What's better than one new CYOA? Two new CYOAs! Happy belated Christmas and early New Years everybody.

Elemental Interest​

The thought passes through your mind in an instant, but it's reverberations rattle your skull for hours afterwards. The memory, transcendent and divine and horrifying and unknowable, far too large to fit within the confines of your mortal mind, rapidly dissolves into more comprehensible components, a wave of visions and metaphors and emotions that still threatens to drown your soul. Like pouring the ocean into a cup, the fragments overflow from your mind, draining away into the void. You scrabble to hold onto some of the numinous, terrifying wisdom, struggling for hours to put together even a pale replica of that enlightened instant. Eventually, the outpouring slows, and then stops, and you are able to truly focus on sorting your thoughts and absorbing this strange gift.


Choose three knowledges to gain, or choose two to gain, and deepen one from among those you have.


LIGHT

[ ] Radiance - Knowledge of radiance is the door to the realm of light, and its key. This knowledge provides you the ability to pour out the radiance of that bright place into this one, sufficient to outshine the sun, and in any color or combination you can think of. Deep knowledge of Radiance allows for both greater outpourings of luminous might as well as more refined emanations, such as complex holograms and force-fields, and with time, one might even journey through the door and into the Light.

[ ] Purity - Knowledge of purity is a vision that is more real than real, as if your waking world were just a dream. This knowledge provides you with an inviolate, untouchable aura, which shields you from all this world's ills. This protection is comprehensive, even diverting the ravages of time, social mishap, or lesser magics than knowledge. With deep knowledge, you may exert the weight of your hyper-reality consciously, bending the shape of fate to your whim.

[ ] Emergence - Knowledge of emergence is the light of truth, shining unshadowed by base matter. This knowledge provides the ability to bring out the ultimate form of things from within, scattering their material form like so much dust and revealing their ideal forms, allowing them to settle on your soul as a blessing, such that a tool might always be in your hands, or a companion always at your side, a miracle which needs no physical form to press upon the soft clay of reality. With deep knowledge, you will be able to develop ideals purely from your imagination, without need for a material foundation and capable of much grander and stranger things.


LIGHTNING

[ ] Sparks - Knowledge of sparks is a command of potential, and of paths. This knowledge provides the ability to move energy to and fro, freely gathering and dispersing it, transforming it however you desire and directing it as you please, whether as balls of fire or bolts of lightning or even the chemical energy in a living thing's body. With deep knowledge, the fineness and intuition of your control sufficient that you can bend essentially any physical system to your whim.

[ ] Speed - Knowledge of speed is the beating heart of time. This knowledge provides the ability to slow, hasten, and otherwise alter your personal flow of time. Maintaining temporal gradients across your body, rapidly fluctuating the flow rate, and modulating the tangle of your causality are all possible. With deep knowledge, even more drastic alterations, such outright retrocausality, temporal duplication, and world-tree traversal are within reach.

[ ] Animation - Knowledge of animation is the seed of action. This knowledge provides the ability to instill and invigorate the motive force of anything you encounter, restoring it to good order, whether that might mean repairing a long-abandoned machine or healing an injured body, or with time even greater things, whole worlds can be healed. With deep knowledge, going beyond the order of the target, to bring it truly to life, is possible.


FIRE

[ ] Flames - Knowledge of flames is the sign of division. This knowledge provides the ability to pull and hold apart physical things, using any criteria you might imagine. The simplest and easiest manner to call upon this knowledge is a simple sundering, breaking your target down into smaller and smaller components, which might be done roughly or finely as you desire, but more nuanced divisions are entirely possible with time to develop your understanding of Flames. With deep knowledge, metaphysical separation falls within your remit, allowing you to achieve things that at first seem entirely distinct from the act of division.

[ ] Power - Knowledge of power is the right to rule your life. This knowledge provides the ability to magnify the consequences and effects of your actions. This magnification need not be even-handed or limited by time, such as magnifying the motive force of a punch without increasing its destructiveness, sending your target flying without the accompanying damage one might expect. With deep knowledge, their consequences can be invented or eliminated entirely, and with time one might develop fully arbitrary correlations between action and outcome, beyond even the farthest reaches of what one might call magic.

[ ] Determination - Knowledge of determination is the beginning of many things. This knowledge provides the ability to instill a soul into anything, physical or ideal, even another soul. The precise meaning of a soul can vary under your hand, whether it is an essential spirit, a destined purpose, an emotional core, a true name, and many other possibilities, but they are unified in their expansion of the subject's potential, opening new aspects to its existence. With deep knowledge, you can not only choose what form the soul takes, but also its growth, setting out the subject's future expansion like a roadmap.


SOUND

[ ] Echoes - Knowledge of echoes is a reverberation of your own enlightenment. This knowledge provides the ability to impart information into any system, naturally and fluidly reorganizing and reorienting to match the vessel which you've chosen, embedding itself in every facet and layer and resonance. With deep knowledge, knowledge itself may be imbued, and with time even knowledge such as these may spread.

[ ] Clarity - Knowledge of clarity is an opening of the mind. This knowledge provides the ability to absorb truth from one's surroundings. Extensions of the natural senses are the easiest and simplest manner in which this knowledge manifests, but there are an infinity of new potential senses to attune to. With deep knowledge, your sensitivity goes beyond the material world, burgeoning to encompass all facts, capable of answering not only questions about the present world, but any world, or all worlds, or no world.

[ ] Awakening - Knowledge of awakening is a great and heavy responsibility. This knowledge provides the ability to awaken anything with a touch, transforming its past and its future into a glorious edifice, welcoming every mind which it comes in contact with into its hall and chambers, showering them with every wisdom and every secret hidden within. With deep knowledge, these awakened edifices stretch upwards, outwards, beyond the realms of conception and into stranger places, channeling alien and impossible lessons like rain, making the unknowable knowable and the unspeakable speakable.


ARCANA

[ ] Blind - Cannot be taken if you have any LIGHT knowledge. Be struck blind to gain or deepen an additional LIGHTNING, FIRE, or SOUND knowledge.

[ ] Still - Cannot be taken if you have any LIGHTNING knowledge. Be struck paraplegic to gain or deepen an additional LIGHT, FIRE, or SOUND knowledge.

[ ] Numb - Cannot be taken if you have any FIRE knowledge. Be struck numb to gain or deepen an additional LIGHT, LIGHTNING, or SOUND knowledge.

[ ] Quiet - Cannot be taken if you have any SOUND knowledge. Be struck deaf and mute to gain or deepen an additional LIGHT, LIGHTNING, or FIRE knowledge.


As the knowledge settles into your mind and you feel its weight pull on you, on the world around you, one final fact coalesces in your mind. You are not the only one who has partaken of this windfall. Others, dozens but not hundreds, also know. You don't know precisely who, but you have the feeling that not all of them will be your friends.
 
[Q] Radiance (Deep)
[Q] Purity

peace out homies

i'm gonna go ahead and transcend reality p r o n t o so i don't get caught up in the planet-wide turf war that i'm sure will result
With that many others, don't you think some of them might have deep knowledge of Radiance, too?
 
The more the merrier, when it comes to transcending reality! As long as they're focused on that, they aren't destroying the world. That said, might take knowledge of Speed just to ensure my time spent transcending is maximised. Best to be the very first, just in case the throne of Light only seats one.
 
A Winter Dynasty
A production draft of the complete work. Enjoy this fully playable version of the CYOA!

A Winter Dynasty

Sometimes, there is no transaction, no exchange of burdens or services rendered, no terrible calumnies or duties worth the remittance. Sometimes, there is only a gift freely given - Heroism's hand extended, that the nature of one's present realm might resemble, even if infinitesimally, that dream which unites her kindred in unyielding strife:

A kinder world than this.

For it is the nature of grace to be unbidden and unearned; unasked-for, and undeserved.

You have arrived here, in the Winter Dynasty of the Forebear eternal, a land of wondrous abundance. It is a place of plentiful amusements and invincible stability, currently threaded through with endless holiday cheer. Here is the magnificence of its overlord's illimitable might refracted most perfectly through the lens of his realm; frost-crowned apex of his unyielding regime, before the Solstice Dynasty of his departure begins its slow and glorious dissipation.

Perhaps you perished in a previous life, spirited away by falling piano or runaway tractor; perhaps you were suddenly ignited by resplendent flame, to emerge unscathed in this vista of heroes; or perhaps you were simply plucked from the limitless cosmos, one experiment of many, seeking just recompense.

---

In any case you may not stay here - not for free, so far from whence you belong - but the mandarins of this realm are happy to provision you with training and trinkets of relatively spectacular power before sending you on your merry way. They offer Gifts numbering 3, with the opportunity below to earn more.

Passage - Where then will you be sent? Regardless of your choice here, all powers and artifacts will remain fully-functional and intact.

[ ] Return [0 Gifts] - Return to the mundane world of your conception. There are certain individuals you will not be permitted to act against, but they are not so enormously influential that a reasonable individual would find their actions significantly constrained. Some are waived of even this limitation; you will know if you number among them.

[ ] Your Choice [+1, 0 or 2 Gifts] - A world of your choice, so long as it strongly resembles a well-established setting from (semi-)popular fiction. More appealing worlds are more costly. Consider all factors relevant to a world's general appeal: pleasantness, danger level, ease of power acquisition, exclusive or aberrant metaphysics, proximity to hypercosmic influences, etc. If not taking A Quest, you may specify the general parameters of your arrival, though if this substantially changes a world's effective appeal level then you must adjust cost accordingly. Examples below:

+1 - Settings with extreme levels of danger which would be exceptionally difficult to thrive within. Dies Irae, Exalted (Usurpation, Odyssial present), Lovecraft Mythos (HI*), Umineko (HI), Meme Settings (HI; Looney Toons, suggsverse, Dragon Ball Super parodies etc)

+0 - Highly dangerous settings with a great number of cosmic-level difficulties. Warhammer 40,000, Exalted (Age of Glory), Marvel/DC (Mainline, Reboots / Crisis events will occur), oWoD (HI, End Times inevitable, though can be delayed), Forgotten Realms (HI, Outer / Evil Planes), Fate/Grand Order (HI), Dragon Ball Z

2 - Any setting significantly more appealing than the examples above. These range from the anarchy and deprivation of Warhammer Fantasy; to the relative mundanity of Your Hero Academia; to the sybaritic overabundance of the Culture. It all depends on you!

Worm, Naruto, Bleach, Fate; Sailor Moon or Madoka Magica; Final Fantasy or Attack on Titan; the realms of Pathfinder or others now forgotten - nearly anywhere you'd care to visit, can all be made available to you here.

Settings more outlandishly appealing than the Culture at its peak, such as Nameless' hypothetical post-Awakening realm, are not accessible herein.

*HI - Use the higher-end interpretations of the setting's general power level. For some settings this is implicit, such as the +1 Gift version of Creation under the Exalted.

[ ] A Quest [+1 Gift] - Your proper place: a world of myths and monsters populated by individuals of superhuman capability. You may have to overthrow some epochal monster or god-king tyrant, but with fate's support it should be little more than the dalliance of a season*; to say nothing of the lifelong companions you might gain!

Randomly select one world among the examples given for the 0- and 2-Gift sections under Your Choice. Your adventure takes place in this setting. For example, roll a d20 and consult the chart below:

1 - Warhammer 40,000
2 - Exalted (Age of Glory)
3 - Marvel
4 - DC
5 - Old World of Darkness
6 - D&D Forgotten Realms (Randomly select a major Outer or Evil Plane)
7 - Fate/Grand Order
8 - Dragon Ball Z
9 - Warhammer Fantasy
10 - My Hero Academia
11 - The Culture
12 - Worm
13 - Naruto
14 - Bleach
15 - Fate
16 - Sailor Moon
17 - Puella Magi Madoka Magica
18 - Final Fantasy (Randomly select one, or spend one Gift to choose)
19 - Attack on Titan
20 - D&D Pathfinder

You may spend a Gift to instead roll three times, selecting your preferred result of the three.

*...No quest is guaranteed to merely be the 'dalliance' of a season. However, the difficulty of your quest scales only imperfectly to your capabilities, so it is possible to start with a considerable leg up relative to the world of your passage.

[ ] November Sky [4 Gifts] - If you wish to stay, such can be accommodated. The Winter Dynasty is a cosmic jewel in its overlord's infinite crown, and its dominion utopian beyond the conceivable reaches of mortal kind. The particular kingdom of your arrival offers incredible adventure and paradisiacal bounty in equal measure; furthermore, at least ten quintillion years will pass before the Forebear departs in full, leaving its peoples to their languorous decline.

As a naturalized citizen of the Winter Dynasty, you will receive axiomatic invincibility against oblivion or torturous mental states; a near unlimited mass-energy and complexity budget for projects smaller than a city-state (or galaxy, with sufficient authorization); and access to the full bounty of available magical systems which can, if properly utilized, eventually achieve outcomes of nearly arbitrary versatility from the perspective of an unaugmented human.

You are nearly guaranteed to attain hedonic experiences wholly beyond the reach of any physical substrate, biological or otherwise; joys which for all their overwhelming valence do not obliterate meaning or volition in your judgement and decision-making.

Who knows? Perhaps you'll even be of service to the greater cause in the battles to come.

Patronage - Who will favor you, tiny speck of mortal insouciance transported to lands beyond comprehension? Whose gifts will bedeck your form, and gird you to fulfill the resolutions of a new era?

[ ] The Duchess [+1 Gift] - The Duchess is mercurial and slightly petty; to receive her favor she asks only that you refrain from selecting any other's. You may still receive Passage and Provision effects without restraint.

[ ] The Overlord [+5 Gifts] - The burdens of the Overlord are vast, but his powers unimaginable. The Overlord charges that you yourself accrue power, which he will expend towards the minuscule reduction of the immeasurable duties laid upon his form. His appetite for power is virtually without limit; you will be driven unyieldingly towards this purpose at least sixteen hours a day, though the bountiful Gifts of his patronage should, if properly applied, easily overcome your need for rest or sleep, and outsized performance can earn a measure of respite.

You are free to apply your own judgement in determining the most effective long-term means of power acquisition, though such judgement must be unfettered and sincere if you wish to retain your complete volition. Nor are you required to surrender the power thus gained in its entirety, or at unreasonably brief intervals, so long as you contribute an appropriate quantity for your capabilities and reach. All forms of power ought theoretically qualify, but those most relevant to the world of your Passage will grant superior returns.

[ ] The Seraph [+1 Heroic Favor] - The Seraph charges you to be nothing less than a Hero. Your powers great: your burdens greater. This enormously amplifies the intensity of your adventures; tremendous danger and opportunity both will accumulate in your life unrelentingly. You must retain your Heroic nature through the tribulations to follow.

The nature of your heroic path is for you to decide, though at its core it must be true to yourself, and there is no more fooling your own heart than the gaze of the Seraph.

[ ] The Forester [1 Gift] - The gift of the Forester is focused purpose; honing of the self towards a particular methodology. Select one of the following:

Power - A form broad and powerful, with angular visage and fearsome thews; or a mind equally so, with raw computational horsepower unparalleled amongst men. All actions in which one takes the direct path, the path of violence, or the path of brute force are at least 50% more effective than they would otherwise be.
-[ ] Physical Power: Specialized for strength and endurance, capable of out-fighting an ox in single combat, with the durability of a fully-grown oak. Ignore nonlethal wounds inflicted upon the recipient's person.
-[ ] Mental Power: Powerful intelligence with a faultless memory and peak-human information processing abilities. Grants a minimum of +10% Progression speed in any skill with a significant mental component. For most skills the user advances orders of magnitude beyond average speed.
-[ ] Spiritual Power: Nigh-unbreakable will and fearsome totality of self; an unquenchable vigor of personal presence that cows and subordinates others. Grants enduring patience, magnetic charisma and immense reserves in any magical system that relies on personal spiritual power.

Agility - A form lithe and slender, with quicksilver reflexes and faultless coordination; or a mind cunning and circuitous, capable of sniffing out any plot. All actions in which one takes a notably indirect path, the path of preparation, or the path of finesse are at least 20% less risky than they would otherwise be.
-[ ] Physical Agility: Specialized for speed and precision, capable of snatching an arrow mid-flight, with reflexes to match the swiftest in the animal kingdom. If the recipient wishes, may also grant a delicate physical beauty to match the fairest of natural-born humans.
-[ ] Mental Agility: Perceptiveness, speed of thought, and practical wisdom to match any human ever to live. The recipient's judgement, decision-making, and cool under fire are legendary, their discernment cogent and incisive. In almost any scenario they at least have a rough idea of what ought to be done - a capability often sorely underestimated by those who haven't opposed such a character.

[ ] The Mandarin [1 Gift] - The gift of the Mandarin is exploitation, optimized mastery of systems for good or ill. Double the effects of any one Patronage or Provision benefit. Benefits are only those noted within the description text of an option. For example, one could select both Spiritual Power and Mental Agility for the Forester's Gift, or two domains for the Heir's, but selecting the Overlord would have no effect as the description text of his option offers only burdens.

[ ] The Genius [2 Gifts] - The gift of the Genius is nothing less than perfection in life. The recipient is blessed with a powerful guardian which will work to prevent, mitigate or undo the worst misfortunes of their personal journey. In the prevention of minor inconveniences it will not bestir to action, but its power to circumvent death borders on the absurd. The recipient is easily capable of surviving a seemingly endless string of deadly circumstances that would surely lead to annihilation in any reasonable scenario.

Additionally, such mitigation will occasionally result in astounding reversals of fortune, by which the recipient will receive an opportunity to profit enormously in resources, power, or circumstances favorable to their objectives and disposition. +++++Luck

[ ] The Heir [3 Gifts] - The gift of the Heir is as simple as it is mighty. Select one of the following domains and gain powerful influence over its purview, growing steadily with effort:

War, Bureaucracy, Medicine, Thievery, Logistics, Politics, Energy

Dominion
++Willpower, +Might, +Charisma, +Appearance
Progression: Aggressive. Should one work diligently at it, master-level capabilities can be achieved within twenty years. Adept-level effects take roughly a week to a month to develop, depending on power.

Beginner: Develop expert-level skills in one's domain. Modestly alter outcomes and circumstances relevant to one's domain. Ward powerfully against negative outcomes arising from one's domain. Consistently win battles that would normally have a one percent chance of victory (War); steal a man's fortune out from under his nose (Thievery); Amplify the force of one's blows five-fold (Energy).

Adept: Develop grandmaster-level skills in one's domain, allowing for feats of improbable skill. Majorly adjust outcomes and circumstances relevant to one's domain, and ward overwhelmingly against negative outcomes from such. Cure Stage IV metastatic cancer flawlessly with a five-minute operation (Medicine); reach any destination in time for your needs so long as a road to there exists (Logistics); go from a local official to President of your country for life (Politics); achieve supernaturally-positive outcomes over virtually any domain already administered by an existing bureaucracy (Bureaucracy); as an ordinary mortal, fight off a thousand soldiers single-handed (War); steal a con-man's charm, or a professor's genius (Thievery); emit destructive energies capable of leveling a skyscraper (Energy)

Master: Near-total influence over any concept even tangentially connected to one's domain. Create a Celestial Parliament of supernaturally-powerful spirits to administrate metaphysics (Bureaucracy); wage meaningful war against the concept of entropy (War); create a new form of energy which allows for supernatural manipulation of reality (Energy); cure the ills of the Earth, removing all harmful pathogens and restoring an unpolluted ecosystem (Medicine); make political engagement fun, interesting, and great overall even for ordinary participants (Politics)

[ ] The Barrister [5 Gifts] - Unmentioned and unseen is the Overlord's shadow, whose absence from the corridors of power is in every regard unthinkable. Nonetheless her presence is felt in every fell corner and dark abscess of the Overlord's domain: the swift sure blade which brings surcease to his enemies before any threat arises manifest. For this indispensable service she is well-compensated, and so too the subject of her bequest: for she offers the prowess to skirt one's duties to a degree, and the power to enjoy the freedoms so acquired.

Void - Reduce by 50% the requirements or negative effects of any responsibilities or persistent conditions upon the recipient. This power has limits, but suffices to lighten even the Overlord's imposition. Taken with the Mandarin's gift, reduce the impact of said burdens multiplicatively, to 25%.

In addition, selectively ignore the undesirable effects of any capability beyond direct, close-range observation which would seek to divine or acquire information about the recipient, or impose a predestined outcome upon them.

Ninja Songstress Lawyer Maid - Become adept in the killing arts of the Fatal Threnody, by which a mortal practitioner can strike with the grace of lightning; outpace the sun at dawn's landing; excise all obstacles to harmony; and enact movements so exquisite that even to glimpse them can kill.

Fatal Threnody
+50 Agility, +20 Wits, +10 Might, +5 Luck, +2 Intelligence
Progression: Linear. For each given level of talent and diligence, an equal amount of capability is advanced per unit time. The average practitioner would require trillions of millennia to attain Grandmastery.

Adept: Move and react flawlessly at a thousand times the speed of sound. Slay a man by singing to his shadow. Become faultlessly aware of the laws of the land, how best to evade them, and their most prominent violators. With a set of pressure-point strikes, infect a person or organization with an inclination towards lawlessness or rectitude. Withstand fatal travails in service to one's client or aesthetic ideals. Holding one's breath, become a living shadow, immune to forces that cannot act upon shadows. Synergizes multiplicatively with relevant Domains from the gift of the Heir.

Master: Escape death as a living melody, to reappear wheresoever you are hummed or played again, in condition appropriate to the quality of the rendition. Selectively erase components of yourself or beneficiaries from informational space. With a clap of the hands, emit a booming thunder fit to shatter worlds. Move as a pulse-wave of harmonic motion that eclipses the speed of light. Hum a note so flawless that time itself hesitates to advance, and space expands to fill one's needs. In any mercenary venture, operate with perfect omni-disciplinary competence at the confluence of your and your client's interests - so long as you avoid the use of contractions, which may consign you to oblivion.

Grandmaster: Selectively ignore or re-interpret the laws of metaphysics at one's preference. Do anything so long as it is sufficiently shady, beautiful, or well-compensated. From time to time, use contractions in relative safety.

But not even the Barrister herself is a grandmaster of her Art.

[ ] The Princess [8 Gifts] - The Princess understands that every story spoken has been spoken before. As turn the cycles of the world, so too do the auspices of empire. Much as she adores the winter, its snow-dusted wonderland will one day yield to the processions of spring. Yet the hope of belaying that morning rises irrepressibly. If you would be of service to that impossible hope, she will anoint you as champion of the Winter Dynasty, with power enough to spread its majesty wheresoever you may tread.

Distribute 250 +s among your Attributes (Might, AGI, CHA, APP, INT, WITS, WIS, LCK, WILL, PROT). Charisma and Appearance are double cost, while Wits and Wisdom are triple cost. Intelligence, Luck and Willpower are quintuple cost. No more than 100 +s may be spent on any single Attribute. Scaling for Physical Attributes is much faster per +, but spending 100 +s in any Attribute will elevate it to vastly superhuman heights. Repeat this process for each ally summoned by the Auger of Companionship.

If you have taken Auger of Companionship, its benefits are now entirely natural, no longer reliant on the gem's presence: the character having been transported to, rather than imposed upon, the reality of your Passage; or if already present, having been favorably inclined to you from the start.

You may share burdens undertaken, such as the compulsion of the Overlord or the duties of Heroism, with your closest companions, proportionally but imperfectly diminishing their demands upon you, and with diminishing returns per companion. For example, the first companion that undertakes half your responsibilities of Heroism will reduce yours by one-third, while numberless legions doing so would not mitigate more than three-fourths. To qualify, a companion must be in your general tier of power or higher, and your bonds such that you would genuinely trust them with your life.

Manifest a Title, Aura and Heraldry unique to your individual position as Knight of the Dynasty. The first and last are cosmetic and cause you to appear noble, formidable, beauteous, unrelenting or sincere (whichever is most appropriate) when displayed, with supernatural sensory effects if appropriate. Your may design your Aura, which grants an ability of value roughly equal to the examples below:

Prussian Blue: +50 Might, 100% to Might, may use Might instead of the appropriate Attribute to resist hostile effects. You are inclined to martial solutions.

Outermost Lathe: +10 INT, +10 WITS. Grow noticeably stronger, faster and more able with each significant enemy slain, reaching grossly supernatural heights of capability with no discernible upper limit. You are somewhat arrogant.

Emperor Red: +30% to All Attributes. At devastating cost you may briefly amplify your essence to achieve outcomes that would otherwise be transcendentally difficult (+1 step along the Infinite Singularity Husk). Once per year, the cost of this ability is reduced by four-fifths. You are extremely ambitious - some would say, impractically so.

If you have taken the Mandarin, double the Attribute +s received and the power of your Aura, but not other aspects of the Princess' gift. If you have taken November Sky, +1 ISH to your Aura.

Provision

Be warned, provisions can be lost, stolen, or used against you. But they offer considerable specialized power at a discounted rate.

[ ] Fisherman's Association Membership [+1 Gift] - This coveted certification comes with a legendary bait & tackle, and imprints directly onto the chest-analogue of your soul so that your affiliation is plain for all to (astrally) see. However, members of the Association must adhere strictly to the tenets of lacto-ovo-pescatarianism. Beware the danger of conflicting geases. No power can alleviate this, as it is a burden willingly undertaken.

[ ] Finitude Lacing [+1 Gift, incompatible with November Sky] - In exchange for operating wholly within the paradigm of your Passage world, additional power can be squeezed out of your existing resource budget. Any and all items and capabilities you acquire will conform to the laws of your new reality. Care will be taken to minimize the adjustments required, but effects that are outright impossible may be excluded.

For example, if you took the Genius' Gift and chose to return to your mundane reality, your guardian might take the form of a hypercompetent but heavily constrained friendly intelligence rather than an arbiter of fate; if you took the Barrister's gift, your augmented parameters might be the result of sophisticated nanotechnology to the limits of physical action, and the higher realms of her killing Art denied you. Obviously, this is far less restrictive within innately potent realities, but those are precisely the ones in which an outside-context capability might be most decisive...

[ ] A Debt [+2 Gifts] - In exchange for a debt owed to the mandarins of this Realm, you may expropriate certain privileges beyond your nominal remit. Your debt comes due in no less than twenty years, but what the mandarins ask of you will be far from trivial, even if it is guaranteed to be within your scope to accomplish. Fulfillment of the debt will almost certainly be no more onerous than surrendering the irrevocable use of a limb, or half the lifespan of your firstborn child.

[ ] Overcharge [+2 Gifts] - If credit alone does not suffice... Behold the scars of he who reaches beyond his grasp. In abusing the Dynasty's generosity, you delved too greedily and overloaded your own essence. Half your visage is horrifically marred, and the limbs on one side cripplingly weakened if not wholly dysfunctional. Reduce by 60% the speed of all future progression. Neutral and hostile parties who perceive you tend to think of you as an ungrateful lout. The Barrister will deign not to assist you in mitigating these conditions, and nothing short of the Overlord's full might can reverse them.

[ ] Flicker of Soliton [1 Gift] - The briefest lonely instant of a being unimaginable, distilled into a jewel like tears. Choose one of the following:

*Each time you slay an enemy, acquire physical goods at least slightly relevant to your current desires or situation. Storage is your problem.
*One day per year, you are free from any and all burdens imposed by your decisions here, save for those required of Fisherman's Association members.
*You may fire magical missiles of notable power given your overall capabilities. Equivalent to arming a normal soldier with a sidearm; even the mighty will receive a noticeable offensive boost.
*Discount the Auger of Companionship to 1 Gift, but it can only draw forth companions of the 1-Obol level or lower for the world of your Passage.

[ ] Obols of Paradise [1 or 5 Gifts, requires Your Choice or A Quest] - These obols may be traded to certain universally available brokers who will make themselves available after your decisions here. One Obol may be exchanged for the supernatural powers of your Passage world, equal to a native in the top twenty percent of practitioners; five allows you to stand at very near the apex of (pseudo-)human potential. Examples -

Worm -
One Obol: Tattletale's powers
Five Obols: Combined powers of the Triumvirate without downsides

Exalted (Usurpation) -
One Obol: Dragon-Blooded Exalt
Five Obols: Essence 9 Celestial Exalt with seven hundred Charms

Forgotten Realms -
One Obol: 5th level character
Five Obols: 20th level Gestalt Wizard/Warblade with full wealth-by-level

Fate/Grand Order -
One Obol: An experienced and relatively powerful magus
Five Obols: Grand Servant

[ ] Blood of Pedigree [2 Gifts] - Injected into a person, the Blood may either cure any single major affliction of the body, mind, or spirit, or transform them permanently into an immortal half-beast chimera with ten times their prior physical parameters and notable (1-Obol level for your Passage world) shamanic magics. The restrictions on the Blood's restorative power are few; even conditions such as Vampirism (Old World of Darkness, Cain excepted) or the Great Curse (Exalted) can be resolved, and the immortality granted cannot be breached by all but the mightiest powers of your Passage world.

[ ] Titan's Abacus [3 Gifts] - To bear the Titan's Abacus is to place your realm under the reign of Functionalism, by which all things may be quantized. Whether it rules as tyrant or merely one of a peerage of co-conspirators depends on the power level of your Passage world. As the sole practitioner of Functionalism, you are heir to the complete fruits of its arsenal:

Functionalism
++Intelligence, ++Wits, +Agility
Progression: Reverse S. To grow from beginner to adept is a matter of weeks; and from high adept to master in only an instant if the critical breakthrough is attained - but the intervening span can take many long years even for the mathematically inclined. The art grows weaker the more practitioners there are. Luckily there are, to your knowledge, no further copies of the Titan's Abacus...

Beginner: An intricate, detail-focused science of reality partition and assortment. By computing celestial equations upon the Abacus, even a novice simpleton may swap the positions of their enemies, cleave their attributes in twain, re-arrange the aisles at the grocery story, perfectly complete any multiple-choice test, or impose a turn-based system upon all forms of conflict in their reality. Also useful for sorting one's wardrobe.

Adept: Manipulation of space, time, and quantities along a pattern. Lesser adepts may quantify their own attributes, leading to stable and unbounded personal growth given appropriate stimuli, or conjure offensive vectors of mass-energy by which to fry, boil, melt, freeze or electrocute one's enemies. Greater adepts may siphon quantified value directly from the corpus of their foes, or sever one's home from broader reality to create a subspace with only one entry point. Interfaces adequately with virtually all systems of supernatural power; an Exalt would be able to see their character sheet, or a Hero the exact details of their Quirk.

Master: Masters may traverse, manipulate, or recombine entire realities at their whim; the glory of Function is revealed in full as the kaleidoscope of worlds unfurls before them. With focused attention, systems of quantification, reified abstraction, and mechanical control can be imposed upon subrealities to engineer powers, situations, and outcomes according to one's will.

On balance, Functionalism offers greater direct power and versatility than even the domains of the Heir. But this is a science without guardrails - at Mastery, a single intemperate equation can easily lead to the Abacus passing along to its next recipient. Safe enough if one exercises substantial caution and restricts oneself to Adept-level pursuits - but where's the fun in that?

[ ] Victorious Ticket [3 Gifts] - By tearing in half this ticket, you may initiate a time loop with the following parameters:

Point of Origin - Up to ten years in the past, and not before your final decision here.

Loop Duration - No more than ten years.

Number of Repetitions - No more than ten thousand. The power of the Ticket is such that it operates perfectly within any world selectable by A Quest or Your Choice. You may cease looping early if desired; multiple confirmations will occur to ensure no accidental termination.

Loop Reset - Loops reset upon your death or upon your making a firm decision to reset. You retain your memories and accumulate a charge which, one every hundred resets allows you to adopt one additional individual into the loop. Certain advancements might also be kept, or their speed of progression refined.

Sub-loops - With a moment of effort you may create loops-within-loops up to one layer deep, but they count against your total repetitions.

[ ] Auger of Companionship [4 Gifts] - This jewel of sapphire and teal functions as a lens when looked through; skimming infinite possibility, it can discover variations of characters entirely indulgent to the will of its bearer, and draw them to the realm of one's Passage. Beware the dangers of attachment in this impermanent world.

Select an ally from the world of your Passage, of power not greater than the 5-Obol level; so long as you hold the Auger and do not egregiously act against their interests, they will be favorably inclined towards you.

Or, randomly select a world as per A Quest, then choose five characters from that world and randomly select one of them; they will instantly appear as your boon companion and, so long as you hold the Auger, be loyal unto death and beyond. Their capabilities will cap at the 5-Obol level for the world of your Passage.

If you possess the Heir's Dominion (Logistics), you may instead select a specific boon companion from any of the possible Quest worlds, subject to the same capability cap.

---

Panoply

[ ] Shimmer of Possibility [1 Heroic Favor] - That phantasmal light of infinite color, which is potential itself bestowed unto flesh.

Become the unique and irrevocable bearer of the Aurora Halo, refracted expression of limitless forms which span the continuums of abstract, spiritual, ethereal and material. Even a beginner's fumbling could manifest a handful of Chroma enhancements granting temporary augmentations on the level of "invulnerability to a specific element," while the delicate interplays evoked by a master can make of the wielder a god-chimera bestriding infinite realms.

The Aurora Halo represents mastery over form in all its expressions. All types, parameters, and principles of form fall within its purview; in theory virtually any effect imaginable can be achieved by its mastery, so long as it is manifest through the lens of self-transformation. From the shape of one's mortal vessel to the superstructure of one's oversoul, all can be altered as easily as shifting pictures on a carousel.

Transgression of form is the nature of monstrosity; your Heroic path will take you down avenues that cause you to be perceived as a monster, at least to some.

Shimmer of Possibility
++++++++++Protection, and a further +++++All Stats
Progression: Modest. Assuming near-optimal compounding of personal capabilities, mastery can be achieved with one century's strenuous exertion. Further acceleration of one's growth rate is somewhat possible, but difficult even with the abilities below. Each adept-level ability requires about a year to develop, though partial applications can be trained within weeks or even hours, at correspondingly lower total utility.

Beginner: Attune one's physical corpus to various elements, thereby becoming immune to harm from them. Increase or decrease one's height or muscle mass, though with obvious cosmetic imperfections. Emit blinding light from one's soul which repels and terrifies lesser hostile spirits. Grow and coordinate fully functional additional limbs. Overlay a template of wholeness upon one's body, attaining slow but total regeneration.

Adept: Attune to the fundamental nature of mass-energy, selectively phasing through all forms of physical interdiction or harm. Assume arbitrary biological templates within 100x mass-volume of one's original form. Emit memetic pheromones capable of dominating all physically instantiated minds regardless of substrate. Grow and coordinate fully functional additional brains and sleeve them, with near-arbitrary variations on personality, talent, physical capabilities, appearance. Overlay a template of perfection upon a facet of one's mental, physical or spiritual forms, becoming infallible within relevant fields given the bounds of conventional metaphysics.

Master: Assume arbitrary forms of any type; embody all concepts and none, as well as the duality between them. Assume a template of perfection atop the entire continuum of one's forms, becoming infallible and unassailable within conventional metaphysics. Remove the limits of one's growth in any field. Assume paradoxical, fanciful, or impossible forms. Besiege the Realm of Forms by encompassing all that it is not, breaking into achievements beyond conceptual definition. Manifest any Halo advancement or combination thereof, at will.

[ ] Special Dispensation [1 Heroic Favor] - It's not quite administrative privilege, but the Seraph's intercession can grant a semblance of that peerless power, the dream of fairness instantiated. And easier to use, to boot!

The dream of fairness is anathema to entrenched powers; in the pursuit of justice your Heroic path will see you encountering potent enemies over time.

Gain access to the Royal Praxis of the Accursed, with a special version of To Shatter Heaven applied which reduces the difficulty, rather than increasing the rewards, of further steps into the Praxis.

[ ] A Sword [1 Heroic Favor] - A Hero's Blade forged particularly for you. There is no greater symbol of Heroism than the sword: what gift could be truly greater than a Blade of your very own? Benefits are tailored to your disposition and deeper nature, some examples follow:

*Synergist: Receive five Gifts' worth of benefits, chosen now, so long as you hold the Sword.
*Attacker: The Sword finds purchase against any entity it strikes, inflicting substantial harm regardless of power or defenses. +50 Might, +20 Luck, ignore enemy Protection.
*Specialist: +200 Prowess, ++Conceptual Might, and notable qualitative enhancement to both the immediate performance and ultimate potential of one chosen Skill. The Skill chosen may not be broader than the domains of the Heir; sub-skills may be applicable.

---

Additionally, [ ] Imperishable Night has been eliminated, please choose now between [X] Inheritance and [X] Blood Halo!
 
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[X] Blood Halo

-e

PMMM eh?
Aabcehmu threw 1 20-faced dice. Reason: Quest Total: 17
17 17
 
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The completed CYOA! I'm going to do a new build for it, this time using the three-rolls application of Quest. But first, since Imperishable Night has fallen...

[X] Blood Halo

It's hard to gauge which of the two choices is better for Mage Gang - Inheritance offers infinite rank, and thus power for Archmage, but Blood Halo offers Prowess, and what is a mage without arcane skill? Mostly I'm voting Blood Halo because the aesthetics are pretty cool though.

I can still be persuaded of this choice, if that is your inclination.
ImperatorV threw 3 20-faced dice. Reason: Setting Roll Mk2 Total: 29
14 14 11 11 4 4
 
[W] A Quest [+1 Gift] - 17 - Puella Magi Madoka Magica
-[W] Quest Rerolls [1 Gift]
--[W] Reroll 1 - 13 - Naruto
--[W] Reroll 2 - 6 - D&D Forgotten Realms
[W] The Seraph [+1 Heroic Favor]
[W] The Forester [1 Gift]

-[W] Mental Power
-[W] Mental Agility
[W] The Mandarin [1 Gift]
-[W] The Forester
[W] Obols of Paradise [1 Gift, requires Your Choice or A Quest] (Naruto)
[W] Shimmer of Possibility [1 Heroic Favor]

Just going with my gut on all of this. Not sure what my heropath will be, though, due a lack of general knowledge regarding PMMM.

-e

Added Fisherman since I don't mind the dietary restriction, so I have a gift to spend on Quest rerolls, in the hopes of getting a setting I know better than PMMM. Apparently that's Forgotten Realms and Naruto. I'll pick Forgotten Realms, and roll for an evil plane: 1 for Pandemonium, 2 for the Abyss, 3 for Carceri, 4 for the Gray Wastes, 5 for Gehenna, 6 for Baator, 7 for Acheron, 8 for the Elemental Plane of Fire (City of Brass), 9 for the Elemental Plane of Earth (Stonemire Fortress), 10 for the Para-Elemental Plane of Ooze (Barony of Bwimb), and 11 for the Para-Elemental Plane of Ice (Chiseled Estate).

Looks like I'm headed for Pandemonium! Or, actually, that was a d10 not a d11, so actually I'm headed to the Barony of Bwimb.

-e2

Birdsie offered to do co-op mode with me, so instead I'm actually going with Naruto, and because I think it conflicts with co-op mode, I'm dropping Overlord, which means I have to drop five gifts, so I'm losing Blood and Abacus as well.

-e3

Edited again, dropping Genius for narrative challenge, dropping FAM due to no longer being needed, and buying an Obol of Paradise attuned to the Naruto setting.
Aabcehmu threw 2 20-faced dice. Reason: Quest Rerolls Total: 19
13 13 6 6
Aabcehmu threw 1 10-faced dice. Reason: Forgotten Realms: Destination Total: 1
1 1
Aabcehmu threw 1 11-faced dice. Reason: Forgotten Realms: Destination Total: 10
10 10
 
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Note: Prowess is an intuition for physical combat, it doesn't mean arcane skill. Prowess (Archmage) would be what you're talking about.
I made this mistake! Only the Battle domain receives a boost to prowess, @ImperatorV .

I'm marked to vote for Inheritor, and one element I haven't seen raised is that the OaF 2 interlude option "never better" had Hunger improve at Praxis discovery by being more like the FB. He might get a lot of Praxis mileage by becoming the FB in truth. So both options are Mage-Gang compatible if you count Praxis spells.

Blood Halo is the only one with Red Praxis runes, tho.
 
ah shoot originally this post had builds for the Elemental Interest CYOA but then while I was using it to store drafts I accidentally deleted it, didn't notice, and pressed save.
...
Hopefully everyone who cared has read it though it's been almost two weeks and it was only like two-three paragraphs long. I think I was using a mix of Determination and the last one in the first set (deepened) aside from considerations about degenerate time travel strategies.
EDIT: I recovered the original text by the power of weird caching.
On the topic of the Elemental Interest CYOA, If Deepened Speed allows for time travel, it's obviously the best choice competitively; Only Purity gives possible protection from that, everything else is an ability you'd have to actively apply, so you can go back and kill everyone else first using your other choice(s) (or use repeated time travel to give everyone else zero point one seconds to think while you keep doing things). But, I'm dubious that a group of 'dozens but not hundreds' would contain anyone murderous enough to seek me out for, what, having rare magical abilities they don't which might benefit from them? Dozens is about the same number of people as if the entire AST discord, or another community I'm in, got these selections, and to my knowledge not one member of either is a murderous fiend who would attack me unprovoked for being potentially useful. the internet says 1% of people are sociopaths/psychopaths, so it's unlikely there'd even be one.
Assuming that the feeling wasn't a 'there's definitely one or more evil persons involved' sort of thing, I'd choose Emergence (Deepened) and Determination. Determination is a potential booster that can explicitly be stacked onto itself and everything else indefinitely, plus all the other benefits of that; and Emergence is a supremely versatile way to convert that into effects with at minimum a good power level and probably one that, if not for the potential of opposing others on the list, would be just 'enough'; and I don't think any of the options would be especially good for tracking you down if you use a conceptual 'moving away' tool to run away from danger in a non-physical way covering multiple kinds of distance, so it's probably safe barring the degenerate scenario of 'Only Purity builds or Deepened Speed builds are viable options'. That all said, I readily observe this is an 'everything is unbeatable on its terms' situation (and an impressively successful one, there were a lot of things which seemed 'how does any build not take this it's so good' on first consideration)- Flames, Power, Speed... and so on and so forth, a lot of things seem potentially more powerful than everything else, and it's ultimately a gamble to hope that Emergence's Conceptual effects are operating on a different level than Powers manipulation of cause and effect, and that Flames' ability to produce division won't help them reel you back in, and so on.

(I'll make a nonsimple build for the more complicated A Choice Of Gifts CYOA tomorrow, probably. It goes without saying, of course, that the Actually Taking This build is The Duchess + November Sky. Ten Quintilion years is a Really Really Long Time and the circumstances are going to be better than any of the other options almost certainly; not to mention it could easily stretch from Ten Quintillion to Several Infinities and from its current level to... well. I can't really coherently describe a higher level but it could somehow reach one, Because Hunger has Progression... if Hunger beats the Maiden. And the Ten Quintillion is 'Until the Forebear departs in full', not 'until everything instantly collapses'; the decline will be languorous, suggesting slow, suggesting his departure doesn't simply rip the ontological underpinnings of the universe out and make everything collapse directly, suggesting that you can spend the interim learning some of those magic systems well enough that you will, after the decline begins, Still have an endless lifespan and amenities far in excess of the mundanely conceivable; Especially if we pick Blood Halo instead of Inheritance, which is entirely possible, or if 'departing in full' removes the kingdom from the scope of Hungers Rankuin.)
DRAFTING
Drafts continue to be stored below.
New Commentary - Status Screen CYOA DLC 2

Power:

[-1 Bit] Regenerating Health. The benefits for repeat purchases aren't great, since it's ultimately a linear increase for limited character-creation resources, but the initial purchase isn't bad. It's a notable increase to initial safety, especially for builds which don't (ab)use triple-mana-bars-and-endless-mana- but even for them, they don't actually heal you and it's not out of the question some things would bypass mana/health bars to injure you directly, like Perfect Attacks as I formulated them earlier. Sure, you can probably just get some healing magic, but it's a one-Bit purchase,it doesn't have to be perfect at everything.


[-1 Bit] Barrier. It's not clear how quickly the energy-shield regenerates- maybe not at all without Mana, since there's no mention of regeneration?- but it seems notably superior to the Regenerating Health option for immediate safety, with the initial defences of a tank. The protection scales with you, what with Mana feeding into it, but it does potentially lose out to Regenerating Health in the long term since it's a drain on your resources rather than an addition. On the other hand, in Mana-ultraheavy builds like idle wizard, you really aren't going to notice the loss- it's a fundamentally minor concern. and scaling with Mana in the first place means it'll scale better- for those builds- than health regeneration, since it works with the build instead of parallel to it.

It also has much better repeat-purchase benefits than regenerating health, exponentially increasing both the durability and the esoteric comprehensiveness of the barrier into the range of things which I'd otherwise perhaps struggle to figure out how to resolve. The second purchase level sounds like it's mostly applicable to... I'm not quite sure how to put this, 'the kinds of things which have other solutions' maybe? places with dimensional rifts which they go into detail on usually let you go into the rift and not die. The third-purchase level on the other hand applies to things I don't know would be resolvable otherwise, like vacuum collapse. Narratively, It's the kind of thing which normally doesn't happen in the first place and so doesn't come with premade solutions in worlds you can head to. Fourth purchase expands that up to 2.99ISH from thirds 1.99, which suggests vary favorable things if further purchases afterwards are indeed possible. Though there's a bit of oddity in the general high-level scaling here, with so many 'high-cursebearer-notable' entities running around and entities which haven't been noted as likewise being notable to Those entities, even this favorable interpretation stops being particularly useful past a point, unless it's instead assumed the even-more-favorable 1.1ISH->1.3ISH->1.99ISH->2.99ISH curve applies by accounting for the 1 and 2 purchase esoteric protections, implying exponential or possibly hyperexponential ISH value growth from more bits- but that's stretching credulity, I think.

[-1 Byte] Harvest. A convenient method of secondary growth for a combat build seems like the main takeaway, I think. However, acting like you have extra purchases in cases where this is a convention is also a notable thing, and means that it doesn't take two bits to get the scaling feature, it's just a bit situational. And not overly so- you can just have more games made, or a game remade with a mod for RPG drops. Sure, a lot of games this drop won't fit at all, but betraying artistic principals for an extra Byte is a worthwhile trade.
...until this point I thought it was a Bit purchase and then I looked again. The effect is left ambiguous enough that it can be worthwhile at both levels, at least, owing to the second-purchase scaling in RPG settings. There also might be some ways to mess with the order-of-magnitude chance-ups; If you have a game which operates on methods analogus to the ISH within the limits of what you can figure out how to represent(enemies have default drops which give you stat boosts, 10% drops which give you conceptual boosts (whatever that means. At a first approximation, apply an external boost to [stat] so its like it reaches the next qualitative threshold, and after a point thresholds just exit the numerical range because the difference from 10e999999999 to 10e9999999999 is in conceptual terms 'you went from way too much to way too much' and so not a conceptual step.), 1% drops which give you Perfect abilities (per previous), and maybe 0.1% drops which let you edit the raw code of the program as meta abilities(and if I'm trying to go EVEN FURTHER BEYOND then perhaps there are achievements and real-money affecting things which you aren't allowed to affect with the meta abilities due to the post-meta real world considerations, and then you can affect Those with 0.01% drops. though in practice I think the drop rate for that kind of thing would be even more extreme and protected from meta-modification and luck etc, like a 'you've reached the pinnacle of the game go hog wild' sort of thing.)) and then a new set of items is unlocked in line with these kinds of things, you might be able to get ISH 6 items using this, whatever that even means (It'd probably need to be a multiplayer game since the AI for that would be a challenge, not sure how that works out with enemies but it'd be brute-forceable with money for people to run the mooks.).
and once you figure out what it means you can represent it in a new game, grind yourself all the way to ISH 9 with 1 Byte.
Another thing to note is that technically, the Five-Byte version of this option is accessible- if you buy it four times and fight in an RPG-like world. I have no idea what that does but it's presumably suitably incredible.

As an aside, I don't think this makes Luck your Godstat. Luck will help you with drops from nonrepeatable foes... which there will be zero of, because video games make universes and you can just make more. Luck improves the reliability but other stats will help you with the upper bounds so it evens out. Can be repeat purchased.

[-1 Byte] Event Flags. Well! I did say I valued this quite a bit, didn't I? not much more to say about the general effect(well it's missing parts but that's because they're in the next feature), but there's something to be said for the specifics. As mentioned, this is gameable. By finding an important decision, you can perform a timestop. And you can't leave, but you Can explicitely have a sandwich. Which means you can perform Candy Prestige Training in the resulting timestop. Possibly other training as well? you can sit down and cast spells, after all. As long as your cap is high enough, this lets you outscale whoever, as long as said whoever isn't immune to it, and technically, nobody is listed as immune to it. (It doesn't work on zombies but that's in the sense that you can't talk to them not in the sense that they will come eat you while you're thinking about whether to dramatically order your friends to go on without you.)
The second purchase helps with the direct value of this choice, making better decisions. insofar as it shares your values, it also provides ~all the further benefit that can be gained in that regard; knowing what the choices entail isn't going to help you make better choices than the best choice. So I definitely wouldn't spend more than 2 Bytes on this.

[-1 Core Feature] Plot Non-Progression.
And the rest of the parts of it! This is something I definitely take, even if I need a drawback to do so. It doesn't have the added bonus of stopping 'all bad things', but bad things which aren't plot you can resolve while you're avoiding the plot. Just kill all the heartless. easy enough!
More importantly, this means you'll never be underprepared for something important. A path to victory exists, because that is also the nature of plot(...and the nature of such power growth as you are guaranteed by other means), and this affords you the Time to find it. And if you can't find that way, you can simply live out life- all parts of it that aren't 'Plot', at least. Purchase two resolves even that theoretical limit, though on the whole the greater part of the value here is from purchase one, given I think victory is reliably-feasible-in-generality with just purchase one. purchase three is... a minor convenience, mostly. it makes things Faster but it doesn't Add anything new, and doing other things for a month isn't exactly... difficult. Not worth a third Core Feature.
There are also a lot of drawbacks in conjunction with which the drawback-entity is clearly 'the next boss'; then all the benefits of this option mitigate the dangers of the drawback, particularly if you take care to arrange things so your 'plot', your journey-through-life-after-discounting-all-nonessential-portions clearly leads to a confrontation. At least, presupposing that said drawbacks entity lacks the ability- or perhaps inclination- to override a Core Feature.

[-1 Core Feature] Save Files. Time Travel. what more is there to say? Well, first of all, it's apparently not absolute against others capable of similar- I'm not clear on why, though, as their capabilities generally don't include 'remove users of alternate paradimes of time travel'? but it's probably a problem you can mostly avoid- none of the Drawbacks are time travelers iirc for fairly obvious reasons of defeatability without this Feature. it's not perfect against people who outclass you by a conceptual leap, but that also confirms the abilities puisance is growing with you. Tier 2 and 3 Omnipotents ignore it because they're vastly above you, but if you become so yourself, it is implicit you will retain the ability on your new level so it's a very ambitious yet safe choice. The repeat purchases are more like the kind of benefit I'd price at 'an additional byte' personally, the main importance of this ability is its existence not its convenience. Raising the threshold does make the ability slightly better but it's a 'slight' threshold raise, not a qualitative increase- just progress faster 5head or something.

Like with the Harvest option, I disagree with the inference that this makes Willpower your godstat. Being stronger by other means reduces willpower costs etc etc. It does make Willpower better, but... anything you need to do to survive isn't a matter of willpower, there's no other option for you to give up and accept. there is the matter of mental conditions but that's not quite the same as willpower I think.

[-2 Core Features] Seven Souled.
...It's a useful ability, but I wouldn't call it 2 Core Features. The only part that might justify the second feature cost is the existential protection thing, but it'd have to be strong enough to at least slow down the 'high-cursebearer relevant' tier 2 omnipotents waltzing around, because that is the primary category of opponent you can't survive at 1 Core Feature already via save files while getting more benefits (from the solitary feature), since I'd put seven souled aside-from-that at 1 Core Feature. It's just... really hard for a single stronger ability to be worth more than two separate abilities which can synergize, at the power level and utility a Core Feature offers.
(It's especially true because value is relative, like, if the drawbacks didn't establish HC-relevant tier 2 omnipotents I'd consider the soul blunting worth it at 'just' an extra ISH step or something, but because those HC-relevant entities exist the likelihood of encountering them is higher and if you have to deal with one of them anything which doesn't measure up doesn't matter. Not sure how clear I'm being at this, but it's not overly relevant since it'd apply anyway at the level of power and utility available here.)
The multipliers to how much Mana's available and stuff are ridiculous but we're starting at ridiculous and going up from there- especially with cross-universe or purpose-build-universe cheese- so...
Oh, it's also possible this would bypass Transcensions temporary weak period by letting individual souls reset individually? But that's uncertain and I nonetheless wouldn't call it Two core features.

Items:

[-1 Bit] Krak Pot.

The tier-up effect sounds potentially abusable- performing a recipe which cannot be coherently improved without expanding beyond the scope of what you can normally access, like a potion of 3.9999ISH All Stats or something- but not overly so, and it's reasonably likely his capabilities are limited to whatever versatile alchemy system he started with and won't apply to purpose-built alter-systems. might have synergy with that other bit purchase that gives stats... Hm, it's not especially uncommon for inputting a single item into a crafter to just give you the item back, I remember some minecraft recipes like that. What if you just put the same item into the ingredient slot repeatedly and let him exponentially tier it up?

[-1 Bit] Lucky Penny. Can be purchased multiple times.

A very convenient lifesaver, and affordable. depending on interpretation, it might also give you out-of-combat immortality, since it'd reset instantly with no engaged enemies. Not the sort of thing you'd want to rely on for obvious reasons, but.

[-1 Byte] Heart Locket.

depending on interpretation, this is either extremely abusable with huge mana bars (counting as thousands of new bars owing to a lopsided ratio), or a moderate combat boost. you can also abuse it via repeated blood sacrifice

[-1 Byte] Phantom Hourglass.

This is like the classic- well, no. It's like one of the several classic 'everything trivializer' abilities. directly converting prep time into power for battles less than five minutes/day(as is common for higher-power battles in stories) is a ~300x multiplier to power, it's extremely powerful...
oh yeah and scaling over time makes it worth far less. it still gives you the bonus power in the short term, if your scaling doesn't speed up over time, but anything you did earlier is wasted. If you can make stored actions conditional it's a bit better, but it's still... not as great as in the non-scaling case. However, it does give you a new way to abuse Prestiges and mitigate their downsides! Sometimes there will be actions you can take which give you experience/progress/etc, but only after X progress. store those actions, prestige, skip any weak period. similarly for the higher-tier forms. It's still pretty situational, though.
If you don't take Prestige or Cursebearer, or something else for scaling, then this is a powerful option indeed.

[- 1 Core Feature] Endless Labyrinth.

My main problem here is that it 'scaling, well, endlessly' doesn't tell me the rate at which it scales. going 1 hp 2 hp 3 hp 4 hp... is endless scaling, but strictly inferior to one infinity. Something about the way it's all written suggests to me that... well, I don't think it's a Linear scale, but I don't get the impression that it scales like Progression- I get the impression that completing one level per second and being as powerful as the composite might of the strongest level you've cleared would still leave you in the human-comprehensible range, even years later. (in fact the scale exponential is actually slowing down over time with the examples given, though that might be more to keep the stairs from becoming so excessively hard to find that it has to wrap around to easy to be possible.)
Even if you presume this scales as goodly as Prestige does, I think the added danger- not to mention the exponential increase in floor size and so time to scaleup, assuming floor danger roughly equates to the power you have from reaching that floor- is a higher cost than prestiges pseudo-optional progress-resets.
the scattered secrets have interesting implications for skipping ahead to things you'd normally only be able to 'detect' once you're good enough for numerous floors down, by bashing through the walls until you stumble across a hollow section or different material. Or if the walls are indestructible (something not stated or particularly implied) through other kinds of brute force- revisits with 'improved senses' doesn't mean revisits with improved ability to traverse this maze via arbitrary key items, so you can just do what you might have to do until you stumble across what you Do have to do. But, I wouldn't consider this a worthwhile trade for a core feature even so, unless indeed this scales as well as prestige, and brute force ensures you can travel safely through such abuse and skip huge steps of growth.

[-1 Core Feature] Collected Memories.

This is the (uncomplicated[1]) 'Immediate safety' Core Feature option; it immediately gives you an equipment set which brings you to the apex of at least some types of games. It grows over time as well, but that is a side-feature to the immediate power and somewhat lackluster for that reason... outside certain circumstances. Presumably its power is also somewhat a multiplier on whatever else you have since the items are guaranteed to always be relevant- it's not only an immediate safety option.
(x0.01 spell cost +9900% Spell Power is not 'always relevant' because you eventually get into spell power levels which cannot be represented by finite numbers, like any Perfect effect.)
back to the 'outside certain circumstances' part, 'Collected Memories' with the Save Files option is an unambiguous immediate resolution to, at least, the Sonic.exe drawback. As a power which scales directly from 'forming new memories', something which definitely comes back with you when you load a save, its scaling can be immediately jumped to any point it will eventually reach, so there's no worries for progressing prior to some point.

[1]Save Files is also immediate safety because you can rewind time if you die to anything which isn't higher-ISH than you. plot non-progression would stop important dangers from reaching you. the Simple Transaction has a curse attached. seven-souled doesn't seem to actually give immediate power but the kind of exponential you could get with seven copies of every upgrade in an idle game equates to within-Minutes 'arbitrary real numbers'(but costs 2 core features ofc). Companions are companions.

Allies:

[-1 Bit] Cactuar.
in pokemon games after, like, gen 1, this is a free pass to defeat every* enemy you face because minimum damage is 1 and it hits 1000 times. even a level 100 eternamax eternatus has less than 1000 hp. though Cactaur presumably has a speed of 0 owing to a lack of speed stat.
*Aevian Paras in pokemon rejuvenation is an exception. it revives when killed and ends multihit attacks when doing so

A reasonably good immediate safety option if you didn't pick something else which grants it. Theoretically it can scale but I imagine you'd have an easier time finding more Cactuar-equivalent allies than evolving it.

[-1 Bit] Magic Pot.

the Bit version of Harvest, i suppose? the valuables scaling with you suggests that once you reach infinite power the valuables have to do the same to keep up, but on the other hand you might kill the pot by accident if you get that strong. They default to crafting materials, which is a minor inconvenience I suppose... also, It's not clear if healing-then-attacking is viable for Magic Pots but if so that's a viable way to abuse them.

[-1 Byte] Moogle Genius.

so an ally that can do one type of crafting/backline task for you. It's.... something? not overly appealing, I'm eh on it.

[-1 Byte] Ink Sans.
Makes you wonder why he doesn't just... get a soul. There are absolutely going to be undertale settings where you can do that. In fact, it's even canon that absorbing as many souls as the underground normally contains is sufficient; and while that is for monster souls and he is a monster who would therefore lack the absorptive capability, there are definitely undertale settings where Human souls have a similar effect (off the top of my head, Delta Sans absorbs a bravery soul and it makes him braver, or whatever.) and further, settings where human souls can be mass-produced in some moral way, so it's really a solvable problem. The possibilities of universe creation are indeed endless!... but he doesn't really help with them. The power is within you all along! and he may be experienced at 'universe creation', but the aim isn't 'make as many interesting universes as possible', it's 'make universes with the most broken, exploitable bullshit you can get to cohere'- his 'experience' is useless and he won't even be loyal.

[-1 Core Feature] Yukari Yakumo.
This is kinda like a pure power option, albeit the power belongs to someone else and she does require... managing. I have a vague understanding of yukari but not overmuch, and I'm reasonably sure that reaching power levels comparable to Yukari is feasible with zero bits, bytes or features, just the absolute baseline enlightenment. If a video-game can represent it, you can gain it, and video games can definitely represent 'manipulate time', 'timeline jump', 'instantly kill or revive target' and so on, although it would take a while to code the game, particularly if you need to actually represent the ability as obtainable and usable instead of leaning on gameplay-story segregation to make a three-hallway game with copious dialogue... perhaps if you make a cyoa-like game where you can choose powers but You aren't the one using them, your character is, and once your choices are over an ending dialogue tells you what'll happen? and set up the cyoa so the lore says anyone who arrives into the world immediately recieves the same choices... the combinatoric possibilities would be annoying if you have too many options but you don't need that many options per game, just make seperate games... though there would need to be at least plural options(and more options than available selections) for it to be a Game, really... still, feasible.

[-1 Core Feature] Deadpool! Yeah!
I'm actually about equally familiar with deadpool as with yukari
Based on the internet, Deadpool doesn't actually have the continuity gem 99.9% of the time, losing it at the end of the same issue he gains it.
also, spending half your time sleeping isn't that much more than normal people. As for whatever 'mask the joker with toonforce' thing, uh, that seems like a very. odd benchmark. How does him being pseudo the joker augment his toonness to surpass meta-powers? or is any toon stronger than the continuity gem? or is this an implicit acknowledgement Deadpool doesn't actually have access to the continuity gem? Or is it like, 'the joker with the toonforce is something something the kind of character type which wins against deadpool due to post-meta considerations'? I'd actually expect post-meta/real life threat considerations to argue in favor of Deadpool because I've actually heard of him before, so the only way for him to have lost that matchup would seem to be being actually weaker then the mask, and therefore, weaker than the 'continuity gem' level.
writer forgetfulness is an ISH 7 force because even if you threaten a writer with a gun they aren't suddenly going to remember random details they don't... remember. It's not an ISH 7 power, however, because it's basically useless..

Enemies:

[+1 Bit] Goblin Commander.

Eh, should be fine. His scaling ability consists of 'draw on other goblins', which is inherently inferior to 'make as many new goblins as there ever were, except instead of goblins, antigoblins'. He's also defeatable. He could be a threat to a potential-oriented build for the first like, ten minutes though.

[+1 Bit] Missingno.

Similarly manageable. Its theoretical upper limit is higher since it might eventually absorb non-pokemon and sounds like it's actively trying to make more such powersets exist. Luring it to a pokemon game you don't care about and performing the metaphysical equivalent of turning off the game should do it, if you get to it before it absorbs anything non-pokemon. It is however slightly riskier-seeming than the goblin commander, as it's less predictable what a 'glitch' will do than what 'smartish goblin' will do.

[+1 Byte] Dr. Wily.

Wow! this adversary could very well be an incredible threat! he's trying to actually abuse the structure of this reality. His ramp-up time isn't so short, though, as his strategy is known to be the creation of new universes rather than the exploitation of the old, and he can't create the games himself. If he's trying to force Capcom to actually make games instead of force some random people, then it may take years, simply for the game to be properly made. With the ability to... warn capcom... not to mention the various scaling opportunities available before he gets his first leg up, this is probably managable, but it's not a free space so to speak.

[+1 Byte] Error Sans.

This guy on the other hand... I don't think he's likely to try to make a new universe to steal powers from to kill me with. It's not clear how quickly he'll attack, but interface screws don't do much about ludicrously large healthbars so he should be manageable in personal combat. universe destruction is somewhat worrying, but he doesn't want to destroy, like, the one main universe which is being poluted by the others or whatever, so he can't destroy the world.

[+1 Core Feature] Sonic.Exe.

Seems pretty fine to me. just pick up Sonic.Exe and Plot Nonprogression and then you can just... get around to it... eventually. He won't scale because that would be like the poster child for plot nonprogression. ooooh he's out there growing stronger until you confront him oooooh his level is set to a specific integer and will not be rising while you train actually.

[+1 Core Feature] The Dark Master.

kay, kay, seems handleable. and a useful grinding tool! jump into hell for a million times training multiplier! make sure to bring a house with you or something so you don't die of boredom and bleh. maybe the labyrinth door, if there's nothing better for the core feature here. I may not know where to find his soul sphere, but I do know what the internet is! I may not know where it can be used to resurrect him, but I do know what the internet is, and also, resurrection spells from Other sources. and the resurrect location might be holy and restrict bloodshed, but there's nothing mentioned about restricting 'moving people around'. just get him... somewhere else. teleporter or something.
and he's apparently not planning to storm earth. Outscaleable.

[+2 Core Features] Ultra Instinct Shaggy.

Since he isn't trying to actually make you dead- though he also isn't making sure not to, he wouldn't go out of his way to make it actually the case- the Save Files Feature should be enough to survive him. If you have enough will to live as opposed to giving up, at least, but he's Fighting you, not Torturing you.
If this assumption is wrong, and his '3-4 pick fight' benchmarker means 'about as much risk of actual permanent death as a 3-4 pick fight is for hunger, irrespective of how much your ability to avoid permanent death outscales your other parameters and any upgrades you have which wouldn't affect pick count if hunger had them, like rerolls', then this isn't worth it, you'd be dead within a month tops.

[+2 Core Features] The Scarlet King. Khahrahk. Crimson Monarch. True Red Demon God Emperor. King of the Darkness Below.

Technically, he isn't stated as being a High-Cursebearer level threat, unlike shaggy and Garfield, and going simply by the capabilities given here he's sub-ISH 8 for obvious reasons, making him a worthy selection. But going by intent, he's a lot like Garfield and, y'know, not worth it.
Though, it says at the end that even if he dies he could be reexisted by people in real life (wait, is there even an SCP game with the scarlet king in it?). Which implies you could make another copy which is identical except instead of being evil its Scarlet Kingalike, which has all the scarlet kings powers, only cares about stopping the other scarlet king.
Alternatively, if I assume his vulnerability to Narrative Manipulation is actually relevant and that he's unable to bypass Narrativey Core Features, picking up Plot Non-progression would allow him to be stalled/avoided indefinitely, until you're ready to just beat him.

Drawbacks:

[+1 Bit] Hatred of Slimes.

Free Space.

[+1 Bit] Negative RGB.

Pragmatically free space. the brain can adapt to this kinda thing. It would, however, be annoying.

[+1 Byte] Plenary Scan.
knowing I'm always at 10e20something or whatever it was and rising is not tactically useful information
the scan upgrade would maybe be a mild problem, but it depends on what defines 'next tier'. Actually, you could abuse this drawback by setting up a system where the scan quality rises several ISH levels between scan I and scan II and use scan II on yourself with this drawback. Maybe foretell the future if Scan I tells you how long until the enemy dies at current rate and Scan II tells you whether the target has any 'fate' or particularly likely important events like plot oncoming, like scanning aeritsh saying 'she will die shortly' or something. Or a system where being scanned gives you stat buffs.


[+1 Byte] Monster Bait.

You attract Monsters as seen in Final Fantasy, Dragonquest, etc. or the local equivalent within a kilometer. Shadows in Persona, for example. This can get you mobbed without much warning. This can be beneficial in some settings, such as Pokemon, or other such settings where the local Monsters aren't particularly malicious or at least not universally so. It can also be of benefit if you want to kill a lot of Monsters in quick succession for Drops or because the local magic system has a leveling mechanic, or doing so is part of a Quest. There are ways to use it for ambushes as well. They won't abandon their reason entirely with a single purchase, but they will be a lot less careful than they normally would in trying to get to you, making them more vulnerable to pit traps and camoflaged units.

[+1 Core Feature] Killer GM.

Since it's trying to kill you in ways which maybe would've theoretically happened anyway without much creativity, Save Files should handle it. oh dang rocks fell, let's try that again, now I know where to dodge, etc etc. It also sounds like it's not particularly applicable to active combat, though even if it was, why ever fight someone when you don't have enough power to tank everything they do risk free.

[+2 Core Features] Shards of Enlightenment.

Considering there are a number of drawbacks which might destroy the entire world, I'd say... don't pick this. It's like taking several world-affecting drawbacks, each potentially up to core features of danger... That is, unless this is as-inferible from particular focus on different option lists; If only people who actually know about an ISH8+ Setting would receive drawback options in the 8+ range like all these high cursebearer peers, then... well, some searches inform me that actually there are other settings which have a similar "Beyond everything, including logic, and beyond those other beyond-logic entities, and beyond that, and beyond that, [expletive] you" sort of design philosophy,

You are not the only one who received this enlightenment. Others across the world have received a similar epiphany. This Drawback slightly modifies your Earth to be more focused on videogames. Not to the point of being like the Yugiohverse and the cardgame that reality is obsessed with, but a noticeable uptick in the number of games and players which has knock-on effects for the rest of this omniverse due to it's metaphysics. There may be a series rivalling Final Fantasy in popularity you outright don't recognize, creating an entire new branch of universes you cannot reasonably know about. The world will more closely resemble Glitch Techs than IRL Earth, in other words. This won't necessarily be bad in and of itself, as these other enlightened individuals need not be your enemies, but there is no telling what Drawbacks they might have picked, nor is it certain that their list was identical to yours, either due to quirks of their game list, personality, or soul. Either way, should you pick this option, there's good odds you won't have a sandbox of video game universes to play with, but a playground with other people interested in messing with that sandbox to their own ends. On the bright side, they won't have picked this option, for obvious reasons, so you'll have that going for you.

In return for an additional 2 Core Features, have this be a common enough circumstance that the official term for it is Godmode, in reference to activating admin privileges or Minecraft's Creative Mode. This has happened before, frequently enough that it's not uncommon and there may well be legends about it in any given universe you visit. As you can imagine, this dramatically effects both your world and the wider omniverse, like picking an Expanded Universe or Higher Interpretations drawback, and dramatically exacerbates the increase in gaming and gamers so that world does indeed resemble Yugioh but with videogames. For example, all 500 or so Undertale universes would have their own fangames, not unlike the endless Five Nights at Freddy's clones, though much like the original game, they would have twists on the expected formula, while themselves having twists on those formula in some weird creatively incestuous feedback loop, particularly with universes derivative of other fictional universes like SwapFell. More famous games with storylines across multiple games like Kingdom Hearts will likely see their number of games doubled or even tripled, and series like Dragonquest and Final Fantasy may well end up with thousands more installments, facilitated by Godmodes who sometimes dip into creating games or empower the creators of games they like either to have new ones to play or to create new worlds to play around with, sometimes specifically to generate new abilities and items to pilfer.

People might resolve arguments with minigames. There are videogame academies, and skill at videogames reaches heights comparable to Fate or Final Fantasy's nonsense. Once again, others will not have this option available, nor the Special Offer unless you explicitly collaborate with another writer, so if you pick this option, you can be certain of an additional 4 Core Features relative to their build, though that might simply mean they duplicate your build with a few more Enemies/Drawbacks.
 
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[W] A Quest
[W] The Seraph
[W] The Genius
[W] Shimmer of Possibility [1 Heroic Favor]
[W] Obols of Paradise [1 Gift]

I went with a Praxis build last time, so I wanted to do something different in this version. My choices of setting are Bleach, The Culture and DC; of those three, I think I'll pick DC actually. Mostly because that's a setting I sort-of know, unlike the other two, and there are a lot of cool things to pick up there. A lot of dangers as well, but that's inevitable with Seraph so eh. Might as well give the boon an easy method of locating challenges for me, and as always The Genius is perfect for protecting those of us idealistic, foolish, or ambitious enough to take Seraph. If you're going to do interesting times, at least make sure you have the plot armor to go with it.

Choosing between Shimmer and the Sword was tough - my personal version of the sword would probably be optimized for acquiring and advancing in magic systems, which is pretty good. DC has some serious magic available too. Ultimately, I thought that Shimmer in the long run could grant similar effects and much more besides. For my Obol, I'll pick up DC high intelligence and enhanced learning, which is a superpower in its own right and should help with advancing the use of the Aurora Halo.

I considered taking Overlord and Barrister, which is a pretty great combo and one of the more fun things about the new CYOA, but ultimately I decided that giving some of my power to the Overlord, coupled with Fatal Threnody needing development time which it competes with the Aurora Halo for, was enough that the combo wasn't worth getting.

I'm going to be very interested in seeing what options other people choose, because there's a lot more choices to be made now. Definitely a solid improvement, Rihaku's CYOAs always seem to nail it.
 
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The classic praxis blue is plenty sexy enough. We don't need the discount red praxis.
Everything you just said was wrong.jpg :V

One thing that's interesting about focusing on the Praxis is that Hunger and co. seem to have unlocked relatively easy travel to and from the RoE. He tossed Aobaru into the Gilded Cage advancement and then brought him back mere moments later. Hunger could theoretically work himself to exhaustion and then be rested and restored to full stamina immediately. Even if the time-dilation doesn't work when he visits in this way, GC's temporal acceleration would mean that Hunger is away from the Kingdom for only very short intervals. Infinite willpower makes this cycle sustainable in the long term.

Given 18 months (?) of time to put in the work, we might see some high quality Praxis blurbs.

(Of course, the Heroic Saber advancement suggests that Hunger's Skill with the sword is correlated with his Praxis advancements, so 18 months with Blood Halo's Prowess might see improvements in a similar direction.)
 
I just think being hero for the rest of eternity is too much for me.

But I probably choose Royal Praxis and grinding eternally.

So my build probably back to mundane world,choose Praxis and some magic to grinding.

At least mundane world will give me grace period to grind my power without those crowning curse.

My choice as quest would be pretty boring if I write it as web novel thought.
 
I'm rather attached to this reality, or at least some of the people in it, and none of the Isekai stuff let's me take people with me. So I'd go with return and a lot of the more violent or overwhelming power options are pretty useless unless there are hidden powers opposing me. The goal is the create a Culture-like utopia out of this reality.

A Gift to Earth
[ ] Return [0 Gifts]
[ ] Fisherman's Association Membership
[ ] The Mandarin - boost The Heir
[ ] The Heir - Medicine and Energy

With super intelligence and dominion over medicine I can heal the ecosystem, cure all disease, and extend lifespans indefinitely. I can then give us endless clean energy, even supernatural energy that would allow for miraculous advances like field manipulation and FTL.

[X] Blood Halo

Inheritance is Bad End.
 
[X] inheritance

If inheritance gives hunger infinite rank, and His companions are dragged up to his rank -1, then all his companions have rank of infinity -1.

Just imagining the maiden ambushing aobara and space Asuka and getting double infinity punched.
 
[X] inheritance

If inheritance gives hunger infinite rank, and His companions are dragged up to his rank -1, then all his companions have rank of infinity -1.

Just imagining the maiden ambushing aobara and space Asuka and getting double infinity punched.
Rihaku has already confirmed that Companions of the King (the ability that gives our companions Rank equal to ours minus one) does not include Inheritance's Infinite Rank. Our companions are only raised to whatever our rank would be without it, minus one.
 
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