Fayhem
Definitely not an escaped SCP
- Location
- At large
- Pronouns
- He/Him
I want to talk about a few of our existing abilities that synergize exceptionally well with Imperishable Night. These have been mentioned already, but I want to highlight them more explicitly.
This plays directly into an IN strategy because it means that we can exponentially boost our power with Refinement of War and Closing the First, then fight to apply permanent/long-term debuffs to the Maiden while benefiting from functionally infinite Protection that is further extra-guaranteed by IN to apply against literally anything the Maiden could try to do to us (I don't think she's at the level of being able to destroy the entire universe - a galaxy or two sure, but not the universe). Then we fall back, recuperate virtually risk-free, and rinse and repeat until she's a shambling wreck of debilitating wounds. At that point we could finish her, or simply make her easy prey for Wolfy's capture plan (which I still like).
I believe that at least AFAIK our +Progression from IN should also apply to Praxis grinding, which would be extremely helpful for getting the additional Attainments that would make the Refinement of War even better.
Emphasis/text size boost mine.Fifth Sign: Armor of Midnight [Evening Sky] - The Cloak of Sky is the heavens and all their intervening vastness unfurled, yet that which was the Shroud of Evening has not forgotten the form of its predecessor. He who dons the Armor of Midnight becomes nigh-invincible to harm or ill, for the aegis of his panoply is as vast and unconquerable as the universal void.
Returns now the Evening Sky - not merely of twilight, but of all darkness, king!
Casting time: 10 minutes
Duration: 8 hours
Cooldown: 1 week
Reagents: If below Rank 11, burn .1 Rank, otherwise burn .01 Rank.
The wielder is nigh-invincible. Treat his Protection as effectively infinite for purposes of defending against any form of harm incapable of destroying the entire universe, otherwise treat his Protection as increased by one thousand. Non-damaging hostile conditions and unwanted esoteric conditions have their impact mitigated by three orders of magnitude or by a degree appropriate to the effect if it had attempted to target all interplanetary space within the entire universe, whichever mitigation is greater. This grants effective Stage II mitigation of all Curses while active. Returns the appearance of the Cloak of Sky to that of the Evening Sky while active; the disguise function of Skyveil may not be used for the duration.
[Gird the Champion] - Armor of Midnight can be pre-cast, then summoned at will. Duration does not diminish while the Armor is un-summoned.
That's +.7ish to that laundry list of stats, which hilariously includes Prot again.[Refinement of War] - 1 + 7 Praxis picks / 25 Arete, Req. Refinement of Purpose, Refinement of Quickness or Prowess, Refinement of Battle
The caster for an instant embodies the supreme war-making version of themselves, triumph distilled and made incarnate. Extremely draining, for emergency use only. Like a controlled Shattering Blow.
*Apply half the numerical benefits of the Refinement of Battle, and half the ISH elevation of the Refinement of (Quickness/Prowess), to the character's Might, Agility, Wits, Prowess, Luck, Protection, and Wisdom (Combat) for one action or brief sequence of actions. Does not stack with the benefits inherent to the pre-requisites of this Advancement.
-If possessing Attainment of Quickness: Highly Draining, apply 7/10ths the benefits and elevation instead.
-And possessing Attainment of Battle: Duration increased to "one full exchange of blows or the equivalent," apply full benefits and elevation instead.
-And possessing Attainment of Purpose: Unlocks Subordination of War
The reason I'm highlighting all these powerful effects with painful CDs is that this is crazy good when you've got a fallback point that the enemy flatly cannot bring down in a timely manner, because you can exponentially multiply your power for a fight and then chill while you recuperate worry-free. Normally, the big risk of a nova strategy is that if your nova doesn't bring the enemy down then you're left in a weakened/vulnerable state and they can pick you off. With IN, we can get the benefit without the risk.*Unlocks the Imperial Praxis technique, Closing the Fist (1p, 7 Praxis picks), whereby a group of individuals or artifacts may temporarily fuse to attain exponentially greater power. This technique is exhausting to use, but can be counted on in truly dire exigence to exceed even the Hour of Reckoning in might. Effects such as this are useful for handling the more dangerous Apocryphal activations...
This plays directly into an IN strategy because it means that we can exponentially boost our power with Refinement of War and Closing the First, then fight to apply permanent/long-term debuffs to the Maiden while benefiting from functionally infinite Protection that is further extra-guaranteed by IN to apply against literally anything the Maiden could try to do to us (I don't think she's at the level of being able to destroy the entire universe - a galaxy or two sure, but not the universe). Then we fall back, recuperate virtually risk-free, and rinse and repeat until she's a shambling wreck of debilitating wounds. At that point we could finish her, or simply make her easy prey for Wolfy's capture plan (which I still like).
I believe that at least AFAIK our +Progression from IN should also apply to Praxis grinding, which would be extremely helpful for getting the additional Attainments that would make the Refinement of War even better.
This is useful both for combat, and IMO for progression out of battle. In particular, right now I like the idea of fusing with the Ring to try to advance to a version of BH's "unhealable wounds" effect, as that has great synergy with the IN strategy outlined above.*Exalted Battle Array now comes with a limited form of Closing the Fist that can be used by two individuals or artifacts for semi-permanent fusion, reducing total stamina rather than acting as a continuous drain.
This isn't necessarily an IN-specific thing, but I do want to note that IMO this has good synergy with Aeira. She's not a viable combatant, but she's a good hider. So we could theoretically have her hide away in some godforsaken corner of wherever just in case we die so that she can do the Companions of the King ritual to revive us if necessary.Finally, so long as even one companion is alive, you can always be revived from death via an incredibly difficult ritual.
I also wanted to come back to this. Grail Keeper might disable food production (I emphasize might, since the actual text says that it renders the "land barren" which doesn't actually mean stopping all forms of food production unless we're getting real metaphorical), but even if so it's not gonna touch stockpiles. We can stockpile, say, a year's worth of food in advance, then turn on Grail Keeper. By the time people are close to getting hungry this should already be resolved one way or the other anyway.Another question that hasn't been fully answered is how Decimation is going to be dealt with. Wolfy wants to just turn on the Grail and produce food out of thin air ourselves, but I'm far more pessimistic about this possibility. I expect this expression of the Curse to disable all food production within our domain, no matter its origin, and as such we'll either have to turn on Decimator for the length of time it takes to grow new food or continue to diminish the Realm by hunting for targets there.