OK, but are we gonna be able to get the all-important "teleport to a Huntress Moon target" ability that everyone based their entire argument for Opalescent Tower on?

Because I can't shake the feeling we're gonna get played again. Just like we got offered a Monkey's Paw wish (you can have the Tears of Winter but only if you take Tower)... I bet we're gonna have to choose between that teleport ability and something else really good that some people will want to take anyway, with a new explanation for how we'll make things work out somehow.
We have to find a way to use Silver and mitigate Curse of Anti Synergy
 
Hunger, the King of Winter, is truly vulnerable for only five heartbeats after the sun is highest. But then he blocks with Evening magic anyway because fuck you.
Also he hid those five heartbeast inside of a needle, which is inside of an egg, which is which is inside of a duck, which is inside of a fox, which is inside of a buried chest, which is buried on an island that is never in the same place twice.
 
Well, I think the First Sign is superior, the Seconds buffs are mostly redundant once we get OaF, which we are highly incentivized to do for King of Winter, the only lasting benefit is quartering enemy rank, rather then halving it, and that's not nearly good enough for the scale of investment.

The First Sign though provides substantial protection form esoterics, and we need more of that anyway.
Immediate power Though. The weakness of Tears + Tower was the lack of power, that would mitigate that. So it will give us better chance to get Decimator's mitigation. We must optimize our choices for Curse mitigation.
 
The Empyrean Spread
The Empyrean Spread

You guys just love giving yourselves build votes! There may be a story update tomorrow, it will partially depend on my schedule as well as how fully resolved this vote is. Let's hope Gisena doesn't have to bail you out yet again; how embarrassing would that be!

The winner was [X] Eye of the Storm. You have awakened 3 Signs of the Empyrean Mantle, whose domain is all magics entire; sun and moon and stars and the unblinking void beneath. King of Winter, do you have enough signs?

First Sign

First Sign: Fleet Advance - Like swift-footed Hermes he outpaces the sunbeam, racing to the furthermost reaches of sky. Where the heavens touch, there is the King of Winter, and none subject to the turning of seasons may hope to forestall his advance.

[ ] Fleet Advance [Noonday Sky] - Speed perpetual as a messenger-god, and devastating as a god of war.
Synergy: Mirellyian Bloodline - Ordination of Quickness. By engraving its runes upon the Forebear's Blade, permanently gain +0.2 levels of speed along the Infinite Singularity Husk. Does not stack with Refinement of Quickness, which Tears of Winter: Adorie does already discount...

Casting time: Five minutes
Duration: Up to 72 hours
Cooldown: Until Next Noon

Grants effortless linear flight and improves travel speed in atmosphere by 1000%, applied after all other multipliers. Difficult maneuverability makes combat applications limited; interruption dispels.

[ ] Nightmare Flight [Evening Sky] - As sudden and total as the onset of night.

Casting time: Fifteen minutes to charge
Duration: Once charged, persists up to 24 hours or until used
Cooldown: Until Next Evening

The caster and up to four additional individuals immediately teleport to any location under the same sky. The location must be familiar to the caster. Can pierce wards created by lesser magics. The Empyreal Signs sit only modestly below the Royal Praxis in potential power, though such is difficult to realize...

Can act as perfect defense against attacks of insufficient range / area or spatial penetration, should the caster react in time. Allows the traversal of far greater distances in the Voyaging Realm than the Noonday version of this sign.

Second Sign

[ ] Second Sign: Indomitable Dominion [Noonday Sky] - Like Apollo resplendent he sunders all darkness, magnificent and untouchable as the sun unbridled.

Casting time: Five heartbeats
Duration: 24 hours
Cooldown: Until Next Noon

Massively extends the caster's resistance to hostile esoteric magics or supernatural phenomena of specific effect (broad-scale magics like Rank are minimally effected). The more dangerous the effect, the greater the resistance. For example, a power that slows the caster by 50% might only be reduced tenfold to 5%, while a power that instantly slays the caster might deal 2% of his total maximum Health in damage instead. Can, if desired, instead be granted to another target in the caster's vicinity at the time of casting.

Does not work on Curses.

OR

[ ] Second Sign: Bastion of Myth [Evening Sky] - Ineluctable and unconquerable as a neutron star; merely to approach is to be bent into his sway. Hostile gravitation finds little purchase against such deeper might.
Synergy: Hero-Defeating Stance - Doubles the effects of Hero-Defeating Stance in all parameters. Hostile Rank greater than the caster's has its respective difference halved, then halved again. Increases Rank by a total of +0.4 (does not stack with Once and Future). Discounts Once and Future by 2 instead of 1. Grants additional commensurate Might, Agility, and Wisdom.

Casting Time: Instant Upon Acquisition
Duration: Permanent

Third Sign

[ ] Third Sign: Break of Storm [Vast Empyrean] - If the Sky itself is laid across his shoulders, what amounts the defiance of thunder or cloud?

Casting time: Fifteen minutes
Duration: 1 Solar Year or until dispelled
Cooldown: 1 Solar Month

Alters the weather over a target area no larger than one million square miles. The caster may specify virtually any weather within the bounds of the climactic environment; a perpetual Category 5 hurricane over a desert is perfectly acceptable but total saturation of tornadoes and lightning strikes over every square inch of terrain would not be. His directives may be calculated or broad; faultlessly convenient weather for every occasion may be conjured, or precisely deconstructed patterns of rain and cloud to terraform specific plots of land.

The caster may simply direct the weather to defend, enhance, and in all ways support the populace of an area, greatly improving quality of life therein and making incursion impractical for those invaders incapable of shrugging off bone-bleaching sunstroke and cataclysmic defensive storm. An area so blessed for years continuously will slowly accumulate +All Stats % for those regularly living within, to a maximum of +50% All Stats.

The caster may dispel this effect at will.

[ ] Third Sign: Supreme Enclosure [Evening Sky] - The Luna Conquerer extends his reach, and within his grasp finds clutched a minion or servitor from beyond the arc of the physical.

Casting time: 1 hour
Duration: 1 Lunar month or until dispelled
Cooldown: 1 day after dispellation

Summons an Astral Entity of Rank no greater than the caster's own, minimum 7. The entity is incapable of directly harming the caster but is otherwise free to act, unless binding negotiations are entered into. If so, then both caster and entity will be bound to said conditions by the power of this sign; the summoned entity is by default unaware of this, but sufficiently powerful or capable entities may have means of making themselves aware. Entities can be dispelled by slaying them, or by waiting out the duration of this spell.

The summoned entity will tend to be useful for the caster's current short- and medium-term purposes, but this is not always the case. Their powers, tendencies and skills can vary wildly. Take care that you do not call forth what you cannot put down.

[ ] Third Sign: Pennants of Daybreak [Noonday Sky] - Dawn spilling forth like thunder become light, treachery's hour dispersing like a fearful mirage, only unmerciful glory left in its wake.

Casting time: 8 hours to charge. Up to five charges. For each Charge existing, increase casting time by an order of magnitude.
Duration: Charge persists indefinitely; activation lasts until sunset
Cooldown: 1 Solar Year

The Pennants of Daybreak offer power unimaginable, though only for a modest span. A single Pennant planted is a sigil of supreme radiance, the unfurling glory of morning given form; three is the supernova fury of a star's final defiance, power enough to scour worlds and systems from existence. Five unbound can shatter Realms and whole dimensions, the raw stuff of reality like molten taffy before such light and heat. All aspects of the caster's magical and physical strength are augmented when the Pennants of Daybreak are at last set free. At Hunger's level, a single Pennant would at minimum grant the equivalent of +1 External Rank for the duration of its activation.

The Pennants of Daybreak allow the caster to contest foes massively beyond his own power, but only for a limited time, and at an enormous cost in opportunities... Still, their application to a Bearer of the Apocryphal Curse could not be more obvious!
 
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[X] Fleet Advance [Noonday Sky]

[X] Fleet Advance [Evening Sky]

[X] Second Sign: Indomitable Dominion [Noonday Sky]

[X] Second Sign: Bastion of Myth [Evening Sky]

[X] Third Sign: Break of Storm [Vast Empyrean]

[X] Third Sign: Supreme Enclosure [Evening Sky]

[X] Third Sign: Pennants of Daybreak [Noonday Sky]
 
[X] Fleet Advance [Evening Sky]
[X] Second Sign: Bastion of Myth [Evening Sky]
[X] Third Sign: Pennants of Daybreak [NoondaySky]

Teleportation, instant power, and a powerful situational boost. Covers all of our bases.
 
[X] Fleet Advance [Noonday Sky]
[X] Second Sign: Bastion of Myth
[Evening Sky]
[X] Third Sign: Pennants of Daybreak [Noonday Sky]


Fleet advance + Bastion of myth will increase our speed of travel through more agility and Rank, very much needed to teach Decimator's mitigation first. And Pennant of Daybreak will give us the raw power to get that mitigation. Do it for the innocents.
 
Hrrgh... so many good options to choose from!

[X] Fleet Advance [Evening Sky]
[X] Second Sign: Bastion of Myth [Evening Sky]
[X] Third Sign: Pennants of Daybreak [NoondaySky]
 
Casting time for all 5 charges of Pennants of Daybreak is just shy of 14 years and 2 months, by the way.
 
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It may not be intuitively obvious to everyone how long 88,888 hours (plus four years for cooldown which I forgot to include initially) is, so I posted how long that period of time is converted to years and months.
 
So since I found out the wisdom from Hero Defeating Stance doesn't go away with ADS, here's our competence prognosis now.

Current Competence:

Int: 8(Buff/Debuff Multiplier: 1.45) = 11.6
Wisdom(Noncombat):3(Buff/Debuff Multiplier: 1.15) = 3.45
Wisdom(Combat): 5(Buff/Debuff Multiplier: 1.15) = 5.75

Competence: 15.05 noncombat, 17.35 combat

---------------------------------------------------------------------------

After All-Defeating Stance

Int: 13(Buff/Debuff Multiplier: 1.45) = 18.85
Wisdom(Noncombat): 6(Buff/Debuff Multiplier: 1.15) = 6.9
Wisdom(Combat): 8(Buff/Debuff Multiplier: 1.15) = 9.2

Competence: 25.75 noncombat(71% Improvement from current), 28.05 combat(62% improvement from current)

----------------------------------------------------------------------------

Honing after ADS

Wits: 16(Buff/Debuff Multiplier: 1.45) = 23.2, or 11.6 combat intelligence
Int(Noncombat): 13(Buff/Debuff Multiplier: 1.45) = 18.85
Int(Combat): 13(Buff/Debuff Multiplier: 1.45) = 18.85+11.6 = 30.45
Wisdom(Noncombat): 6(Buff/Debuff Multiplier: 1.15) = 6.9
Wisdom(Combat): 8(Buff/Debuff Multiplier: 1.15) = 9.2

Competence: 25.75 noncombat(71% Improvement from current), 39.65 combat(129% improvement from current)

-------------------------------------------------------------------------------

After Punctured Soul Expires

Wits: 16(Buff/Debuff Multiplier: 1.6) = 25.6, or 12.8 combat intelligence
Int(Noncombat): 13(Buff/Debuff Multiplier: 1.6) = 20.8
Int(Combat): 13(Buff/Debuff Multiplier: 1.6) = 20.8+12.8 = 33.6
Wisdom(Noncombat): 6(Buff/Debuff Multiplier: 1.3) = 7.8
Wisdom(Combat): 8(Buff/Debuff Multiplier: 1.3) = 10.4

Competence: 28.6 Noncombat(90% Improvement from current), 44 combat(154% Improvement from current)
 
The location must be familiar to the caster.
big oof So speedy flight it is! And I have to think about how cool Bastion of Myth is, exactly, but short-term power is go. And Pennants for the same? +1.6 Rank (well, equivalent) for a bit might get us out of this mess. But 8 hours charging... even the first is painful in the crunch.

[X] Fleet Advance [Noonday Sky]
[X] Second Sign: Bastion of Myth
[Evening Sky]
[X] Third Sign: Pennants of Daybreak [Noonday Sky]
 
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