On the one hand, Eithan is probably the greatest threat you could encounter on Cradle. On the other, Grandmaster Threnody's metaphysics reinterpretation may be very valuable to him given what his interests seem to be.
Nah, Eithan's not that big of a threat. I mean, he absolutely COULD kill you if he ever wanted to badly enough. But all he wants is to have people of compatible outlook who can advance alongside him, and ideally help save apocalypse-doomed realities for him as well. You're not a threat to his interests, you're an ideal recruit. Also, yeah, what the other poster said about Grandmaster-level capabilities being a) impossible to prove, and b) a very long way off even by cultivation/Cradleverse standards.

The biggest threats to you in Cradle are the same as to everyone else: the hostile attention of Monarchs, Dreadgods, or the War in Heaven spilling into your local reality.
Only the vast and near-faultless memory banks of a cognitive-specced Vitalist allow me to retain these skill levels without continuous reinforcement and maintenance. Other Vitalist features: multicasting, a modest but general buff to the conceptual might of my Ordinalist spells in general, and highly augmented judgement/perceptiveness.
I really do wish Vitalism had actually been explored in that quest instead of being perennially passed over. I mean, I understand the types of logic that I'd presume were what led voters away from doing so, I just think it's really cool. Extracting power from refined myth, and then reifying that power through transhumanist replacement of your body? All my yes.
 
The Knit Picker

[W] Your Choice [+1 Gift] - Umineko (HI)
[W] The Seraph [+1 Heroic Favor]
[W] 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:
-[W] Spiritual Power
-[W] Mental Agility
[W] The Mandarin [1 Gift]
-[W] The Forester
[W] Blood of Pedigree [2 Gifts]
[W] A Sword [1 Heroic Favor] - The Plot Hook: A heavily forward-curving blade, this sword is an effective tool for catching and cutting the threads of fate. This provides a comprehensive countermeasure against narrative-based abilities such as plot armor or genre convention, and those of a similar nature but lesser elevation, such as prophecy, karma, and simulationism. With extensive practice, the user may develop narrative abilities of their own, which may freely transgress the boundary between the diegetic and non-diegetic, such as physically catching plot threads in order to locate and travel to the narrative entities that anchor them.

Here's my A Sword build, which I figure everyone should try and do given that Swords are all unique and personal. I got a brainwave about what my Sword would be, the Plot Hook, and worked this build out backwards from there. I know that the Plot Hook's biggest weakness is that it provides little to no defense against negative outcomes that aren't being inflicted on me, whether by the author or by diegetic enemies with fate manipulation or the like, so I picked up Blood of Pedigree, which I will consume immediately to get my physicals up and improve my overall survivability, and then I went for Mandarin + Forester, since I figure the majority of non-plot induced trouble would be either caused by my own mistakes (which Mental Agility will help minimize) or by other people having character traits that align them against me and my heropath (which Spiritual Power will hopefully help me persuade or negotiate with, at least long enough for me to gather the temporal power I need to resist them). Finally, I picked Umineko as my destination because, with what little I know about it's setting and metafictional nature, it seems like the Plot Hook would give the greatest advantage there.
 
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I don't want this omake to pass without comment.

I thought all three of the Halos were really evocative, but Aeira stealing Nova takes the cake. I particularly like that she did not take Versch away from Letrizia, so leaving the door open for a teenage joyride on Dad Hunger's credit card. Aeira has opened an escape hatch from the crippling sense of ennui.

The pair could bail and to a nearby universe and create the Itinerant Armament Consulting Group, and Hunger himself wouldn't be able to (personally) retrieve them due to the Geas.

I wonder if Aobaru would be able to solo Aeira + Letrizia if they each had an armament…
Thank you so much! I wasn't honestly sure it'd ever be done...

Aobaru would probably be patiently stalking in the distance, waiting for Verschlenkhron to be nearly overcome before jumping in and adding his own Shogunzord to the mix.
 
Aobaru would probably be patiently stalking in the distance, waiting for Verschlenkhron to be nearly overcome before jumping in and adding his own Shogunzord to the mix.
Like master, like student... In a distant eon from now, once the Overlord has passed, and the Heir was crowned, it will be He who forms the head.
 
After the results of rolling for my first two builds, I decided to dispense with Quests and pick my poison directly!

The Helmsman

Passage: Your Choice (Warhammer 40k) +0
Patronage: The Seraph +1 HF, The Forester (Spiritual Power), The Mandarin (Heir) -1, The Heir (War & Politics) -3
Provision: A Debt +2
Panoply: Special Dispensation -1 HF

In the grim darkness of the 41st Millennium there is only war. Thankfully the Helmsman's very good at war, and this setting has no shortage of foes to wage it on. Enemies within and without, an Astral plane filled with ravening horrors and sadists, and beyond the dubious safety of the Milky Way it's just Hive Fleets and Orks as far as the eye can see. To put it mildly, there's a lot of work to be done. It's a real fixer-upper of a universe.

An unmitigated Heroic disposition in conjunction with the Forester's Spiritual Power provides ample motivation, as well as the ability to handle the stresses of the coming campaigns. Placed in a universe of monsters, with a TSH-variant that reduces difficulty of progression rather than improving results, the Helmsman's about as suited to the Praxis as it's possible for a version of me to be.

Aurora Halo's avoided because of complications taking the path of transgression when collaborating with the Imperium, but I'm still unsure about choosing the Praxis over a custom 5-Gift Heroic power. Dispensation doesn't specify preexisting prowess, leaving the Helmsman only his skill to start with. 40k being itself, very little bad luck's required to land in an untenable position. Having cleared that hurdle, an unmitigated Heroic conscience may not sign off on a protracted training arc, and then there's Debt waiting in the wings.

Risks aside, the Helmsman's goals are straightforward: acquire as much political power as possible to maximize the impact of his supernal strategies and Forester's effectiveness bonus. Place a steadying hand on the Imperial tiller, reverse the trend of defeats and pyrrhic victories. Breathe life back into this stagnant husk of an empire. Doing maximum good doesn't entail getting in the trenches with a lasgun, fortunately for his odds of survival.

The Heir's skill selection is brutal, though. Bureaucracy would do worlds of good in terms of reform. Entire planets get cut off from supply lines and plummet into anarchy, regressing technologically and culturally; Logistics could fix that. Energy has psyker synergies. Medicine could improve on gene-seeds and has the holy grail of healing the Emperor. But War was the inspiration for the Helmsman in the first place, and since 40k's a mess that has cultists like feral dogs have fleas Politics is necessary to secure influence.

Hopefully the Praxis can patch this build's lacking defense and provide more leadership bonuses. Can you induct people into the Noble Praxis with the Royal version? There are entire civilizations with access to the former, and the Imperium has many desperate heroes willing to sacrifice their lives and souls on the altar of its survival. If the Helmsman has to save the galaxy singlehandedly, he's doomed to failure. Only by harnessing the heroism that already exists and forging humanity into an indivisible whole can he hope to prevail.

Sink and Swim

Passage: Your Choice (Exalted, Age of Glory, HI) +0
Patronage: The Seraph +1 HF, The Forester (Mental & Spiritual Power) -1, The Mandarin (Forester) -1
Provision: Fisherman's Association Membership +1, A Debt +2, Victorious Ticket -3, Obols of Paradise (Water-Aspected Dragon-Blood) -1
Panoply: Shimmer of Possibility -1 HF

Diving straight into the deep end of the pool, this build adopts the eponymous approach to learning. Being on the front lines in the Age of Glory is guaranteed to be brutal, but with a time loop what doesn't kill me makes me stronger. I'll tear the Ticket after purchasing a Terrestrial Exaltation. Part of me wants to spend ten-thousand years trying to attract a Celestial one by doing what comes naturally with unmitigated Heroism during the Primordial War, but that's probably my inner Ilbgar talking. So I'm sticking with the one-Obol option; if it's not enough to make me Dragon-Blooded in this era I can switch Mandarin off of Forester, wasteful though that is.

How my conception of Heroism deals with ongoing atrocities in a time-loop'll be interesting, but the 'eh, they'll live in my perfect run' approach is unlikely to fly, so Spiritual Power's necessary to avoid burnout. On the plus side, with the added opportunities and learning bonus from Mental I'll grow rapidly. High interpretation Exalts have ridiculous potential, even the Terrestrials. Transcendent Gaian Harmony makes my starting Aspect mostly cosmetic, but Water is a good fit and thematically appropriate for a fisherman. I intend to put that bait and tackle to good use!

Ten thousand loops is a lot of training time and Shimmer progress can be retained between loops with the right form. I'd like wait for a good moment and preexisting powers before doing my Mother of Learning impression, but realistically I'll have to start a sub-loop after a successful stretch where I survive for a few years. Fortunately Essence seems like it should transfer without issues. Aurora Halo adepts can operate multiple bodies, which is where Sink and Swim gets really broken: can you say teamwork Charms? No single raindrop is as potent as the deluge in its entirety. I won't be a lone Exalt, but the proverbial Ten-Thousand Dragons acting as one.

With time, all things are possible. Perfect memory means mastery of every skill, knowledge of the location and nature of every Primordial's Fetich Soul. I'll jailbreak my Exaltation, master the Aurora Halo, then speedrun the Primordial War and exit the loop prepared to pay my debt. The creature that emerges on the far side may have more in common with the Yozis than his peers, their memories of mortality but a scant handful of years removed compared to the ocean of experience the leviathan possesses. But while this build's final form may be monstrous, Sink and Swim's commitment to Heroism is unwavering. With first-hand knowledge of the horrors perpetrated by the Primordials comes an enduring desire not to repeat their mistakes.

Other ideas: If Finitude Lacing doesn't break the Ticket in Exalted (time travel & resurrection being notoriously impossible), there's an alternate build that can reach eight Gifts without Overlord by dropping Forester, Mandarin, Seraph, and Shimmer. In exchange for amputating all that Patronage, I can take the Duchess' favor and get the Ticket in conjuction with a guaranteed Celestial Exaltation, making Letrizia useful at last! Alternatively, choose the Usurpation to tack Seraph and Shimmer back on to experience ten thousand renditions of the apocalyptic conflict that nearly broke Creation and almost certainly get optimized by Odyssial along the way. I'll call that Plan PTSD.

1139 words.
 
I don't know how high the power scales in APGE, whereas I've mostly accepted that Umineko gets pretty high. What can you tell me about how the power scales in APGE?
Starts low, but goes really really high. As you approach the known power ceiling, you can fight like a god, or kill one. Turning a country into a crater as a mere byproduct of an all-out brawl is a documented historical event for people at that level. Notably, power levels (and reality in general) are directly affected by the laws of narrative just as much as the laws of physics in this setting. Having a better story on your side can kill an enemy just as well as having a better weapon, if not even more so.

It should also be observed that entering into the upper ranges of the power scaling almost always involves becoming Named, which basically functions a lot like being a named character in a story, except the "story" is reality itself. You're just better at everything - especially anything that plays into your role. And capable of things that really shouldn't be possible under how reality works for everyone else. You're also tied a lot more powerfully into those narrative considerations mentioned before as a result - being on the right side of a story is a lot better for you, and being on the wrong side of a story can be outright fatal. So your Plot Hook would be ideal in the setting because you could become Named and enjoy the benefits of that while having the power to cut off the usual downside that is the typical trade-off.
 
No idea if these Attainments are balanced or not, but here goes!

Rival Schools
Conditions: Your Choice [-2 Gifts] (Terrascape Academy), The Overlord [+5 Gifts], Fisherman's Association Membership [+1 Gift], A Debt [+2 Gifts]
Powers: The Forester(Mental Agility, Mental Power), The Mandarin (The Forester), The Genius, Obols of Paradise (5 Obols, Ordinal Purist High Ordinalist)

Ordinals:

1 Shield
2 Conjure
3 Examine
4 Shield
5 Examine
6 Legion
7 Terrascape
8 Oathsworn
9 Nexus
10 Legion
11 Oathsworn
12 Radiance

1st Attainment: Nurturing Cradle- Treat the character's Terrascape Form as if always benefiting from a Specialist Form occupying the character's highest attained Ordinal, but it cannot be used to harm sapient beings, directly or indirectly. Much like the Oathsworn Form, the spirit of this restriction is enforced by an unknown entity.

Ordinal Skills:
Archmaster Terrascape
Master Examine
Master Legion
Master Oathsworn
Master Nexus
Master Radiance
Capable Shield
Capable Conjure

Yeah, well, I'll make my own school! With blackjack! And hookers! In fact, forget the school!

Obviously enough, aims to make a magical school to rival Enoch's, hopefully without as much murder. 16 hours a day grinding the Ordinal is going to damn suck, but eight hours of lessons is probably enough. With any luck teaching people in return for Oathsworn-enforced loyalty will count towards some of that Overlord time. This build takes the two Mental Forester choices so Ordinal grinding is less painful and so that teaching multiple classes with Legion is less bad. First I'll need to teach a few students by sacrificing a bit of my Ordinal Well permanently, but after that and with Genius I can hopefully get away with only temporary sacrifices.

Fight Man, Terrascape Edition
Conditions: Your Choice [-2 Gifts] (Terrascape Academy), The Duchess [+1 Gift], Finitude Lacing [+1 Gift], A Debt [+2 Gifts]
Powers: Obols of Paradise (5 Obols, Chrysopoeia Master, High Ordinalism)


Internal Alchemy 20

Ordinals:

1 Shield
2 Conjure
3 Examine
4 Dispel
5 Accelerate
6 Dispel
7 Accelerate
8 Dispel
9 Accelerate
10 Dispel
11 War

1st Attainment: Dispelling Body- The Dispel Form is now combined with the Shield Form. The coating of protective energy is now imbued with a dramatically more powerful version of the Dispel form without hindering the user; but disables other uses of the 4th Ordinal. Skills of both Ordinals are also combined.

Grandmaster Accelerate
Grandmaster Dispel
Master War
Master Examine
Capable Conjure

It's in the title, folks. I don't know if this is a "half-step" below Imperia; but outside of the Debt in 20 years this build has no outstanding responsibilities, so it can do whatever it wants. More of a fun exercise than something incredibly effective necessarily, but this build does punch good. Also, Duchess is actually just bad; the only Provision that costs 1 Gift is Obol of Paradise, but if you are forbidden from other Patrons you'd likely want the 5 Obol version anyway. Like, it gives as many gifts as only eating fish, eggs and milk for life and it's much, much more limiting when it comes to Builds, which are like 90% of a CYOA's engagement. Whack option.

Ordinal Generalist
Conditions: Your Choice [-2 Gifts] (Terrascape Academy), The Overlord [+5 Gifts], Fisherman's Association Membership [+1 Gift], Finitude Lacing [+1 Gift]
Powers: The Mandarin (Obols of Paradise), The Genius, Obols of Paradise (5 Obols, High Ordinalist, High Vitalist)


High Vitalism: Fully devoted to either cognitive enhancements that aid in climbing the Spiral or enhancements that increase the potency of Ordinal Forms, particularly Accelerate, Terrascape, Nightmare, Valor and War. Willingness to change one's mind to serve the Spiral better even at the cost of some social functions.

Ordinals:
1 Shield
2 Conjure
3 Elements (Fire)
4 Dominate
5 Accelerate
6 Legion
7 Terrascape
8 Oathsworn
9 Nightmare
10 Valor
11 War
12 Radiance

1st Attainement: Spiral Insight: This character gains a +0.5 to the Skill Rank of all Ordinal related skills, but they may not take Specialist Forms.

Ordinal Skills: All Grandmaster before boost.

My attempt to make an Ordinal Generalist character that can climb as far as possible in the Spiral without "cheating" by using the Sword, however you could still take it to become MAXIMUM ORDINALIST; though in that case you'd want to replace both the Fisherman's Association Membership and Finitude Lacing with A Debt. Very transhumanist in idea; humanity is but an obstacle.The character's mind would be kinda screwed a bit, so hopefully Genius can help with that and with any future problems should their mind deteriorate further in pursuit of the perfection of the Spiral. And, of course, Overlord is no trouble if all you want is to grind the Spiral anyway. I dunno of any other Ordinals past the Twelfth (or even what Radiance/Revenant does), so assume whatever remaining power from doubled Obols of Paradise goes into Vitalism. If I had any idea how Forester interated with Vitalism I would consider it, but I don't, so.
 
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Starts low, but goes really really high. As you approach the known power ceiling, you can fight like a god, or kill one. Turning a country into a crater as a mere byproduct of an all-out brawl is a documented historical event for people at that level. Notably, power levels (and reality in general) are directly affected by the laws of narrative just as much as the laws of physics in this setting. Having a better story on your side can kill an enemy just as well as having a better weapon, if not even more so.

It should also be observed that entering into the upper ranges of the power scaling almost always involves becoming Named, which basically functions a lot like being a named character in a story, except the "story" is reality itself. You're just better at everything - especially anything that plays into your role. And capable of things that really shouldn't be possible under how reality works for everyone else. You're also tied a lot more powerfully into those narrative considerations mentioned before as a result - being on the right side of a story is a lot better for you, and being on the wrong side of a story can be outright fatal. So your Plot Hook would be ideal in the setting because you could become Named and enjoy the benefits of that while having the power to cut off the usual downside that is the typical trade-off.
Interesting, and definitely not shabby, though it still seems like maybe a little small potatoes compared to HI Umineko, which as I understand it gets into cosmic, multiverse-tier stuff at the high end. I'm also not sure it's a bad enough place to qualify as a +1 Your Choice passage world, which means I'd need to take FAM, which seems like a massive potential weakspot even with the Plot Hook warding me from being fated to eat meat or poultry.
 
Interesting, and definitely not shabby, though it still seems like maybe a little small potatoes compared to HI Umineko, which as I understand it gets into cosmic, multiverse-tier stuff at the high end. I'm also not sure it's a bad enough place to qualify as a +1 Your Choice passage world, which means I'd need to take FAM, which seems like a massive potential weakspot even with the Plot Hook warding me from being fated to eat meat or poultry.
Fair! I don't know enough about Umineko to do a direct comparison myself, but I do believe you're correct that APGTE would not qualify as a +1 passage world.
 
Everyone's been making Sword builds... Time to join the party, with a unique Sword of my own.

[W] Your Choice [2 Gifts]
[W] The Seraph [+1 Heroic Favor]
[W] The Genius [2 Gifts]
[W] A Debt [+2 Gifts]
[W] Obols of Paradise [1 Gift]
[W] The Forester [1 Gift]
-[W] Mental Power
[W
] A Sword [1 Heroic Favor]

Destination: Pathfinder (City of 7 Seraphs Campaign setting).
Obol: The powers of a 5th level Shadow Weaver.
Sword: Prismatic Hummingbird

*Offbeat Flitting: provides similar effects to the Barrister's Void ability, but the amount of mitigation, rather then being a flat 50%, scales up or down depending on how out of touch with reality the user currently is, with higher levels of disengagement equaling more mitigation.

*Myriad Fantasy: Adept-level ability in the mysterious art of the All-Color Dream.

All-Color Dream
++++All Stats, ++++Int, --Wits, +Luck
An art that flows from the mind and the heart, closely aligned with the ideas of magic and fantasy, the All-Color Dream is fundamentally disconnected from the mundane and grasps ever at the endless forms of the supernatural. Students of the All-Color Dream are frequently those who cannot settle on a single type of supernatural mastery, and instead reach for many of them. The art is also conceptually tied to both loneliness and companionship, as the practitioner is always alone in their own mind, but is also always accompanied by the products of their own imagination.
Progression: Logarithmic. Beginner level effects can be reached in a matter of weeks, Adept level can be fully completed within a year of completing beginner level, master level takes decades even for the talented and driven practitioner, and Grandmaster can take upwards of five centuries. However, this is merely the base rate. The All-Color Dream provides multiple ways to speed one's own progress, potentially allowing faster rates with the right compounding and interactions of multiple magic systems.

Beginner: Attune Oneself to a particular fantasy archetype, gaining +10% or more Prowess, Progression speed and conceptual might in powers that fit that archetype. Practice multiple supernatural arts with each suffering less from the lack of focus then would be normal. Initiate into a supernatural art with less effort then would normally be required, and ignore a pre-requisite of such an art (such as initiating into an form of magic that has an age restriction, without meeting that restriction's criteria, or learn a form of power that normally requires a specific bloodline). Disregard attacks and negative conditions that are insufficiently fantastical. Create a single familiar, drawn from one's own imagination and knowledge of fiction, that possesses a fraction of the practitioner's power, in a form appropriate to that familiar's concept.

Adept: Embody a single fantasy archetype, gaining large boosts to one's attributes and powers that fit said archetype, or attune to multiple archetypes simultaneously. Attune two supernatural arts to each other, such that progressing in one art provides equivalent advancement in the other. Expand a supernatural art's versatility, allowing for a greater variety of effects. Augment a fantasy of any sort, such as an illusion, to be more real. Temporarily suspend a negative effect because it would interrupt one's current train of thought - there is a chance that the effect will be forgotten entirely and thus erased from existence. Conjure phantom allies, drawn from one's imagination and/or fiction the creator is familiar with. Expend a significant fraction of the practitioner's advancement in the All-Color Dream to Permanently boost another power the practitioner possesses, or to turn a phantom ally into a fully real and sophant creature loyal to their creator.

Master: Become an icon of a particular archetype, massively augmenting attributes and powers that fit said archetype, or embody multiple archetypes simultaneously. Instantaneously shift supernatural capabilities into different ones, and shift back with no loss in power. Dodge attacks and shrink conditions by partially disconnecting from reality to dwell in fantasy. With time and effort, change an area of reality to something out of the practitioner's imagination, with limits. Call forth chimeric fusions of invented and real creatures and people, and with some sacrifice make those beings permanent inhabitants of reality. Reposition oneself across worlds and realities, and enter domains of dream to encounter imagined things in truth.

Grandmaster: Practice many supernatural arts at levels normally only reached by dedicated specialists. Invent new forms of magic. Mostly freely recombine reality with other realities and imagination. Permanently Conjure beings nearly equal to the Practitioner in power. Ignore any reality that would be inconvenient.
 
I am going to put all the personal, non-generic A Sword picks here in this post, because I feel like it. I'll try and keep this updated when/if more people make their own Swords.
The Silver Sword
The Silver Sword - A blade of polished mystic silver wrought, with a smooth ebony hilt covered in ornamental filigree that appears to display tales of great heroism, and a crossguard of the same. At the pommel, there is locked a shining diamond that cages a dancing blue flame, whose light reaches into the world beyond and - when wielded against a foe whose existence is utterly abhorrent to the wielder - casts great and imposing shadows onto the walls and floors, appearing like a council of men in dark cloaks made of insubstantial smoke and watery ether. As it is swung, the light of the diamond seems to sharpen the edge of the silver blade, outlining it with a cold blue shade.

*Arch-Human

Across the ages, wise lovers of thought have asked - what is a man? Are humans but the descendant of the primate who evolved to communicate and think in complex abstracts? Are they simply the preordained hunters and gatherers of the world? Are they created, evolved, or something in between? Are they a miserable pile of secrets?

There is no clear answer, but to quote a great man, it's imperative to, "Become who you are!" A man does not exist in truth, until that man finds his rationale for existing - and when the man knows that, when he has selected his reason and stuck to it, he advances from man to super-man; Mensch to Übermensch; Human to Arch-Human. The Arch-Human is the final stage of existence for the man whose purpose is crystal-clear: to become the greatest man possible given the conditions of life and to live a life as good as a man can live.

As its main effect, Arch-Human grants the power of bold excellence - a supernal ability to, given sufficient time, resources, and true effort; achieve nearly anything. Should its pursuit be dogged enough, and the willpower required to see through such a process to its end present, the Arch-Human can do whatever he must: overcome any foe, initiate into any supernatural power, learn to construct any device, master the hunt of any game, destroy any titanic edifice, intuit every possible art and song, and surpass any limit. In summary, although his goal may be distant by eons and light-years, ultimately, the Arch-Human can do anything.

+++++All Stats, +Progression, potential to get more +Progression over time but very difficult and limited.
Chronicler's Blade
A Sword: Chronicler's Blade

Outside Context: As per the Barrister's Void ability.

Wellspring: Adept-level ability in the scheming and crafting arts of the Chronicler Incarnadine.

Chronicler Incarnadine
++++++++++All Stats
Progression: Logarithmic, Continuous Maintenance. An Adept can develop Master-level techniques in the span of hours to weeks of dedicated effort, but techniques decay when not used to their maximum extent. Grandmastery is possible within millennia, but requires substantial and highly optimized dedication to the art; retention of its powers even for the verbally talented requires habitual practice of both foundational and high-level techniques.

Adept: Draw spiritual strength and creative force from wounds, adversity, pacing and sleep deprivation. Craft circumstance-bending runic magics from one's own blood. Advocate powerfully for any faction, principle or coalition on the losing side of a conflict, and escape the consequences of treachery when switching sides. Qualitatively augment the power of one's existing capabilities, with optimal results if one possesses exactly three magic systems. In the direst of circumstances, and at a permanent cost to one's essence, manifest a stunning reversal in one's favor - this technique may be repeated but sparingly.

Master: Draw reified power from the labors of your allies, even if only tangentially related to the task in question. Such power can be bent meaningfully towards any imaginable creation. Craft powerful blood-signed prayer strips with a variety of comfy effects, eventually resulting in a pocket world offering immense convenience and quality of life. Improve the odds of any faction's victory corresponding to how well they cater to your subjective preferences. Drastically lower the odds of any opponent who reveals their trump card before you. With the sacrifice of a truly memorable turn of phrase, spontaneously manifest a potent and situationally relevant ability, so long as you plausibly foreshadowed it beforehand - this technique may be repeated no more than three times per year. With the sacrifice of a formalized description of extreme power-level scaling, manifest a glamour presenting as an emissary of the ominous, nigh-unthinkable endpoint of that scaling.

Grandmaster: Do almost anything, so long as you can convince observers afterwards that such was reasonable. With a permanent sacrifice of blood, break one's limits in a given ability or field. With the sacrifice of this crafting art, when the world and one's ideals exist in disharmony, cause the world to change such that it conforms to those ideals.
Logos
A Sword: Logos

Reason: As per the first component of the Barrister's Void, though only applies to self-inflicted conditions and responsibilities.
Truth: +150 Prowess (The Logos), ++Conceptual Might (The Logos), +Ultimate Potential (The Logos). Wielding this, I am about on par with Zang Kong overall.

What is there to say here? Except:

Let the Diagram be my vessel. Let the Logos be my path. And let my destination be, nothing less than the Truth.
Expropriation
The Shadow's supernal facility for theft from Heir has enough overlap with Fatal Threnody to be amplified by it. Completing the deadly trinity is his eternal accomplice, the sword Expropriation. Its blade is velvet darkness, with edges crisp as a silhouette against the evening sky. Lights flicker and foes fall silent when it's unsheathed. Expropriation's bite steals the strength of the wicked to be sealed in an amethyst set in its pommel, which gleams in proportion to the might thus acquired.
The Saber
A Sword - The Saber (5 Gifts - Obols of Paradise 5: Grand Servant)
Whosoever holds this blade, if they be worthy, shall have the power of Saber.

Grand Saber
STR A+++
AGI EX
END A++
MGI A++ (EX)*
LCK EX

*Effective Rank due to Illimitable Might

Class Skills:
Magic Resistance A++
Riding A

Personal Skills:
Independent Manifestation B
Master of War B - As per the Heir's Domain of War. Can be trained over time, up to EX Rank.
Illimitable Might A - As per the Heir's Domain of Energy, plus the Forester (Spiritual Power). Can be trained over time, up to EX Rank.
Wandering Swordsman A++ - Confers the benefits of Knight of Owner, Eternal Arms Mastery, Instinct, Golden Rule (for items of power), and Empyreal Eye at A Rank.
Determination of Steel EX - Heroism.
Eye of the Mind (True) A+ - Effective due to Master of War plus Determination of Steel
Charisma A - Effective due to Illimitable Might

Noble Phantasms:

Exalted Battle Array - The arsenal of blades and objects of power acquired and augmented through Wandering Swordsman. Empty to begin with.

The Saber * - Confers the powers of this Servant upon the wielder, should they be worthy. It is not technically a Phantasm summoned by the Throne of Heroes, but a physical object existing within the world. The defining aspect of a Grand Saber is this: that they were worthy in the first place, is the most dangerous trait of all.
The Spark of Heroism
Sword - The Spark of Heroism

The nature of heroism, is to inspire. It is not the achievements wrought by his hand that marks the true worth of a hero, but the number that walks in his steps where he be martyr or conqueror. One spark to light a flame, and from there an unquenchable conflagration. A fire is never truly dead, even after it's last embers are stamped out.

The Spark - Those connected to you, where it by heroic deed or kinship or by other means, will find themselves given the spark of heroism and be thusly empowered. Effectively, they gain benefits similar to a lesser replica of your sword, with powers and burdens suited to themselves. As a side effect, this mitigates your own heroic burden, as per the Barrister's Void.

Of Heroism - Improve the ultimate potential of the Heir's chosen domains by ++, and raise their conceptual elevation by one level when said domains are used to empower or augment those affected by The Spark.
The Plot Hook
The Plot Hook: A heavily forward-curving blade, this sword is an effective tool for catching and cutting the threads of fate. This provides a comprehensive countermeasure against narrative-based abilities such as plot armor or genre convention, and those of a similar nature but lesser elevation, such as prophecy, karma, and simulationism. With extensive practice, the user may develop narrative abilities of their own, which may freely transgress the boundary between the diegetic and non-diegetic, such as physically catching plot threads in order to locate and travel to the narrative entities that anchor them.
Prismatic Hummingbird
Sword: Prismatic Hummingbird

*Offbeat Flitting: provides similar effects to the Barrister's Void ability, but the amount of mitigation, rather then being a flat 50%, scales up or down depending on how out of touch with reality the user currently is, with higher levels of disengagement equaling more mitigation.

*Myriad Fantasy: Adept-level ability in the mysterious art of the All-Color Dream.

All-Color Dream
++++All Stats, ++++Int, --Wits, +Luck
An art that flows from the mind and the heart, closely aligned with the ideas of magic and fantasy, the All-Color Dream is fundamentally disconnected from the mundane and grasps ever at the endless forms of the supernatural. Students of the All-Color Dream are frequently those who cannot settle on a single type of supernatural mastery, and instead reach for many of them. The art is also conceptually tied to both loneliness and companionship, as the practitioner is always alone in their own mind, but is also always accompanied by the products of their own imagination.
Progression: Logarithmic. Beginner level effects can be reached in a matter of weeks, Adept level can be fully completed within a year of completing beginner level, master level takes decades even for the talented and driven practitioner, and Grandmaster can take upwards of five centuries. However, this is merely the base rate. The All-Color Dream provides multiple ways to speed one's own progress, potentially allowing faster rates with the right compounding and interactions of multiple magic systems.

Beginner: Attune Oneself to a particular fantasy archetype, gaining +10% or more Prowess, Progression speed and conceptual might in powers that fit that archetype. Practice multiple supernatural arts with each suffering less from the lack of focus then would be normal. Initiate into a supernatural art with less effort then would normally be required, and ignore a pre-requisite of such an art (such as initiating into an form of magic that has an age restriction, without meeting that restriction's criteria, or learn a form of power that normally requires a specific bloodline). Disregard attacks and negative conditions that are insufficiently fantastical. Create a single familiar, drawn from one's own imagination and knowledge of fiction, that possesses a fraction of the practitioner's power, in a form appropriate to that familiar's concept.

Adept: Embody a single fantasy archetype, gaining large boosts to one's attributes and powers that fit said archetype, or attune to multiple archetypes simultaneously. Attune two supernatural arts to each other, such that progressing in one art provides equivalent advancement in the other. Expand a supernatural art's versatility, allowing for a greater variety of effects. Augment a fantasy of any sort, such as an illusion, to be more real. Temporarily suspend a negative effect because it would interrupt one's current train of thought - there is a chance that the effect will be forgotten entirely and thus erased from existence. Conjure phantom allies, drawn from one's imagination and/or fiction the creator is familiar with. Expend a significant fraction of the practitioner's advancement in the All-Color Dream to Permanently boost another power the practitioner possesses, or to turn a phantom ally into a fully real and sophant creature loyal to their creator.

Master: Become an icon of a particular archetype, massively augmenting attributes and powers that fit said archetype, or embody multiple archetypes simultaneously. Instantaneously shift supernatural capabilities into different ones, and shift back with no loss in power. Dodge attacks and shrink conditions by partially disconnecting from reality to dwell in fantasy. With time and effort, change an area of reality to something out of the practitioner's imagination, with limits. Call forth chimeric fusions of invented and real creatures and people, and with some sacrifice make those beings permanent inhabitants of reality. Reposition oneself across worlds and realities, and enter domains of dream to encounter imagined things in truth.

Grandmaster: Practice many supernatural arts at levels normally only reached by dedicated specialists. Invent new forms of magic. Mostly freely recombine reality with other realities and imagination. Permanently Conjure beings nearly equal to the Practitioner in power. Ignore any reality that would be inconvenient.
Beneficence
Beneficence
The sword Beneficence is a simple thing, well made without doubt, but no more than a perfect mortal blade. It cuts to the heart of conflict, rather than the hearts of men. Those that serve the interests of its one true wielder are rewarded, such that it is always preferable to be of assistance. One could, indeed, say that it is the nature of this sword to make it mechanically optimal to act in its true wielders best interest. It does no more than this and no less
Elegy
Elegy: The sword Elegy is a hand-and-a-half sword, and has a single-edged blade of dark blue and black with a slight saber-like curve to the blade. The shading and patterning of the colors shift like shadows depending on how the light hits the blade. The grip is wrapped in dark-scaled leather, and the crossguard and pommel are inset with faceted obsidian that will only reflect light when the wielder is not attempting stealth. While in the wielder's possession it offers +200 Prowess, ++Conceptual Might, and notable qualitative enhancement to both the immediate performance and ultimate potential of the Fatal Threnody. When drawn the blade sings wordlessly, low and mournful, though this will never interfere with stealth and as such is typically inaudible to all but the wielder and possibly their close allies. At the wielder's discretion, the melody may be audible to an intended target of assassination - and their target alone - from any distance if they wish to stoke fear in their heart before ending them.
Clarity
Sword: Clarity, a beautifully crafted rapier made of white steel and adorned with clear, flawless crystal.

Clear Mind: +10 INT, WITS, and WIS. Grants an effect similar to the Barrister's Void ability, but increased to 75% mitigation. However, Clear Mind does not offer protection from sensory effects, as hiding the truth is against Clarity's ethos.
Insightful Thought: A form of precognition - at first, it will only offer the ability to determine whether the outcome of a specific course of action will be good, bad, both, or neither (by the wielder's best judgement of what would be good or bad), however, with practice more information may be divined (such as the degree of good or bad results, the general shape of the consequences of the action, and eventually, specific events that follow from that course of action). If this effect is contested or information is concealed from it, Clarity will return an error rather then an incorrect result, unless the opposing effect is massively more powerful then Clarity.
Flawless Crystal: The wielder of Clarity is cured of any natural mental illnesses, and is immune to developing new ones. If the wielder would delude themselves, or if they act irrationally in a major way, Clarity will emit a soft telepathic hum. Repeatedly ignoring this critique will eventually result in Clarity withholding it's powers for a short time. If the wielder clearly has no intention at all of heeding Clarity's hum, then they will receive a grace period of some months before the blade slips away from them entirely, and makes its way into the hands of a new wielder.
First Reason's Last Resort
First Reason's Last Refuge
Heroism is the unfettered exercise of Principle in Art and Action. A poorly chosen principle may lead to heartbreak and ruin, while a belief both Justified and True acts as a fixed point on which to anchor the lever that will move the world. Seeking to justify a Heroic principle is a fool's errand, though.

Suppose that every principle draws its justification from another belief. Then those referenced beliefs also draw justification from the next rung in a chain of deference reaching out into infinity. Anchored in void, this infinite regress leaves no certainty for the mortal mind. No. Heroic Principles draw their justification from within themselves; foundational justifications ground the edifice of belief itself.


The First Reason is this: when action A is obligatory, a Hero H will ensure that A obtains;

Receive +All Stats in proportion to the Hero's understanding of a conflict. The mundane perceptions and intellect of a baseline human observing a belligerent enemy in combat provides two +s of value. A world-class martial artist observing a frequent competitor would receive ten +s of value. A transcendental monk sparring with their personal apprentice trained from birth would receive fifteen +s of value.

This ability scales along every potential axis of knowledge, experience, and perception. A phd-level knowledge of chemistry, extensive ecological survey, statistical breakdown of social implications, or artistic rendering of the target's subjective experience all contribute directly to the Hero's strength. Supernatural forms of perception are particularly valuable: knowing an opponent's Karmic balance, monitoring their aura's fluctuations, computing the target's horoscope, even tracking the balance of their humors meaningfully contributes to the Hero's understanding of their opponent.


The Hero knows that Violence is the last refuge of the Incompetent;
Outside of violent combat, receive ++Conceptual Potency to the Hero's stats & abilities in proportion to the Hero's understanding of a conflict's implications.

It is easy to kill a man. It is hard to kill a problem. The Hero finds that research and preparation and discussion are effective strategies for leveraging strength and avoiding friction.
Sensibilities's Edge
Sensibilities's Edge

Rather than a true hero's blade, this sword looks more like a child's toy. Blue the hilt and red the handle and grey the foam-made blade, the edge and sword entire too soft to cut without aid. In form, it represents a wistful memory, long years ago, The only true object in a landscape of illusion, charged with power. But that is not the blades power, but memories imposition; For it to be more than a mundane, if implausibly durable, blade has a precondition. And if that conditions met, it's nature will be thus; If pleasing to the eye, achieved will be the wondrous. Be that path of action unconsidered or actively denied, from the jaws of false impossibility may victory be pried.
Abilities, in ordinary language:
Monument To Ascension - Using the sword, the wielder can create art- a primarily mental process. This art can be a still image, a performance, an animation, a written work, or stranger still, and owing to its mental nature can be created using any method the wielder prefers. Afterwards, the art can be overlain over an event or action. If the art is applicable, the visuals of the event or action will shift to match. Then, in proportion to the quality of the art overlain (as measured using an extrapolated version of the original wielders opinions before they learned of the Dynasty's offer. This considers a variety of artistic qualities including poignancy, mundane quality, quantity, coherence, clarity, creativity, how nice it is to look at, how well it fits the event or action, and more; The extrapolated version is extrapolated so it cannot be exploited into giving endless or unduly high ratings for posthuman artwork, though people who don't share its sensibilities might consider the ratings for artworks fitted to those sensibilities to be slightly higher than they should be.), the event or action is improved along the axis of 'doing the impossible'. This effect is amplified in cases where the 'impossible' action makes sense, such as if it is being suppressed by the equivalent of a rules patch, and in cases where the impossible action was not intended to be possible by some being that created the metaphysics or situation in question. It is also effective, at a notably reduced rate, in cases where the action or event in question is not so much 'impossible' as 'fairly difficult'.
In Memorium - Blade-created artwork with sufficiently high weight relative to the users general level at creation time can be imposed a second time onto the same location as before, affecting the visuals of a representation of the connected event or action but providing no other benefit. This is a flavor-coherence effect, not one to be counted against power; It's more a matter of 'this is a thing which fits the Blade' than anything and probably by the time it is relevant the user would be strong enough to work around its absence.
Memory's Imposition - In addition to the above features, the sword has one minor, much simpler feature, in memory for the past. It is moderately relevant in combat and provides a simple explanation for keeping the sword ever on hand without revealing the above ability, if the Wielder so desires. The blade can be freely charged with any kind of mystical energy- mana, Essence, Findross, the power of the Diagram, or whatever else- so long as the Wielder is capable of manipulating that energy. Energy can be stored within the blade without limit, and passively increases the degree to which the blade appears realer than the world around it. However, it cannot be stably removed from the blade afterwards, only a sudden flood of power. This is uncontrolled, unrefined, and wasteful, but will generally not resound so greatly as to cause untoward collateral damage, nor any backlash to the wielder; and the grand quantity of power that can be eventually accumulated make it an acceptable tool nonetheless. If the sword is unattended, the energy may also leak out.
Sword of Darkness
Alright, so, in the interest of producing more word count for the Fist Faction - I am not leaving Aab on his own to man the front lines - I've decided to make yet another build using one of the CYOAs.

No One Lives Forever

[W] A Quest :: 12 - Worm
[O] A Debt
[R] The Mandarin
:: Applied to Void
[M] The Barrister
[?] The Seraph
[!] A Sword

Sword of Darkness

"We've outsmarted time, we've outsmarted crops, disease, and the weather. The state of the human union is strong. And yet, one frontier remains unconquered, one force that stands beyond our reach, beyond our intellect: we've not yet outsmarted death, the encroaching Ending of our alliance. And I shall be the one."

A gaunt blade, its onyx surface like a starless midnight. Anything caught on its aspect reflects in deathly equivalents; faces twisted into skulls, men into rotted skeletons, and maggots burrowing into their flesh; a golden god as a dark one. An awful chill creeps down the back of anyone who perceives their own reflection in this blade.

By the great power of the Sword of Darkness, its wielder is granted access to the vile school of Dark Apotheosis, a discipline of formalized infringement.

Its goal is not only to grant immortality and manipulate death, but in general - to break the laws of physics, morality, propriety, and comprehension. As the magus strives to reach Akasha, the core of the world; so the Dark Artist seeks to destroy the system of that world. It draws power from breaking what's considered acceptable; the taboo and the strange; the fetishistic and forbidden, and it grants free access to the same. Among magics, it is the forbidden fruit, hiding a maggot within its core. And yet, in any world that accepts evil, destruction, and death as the daily norm, perhaps this discipline is not so bad, for its power shall then be to turn evil against evil; to meet insult with insult.

And even the forces of good need, in some times, the auditor who does what's necessary - the proverbial Red Hood in a family of bats...

According to many forces, however, death is a necessity. And what's taboo is taboo for a reason - a can of worms to never be opened by the hands of mortals, not comprehending what they are set to unleash by doing so. The transgression of convention is the nature of deformity; your Heroic path will take you down avenues that cause you to be perceived as a villain, at least to some.

"Evil is going to cough up its power, one way or the other."

Dark Apotheosis
+15 Manipulation, +15 Intelligence, +15 Willpower, +10 Wits, +5 Luck.

Progression: Gated. Every level of advancement requires acting in accord with the demands of the magic in question; committing to performing taboos, and the breakage of social or legal impositions. Any refusal to act in accordance with this requirement bars one from, and decreases, further progression - the Dark Artist is obliged to be evil.

(Although normally, the murder of innocents would be required in order to advance, the Void effect works to significantly lighten the yoke. Now, as an example, even simply declaring oneself as an atheist provides a modest accruement of constant progression in any state that even informally or only culturally endorses Christianity as part of its legacy. The frequent thievery of candy from children provides a constant, incremental boost to one's growth. In a setting in which most villains may be called a force truly evil, the Dark Artist has managed to become a figure out of a 40s children's cartoon.)

Beginner: Lesser evocations of darkness and death; spells that slay minor beings or inflict unimaginable mental torture on their psyche. Psychic and physical forms of vampirism, replenishing and enhancing the self at the cost of others. Different forms of blood magic that achieve a plethora of effects through sacrifice. The creation of disturbing 'personalized zones' or domains, in which the laws of physics are in a drift. A sundry of effects that aim to extinguish, hurt, or destroy in some capacity.

Adept: Ability to raise corpses as various forms of undead beings, including wraithly specters and animate bodies; effortless maintenance, and hive-mind control of dozens of such beings, preserving a good amount of their innate powers. Creation of evil, corrupting, or accursed artifacts and potions. The making of evil and horrific monstrosities bound to serve their creator. The arrangement of natural resources and elements into impossible works, often called, 'mad science.' Unholy and infernal magic, the summoning of demons and eldritch entities from beyond the veil to bind into one's service. A number of minor, non-taboo magics, intended for simple utility.

Master: Initiation of one's lessers into evil powers and magics, the granting of assorted boons, and beneficial mutations. Curseweft; bestowal of maledictions and poor luck. Vampiric stealing of metaphysical attributes, such as wealth, fortune, popularity, or identity. Virtuosity over the domains of Life and Death, altering them as one sees fit, and blurring the differences between to create products that count as neither and both, not quite one or the other, or as something else. Using the Sword of Darkness to cut away a victim's traits, rendering them lesser in some way.

Grandmaster: Anything perceivable, or even explainable, as 'wrongful' can be achieved. The resurrection of untold billions, simply because a single hypothetical person might dislike one of those people. The creation of a supreme god-machine that alters reality to the benefit of every sapient, with the explanation that it could plausibly break one day and inflict the pain of stepping on a LEGO on a random person once every couple octillion years. The ability to break all Ten Commandments of Christianity at once, especially working on the Sabbath and coveting of the neighbor's wife. (Double-especially that second one.) Using the Sword of Darkness as a back-scratcher safely.
Gleam
Gleam
A single spark of light reflected by the Ever-bright Sword in epochs past. Stained by the virtue of All Creation's Oriflame, this photon strove to shine as bright and good as the Seraph. Charitable and kind, the Aspirant Ideal has recognized this reflected glimmer's vigorous efforts. Forged in a distant expression of the Vitalizing Flame, this photon has been shaped into the sword-form it so long desired. Now placed in the hands of a nascent hero, it will bring light to a world of darkness and kindle the flame to raise up a degraded Creation.

In appearance this sword-light is near indistinguishable from a common, if well made, blade. Close inspection would reveal that light cast upon it is reflected back a little brighter than it would otherwise be.

Synergist:
••• Illimitable Might of Heroism
That is, until it is wielded by the aspiring hero. In their hands the light it reflects is refracted through their Aura, that Outermost Lathe, and shaped into something more. In epochs past this blade reflected a single mote of the, yet aspiring, Aspirant Ideal and now this Outermost Large has been graced with the right to draw on that moment.
With tooling of supernal make it weaves the themes and myths of All Creation's Oriflame into its workings. While acting upon their Path of Heroism the hero's lathe is supplemented by the Illimitable might of heroism. Where before progress could be made by slaying noteworthy foes, now notable actions in furtherance of their heroic ideal provide a new avenue of advancement. The breadth of design which may be created by the Lathe is also expanded in accordance with the path found in the hero's heart.

•• Ill Crushing Light
Into the destiny granted by the Genius, the Lathe weaves strands in emulation of the Ever-Bright Blade's ill crushing light. No more does it solely oppose the death of its charge, now it stands against their every misfortune. Directing their fate, guiding their luck, opposing those harmful destinies imposed upon then, even turning aside the gaze of foes through confluence of circumstance, this is now the guardians' privilege. For impositions of grand scale, such as the Overlords Burden, the guardians natural mitigation is no greater than a decrease by 25%. However, for most lesser effects it needs to do little more than direct the wielders luck. Given the heroes supernal luck of 25 +'s this is enough to overcome most any trivial inconvenience and, directed by the farsighted gaze of the guardian, their luck is a potent power indeed.

Rational
Mechanically, the Sword expands the Outermost Lathe to allow it to provide hero-themed advancements when doing significant hero-like things. It also provides the anti-divination and anti-fate effects of Void, as well as protects against The various drawbacks and curses provided.
Inspiration is from the Haeliel Cursebearer Association Blurb, and the various options her themes enhance.
From the perspective of setting up this power with synergist it is effectively two gifts for the Void effect and then three gifts to replicate the Titans Abacus steady growth in all attributes effect. Concrete speeds are avoided. It, rather importantly, opposes the Curse of Vampirism, enough to feed reasonably well on fish blood.

Sorry I lost a bunch of the formatting. Accordions are hard.
 
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The big ambiguity is what kind of power would Obols of Paradise give in Umineko. Does it make you a Voyager Witch/Sorcerer? (The step below Featherine whos a memetic example of ISH 4.x?) Does it give you Battler level magic resistance/Antimagic Toxin generation? Does it give you Detective's Authority and a faculty for deduction like Furudo Erika? Does it let you force Knox's decalogue on stories with Red Truth without proof?

The story is fundamentally a metafictional love story that dances around the boundary between fantasy and reality.

The Protagonist(Ushiromiya Battler) finds himself in the meta world in the end of part one. He is faced with the choice from the witch Beatrice of accepting he and his family died by her magic or attempting to disprove her existence by providing a explanation for how someone on the island killed them mundanely. Battlers attempts to disprove Beatrice become a framework for future parts as she puts Battler through various versions of his and his Family's death, with her as the Game master. Things go off the rails from there.
 
The big ambiguity is what kind of power would Obols of Paradise give in Umineko. Does it make you a Voyager Witch/Sorcerer? (The step below Featherine whos a memetic example of ISH 4.x?) Does it give you Battler level magic resistance/Antimagic Toxin generation? Does it give you Detective's Authority and a faculty for deduction like Furudo Erika? Does it let you force Knox's decalogue on stories with Red Truth without proof?

The story is fundamentally a metafictional love story that dances around the boundary between fantasy and reality.

The Protagonist(Ushiromiya Battler) finds himself in the meta world in the end of part one. He is faced with the choice from the witch Beatrice of accepting he and his family died by her magic or attempting to disprove her existence by providing a explanation for how someone on the island killed them mundanely. Battlers attempts to disprove Beatrice become a framework for future parts as she puts Battler through various versions of his and his Family's death, with her as the Game master. Things go off the rails from there.
If I may ask, how do you think my Knit Picker build would work out, assuming that the HI Umineko drop point is somewhere on Rokkenjima about the time of the game's beginning?
 
If I may ask, how do you think my Knit Picker build would work out, assuming that the HI Umineko drop point is somewhere on Rokkenjima about the time of the game's beginning?

You do better against the stakes compared to an ordinary person but otherwise die to them, or perhaps a Chiester Sister assassination? You make a bloody and spectacular mess of things but die nontheless. Possibly due to a paniced summoning of the Chiesters, followed by them hitting you with a Homing bowshot described as piercing all physical and magical defenses that I'm going to interpret as ISH 3.X. Of Course Chiester fire is extremely threadlike. But on the other hand I haven't realized anything meta about it you could cut.

I'd estimate a 60% Chance of death at the start.
 
A Heart for the Heartless
[ ] Your Choice [+1 Gift] - Exalted (Usurpation, Odyssial present)
[ ] The Overlord [+5 Gifts] -
[ ] The Seraph [+1 Heroic Favor] -
[ ] The Mandarin [1 Gift] -
[ ] The Genius [2 Gifts] -
[ ] The Barrister [5 Gifts] -
[ ] A Debt [+2 Gifts] -
[ ] Obols of Paradise [1 Gift, requires Your Choice or A Quest] -
Exalted (Usurpation) -
One Obol: Dragon-Blooded Exalt
[ ] Blood of Pedigree [2 Gifts] -
[ ] A Sword [1 Heroic Favor] -

Beneficence
The sword Beneficence is a simple thing, well made without doubt, but no more than a perfect mortal blade. It cuts to the heart of conflict, rather than the hearts of men. Those that serve the interests of its one true wielder are rewarded, such that it is always preferable to be of assistance. One could, indeed, say that it is the nature of this sword to make it mechanically optimal to act in its true wielders best interest. It does no more than this and no less.

The plan:
This would, I think, be my build if I went to a +1 setting. The plan is pretty simple. Show up, say "Hey, Oddyssial, I have a cure for the curse the Primordials and Neverborn placed on your Exaltation.", check your pocket to find the blood is already gone, hope you haven't fucked things up somehow, be a Hero as best you can.

Why the sword? By disposition I wish that no one who has ever helped me would be worse off for having done so. At the same time, taking advantage of people comes to me naturally (as it presumably does for most humans). The sword ensures that even when I take advantage of someone they are better off and makes being my ally in your best interest by default. With five gifts worth of power behind it there aren't a lot of beings able to resist and even if you could there's rarely ever a reason to do so.

[ ] A Quest [+1 Gift] - 17 - Puella Magi Madoka Magica
[ ] The Seraph [+1 Heroic Favor] -
[ ] The Overlord [+5 Gifts] -
[ ] The Mandarin [1 Gift] -
[ ] The Princess [8 Gifts] - Red
[ ] Fisherman's Association Membership [+1 Gift] -
[ ] A Debt [+2 Gifts] -
[ ] A Sword [1 Heroic Favor] - Champions Blade

The Champions Blade empowers those it is given too, so long as they serve the interests of the giver. They may use the Gifts of the giver as if they were their own, in return for accepting a fraction of their burden. Further, they receive comprehensive protections against unacceptable fates, including the consequences of divination, destiny, Grief, etc.
qwolfs threw 1 20-faced dice. Reason: A Quest: Total: 17
17 17
 
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I really do wish Vitalism had actually been explored in that quest instead of being perennially passed over. I mean, I understand the types of logic that I'd presume were what led voters away from doing so, I just think it's really cool. Extracting power from refined myth, and then reifying that power through transhumanist replacement of your body? All my yes.
Basically the PC literally can't work hard at normal magic because of a flaw we chose at chargen to maximise our Conjoiner ability (the magic we mainly used, doesn't need training).

Ordinalism was explored because we got a cheat ability that lets us substitute the actual mental hard work needed to unlock the Ordinals (otherwise PC literally wouldn't be able to).

We got offered something similar for Vitalism, but it was too risky to take it since it was start of the game and Vitalism still required a lot of effort developing other skills, which would be unviable with the character flaw we chose. Would have needed like at least half an year to get bare minimum artifacts, while we cannot defend ourselves because of investing our Conjoiner ability into something with no direct power. So it got dumped basically forever.
 
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This Fists of Mine Shall Shatter the Heaven

Let me have a go at this I guess. I've got DBZ on quest - for the sake of not being boring I will not be taking Obol(5) or Overlord/Barista. So, lets start:

[X] A Quest [+1 Gift] - Dragon Ball Z

To begin with, I've rolled(after rerolling oWoD and Sailor Moon because I'm not familiar with them enough) DBZ which is pretty good all things considered. Setting is quite straightforward and easy to plan about, and we also have decent ceiling. This also increases the number of gifts I can access to 4.


[X] The Seraph [+1 Heroic Favor]
[X] Special Dispensation [1 Heroic Favor]

Right on the start I will pick up Seraph and Royal Praxis. Picking Seraph is just a feel good option for me, as being a heroic being is something we all strive for, and Royal Praxis is just a chery on the top. Additionally, Royal Praxis has pretty awesome utility within DBZ - its stage crossing applications would allow me to shortly contest much stronger fighters, and my own power would mean that I can deal with weaker foes without needing to expend my Praxis casting pool.

Now that we have gained Praxis, lets take:

[X] The Forester [1 Gift]
-[X] Spiritual Power

An absolute no-brainer in basically every build, this power is even more fearsome in this particular case. Not only that I gain charisma and persistence I would otherwise lack, but DBZ is a setting where my inner power is really important. And, of course, Praxis also casts from internal reserves and willpower gained by this would help me push more within the praxis.

With my long term secured, it is time to take care of the most important thing - my survival:

[X] The Genius [2 Gifts]

This power is one of those that many would ignore. After all, you could just git gud and never get in the situation where you can die lol. Issue with this line of thinking, besides the obvious of course, is that it ignores the sheer utility of being able to do things recklessly. You can commit to fights or events you would otherwise steer clear of simply because you have powerful get out of jail free card to use whenever. Plus, you are more likely to survive in general. Besides, this ability has insane synergy with Seraph - Seraph increase both danger and rewards, but Genius protects you from danger, meaning that you just end up with bunch of stuff.

This is the base of the build. I have 1 Gift left, as well as ability to get either Debt or Fisherman, which would basically allow me to purchase whatever I want. However, I would prefer to run pure Praxis build, and as such I would prefer to pass on Heir or Abacus. Victorious Ticket would the best, I think, however I don't know if I would get to keep my Praxis training so for now I would ignore that. Auger is not really that interesting in the context of DBZ. So that only really leaves me with Blood, which doesn't have spectacularly good target within DBZ, and the ones I would actually get:

[X] Fisherman's Association Membership [+1 Gift]
[X] Obols of Paradise [1 Gift]
[X] The Mandarin [1 Gift]

A single Obol of Paradise should give me the power of a powerful fighter - what exactly this means within the context of DBZ is unknown but for now I'm guessing I get to be Saibamen level fighter. This should be a decently powerful base to start with, especially once I get some Praxis to go along with it. It would be especially nice if I get to be an actual Saiyan, as in that case I get to cheese Genius in order to boost myself with Saiyan near death boost.

My final Gift, gained by Fisherman, shall go to Mandarin. Mandarin is just a flat upgrade to my build and as such as pretty no brainer pick. I don't understand how it interacts with Obols, Genius or Seraph and as such I will just default to getting Mental Agility from the Forester. Even then, improving decision making is one of the most potent effects I could hope for, so getting it should do a lot to improve my chances.

To conclude, I've gotten Praxis, survival from Genius, willpower and decision from Forester and some amount of power from the Obol, with the price being harder setting and not being able to consume meat. Overall, I'm pretty confident in my chances to fulfill any "kill Jiren within x years" kind of quest while also setting myself up for long term with Praxis.



Also

[X] Inheritance
 
[X] The Genius [2 Gifts]

This power is one of those that many would ignore. After all, you could just git gud and never get in the situation where you can die lol. Issue with this line of thinking, besides the obvious of course, is that it ignores the sheer utility of being able to do things recklessly. You can commit to fights or events you would otherwise steer clear of simply because you have powerful get out of jail free card to use whenever. Plus, you are more likely to survive in general. Besides, this ability has insane synergy with Seraph - Seraph increase both danger and rewards, but Genius protects you from danger, meaning that you just end up with bunch of stuff.
It's funny. I came up with the same idea, but in my case I was using it as a hypothetical build for someone I didn't like. The Seraph shoves them into danger, the Genius keeps them alive, the Praxis grinds down their spirit when losing isn't an option, and they get to feel like crap because they live in Lovecraft with Finitude Lacing.

I really don't like that guy.
 
I am going to put all the personal, non-generic A Sword picks here in this post, because I feel like it. I'll try and keep this updated when/if more people make their own Swords.
Oh, that's fun. I was meaning to do at least one of these anyway - I've updated this build with a description of the sword itself.
To begin with, I've rolled(after rerolling oWoD and Sailor Moon because I'm not familiar with them enough) DBZ which is pretty good all things considered. Setting is quite straightforward and easy to plan about, and we also have decent ceiling. This also increases the number of gifts I can access to 4.
Re-rolling costs a gift, though?
 
I'm assuming that's for "I don't want that setting" rather than me being unfamiliar with a setting.

If it is really bothering you just add Debt, I've got some wiggle room there.
 
You do better against the stakes compared to an ordinary person but otherwise die to them, or perhaps a Chiester Sister assassination? You make a bloody and spectacular mess of things but die nontheless. Possibly due to a paniced summoning of the Chiesters, followed by them hitting you with a Homing bowshot described as piercing all physical and magical defenses that I'm going to interpret as ISH 3.X. Of Course Chiester fire is extremely threadlike. But on the other hand I haven't realized anything meta about it you could cut.

I'd estimate a 60% Chance of death at the start.
I don't know if there needs to be anything meta about it? The Plot Hook can remove outcomes from the narrative as long they're being inflicted on the Knit Picker, which it sounds like what is happening in this hypothetical. I definitely envisioned the Plot Hook as being able to, for example, cut out a Rocks Fall, Everyone Dies sort of 'the story stops now' ending that a DM might use to put a stop a character like the Knit Picker, and I think that's a fairly direct parallel.
 
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