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Adhoc vote count started by BrainInAJar on Jun 3, 2020 at 10:23 AM, finished with 242 posts and 39 votes.
 
If you guys are willing to take the Quickest Route, the Really Scenic Route is not that much more dangerous and offers tremendously greater rewards! After all, with Quickest there's a 50% chance of getting nothing better than a moderate competence bonus and 1 more pick than the Scenic, and an additional 20% chance of that, but with an additional debuff! If you guys want something aggressive like a 3 + 1 pick build with a large variety of choices, that would be the province of the Really Scenic route, you're just not likely to get it from the Quickest Route!
 
Really Scenic Route is not that much more dangerous
50% chance of moderately eventful journey (fighting monsters grants Experience worth 2 + 1 selections)
20% chance of highly eventful journey (As above, but suffer a moderate complication)
20% chance to be interrupted by a highly dangerous monster
10% chance to be interrupted by an exceptionally dangerous monster
50% chance to be interrupted by an exceptionally dangerous monster
25% chance to be interrupted by an epically dangerous monster
20% chance to be interrupted by multiple dangerous monsters and other hazards
5% chance of death

X
 
If you guys are willing to take the Quickest Route, the Really Scenic Route is not that much more dangerous and offers tremendously greater rewards! After all, with Quickest there's a 50% chance of getting nothing better than a moderate competence bonus and 1 more pick than the Scenic, and an additional 20% chance of that, but with an additional debuff! If you guys want something aggressive like a 3 + 1 pick build with a large variety of choices, that would be the province of the Really Scenic route, you're just not likely to get it from the Quickest Route!
I mean, it would be one way of.. ..eliminating companions...

If Versh gets killed then our logistics do get quite a bit simpler.

(My Rolz.Org gacha results actually suggest we go for the Scenic Route: 91, 30, 100)
 
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I think part of why we take the Quickest Route is that it demands the least time investment and so we don't lose too much if we roll badly and decide to back out prematurely.
 
Hm... I see that ruinous valor is quite popular here. But if you take it, you'll likely be stuck with one arm for the rest of your life! That extra +Con is just too necessary to get its full value for the picks in this situation. Other choices don't have that same problem. Triple Echo for example gives fairly comparable stats without a binding commitment!
 
Maybe it's time to suck it up and start grabbing those Echoes, since Rihaku seems to keep repeatedly suggesting we should grab it to fix our stats hole problem.
 
Hm... I see that ruinous valor is quite popular here. But if you take it, you'll likely be stuck with one arm for the rest of your life! That extra +Con is just too necessary to get its full value for the picks in this situation. Other choices don't have that same problem. Triple Echo for example gives fairly comparable stats without a binding commitment!
I mean... if we didn't want to be locked into amputating our choices for immediately relevant power, mortgaging yet more of our future for a chance at surviving the present, we shouldn't have entered this situation in the first place. It's unfortunate that this update arrived in tandem with a distraction last night, but hopefully the discussion experiences a resurgence.
 
Infodump coming in 20 minutes! Have a preview:

Dominion - 2 Arete

A ring of power does not exert influence casually. It has its own will, its own preferences, and if that will should be inseparable from its owner's, its sway thereby shall be greater for it.

Select a domain of influence. While acting within its domain, [Ring of Power] effects are substantially less taxing and more potent; the effects of this can be abstracted as follows: treat the owner's Rank as if it somewhat* higher for related actions. You may select this advancement multiple times, choosing a different domain each time. If multiple domains apply, their bonuses do not compound.

*+0.5 if Low, +.25 if Mid, +.1 if High.

The available domains for Hunger are: War, Passion, Life.

War - Applies to any conflict with real and serious stakes
Passion - Applies whenever in the throes of a powerful passion, or to inflame the passions of others
Life - Applies to the manipulation, augmentation, or restoration of biology or life-force


I mean... if we didn't want to be locked into amputating our choices for immediately relevant power, mortgaging yet more of our future for a chance at surviving the present, we shouldn't have entered this situation in the first place.

Indeed. It's surprising that Temple won when you guys are aiming for EFBs! But such is the price of glory.

The utility of having two arms is not to be underestimated, especially in the long term. Sure, you might be able to make up for it with some form of precise telekinesis eventually, but even in the medium term there are plenty of magic systems that would prefer you have at least one free hand. If you sacrifice that consideration for the prize of immediate power, that would be unfortunate.

Maybe it's time to suck it up and start grabbing those Echoes, since Rihaku seems to keep repeatedly suggesting we should grab it to fix our stats hole problem.

The best time would have been many updates ago! The second best time is now!
 
I don't think we'll be permanently one-handed like we would have been with Unshattered even if we take it - note the use of of the word 'likely'. I imagine that it might make restoring our arm even more difficult than it already was, but it doesn't seem to be a permanent sacrifice for power the way Unshattered was.
 
I don't think we'll be permanently one-handed like we would have been with Unshattered even if we take it - note the use of of the word 'likely'. I imagine that it might make restoring our arm even more difficult than it already was, but it doesn't seem to be a permanent sacrifice for power the way Unshattered was.
It is explicitly a permanent sacrifice. It's likely because we could take the second option and get our other arm back instead.
 
Arete Expansions
- The Ring of Power -

Dominion - 2 Arete


A ring of power does not exert influence casually. It has its own will, its own preferences, and if that will should be inseparable from its owner's, its sway thereby shall be greater for it.

Select a domain of influence. While acting within its domain, [Ring of Power] effects are substantially less taxing and more potent; the effects of this can be abstracted as follows: treat the owner's Rank as if it somewhat* higher for related actions. You may select this advancement multiple times, choosing a different domain each time. If multiple domains apply, their bonuses do not compound.

*+0.5 if Low, +.25 if Mid, +.1 if High.

The available domains for Hunger are: War, Passion, Life.

War - Applies to any conflict with real and serious stakes
Passion - Applies whenever in the throes of a powerful passion, or to inflame the passions of others
Life - Applies to the manipulation, augmentation, or restoration of biology or life-force

Preeminence - 7 Arete

It is no small thing, to master a ring of power; and for those few who have braved that height, at its peak they shall only glimpse the true jewel which lies even further beyond.

Choose a domain you have already purchased. While acting within its purview, double its effective Rank modifier and gain +All Stats. You may select this advancement multiple times, choosing a different domain each time.

The available domains for Hunger's Preeminence are: War, Passion

Chief Dominion - 7 Arete

Awaken now, O Hunger ring; from blackest myth abjure:
thy band once stained, now un-profaned, to shine forevermore.

O Ring of Blood, O Ring of War, thy tide of battle fades;
cast down Their thrones in crimson gloam: unfurling of thine Age!


The Heart-Ring, the Battle-Brand, the Ring of Fury, Ambition's Grip. The ruby face of the Ring of Blood unsealed exalts its foremost dominion: blood, the true and concerted essence of all vigorous things. Its band of grey, like twining smoke smoten into filigree, carries the furious gleam of power unconstrained.

Vastly improves the strength and finesse of the [Ring of Power] effect when exerted upon the domain of blood, allowing for direct and outright influence over reality. Applies to the manipulation, alteration, creation or destruction of blood or life-force. +Progression additionally within this purview.

Requires either [Ring of Blood] or [Dominion: Life]. Suborns and deactivates the domain of life.

He who attains pre-eminence over the lesser domains of Hunger, and awakens its Chief Dominion, shall wield the Ruling Ring and incite the contest of primacy thereby.

*You can trade all three Dominions, both Pre-eminencies, and Chief Dominion for [Ruling Ring], allowing you to buy it piecemeal at an effective 2 Arete surcharge. Primacy may be uncontested if no other Ruling Rings exist.

- The Forebear's Blade -

Fall of Night - 2 Arete


The stroke of his blade is the fall of night, to every foe the sun of hope extinguished

Conjunctional Advancement with the Evening Sky. ++Strength, +Agility. Blade projections of all kinds deal one-third more damage with a one-tenth chance to inflict critical damage, tripling the harm done and applying half again the power of ruin. Control and manipulation of blade winds becomes far less taxing. The surcharge in power for stronger blade-winds is substantially reduced.

The wielder becomes capable of manipulating the properties of his falls; falls whose nature is languid but whose movement is swift, gentle falls that strike with magnified weight and heft, falls from great distance that do no harm, and so on.

Form of Rage - 7 Arete

When flesh and spirit both have abraded away, what remains of a man? His essence at last stands bare and alone, free of the armor that presumes to shelter the world from its glory. A silhouette, bare outline of a figure, through which pale light pours forth without end.

If the form of flesh and the form of spirit are both felled, and if he should still be compelled to fight on, then he may assume the form of Rage, which is pure light and thunder, heft and raw Pressure, the forces of the world arrayed as a fist to strike down his enemies.

The form of Rage can only be entered if one has a compelling reason to fight on, else one dies instead. While in this Form, triple all Attributes for purposes of battle and increase Astral Rank by a significant* amount. The wielder moves like living lightning: the wake of his blows is the crush of thunder, the blaze of his eyes like furious stars, his merest regard like a mountain onrushing.

Use of this Form is taxing in the extreme. Should the wielder avoid annihilation, after the battle concludes he emerges, human once more and fully healed, but diminished as well. Choose one Advancement to revoke or lose 1 point of Arete after re-emergence, and become Tired, or Exhausted if already Tired.

*+1 if Low-Ranked, +0.5 if Mid-Ranked, and +0.25 if High-Ranked

Pre-requisite for Final Form.

- The Evening Sky -

Iridescence - 2 Arete


The sharp light of the stars before which all malice is lessened.

+Protection, +Charisma. Expands the range of effects subject to the Evening Sky, allowing it to passively weaken almost all forms of magic. Even Nullity itself can be once withstood before the Sky recedes.

Requires Opalescence.

Pearlescence - 7 Arete

Woe unto they who would stand against the bearer of Evening, for all the stars in heaven are their enemies, and the moon above as well.

That a frog in a well should leap at the moon, means only that they will never reach it.


+++Protection, and the protection granted by the Evening Sky now automatically scales to its wearer's power; effectively, the wearer is granted an additional Experience modifier whose output is automatically applied to the Evening Sky.

Requires Iridescence.

You may choose the artifact for which enemies in your path have the greatest affinity. They will offer considerably more of that artifact's advancements, including Conjunctional. Don't forget to copy + paste your previous vote alongside!

[ ] The Forebear's Blade

[ ] The Evening Sky

[ ] The Ring of Power
 
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[X] The Quickest Route
[X] Risky
[X] The Ring of Power


Huh, I find these powers kind of meh. They don't really seem to fix our greatest deficiency; which is offence. Voting for Sky because I think it has the best ones out of those presented; but if Maw is a possible option next vote I will change my vote for Ring. EDIT: gonna vote for Ring just to maximize chances Maw is available.
 
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Copypasting Byzantine's list of 7 pointers and adding the new material(Edit: the 7 pointers) here, sorting by Artifact:

Evening Sky:

Evening Sky - Philosopher's Wreath - 7 Arete (2 picks)
Azure Moon - 7 Arete
Pearlescence - 7 Arete

Forebears Blade:

Forebear's Blade - Echo of the Forebear + Undying Echo + Undying Vanguard - 7 Arete
A Thousand Cuts - 7 Arete
Iron Curtain - 7 Arete
Form of Rage - 7 Arete

Hunger:

Hunger - Pitiless Maw - 7 Arete(Conjunctional Advancement Needing Forebear's Blade)
Preeminence - 7 Arete(Necessitates purchase of a 2 Arete Domain Boost)
Chief Dominion - 7 Arete(Necessitates purchase of a 2 Arete Domain Boost for Blood or the 2 Arete Ring of Blood)
 
[x] The Ring of Power
[X] The Quickest Route
[X] Risky

It's amazing especially if we can get Dominion + Preeminence both, it would effectively increase our astral rank to 5. And it also gives stats.


I am mightily tempted by Forebear's Blade though. It gives us much needed stats and the form of Rage is pretty suited to us, since our desire for Vengeance basically means the MC won't give up.

Evening sky is great too, weakening magic basically turns us into a good mage-killer and allows us to attempt various strategies with Gisena. It will almost certainly be useful in surviving traps.
 
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This is something like 1-4,5-7 and 8-10 right?

Still, getting 0.5 Rank is pretty serious combat upgrade at our level.

1-3.0
3.1-8.0
8.1+

[x] The Ring of Power
X] The Quickest Route
[X] Risky

It's amazing especially if we can get Dominion + Preeminence both, it would effectively increase our astral rank to 5. And it also gives stats.

I am mightily tempted by Forebear's Blade though. It gives us much needed stats and the form of Rage is pretty suited to us, since our desire for Vengeance basically means the MC won't give up.

Evening sky is great too, weakening magic basically turns us into a good mage-killer and allows us to attempt various strategies with Gisena. It will almost certainly be useful in surviving traps.

Form of Rage is by far the strongest panic button you can access right now, though it's highly situational. As for offense, Dominion + Chief Dominion is also a good option if you're up against living enemies. Dominion + Preeminence is very strong as well, but you shouldn't take it as a general Rank boost. Even a very broad domain like War has relevant areas where it doesn't apply (navigation through the Voyaging Realm, most forms of puzzle, difficult tasks without an opponent, etc).

Pearlescence could work well with a Conservative + Risk-minimizing strategy in that it's very hard to kill you, so you can live and run away from the Temple, but you'd be giving up a lot of potential gains unless you found a good offensive vector. Though you can always hope that your current plan of spamming Fell-Handed Stroke and hoping they die to attrition works. If it does, you can get picks for more offensive power!
 
Fall of Night and Dominion would give you plenty of offense tho.
I guess two Arete for +0.25 is on price considering that was two picks last time. Continues the 2 Arete=one pick exchange. Fall of Night again has the same number of stat ups as a single pick, so it's two Arete for 1/3 damage increase and spammier blade-winds plus fall stuff. Useful, but not impressive. This just solidifies my desire to get more picks.
 
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Here's an Amalgamation of several of Rihaku's recent musings:

forums.sufficientvelocity.com

A Simple Transaction I Original

I'm really quite surprised this Temple option won! It's going to be quite difficult to save your Arete in such a situation, even though you've got a good amount now. Immediate power is a priority! Well, does it really seem like it's going to be short? If you want to keep everyone safe, the...
If you want to keep everyone safe, the best bet is (short of generating 15+ Arete before you reach the Temple) taking Conservative and spending at least 7 Arete on some means of immediate power during the intervening monster fights. 7 + 2 multiple times if you can afford it, or two synergistic 7s maybe!

forums.sufficientvelocity.com

A Simple Transaction I Original

You chose +1 pick, so you can get 2 picks! That's quite efficient. Ultimately it's about power. How much power are you actually getting for the risk? If you can get an acceptable amount of power with minimal risk, you should take it, as any other long-term policy will lead to death in even the...
Ultimately it's about power. How much power are you actually getting for the risk? If you can get an acceptable amount of power with minimal risk, you should take it, as any other long-term policy will lead to death in even the medium term! If you can take two 7-Arete options, that would be a great amount of power for the risk, and you get a comfy update and +relationships as well!

forums.sufficientvelocity.com

A Simple Transaction I Original

You could easily get a 7-Arete and 2-Arete option! That's still considerable power, and there might be time (with good thread activity!) to get another 7-Arete option before the Temple ends. It's certainly possible to achieve if you take Really Scenic (+1 Arete) and are willing to go into Arete...
You could easily get a 7-Arete and 2-Arete option! That's still considerable power, and there might be time (with good thread activity!) to get another 7-Arete option before the Temple ends. It's certainly possible to achieve if you take Really Scenic (+1 Arete) and are willing to go into Arete Debt for that second 7-cost (+1 effective Arete).

You currently have 8 + 1 (Arete Debt), you'd need 16 effective Arete for 7x2+2, you'd need to generate 7 Arete by at latest the second to last encounter in the Temple. If you could afford it and choose advancements wisely, you could complete the Temple with a very reasonable degree of risk! Fanwork output is unlikely to massively increase, but discussions have a good amount of room to grow.

forums.sufficientvelocity.com

A Simple Transaction I Original

It depends on how well you choose! A [2 + 7 Arete, 2-pick] plan from Scenic Route could well produce better results than a [7 Arete, 4-pick] plan from Quickest, depending on which advancements you decide to pursue! Many strategies are viable, but none guarantee victory here.
It depends on how well you choose! A [2 + 7 Arete, 2-pick] plan from Scenic Route could well produce better results than a [7 Arete, 4-pick] plan from Quickest, depending on which advancements you decide to pursue! Many strategies are viable, but none guarantee victory here.

forums.sufficientvelocity.com

A Simple Transaction I Original

1-3.0 3.1-8.0 8.1+ Form of Rage is by far the strongest panic button you can access right now, though it's highly situational. As for offense, Dominion + Chief Dominion is also a good option if you're up against living enemies. Dominion + Preeminence is very strong as well, but you shouldn't...
Form of Rage is by far the strongest panic button you can access right now, though it's highly situational. As for offense, Dominion + Chief Dominion is also a good option if you're up against living enemies. Dominion + Preeminence is very strong as well, but you shouldn't take it as a general Rank boost. Even a very broad domain like War has relevant areas where it doesn't apply (navigation through the Voyaging Realm, most forms of puzzle, difficult tasks without an opponent, etc).


Pearlescence could work well with a Conservative + Risk-minimizing strategy in that it's very hard to kill you, so you can live and run away from the Temple, but you'd be giving up a lot of potential gains unless you found a good offensive vector. Though you can always hope that your current plan of spamming Fell-Handed Stroke and hoping they die to attrition works. If it does, you can get picks for more offensive power!
 
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