses from Quickening, subject to the usual conditions. Can be taken up to 3 times.
[ ] Vigor Itself - The primordial might and glory of Blood resplendent. Let all who witness its form tremble, and be subject. Adds [++Might, +Charisma] to the bonuses from Quickening, subject to the usual conditions. Can be taken up to 3 times.
[ ] Augment Dominion: Blood - The world-wielding will of the Ring. Treat the wielder's Rank as if it were (.5 Low/.25 Medium/.1 High) higher for purposes of the [Ring of Power] effect applied to the Blood domain, increasing its potency and versatility. Repeatable, but costs 1 more pick each time.
[ ] Fall of Night - 2 Arete. Conjunctional [Forebear's Blade, Evening Sky]. The stroke of his blade is the fall of night, to every foe the sun of hope extinguished. ++Strength, +Agility. Blade projections of all kinds deal one-third more damage with a one-tenth chance to inflict critical damage, tripling the harm done and applying half again the power of ruin. Control and manipulation of blade winds becomes far less taxing. The surcharge in power for stronger blade-winds is substantially reduced. The wielder becomes capable of manipulating the properties of his falls; falls whose nature is languid but whose movement is swift, gentle falls that strike with magnified weight and heft, falls from great distance that do no harm, and so on.
[ ] Exalted Spirit - 2 Arete. Conjunctional [Hunger, Evening Sky]. Mind made vigorous as the body. Gain +Int, +Wits, +Wis, +Cha, -Heartlessness, while in a form with physical blood. Allies under blood enhancement gain +Int, +Cha. Blood enhancement requires physical blood.
[ ] Blood Rage - 2 Arete. Conjunctional [Hunger, Forebear's Blade]. Blind fury which grants the will to fight on. +Might. Roll twice, take better to activate the Form of Rage. If the second roll is needed to activate, it activates successfully but the character goes berserk until the target of his rage is destroyed or fled from.
[ ] Knight of Holly - 2 Arete. Defining Advancement. The knight out of legend, unbowed and alone, who withstands the terrible blow to strike back threefold.
You may only have three Defining Advancements.
*Gain +++AGI, +++Might, and +Protection while in your flesh body.
*Gain +Luck, -20% Experience.
*Once per battle, ignore one wound to your physical form. You suffer no wound penalties from it and gain temporary Health equal to the Health lost from it. Even decapitation is no problem with this. Temporary Health fades slowly over the course of 24 hours.
*Choose one: -20% to INT, WIS, WITS, or CHA, and to subsequent growth of that Attribute.
*Increase by 10% the value of Rank increases associated with martial valor, honor, or purity, but decrease by 30% the value of other Rank increases.
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