All four (or five, depending on how you count them) characters are amazingly compelling, but in terms of pathos Sable's story is a clear frontrunner. I wanted to make a build for her and have fun with the CYOA without the need to optimize as obsessively as a Combat-type trying to survive breaking containment. Not starting so deeply in the red leaves room for thematic exploration. Thanks again for making this!

The Knife of No City
Character (The Orphan)
Ocean (Progression-type)
Crowning Curses: Sable's suffered enough
Major Curses: Geas of Indenture, Doom of the Tyrant
Lesser Curses: Brand of the Kinslayer, Doom of the Sailor

Primary Remittance: Twice-Great (Pestilence, Redolence)
Lesser Remittances:
Artifacts: Sorrow, Saltbrume
Upgrades: Immortal Sheath, Relinquishment
Location: Coda Sola

Pestilence: Wired, Dysthymia
Redolence: Alter, Metal

A saint would stay and solve Dunwall's problems. A better woman could at least select Peace, sacrificing her Remittance on the altar of the world's well-being, Dooming herself to end the Doom of Pandyssia. Dark as Dunwall seems, the city still contains potential, seeds of glory just waiting to be watered, so many bright minds and hearts filled with yearning for something better. The Outsider cares for nothing but his own amusement, yet in the moment of Sable Shaw's offer the world is cradled in the hand of a being possessed of both power and compassion. All she would have to do is say the words.

Justice, prosperity, and even the order that Lord Regent Hiram Burrows so desperately desires could be brought about. But when did Dunwall ever offer Sable a choice? This broken and failing darkness masquerading as a city, where the future is a forever-collapsing cage, every horizon of promise eventually revealed as an illusion? She gave up a lot to live in Dunwall, but it never yielded in the slightest to be her home. That a scion of the city wouldn't choose to save it isn't justice, but could perhaps be called its ironic echo. The only person who ever cared for Sable is gone; there's nothing left for her here.

And so, the Ocean. In what would've been her last moments Sable wished for more, not to have to die here. Now? She doesn't have to die at all. The sea encircling the Empire of the Isles is an apt metaphor for freedom from its privation. She wouldn't be the first daughter of Dunwall to take to the waves, but the Ocean offered by the Accursed is infinitely greater. Curse-wise, she's suited to the Doom of the Sailor. It pairs well with the effectively-eternal voyage of Indenture and exemplifies desire to escape her origins. It also pays for Saltbrume; the idea that if she never abandons the sea, its shroud will never abandon her is appealing given Sable's backstory.

Saltbrume might also provide partial mitigation of the Sailor's Doom since she's always 'adjacent' to its mists, or at least get there with some effort invested. The Knife build specifies Coda Sola as her first Geas task, a world where she'll never be more than five miles from the sea anyway. The Doom of the Tyrant's likewise logical. Sable's been living in the gutter, but willpower's one of her core stats. Her sheer persistence and tenacity in clinging to life are admirable; even in death's shadow, she still struggled. Having been failed so thoroughly by the government, why should she answer to any authority other than the Accursed and her own conscience?

Brand of the Kinslayer's kind of the odd Curse out, but if Sailor's tied to Saltbrume, it's paired with Sorrow. The Knife of No City's a riff on the title of Daud's DLC, but works better with the eponymous weapon. Sorrow's name and powers are nothing if not fitting. Of course Sable'd get a weapon that conveys only fatigue and danger, she's known nothing else! Sable's homeworld has a long history with talismans carved from bone, making it doubly suitable. This way mastering Sorrow can mirror her personal growth and a distinctive weapon gives the Brand something to play off of; Sable is defined by a death in the family, though not in the way it claims.

And now we come to the magics. Pestilence is just pitch-perfect, way too thematically appropriate to pass up. Sable should still be infected with the Doom of Pandyssia, having intentionally avoided taking Rebuilt. Being able to bring her will to bear on the rat plague, subjugating and deriving power from it? Delicious. Dysthymia reflects her determination and the ++Will's valuable with her Pandyssian Blood; Wired as a negative symptom's manageable with the aforementioned willpower and it's a nice little nod to the City of Wires, which seems... not entirely dissimilar to Dunwall.

The way I see it, Sable's defined by the effort to escape from and overcome her past, at least at first. Having pared away everything not essential for survival, she has to discover and recreate herself. Redolence builds on that theme of sovereignty over the self. Sable can Alter her perceptions, expanding the sensory input from Sorrow, or inflicting conditions on herself to be overcome through Pestilence as a means of growth in the absence of enemies. Metal's a misnomer since Sorrow's made from bone, which I figure has advantages as a Redolent medium. It's risky to invest so much of herself in an externality, but better an Artifact than a person. The latter have a nasty habit of dying, after all.

Immortal Sheath means she can pile on afflictions to be subsumed by Pestilence without being debuffed by them. Sable's streetwise enough to know the appearance of weakness often creates it in actuality. It's also a safeguard against initial risk. Between the Sheath, Sorrow, and her mistcloak, she ought to be able to survive arriving on Sand Spiral. In the worst case she can run and hide, nothing she hasn't done before. The final Lesser Remittance goes to Relinquishment, so she'll never be trapped even in her new life. Trust comes slowly to her and while in the long Sable's probably going to be pretty grateful to the Accursed, the guarantee of even a temporary reprieve makes the transaction more appetizing.
 
A Foolish Transaction: Powers

The Shattering Entity contemplated the nature of Shardcrafting. Combined with their own knowledge of physics, numerous developmental routes laid out as the many branches of a tree. Of course, better to specialize. Power was paramount with the Apocryphal Curse, especially when combined with their other curses that all but ensured conflict. And of course, there were the still unknown powers of the world. Of legend and myth. They would not be hasty. They may have many chances (Nine Lives in total, what a jest by the Accursed), but they were not to be squandered.

Build Paths:

Necromancy

The capability of Shardcrafting to create Shards of the former object is essentially necromancy but applicable to a far wider scope of objects. Focus on massed armies, who whilst fighting at a fraction of their power can make up for the difference in quantity. A fragment of an army, is still an army. In time, that fragment may yet outgrow the whole it was cut away from.

* Giant armies. Shard is reasonably confident in his ability to command armies.
** This capability was gained via RTS gaming. Skills may not directly transfer over.
* Pretty good defense vs the Affliction of Slumber. Combined with the Apocryphal, though..

Esoterica

Shardcrafting functions just as well as on concepts as on the physical plane. Shard believes that by leveraging the full capacity of Shardcrafting in this arena, they could perform attacks on conceptual targets, such as life, death, etc. They suspect that this is also the fastest route possible to attempt at least first stage mitigation on all their curses. Curse mitigation via Shardcrafting may have other benefits, but is still tiring.

* Curse mitigation & exploitation. With one Crowning Curse, six Major Curses and five Minor Curses, potentially major benefits in short order. First-order mitigation to all of them would be like being rid of a major curse in net magnitude! You believe you might be able to use Shards of mitigated curses as well.
* Generalized means of attack against a broad range of targets. There may be magical ghosts or suchlike which require conceptual force to defeat.
* Conceptual attacks with Shardcraft are spiritually draining. Curse mitigation with Shardcrafting requires direct conceptual assault. How annoying..
* Without defense against the combined Apocryphal and Slumber, even if mitigated.

Physics

E = MC^2

The burning of fuel, to the nuclear bomb. Of course, in the real world, I would need at minimum metals heavier than iron (preferably around uranium) to acquire a useful output, let alone a weaponized output. Thermonuclear attacks via direct fusion is not possible with Shardcrafting, but Shard believes that with sufficient finesse, he can 'half-shard' atoms in the air, not quite splitting them but bringing them to the brink of fusion and allowing them to resolve 'naturally', with great energy gains possible due to a favorable conversion rate of conceptual to physical energy. Fission would be trivial, but Shard lacks a source of heavy metals..

* Nukes.
* NUKES.
* At the very least, a very rapid power gain.
* No help in the window of vulnerability posed by the Affliction of Slumber and the Apocryphal in unison.
* Mentally draining to use. Physics-based assaults with Shardcrafting require extreme precision to execute.
 
Last edited:
For how often they're used as a point of comparison, we have had perilously few nuclear weapons in these quests.
We need more T.I.M. fights to correct this imbalance.
 
So I've managed to refine my initial remittance idea into something a bit more distinct from Hunger, which is nice. It's also playing a bit harder into the Unworthy/Curse of Despair angle. Can a Curse affect the user interface, or is the Accursed just really ticked off his breakfast was interrupted? I guess we'll find out in time.

The King's Scepter: Precedence
A remittance created by the Accursed for a Cursebearer utterly unsuited to his own praxis. Crafted from a wellspring of order and a Seed of Genesis it is the Precedence of this unworthy Cursebearer made manifest and aware. The shadow cast by this unworthy one's existence encompasses, incorporates, and reorders. All things restructured to edify the unsuited one, despite himself if need be.
*Precedence derives from this unwanted Cursebearer's metaphysical weight, the degree of their existential irrelevance as compared to all things.
*Precedence brings with it edification. For now, the Cursebearer's physical body sees slow but steady improvement.
*Where the shadow of the unsuited one falls all is encompassed, incorporated, and reordered. Even magical systems might be incorporated for the Cursebearer, with time and contact.
*The corporal form of Precedence, as a shadow of the Cursebearers existence, is the void left in their wake. In deference to its sources sentimental dictates, it tends to shape itself into a humanoid and feminine form. It has a preference for veils and other coverings, as it prefers to occlude the revelations inherent to its outline.

I'm also trying to work out a few viable canon-ish companions from past Rihaku works.
Violet Reaper - " ...Mother will avenge you. No matter who. No matter what. No matter when."
Name: Xie Zhengyi
Cultivation Stage: Great Circle of Dao Cleaving Shattered Foundation
Age: 267 (apparent age: mid-20s)
(Former) Assassin Princess of the White Orchid Sisterhood, the Blood Violet, the Violet Reaper
*A soft-spoken and icily perceptive woman.
*A great beauty
*Seemingly tireless patience masks an explosively violent temper
*Incredibly skilled infiltrator, assassin, and combatant
-Defining Hatred of the Sky
-Her cultivation has been shattered beyond hope of repair by any force in her home realm
-She is utterly devoted to vengeance
-She has already failed to enact her vengeance once.
+So long as you present a practical and competitive method of enacting her vengeance she will assist you
+If she achieves her vengeance because of you she will be as loyal a supporter as she can be

Notes: The idea is that a Nameless who didn't pick up Suizhen ends up blindsided by Kong and gets a hole stomped through his head. Zhengyi tries for revenge and fails. The Accursed snaps her up and promises to hook her up with a compatible progression type curse bearer since that's basically her only hope at vengeance. Conveniently some unwanted dickhead just interrupted his lunch and wants to take on a bunch of curses, which means she can get the relevant benefits of progression for a fraction of the cost.
If your willing to twist things for a compatible waifu who you don't need to seduce away from her family then this could be an alternate universe Zhengyi who has taken up for the cause because Kong is depopulating the local timelines of all of Nameless family.

I'm still looking through more companion options, but better to put out what I can before the update.
 
Last edited:
For the record, I actually think Halilel's advice is the most powerful of the effects on offer, and not even because of the Ordinalism instruction. As a High Cursebearer who has ascended throughout countless epochs, I can't imagine any situation we might face in which she cannot provide highly useful input in, even if she cannot access her Ordinals. It's essentially a big buff to Hunger's decision making capabilities, and we all know how important that can really be.

Even if the Lesser Wish and such might provide far higher immediate value, we will likely be using her advice to help us far more often, and since it's not limited by the amount of uses eventually it's value will eclipse any one-time boon we choose. So, I think its absolutely crucial to take it.
 
Last edited:
For the record, I actually think Halilel's advice is the most powerful of the effects on offer, and not even because of the Ordinalism instruction. As a High Cursebearer who has ascended throughout countless epochs, I can't imagine any situation we might face of which she cannot provide highly useful input in, even if she cannot access her Ordinals. It's essentially a big buff to Hunger's decision making capabilities, and we all know how important that can really be.

Even if the Lesser Wish and such might provide far higher immediate value, we will likely be using her advice to help us far more often, and since it's not limited by the amount of uses eventually it's value will eclipse any one-time boon we choose. So, I think its absolutely crucial to take it.

I agree with this. The sheer breadth of experiences that a High Cursebearer has to have been through by definition would give Haeliel's advice a huge amount of relevance to basically any situation we encounter. Furthermore, she did it all with the Apocryphal Curse, and even beat said Curse (at Mitigation level 7, it's likely not able to threaten her effectively anymore). She's possibly the best qualified person we know to give advice on how to deal with the Apocryphal, and I say "Possibly" only because the Accursed exists.

Also, I feel like it would really benefit Hunger to have a true mentor figure. Right now he has a single peer in Gisena, and basically everyone else is people he's responsible for. Both Daylian and Wolber are also more peers that Hunger would be on equal footing with - if we're going to give Hunger the one option that gets him a mentor, we should probably give her the ability to, you know, mentor him.
 
+++MESSAGE FROM THE GOD-EMPEROR'S HOLY INQUISITION+++

Rihaku-569-Ω said:
"Attention, citizens of the Imperium! This is a message from the God-Emperor's Holy Inquisition. Inquisitor Rihaku is speaking!

"Take now, a brief moment of respite from your work, in order to listen to this celebratory broadcast. As you may know, the holy celebration Sanguinala is upon is in only several weeks from now.

"In order to celebrate the ten-thousandth anniversary of his beloved son's sacrifice, the God-Emperor has sent down an emissary known as the Accursed. Yes, yes, I know, what a strange thing of him to do! And I know many of you, even the Ecclesiasts, would not have ever heard of this holy spirit - that's probably because he's Apocryphal, but don't worry too much about it. I assure you everything is legitimate, accounted-for, and in complete compliance with orthodox Imperial faith and law!

"Moving on, a number of up to a hundred citizens with special compatibility to the Accursed will be selected and become his Cursebearers. Their duty will be to act as the sin-bearers of humanity; these blessed Cursebearers will then be sent forth in order to enact the God-Emperor's will on hostile worlds, or destroy that which cannot be destroyed.

"Attendance in the compatibility verification ceremony is mandatory for all citizens above the age of twenty-five! Citizens who are pure of body and mind are particularly encouraged to arrive because their compatibility is likely to be especially high. The preliminary verifications will start to take place in six hours in the Upper Hive!

"Have a good day and merry Sanguinala to all!"

With those words, the vox-cast cut off, the spike of the microphone at the end overlaid with a deep-pitched siren declaring a return to work.

Severin Gillemet, a thirty-three-year-old civilian mechanic and odd-worker, returned to his duties. Although he owned a private business and was largely disliked by the local techpriests for being an utter heretek, with no reverence for the machine's spirit, he was actually in a contractual engagement with several of the local nobles. The Mechanicus adepts wouldn't fix vehicles or tools without praying for an hour per each object, at the very minimum, and sometimes the nobles needed things done fast and dirty.

That's when they came to Severin. He would take care of their needs and in exchange, he would enjoy a modest lifestyle and a status of protection from the local techpriests, who knew better than to mess with Imperial aristocracy.

Despite the Mechanicus Temple's insistence to the contrary, it was an honest lifestyle; Severin avoided conflict like a crow or raven disliked sudden noise or movement.

He was, of course, uninterested in the Inquisition's offer. While he was a staunch, faithful sheep of the Emperor, he'd never jump into a lifestyle of combat on his own unless directly asked by an agent of the Throne.

On the next day, everything changed forever. A coterie of men and women in carapace armor, wielding lascarbines stood at the entrance of his shop, accompanied by a hooded man in red garb, a gothic letter I on a necklace adorning his neck, a psycho-reactive staff in one hand, the other resting on a bolt pistol at his hip.

Severin, despite his relatively simplistic profession, lived in a Hive City, and to live and survive in a Hive City - especially in the Lower Hive - was the task of a survivalist. He was no dolt, and understood the implication where it was being laid out for him:

Either he came with them, or he would enjoy a phosphex bath later that night.

His choice was obvious. He was a loyal servant, and although he'd never jump into a lifestyle of combat on his own, they were agents of the Throne asking him to do so.

As predicted, his compatibility was judged to be extremely high. He was pure of body and mind and fulfilled a number of other requirements the blue-eyed, determined swordsman demigod in front of him necessitated.

Severin Gillemet, thirty-three year-old-mechanic, now a Cursebearer, was soon shipped out of Hive Leremax in order to join the ranks of the Imperial Guard as a Sanctioned Cursebearer.

"Attention, citizens of the Imperium! This is a message from the God-Emperor's Holy Inquisition. Inquisitor Rihaku is speaking!

"Take now, a brief moment of respite from your work, in order to listen to this celebratory broadcast. As you may know, the holy celebration Sanguinala is upon is in only several weeks from now.

"In order to celebrate the ten-thousandth anniversary of his beloved son's sacrifice, the God-Emperor has sent down an emissary known as the Accursed. Yes, yes, I know, what a strange thing of him to do! And I know many of you, even the Ecclesiasts, would not have ever heard of this holy spirit - that's probably because he's apocryphal, but don't worry too much about it. I assure you everything is legitimate, accounted-for, and in complete compliance with orthodox Imperial faith and law!

"Moving on, a number of up to a hundred citizens with special compatibility to the Accursed will be selected and become his Cursebearers. Their duty will be to act as the sin-bearers of humanity; these blessed Cursebearers will then be sent forth in order to enact the God-Emperor's will on hostile worlds, or destroy that which cannot be destroyed.

"Attendance in the compatibility verification ceremony is mandatory for all citizens above the age of twenty-five! Citizens who are pure of body and mind are particularly encouraged to arrive because their compatibility is likely to be especially high. The preliminary verifications will start to take place in six hours in the Upper Hive!

"Have a good day and merry Sanguinala to all!"

With those words, the vox-cast cut off, the spike of the microphone at the end overlaid with a deep-pitched siren declaring a return to work.

Severin Gillemet, a thirty-three-year-old civilian mechanic and odd-worker, returned to his duties. Although he owned a private business and was largely disliked by the local techpriests for being an utter heretek, with no reverence for the machine's spirit, he was actually in a contractual engagement with several of the local nobles. The Mechanicus adepts wouldn't fix vehicles or tools without praying for an hour per each object, at the very minimum, and sometimes the nobles needed things done fast and dirty.

That's when they came to Severin. He would take care of their needs and in exchange, he would enjoy a modest lifestyle and a status of protection from the local techpriests, who knew better than to mess with Imperial aristocracy.

Despite the Mechanicus Temple's insistence to the contrary, it was an honest lifestyle; Severin avoided conflict like a crow or raven disliked sudden noise or movement.

He was, of course, uninterested in the Inquisition's offer. While he was a staunch, faithful sheep of the Emperor, he'd never jump into a lifestyle of combat on his own unless directly asked by an agent of the Throne.

On the next day, everything changed forever. A coterie of men and women in carapace armor, wielding lascarbines stood at the entrance of his shop, accompanied by a hooded man in red garb, a gothic letter I on a necklace adorning his neck, a psycho-reactive staff in one hand, the other resting on a bolt pistol at his hip.

Severin, despite his relatively simplistic profession, lived in a Hive City, and to live and survive in a Hive City - especially in the Lower Hive - was the task of a survivalist. He was no dolt, and understood the implication where it was being laid out for him:

Either he came with them, or he would enjoy a phosphex bath later that night.

His choice was obvious. He was a loyal servant, and although he'd never jump into a lifestyle of combat on his own, they were agents of the Throne asking him to do so.

As predicted, his compatibility was judged to be extremely high. He was pure of body and mind and fulfilled a number of other requirements the blue-eyed, determined swordsman demigod in front of him necessitated.

Severin Gillemet, thirty-three-year-old ex-mechanic and worker, was soon shipped out of Hive Leremax in order to join the ranks of the Imperial Guard as a Sanctioned Cursebearer.

---

Here are some Warhammer 40k-themed Curses and Remittances. When it comes to curses, I attempted to have at least one per each major faction, sometimes with several for one faction, or one per sub-faction.

Curses:

[ ] Brand of the Divinity - You radiate an aura of godlike magnificence - this is not a good thing.

All who meet you inevitably come to see you as a God incarnated in the flesh, and begin to covet or hate you. Those who are well-disposed become worshippers, their faith eventually waxing into fanatical mania where they can jumpstart entire crusades, ethnic purges, or sacrificial rites in order to "appease you." Constant attention is required to turn their faith aside onto a more gentle course, but their faith cannot be removed.

If the hand of their punishment is too indelicate, the faithful can instead become embittered and see you as a cruel, unworthy deity; the curse will then steer them onto a course of worshipping a god or pantheon of gods that are axiomatically opposed to you in every way. If there are no gods in the universe you're in, the followers will instead follow the next best thing; and if there's nothing to assume even that role, they'll just invent some idol as an excuse.

Furthermore, any followers of opposed faiths you encounter will instantly poise themselves to destroy you. Alternatively, if you embody concepts that are close to one of their most important deities, they start worshipping you as an avatar of that deity instead.

Some rare individuals are resistant or immune to this effect, either acknowledging you as a deity but refusing to perform unethical deeds, or being so agnostic as to callously ignore your excellency laid bare in front of them.

[ ] Geas of the Servitor - Upon receiving this curse, you have a single month to find a liege or a faction to kowtow to. After that, you must swear a binding oath to always serve the interests of that faction or person and do your best to keep that oath - any failure to do so will strike you with a particularly malignant variant of the Apocryphal Curse for a short duration. The faction or master is instinctively aware of this curse's existence, and whether they want to or not, they are compelled to give you at least one, major order per month, on a scale that is difficult and time-consuming but not impossible for you to do.

If you ever travel to another universe, you have a single month to either find a faction or master that's as similar to yours as possible and swear an oath to them or create a faction of your own that embodies the ideals of the previous one; you won't be the leader of this faction, no matter what.

[ ] Brand of the Heretic - The antipode of the Brand of the Divinity in many ways. It's almost equal in simplicity: anyone you encounter will become wary and cautious of you, almost to the point of spilling over into zealous paranoia. This doesn't do anything on its own, and it can be amended by incrementally getting to know them and obtaining their trust, at which point this Brand is no longer anywhere quite as dangerous.

However, if while they are affected by this Brand, you do anything that can be described as "dubious," they will declare you a heretic and do their uttermost to purge your existence from this world. Note that "dubious," doesn't necessarily mean illegal or unethical, although both of those categories are definitely within the spectrum of dubiousness. The person in question doesn't need to have strong, personal belief in a certain law or ideal to declare you a heretic; the only way to not get Branded is if they casually disregard said ethic or law on their own.

[ ] Doom of the Bloodthirster - There must be spilled blood; yours or theirs.

Upon taking this curse, you are infused with a bone-deep urge to spill the blood of creatures. Its source matters not: male or female, black or white, organic or cybernetic, earthling or alien; if it exists and it can bleed even metaphorically, you'll want it to bleed. This addiction is manageable at first, requiring only a human body's worth of blood to be spilled every three days, but it grows less sustainable over time and can easily turn you into a raging berserker with no Mitigation; in a single year, an entire army of five-hundred people will be sufficient to quench you only for two weeks at most. No satisfaction is derived from the spilling itself: only a desire for more.

Doesn't scale with power, scales with the passage of time.

[ ] Doom of the Excess - This Doom almost seems like a pure gift at first; power and grace rendered unto you at no detriment. This is wrong, as you'll soon find out. Upon taking this curse, your senses and emotions are heightened, and you gain an incredible penchant for spotting and creating intricate finery; perfect craftsmanship, dancing, singing, and similar artisan pursuits become trivial. However, as time goes on, you'll want to use these heightened senses and emotions to experience new, carnal pleasures in an escalating fashion. What used to cut it becomes ash on your tongue, as you seek newer, more mind-numbing practices.

From normal food, to exotic food, to sweetmeats from endangered species, to cannibalism of fellow humans. From basic marijuana, to wondrous pills, to hard drugs, to horse tranquilizers. From casual sex, to orgy participation, to doing unspeakable things with animals, to undergoing hermaphroditic body surgery to experience it from 'both sides.' From normal art, to exquisite art, to art where mental domination is employed to puppeteer unwilling actors, to nailing children to a wall and listening to the orchestra of their screams.

Taking a course of action to achieve early Mitigation is suggested.

Doesn't scale with power, scales with the passage of time.

[ ] Affliction of the Mutant - The moment you take this curse, you immediately receive a single mutation on a randomized bodypart.

From then on, you receive another mutation each week for the rest of your natural and unnatural lifespan. These mutations range from as simple as a tentacle protruding from the skin - easily severed with precision surgery - to additional eyeballs, extra limbs, or something as ludicrous and strange as having one's toe replaced by the body of a common housefly. Notably, this affliction's dramatic effects upon the body scale with the user's power: a baseline human will experience only unremarkable changes, while a demigod would be fast to transform into an eldritch spawn.

Healing cannot remove these mutations, as they are considered a part of the body; biokinesis or surgery might, but live in warning: this curse experiences a certain level of sentient malice, and will plot against you to render Mitigation or cures ineffective over time, even highly exotic ones. Nothing can truly save you from being unclean.

[ ] Affliction of the Plaguebearer - The moment you take this curse, your body starts rotting as if dead, and becomes a host for disease.

None of these pathogens will bother you overly. You'll experience the symptoms at less than 1/45th of their usual efficacy. The true role of this curse is for you to act as a transmitter for viral outbreaks and diseases, spreading them as you go. The diseases that feast on your corpulent body are twice as infectious and twice as severe at baseline, and their statistics, including lethality scale directly with the level of power you experience. For a Progression-type, this renders the diseases only three or four times as bad at start, while for a Combat-type, this turns them into a walking container for plagues rivaling the Black Death in scope and lethality.

Although measures can be taken in order to minimize the host's infectiousness, such as using a mask with a filter, a full-body hazmat suit, et cetera, nothing is truly effective at stopping it or curing the disease lodged in their body.

[ ] Doom of the Enigma - You feel an innate, irremovable desire to stay as enigmatic and mysterious as possible, not merely in identity, but in action and communication. Stealth missions are undertaken whenever possible, and you can never reveal your true name and identity to anyone barring the effects of mind control or cognitohazards. If you render advice or instruction to another, it will only be in the form of riddles, metaphors, and encryption. You must wear a mask or face-concealing helmet at all times unless you're alone. This curse also encourages you to take actions that will make people question your motivation, origin, and true nature whenever possible.

This will endlessly frustrate any allies, students, or people you encounter. Whether you can experience true friendship or true love under this curse is doubtful.

[ ] Doom of the Warmonger - War is fun! You become the warmonger's scream; a war-cry and horde of lit torches in the night.

You feel strongly compelled to participate in, start, or instigate conflict of any kind; a fistfight is good enough to stave off this curse for a night, but an armed conflict that involves thousands upon thousands of people constantly fighting each other is the kind of conflict you're aiming for. This curse rewards you with pleasure for fighting and winning, but in order to do that, you must have someplace to fight and win. The longer you go without fighting and winning, the harsher the withdrawal symptoms become; a single month is near-unbearable for all but the most staunch-willed champions. It should be noted this curse doesn't necessitate killing, blood-spill, or murder: only fighting and winning matter to it. If you want to spare the weaklings, so be it - they'll be up to fight another time.

[ ] Doom of the Greater Good - Basically Doom of the Martyr.

[ ] Affliction of the Devourer - Become the devourer: a manifestation of unsatisfiable hunger and unquenchable thirst. Every day, you must consume a number of calories and fluids that scale exponentially with your power. For a Progression-type that's just started, this means around thrice as much as they used to; for a Combat-type, this means a daily intake of six-hundred metric tonnes of fat, protein, and calories, as well as no less than five-hundred thousand liters of fluid to wash it down.

Fortunately for you, this curse isn't one without mercy: it understands that someone with a single mouth can't possibly eat and drink that much in a reasonable timeframe, so it offers a small number of pseudo-Remittances that can be used to better devour large amounts of food. This ranges from growing a titanic maw that can eat an elephant-sized heap of meat in a single bite, to eating through skin absorption, to disgorging ripper-creatures that will consume the food for you and then return and merge with your body in order to satisfy the intake, among others.

These pseudo-Remittances can be utilized for combat and other functions, but the curse doesn't particularly like that and may penalize you with additional caloric needs if you abuse them.

[ ] Affliction of the Unfeeler - The puissance of your emotions is permanently diminished by around 85-95%, turning you into a cold, unfeeling husk with only a mechanical interest in other people and events around you. Although your core ideals, motivations, and desires remain seated within you, it becomes increasingly more difficult and frustrating to remember why you pursued them in the first place, and why they used to feel so good. This curse is difficult to Mitigate for the reason that most of the people afflicted with it simply do not care enough to do so.

[ ] Affliction of the Torturer - Love it or detest it, you are cursed with a heart as black as starless midnight. Your continued heartbeat now hinges on the perpetual release of psychic suffering into the surrounding atmosphere, that you may absorb it. Refusal or failure to do so is going to lead to increasingly severe, physical deformity and withering which culminates in a fatal, agonizing heart attack.

The rate at which these symptoms progress, and the quantity of suffering necessary to quench the midnight heart is dependent on the power you achieve: a meager Progression-type will need to torture a single man for eight hours to be satisfied for five days, while a Combat-type will necessitate the expedited formation of an entire society devoted to the singleminded kidnapping, husbandry, and torture of slaves; especially pure ones that haven't been stained by pain yet.

Remittances:

[ ] Numinous Book - The readings of faith eternalized upon the mind.

The future inlaid with gold and velvet-enamel, the past exacerbated with silver-emerald ink and crystal feather. With this, gain the ability to look into the past, present, and future, and read of them like a book in the hands of a prophet.

At a basic level, this grants only intermediate insight: the capacity to see five seconds into the future with clarity, ten seconds with doubt, and scant minutes as milky fog-static. The past can be seen on larger scales, assembled events retrocognitvely consolidated into a framework of what happened in the past: days can be seen with clarity, weeks with doubt, and up to a month as milky fog-static. The vision of the present is more limited, and the user can focus their attention on a single location no bigger than a city park within twelve miles of their current location.

If you are instead a Combat-type Cursebearer, gain an immediate and massive increase in power: see into the next month with clarity, the next half-year with doubt, up to half a decade with weak interference, and up to a full decade with strong interference; see into the past year with clarity, the past decade with doubt, the past fifty years with weak interference, and the past century with moderate interference. The user's sense of present lets them divine events on an interplanetary scale within the confines of a solar system, processing all of the events of an entire continent in real-time.

[ ] Sacred Emblem - The symbolic quality, made into the real quality.

Burgundy robes, accompanied by the glories of steel and gold. The Accursed grants the Cursebearer an innate talent for all things mechanical, cybernetic, and electronic: every aspect of technology enfolded into an umbrella of temporal powers over metal and wire.

In the beginning, the Cursebearer immediately comprehends all technology on a level equivalent to 25th century Earth, including how to safely create things such as artificial intelligence, basic androids, autolathe devices capable of refining base materials into advanced materials or basic objects, basic energy weapons and tools, basic psychic weapons and tools, lightspeed drives, railguns, and similar.

With advanced and persistent study, or by starting as a Combat-type Cursebearer, they can comprehend, design, and create technology so advanced its use borders on a sort of magic of its own: a glove that allows for the psychokinetic manipulation of matter and energy on a city scale, an eye implant that unfailingly analyzes high levels of information around it equivalent to having counsel from fifty high-intelligence trained specialists at all time, a micro-railgun that fires tungsten balls one centimeter in diameter into the past in order to arrange calculated events that remove threats to the user from ever coming into existence.

The biggest issue with Sacred Emblem is the availability of materials: although the works made through it are supernal in quality, their nature is not anomalous unless this power is somehow augmented. Some universes simply do not contain the materials necessary to leverage its full strength.

[ ] Venerable Swiftness - The expedience of a crusader true.

The Cursebearer turns into no mere fighter, but a machine of war: the Platonic ideal of a human. The Accursed bestows the Cursebearer with a one-time mutation of immaculate size and growth, turning them into a Primarch-type super-being.

The Cursebearer grows to stand an entire meter taller and they sprout a number of internal organs with a variety of functions, including a second heart, a third lung, and a number of hormonal and hemostatic enhancers. The ribcage fuses together with bone harder and denser than steel; muscles cord to become thicker, bigger, and obtuser, and yet, the user is no slower for it. Their mental acumen grows to encompass an entire, different realm of thought from a mortal human, and their soul blazes with newfound reinforcements, psychic essence leaking from their spirit like radiation from a nuclear reactor; protecting them from possession and mind control, aiding them via subtle fate alteration, or allowing them to, with training, eventually manifest supernatural phenomena.

For a Combat-type, all of these benefits and more manifest at once; a Progression-type receives up to four starting organs and a modest buff to their psychic presence but enjoys no other benefits other than the possibility of further growth.

[ ] Sanctioned Ardour - Like wine into a glass; power into a soul.

The Cursebearer turns into a psyker or anti-psyker of considerable power. Select one of the options below:

*Alpha Polarity - If Progression-type, become an Iota-level psyker and grow to Alpha-Plus-level in less than five years. Suffer from no mental instability, but also enjoys no additional protection from daemons unless a special defense is prepared.

If Combat-type, become a Beta-level psyker and potentially grow into Alpha-level within less than four decades. Suffer from no mental instability and enjoy an increased resistance to daemonic influence and warp phenomena, with much better control over the powers than a usual psyker of these levels.

*Omega Polarity - If Progression-type, become a Chi-level blank and descend to Omega-Minus-level in less than a year. Can modulate the degree of negative influence in order to not unsettle people or make psykers panic.

If Combat-type, become an Omega-level immediately and possibly become Omega-Minus-level with meditation and effort in less than four decades. Can modulate the degree of negative influence in order to not unsettle people or make psykers panic.

For reference, an Iota-level psyker is capable of producing a lightning bolt or a fireball of average strength with basic effort, the ability to see minutes into the future, or enjoy a moment of preternatural luck. They can use other psychic doctrines, such as biokinesis, but the effects of such are usually rather middling and limited. On the other hand, a Beta-level is relevant on an international warfare scale, with the capacity to casually shoot force-bolts that crush main battle tanks like a fist crushes an eggshell or divine the events of an entire battlefield, while Alpha becomes relevant on a planetary combat scale, capable of easily firing devastating waves of psychoelectric energy that go through a city and leave nothing but ruined buildings and corpses charred to the point of resembling black skeletons.

An Alpha-Plus can essentially incinerate an entire planet, including its armies within moments. They can snap a Titan in half with a single thought or summon a legion of greater daemons with mild focus. Some of them go beyond that, growing into relevance on a scale of entire star systems, causing stars to go supernova or firing planet-annihilating beams of warpfire.

Conversely, a Chi-level blank enjoys a very high degree of resistance to most, esoteric psyker abilities such as reading thoughts, predicting the future or altering fate. Omega-level blanks exhibit intense negative psychic influence on their surroundings, creating a small region of "blankness" surrounding them, which is impossible to pierce for psychic powers or warp creatures; their presence is also unsettling to normal people and can be outright physically and mentally painful and terrifying for psykers.

An Omega-Minus-level blank is something else entirely; near-soulless in a psychic sense, making them invisible to daemons or warp entities, with less emotion than a normal person, and a presence so utterly negative that a daemonic entity relevant on a scale of star systems immediately wilts and starts dying in the blank's presence.

Companions:

[
] Constantin Valdor, the First of Ten Thousand

Physical ******
Social *
Mental *****

Constantin Valdor, the Emperor's Spear, the First of Ten thousand, Chief Custodian to the Emperor of Mankind as Captain-General of the Adeptus Custodes at the time of the Unification Wars, Great Crusade, and the Horus Heresy. The earner of over two-thousand names for his accomplishments during battle.

After escaping the Imperial Palace by night not long after the Siege of Terra, Valdor disappeared and has never, in the Imperium's history, appeared again... until now. With the Accursed's help, this seasoned warrior shall aid you.

Valdor is no mere veteran, but a superlative warrior - it has been often said that he could best a Primarch in single combat. His reaction times are particularly legendary, and it has been often said that he can perceive the world as if time itself had come to a complete halt in order to assess his decisions in the middle of a fight. He is an immensely stoic individual, often denoted to be prideless, with no feelings other than loyalty to the Emperor. He is, however, capable of developing a fondness for certain individuals.

In addition, he enjoys the benefits of his Adeptus Custodes implants and gene-seed, rendering him superhuman beyond even the dreams of the already-powerful Space Marines. Valdor's bare skin would be sufficient to stop high-caliber bullets and what little damage got through, he would heal in minutes; his bare arms are mighty enough to strip metal plates from the side of a tank, and his legs are powerful enough to carry him across a hundred yards in a couple of seconds. In addition, he is a superhuman strategist, tactician, and logistician. He comes with an ornate suit of Custodian power armor, as well as the Apollonian Spear, which combines a power blade and a bolter weapon with potency far exceeding what the Emperor's other servants would carry into battle.

[ ] Shas'O Vior'la Shovah Kais Mont'yr

Physical ****
Social **
Mental ******

Better known as Commander Farsight or, by the Orks, "Da Red Komet," Shovah is among the T'au Empire's greatest strategical and tactical minds, with a talent for physical combat and ferocity to match. In his timeline, the Farsight Enclaves are secure and he is free to move onto other pursuits; such as aiding you.

Originally, a callow and arrogant young warrior, he engaged in a lifetime of rivalry with his fellow students, Shadowsun and Skillfire. Shovah's attitude was tempered by time, experience, and mentorship under the legendary Commander Puretide. After being ordered to essentially murder his mentor in order to store his brain's contents on an engram chip, Shovah took his master's dying words closely to heart: "Don't trust them all, my child."

In combat, Shovah specializes in the Mont'ka ("Killing Blow") metastrategy, which focuses on the systematic disassembly of critical enemy defense points in order to soften and prepare them for a perfect, crushing strike. He is not, however, unfamiliar with the Kauyon, Rinyon, Monat, or Rip'yka metastrategies. His tactical, strategical, and logistical experience make him among the best strategists that you're likely to ever encounter anywhere, capable of winning battles against overwhelming odds. He pilots an XV8 Crisis battlesuit equipped with his trademark Dawn Blade - a potent, psycho-reactive weapon capable of draining the life of slain opponents in order to heal the wearer - a high-intensity plasma rifle, and a shield generator mounted on one arm. Due to his extensive use of the Dawn Blade, Farsight is biologically immortal and, even outside his Battlesuit, enjoys a modestly superhuman physique.

His awesomeness is such that the God-Emperor ordered an animated series for human youth about him to be created.

[ ] Lelith Hesperax, Mistress of Death

Physical *****
Social *****
Mental ***

Lelith Hesperax would require no introduction to most. One of the Overlord Asdrubael Vect's favorite gladiators - as well as, according to some rumors, his favorite courtesan - she is the leader of the Wych Cult of Strife and the most renowned Succubus in all of Comorragh. Bored out of her mind, she decided to seek adventure at your side.

She is by far the most deadly of her deadly kind. She rarely speaks, although her voice has been compared to honeyed velvet. Most other Succubi look upon her in envy and awe. Rival Wych Cults whisper that her incredible skill is unnatural - that she was modified by the Haemonculi, or that she sleeps in a baryonic sarcophagus filled to the brim with stimulant serum. The truth is far simpler - she is a natural-born killer. There is no enhancement, no supernatural power that she commands: only proficiency, prowess, and talent. Like all born predators, Lelith prefers to fight up close, using a pair of ordinary daggers. The use of combat drugs is for the weak, for they corrupt the perception of the instant when the killing strike hits home and the dying's lifeblood flows forth.

In combat, Lelith uses her body as a weapon as well as her flashing blades. Her mane of silky hair is sewn through with barbs and hooks that she uses to snare the blades of her foes. Her long legs and feet are edged with spurs, the better to tear open a throat with a perfect pirouette kick, and her fingernails have been reinforced and honed to the sharpness and surgical precision of a scalpel. Lelith can kill a dozen lesser warriors in the space of a few seconds, her blades tracing a path between each fatal slash, before finishing with a flourish and the attainment of perfect poise.

[ ] Shas'O Shaserra, the Spearhead of the Greater Good

Physical **
Social ****
Mental ******

Commander Shadowsun also called the "True Disciple of Commander Puretide," and "Heroine of the Third Sphere Expansion," is among the most dynamic military leaders of the T'au Empire. Driven by doubts regarding her ideology, Shadowsun seeks to find herself, and the Accursed has tied your fates together.

All of Shadowsun's victories are marked by unrivaled efficiency, a trait not surprising from one of Commander Puretide's most promising pupils. Over 300 Terran years ago, O'Shaserra was a brilliant young warrior; her successes and matchless performances at the Fire Caste academies earned her recognition as one of the ablest military minds in the T'au Empire. As such, she was granted the honor of studying personally under the ailing but legendary Commander Puretide. Despite being the youngest of all Puretide's proteges, O'Shaserra scored exceptionally well in all simulations, outstripping all others, save one -- the most highly favored of all Puretide's students, Commander O'Shovah. From the start, theirs was a bitter rivalry, as the two most gifted Tau Commanders in the Empire strove to gain their wizened master's approval.

Shadowsun is a strategist nearly on par with her rival, Commander Farsight, and she specializes in the Kauyon ("Patient Hunter") metastrategy, which involves using a lure or bait in order to draw the enemy into a highly vulnerable position, from which they are suddenly ambushed by superior forces. She is not, however, unfamiliar with the Mont'ka, Rinyon, Monat, or Rip'yka metastrategies. She pilots an experimental XV22 Stealthsuit with advanced cloaking technology, targeting systems, and shield generators; one of the very few Commanders who have this honor. She is outfitted with a pair of fusion blasters, and MV52 Shield Drone prototypes. In addition to her obvious skills, she is also a decent manipulator and can be very charismatic when needed.

Artifacts:

[ ] Spear of Telesto


A weapon that was originally utilized by the Blood Angels' Primarch, Sanguinius. It is a spear approximately six feet in length. Its blade is shaped like an elongated tear with a hollow in the center to represent the single drop of blood Sanguinius shed when he swore fealty to the Emperor. The haft is sculpted to show the primarch as a hooded angel of blood and beneath that is a Purity Seal handwritten by the Emperor.

In addition to being an excellent, master-crafted weapon, the spear can emit a high-intensity blast of ruby-colored energy which instantly vaporizes anyone who doesn't have the blood of Sanguinius in his veins. Ever since its original master died, it also held a faint psychic presence; a possibility of something more?

The Blood Angels would likely want it back. Don't tell them you have it.

[ ] Digital

A false ring of power, a burnished metal surface covered in infinitesimal circuitry. When worn, it merges onto the finger, unable to be removed. The user's discernment of technology is increased, and they gain a certain predisposition for mechanical engineering upon putting it on, at the cost of social grace. Indestructible as far as you can tell.

Every day, a pocket dimension within the ring fills up with a pile of steel, circuitry, mechanical parts, and electronics sufficient to construct a main battle tank, as well as anywhere from six to twelve randomized gadgets of varying completion levels, ranging from firearms to vortex grenades, or stranger things yet.

[ ] Letter of Marque

This Letter of Marque, an ancient legal document signed under your name, is presented to you and sanctions you legally as a Rogue Trader, with some limitations. Although this letter allows you to consort with xenos to a limited degree, handle foreign goods, and explore in the Imperium's name, be wary not to abuse it too much, as it may damage your standing with the Imperium.

If you ever go to an alternate universe, this Letter of Marque will magically shift in order to match the most equivalent document within the confines of the nearest government similar to the Imperium. History will also be rewritten so that the Letter of Marque has official, historical legitimacy and recognition; no one would be able to say it is a fake or that you are an impostor; at least not honestly.

Feel completely free to use these however you please, whether it's in the CYOA or for something else.

Total Word Count: 5655.
 
Last edited:
Update in 10-20.

"It's an honor," Hunger said, bowing, mindful of the Accursed's admonition. "In truth, I wasn't expecting my sponsor to be as manifestly stronger as you clearly are. Thank you for inducting me. I've been told I will need your help."

"Nonesense!" Haeliel waved him off, looking brightly around the room they occupied. "What matters power in the true consideration? A mere quirk of circumstance; just as greatness without kindness is nothing to be commended! And there's no need to be so formal here. You can just call me Big Sis Haeliel!"

Hunger regenerated his eye again.

"Oh, is this form hurting you? Sorry! I'll turn it down."

Glory receded somewhat, the light of its flames become ineluctably dimmer. The world was lesser for its absence, but also relaxed, exhalation of relief after the passing of a strain.

"See?" said Haeliel, slightly chagrined. "There's nothing praiseworthy about power, especially when misdirected. But don't worry, I'll be extra-gentle when helping you... the chance of side-effects will be definitely,
absolutely minimized!!"
 
Terra Firma
Character (The Soldier)
Time Always Burns (Combat-type)
Crowning Curses: The Curse of Hubris
Major Curses: The Affliction of Vigor, Sign of the Crab
Lesser Curses: None

Primary Remittance: Swords (Earthbending Apex: Wild God)
Lesser Remittances:
Companion: The High Priestess
Artifacts: The Sun, The World, The Star, Justice
Upgrades: Temperance, The Hierophant, Judgement (2)

Going straight from resolving not to desert to taking up the Geas of Indenture would be an affront to Anara's sense of duty. Sure, she could pick Peace, but becoming a Progression-type mandates taking a Crowning Curse. Giving up her Primary Remittance on top of that would be unwise. So no, Anara slots as naturally into Combat as Sable does into Progression. There may be more things in heaven and earth than are dreamt of in her philosophy, but Anara's feet remain planted firmly on the ground. Why should the Accursed's appearance change her objectives?

That's no reason not to exploit the opportunity, of course. Her duty's moved beyond mere scouting missions; the strength to end the war entirely is within her grasp. Enhanced by her Primary Remittance, Anara's Earthbending has become something straight out of allegorical creation myths, a mountain-moving and world-reshaping power. All creation is as clay to be moulded by her will. Is it hubris to acknowledge the self-evident truth, that no man or spirit native to Anara's world can challenge her? And make no mistake: it is Anara's world now, for her Chi perfuses the Earth entire. Let Azulon flail and rage in vain. His doom is written in the stars Anara's new priests read.

...so yeah, the Curse of Hubris has done a number on her. Given the vast power disparity between a Cursebearer and the Avatar setting, I figured it was not only appropriate but virtually required to make the conflict remotely interesting. The other Curses are compatible with the build, Earthbending Apex means she can make new bodies once the Affliction of Vigor's an issue, and the cap of a century also parallels the Hundred Year War. Crab's inconvenient, but companions aren't affected and as Anara's now more energy field than woman, inhumanity and depersonalization are thematically appropriate.

Selected in the brief window before Anara's risk assessment went the way of the Air Nomads, her Lesser Remittances are pretty good! The Crown of the Sun gives her majesty commensurate with her newfound ego. Also, immunity to fire, relevant when prosecuting a war against the Fire Nation. The World's stake can be planted on Omashu's summit at the center of her church's new base of operations, compounding the influence of her Earthbending. The Star-clock's obviously synergistic with the Star-Followers, so it can be incorporated into their canon. Who knows, clearer glimpses of Fate may indirectly mitigate Hubris.

The cult also provides a convenient stable of disciples for first-stage mitigation through Hierophant and with Temperance Anara can come closer to living up to her self-image, at least in brief bursts. Justice and Judgement are a bit of a strange way to spend her remaining Lesser Remittances, but knowledge of the Accursed's preferences could help make better decisions, and ceding two Lesser Remittances just... feels right. Her suitability's high enough to pay a fraction of the cost forward, to repay her benefactor, so why not? Call it evidence of the mentality that led to her taking Hubris; this incarnation of Anara thinks she can afford to do this.

Obviously, the Terra Firma build has room for tweaking. Hermit would speed up the Avatarverse's industrial revolution, Eritwe's druidic practices could combine interestingly with The World and Bending in general, The Fool enables easy access to the Spirit World, The Moon means better harvests and stacks with Star-Follower blessings, and so on. Though one risk of having so many Artifacts alongside the Affliction of Vigor is that if you die in a disadvantageous position, the opposition gets to keep your stuff. Not a risk with World & Star in this setup, but Hubris could lead to a Fire Lord bearing the Sublime Burning Jewel on his brow. I wonder what Azulon would make of Justice? A strange pendant, it doesn't think much of his choices...

Interregnum Incarnate
Character (The Bureaucrat)
Spite (Combat-type)
Crowning Curses: The Curse of Despair
Major Curses: The Affliction of Slumber
Lesser Curses: Sign of the Twins

Primary Remittances: The Interface, Swords (Mentalics Apex: Transduction)
Lesser Remittances:
Artifact: The Sun
Upgrades: Temperance, The Devil, Strength

Continuing the trend of Combat-types taking Crowning Curses, here's Interregnum Incarnate. Serring's someone I could see going either way, both Progression and Combat are compelling options to him. On the one hand, choosing Justice and leaving Trantor behind is a refutation of his life's trajectory, all the sacrifices he's made to get this far. On the other, he... hasn't gotten very far. The sheer magnitude of Serring's self-imposed task doomed him to failure from the outset. His is the futility of one man trying to change the course of history. The stress is literally in the process of killing him.

But to quote Seram, "Run the rat race and you'll find yourself surrounded by rats. Worse, you'll find yourself becoming one." In this case, Spite prevails; Serring spent the entirety of his adult life striving to destroy the Empire, so why should his death be any different? Even in those final moments, he still clung to the dream that had sustained him for decades. Now, it's suddenly been rendered achievable: the Galactic Empire delenda est. On the plus side, this build is vengeful enough to merit using Baenlixnaire's hex code. The image of Circe Invidiosa was well-chosen.

So Serring goes all-in on being a Combat-type. Trusting in his monomaniacal determination to weather its burdens long enough to see his wish granted, he shoulders the Curse of Despair, unlocking the ability to take two Primary Remittances. Swords elevates his innate psychic powers to the Apex of their potential. Trantor's the Empire's throneworld, with a global range and the power to subvert any mind with a physical substrate the seeds of its downfall can be sown quickly. The Empire also has an Emperor. With access to him alone, Serring could a shitload of damage.

But why stop at large-scale telekinesis and telepathy? The Interface offers not the power to ruin, but the potential to productively reorder anything that falls under its influence. Any Cursebearer could raze Trantor to the ground and reduce its eight hundred districts to ash. True vengeance requires more, constructing a society that will shame today's Empire as a sun does a candle. With the Interface, Serring's presence becomes a promise of order and deeper truths beneath the long, slow march toward decay that characterizes galactic civilization. Charisma was already one of Serring's core stats. With the Interface augmenting Mentalics while wearing The Sun, that majesty's multiplied.

Of course, outward-facing charisma does no good against the Curse of Despair. The temptation to self-alter will be overwhelming after a while, though attempts at wholesale elimination of Despair are doomed to failure. Hopefully with the Interface and Mentalics, he can achieve some mitigation. Serring's intelligent in his own right and will inevitably build his own Foundation. They can throw brainpower at the problem of cybernetically empowering Mentalics, with the goal of creating a global network akin to Gaia under his control. Speaking of Curses, the Affliction's taken in part to minimize Serring's waking hours and the accompanying psychological deterioration.

He nearly worked himself to death once, at least with mandatory sleep that won't happen again. The Interface's reflexive reorganization will defend Serring's Slumbering form and attend to ablutions he can't spare the time for. The slow grind of life's inconveniences also continues through the Sign of the Twins, but with such formidable powers of subversion each obstacle's just the embryonic form of an ally. Temperance is tailored to provide bursts of resolve, powering through Despair when necessary. Since 'sincere efforts towards a goal' is a not-inaccurate description of Serring's entire existence, The Devil's taken to enhance the rewards of research and recruitment efforts.

Hm, I was considering doing one of these for the Rebels as well, but it'd echo DSB's Jebus build too closely to be worth a write-up. Anyway, the index should be up to date, here's hoping we've made the cut Arete-wise.
 
"Nonesense!" Haeliel waved him off, looking brightly around the room they occupied. "What matters power in the true consideration? A mere quirk of circumstance; just as greatness without kindness is nothing to be commended! And there's no need to be so formal here. You can just call me Big Sis Haeliel!"

Hunger regenerated his eye again.
Lol. I guess even mitigated down to 12.5%, the Doom of Ineptitude still shows itself. One of the utility effects of having Crimson Flare at Rank 10.475 means regenerating a simple eye, even from metaphysical effects like this, is a trivial thing to do.
"See?" said Haeliel, slightly chagrined. "There's nothing praiseworthy about power, especially when misdirected. But don't worry, I'll be extra-gentle when helping you... the chance of side-effects will be definitely, absolutely minimized!!"
Are you sure about that? :V

More seriously though, we'll probably be fine. The only time risk is present is when we use a Haeliel Favor on empowering a Hero.

Ok, so one of our three Haeliel Favors is definitely locked to the Once a Geas Task you get bailed out of a situation that would otherwise fuck you over. That's something that'd increase Hunger's survival chances in the epilogue tremendously, and a very large part of why I personally wanted to get Haeliel in the first place.
 
Last edited:
Well, uh, shit, I wasn't planning on posting this in such a rough state but have a small spot of Arete I am so sorry I started this so late



sigh I think one of the problems I'm having lately is that I am worrying way too much about whether something is going to be "good enough" way too early, and not just focusing on putting work out regardless of quality, so instead nothing comes out

anyway maybe stream of this later when it's a little more presentable
 
Just like Hunger's eye, all my doubts about paying through the nose for Haeliel have been incinerated. She's great! More importantly, she'll be great for him.
I'm more concerned about Aobaru.

Also, do we still need more Arete? If needed, I can write a snippet about Dancing Polish Cow becoming a Cursebearer. (Or depending on how you choose to see things, a Curse of its own...)
 
I suppose this is about the time when Pagegang would typically assemble

whatever answer gets us a Dancing Polish Cow Cursebearer is the one that i want to be true
 
sigh I think one of the problems I'm having lately is that I am worrying way too much about whether something is going to be "good enough" way too early, and not just focusing on putting work out regardless of quality, so instead nothing comes out
This (indexed under Cursebearer's Association team photo) is already pretty good, honestly. Who'd have thought that Wolber would look sick in both senses of the word? Well, apart from rune...
 
We always need more Arete. A snippet about bovine abomination raging against the unfairness of the universe that gave birth to its hideous, ever-suffering visage surely going to be worth a point or ten.
Excellent.

Do you know where I might be able to find rules on how Ordinalist Specialist Forms work? Examples would be appreciated. I have some ideas about this bovine malediction-carrier attending a certain academy out in the boonies of the Atlantic.
 
i wonder if we actually overshot the 50 Arete, or if we're going to be in debt?
 
Update in 10-20.

"It's an honor," Hunger said, bowing, mindful of the Accursed's admonition. "In truth, I wasn't expecting my sponsor to be as manifestly stronger as you clearly are. Thank you for inducting me. I've been told I will need your help."

"Nonesense!" Haeliel waved him off, looking brightly around the room they occupied. "What matters power in the true consideration? A mere quirk of circumstance; just as greatness without kindness is nothing to be commended! And there's no need to be so formal here. You can just call me Big Sis Haeliel!"

Hunger regenerated his eye again.

"Oh, is this form hurting you? Sorry! I'll turn it down."

Glory receded somewhat, the light of its flames become ineluctably dimmer. The world was lesser for its absence, but also relaxed, exhalation of relief after the passing of a strain.

"See?" said Haeliel, slightly chagrined. "There's nothing praiseworthy about power, especially when misdirected. But don't worry, I'll be extra-gentle when helping you... the chance of side-effects will be definitely,
absolutely minimized!!"
yes, yes, it's all i ever wanted
 
Back
Top