Let's analyze the options:
[ ] 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.
Being able to help my own native world rather than another one is certainly tempting particularly as all the people who I care about for personal reasons rather than humanitarian ones live here. It's also a lot less dangerous than most fictional worlds. On the downside, the options for native power acquisition are rather limited, to say the least, and no Obols. Also, in theory I don't need to start in this world to help it, as long as I can get a powers to travel between worlds, though who knows how large the metaphysical distance between these worlds is?

I'm curious who these individuals who can't be acted against are, presumably one of them is Rihaku, but what about the rest? And the concept of individuals who do not suffer from that limitation seems even more mysterious...
[ ] 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. 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)
All of these settings are extremely dangerous and overpowered, all of them including powerful characters with ISH 3+ abilities. On the other hand this does mean that 5 Obols buys you an incredible amount of powers in any of these settings (except Lovecraft where pseudo-humans don't really cut it on the grand stage afaik). So if you want the maximal amount of immediate power possible this is the option to go for.

Exalted (Usurpation, Odyssial present) is very interesting in that it might allow you, if you can help him survive the Usurpation and complete the Lathe of Heaven, to ride the coattails of the Most High as he ascend to the highest possible heights of power. Of course, given Odyssial temperament, this seems extremely difficult to manage. Rihaku did mention a build that could do it in the form of "Auger (the Fairest) plus Blood of Pedigree plus Mandarin targeting Genius plus a highly relevant Sword" but that costs 9 Gifts plus an Heroic Favor and the Sword benefits depend on your own inner nature, so if your inner nature does not provide you with an highly relevant Sword that's not going to work.
+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
Marvel/DC is probably the option among those which offer the easiest path to power acquisition, F/GO offers a really powerful 5 Obols option... There's some interesting possibilities here, none of them particularly safe, but still safer than +1 worlds, though there are more powerful 5 Obols options there.
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!
Some nice possibilities, but 2 Gifts is a lot!
[ ] 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.
The randomness makes it a lot harder to optimize properly and this come with some obligation in the form of an appropriate quest, but potentially getting a relatively safe -2 Gifts worlds while getting +1 Gift is a pretty interesting deal.
[ ] 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.
If you just want comfiness this plus Duchess is the build for you as many have noted. The finite (if stupendously large) lifespan sucks and if you have more altruistic ambitions you'll have to pick another build, but otherwise...
[ ] 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.
If you don't intend to pick any other patrons, this is just a free Gift.
[ ] 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.
Excessively uncomfy, but 5 Gifts is a lot! Should probably not be picked along with Seraph given the rather incompatible demands they make of you.
[ ] 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.
Really dangerous but the Heroic Favors options are really broken and it also provide you with an unrelenting string of opportunities. Should probably only be picked along with Genius.
[ ] 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.
-[ ] 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.
I'm unsure who the Forester is supposed to be. For most of these options its pretty obvious what character they correspond to, but for the Forrester and Mandarin, I'm really not sure...

The Physical options seems really underwhelming. I feel like in most worlds 1 Obol will leave you considerably more powerful than these.

The Mental and Spiritual options are pretty great though. Mental Power is incredible, orders of magnitude improvement in progress in most skills is a real steal at only 1 Gift. Spiritual Power offers so many different benefits, tremendous increase to Will and Charisma and synergy with plenty of magical systems... Finally, Mental Agility just allows you to make better decisions in general which is certainly not an advantage to be discounted.
[ ] 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.
Very build dependant, but this can be an incredibly powerful option for its cost.
[ ] 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 ultimate in safety technology. As a card-carrying member of the Not Dying gang I consider this almost mandatory for any build without November Sky. Even if you're more risk averse than me you should still almost certainly pick this option if you're going for a particularly dangerous world or are picking Seraph.
[ ] 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 fully metastatic cancer with a five-minute operation and minimal side effects (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); fight off a thousand armed 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)
Adept level is already quite powerful and achievable in a week to a month and Master allows for ISH 2+ effects. The stats boost is nice too I suppose. On the other hand a single domain is rather narrow and 3 Gifts is a lot.

Still a very interesting option particularly with Mandarin to give you access to 2 domains.
[ ] 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.
Trillions of millennia is a very long time and 5 Gifts is a hell of a lot of Gifts to spend!

That said it does give you a substantial amount of immediate power, the immunity to divination, precognition and predestination is extremely valuable in some universes, reducing the drawback of something like Overlord make it a lot more tolerable and Grandmaster is utterly ridiculous if you can get there.

That said I don't think I would ever pick this over 5 Obols in a +1 verse, that seems better value for 5 Gifts.
[ ] 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. For example, a companion that undertakes half your responsibilities of Heroism will reduce yours by one-fourth. 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. Your Aura grants an ability of value roughly equal to the examples below, so long as you are acting in service to the Dynasty or the ideals of its Princess:

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

Outermost Lathe: Grow noticeably stronger, faster and more able with each significant enemy slain. You are somewhat arrogant.

Emperor Red: +20% 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). You are extremely ambitious - some would say, impractically so.

Aura flaws are always present, even when their benefits are inactive. If you have taken the Mandarin, double the Attribute +s received and your Aura benefits, but not other aspects of the Princess' gift. If you have taken November Sky, +1 ISH to your Aura.
8 Gifts... It does give a lot of Stat +s and the Auras are pretty good, but it doesn't seem worth 8 Gifts? If you're going to go for this you'll want to apply Mandarin to it (or to Auger, I suppose...)
[ ] 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.
This feel like mostly a free Gift?
[ ] 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...
If you're in a very powerful world this isn't too much of a drawback, but in a weaker one not so much...
[ ] 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.
"Almost certainly no more onerous than surrendering the irrevocable use of a limb, or half the lifespan of your firstborn child" is a rather ominous line! You really should not pick this lightly, but its not like there's that many ways to get extra Gifts...
[ ] 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 sided 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 deigns not to assist you in mitigating these conditions, and nothing short of the Overlord's full might can reverse them.
I really would not feel good about abusing the Dynasty's generosity this way and the associated cost is very real... I'm not picking this one.
[ ] 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 currency (of a proximal / relevant civilization) proportional to its power.
*One day per year, you are free from any and all burdens imposed by your decisions here. Even the Fisherman's Association Membership has no power over you, though violating its tenets will cause immense guilt.
*You may fire magical missiles of notable power given your overall capabilities. Equivalent to arming a normal soldier with a sidearm.
*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.
There's some builds who want this for the discount to Auger, but outside of that I don't really see the value in this option.
[ ] 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
The Five Obols version is extremely powerful in some worlds and can offer absolutely ridiculous level of immediate power. Even the One Obol version can give a ton of power for ridiculously cheap in the right world.
[ ] 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 permanently them into a powerful half-beast chimera with ten times their prior physical parameters. Longevity is counted among these. 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.
A rather specialized option. Can be good in a stat build along Princess or to deal with specific problems like Odyssial's Great Curse, but it shouldn't be picked without some kind of specific plan to make it worth it.
[ ] 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 socks.

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 heir.
Its explicitely stated to offer more direct power and versatility than the Heir's domains while having the same cost. It's not safe though, so you probably want Genius along with it (but you want Genius along with everything, so...). Mental Agility is also valuable to stop you from doing anything stupid.
[ ] 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.

Loop Reset - Loops reset upon your death or upon your making a firm decision to reset. You retain your memories. Certain advancements might also be kept.

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.
Certainly extremely valuable but 3 Gifts is a lot! The fact that only certain advancements are kept through loops certainly complicate things, particularly as I don't really have a way to tell which one those are! That said, from statements on the Discord, Ticket works great with Shimmer, so that's one possibility!
[ ] 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 Augur, 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.
You're paying 4 Gifts for a companion with powers which would cost you 5 to acquire, which in theory is a good deal except it doesn't synergize with any of your other abilities you might have (except Princess!) and is dependant on you holding the Auger (again unless you have Princess). There are build that want this, particularly Princess builds, but in most builds its not going to be worth it.
[ ] 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 perfect upon 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.
Really powerful, a good combination of immediate power and long term capability. Work very well with Ticket.
[ ] 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.
Very uncomfy, but the payoff is absolutely insane. The Royal Praxis can scale to levels relevant to the Accursed and you get an easier version to booth! Now you still will never make it that far realistically speaking but still... One should note that this option does not provide you with any immediate power and seems to come with additional risks compared to those already inflicted by picking Seraph, so you really should be picking Genius if you're going for this.
[ ] 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.
Not much to say here because this is so dependant on what your personal Sword would be like, though obviously all Swords are extremely powerful...

So for my build here is what I'm thinking:

I want the Royal Praxis. I know it will suck to train it and I might not even get that far with it and I might eventually end up in danger that even Genius cannot save me from, but... To have a chance, however small, to matter on the grandest stage, to be able to do the most good possible? In the end, as it has been said: "Do or do not, but always try".

Outside of that I want to help the world of my birth. I could of course, if I progress far enough in the Praxis, just come back to it later to help this world, but I'd rather make it more of a sure thing. Also its a pretty safe place to start my journey.

Overlord is out because of the conflict with Seraph, I do not want to abuse the generosity of the Winter Dynasty so Overcharge is out, Finitude Lacing does not work well with our mundane world and Genius is mandatory. This leaves me with potentially 4 Gifts I can spend.

I think I'll go with the Titan's Abacus as my source of power that doesn't rely on ridiculous amount of effort for progression. It's extremely powerful, it's ideally suited to myself given my mathematical abilities, unbounded personal growth and ultimately manipulation of entire realities should be more than sufficient to massively improve this world, Genius should buy me a good measure of safety in its use and it combine perfectly with Mental Power from Forrester to complete my build.

[ ] Return [0 Gifts]
[ ] The Seraph [+1 Heroic Favor]
[ ] The Forester [1 Gift]
-[ ] Mental Power
[ ] The Genius [2 Gifts]
[ ] Fisherman's Association Membership [+1 Gift]
[ ] A Debt [+2 Gifts]
[ ] Titan's Abacus [3 Gifts]
[ ] Special Dispensation [1 Heroic Favor]

1732 Words
 
1. Can I take multiple Curses with the Burden?
2. How does the Brand of the Champion affect Astaroth?
3. ...If you have both Sunlord and Heart of the Phoenix, does the latter have the former's reduced slowdown as it grows? I'm sure it still shrinks when exposed to the cold, but does it have it's progression multiplied by .8 instead of .5?
1. Yes. You have to, in fact.
2. He's considered one of the "select few" that aren't affected by the Brand.
3. If you apply Sunlord and HotP together, then Phoenix's 'minimum' will default to a combination of its normal Progression + your progression from Sunlord. All of their aspects are cumulative aside from that.
 
Chainworld (+3 Sparks)
A Wish (5 Sparks, 4 due to Elixir)
Elixir [2 Sparks]
Manifold Scroll [1 Spark]
Quest: Verdict Heart's Notation [+1 Spark]
Quest: Striking Them Down [+2 Sparks]

Here's the meme option.

A Wish at baseline sufficies to remove 50% of Devourers in the multiverse; An Elixir empowers it by +50%, while Manifold Scroll [Power] empowers it by a further 200%. So I drink it and read the Manifold Scroll for the respective benefits immediately.

Even with an uncharitable interpretation of empowerment interactions (additive instead of linear), this leaves me with A Wish at 3.5 levels of power, which is grossly overkill to remove every Devourer in the Multiverse (0.5*3.5 = 1.75 times the power needed to eliminate number of every Devourer in the multiverse), which as a side effect also immediately completes my Quests, which are both Devourer-related. With the universe's existential crisis resolved, I am free to journey to the Starworld and do whatever I want. With a proper wording of the Wish, I could also get 0.75 Wishpower, or 3.75 Sparks worth of power as a side effect.

Well, that's why they call me the maker, right..? Who else could solve their problems so immediately and so completely?

("I Wish for the elimination of every Devourer in the multiverse, with the remainder of the power remaining in this wish to be converted into a superpower for me that has both excellent potential for progression and well-fitting to my nature.")
 
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Alright, two builds for the post-Cursebearer era.

Make a Wish, Hope it Works

The Chainworld (+3 Sparks)
Elixir of Power (Boost Luck) (2 Sparks)
A Wish (4 Sparks)
Strike Them Down (+1 Spark)
Among Equals (+1 Spark)

Wish for me to receive a power of immense potential, that is well suited for my personality in particular, is also well-suited for combat and slaying Devourers in particular, and includes strong ability to transverse realities. The power should be able to reach the point of being able to transverse the worlds of the Ever-Tree within 18 years, and if possible should be able to reach the ability to destroy 60% of the devourers in the Ever-Tree within a ten year time span within 180 years of my receiving the power. If possible after all other addendums the power should include the ability to travel to realities beyond the Ever-Tree, achievable within a 500 year time span of acquiring the power.

Wish+Elixir of Power is 6.5 Sparks worth of power. Is that enough for what I want it to do? Maybe. This is a gamble, to say the least, but I think it could work. Maybe. If it does work I can escape the Chainworlds before they get eaten, work my way upward while grinding power, and eventually fulfill Strike Them Down, followed by more grinding until I can leave entirely, while actually having power mind you. The default "Leave" option costs a Spark and cannot take most, if not all, of the drawbacks, so it's essentially pitching yourself into a random world while having no power (and the target worlds are not safe places!)

Of Wizards and Pacts

Sixth Crossworld (+2 Sparks)
Exalted Spirit (1 Spark)
Astaroth the Great Devourer (2 Sparks)
Elixir of Infinity (Boost INT) (2 Sparks)
A Savior's Chalice (1 Spark)
Strike Them Down (+1 Spark)
Verdict Heart's Notation (+1 Spark)
Among Equals (+1 Spark)

A simple build, abusing the Astaroth+Chalice Combo to get really strong immediate power, giving me time to hit the 70 year cap on Exalted Spirit, pop the Elixir of Infinity, and get the breakthrough. This provides me the power necessary to fulfill Verdict and Strike Them Down. Not so sure about this one, Sixth may be too far down but as this build doesn't have an easy way to escape the Chainworld I didn't want to do that again.
 
1. Yes. You have to, in fact.
2. He's considered one of the "select few" that aren't affected by the Brand.
3. If you apply Sunlord and HotP together, then Phoenix's 'minimum' will default to a combination of its normal Progression + your progression from Sunlord. All of their aspects are cumulative aside from that.
1. I meant when not actually becoming a Cursebearer. It says 'take A Curse', then separately lists the rewards for each level.
2. In addition to his interaction with Champion... If I have Slumber and Astaroth, and I externalize Astaroth, can he use my body while I'm sleeping?
3. What I'm understanding from this is that if I have both, the minimum grows as Sunlord + the standard for Phoenix, while my total is their separate multipliers multiplied together?
 
After some final Discord discussion, here's the latest balance patch for the CYOA:
- Cursebearer no longer requires Apocryphal, but the costs of becoming a Cursebearer of any kinda are immense.
- A Wish cannot be upgraded with Mastery anymore.

I think, hopefully, this will be the last such balance patch, and we may enjoy making builds in peace.

1. I meant when not actually becoming a Cursebearer. It says 'take A Curse', then separately lists the rewards for each level.
2. In addition to his interaction with Champion... If I have Slumber and Astaroth, and I externalize Astaroth, can he use my body while I'm sleeping?
3. What I'm understanding from this is that if I have both, the minimum grows as Sunlord + the standard for Phoenix, while my total is their separate multipliers multiplied together?
1. Ah, that. No - you may only pick a single Curse without becoming a Cursebearer.
2. Yes, but this isn't recommended. A body with, let's say, 10-15 Constitution and Might would only be able to live with Astaroth externalized for about twenty minutes, after which every following minute would consume about 1% of your life-force, memories, and spiritual power, doubling for every minute thereafter and requiring many weeks of bed rest to go back to the baseline in which externalization doesn't hurt. At 60-70 CON/Might, that expands to about an hour without encumbrance; at 100, to two hours. After that, you need way more to survive. Notably, A Savior's Chalice, particularly its second mode, lets the externalization be permanent.
3. Correct.
 
That said I don't think I would ever pick this over 5 Obols in a +1 verse, that seems better value for 5 Gifts.
The true value here seems to be getting close to 5 Obols of immediate power a -2 verse that you picked with Quest.
There's some builds who want this for the discount to Auger, but outside of that I don't really see the value in this option.
The money and the day off aren't really relevant here because you're not capital C Cursed here. However I can see the value in the mana bolt option, basically a means to take a build that has no direct combat utility like a Heir build focused on Logistics or Politics or Mental Forester, etc. and directly translating that power into some combat option for a single gift.
 
After some final Discord discussion, here's the latest balance patch for the CYOA:
- Cursebearer no longer requires Apocryphal, but the costs of becoming a Cursebearer of any kinda are immense.
- A Wish cannot be upgraded with Mastery anymore.

I think, hopefully, this will be the last such balance patch, and we may enjoy making builds in peace.

1. Ah, that. No - you may only pick a single Curse without becoming a Cursebearer.
2. Yes, but this isn't recommended. A body with, let's say, 10-15 Constitution and Might would only be able to live with Astaroth externalized for about twenty minutes, after which every following minute would consume about 1% of your life-force, memories, and spiritual power, doubling for every minute thereafter and requiring many weeks of bed rest to go back to the baseline in which externalization doesn't hurt. At 60-70 CON/Might, that expands to about an hour without encumbrance; at 100, to two hours. After that, you need way more to survive. Notably, A Savior's Chalice, particularly its second mode, lets the externalization be permanent.
3. Correct.
1. Well. I was hoping to stack several of them, but that would probably be just as game breaking as the actual Remittances.
2. I already knew about the chalice option, so I would have spent one of the Sparks from adding Slumber on that.

I now need to do some math.
 
If Finitude Lacing allows the Titan's Abacus to function here IRL after taking Return, then I have a new build:
7 Gifts:
[0] Return
[3] Titan's Abacus
[3] Victorious Ticket
[1] Forrester Mental Power

4 additional gifts taken via:
[+1] FAM
[+1] Finitude Lacing
[+2] Debt

Here in real life, tear the Victorious Ticket immediately upon return. Spend the first loop practicing how to rearrange grocery aisles using the Abacus. Spend the second loop practicing how to edit the number of malaria-carrying mosquitoes on the planet. Spend the third loop practicing how to edit the number of Hedons that I receive per unit time.

If our dimension is incompatible with time loop / abacus, then I'd be willing to drop Finitude Lacing and Forrester Mental power, with the expectation that it will take most of the loops (thousands of years) for me, Zamp, to figure out how to use the abacus.
 
...Ok, I think these work.

+1 base
Conflux +5
Exalted Spirit -1
Half-Devourer -1
Astaroth -2
Sunlord -3
Seventh Bell -4
Chalice of the Saviour -1
Elixir of Infinity -2
Quest: Hissing Beast +1
Quest: Slay Them All +2
Burden: Among Equals +2
Burden: Accursed Name: Brand of the Champion +3

14 Sparks. Arrive, drink the Elixir, shatter the Chalice, externalize Astaroth, and spend the next 156 hours Devouring Devourers. Given your description of even the higher level World Eaters, I have several times their physical +s (+22 all stats and several specific boosts, *21*7=*147), physical ISH elevation of 2 where they 'only' keep approaching it, and the ability to copy mutations from two separate sources. My mental stats and Willpower are low enough that I should avoid the high end ones at the start, especially in numbers, but I can easily feast on the lower end World Eaters, and I have +++Progression. This is not enough to clear them all out, so I never spend my Hour of Glory, and with twelve hours left I start heading up, at least getting out of the Conflux and into the Seventh Crossroads. (As a note, Satornael should have been one of the many world eaters I Devoured during this week. I'm honestly not sure, from their description, that they're even a match for my starting point, let alone a few days in.) Once there, and basically safe even after the week ends with the growth I've probably gotten, I use the shapeshifting to hide that I'm Half-Devourer, and head to Starhome. Astaroth's ISH bonus should have increased, I have the .1 from the Elixir, I'm racking up the stacked multipliers from Sunlord and Phoenix, and there may be a synergy between Sunlord's innate nerfed version of Enlightened Spirit and the real deal; I wouldn't be surprised if I hit its maximum level that's supposed to take 340 years of daily work in less than a century. With that backing up Astaroth, I should be able to handle everything, even through Among Equals.

My second plan runs into the issue that I can't quite afford it without either taking Among Equals, or much worse danger than I can handle. ...
+1 base
Chainworld +3
Sunlord -3
Seventh Bell -4
Manifold Scroll -1
Elixir of Mastery -2
Quest: Verdict Heart's Notation +1
Quest: Slay Them All +2
Burden: Accursed Name: Plenary Brand +3

Since I'm not taking Sole Burden, I won't be obligated to run into the World Eater at the bottom of the chain. I cannot handle that, or being in the Conflux, or trying to handle the +3 version of the Hero. This leaves me 1 Spark short of my goal of stacking Sunlord and Phoenix, putting the Scroll's Arete option on Enlightened Spirit, training it to the first breakthrough, and then using the Elixir on it; because I don't have Spirit at all. The idea was this would allow me to finish the second Breakthrough and complete the Heart Quest, while dramatically expanding the final potential of Exalted Spirit, rendering it capable of completing Slay Them All so I can take advantage of it's ability to extend the Sun's life. Hopefully, the weakened and slower version innate to Sunlord will allow the same thing, since it's ultimate cap is only a little lower, and I'll have better attribute scaling.

I refused to take Among Equals because this is supposed to be the comfy version. Sure, it takes work, but I don't have the initial surge of needing to fight, and there's no need to worry about running into multiple World Eaters who can pose a threat before I've scaled, and I don't have to worry about anyone's disapproval as I live in Starhome. Finally, I don't have to worry about failing because my end state is high enough to handle everything while my extra century of work with +Progression will make my magic strong enough that it can buff the Star Guardians into a force that can secure safety so I can build up to win in the next few centuries after that. I don't know that this last one is true any more. But I also don't know that any of the three free companion options can talk me out of diving to fight and die if I have Sole Responsibility in either Chainworld or Seventh Crossroads.

Edit: @Birdsie , hope you see this.
 


Really? Is this what you want? Is this what you desire, after all that I've done for you?... Thankless pukes. So be it.

I announce the creation of my new Worm/AST fanfiction, based on my earlier AST fanfiction of Chronicles of Blaze. I will obnoxiously repost every chapter here to gather more Arete/victory odds for the end of the Quest, but since it's supposed to be its own Quest, it'll have the voting take place in its own thread... Ugh. Its name is...

---

Gun Control
- o -

It started with a stupid joke, a throwaway sentence during lunch at the cafeteria - let's become superheroes and clean up the neighborhood, one ugly mug at a time.

There were a few concerns about the entire idea; a couple of pointed remarks about how rookie capes don't have the most favorable turnover rate. It was irrational. It was a waste of time. It was dangerous. And they'd probably not accomplish much except make themselves into a laughingstock and incur a lot of hospital bills.

Alas, for boys ages between fourteen and fifteen, such concerns were often minor footnotes at best. And most of them were eager and excited to try out the idea, gain fame, be cool. Only a rational few were actually, truly hesitant.

Arguments of scathing emotion and doubtful logic were deployed to convince those not yet certain: it was common knowledge in online journals and daily discourse alike that a parahuman often developed powers from simple excellence, such as a marathon runner developing super-speed or an archer developing superhumanly keen eyesight and blaster powers. It'd only make sense that, going out as superheroes at night, they'd have far better odds of growing into the roles eventually. And if not, at least they'd help people feel safe, and work on themselves to become stronger - it was a win-win scenario. Maybe the logic was flawed, but when this was called out, the doubters were called cowards. And for boys so masculine - so insecure - that will not stand.

A sad thing is that, ultimately, peer pressure will often win over logical self-preservation and common wisdom. And so, it was decided they'd give it a try. A group of seven new heroes would shine on the dark streets of Brockton Bay as nocturnal protectors.

It was slow-going at first, and no wonder! No superpowers but an excess of stupidity, no meaningful contacts aside from one another, and precious few resources except for perhaps a deadly abundance of free time and utter boredom. A few jars of dollars that'd have probably been better saved up for college were instead spent on getting cloth, leather, sewing kits, and gadgets like disposable phones, slingshots, and in one case, a katana. A few conversations likely better spent socializing with their peers were instead used to figure out a team name and a solid theme.

By the first week's end, most of it had been hashed out, most of the costumes crafted to a satisfactory standard, all of the equipment necessary acquired and prepared. Little had been done in the way of training or actual strategy, but who cares? They were going to be heroes. There was no reason to dawdle any further.

In the second week, they started patrolling the neighborhood at night, and it was mostly uneventful. After all, if finding crime were so easy as walking down the street at night, surely there'd be much less crime as those responsible would be swiftly brought to justice by those like themselves.

It was maybe the third or fourth week, more or less, when they received some kind of notice from the public. A few threads online, a remark at the end of the newspaper - a new team of unsanctioned vigilantes had been spotted walking around the Docks. Was it their intent to clean up the place? And what were their powers?

Everyone in the group was stoked - it was exactly what they wanted; widespread fame, celebrity renown, and the precious, sweet nectar that is people paying attention. It was during the middle of the fifth week when they started getting increasingly bolder, patrolling more often and far more in the open, final doubts silenced as they became the self-proclaimed kings of the Docks. They didn't much care for the disbelief of the few men they encountered on the streets, and they even had a minor skirmish with a few ABB gangsters that ended up in both sides sporting bruises and open cuts at the end of the night and stumbling back home their separate ways. It was counted as a success anyway, because no one got badly hurt, they managed to hide it from their parents, and they'd stopped criminal activity.

It was exactly the kind of thrills and fame they'd asked for. They didn't know that such treasures would eventually awaken a sleeping dragon.

Fancy costumes mean absolutely nothing in the face of actual, burning fire.

A cheap store-bought katana cannot easily pierce a dragon's scale.

A diet of Bruce Lee movies won't help you not die to silver claws at the end of a superhuman fist.

And just like that, six boys died to the blazing fires of Lung. And the seventh survived, maybe only by virtue of the Dragon of Kyushu slowly coming to realize none of his foes had been empowered, and there was no actual threat here to his operations, aside from a potential one to his reputation - his foes had turned out to be unutterably pathetic.

To ensure no one made the same dumb mistake of challenging him on his turf ever again, he branded the last one to remind the people of Brockton Bay of this day.

And then he left, half-roasted corpses strewn across the alleyway, with the last, crying victim being the only survivor.

And on his face, there was a five-fingered burn scar, like a crooked star on the horizon, shooting ray bursts up, its center at the mouth; two lines of scar tissue moving up the left eye. Asymmetrical, ugly, almost causing the flesh to slough off, but not quite.

It was sometime in the aftermath that Alexander Reeves, after getting checked over by paramedics, was questioned by a PRT agent who mentioned that sometimes people develop abilities from trauma. It was its own form of pointed probe: an attempt to find out if maybe Alexander was a parahuman. A few questions of his own later, Alexander bitterly realized that he'd failed to get superpowers and probably never would, no matter what else happened to him ever, in his life. His dream of being a hero was a farce and it'd remain one. And that realization was its own form of death, a nail in the coffin that let him join his friends.

The newspapers mentioned the incident, 'Supervillain Attack - Six Dead, One Injured,' a few times and went silent on the matter, more occupied with the upcoming summer golf events. All of the threads on the internet correlated the sudden absence of patrols with the events of the evening, and Alexander was harrassed for a time, both online and in real life once the news spread to that point. Somewhere in the nebulous background of events, the Protectorate attempted to catch Lung several times in the following weeks and failed numerous times, almost managing on a few occasions but ultimately falling a couple of steps short; and then it gave up, more pressed with the Empire riots.

And in the bitter end, there was no comeuppance for the villain. There was no justice for the crimes. There was no vengeance for the killed.

As if his tragedy had never happened, life continued its cruel march - much worse: with therapy, concerned parents and families, a bunch of people accusing him of getting his friends killed, a bunch of other people showing half-hearted sympathy for his experience as if they knew what the fuck they were talking about - but it continued as usual.

It was obscene how fast the rest of the world seemed to shrug its shoulders and move on. As if that horrible event had been a mere check in its ledger of terrible happenings, the world seemed to accept what had been for him a life-changing ordeal as a mere point in the parahuman routine. So what if Lung burned a few teenagers? It was to be expected from someone as territorial, and it was expected of adolescents to be so stupid. It was a terrible event, one not to ever be repeated if possible, sure, but unusual? Hardly. It'd be laughable to insist otherwise.

He lived and moved on as well, but not quite as steadily as the world around him. He kept dwelling on it every single night afterward, every night of every week, and often during the day, like a punctual episode of terror and guilt.

At some point, Alexander felt like giving up as well. He sought desperate meaning - his friends dying for the better good - but he knew deep down they'd actually died for nothing. They'd died for a couple of minutes of internet fame and the gratification of fighting bad guys in a world that had superheroes. For attention.

As he sat in his room the night before school resumed, he thought, What can I do? Avenge you? I'm fucking stupid, that's what got me in this mess in the first place.

"And yet... I can see that's not the end of it for you," said the man, who now stood in the corner of Alex's room, arms folded. Who'd always been standing there, somehow, all this time, but never acting directly before Alexander thought those words. "I can see a desire for more in you."

He was something from beyond this world. A man in a suit of articulated plate armor of darkest gray, concealing his features and his face under a dark visor. His shoulders were clad in a capelet of red, gleaming with subtle effervescence like a mist of glowing blood rendered into swaying cloth. At one hip, there was a sheathed blade with a blade so sharp it almost hurt to even peer at; at the other, an old pistol, battle-scarred, with hundreds of notches cut into its side with a knife.

"Who-"

"I am the Gunman," he said, raising a hand to stop the shocked and confused boy. "Already, this world has moved on from what grieves you - because this world is terrible. Are you in the wrong, for refusing to move on? No, you aren't. Never dare to think otherwise. If the world and your vision refuse to align, then it is the world that must change, not you. And so, this world is terrible. If you accept my offer, you will be far more terrible still."

He wasn't sure how to answer. He'd stood, long before the Gunman could get halfway into his explanation, but hadn't moved outside his room. And now, the man was mentioning some kind of offer. In spite of his self-preservation instinct, a part of Alexander felt a glimmer of curiosity at those words.

"Your... offer?"

"I am the Gunman, and much like my patron's patron's patron, my offer is that of a simple transaction. Accept a portion of my burdens, and join our ranks, and I shall forge you into a weapon of terrible cunning and endless might. It is my provenance - my duty - to craft men into weapons. Do you wish for vengeance? Good. So do I, against those who wronged me in their own ways. If you accept, I will make you into one that can successfully wage war on anything that you find to be intolerably opposed to your judgment, and to take vengeance on those responsible for your suffering. Until you either accept or refuse, I will not answer more questions."

And what could he say to that?

"I..."

---

[ ] Vengeance - Could there be any other option?

*Become a Soldier, a single member of the Gunman's peerless, cosmos-spanning army.
*Although the duties of a Soldier are many, so are their powers. Receive, as basic improvements: a broad cornucopia of peak-human attributes, preternatural skill in combat and usage of weaponry on par with a veteran of a major armed conflict, a minor ability to progress further in various ways, a superpower or magical item well-suited to your nature and temperament - one of your choosing.
*You aren't expected to carry any Curse or its fragments, but you are expected to act in accordance with the Gunman's dictates and to favor the Accursed's cause. However, accepting the fragments of a Curse may sway the Gunman to empower you further.
*Take vengeance on those who wronged you.

[ ] Refuse - The Gunman nods stoically, and departs. Maybe to never return.
*Don't get any superpowers or duties.
*Keep on living, vengeance put away in favor of stolid rationality.
*Conventional wisdom dictates this.
*So does your inner weakness.
*However, different rewards hide on the horizon of refusing the call...

---

Don't vote here. There is a thread for that.
 
More builds..

As discussed on discord, this build has the ultimate amount of power.

Wish
Elixir
Pearls
Ectonconara
(14 Gifts)

Base 1
The Conflux (5)
Quest: Hero Synthesis (3)
Quest: Strike Them Down (2)
Burden: Accursed Name (Affliction of Slumber, 3)


Buff Ectonconara with Elixir-Boosted Wish, give her the Pearls, let her solo the setting and also resolve all your Quests. This version of Ectonconara could probably offer Stage III mitigation without permanent expenditure of her power. Subsequently enjoy the Starworld for as long as desired.
 

A Wish Upon A Star
CYOA
A long time ago, as a mere child, you made a wish upon a star on one Christmas evening. As the new year approached, you forgot about it.

A few moments ago, as the new year approached, you were about to suffer the fate of death.

Not anymore. We are here, wish-maker.

Here are my builds:

Now This is Simping

Elixir of Power Augmenting Wish: Cost 5 + 1 - Wish spent to comprehensively augment Ectocorona, taking into account our combined values, desires and intentions. +25 to LCK, +.1 ISH.
Pearl Necklace 3 - Placed on Ectocorona
Ectocorona 5

Baseline +1, Conflux (+5), Hero Synthesis (+3), Striking Them Down (+2), Affliction of Slumber (+3)

This is actually a quite economical and effective build, as even baseline Ectocorona can reproduce almost any 1- or 2-Spark option, to say nothing of one upgraded with the Ring of Simping. I believe this is close to the most powerful entity one could create in the CYOA without using Cursebearer options: an entire 6.5 Sparks of power is directed with perfect intentionality into a 5-Spark being, who then receives 3 sparks worth of synergistic or weakness-removing power and +30 All Stats plus repeatable true resurrections.

All in all, probably something like:
*Retroactively overwrites her history into the configuration most optimal for aiding and abetting the character in their mission and future reign over the Starworld, in a way completely congruent with their values even if this would be paradoxical. Consequently she retains her vivaciousness, volition and joy in life, and the Star Guardians are more inspired and happier.
*Massively empowers all her abilities, focusing on mental/social and magical capabilities.

*Crafting: Trivially produces 2-Spark effects, creates 3-Spark effects with modest effort and 4-Spark effects with sustained effort. Herculean effort can produce 5-Spark effects at notable permanent cost. Can scale effects up and down the tier ladder, such as producing a 5-Spark version of Sunlord.
*Offense: Low multiversal level firepower across the entire gamut of conceivable, and some inconceivable, effects.
*Defense: Sufficient to withstand and repel effects of said potency.
*Social: CHA/MAN/APP competitive with mid-timeskip Gisena
*Utility: Pinnacle-level INT/WIS/WIS/WILL for the universe. Can easily replicate many of the max-tier Exalted Spirit rituals as ordinary spells of relatively modest power, and scaling up from there. Can sacrifice her life (spending a resurrection) to achieve effects of truly monumental potency.

Actual Build

Starworld: Cost 1
Elixir of Power Augmenting Wish: Cost 5 + 1 - Beginner-level initiation into the Logos of the Diagram, though its full potential even with my Elixir buffs must be nerfed to remain within the remit of the wish. +25 INT, +.1 ISH.
Hope: Cost 2

Baseline +1, Striking Them Down +2, Hero Synthesis +3, Affliction of Slumber +3

Let the Logos be my path, etc. Why settle for a lesser magic? I'll probably have to blow 1-2 Hope charges on Hero Synthesis but the resulting Logos-tier allies should be worth the cost, especially if they have synergistic magics. Even with 6.5 sparks of pure potential offering nearly zero immediate power, the version of the Logos likely attainable by a Wish isn't able to reach ADIP!Nameless levels, but it should eventually be able to get reasonably close.
 

I come into this thread, all ready to post that cool new idea I had about taking a Curse in order to get Ectoncorona, the Pearl Necklace, and a suped-up wish empowering Ectoncorona, and what do I find? Rihaku already did it.

And also did something way more inspired, Hope with Heroic Synthesis +3 is such a good idea. It's a peer-level ally for the cost of... giving yourself another Spark.

I do think taking Starworld in that second build is sub-optimal though. First Crossworld is minimally risky and grants an extra Spark, which could be spent on a phial of Empowerment, the Manifold Scroll, or something else.
 
I think Starworld offers greater resources overall that would be more productive than the Manifold Scroll, if the quality of their amenities is anything to go by. It's not clear if you get the same Maker treatment if you take First Crossworld and enter Starworld manually - they might still welcome you, but not to the level of devoting 20% of their scientific and magical GDP to it, for example.
 
Plan Spin Again if Not in the Lead

First Crossworld: Cost 0
Manifold Scroll Mastery: Choose Black Whistle Cost 1
Black Whistle: Cost 5
Alexandra 'the Fierce': Cost 3

Baseline +1, Striking Them Down +2, Hero Synthesis +3, Plenary Brand +3

Black Whistle has better stuff, Mastery makes Black Whistles stuff better. I want the best I can get. Alexandra I just liked the description of, good to have a friend who is willing to slaughter some lambs. Also if my Black Whistle choice is lite on the immediate power she can hopefully protect me until I can protect myself. Plenary brand seems a bit free as I would already be known as the Maker, I'm sure there are more downsides but I'm hoping they are manageable.
 
Now This is Simping

Elixir of Power Augmenting Wish: Cost 5 + 1 - Wish spent to comprehensively augment Ectocorona, taking into account our combined values, desires and intentions. +25 to LCK, +.1 ISH.
Pearl Necklace 3 - Placed on Ectocorona
Ectocorona 5

Baseline +1, Conflux (+5), Hero Synthesis (+3), Striking Them Down (+2), Affliction of Slumber (+3)

This is actually a quite economical and effective build, as even baseline Ectocorona can reproduce almost any 1- or 2-Spark option, to say nothing of one upgraded with the Ring of Simping. I believe this is close to the most powerful entity one could create in the CYOA without using Cursebearer options: an entire 6.5 Sparks of power is directed with perfect intentionality into a 5-Spark being, who then receives 3 sparks worth of synergistic or weakness-removing power and +30 All Stats plus repeatable true resurrections.

All in all, probably something like:
*Retroactively overwrites her history into the configuration most optimal for aiding and abetting the character in their mission and future reign over the Starworld, in a way completely congruent with their values even if this would be paradoxical. Consequently she retains her vivaciousness, volition and joy in life, and the Star Guardians are more inspired and happier.
*Massively empowers all her abilities, focusing on mental/social and magical capabilities.

*Crafting: Trivially produces 2-Spark effects, creates 3-Spark effects with modest effort and 4-Spark effects with sustained effort. Herculean effort can produce 5-Spark effects at notable permanent cost. Can scale effects up and down the tier ladder, such as producing a 5-Spark version of Sunlord.
*Offense: Low multiversal level firepower across the entire gamut of conceivable, and some inconceivable, effects.
*Defense: Sufficient to withstand and repel effects of said potency.
*Social: CHA/MAN/APP competitive with mid-timeskip Gisena
*Utility: Pinnacle-level INT/WIS/WIS/WILL for the universe. Can easily replicate many of the max-tier Exalted Spirit rituals as ordinary spells of relatively modest power, and scaling up from there. Can sacrifice her life (spending a resurrection) to achieve effects of truly monumental potency.
Somehow, this tugs at my memory.. what was it.. ah yes, it was a Curse.
[ ] Doom of Lunacy - The large majority of your power (75%) is sealed within a monstrous battle-form that forcefully emerges under conditions of extreme duress. You may voluntarily enter this form, but doing so causes you to go absolutely berserk, attacking without regard to friend or foe until everything in your vicinity is destroyed. Affected area scales with your power, but is always very large. Anyone who perceives the form is afflicted by terror and hatred as if by a Brand-type Curse; all but the most stalwart of allies will turn upon you in the face of it.

This Curse can only be effectively mitigated by one means. Very occasionally you will encounter certain individuals that are highly compatible with you in some way. It is highly likely that any such individual(s) will be substantially weaker than you in most regards. In their presence the Doom will begin to shift to the Geas of Lunacy, if you do not suppress the change. The Geas of Lunacy does not limit your power in any way, but afflicts you with an unhealthy level of devotion to the individual in question. Their happiness and safety are certainly more important than your own and you will find it difficult to refuse even their slightest whims. It is always surprisingly difficult to augment their power beyond its natural rate of progression.
The Doom of Lunacy, in it's Geas form. Except it has been inverted. But..
This Curse can only be effectively mitigated by one means. Very occasionally you will encounter certain individuals that are highly compatible with you in some way. It is highly likely that any such individual(s) will be substantially weaker than you in most regards. In their presence the Doom will begin to shift to the Geas of Lunacy, if you do not suppress the change. The Geas of Lunacy does not limit your power in any way, but afflicts you with an unhealthy level of devotion to the individual in question. Their happiness and safety are certainly more important than your own and you will find it difficult to refuse even their slightest whims. It is always surprisingly difficult to augment their power beyond its natural rate of progression.
Let's examine each clause, now..
1. It is highly likely that any such individual(s) will be substantially weaker than you in most regards.
SI is essentially a mortal human with excellent luck. Check.
2. The Geas of Lunacy does not limit your power in any way, but afflicts you with an unhealthy level of devotion to the individual in question. Their happiness and safety are certainly more important than your own and you will find it difficult to refuse even their slightest whims.
Ectoncorona has an absolutely unhealthy level of devotion to the SI. Check.
3. It is always surprisingly difficult to augment their power beyond its natural rate of progression.
It will definitely be difficult for Ectoncorona to augment our power, certainly to any level of power remotely relevant to her scale. Check.

Check, check, and check.

And... what was the original effect of the Doom of Lunacy?
The large majority of your power (75%) is sealed within a monstrous battle-form that forcefully emerges under conditions of extreme duress.
Oh no.

It's clear.

We're the 'highly compatible' individual for Ectonconara, and are effectively mitigating their Doom of Lunacy into the Geas of Lunacy, unlocking the remaining 75% of their power. SI isn't the person getting the Waifu here, Ectonconara is the one getting their ultimate Husbando! Was she, in fact, a Cursebearer..?!
 
an entire 6.5 Sparks of power is directed with perfect intentionality into a 5-Spark being, who then receives 3 sparks worth of synergistic or weakness-removing power and +30 All Stats plus repeatable true resurrections.
I think the Dark Ones would be opposed to something like this happening. After all, this is the Silververse we're talking about.
 
Dark Ones who? Also why would anyone be opposed to something this low in power-level?
I have a few questions about Mastery.

1. When applied to any Illusian option, does it double each tripling into a six-fold increase?
1a. If yes, does this work retroactively if I have Ectocorona drink the Elixir of Mastery or study the Scroll for a decade?
2. If I apply it to Anti-Bell, does it double every bonus? +1.8 ISH Intelligence, ++Progression at night and ++++progression in a lightless world, quadruple speed for Exalted Spirit, etc?
2a. Is the Scroll a Star Guardian related option, and thus incompatible with Thrice-Scorned?
 
1. When applied to any Illusian option, does it double each tripling into a six-fold increase?
1a. If yes, does this work retroactively if I have Ectocorona drink the Elixir of Mastery or study the Scroll for a decade?
2. If I apply it to Anti-Bell, does it double every bonus? +1.8 ISH Intelligence, ++Progression at night and ++++progression in a lightless world, quadruple speed for Exalted Spirit, etc?
2a. Is the Scroll a Star Guardian related option, and thus incompatible with Thrice-Scorned?
1. No. It advances you by 100-years equivalent and then if you also use the boost, increases the result of that training + what you knew already by 200%.
1a. No.
2. No, since Anti-Bell itself is a broader option you'd need to either greatly diminish your overall power or select a specific facet to empower.
2a. No. It's incompatible with Eternal Night, Thrice-Scorned doesn't affect it.
 
2. No, since Anti-Bell itself is a broader option you'd need to either greatly diminish your overall power or select a specific facet to empower.
2a. No. It's incompatible with Eternal Night, Thrice-Scorned doesn't affect it.
Ok, so, does this work?

Base +1
Chainworld +3
Half-Devourer -1
Astaroth -2
Anti-Bell -4
Manifold Scroll -1
Elixir of Mastery -2
Quest: Slay Them All +2
Quest: Verdict Heart's Notation +1
Burden: Accursed Name: Plenary Brand +3

Thrice-Scorned, Azoth Master, and Mistress of Nether. Apply Elixir of Mastery to double Thrice-Scorned and add 100 years of training to Mistress of Nether, which at double speed and five years per breakthrough should get me past both breakthroughs; 25+ to Willpower.
Intelligence 660+, ISH elevation 3.1. Everything else at ISH 1.3, can add extra .2 to everything (for intelligence ISH 3.3) for an hour or two whenever I want.
Ten years later, use the Scroll to gain Mastery, and double Elixir, doubling Thrice-Scorned again and its own bonuses. Intelligence 2640+ ISH 5.0, everything else ISH 1.4; can still add .2 ISH when I want to. 100 years training into 'science'. Possibly some extra ISH growth from Astaroth being fed other Devourers.
Sure, still not enough to threaten the Dark Ones, but significantly more power than any other build I've seen, unless someone manages to obtain utterly absurd currency for the Raven's Arcana.
 
Build: December Radio - 430 words

Base +1 Spark
[M] The Chainworld [+3 Sparks]
[M] Quest: A Hissing Beast
[+1 Spark]
[M] Quest: Striking Them Down [+2 Sparks]
[M] A Wish [5 Sparks]
[M] Exalted Spirit [1 Spark]
[M] Elixir [2 Sparks]
-[M] Mastery
[M] Burden: Among Equals [+1 Spark]


So, there's some interesting synergy here. With Elixir mastery replicating the Manifold's mastery, I can give up the recognition of the Maker in exchange for using Master on Exalted Spirit, giving me 100 years worth of training with it while sidestepping the Maker requirement I just gave up. That alone leapfrogs me to well past the first capstone and into the realm where I can break the horde attacking the Sixth world. Not only that but the second part of Mastery can be used on Exalted Spirit, meaning its 200% as versatile and powerful. That, combined with a .1 ISH increase on my training capability, a bundle of INT+s, and I should be well on my way to reaching the higher tiers of power and keeping the light at the top burning. With some practice I should be able to start killing off 7% of all Devourers that are currently attacking the Ever-Tree.

Wait, why 7%? Don't you have to kill off 95% for your quest?

I do, but that's where the wish comes in. The very thing that makes the Hissing Beast such a hard enemy to beat can be turned to useful purposes. My wish is as follows.

"I wish that around Satorneal is an effective shell locked out of reach of its devouring range that transmits, subdivides, and scales its hissing in such a way that causes the hissing to be transposed to Devourers across the Ever-Tree. The sound is divided as such that the slaying power resonates within them but is diminished enough to not leak out much beyond their physical corpus. The shell broadcasts in such a way that it affects devourers that can not fight back first, shifting subdivisions of the 50,000 light-year sphere of affect across easy kills before working its way down. The hissing is autotuned through the broadcast into sounding like Mariah Carrie's All I Want For Christmas Is You."

Instead of trying to kill the Hissing Beast directly, I'm going to let it kill what is, after checking the effects of this with Birdsie, 88% of all devourers swarming the tree with this wish as the death sphere works its way down. This will also eventually aggro some of the remaining 12% of devourers into slaying the Hissing Beast.

What's a Christmas Tree without Christmas Music?
 
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