Well, these are some sample top tier graces, if we went for Philosopher's Wreath:

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A Simple Transaction Original

Second and Third Graces Seram has selected [X] Reversion as his first Grace. Cursebearer, please select your Second Grace: [ ] Evoker's Panoply - The armamentarium of a wizard true. The crack of thunder, the blossoming detonation, the hurled thunderbolt, the freedom of the skies. The power...

Ber's Blue Fire magic is probably Battle Magic, if we want that.
 
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Finally, shilling part 3 out of 3 - actual tactics.

To begin with, lets discuss how we approach a polity. Voyaging realm is universe size world that operates on non euclidean geometry and thus questions of distance have much less relevance than they would do otherwise. What allows us to move around and find cities is not their proximity to us, but our own Astral Rank. In particular, this means that we would envision a kind of Civ we want to meet and then rank would lead us to something like that.

In theory, we could come to a Civ, check it out and then quit if it's not to our liking, but that's somewhat time consuming. On the other hand, it would be prudent to scout our Civ before we bring Letrizia and Verse in, simply to see if they are ok with giant fucking robots. Of course, while we could pick Civ that can't meaningfully oppose us, those would have too little of value to us. We want Civ that could deal with Verse if they wanted do, which caries inherent risks.

While looking out for a Civ, we can also specify what we want. For example, if we found city under attack, we could offer to act in their defense for a huge compensation - however, such city is likely to have less for sale than near-utopia, which would in turn pay less for mercenary services. As such, we should make sure to pick Civ which maximizes both opportunity to earn money and spend money. Likewise, we would prefer Civs that lack things we can offer; technology, healing and our ability to kill spirits come to mind, but by far our most unique asset is Gisena's ability to murder magic. As such, the civ to look for is something heavy on magic, especially if they can create magic traps and curses, but are light on outright magic cancellation. Not only that would make Gisena's value skyrocket, but it would also allow us to push her into spotlight and have her do most of interactions with people in charge.

Speaking about interactions, we should remember that while Hunger has Tyrant, he also has massive social dick himself. With our current strategy we could let Gisena do the talking with authorities while we can do more of a back-street types of deals; buy shady artifacts, help out in underworld wars and so on, which would also utilize Hunger's own experience as the leader of guerrilla fighters. We should actively(aggressively, even) seek ways to use our Charisma despite Tyrant, and so finding Civ with healthy underbelly might be useful. On the other hand, criminal lords and kingpins have authority of their own, and crossing them might be as inconvenient as crossing authorities - and sometimes even more so. Something to keep in mind.

Additionally, we could seek something more specific. Tournaments and gladiator fights, for example, would be a good way to earn money, especially if we can also kill enemies to proc Hunger. Fighting alongside resistance against a Tyrant could bear great rewards, as dangerous as that could be. Letrizia would be useful if civ in question used mechas, and so on.
 
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Select one magic system which you have personally encountered and which is no greater than the Noble Praxis.
Hey, we met the Accursed and got offered the Praxis. Does this qualify us for the Noble Praxis?

Man, Hunt is getting a bad rep here. All this gear and magic system stuff is nice; but it doesn't change the fact that Moderate Reward is still the most likely outcome. We are essentially betting that civilization gives us better options the next time we make this choice, enough so to outpace the extra value of other options this vote; I'm not sure this will work out. Nothing replaces actual power. Going for choices that consistently have a high reward-to-risk ratio is the safest way to outpace Ber. There's no point in gambling on lateral advancements here.
 
No, Hunt is just shit. It would be good if we took Scent; now it's just subpar option against options that are not subpar. I won't even entertain the notion of picking it.

Picking Civ is, well, obvious. It's our build(member Charima++++?), it allows us to utilize resources that are currently doing absolutely nothing and it allows us to create clean game plan. If you really want to hunt monsters that much, find Civ that have issues with super monsters(or conveniently Chaotic Evil race) and then get paid for killing them.
 
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I'm voting for Civ, but the new options Rihaku put in are add negative for it to me. For all those saving, I doubt the players can resist taking the Mage option for 7 Arete that the Civ might offer. Also the option involved explicitly don't show what's possibly available for picking Moon. Are they so good that it would destroy all pretense of an even vote?

I gotta know, cya Civ hello Moon.

[X] Temple of the False Moon
[X] +1 pick during next Experience spend
 
[X] Make For Civilization
[X] +0.5 Arete


Testing the waters in the Voyaging Realm is a good idea, since we'll get to see the Tyrant's Doom in action in social settings without having to worry much about long-term consequences; we need to worry far more about successful social in the Human Sphere than in the dungeon dimension, so this can be a practice run.

And opportunities to acquire knowledge and advancement via money and experience mean we'll be better able to save Arete. Certainly this thread has been a bit less explosive than some in the past were in terms of participation, so we should be attempting to be fairly frugal in its expenditure when possible so that we can get the most bang for our buck; alternative advancements will help with this.

I think we would do well to prioritize getting Picks that don't involve Arete expenditures for now, so that we can save up for Once and Future; getting that EFB-equivalent under our belt at the soonest opportunity is realistically one of the more optimal things we can do for advancement because it will skyrocket our effective capacity to pursue other avenues of progression and simultaneously won't increase the amount of investment those avenues require to achieve progression since Once and Future stacks Rank on top of other improvements to that stat.
 
[X] Make For Civilization
[X] +0.5 Arete


Fine, I guess I will vote for it in the interests of safety. I still think it isn't good enough, however.
 
Fine, I guess I will vote for it in the interests of safety. I still think it isn't good enough, however.
There is a lot of value in safety - and I do say this as someone who is willing to take risk whenever possible. Last few updates have clearly shown how danger and uncertainty can slow down our build, making us scramble to get whatever we can instead of building ourselves in a way that makes sense. Nameless is best example of progression in near absolute safety, and while we can't reproduce that thanks to Apocrypha, we can still apply those lessons to our own progression.

Before we continue, lets define three kinds of options - "short term", which describes abilities or picks that make us stronger right now but offer nothing after some time, either because they expire or because they become obsolete for one reason or another. This would include mercenaries, temporary buffs and so on. "Medium short term" which includes permanent abilities that are not focused on scaling, such a stats or our Second Form. Finally, there are "long term" abilities which give little in short term, but can offer much more in term; our sleep through might or charisma are good examples of such. Philosopher's Wreath is currently relevant example.

Of course, short term power can be used to generate more power as per Hugner.

The idea behind going to civilization is to make use of our build and existing resources to accumulate great deal of "short term" power via mercs/magic gear/restoring Verse to make us safe, and then use our xp to get powerful short midterm options such as Valor, allowing us to stash Arete for future upgrades. It bears to be said, but saving Arete is, in of itself, a "long term" option as having more to spend at given point increases it's value. Thus, not spending Arete on Philosopher's Wreath is easy as the very act of not buying that makes us stronger in long term(provided wee do aim for 25 option).

As such, our goal becomes to focus on short to middle game using only money/xp/our existing abilities and to save Arete for Verse upgrades or Once and Future. Then use power spike from Arete expenditure to accrue more money/xp which allow us to repeat the cycle.

Ideally, the outcome would be that we could ignore lesser upgrades and chain 25s as each would protect us enough until we get the next one. In practice, we are likely to spend our shit on random stuff here and there, but as far as general discipline holds it would be fine.

One last thing to consider is "hype point". At some amount of Arete(i.e. 12-14) thread will get hyped about getting 25 option, and will be much more wiling to save for them. As such, it's wrong to say that our goal is to save 25 Arete - rather, our goal is to push to save 12, after which thread will naturally be for saving/accumulating Arete.
 
I don't think we're at the point where can afford to just go all in for a 25 point option. Our defence game is pretty good at this point but we're still pretty lacking in offensive capability. Our current best attack Fellhanded stroke is a double edged blade which attributed a great deal to us becoming exhausted when we had to use it. We should probably buy either a 7 point offence option or a 3 pick one both of which are easier to come by in the moon temple.

Voting for Arete over an additional pick is crazy especially after seeing how powerful multiple pick options that don't cost any arete are. For 3 picks we can get 10 stats!
 
I can't understand the current push for Civilization. No amount of charisma changes the fact that we have no Tyrant's mitigation, which means that, the moment we are expected to obey any sort of custom or law in the land we travel, we'll end up acting irrational and violent. We might be able to get some benefits before that, but we're almost certainly going to end up having flee the city when fail to obey some important local law or custom and end up killing or hurting whoever tries to make us obey. It's not like getting a new magic system or anything is unique to the city, either - we've already seen that we can get new magic options simply from killing the right kind of enemy, and taking the appropriate choice. It's much better to go grind stats right now, and to let Gisena work on Tyrant's mitigation for us in the meantime.
 
I can't understand the current push for Civilization. No amount of charisma changes the fact that we have no Tyrant's mitigation, which means that, the moment we are expected to obey any sort of custom or law in the land we travel, we'll end up acting irrational and violent.
Which is exactly we try whole "let Gisena talk instead of us" before we reach civilization that is actually critical to our success. We can afford to fudge interactions with rando kingdom in Voyaging Realm; we can't afford to fuck up our interaction with galactic society. Having a test run before going all in is very important.

Also making use of Gisena's social, all those Charisma pluses, resources that are currently not being used etc.
 
Well, there are things in our build we can't make use of properly before we reach some kind of civilization, so it actually makes sense to go for the social option.
Our intelligence and social let us implement neat tactics, but the stats only truly shine in a city. Who and what are we going to scheme against out here in the wilderness?!
Our shitty healer power is neat for restoring our group's normal wounds, but to exploit it in full we need people we can sell the service to.
Loot is mostly worthless for us until we can sell and exchange stuff for equipment that fits our party members.
Versch continues to be a drag on the party until we fix him.
And an important avenue of directing Accretion's advancement is becoming famous, which we can't do without people!

It's also more difficult to attack us in the city without giving advance warning that we can suss out after making some connections. The whole point of Nightmare Praetor was preparation, so we should place ourselves in a situation where we can prepare.

There might even be new waifus minions party members we can acquire! It's a shame to have only two characters we can interact with and play against each other on the regular.

Really, it's no wonder we've become increasingly wounded and exhausted, basically half our build's effectiveness had been left by the wayside so far and we had to make up for it through Arete.
Edit: Well, and we did some stuff for the lulz, but let's not mention that.
 
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Waking up to new shinies to salivate over, always a nice sensation.

Man, Philosopher's Wreath gives us bonuses for sitting down and discussing magic! Imagine all the exposition that could be, juicy details that typically lurk just off-screen! Intelligence and Charisma are areas we've invested heavily in and any boost to the former's insanely valuable. I suppose Wisdom's also a stat that exists? Ours must be down in the dumps after refusing Freedom, but a Philosopher-King can't afford such weaknesses. This is some emotional archaeology, dredging up memories from the Dao vote back in EFB; not a Throne of Stars this time, but a Wreath.

Last but not least, it unlocks another magic system. We could become a Sorcerer immediately, both Hunger and Gisena benefiting from future findross research. Advancing in Coalescences the 'right' way requires deeds, so it'd be compatible with Hunger, though the ability of the Maiden or whatever algorithm she left in charge of the allocation process to operate outside of the Manifest Realm's unclear. Still, the eight-hour transformation with a top-tier Grace would make Hunger into even more of a battered bishounen, compounding the additional charisma.

The 7 Arete cost's a significant downside, though. We double our investment in the Evening Sky for an unlock and boosts to allies, which may not pay off before Ber comes back. The cerebral aspects of the Wreath don't play well with our ring. It's possible that there could be overlap in high-stakes situations, but unlikely. Philosopher's Wreath is cool, but is it viable? Discovering more magic in civilization might make it so, but it'd take a hell of a system. We could also try to gamble on unlocking whatever Ber was using, I'll eat my hat if it's greater than the Noble Praxis.

Ruinous Valor is really cool, though! It costs three picks but no Arete, leaving us plenty to purchase Pitiless Maw. Maw multiplies our Power of Ruin by three; if taken in conjunction with Ruinous Valor, we become an unstoppable human wrecking ball, healing for 100% of the massively increased damage we deal. Our only weakness is at long distances. If we take Einhander, our blade projections patch that weakness out to medium range. I'd still rather pick Zwei, though, we're not reliant on having an odd body image the way we'd be if Muscle Wizard had won. Hunger deserves to heal, to become unshattered in truth rather than name. Plus, having two hands means additional striking surfaces.

Stranglethorn's amazing to a degree that resists hyperbole, but out of reach for now. If I spent time talking about just how good it is I'd develop deep and abiding empathy for Tantalus.
 
[X] Hunt
[X] +1 pick
during next Experience spend

3/4 Pick options are crazy and we should go for them wherever possible.

However, I note that something like Philosopher's Wreath likely requires we go to the city, while something like Strangethorn or Ruinous Valor likely requires we go on a Hunt.
 
I'd like to issue a reminder that fanworks influence civilization/hunting options, so if people have ideas they want to explore, now is an especially good time to do so.
 
You know what this story needs?

That's right, a motherfucking tournament arc.
We haven't had a proper tournament arc since... Most High, I think? And the Odyssey before that. I bet EFB's Elysium would've had a tournament arc. A culture of Twice-Great heroes with violence as their civilization's central economic engine? It'd have been glorious. Instead, we got the Extrusion. Still salty about that.
 
We haven't had a proper tournament arc since... Most High, I think? And the Odyssey before that. I bet EFB's Elysium would've had a tournament arc. A culture of Twice-Great heroes with violence as their civilization's central economic engine? It'd have been glorious. Instead, we got the Extrusion. Still salty about that.
Following tournament rules could be tricky, but it could be fun to have Gisena trying to maneuver us around those pitfalls . . .
 
Hm, I don't think Lilea would shout at Seram for something like this even if he's a multiple offender. She'd probably try to get through to him with diligent & gentle sincerity, perhaps by preparing him an expertly cooked (dry) ramen dish herself! And if that failed, still she would press on undeterred with kindness and forethought, while respecting his boundaries!

What a scary opponent.
CursedLand has several privileges for certain classes of membership, including preferred terms of address/conveying of information. What terrible things Mr Law has endured to awaken such a desire for being slapped and yelled at by a beautiful woman, I dare not contemplate. Let's all pour one out for him in respect.

Anyway, a webnovel I enjoy is My House of Horrors, notable in that it's a Chinese webnovel that's not fuckin xianxia, and also that it's pretty spoopy. I tell you this because many a night do I lie awake, thinking, "man that webnovel about ghostbusting to renovate your theme park attraction sure would be even more terrifying if it were competently translated in english"

This is only partly relevant to the following.

~~~
GHOST STORIES: BLATANT WISH FULFILLMENT: RIHAKU PLEASE DO A HORROR QUEST
2355 words

~~~
Rihaku-666 said:
Prologue

"There is no escape from death. No escape in death. You, of all people, should know."

Shenzhang City. Caught between the ancient and the modern, the fastest growing economic centre of the North. Its people grow unwieldy with wealth, its resources tapped, skyscrapers emerging like the teeth of maturity from the rice fields, trumpeting the coming of modernity. And like teeth they displace their predecessors, deride them as the mere interstitial stage of civilisation, an embarrassment. In this new world, there is no room for farmers or priests, necessity transmuted to sufferance. The face of success has changed: cleaner teeth, whiter skin, colder eyes, taller, slimmer, rich. The concrete fingers of the free market worm through and over the hills and valleys, and the clever ride with it, daring to dream. A more expensive meal, a prettier wife, a new brotherhood, an unending world of leashes awaiting dogs.

But the higher the towers climb, the longer a shadow they cast. Evil lurks the streets as it once lurked forest and dale, but it was never the forest that was evil. Missing persons cases rise by the hundreds. The streets ring with sirens, violent crimes units working day and night. Behind every door is cruelty. Behind every eye is wickedness. Behind every man is his future thief, conman, killer. And behind every death is a life truncated, potential cut loose to snarl and twist, becoming a monster man has forgotten.

The city rolls on, a behemoth ripping free of its creators and rolling them under tread, blood for the gears. From modernity you will find no quarter; no matter how bright the light, you will find the shadows just as deep.

One day, you will be consumed. You will join the ranks of those you bled so hard to quell. But you will not go quietly.

---

Make no mistake. Yours is a black path through the night. But who was the walker?

[ ] The Enthusiast - Young, naive, optimistic. A diligent and filial son, excelling in every objective you chose to pursue. Your sole vice: an embarrassing interest in foreign horror films. Your parents are labourers, your family poorly educated; you are the first of your cousins to graduate with a dual college degree. Your move to Shenzhang was predicated on the rising tech industry, but openings are scarce or denied to the entry-level. While working odd jobs to pay rent, you notice a persistent stain in your bathroom wall...
*Young and fit, with a strong heart. Can take a shock or two.
*You are book-smart! You are not street-smart.
*You possess a dual degree in STEM fields achieved overseas on scholarship. Though reality has proven less practical than previously assumed, technology yields to your expert hand.
*Your overseas degree was mostly so you could watch American films. Nevertheless, you are fluent in English and have a patchy cross-section of Western cinema. You aren't a banana, but you're banana-adjacent. A plantain, perhaps.
*You have an uncanny instinct for navigating dangerous situations. It's not something you've developed, but that may change.
*Your love of horror has given you a near-encyclopaedic grasp of horror tropes and conventions. Aside from that, you're also well-versed in navigating net forums and sifting information from trash, a skill that comes in handy when you need to research something obscure.
*Regrettably, the number of years you've been single equal your age. You are Unsullied. Take care, for a virgin's flesh is a delicacy in some circles...
*You don't have a car! Opportunities are limited based on transportation. Your Lair is a Communal Apartment.
*Special Skill: I Played College Ball: Once per mission, you may sprint five hundred metres across any terrain.
*Playthrough leans more on mystery than horror. Depth of route before retirement: 10%--40%.

[ ] The Entertainer - Look, you went somewhere you shouldn't have. The things you saw in there, what happened to your crew, it doesn't bear thinking about. If only your damn camera hadn't been rolling. Now you're the most popular livestream channel on the net, and your producers are leaning on you to make more just like it: original, riveting, inimitable. Nobody said it was easy at the top, but your crew (whatever's left of them) are happy to push you off...
*Nearing the dessert days of your youth. You're starting to think of things like blood pressure and cholesterol.
*You're sharp as a tack! Fastest joke in the East, they call you.
*You used to have quite the temper, and your fists still remember how to talk for you.
*Your sense of humour helps settle the nerves.
*You've always had a sixth sense for when things felt wrong.
*Look, you've been around the block a few times. Money may not buy love, but it can buy its spitting image. You are Sinful.
*You're a grown adult with your own transport and housing! Increased latitude and freedom. Your Lair is a Townhouse.
*You're not poor!
*Special Skill: It's Just FX: Once per mission, you may concoct an elegant deception to simultaneously calm others while directing them to your instruction.
*Depth of route before retirement: 30%--90%.

[ ] The Exorcist - Grandfather's appeal to the Ministry of Culture failed, and the highway demolitions proceeded as planned. When the construction workers were found hooked from the seal-pillars, some very insistent questions began to be asked. Now you've slowed down, having shaken the trail, but in a foreign city with no papers to your name. But one thing's the same: wherever the sun shines will cast a shadow, and the shadows here are deeper than you think...
*Extremely fit. Excellent cardiovascular health.
*Skilled in martial arts.
*A masterful calligrapher.
*Experienced in forestcraft.
*You are vegetarian.
*You are an adept reader of people in the individual and group, an innate talent honed through occupational training. Though you lack official accreditation, your knowledge and grasp of the human mind rival clinical psychologists produced by prestigious universities renowned for such.
*Your dialect marks you as a foreigner. Your rustic clothing and attitudes are unfashionable. You were raised in a rural village, and unfamiliar with technology later than the horseless omnibus. You are the opposite of cool.
*You have no official documents of identity, and very little money for a city life. You're technically a fugitive, but if you keep your head down it's unlikely anybody will draw connections.
*You have lived the life of an ascetic; the stain of hypocrisy does not mar your soul. You are Pristine, maintaining your prenatal innocence.
*You are trained in locating passages to the Blood World, and educated on the nature of its denizens. You are a master of rituals.
*The Blood World is sick here. Finding treasures to leverage will be dangerous.
*In your escape, you seized an Artifact from the family record room.
*You begin with no Lair.
*Special Skill: Ancestor's Binding: Once per mission, you may invoke the name of the Patriarch, borrowing his wisdom in the fields of Swordsmanship, Courage, Exorcism Science, and Blood World Lore. If your spiritual condition is Pristine, you may use this binding to compel a Specter into slumber. This invocation persists until the hour of dawn.
*Depth of route before retirement: 100%--170%.
---

Select one of the following Spiritual Gifts. For the Enthusiast and Entertainer, skill in the Gift will be at Beginner level; the Exorcist will be trained to employ his Gift at Journeyman level.

[ ] Blood Eye - By design or circumstance, your eye is damaged. The resulting blood contaminating the vitreous humor does not impair vision, but instead renders its owner able to perceive the Blood World. In the daylight, you can observe the presence of Specters and the true intentions of others. At night, your vision is unimpaired by total darkness or blinding light in succession, and you fully perceive Specters.
Beginner - See traces in daylight, perfect night vision, perceive Specters.
Novice - Perfect vision, detect passages into the Blood World <1 hour old, perceive the aura of humans.
Journeyman - Directly perceive the Blood World from the mortal world. See distant objects with negligible loss of detail.

[ ] Stony Liver - A calcification is embedded in your hepatobiliary system, emanating vigorous energies. An unnatural fortitude suffuses you. Your digestion of dangerous foods is enhanced.
Beginner - Eat spicy food up to 100,000 Scoville Heat Units without impairment. Experience no indigestion from poor diet.
Novice - Withstand freezing temperatures without frostbite. Moderate resistance to pain. Cannot be poisoned by mundane toxins.
Journeyman - Consume Blood World flesh without issue. Survive without food or water for a week.

[ ] Thief's Ear - Once in your youth, you were stung on the ear by a blue-winged wasp. Though it eventually healed, there remains a small discoloration, though lately it has spread. Like a bat, you can navigate without eyes, relying purely on the sounds of the wind.
Beginner - Sharper hearing, ability to comprehend the Spectral Tongue.
Novice - Echolocation, immunity to deafness.
Journeyman - Voice mimicry, ability to read Spectral Characters. Yes, that's right, read with your ears.

[ ] Black Marrow - Instead of red, your blood is black. While you pass it off with makeup and claim a genetic disorder, your tone of flesh disturbs others. Nevertheless, you are as energetic as any other red-blooded human. You are unable to make a Blood Door.
Beginner - Can substitute blood for ink. Can hold breath for fifteen minutes. You scab instantly.
Novice - You are able to persist with half your normal blood volume. Your resting body temperature is elevated to 39 degrees Centigrade.
Journeyman - Black blood is an omen of heavenly malfeasance. Feeding your blood to a Specter briefly elevates their capabilities.

[ ] Pale Fingers - An incident in your youth amputated your fingers, and they had to be surgically reattached. Miraculously, aside from minor circulation issues, you retain full motion and dexterity.
Beginner - Can touch Specters. Can grasp freezing objects.
Novice - Can perform psychometry on cursed objects. You do not bleed from wounds to your upper limbs.
Journeyman - Can perform the Corpse Grip, a clenching exertion capable of tearing steel.

---

If you are an Exorcist, select one of the Artifacts below. If you are an Enthusiast or Entertainer who has taken a Curse of Karma, your selection will change aesthetically to match modern provenance, but is otherwise functionally identical.

[ ] Moon Mirror - A circular mirror of shaped bronze, meticulously maintained save for the reflective obverse, which is indelibly corroded. By filling its pitted face with blood, it is able to reveal the unseen.
*Takes 5cc to form a minimally reflective surface, 40cc to make it smooth enough for visual use. Users with Black Marrow must double the costs.
*By filling it to its original surface depth (100cc), the Bronze Mirror can be activated to capture any Specter that gazes upon their reflection. Wearing the Bronze Mirror from that point on will deter any Specters of lesser power to that contained within. You are unable to use the Mirror to reflect the Blood World while it contains a Specter; gazing into it will cause the Specter to possess you. Blood must be donated to restrain the Specter (400cc/month), or else it is released.
*Modern forms include a shattered compact mirror or car wing-mirror.

[ ] Corpse Ink - A gargantuan inkstick, one chi in length, capped with a heliotrope medallion. Compressed from the soot and fat of burned humans, the figures of its victims are preserved with vivid detail. When ground against a rough surface, it releases a fragment of that funereal flame, revealing and scorching Specters. Ink rendered from this inkstick is especially effective against Immolated Specters.
*Leaves a greasy stain on the fingers.
*Erodes slowly, if at all. Segments can be "burned" at once for significant effect.
*The Blood World is quite wet; you may find it difficult to find a dry surface.
*Modern forms have the images of cows and juvenile poetry.

[ ] Wishing Pen - An aged calligraphy brush of poplar wood and human hair. Ask it a question, and it will write no lies.
*Will answer within ten characters or less! Functions without ink.
*Information concerning the motivation or true disposition of people is more accurate than environmental data or combat capabilities.
*Semi-sentient.
*Cannot be lost. If misplaced, will reappear in nearby pockets or hidden spaces.
*Modern forms include pagers or text messages from unknown numbers.

[ ] Golden Compass - A luopan modified with additional rings denoting geographical and coordinate data. A superb tracking tool; by placing a symbolic piece of your target in the place of the needle, you will locate them in space and time.
*Can live-track a human in the past year perfectly, and imperfectly project their future. Tracking beyond this window exhausts the Compass for a day.
*Appears to function globally.
*Works imperfectly in the Blood World.

---

Take on a Curse of Karma for an additional selection of a Spiritual Gift or Artifact, up to three. It is not recommended to take more than one.

[ ] Zodiacal Malediction - An unrighteous marriage, a poisoned bloodline, whatever the reason, Heaven itself turned its face away the moment you were born. Unless directly named, you are automatically excluded from all protections, rituals, and benedictions laid into the bedrock of the continent. Your only protector is the eye of the noonday sun, who discriminates no wretch.

[ ] Impurity of Heart - You were not steadfast in thought and deed, and performed ill-workings to others. Lower your Spiritual Purity by one level.

[ ] Cowardly Tenor - You are more easily shaken, weak-stomached and frail. In times of crisis your mind will turn to flee from peril.

[ ] Perverse Hungers - You are wracked with forbidden desires. To some Specters, you may strike an intolerable resemblance.

[ ] Rationalist - You are convinced there is no power greater than the human mind, no engine more excellent in its function than reason and intellect, the eternally self-crafting work. You're in the wrong genre, friend. Increased difficulty in rituals, slow to adapt.

[ ] Socially Impaired - You find it difficult to impossible to read people's emotions and motivations.
~~~
AN: Rihaku-666 subsists off a diet of nerd terror-sweat and street-level tragedies with bad endings as mortals who can't powerlevel must outwit, scheme, and run from things that easily kill them.

Prologue

"There is no escape from death. No escape in death. You, of all people, should know."

Shenzhang City. Caught between the ancient and the modern, the fastest growing economic centre of the North. Its people grow unwieldy with wealth, its resources tapped, skyscrapers emerging like the teeth of maturity from the rice fields, trumpeting the coming of modernity. And like teeth they displace their predecessors, deride them as the mere interstitial stage of civilisation, an embarrassment. In this new world, there is no room for farmers or priests, necessity transmuted to sufferance. The face of success has changed: cleaner teeth, whiter skin, colder eyes, taller, slimmer, rich. The concrete fingers of the free market worm through and over the hills and valleys, and the clever ride with it, daring to dream. A more expensive meal, a prettier wife, a new brotherhood, an unending world of leashes awaiting dogs.

But the higher the towers climb, the longer a shadow they cast. Evil lurks the streets as it once lurked forest and dale, but it was never the forest that was evil. Missing persons cases rise by the hundreds. The streets ring with sirens, violent crimes units working day and night. Behind every door is cruelty. Behind every eye is wickedness. Behind every man is his future thief, conman, killer. And behind every death is a life truncated, potential cut loose to snarl and twist, becoming a monster man has forgotten.

The city rolls on, a behemoth ripping free of its creators and rolling them under tread, blood for the gears. From modernity you will find no quarter; no matter how bright the light, you will find the shadows just as deep.

One day, you will be consumed. You will join the ranks of those you bled so hard to quell. But you will not go quietly.

---

Make no mistake. Yours is a black path through the night. But who was the walker?

[ ] The Enthusiast - Young, naive, optimistic. A diligent and filial son, excelling in every objective you chose to pursue. Your sole vice: an embarrassing interest in foreign horror films. Your parents are labourers, your family poorly educated; you are the first of your cousins to graduate with a dual college degree. Your move to Shenzhang was predicated on the rising tech industry, but openings are scarce or denied to the entry-level. While working odd jobs to pay rent, you notice a persistent stain in your bathroom wall...
*Young and fit, with a strong heart. Can take a shock or two.
*You are book-smart! You are not street-smart.
*You possess a dual degree in STEM fields achieved overseas on scholarship. Though reality has proven less practical than previously assumed, technology yields to your expert hand.
*Your overseas degree was mostly so you could watch American films. Nevertheless, you are fluent in English and have a patchy cross-section of Western cinema. You aren't a banana, but you're banana-adjacent. A plantain, perhaps.
*You have an uncanny instinct for navigating dangerous situations. It's not something you've developed, but that may change.
*Your love of horror has given you a near-encyclopaedic grasp of horror tropes and conventions. Aside from that, you're also well-versed in navigating net forums and sifting information from trash, a skill that comes in handy when you need to research something obscure.
*Regrettably, the number of years you've been single equal your age. You are Unsullied. Take care, for a virgin's flesh is a delicacy in some circles...
*You don't have a car! Opportunities are limited based on transportation. Your Lair is a Communal Apartment.
*Special Skill: I Played College Ball: Once per mission, you may sprint five hundred metres across any terrain.
*Playthrough leans more on mystery than horror. Depth of route before retirement: 10%--40%.

[ ] The Entertainer - Look, you went somewhere you shouldn't have. The things you saw in there, what happened to your crew, it doesn't bear thinking about. If only your damn camera hadn't been rolling. Now you're the most popular livestream channel on the net, and your producers are leaning on you to make more just like it: original, riveting, inimitable. Nobody said it was easy at the top, but your crew (whatever's left of them) are happy to push you off...
*Nearing the dessert days of your youth. You're starting to think of things like blood pressure and cholesterol.
*You're sharp as a tack! Fastest joke in the East, they call you.
*You used to have quite the temper, and your fists still remember how to talk for you.
*Your sense of humour helps settle the nerves.
*You've always had a sixth sense for when things felt wrong.
*Look, you've been around the block a few times. Money may not buy love, but it can buy its spitting image. You are Sinful.
*You're a grown adult with your own transport and housing! Increased latitude and freedom. Your Lair is a Townhouse.
*You're not poor!
*Special Skill: It's Just FX: Once per mission, you may concoct an elegant deception to simultaneously calm others while directing them to your instruction.
*Depth of route before retirement: 30%--90%.

[ ] The Exorcist - Grandfather's appeal to the Ministry of Culture failed, and the highway demolitions proceeded as planned. When the construction workers were found hooked from the seal-pillars, some very insistent questions began to be asked. Now you've slowed down, having shaken the trail, but in a foreign city with no papers to your name. But one thing's the same: wherever the sun shines will cast a shadow, and the shadows here are deeper than you think...
*Extremely fit. Excellent cardiovascular health.
*Skilled in martial arts.
*A masterful calligrapher.
*Experienced in forestcraft.
*You are vegetarian.
*You are an adept reader of people in the individual and group, an innate talent honed through occupational training. Though you lack official accreditation, your knowledge and grasp of the human mind rival clinical psychologists produced by prestigious universities renowned for such.
*Your dialect marks you as a foreigner. Your rustic clothing and attitudes are unfashionable. You were raised in a rural village, and unfamiliar with technology later than the horseless omnibus. You are the opposite of cool.
*You have no official documents of identity, and very little money for a city life. You're technically a fugitive, but if you keep your head down it's unlikely anybody will draw connections.
*You have lived the life of an ascetic; the stain of hypocrisy does not mar your soul. You are Pristine, maintaining your prenatal innocence.
*You are trained in locating passages to the Blood World, and educated on the nature of its denizens. You are a master of rituals.
*The Blood World is sick here. Finding treasures to leverage will be dangerous.
*In your escape, you seized an Artifact from the family record room.
*You begin with no Lair.
*Special Skill: Ancestor's Binding: Once per mission, you may invoke the name of the Patriarch, borrowing his wisdom in the fields of Swordsmanship, Courage, Exorcism Science, and Blood World Lore. If your spiritual condition is Pristine, you may use this binding to compel a Specter into slumber. This invocation persists until the hour of dawn.
*Depth of route before retirement: 100%--170%.
---

Select one of the following Spiritual Gifts. For the Enthusiast and Entertainer, skill in the Gift will be at Beginner level; the Exorcist will be trained to employ his Gift at Journeyman level.

[ ] Blood Eye - By design or circumstance, your eye is damaged. The resulting blood contaminating the vitreous humor does not impair vision, but instead renders its owner able to perceive the Blood World. In the daylight, you can observe the presence of Specters and the true intentions of others. At night, your vision is unimpaired by total darkness or blinding light in succession, and you fully perceive Specters.
Beginner - See traces in daylight, perfect night vision, perceive Specters.
Novice - Perfect vision, detect passages into the Blood World <1 hour old, perceive the aura of humans.
Journeyman - Directly perceive the Blood World from the mortal world. See distant objects with negligible loss of detail.

[ ] Stony Liver - A calcification is embedded in your hepatobiliary system, emanating vigorous energies. An unnatural fortitude suffuses you. Your digestion of dangerous foods is enhanced.
Beginner - Eat spicy food up to 100,000 Scoville Heat Units without impairment. Experience no indigestion from poor diet.
Novice - Withstand freezing temperatures without frostbite. Moderate resistance to pain. Cannot be poisoned by mundane toxins.
Journeyman - Consume Blood World flesh without issue. Survive without food or water for a week.

[ ] Thief's Ear - Once in your youth, you were stung on the ear by a blue-winged wasp. Though it eventually healed, there remains a small discoloration, though lately it has spread. Like a bat, you can navigate without eyes, relying purely on the sounds of the wind.
Beginner - Sharper hearing, ability to comprehend the Spectral Tongue.
Novice - Echolocation, immunity to deafness.
Journeyman - Voice mimicry, ability to read Spectral Characters. Yes, that's right, read with your ears.

[ ] Black Marrow - Instead of red, your blood is black. While you pass it off with makeup and claim a genetic disorder, your tone of flesh disturbs others. Nevertheless, you are as energetic as any other red-blooded human. You are unable to make a Blood Door.
Beginner - Can substitute blood for ink. Can hold breath for fifteen minutes. You scab instantly.
Novice - You are able to persist with half your normal blood volume. Your resting body temperature is elevated to 39 degrees Centigrade.
Journeyman - Black blood is an omen of heavenly malfeasance. Feeding your blood to a Specter briefly elevates their capabilities.

[ ] Pale Fingers - An incident in your youth amputated your fingers, and they had to be surgically reattached. Miraculously, aside from minor circulation issues, you retain full motion and dexterity.
Beginner - Can touch Specters. Can grasp freezing objects.
Novice - Can perform psychometry on cursed objects. You do not bleed from wounds to your upper limbs.
Journeyman - Can perform the Corpse Grip, a clenching exertion capable of tearing steel.

---

If you are an Exorcist, select one of the Artifacts below. If you are an Enthusiast or Entertainer who has taken a Curse of Karma, your selection will change aesthetically to match modern provenance, but is otherwise functionally identical.

[ ] Moon Mirror - A circular mirror of shaped bronze, meticulously maintained save for the reflective obverse, which is indelibly corroded. By filling its pitted face with blood, it is able to reveal the unseen.
*Takes 5cc to form a minimally reflective surface, 40cc to make it smooth enough for visual use. Users with Black Marrow must double the costs.
*By filling it to its original surface depth (100cc), the Bronze Mirror can be activated to capture any Specter that gazes upon their reflection. Wearing the Bronze Mirror from that point on will deter any Specters of lesser power to that contained within. You are unable to use the Mirror to reflect the Blood World while it contains a Specter; gazing into it will cause the Specter to possess you. Blood must be donated to restrain the Specter (400cc/month), or else it is released.
*Modern forms include a shattered compact mirror or car wing-mirror.

[ ] Corpse Ink - A gargantuan inkstick, one chi in length, capped with a heliotrope medallion. Compressed from the soot and fat of burned humans, the figures of its victims are preserved with vivid detail. When ground against a rough surface, it releases a fragment of that funereal flame, revealing and scorching Specters. Ink rendered from this inkstick is especially effective against Immolated Specters.
*Leaves a greasy stain on the fingers.
*Erodes slowly, if at all. Segments can be "burned" at once for significant effect.
*The Blood World is quite wet; you may find it difficult to find a dry surface.
*Modern forms have the images of cows and juvenile poetry.

[ ] Wishing Pen - An aged calligraphy brush of poplar wood and human hair. Ask it a question, and it will write no lies.
*Will answer within ten characters or less! Functions without ink.
*Information concerning the motivation or true disposition of people is more accurate than environmental data or combat capabilities.
*Semi-sentient.
*Cannot be lost. If misplaced, will reappear in nearby pockets or hidden spaces.
*Modern forms include pagers or text messages from unknown numbers.

[ ] Golden Compass - A luopan modified with additional rings denoting geographical and coordinate data. A superb tracking tool; by placing a symbolic piece of your target in the place of the needle, you will locate them in space and time.
*Can live-track a human in the past year perfectly, and imperfectly project their future. Tracking beyond this window exhausts the Compass for a day.
*Appears to function globally.
*Works imperfectly in the Blood World.

---

Take on a Curse of Karma for an additional selection of a Spiritual Gift or Artifact, up to three. It is not recommended to take more than one.

[ ] Zodiacal Malediction - An unrighteous marriage, a poisoned bloodline, whatever the reason, Heaven itself turned its face away the moment you were born. Unless directly named, you are automatically excluded from all protections, rituals, and benedictions laid into the bedrock of the continent. Your only protector is the eye of the noonday sun, who discriminates no wretch.

[ ] Impurity of Heart - You were not steadfast in thought and deed, and performed ill-workings to others. Lower your Spiritual Purity by one level.

[ ] Cowardly Tenor - You are more easily shaken, weak-stomached and frail. In times of crisis your mind will turn to flee from peril.

[ ] Perverse Hungers - You are wracked with forbidden desires. To some Specters, you may strike an intolerable resemblance.

[ ] Rationalist - You are convinced there is no power greater than the human mind, no engine more excellent in its function than reason and intellect, the eternally self-crafting work. You're in the wrong genre, friend. Increased difficulty in rituals, slow to adapt.

[ ] Socially Impaired - You find it difficult to impossible to read people's emotions and motivations.
 
Instead, we got the Extrusion. Still salty about that.
The Extrusion is what allowed us to bring back Baenlixnaire! The Extrusion was ridiculously powerful and useful and was a decisive factor in our victory, on top of making it more satisfying with the ability to bring back the liches. I don't regret picking it for a single instant. Sure, its personality was terrible, but so what? It certainly isn't worth getting salty over.
 
The Extrusion is what allowed us to bring back Baenlixnaire! The Extrusion was ridiculously powerful and useful and was a decisive factor in our victory, on top of making it more satisfying with the ability to bring back the liches. I don't regret picking it for a single instant. Sure, its personality was terrible, but so what? It certainly isn't worth getting salty over.
Fair point. The salt's mostly performative, though I recall the bout of buyer's remorse after our first Extrusion interaction. Everything worked out in the end, the epilogue scene alone would've been worth it, it's just the brief glimpse into Elysium's civilization was very compelling.
 
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