Well, now that it won't be a double post, let's check on two possible ways to improve my build.

@Birdsie

1. Is the Manifold Scroll a valid option for the 100 years of training from the Elixir of Mastery, thus gaining two of its abilities instantly?
2. If I take Hero Synthesis, is the Wish "I wish the Hero and Dark Lord will permanently be so loyal to me that they will team up on their own initiative to better serve my interests" valid?
 
1. Is the Manifold Scroll a valid option for the 100 years of training from the Elixir of Mastery, thus gaining two of its abilities instantly?
2. If I take Hero Synthesis, is the Wish "I wish the Hero and Dark Lord will permanently be so loyal to me that they will team up on their own initiative to better serve my interests" valid?
1. The Manifold Scroll is not a skill, nor a discipline. Its reading can be argued to be one, apply your best judgement.
2. Yes.
 
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.
This is my favorite of the CYOAs you've made, and not just because of its length or the Writer's Quill. There's a palpable sense of peril that makes you care for the Ever-Tree's inhabitants and resulted in this build. EAR might be a little too hardcore, honestly...

Esoteric Assumption of Responsibility

Location: Chainworld +3
Magics: Exalted Spirit -1, Hope -2, Sunlord -3
Artifacts: Manifold Scroll -1, Elixir (Mastery) -2, Ring of Power -2
Associates: Kefas Haedox (Free)
Drawbacks: Sole Responsibility +1, Verdict Heart's Notation +1, Striking Them Down +2, Accursed Name (Plenary Brand) +3

With great power comes great responsibility. An aphorism that's been bled of all meaning by endless regurgitation, whatever wisdom it once contained reduced to empty phatics. Just a reference, a single sentence that's both joke and punchline. Except there's nothing funny about responsibility. There's only the weight of realizing all this is my creation, a horror that multiplies as the implications percolate, every word of gratitude and promised kindness merely twisting the knife. Despite the ongoing death throes of their once-glorious universe, its defenders offer me centuries of blissful respite and their apologies for not doing more.

Accepting that grace would make me unworthy of it. There is no salvation coming from on high. The Guardians have calculated the hour of their doom; however bitterly they rage against the dying of the light, they've resigned themselves to its inevitability. Yet they saved me when I was facing my end. It's only fair that I return the favor or die in truth trying. No matter what burdens I have to assume. Perhaps it's foolish to think I can succeed in stemming the tide where past heroes failed, but better to die a fool than a coward. In the end, it's simple: somebody has to and no one else will.

Appropriately for a build that goes full Atlas in attempting to shoulder the weight of the world, Exalted Spirit's the crux of EAR's strategy. All 25 +s are applied to Int, stacking with Sunlord's +10 and Spirit's own +2, with both quality and quantity of thought quadrupled by Starmade Physiology. Drinking the Elixir of Mastery catapults me to the pre-breakthrough pinnacle of Exalted Spirit and slightly improves training speed going forward. Ideally that'll enable making phylacteries, which combined with the initial cushion of power and Kefas' advice mitigates the danger of Responsibility. Why take Hero Synthesis when I can be the hero in need of a sanity injection?

He's the obvious choice for a companion. A fellow sorcerer, also ready to break through to the next tier, and a voice of reason who can rein in my less sensible ideas. I offer hope for the future; Kefas provides perspective from his centuries of experience. I'm not a replacement for his dead master. The fallen can't be replaced, but together we can ensure they didn't die in vain. Making sure both our breakthroughs happen as soon as possible is crucial. Luck may help there, as I have +22 to it from Hope, Manifold, and the Ring. I'll use the latter to tip the scales if necessary; if all else fails and I'm still bottlenecked despite Kefas' tutelage I can always invoke my first Hour of Glory.

Hopefully that won't be necessary, because I'm going to need all the trump cards I can get. The Chainworld is the first of many challenges, taken for its ratio of Sparks to risk. Even with Kefas and Sole Responsibility's flat 10% Wisdom malus canceled out by Hope, abandoning its peoples to their fate is unconscionable. But twenty years is a fairly forgiving window to work with. The worlds aren't at carrying capacity, so evacuations can be organized. Funnel refugees upward through the well, leaving the bottom layers as battlegrounds to be filled with Spiritual servitors and deadly traps.

As for how to convince them, that's where the Plenary Brand comes in. All who see me will know that I am the Maker made manifest, the one whose Wish brought forth the world, and the Ever-Tree's best remaining hope of salvation. Initial mitigation from Exalted Spirit & Kefas will broaden the range of psychological reactions, so it can improve as well as hurt my reputation. If the Star Guardians knew enough about me to build a model Milky Way in my honor then privacy's a lost cause, so I might as well get my Sparks' worth. The Brand's further leveraged by taking as many abilities with inferential power as possible.

To contest a Sunlord in his Hour of Glory is futile; Hope can reverse all but the direst of situations. Desperation in a Ringbearer who'll burn the Ever-Tree's tomorrows for the sake of victory today is a potent deterrent. The threat's almost as useful as the powers themselves! Devourers with humanlike psychology will be wary of Sunlord. And who would engage in brinkmanship with someone insane enough to sacrifice the lifespan of the universe? My hope that the Final Star can be revivified is conveyed too, as well as my willingness to go to any lengths to see that dream realized. If you're not on the side of life, you might as well be a Vampire.

That attitude may not be universally well-received among Star Guardians, Maker or no, so starting on the Chainworld where I can ramp up relatively uncontested could be a blessing in disguise. But first, the World-Eater has to be destroyed. If it's the only one that made the leap I have to assume it's not a pushover, even among its kind. Kefas and I'll throw the book at it: divination spells to assay its vulnerabilities, interrogating survivors for intel, grinding it down with attrition, detonating a few empty worlds to see if we can't send it tumbling back down into the Conflux. It'd be nice to avoid using a charge of Hope here, but if that's what it takes, so be it.

If this drags on for a decade, my studies of the Manifold Scroll will pay off. Freedom's Curse mitigation would be good, but choosing quality of life when actual lives are being lost every day is a dereliction of duty, so I'll pick Mastery. Applying the 200% boost to Exalted Spirit multiplies my preexisting power, though sadly I can't double-dip on the century of training too. Instead I'll choose strategy to make the most of my abilities and manage drawbacks; if that's too broad, my runner-up was utilitarian ethics. Speaking of drawbacks, the quests are both ones with lengthy time horizons. If I can't complete Strike Them Down inside of five centuries then everything's fucked anyway.

Notation is more worrisome, especially since the failure condition's broadcast to everyone who sees me. Once the Chain's resolved, I'll link up with the Guardians and coordinate on the Third Crossworld's fortification, trading on my status as the Maker and letting them study the Scroll. With the Brand in play it should be clear that the consequences of failure are everyone's concern, for better or worse. Spatial quarantine rituals and armies of summoned spirits are worth employing, of course, but the process that created the Chain is promising. Replicate the mutation and one heavily defended deathtrap becomes a hundred, a natural evolution of the tactics employed against the first World-Eater.

In the long run, EAR aims to produce Illuminosian Exalts. Everything depends on maximizing growth, so I'll likely have to spend my second Scroll use on Arete for another Spirit boost, as well as seeking out Int improvements from the Star Guardians. Short of a Wish, Exalted Spirit alone promises the power to rekindle the Final Star. A few hundred years of progress to ensure it burns for five thousand more? Any Guardian would make that trade. Empower the most talented and driven, wield the Ring to make their breakthroughs fated, and if all goes well this universe might just have a future after all. That's the hope, anyway. With the entire Ever-Tree at stake, going out on a limb looks reasonable.

If EAR has a weakness other than Verdict Heart's Notation and self-centred hubris fueled by guilt, it's that Sunlord's underutilized. Spirit's magic is stronger, but spending Elixir and Manifold on a single-Spark option instead of Sunlord feels dangerously suboptimal. I'll still be surrounding myself with manufactured sources of heat and light every step of the way, but I have no spare time to practice with Guardian powers. At least the innate energy-manipulation helps grease the wheels of Spirit's scaling, even if the two don't stack straightforwardly, and if I live to see the late-game and start dismantling World-Eaters for solar power-ups things'll get very synergistic indeed. There's also the secret method of Star Guardian enhancement to research; something to do with nuclear fission, maybe?

Anyway, I built this without relying on the special-case Sparks, but in the event that I was choosing 'for real' obviously any sense of fair play can fuck right off. I'd take all three and cut both Quests, giving me more room to maneuver as long as I can handle Responsibility. Axing that and downgrading STD's probably the smarter play, but hell, it's in the name. Alternatively I could tack on an Armament staff for another training modifier. If Quill counts toward the two-Burden limit I'd drop the Brand in a heartbeat; my attempts to find silver linings aside, a Major Curse isn't actually a lifehack.

1551 words.
 
1. The Manifold Scroll is not a skill, nor a discipline. Its reading can be argued to be one, apply your best judgement.
2. Yes.
Right, I'm going all in on this, taking what I expect to be the highest power level possible.

Makers Of Multiverses

Base +1
Conflux +5
Half-Devourer -1
Astaroth -2
Anti-Bell -4
Wish -5
Manifold Scroll -1
Elixir of Mastery -2
Quest: Slay Them All +2
Quest: The Hero's Synthesis +3
Burden: Sole Responsibility +1
Burden: Accursed Name: Affliction of Slumber +3

My Wish, of course, is "I wish the Hero and Dark Lord will permanently be so loyal to me that they will team up on their own initiative to better serve my interests."

My only uses of Anti-Bell are for Thrice-Scorned and Azoth Master. I'll eventually obtain Freedom and apply it to the tyrannical impulse from Thrice-Scorned, but that will come long after I've solved every other problem. I don't need Exalted Spirit or an equivalent to preserve the sun with how much ISH elevation I'm going to have, but no matter how controlling I am, by not taking Nether Mistress's drawback I can follow Hunger's example and be a benevolent tyrant.

I arrive in the Conflux, Wish having been made. I have seconds. I also have superhuman speed, so my opening move is easy enough to enact. I drink the Elixir of Mastery, double the power of Thrice-Scorned, and directing 100 years of effective effort to the discipline of reading the Manifold Scroll, getting two of its three abilities. I put Arete and it's +Progression on Astaroth; and put Mastery's doubling on Elixir of Mastery while its century of training goes to the discipline of science.

My non Intelligence related abilities put me at the same level as a weak World Eater, enough to survive the initial surrounding army of normal Devourers, though that would probably just draw the attention of the actual World Eaters a bit farther out.

My Intelligence is elevated to 5.0 on the Infinite Singularity Husk. Frankly, it's possible I'll finish my plan to force all Devourers in the multiverse into my maw within the first 8 hours, especially since my elevation will be going up. If not, I can easily build devices that will provide the first two Stages of Mitigation to get an extra 4 hours before I need to sleep the first time, and if that's not enough I can use those four hours to give myself regeneration better than the Chalice of the Saviour and externalize Astaroth, letting him guide my body to continue the plan while I sleep.

In addition to all of this, I have a pair of loyal peers incoming, although I'm not sure how quickly they'll scale up. But seriously, the above plan is enough power I can Make entirely new World Trees on a whim once I'm done feeding all the Devourers to Astaroth, and I have a pair of equals who will be forever loyal to me, and who will scale to stay equal even as I grow further. I wouldn't be surprised to find we can cooperate to increase our Elevation further, and while I'm sure that has a limit I'm optimistic I can even achieve Stage 5 Mitigation.
 
I don't think there's enough power in the entire setting to breach ISH 3.99 - doubling the power of an ISH boost doesn't result in double the ISH boost for the same reason that 3*(10^7) is not equal to 10^21!
 
So Dumb It Might Work

Hope: Cost 2
Wish: Cost 5 - Augment Hope: Now operates as a semi-permanent 'positive Apocryphal Curse' that powerfully and pervasively turns outcomes in my favor in addition to its other effects. This passive ability is considerably weaker than the three full-power interventions, but still enormously oppressive to act against, and grows stronger the more ridiculous and impractical my plans are. After all, the more outrageous a plan is, the greater hope's role in seeing it fulfilled!
Anti-Bell + Elixir of Power: Cost 5 (Taking Thrice-Scorned, Eternal Night, Azoth Master and Nether; removing Mistress of Nether's drawback with Elixir of Power. +25 Luck, +.1 ISH)
Might: Cost 3 - Split between Luck and Intelligence. +30 LCK, +30 INT, +24% LCK and INT

Baseline 1, Conflux (+5), Hero Synthesis (+3), Striking Them Down (+2), Brand of the Champion (+3), Sole Responsibility (+1)

Between Thrice-Scorned and Sole Responsibility I have an occasionally staggering -80% to the value of Wisdom +s, which synergizes enormously with my augmented Wish. My supervillainous plans to save the universe by conquering optimizing it may yet bear fruit! This build's combination of scintillatingly brilliant technical competence (in both magic and science) and stupefyingly reckless planning means it may lead to the quickest salvation for this universe yet!

With Master of Nether's powers + Hope, it should be fairly trivial to avoid direct sunlight. Then Stage 2 (eventually 3) mitigation for the Brand will be in reach relatively quickly, so the quality of life issues aren't bad, and the nature of the build is that I'll stumble upon / create / be offered what I need rather than having to ask for it! I avoid taking Plenary since it would shatter my illusion of omnicompetence be obnoxious to constantly pour power down its mitigation well; given my Wisdom I might just decide not to, and that wouldn't end well for anybody.

In Nominal Confusion

...Wait, aren't the Star Guardians that magical girl team from LoL?

Time to rectify this misunderstanding.

Unification Module: Cost 2
Wish + Elixir of Power: Cost 6 - Summon forth or create the four Star Guardians / Sunlords most compatible with me, assessing all aspects of their traits and personality, then upgrade the Unification Module in the following ways:

*Upgrade the Atilliator Squire into the Highlord Ziurdon, which grants a team of exactly five individuals (chosen by the host, which may include him) +45 All Stats, +35 further Wits, and +35 further Physical Stats. In addition, each individual receives an incredibly powerful and useful superpower; mighty as these abilities are on their own, it is when they are utilized together that their potential shines through. Each is roughly equivalent to a four-Spark ability; when combined they can reach somewhat beyond the limits of a five-Spark ability. However, the team selected is permanent and cannot be changed once instated.

Examples below:
Shining Hope - As per 'Hope,' but the character's other powers also increase dramatically in proportion to the hope they are feeling; this scaling has no upper limit, sufficient motivated, even an ordinary Star Guardian could rival a millenia-old Sunlord in their Hour of Glory.
Nine Tailed Fox - Tremendous powers of shapeshifting, illusion, and emotion- and fate-manipulation. Could create a planet-spanning phantasmal concert, instantly enchant a Star Guardian into hopeless infatuation, or cause a man to feel a frankly delusional amount of hope. May overcharge to push even past these limits, but suffers significant damage for even a moderate boost.
Unicorn - Incredible powers of warding, purification and restoration, equivalent to one who has fully mastered the Mistress of Nether's inheritance after three breakthroughs; but limited only to those domains. Healing sufficient to keep one's teammates alive and functional even if they are suffering suicidal levels of damage every second. Can also perfectly detect lies.
Powder Keg - Immense proficiency in magi-technological engineering, sufficient to understand, replicate, and integrate an expert's magnum opus in fifteen minutes' casual examination. Highly capable in all fields, but specialization in emotionally powered technology and destructive force: an emotionally-fueled Mega Death Laser could output twenty times the energy of its Star Guardian power source, and with fifty times the range, while a similarly powered terraforming device might only be eight times as efficient.
Further Beyond - If the character is a Sunlord, after using their Hour of Glory they ascend rather than diminish; become stronger, more glorious, and greater in every respect to the same degree that a Sunlord surpasses an ordinary Star Guardian. As a Nova King they possess an ability analogous to the Hour of Glory, but similarly greater, which brings the promise of further ascension still. They do not know how to access this ability - to unlock it requires extensive, nearly incomprehensible amounts of research in both magic and technology, as well as great emotional resonance on part of the Nova King themselves. The character may teach the ascension process to their teammates, but at one tier diminished: as a Nova King they could elevate Star Guardians into Sunlords, whereas an Origin Emperor could turn Sunlords into Nova Royalty themselves. Even the knowledge of such limitless potential is a boundless source of hope for the Star Guardians as a whole!

*The only spirit that can now be accessed is the upgraded Atilliator Squire. Progression for this magic becomes WIS + WILL based, and further increases the power of the spirit by improving its stat bonuses.

Pearl Necklace: Cost 3 - Given to whichever of the team proves themselves worthy to be captain! As the synergy is cyclic, empowering one increases the inputs of each stage into the next, directly empowering the entire team when they work together.
Sunlord: Cost 3
Half-Devourer: Cost 1

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

As many Star Guardians are stationed in the Conflux, the first component of my Wish shouldn't take too much energy. The second component is impressive, but still pales in immediate power / versatility / convenience compared to an Elixir + Wish buffed Exalted Spirit user, from the examples I've seen on Discord. There may also be coordination issues with deploying my entire team given my Affliction. Still, my ultimate potential is much higher, since the Nova King can potentially go even Further Beyond without limit. I've left the Pearl Necklace's powers vague since they're partially determined by the universe, but it'll most likely go to Shining Hope or the Nine-Tailed Fox. They're the captains in canon
 
Oh cool! Birdsie made a new CYOA-

*Sees the Writer's Quill.*

Oh, so that's how it is, is it? Well then I'll make my own CYOA, with comfiness, and hope, and much further on the Lite side of the Lovecraft Lite scale. In fact-


You were just playing a video game when it happened. It would be wrong to say you woke up to The Matrix. After all, when there was no higher layer to reality within this multiverse, was the simulation really a simulation? By the same token, one born in the simulation could be said to be part of that simulation. So, your newfound ability to view your Status Screen was best described as the result of an epiphany.

This was not to say there was no truth to the metaphor. Rather, you existed on the higher level of reality in your multiverse. Each video game was it's own distinct universe, in many cases with video games of their own that served as branching universes, which would in turn have branches. This could get especially complicated in post-apocalyptic settings where the video game existed in the past and was destroyed when society collapsed, like Fallout. These universes generally still existed, but were more difficult to access.

The point was, certain privileges came about from understanding the underpinnings of the system, such as being a Player Character instead of an NPC. This, in turn, provides a number of benefits. While there were looming threats in a number of universes, such as Final Fantasy's Void serving as both the origin of all of it's universes and the thing casting all the Shadows the characters were fighting, the heroes can usually be counted on to win on their own, if not without casualties. You are free to do as you wish. Help, forge a dominion of your own, or simply pilfer advanced technologies and magics for your personal benefit. Maybe all of the above.

It should be noted that, in time, most of the items that aren't Core Features can be acquired at a later date.

4 Bits, accrued from the minor abilities a character or archetype in the games that interested you.

[ ] Elemental Immunity - 1 Bit.

Choose one of the following Elements: Fire, Water, Earth, Wind, Ice, Electricity, Sound, Poison, Illusion, Light, Darkness, Null, Space, Time.

You are now immune to that Element. Fire immunizes you to extremes of heat as well as flames, while Ice does the same for cold and ice. More esoteric elements like Illusion has a limited ability to nullify other elements. Artificial blindness that falls under an unnatural pall of darkness could be ignored by Illusion or Darkness, for example. Space prevents hostile teleportation, including telefragging, while Time prevents artificial aging or being frozen in time. Many of the most powerful spells are considered Null for Elemental purposes. The Ruin and Flare series, for example, are usually non-elemental, or Null. If it weren't for the fact that most enemies beyond the mook tier aren't limited to one Element, particularly by mid-game areas in a given game world, this would be a much more expensive purchase. A second purchase can change immunity into absorption, or simply add a second Element. This purchase can be done as many times as you possess the currency for. A total of 28 to achieve absorption of all of these effects. If, for whatever reason, you desire to do so, you can increase your absorption rate of a given Element linearly with each purchase as high as you have the purchasing ability for.

[ ] Job Magic - 1 Bit.

In many games, a character will have a specific profession with special abilities connected to it. A Cook or Chemist who can provide a bonus to the use of healing items, for example. Sometimes they'll even gain a secondary form of EXP to mark their progress on this front. Job Levels are unlocked by this, as is the ability to switch between professions with essentially the press of a button.

Some jobs, such as the aforementioned Cook and Chemist, will grow more swiftly through focused study, while others will see the best results from steady combat, such as Knight or Blue Mage. Regardless, if you accommodate the swifter method, you will find that you achieve Adept status within a month, and conventional mastery within 6. It should be noted that this is skill rather than power. A Red Mage who can flawlessly judge when to use their limited pool of magic and weaker spell list and when to cast fist, and when discretion is the better part of valor, as opposed to upgrading to a Red Wizard. Similarly, a Cook who can make the best use of even awful ingredients like chopped liver, stale graham crackers, and old mustard, as opposed to one who can make a godly dish that can elevate an idiot to the realms of genius, or an incompetent ruler into a wizard of administration, or cure cancer with fine wine. Job Levels versus conventional Levels.

[ ] Skill Points - 1 Bit.

Upon leveling up, gain a point or points to spend on upgrading a skill. Wouldn't it be great if it were that easy?

Upon a minor accomplishment, you are rewarded with Skill Points, which allow for improvement of just about any Skill you'd care to name, though the bias towards combat and martial or magical feats nudges the spending towards Skills relevant to these fields. Major accomplishments offer more. Thus, both conventional training and grinding your way through enemies can serve to train skills, though the latter is more likely to allow you to train unrelated skills.

[ ] Seeds of Excellence - 1 Bit.

Sometimes, grinding is just too much of a slog. At that point, your options are to buy superior equipment, or use items that directly improve your Stats. Generally, access to the former is limited, and if the latter exists, it's in limited numbers. Luckily for you, you made a habit of maximizing your chances for them in your games.

Spend a Bit, and receive a small tasty nut or fruit of some kind that provides a + in an Attribute of your choice. This has an upper limit of 10 +s to an individual Attribute.

[ ] Mystic Energy - 1 Bit.

Choose an MP equivalent from a videogame. You now have access to it, even if you normally wouldn't qualify or local metaphysics ought to not support it. This can be purchased for every distinct type you can think of, though not for every distinct system if they use the same kind of energy. The Final Fantasy games all use Magic and generally have MP bars, counting as the same type of energy under most circumstances. Limit/Trance states from FF7 and FF9 technically qualify, on the other hand.

2 Bytes, obtained from your favorite gimmicks.

[ ] Three Bars - 1 Byte.

It's such a basic assumption most don't question it. You get an HP Bar, and an MP Bar. Why only one of each though? Game balance, of course. Would anyone follow that in real life if they didn't have to though?

Gain a total of three 'MP Bars' which confers numerous benefits. First, the obvious tripling of your maximum pool therein, and second, a tripling of your regeneration of whatever magic type you have chosen or obtained. If one or two bars are full, they will automatically overflow into the remaining bar or bars. Additionally, these bars can be treated as a second HP Bar at 33% efficiency.

The most important ability, however, is a tripling of long-term or one-use spells and abilities. For example, the ordinarily lethal use of the Eight Gates in Naruto can be used twice without risk, though the third will cripple and/or kill you. This assumes, of course, that you've trained to the point you can use the Seventh Gate as a more conventional Super Mode. This also applies to abilities with less dangerous consequences for use. An ability that will cause a character to vanish after use, a ghost passing on after using Possession to save the Party Member, content in having saved someone, with the caveat that this normally only applies to oneself. Multiple purchases add more bars and uses in twos per purchase.

[ ] Three Actions - 1 Byte.

Much the same argument as the previous, but when some Bosses can act multiple times per Turn, it's especially egregious.

Gain 2 additional actions in a given timeframe. In an Idle game, this is akin to having three accounts able to share resources. In an RPG world, this is rendered as three actions per Turn. In the overworld it would allow you to essentially have a pair of shadow clones, though this is closer to existing in three places at once than the Narutoverse Shadow Clone and will disable the trio of actions in the battle dimension unless you pop one of the copies to restore it. On the one hand, they will not pop on a single hit, but they share HP and MP. This can be beneficial, safe instances healing at an inn or using healing items or artifacts in your position of relative safety. Status effects do not hit every body at once if the second mode is in use, but a Boss who constantly reapplies a specific effect risks other instances being affected if the body being targeted is already suffering the effect. Can be purchased multiple times for strictly linear improvements. Twice for six actions per Turn, 6 instances of a hivemind of yourself wandering about, or anything in between.

[ ] Commander Bonuses - 1 Byte.

The Leaders of a Faction, or the Faction in general, can provide bonuses, and in many RTSes, they do.

Gain special abilities, which will grow in power as you do, increasing both in potency and number. This is generally a boost to followers of some stripe. A Knight would boost the swordfighting of soldiers under their command or allied to them, for example. Normally these are passive effects, but in some circumstances it can be a Super Mode of some sort. A highly developed version can turn a mediocre fighting force into something workable, and a great one into a wave of death.

[ ] Advice Fairy - 1 Byte.

A staple of the genre, popularized by Link's companion Navi. Hopefully you won't find this one as annoying.

A combination of journal, exposition fairy, monster encyclopedia, glossary, and companion. Unless heavily invested into, they will not directly contribute to a fight beyond providing advice, unless you count autocasting Scan/Libra/the local equivalent. Information beyond the specifics of a defeated Monster's weaknesses and Item Drops will be relatively generalized, collected from a 'Word On The Street' level general scan of the locale and any local Internet equivalent. Essentially, she's a a sapient, mobile Alexa/Google/daily planner. Multiple purchases linearly improve her information-gathering. A second purchase gathers information locals wouldn't share with a stranger and pierces weak protections on enemies when gathering data mid-combat. A third gathers minor secrets and can provide minor combat assistance. Low-level spells, generally speaking, and removing of status ailment. She adds 'healbot' to her functions, essentially. Unless one of the higher tiers has been purchased, plot hints will be vague, and even on the third, it's up to you to actually accomplish their advice.

[ ] Contractual Boss Immunity - 1 Byte.

It's certainly annoying when the Boss is immune to the status ailment even the common Monsters in their Dungeons are affected by just fine. Be a shame if someone stole their schtick...

Become immune to most status ailments and instant death effects. If, for whatever reason, you become undead, Revive will still kill you, as it technically isn't an instant death effect. Otherwise, even ones that ostensibly work will find themselves failing more often than they should by any logical standard. This also makes it relatively easy to summon spammable minions as fodder. Or improves the ability if you come into one naturally, usually in number rather than increased quality.

1 Core Feature, related to what caused the epiphany. One might call it enlightenment manifested.

[ ] Prestige- 1 Core Feature. Can be purchased multiple times for a linear improvement. Say a Prestige for 100% completion is done with two purchases of Prestige, you would gain 200 Diamonds instead of 100, tripling the cap and learning rate of the system instead of doubling it. A third purchase would have 300 Diamonds as the reward, etc. The rewards are multiplied for each stage.

A common feature of Clicker Games, reset your progress in order to gain a bonus to it. Much like Clickers, there are tiers to it. The basic Prestige reverses your progress in a singular magic system, providing Prestigious Diamonds linked to it that improve the Progression speed and cap of the system. At baseline, doing this to a maxed out system doubles both, so it takes just as much time and effort to achieve the new cap, but only half as long to achieve your old peak. Of course, if a system takes decades or centuries to advance to it's peak, or slows over time, both of which are common, it can be more efficient to trigger the Prestige earlier. Do remember that only the selected system loses progress. If, for example, one were to Prestige their skills in Final Fantasy Magic, this would not affect their abilities in Fallout Skills. Similarly, a Prestige in Final Fantasy 12 levels will not affect Pokemon Mystery Dungeon levels, despite both using levels.

The Reset undoes all Prestiges and burns the Prestigious Diamonds for Base Particles, which improve the potency of a Prestige. As a baseline, each 100% charge Prestige provides enough Particles for a 1% boost to the power of Prestiges, with Prestiges adding up. So, a system with a low cap and speedy Progression can be repeatedly burned to quickly boost Prestiges for slower systems with higher peaks.

The Ascension consumes all Resets in favor of Ascendant Halos, which bolster Resets. As a rule, each 10% bonus conferred to Prestige is transformed into a 1% bonus to Resets.

Transcending is fueled with all prior Ascensions, and provides Transcendent Spirits(these are technically the prior instance of your soul, so this moniker is rather literal) in exchange for automatically initiating all prior tiers for all systems, effectively reducing the user to zero beyond equipment and any special abilities purchased here. Like it's predecessors, a 10% bonus conferred to Resets is usually translated to a 1% bonus applied to Ascensions, and ontological coherence in the wider omniverse, and reality as a whole, is improved commensurately, 1% and 0.1%. This roughly translates to a +0.01 ISH for all systems which can be applied no matter how high your finite ISH is. Further tiers are needed for transfinite ISH. This continues to indefinite heights, but you should understand the gist.

This can be considered a crude recreation of the Lathe of Heaven. Similar omniapplicability and upper potential, at the cost of being enormously slower. That is to say, given infinite, transfinite time, both would achieve infinite, transfinite power, but the latter would do so first by a long shot. Orders of magnitude more quickly. Still, getting even a ripoff version of Progression without Curses isn't half-bad.

[ ] World Overlay - 1 Core Feature.

Beyond the mere at-will traversal of worlds you possess as a result of bumbling your way into enlightenment, travel this multiverse more-or-less as you wish.

Ordinarily, your travel method comes with the caveats that the world in question must be a video game or a world that exists in the world you inhabit, or be a valid world to have reached the world you are inhabiting in the first place. Undertale can reached from the Hub World, but a Mew Mew Kissy Cutie game would need to be jumped to from Undertale, for example, and one would need to jump back to the Hub if they wanted to jump to Underfell without using local means of jumping worldlines, timelines, universes, etc. which, while not uncommon across the multiverse, are not so common that one should expect it to be trivial.

This power allows you to immediately jump to essentially any point in your multiverse you wish. With some effort, you can even make semi or fully permanent pathways. Ever wanted the characters of two Final Fantasy games to meet? Well you can! This also makes getting to settings like extremely derivative versions of a videogame possible. Swapfell or further permutations still of Undertale, for example. Not to mention various specific timelines and FUN values of a 'verse.

The following are all advanced applications that will take significant time and practice to enable.

Permanent paths may be created, be they a portal network or literal bridges. They cannot be expanded without you, though they can be maintained. This is no personal expenditure beyond initial construction.

You may 'carry' advantageous physics and metaphysics with you. The indestructible blocks of Pong can grant you the same blessing(though this will not perfectly defend against ISH 3+ effects as it is technically physics), or your entire locality that ability. Fall damage does not exist in Kingdom Hearts, and can be made to not exist around you as well. In time, you can even make it permanent!

Similarly, this can be made to apply to areas normally of total ontological incompatibility. Beings who normally couldn't exist in each other's worlds could with your help. Perhaps even use any special abilities they might possess.

[ ] A Simple Transaction - 1 Core Feature.

Your enlightenment dramatically pushed up your Cursebearer compatibility, to 1 Curse for Combat-type, and 3 for Progression, Apocryphal required.

In this case, you had a more conventional enlightenment, and your knowledge of the meta-contextual hyper-reality in turn recontextualized your home multiverse and it's underlying mechanics. It should be noted that Prestige and the Lathe of Heaven are different enough to synergize, if you're interested. The Accursed already got it, but still. Do keep in mind that Final Fantasy represents combatants more than capable of shattering worlds, not to mention ISH 3+ effects present in, say, Fate Grand Order or Umineko, so you may well need the power.

The transaction can be deferred, this merely guarantees that it's an option. Perhaps a trump card.

[ ] A Complicated Transaction - 1 Core Feature. Can be taken multiple times.

Choose a CYOA from elsewhere in the thread(not a Cursebearer one, obviously) and take the basic options from it. Multiple purchases allow you to select multiple CYOAs, or linearly increase your funds for the specific CYOA. The Silververse CYOAs will require you to be ejected from them 5 minutes before your purchases, unless you wish to be Splintered from existence(the Dark Ones aren't making that mistake again) and the Demon of Dreams CYOA is outright off-limits as the local Top Gods will strip you of these powers before laughing as they chuck you into their world should you attempt that one.

Drawbacks: Take as many as you like. Just be sure you can handle it.

Elemental Weakness - +1 Bit.

An inversion of Elemental Immunity. Much like it's counterpart, can be taken as many times as you wish. Though, 1100% vulnerability to Fire would make even the slightest fluctuation of temperature above your preferred level unbearable, for example. Still, if you were to raise you Con by 10 via Seeds of Excellence that would raise that threshold quite a bit, so it's not a complete wash of a build choice.

Contractual Boss Stupidity - +1 Byte. Can only be taken once.

Your attacks must always be possible for whatever opposition you're facing to avoid. You cannot completely render yourself invulnerable, even if the method to make you vulnerable might be a specific move or item the enemy may not have gotten, but must have had the opportunity to get. In essence, defeat for you and victory for your enemies must always be a possibility.

No Backwards Compatibility - +1 Core Feature. Can only be taken once.

Your enlightenment allows you to maintain the ontological coherence of any powers or artifacts from this multiverse within it. Sacrifice that, should you choose this, and effectively truncate your ontological stability. Be very sure before picking this.

Normally, as an enlightened denizen of this universe's bedrock, you possess the ability to safely use any abilities that come into your possession anywhere within it. NBC negates this, forcing you to work off the rules a normal traveler would where the use of any powers are concerned. This is considered an ISH 3.9999999 effect, so it can be negated by Ninefold's Willpower effect.

Special Offer:

For 500 words of build discussion and/or relevant Omake, add an additional Bit. For 1000, add a Byte and 2 Bits, and for 2.5K add a Core Feature, 2 Bytes, and 4 Bits. For the second tier and onward, 2 Bits can be converted into a Byte and vice versa, and the same for a Byte and a Core Feature. Additional 2.5K chunks can increase this linearly, with no upper limit. So yes, someone could write 10k words, convert all the bonuses into Core Features, and go ham on CYOAs.

AN: Figured we didn't have any CYOAs quite this... video game-like. If I can't join 'em, then I'll make my own! In all seriousness, I see no reason why I shouldn't make one of my own after the last few. It's not like we couldn't use the Arete.

3590 words above this line.
 
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[ ] Prestige- 1 Core Feature
[ ] A Simple Transaction - 1 Core Feature
No Backwards Compatibility - +1 Core Feature. Can only be taken once.

This seems a little too cheap. Getting the Lathe of Heaven provides a method of ontological backing anyway, so it's practically free (excepting Curses). AST should probably cost at least a few of the lesser currencies as well.

Cool cyoa though, I always like building a System.

[ ] A Quest [+1 Gift] - 8 - Dragon Ball Z
[ ] Finitude Lacing [+1 Gift, incompatible with November Sky] -
[ ] Obols of Paradise [1 or 5 Gifts, requires Your Choice or A Quest] - High End Sayan / Cyborg
qwolfs threw 1 20-faced dice. Reason: A Quest: Total: 8
8 8
 
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[ ] Prestige- 1 Core Feature
[ ] A Simple Transaction - 1 Core Feature
No Backwards Compatibility - +1 Core Feature. Can only be taken once.

This seems a little too cheap. Getting the Lathe of Heaven provides a method of ontological backing anyway, so it's practically free (excepting Curses). AST should probably cost at least a few of the lesser currencies as well.

Cool cyoa though, I always like building a System.

Curses are pretty major inconveniences, especially Apocryphal, which will probably kill you sooner or later.
 
[ ] A Complicated Transaction - 1 Core Feature. Can be taken multiple times.

Choose a CYOA from elsewhere in the thread(not a Cursebearer one, obviously) and take the basic options from it. Multiple purchases allow you to select multiple CYOAs, or linearly increase your funds for the specific CYOA. The Silververse CYOAs will require you to be ejected from them 5 minutes before your purchases, unless you wish to be Splintered from existence(the Dark Ones aren't making that mistake again) and the Demon of Dreams CYOA is outright off-limits as the local Top Gods will strip you of these powers before laughing as they chuck you into their world should you attempt that one.

Drawbacks: Take as many as you like. Just be sure you can handle it.
If there's another CYOAs (there is, to be clear) that also provides a similar 'From another CYOA' option, can I loop them for infinite power?
[ ] A Simple Transaction - 1 Core Feature.

Your enlightenment dramatically pushed up your Cursebearer compatibility, to 1 Curse for Combat-type, and 3 for Progression, Apocryphal required.

In this case, you had a more conventional enlightenment, and your knowledge of the meta-contextual hyper-reality in turn recontextualized your home multiverse and it's underlying mechanics. It should be noted that Prestige and the Lathe of Heaven are different enough to synergize, if you're interested. The Accursed already got it, but still. Do keep in mind that Final Fantasy represents combatants more than capable of shattering worlds, not to mention ISH 3+ effects present in, say, Fate Grand Order or Umineko, so you may well need the power.
In seriousness this is probably the best one, even if Combat-type is effectively forced.
 
A Simple System
[ ] Job Magic - 1 Bit
[ ] Skill Points - 1 Bit
[ ] Mystic Energy - 2 Bit — Azoth (Demonbane), Taikyoku (Dies Irae)
[ ] Advice Fairy - 1 Byte
[ ] Contractual Boss Immunity - 1 Byte
[ ] Prestige- 1 Core Feature
[ ] A Simple Transaction - 1 Core Feature (Lathe of Heaven)
No Backwards Compatibility - +1 Core Feature.

Curses:
Apocryphal
Indenture
Tyrant
Slumber

It feels kind of unfair, but I guess this would be my build. Azoth and Taikyoku can do just about anything, if you're able to use them. The Lathe of Heaven can make you able and the system provides convenient avenues through which the Lathe may express itself.
Putting a few more points into Advice Fairy and making a knock off Al Azif would have been cool, but that can be done with time. Of course, Apocryphal is a massive danger here and I'm not sure I'd get a Remittance to help ride out the first few weeks. If not I guess it would be time to roll the dice. Given a Remittance I'd choose The Kings Scepter.

Alternatively, pick up Three Wishes instead and switch out Slumber for the Plenary Brand. Existing in a constant state of MAD would probably work as a deterrent to harm and a Lesser Wish could exploit my available mystic energies for either surviving immediate danger or limiting immediate danger by rapidly mitigating my Curses by a stage or maybe even two.

[ ] A Quest [+1 Gift] - 16 - Sailor Moon
[ ] The Overlord [+5 Gifts] -
[ ] The Seraph [+1 Heroic Favor] -
[ ] The Princess [8 Gifts] - Lathe
[ ] Fisherman's Association Membership [+1 Gift] -
[ ] A Debt [+2 Gifts] -
[ ] Victorious Ticket [3 Gifts] -
[ ] A Sword [1 Heroic Favor] - Mitigation + Anti-Clairyoyance + Grief Absorption
qwolfs threw 1 20-faced dice. Reason: A Quest: Total: 16
16 16
 
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Broad-Spectrum Commentary
In any case you may not stay here - not for free, so far from whence you belong - but the mandarins of this realm are happy to provision you with training and trinkets of relatively spectacular power before sending you on your merry way. They offer Gifts numbering 3, with the opportunity below to earn more.
Fun fact! When I first read this, I missed the 3 gifts and thought you started with zero, getting gifts instead primarily from the other options further on. That changed the apparent viability of things quite substantially, especially with provisions absent at the time.

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

[ ] Return [0 Gifts] - Extremely reasonable! As an actual person who is me, the only reasons not to take 'Return' are if a) I think I'll be able to return later, fabulously more powerful than even just this CYOA would grant, b) I intend to pick a setting in which our universe is embedded and so effectively pick Return but with more magic, or c) if I think I can bring what I care about with me (November Skys magic systems have nigh-arbitrary versatility and a budget of up to a city-state which I think is enough for everyone I care about, probably. Make Whole is only a third Coalescence or so ability and it's already able to resurrect/duplicate people while maintaining everything you'd want to not lose.). Meanwhile, the more conceptually interesting build is ... well, not this.

[ ] Your Choice [+1, 0 or 2 Gifts] - Specifically, Your Choice is the more interesting option. It is supremely abusable.
The specific setting I have in mind is where DefJOE comes from. In terms of ISH level it's comparable to HI Meme Settings- I would seriously say the default powerset for a protagonist can be interpreted as ISH 5, maybe even 6, though the default assumptions for ISH levels don't quite work since there is no assumption that... Satire trumps Meta trumps Perfect trumps Concept trumps Physical... you might think of it like everything the protagonists do has an ISH level hard-attached to it so you can beat up the narrator using 'mundane' fists, while mundane things get buffed by the Fate/substrate to be relevant if they matter? As far as pleasantness... well, there's a morally ambiguous omnipresent Fate-like effect which makes everything like a story, and there's an equally powerful pseudo-Fate immune group of people trying to end everything or generally be evil; the fate-like effects morality is more like the EFB Fates than the ones that helped Hunger were implied to be, though since it's not a rihakuverse setting nobody has simply scaled up and murdered it. mostly. But, it embeds a lot of other fictional works(including Umineko as a random example); depending on where you arrive in it, you'd be mostly unaffected by all that until you choose to explore. Ease of power acquisition would be 'utterly trivial if you can find a protagonist friend' and otherwise implicitly not so easy. In a sense, the metaphysics could be considered exclusive or aberrant because they come with a different set of assumptions from rihakuverse and are fairly obscure?
I wouldn't call the setting on a whole utopian or anything, but I'm not sure it's Quite dangerous enough for the +1 Gift level, so I'll be assuming this is a Zero-gift option. (Though it could reasonably be a +1 Gift if the Fate/substrate reacts to the arrival hostilely, there is precedent for things outside of it showing up and it didn't retaliate then. I suppose whether-or-not-that-applies would be analogous to picking between HI and non-HI settings? picking the +1 Gift version, then, isn't worth the extra gift- Most of the setting features that make this abuse interesting in the first place make the +1 version a death sentence, unless you assume, I dunno, the genius can somehow counter ISH 5+ Negative Fate Imposition despite being made by an ISH 4-(?) Gisena, or something. In the non-hostile version having the Genius would lead to safety not so much because it's stronger than what's killing you as because almost everyone is a collossal idiot and will never bother trying to counter your defensive Fate effects.).
...
The setting is Especially good for me personally because I'm already there. DefJOE, y'know. And I- including Specifically DefJOE, if I'm remembering right- have an explicit track record in that setting and connected alternates of helping out other SelvesExcept in Renewal but we don't talk about renewal by which I mean the best way to think of what happened in renewal is an extremely extended metaphor, or not at all. Considering Self-Indulgence is a valid build and this is a setting made like 98% by people who aren't me- DefJOE is a character but there's like a hundred others of equalish importance- I think this is a reasonable setting.

Addendum on ISH elevation as it applies to setting power estimates:
It is literally true that the setting, and DefJOE in particular, fits the criteria for ISH 5 where ISH 5 is defined by 'things external to the author, which impinge on the author'; I-writer-of-DefJOE am not the Primary storyteller, which by this criteria makes me paradoxically more powerful????????????? But... I don't think this view of the ISH is very consistent- that is, it's consistent with Itself, but it's not consistent with things like... 'Umineko is an ISH 4 setting' or 'supplanting the author is ISH 4', except in ways such that All settings are ISH 4 because they have a writer. Witch powers clearly don't... overrule or even match up to authorial intention? Beatrice didn't get to just decide Battler would give up even if he did almost fold pretty easily several times, whatever antimagic thing he had is somehow relevant, and so on- There are contents of the story, which are not chosen by or in favor of Beatrice nor by entities with the same powerset, which happened. Even if she wanted Battler to keep trying(and to be an authentic person and so doesn't make him forgive her by force later), there's that point where someone solves the riddle of Beatrice or whatever- That someone is, as I understand things at the moment, a 'piece' who should be below Beatrice until after solving the riddle*. And there's the 'furniture' people, one of which simply accepts death happily to Beatrice's immense dissatisfaction, even though it should be under her control twice over. You can fit this as ISH 4 by saying 'also souls are ISH 4 too and so is free will' but at that point why say it's ISH 4 in the first place? 'oh it's this power level except it doesn't apply to the things it should'. So, taking as postulation that there exists any work ISH 4 where the character of that power level, unopposed by greater powers in-universe, obtained a result worse than their preference - Which does seem to be the case, even in such clear-cut examples as The Adventures Of John Phoenix (1 or 2)- I take the inference that the ISH usually and more coherently refers to the internals of the work without reference to the Actual Real World (but that the work may contain a representation of the real world, which it refers to as real; and works of this sort are the usual example for ISH 4), And so that it is possible to represent an ISH 5 character without being so dedicated to showing them as overpowered that you would face fines, jail time, or death to do it; so long as the analog to you, in the story, is in a position where They would face those things to do it; or the analog to an author, not specifically the actual author but a meta-level down.
With this interpretation of ISH elevation where it depends on the contents of the story and not on whether or not I am sufficiently devoted to accurate representation of the story to endure actual threats to my life, the setting in question is as described above. And with the other interpretation it is simply impossible for me to write any ISH 5+ setting under any level of abstraction, and physically impossible for Anyone to write an ISH 5.99+ Setting under any circumstances.

*On further reading it looks like it was a trick to make Battler think she had a change of heart. Though further-further reading suggests the change of heart is... partially valid? but nonetheless the Beatrice Inheritance thing was intended-by-her.

[ ] A Quest [+1 Gift] not so abusable because I can't use obscure probably ISH 5+ settings which have Me in them already. If not for that, I'd have gotten... roll: 2. Exalted (Age of Glory). But I shockingly don't know much about Exalted. I probably know more about the Wyld than about Creation, that's how haphazard my knowledge there is. Eh.

[ ] November Sky [4 Gifts] - Meme builds like Augur+November Sky picked up before Hunger gets his last Advancement(and becomes the peak of the setting) to become a friend of his or something aside, this is mostly the 'nice happy life' option. You can even get it at no Curses/obligations- Duchess+November Sky, no gifts left over.

Patronage -

[ ] The Duchess [+1 Gift] - If you pick this you don't get access to like half the CYOA. It might be interesting to build around, but particularly losing the Mandarin as an option hurts. granted, it might not be fully a [Gain as many gifts as your most expensive choice minus one] thing, if 'one benefit' means like, if a purchase gives you two powers it'll only amplify one of them (amplifying only one of Void and Ninja Songstress Lawyer Maid, for instance), but it's Still very high value option and the more so the higher your build; Overall, this option is most useful for builds which are actually focused on having a nice life. the most boring kind.

[ ] The Overlord [+5 Gifts] - At the price of working two-thirds of the time, gain five gifts. Or in the case of picking up the Barrister with those gifts, at the price of working one third of the time. Or if you then get the Mandarin, at the price of working one six of the time. Also, you do get 'paid' for your 'work'- you keep some of the power. The native magic systems of the place DefJOE comes from are also... well, at the high level 'effort' isn't really the same thing as for normal people. It literally translates into something I currently do as a hobby and is only dubiously helpful over simply being able to do math. I don't think I'd particularly mind taking up this burden, Barister-reduced, especially within this context- Though since I'm in the odd position of picking a setting I could seriously say outdoes Lord Hunger, it's not clear the obligation would hold Or that five gifts of benefit would do much of anything. To make the choice actually matter, I'll assume the obligation holds and that all options function as described from the perspective of a high-level person instead of being irrelevant at those levels.

[ ] The Seraph [+1 Heroic Favor] - This option- and its products- on the other hand, I can assume holds regardless of the setting, because Haeliel surpass infinite ISH etc etc. It's important to note this is a valance multiplier, not a Curse- It doesn't make things worse, it makes them more.
Which still leaves it as probably suicide for adventures which don't start with a negligible bad-rate/badness amount, unless you build around surviving and hope it'll do. In the particular build-plan of meeting up with DefJOE this is suicide, there are several reasons I'd be in danger from the start (though DefJOE would Normally be able to resolve them, bar one particularly unlikely one which relies on me being stronger than him to manifest) and if you amplify that the only reason I'd survive is if he then resurrects me. Which, sure, is tremendous opportunity, but. still.
It also comes with a requirement but it's a 'be a good person' one, sort of, so it's not the kind of thing which would be a deal-breaker. Especially since it's judged by what I actually think, so I wouldn't need to stick to arbitrary requirements like- some people have actually argued this- "Don't have power because then you might abuse it!" or anything.

[ ] The Forester [1 Gift] - Power augments effectiveness by at least 50%- I guess that means the magnitude of success goes up? Theoretically this is extremely abusable. get some money, drop it, retrieve as much money as you can from an area including that reserve and nothing else, you end up with 50% more money than you started with somehow. It also gives orders-of-magnitude-more progression for most skills for Mental, which is worth a lot.
But maybe not as much as the 20% reduction to Risk. If the Genius is first, the numbers probable work out to 'you can't die if you're being careful'. It also gives you a decent mental multiplier if you pick Mental Agility, though along somewhat different axes. Also, the benefits of Mental Agility are effectively irreplacable in the destination world (The powers are powerful, their versatility similarly able to do anything, but owing to the limits of the medium it's effectively canon you can't make yourself Practically smarter with them. for some reason. tech-making-smartness works fine.) whereas more time to think and better memory is fairly easy, as is physical force and superhumanness.

[ ] The Mandarin [1 Gift] -
I've sorta covered this already. It's worth as much as what you use it on, and all that. If affordable, it's Always desirable.

[ ] The Genius [2 Gifts] - The main problem here is how common superlatives are. you are 'easily capable of surviving a seemingly endless string of deadly circumstances which would surely lead to annihilation in any reasonable scenario'. Then wouldn't the less-easily-but-still-feasibly survivable range be vaster still? It seriously sounds like it would just be a 'you're not going to die period' sort of thing. Exactly the sort of solution you would want for the Seraphs danger-up- It even seems like the kind of phrasing you would use for struggling against the Apocryphal Curse. But (though I can't find it now and might've imagined it) I think it was implied there was something that was so hubristic the Genius isn't enough for it. I don't Think it was just 'Seraphs plus a dangerous setting', though?
...
Anyway I'm going to operate under the assumption that this option effectively removes death from being an option on the table unless something is overriding it Directly and nobody in the destination setting would even be able to handle a lich Also, it boosts Luck, which is a ludicrously powerful stat- including in the setting under consideration despite it being ISH 5+ because nobody uses their powers right. well, except me. and another guy. and... okay nobody uses their powers right is an exaggeration. I guess it's more accurate to say Setting Features don't use their powers right. like the big bad and the Fate/Substrate. There are in fact smart people, but none of them are evil. (and they don't use Luck mostly because the substrate doesn't understand, doesn't agree with, or fails to follow through on their logic).

[ ] The Heir [3 Gifts] ...There's actually a sense in which Conceptual powers like this are straight up worse than a largely non-conceptual magic system. At least, up to the Master level. It's... harder to tell what you can do with them and not possible to use them as bestowals; Not clear what's pragmatically a thing. Taken at face value, the benefits of The Heir are superior to The Genius within their sphere, as one might expect- consistently winning 1% battles, iterated as independent applications per moment, means that if Any kind of circumstance which can kill you counts as a battle, you're in a position to survive a seemingly endless string of deadly circumstances. But it probably doesn't. and you probably need to activate it. So... it's better at the things it does than The Genius is, Which makes sense because it costs another gift; but the form of The Genius is optimized to be better at the specific thing it's doing than a person with a Heir style domain in the appropriate vein would be. Which makes sense because The Genius isn't The Heir.
'The things it does' aren't situationally all that useful in the destination in mind, anyway, they'd most reasonably translate to... '+N [Domain] action per round, *1.01 [Domain] actions/round/round'(An action is a unit of reality-warping power as well as being a discrete thing you can do; a round is the standard time unit, as time is not consistent even over short distances.) or something like that- a thoroughly replicable ability. because Genius comes with finesse and this comes with more power instead.

[ ] The Barrister [5 Gifts]

Well. This sure is a powerful option. It's a great choice for anything with burdens, especially with the Mandarin. the main problem with that is then you can't Mandarin something else. If I assume that Void is Absolute, I become selectively invisible to basically everyone important in the setting- they do literally have eyes and divination but nobody uses their eyes ever. And it's only for undesirable effects. Treating it as non-absolute... It'd Still be quite powerful. Concealment is a feasible thing in setting and experience says it's almost unreasonably effective. even if you don't conceal yourself, really. just don't be attention-grabbing. At high levels, it's an incredible increase to safety.
Oh yeah and also the Fate thing, if treated as absolute, would make the hostile interpretation of Gerald potentially feasible.

Fatal Threnody is... Well, it's obviously also quite powerful. I keep running into this problem where 'alright taken as gospel this ability is worldbreaking but I don't think it was written with the intention of a setting which is higher-ISH than Hunger is'. The Adept level isn't very useful, except the laws thing which would let me check the OP for the rules which is important because there are canonical rules patches every gosh darn five minutes because they won't just do the thing I think they should do.
The Master level is also sorta meh in some ways, but omnicompetence is nice. Also, the hum thing suggests you can condense as much training as you want into one second. Luckily boredom and all the negative consequences of excising it are ISH4 or lower when you have the appropriate level of versatility. And Grandmaster... Well, you're effectively omnipotent and indestructible from just the first line. What more is there to say?



Provision

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

[ ] Fisherman's Association Membership [+1 Gift] - This coveted certification comes with a legendary bait & tackle, and imprints directly onto the chest-analogue of your soul so that your affiliation is plain for all to (astrally) see. However, members of the Association must adhere strictly to the tenants of lacto-ovo-pescatarianism. Beware the danger of conflicting geases. No power can alleviate this, as it is a burden willingly undertaken.
I've heard on discord that this could conflict with Overlord, but... to quote myself, "I think if you enemies engineered some form of non-fish meat you can very justifiably conclude it's probably a trap. You don't need to be right, you just need to genuinely believe it, and I for one see no reason to trust the word of my dastardly enemies that want to tear my essence apart from the inside. I think it's also reasonable to say that any path that will tear your essence apart from the inside is... not the most efficient means of power acquisition? and from another angle, if you gain XP from killing people proportional to their power, then instantly killing The Accursed is the most efficient means of power acquisition. But that's not a thing you can do, even if you travelled to an RPG world and used an obol to get that powerset. I don't think it makes sense to say the Overlord restrict your actions if you don't leap up a transfinite escalation of ISH levels and kill the boss of the Overlord. Similarly, I don't think it makes sense to call a path of power acquisition 'optimal' if it is a path you literally cannot follow. Furthermore, from a timeless perspective, your dastardly enemy was not going to conjure an ultimate-power-meat and offer it to you Unless you couldn't eat it, which means that as a matter of general policy that acknowledges the effects of commitments independent of actual action [become a FAM member] is only a suboptimal method of power acquisition if 'ultimate power meats' are expected to already exist for completely unrelated reasons, and be worth more to your power growth than whatever multiplier you got with the extra gift. Which I guess might be true in a very limited subset of worlds but isn't generally the case."
Or, to grossly oversimplify, "If it isn't actually going to lead to having more power in the future, it is not the most effective means of power aquisition by my true and unfettered judgement"- The possibility of a conflict between 'Absolute restriction on your actions' and 'you need to do what you think is the best for gaining power' genuinely did not occur to me until specifically described because I don't consider that a conflict. I could elaborate further but I'd be talking in circles and I've covered it.

[ ] Finitude Lacing [+1 Gift, incompatible with November Sky] - This makes the Hostile version of the target reality safe because you're no longer an outside element but is otherwise giving up perhaps the biggest advantage here, of getting to be an outside context problem. Some of these effects are outright impossible* by the destination rules, and those are perhaps the most valuable. So that's a No on Finitude lacing unless I want to treat the CYOA as 'transmigrate to DefJOE's world with a minor care package' which is arguably a better choice than even november sky but is also not interesting.
*Luck for example is outright impossible because there is nobody involved at any stage who can even make a good facimile of it... but theoretically if you had infinite power within the rules you could force the result to comply with what would've happened if you had finite power and luck.

[ ] A Debt [+2 Gifts] - 2 extra gifts in exchange for something which is absolutely guaranteed to be something I Can do and which in the upper limits is something I'd consider acceptable. that's a Yes unless I turn out with too many gifts somehow.

[ ] Obols of Paradise [1 or 5 Gifts, requires Your Choice or A Quest] - Hm... Well, if it's specifically the supernatural powers of my passage world- its metaphorical trademark if you will- there... actually isn't That much of a gap between 'top 20%' and 'near-apex of pseudo-human potential'. The supernatural powersets are ridiculously exclusive, considering that it's a theoretically infinite multiverse containing every fictional setting one cares to name; There's a fairly specific and finite amount of power. To be specific, there are four notable powersets. let's call them G, D, O and C.
G: incredibly powerful reality-warping capabilities. The lowest level of this is the highest level of D. Durability consists of an abstract numerical healthbar which can only take one point of damage at a time, and never the same way twice; reality-warping capabilities are automatically applied to defend against attacks of any kind, including via retroactive preparation and knowledge that wouldn't actually make sense. There is no need for consistency of any kind; you can defend against the sadness of a story, having fully considered the story, by plugging your ears and not hearing the story spoken; defend against parental-neglecting guilt by not having parents; then turn around and defend against being rendered homeless by saying with your parents. Additionally, there is no drain on your full reality-warping capabilities to counter any number of attacks; in this way, a single lowest-level practitioner can withstand the attacks of hundreds of peer-level foes indefinitely(though in practice some of the attacks would slip through owing to their variance.) while continuing to act freely.

The highest level practitioner of this art is superior to all known users of any of the other three, has a health bar of over a hundred, and can respawn at full health when killed if not contested by a peer-level force, or heal himself fully retaining his gained immunities given a few days, along with a plethora of other more specific abilities. this is probably the rough power level of the near-apex of pseudo-human potential (the technical apex would be the highest level practitioner's destined transformation form which goes up another step.).
Killing a G while one step below them raises the killer to their level. this is the most reliable, but riskiest, method of advancing in this system, and any other method of advancing will only work once for anyone, ever.
D: When a powerful user of G is wrecking havoc, people in the vicinity are empowered with this powerset. This happens four times in total, and there's usually no more than 40 users at a time. users gain near-absolute invulnerability, and resurrective immortality that is utterly faultless against the G user they were empowered to counteract. G users a step above can kill the Ds despite this, but then they will immediately be upgraded to the power level needed to fight the new G user and resurrected, though they might respawn within an afterlife. The offensive powers of a D user are a fraction of the G in question, equivalent to the lowest-level G when facing the highest level one; their main asset is the absolute immortality and the weight of time.
After their bonded G dies or stops wrecking havoc, they will lose their powers. They do not need to actually fight the bonded G, and will keep their powers even if helping their ostensible foe. A successful D is much more likely to be empowered again if another G arises.
(DefJOE is a member of this category, though he has access to some of the powers of Gs, Os and Cs on a permanent basis.)

O: It's like being a G but you have to actually understand things, making it several times worse. there are three known practitioners, and together they were able to Almost contest the resurrection of a near-apex G. They were also able to be almost killed by the G in question looking at them for a few seconds then getting distracted.

C: I'm dubious on if this even counts as 'pseudo-human potential' but I guess if Exaltation counts... C's are empowered by the shattered pieces of the oppositional force to the pseudo-fate, which is pure evil. Shockingly, this does not make any requirements on their morals or their actions. There are C's which want to help the pseudo-fate, and ones that want to reform their powersource and destroy everything, and ones that want to MEMES. Their powerlevel is usually similar to a high-level G offensively, but for various reasons they have much lower 'staying power'. Their power sources are indestructible to all known means, but the empowered people aren't.
...It isn't even known if there Are any empowered pseudo-humans at present, except for one that is Part-D.
The number of practitioners in each art is as follows:
Gs: 912+
Ds: 40ish.
Os: 3?
Cs: 0??
owing to the numbers here, Gs dominate the list. from there, there's (known to be) 500 lowest-level practitioners, 250 on the second, 100 on the next, 50 on the next, 9 near the top, and 2 at the current top, and 1 who will reach the actual top. With 912 known practitioners, the top 20% of practitioners means 720 people up the list- a G of the second level, and a particularly skillful one. So that's an incredibly good, highly efficient choice.
(If you consider the Ds as well, and treat their conditional fiat immortality as a near-pinnacle power level, then the math works out to a just-barely-third-step G. It depends a bit on your values.)

The five-obols choice is somewhat better, but not incredibly so- a genuinely competent person with the powers of a second-step G is well-equipped to survive the setting unless they took something that enhances danger. and then to repay hunger with some ISH 5 or so powers within a few seconds if they took the Overlord.
(You might think I should be able to find something weaker in the setting that would be the 1 Obol thing, but no, there's nothing weaker that's both human and not lifted straight from some other fiction, and using the lifted things is like trying to find the average power of all fictional characters.)
...oh yeah and there's also Waluigi. Waluigi is in a power class of his own where he's probably comparable to a top tier G but it's hard to tell because he's insane.


[ ] Blood of Pedigree [2 Gifts] - Physical parameters are irrelevant with but a single Obol, so the possible value is Affliction removal. This is a priceless thing for any G embroiled in conflict: 'haha I'm at full health again!'. It's the kind of ability with... stage-crossing power, I guess, at least for a single conflict (and for a G, that means permanently going up a stage if they were fighting a higher-level G). Aside from that... there's a dubiously-canonical type of sapient reality-bending universe, of which there is a member which is, if existent, very strong but very sealed; it's possible this would work on them. If they're canon. which isn't clear. But they have no body to inject it into, and the same goes for the Shattered power source of the Cs.
then again being a G or D is power enough to inject something into a person without the target being a person, having a physical body, being weak enough for your injection method, etc.

[ ] Titan's Abacus [3 Gifts] - Since the degree of the absoluteness of Functionalism explicitly relates to the power of the passage world, it's worthless.

[ ] Victorious Ticket [3 Gifts]
The average practitioner would require trillions of millennia to attain Grandmastery in Fatal Threnody. 1 millennia is 1000 years. The ticket gives you 10,000 10 year loops, for a total of 100 millennia... Yeah, not enough without a contained sub-loop of a trillion years and by that point why even bother with the ticket, so the obvious abuse doesn't apply.
Ten thousand tries and ten years is probably enough tries and years to scale from Second-step G to the Near-Pinnacle level, even as a G with no other advantages, which makes 4 Gifts enough to, with time and effort, attain the benefits of 5 Obols. You'd be able to use the looping after each Step advanced without losing your advancement owing to the loops-within-loops feature, though at the cost of effective loop duration. This is a good method of advancement if you have no out-of-world-long-term advancements or (like Threnody) none of them will carry over / scale to the appropriate level in 100,000 years.

[ ] Auger of Companionship [4 Gifts] - Well... unfortunately the high-level people this could attract aren't... good people? all three of the known ones are jerks, with ambitions like 'reset all reality so nobody can stop me from being a jerk', 'vague plan to become more powerful so nobody can stop me from being a jerk', and 'keep a low profile so nobody stops me from being a jerk'. Also two of them are going to be trouble magnets and it is almost a rule that helping them sees your kindness repaid with pain. Not worth the four gifts.

The other-world options don't let me pick high-enough-ISH worlds to matter either.
---

Panoply

[ ] Shimmer of Possibility [1 Heroic Favor] - As a power from Haeliel, I have even fewer misgivings assuming everything here operates at or above ISH 5 than the other options. With the G powersets invulnerable-to-whatever's-hit-you-before, the invulnerability Aurora Halo can give you grows even more powerful; As you eliminate all the broad categories of attack, and then get hit by others, the difficulty of harming you further would become like harming a G possibly whole stages above.
(The 'template of wholeness' doesn't fit for G regeneration because you're losing abstract health, not body parts; even at 1 HP, a Godmodder is usually in pristine mundane condition.)
...
But, getting this requires picking The Seraph. even if barrister-reduced, is the amplified danger worth it?... Hard to say. It's also not clear where this would cap out, but it sounds like it may. on the plus side, people never use their eyes so nobody would notice how monsterous you are.

[ ] Special Dispensation [1 Heroic Favor] -
Probably involves fighting the pseudo-fate, as the most entrenched power available. On the other hand... I was planning to do that anyway. Sort of. It's a secret to everyone! Flat ISH boosts make it... not easy, because this is The Praxis... but conceptually simple to defeat the pseudo-fate, because it's not like it's ISH 8 or anything.
It's still hard to call it worth it, though, with the danger that will come with it.

[ ] A Sword [1 Heroic Favor] The Sword option is potentially a bit easier to call worth it for one reason: The option to pick another multiplicative reduction to the costs of Heroism.
...
That said, the benefits are tailored to your 'disposition and deeper nature', not 'your plan'. What would I really get, as a heroes blade? What is, what do I believe to be, my deeper nature?
It's a lot like asking what my domain would be, back in Underworld's Pearl. But, not necessarily quite. it says 'deeper' nature, and I don't think my fictional aspirations had the same thread of 'I do what I can't because I must', six years back. I did have a liking for art (drawing and animating, mostly) that far back...
hm, let's see... I'm pretty sure slacking off isn't my deeper nature...
...
this is a very ...-inducing line of thought.
I think part of my nature, aside from the above, is- not so much a desire, but an expectation- that things will Make Sense, on some level. that... if the rules( of a game) say something, the implications of that something are true of the game. Not as a matter of rules lawyering and trying to get the most out of it, but as a matter of... taking everything that's stated seriously and extrapolating accordingly.
(as an example applied to Rihakuverse, as I see it so far, 'capping out' unintentionally at a specific ISH value isn't something that's likely for a normal person, because sure, your universe caps out, but universe travel is a thing and not Every higher-ISH-cap world is going to have defenses against... lower-ISH-cap-origins people walking in. That's not to say nobody would ever cap out- going to worlds with higher ISH caps is dangerous!- but someone who Wants to keep going should be able to.
This might be inconsistent with Doctor Apocalypse or I might be misunderstanding Doctor Apocalypse.)
this expectation doesn't conflict with... people who act crazy, or abilities which are 'beyond logic', because... 'acts crazy' makes sense, it's something predictable and the extrapolations of it ('this person will be unpredictable to me and do things that I don't think are logical') come to pass. 'beyond logic' also 'makes sense'. I can expect the ability to do things which I would otherwise expect it to fail at, the exact implications may not be predictable owing to a lack of details, but I can predict that they will be unpredictable. At a suitable level of abstraction and logic, everything is, or so goes the assumption.
So, taking these three 'parts of my nature' and combining them...

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.

I gotta say, the blades name was really hard to decide on. Not that the effects of the blade weren't hard to decide on, but... different kinds of hard. self-reflection+superpower translation, versus "There's a bunch of ideas I want this to represent and how am I going to fit that into two words which sound like a sword name". On which note, the name is a combination of 'Sensibilities in the sense of peoples expectations about how the world is and should be- the world as defined by expectation- plus edge, because it does the impossible which is at or past the edge of that', 'sensibilities as in preferences for aesthetics connected to art, plus edge because it's a sword, so it's an art sword', 'sensibilities as translated to fiction via tenuous connection and edge as in border because it's a sword I had in real life making it at the border between real and imaginary', and faintly 'sensibility in the sense of things that make sense and edge to mean that it's slightly beyond that'.
and also sensibilities in the sense of aesthetic preference and edge in the sense of edgyness because Memory's Imposition is an ability directly inspired by the somewhat edgy (especially in context) ideas of younger me.

And now on to everything that wasn't there when I first read the CYOA.

[ ] The Princess [8 Gifts] - In other contexts, the attribute +'s might be important. Considering the sheer power level of the setting-and that I already have Some LCK if I pick up genius- not so much. Auger still isn't worth the four gift price, even with the benefits it'll give the chosen companion. Well, except maybe if we assume that giving +100 INT and WIS to the leading jerks will make them realize being jerks is bad. Which I wouldn't assume. the Burden sharing is quite valuable, potentially; If I find myself able, on inspection, to get Princess and genius and an obol and barrister and mandarin- that being a price of 17 gifts which I thiiiink is beyond the achievable?- then that would make the Seraph even more palatable. The Cosmetic effects are cosmetic, of course. The Aura, on the other hand, is Exceptionally useful. Emperor Red, in particular, is transcendentally potent. I don't care what it says about 'Devastating Cost', operating at +1 ISH when you're already past 4 is powerful enough to create several duplicates of yourself which aren't suffering that cost. And by several, I mean infinitely many, and they are all at effectively the ISH level you temporarily accessed through essence amplification, and one of them happens to be inclined to make you effectively not suffer any costs by acting in your steed and being you, and so on and so forth- We are well past the point where '+1 ISH' means an infinite multiplication. Also contextually the +20% to all attributes is irrelevant so that can probably be dropped in exchange for a less devastating cost for Essence Amplification or minuscule increase to the ISH bonus
When taken with November Sky, the Red Aura, and a Seraph item(probably Shimmer, trained for a single specialized adept-level capability within an hour or short period due to heightened base stats from focused investment on wits or whatnot) the +2 ISH Essence Amplification can bring your specialized Perfection(ISH 3-level) effect up to ISH 5 or so, which is roughly 'threaten rihaku IRL' level considerations, letting you clap the maiden for hunger and receive his eternal gratitude, assuming the battle with the maiden lasted more than an hour from the perspective of your hyperdilated position. and also assuming it's not over by the time of this CYOA. Also, when you think about it, this is the most ambitious possible choice because Hunger is a progression-type cursebearer so if this feat is worth enough gratitude that he'll keep you at even the power level of a peckish you will soon be powerful beyond your wildest dreams, thus resolving the ambition drawback.


[ ] Overcharge [+2 Gifts] - I can think of one reason to take this.
for the above November Sky + Emperor Red Aura + Something (+Mandarin maybe?) build, where everyone can agree that you were actually being very clever in your pursuit of instantly defeating a several month Apocryphal Proc for Hunger and then Hunger can cure you because this is the kind of thing you want to incentivize random subjects doing.


[ ] Flicker of Soliton [1 Gift]Hm, well, if interpreted generously this is incredibly powerful because when you kill enemies you gain raw reality-warping capabilities in physical form. the one day a year thing is also nice I guess. the magical missiles are eh. Lastly, the cheaper auger is potentially valuable. It takes about 30 1st-stage G's to match a capped one tick-by-tick, and the 1-Obol level is high second stage to low third stage, so if you could buy three augers and put mandarin on them you could potentially have more than five obols of power... but I don't think you can buy multiple augers.
So builds. right
right, buildmaking time.
What do I think is a must for exploitation of Your Choice? well...
[W] Your Choice [0 Gifts]
[I] Obols of Paradise [1 Gift, requires Your Choice or A Quest]
[N] The Genius [2 Gifts]

And that's enough, that's a build on its own. No drawbacks, transport to a setting that theoretically has access to higher ISH levels than the dynasty itself if Hunger should perish, high personal power and exceptional resilience to becoming dead. There are paths to advancement, though without the ability to leave the setting- something neither of the chosen options gives- those paths would be firmly in the range of the human-comprehensible. But maybe that's alright.
But what if it isn't? There's more I can get! Why stop at just halfway up the totem pole? Well, in that case...
[T] The Overlord [+5 Gifts]
[E] Fisherman's Association Membership [+1 Gift]
[R] The Barrister [5 Gifts]
[S] The Mandarin (Barrister's Void) [1 Gift]

This build is safer because these Geas do not conflict as written, and it amplifies the difficulty of detecting you further if untoward. It also has the far-future potential of being omnipotent up to whatever ISH level Fatal Threnody can access. Additionally, there is the slightly questionable possibility of an interaction between suddenly being stronger than Hunger and taking The Overlord where theoretically I would be able to actually contribute to his journey in a notable manner by way of him leaching half an action at any point and leaping up a couple ISH levels of fully versatile capability.
And, at this stage, it isn't much more cost to also go...
[N] A Debt [+2 Gifts]
[O] The Forester - Mental Agility [1 Gift]
[W] Flicker of Soliton [1 Gift]

for substantially increased decision-making capability and with Soliton just kind of there but I guess it's potentially useful.
And if I'm a crazy person I can also...
[!] The Seraph [+1 Heroic Favor]
[!] A Sword [1 Heroic Favor]-Sensibilities's Edge

Which, sure, would help with all of the crazy schemes I can try and hopefully not die from because of Genius. but also it's increasing the danger I'm going to run into a lot.

Now to count up how many Gifts are theoretically available to see what combinations of things are theoretically possible for several seconds until you die...
Well, I mean, I picked up most of what there is in that build, except for things which conflict with other things, and overcharge. So you can have... 3(baseline) +5(overlord)+1(FAM)+2(Debt)+2(overcharge) for a total of 13 Gifts. Or, if you go for a +1 Gift world, 14 Gifts (or with Finitude lacing thrown on, 15). Which means that, yes, you can Just Barely go for Princess+Barrister+Mandarin for MAXIMUM OVERDRIVE RESPONSIBILITY MITIGATION if you're okay with probably dying shortly afters beneath the weight of being in a +1 Gift world. or, go for Princess+November Sky+Mandarin+Seraph something to more powerful than Hunger in a short burst until he pulls another three 25-Arete advancements out of his ear. or Augur+November Sky+Barrister for possibly being friends with Hunger if he looks past your abuse of kindness. unfortunately, however, you cannot simply buy all of the options.

Man, the CYOAs keep building up! By the time I finish one, another has appeared. Well, I'l keep at it. The above is...
8276 words. minus a bunch for copy-pasted bits. probably goes down to 8000 or so without all that? shrug. surprisingly, full consideration did actually lead to a build I'd take in the place of 'just pick November Sky duh', conditional on the assumption that this is before the maiden fight happens- that build being 'Solve the maiden fight for hunger by abusing a +2 ISH shattering blowalike aura'. Which is not the main build, because it's less interesting despite its immediate immense power.
 
That the Overlord is definitely future Hunger, and the Winter Dynasty his realm, is a dangerous assumption to pin your build on...
 
That the Overlord is definitely future Hunger, and the Winter Dynasty his realm, is a dangerous assumption to pin your build on...

Tbh, I kind of suspect the Overlord is infact Past Hunger, the Forebear, and that the similarities between some of the Overlord's Mandarin's with Hunger's current companions come down to the same manipulation of Fate thats created Hunger to be the Forebears heir/reincarnation/resurrections/whatever the hell his metaphysical connection to the forebear really is.
 
A Wish Upon A Star
Have a couple more builds, this time with less tumescent blurbs. That last one got away from me. Thanks again for making this!

That's No Moon

Location: Conflux +5
Magics: Anti-Bell (Thrice-Scorned, Eternal Night, White Devil, Azoth Master) -3
Artifacts: Elixir (Power) -2, Omega Sky -4
Associates: They're not Krista tier anyway!
Drawbacks: A Hissing Beast +1, Striking Them Down +1, Among Equals +1

A build that doesn't take a Curse! Is that... legal? Wrong question, for the law is nothing but clay to be molded into shapes of TNM's choosing! As the heir to the Seventh Crossworld's greatest exemplars, my genius will be vindicated once the Omega Imperative rises. With an effective +420 and +1 ISH Intelligence I'm basically a walking, talking galaxy brain meme. Elixir stacks with Azoth Master and White Devil's +All Stats for respectable physicals too. A nice perk, though punching people's not what this build is about.

Elixir eliminates White Devil's drawback, the least morally palatable of the lot. Eternal Night's incentives are dangerous, but this build has no use for Guardian powers and TNM's sheltered by the Omega Sky anyway. Mistress of Nether's neglected despite its Int-based scaling because inability to lie constrains the Devil and without the ability to act altruistically, TNM can't back up his ego with grandiose demonstrations of generosity. Further personal augmentation will have to come from combining tech with Cultivation and Mysticism.

Starting in the Conflux is risky, but the Omega Sky's capable of enduring the Devourers long enough to escape up the Ever-Tree, which is where the fun begins. Repairs'll be a breeze. My flying fortress is a far cry from the proverbial cave with a box of scraps; if the Thrice-Scorned did so much with household objects, what can I do with a fully armed and operational battle station? I'll camp out in the blind eternities between worlds to capitalize on Eternal Night's progression while concocting a solution to Satorneal. Given the name I'm obligated to take on the other moon-sized monstrosity.

Among Equals is an ironic drawback, since TNM acknowledges none, but the build doesn't rely on my Maker status at all. Eternal Night more than compensates for the progression hit, so there's no reason not to snag the Spark. Anti-Bell's downsides are more dangerous than the drawbacks in the long run. The Wis malus with no advisors except the AI is especially risky, as anyone who wants a berth on the OS will have to sign contracts accommodating TNM's numerous foibles. But I set out to create a supervillain and am proud of the technological terror I've constructed.

The Writer's Quill variant takes Exalted Spirit for another eventual +40 Int and wizardry (still no Nether) and starts on the Seventh Crossworld instead, negating the risks of Conflux. With the 2-Spark version of Strike Them Down I can afford Spirit anyway, but Satorneal implies the existence of some gnarly World-Eaters, so TNM errs on the side of safety (and not splitting dev time). The canonical Omega Sky was lost to the Conflux, after all.

Desolation of the Soul

Location: Fourth Crossworld +1
Magics: Starmade Physiology -1, Wish -4
Artifacts: Elixir (Power) -2
Associates: None
Drawbacks: Sole Responsibility +1, Verdict Heart's Notation +1, Accursed Name (Affliction of Slumber) +3

Faced with a dying cosmos that I've accepted Sole Responsibility for, the Maker makes one last Wish. The desire for deliverance awakens a different sort of exalted spirit; not the effulgent promise of wizardry, but an anesthetizing radiance that heralds an end to every ill. Basically, an Elixir-enhanced 6.5 Spark Wish suffices to instill and jumpstart the potential for Unprincipled Expression, bypassing the month-long calibration process but granting no preexisting development. This is kind of ridiculous, but less so than some of the other Wishes I've seen.

Expressing the Light of Desolate Heaven in a universe with so many problems is like letting a fox loose in the henhouse. Everywhere I turn, there's some harm to be ameliorated. Stalker-induced distress to be soothed, Rootworm feeding frenzies to be suppressed, Jabberwocks to render docile. Vampires I'll have to just place in stasis, since once the antisocial impulses are smothered there's not much left. Cultivating the reform tech tree isn't worthwhile when scale's a more pressing problem, though eventually the Lightbringer could convert Devourers into Astaroths en masse.

Starting in Fourth Crossworld with Starmade Physiology and the baseline Expression is safe, so linking up with the Star Guardians shouldn't be hard. The Desolate Light's themes are limited, but its personal protection scales rapidly and doesn't lapse while asleep. Starmade patches its inability to augment me; it's fueled by light and as I need to grind power anyway, I'll be able to output billions of lumens early on. Creating Desolate Light sources allows growth/utility even while Slumbering. Two stages of mitigation are achievable with moderate investment.

Initially I thought Hissing Beast would go well with this, but it specifies that Satorneal has to be slain. So while sufficiently advanced Desolation would no-sell the Hiss it can't complete the quest. Strike Them Down's off the table for the same reason. Thankfully the starting location's right below the Third Crossworld and my Expression's perfect for fortification purposes. This is the build I'd actually pick, though in terms of having fun and engaging with the world going 'oh, I Wish for an original power' is something of a copout.

Still, Desolation has a high win percentage, unless I run into a Devourer with very esoteric vectors of attack early on. Its full power will take time to unfold, but eventually the Ever-Tree'll be preserved by the light of a new sun, and the Final Star safeguarded against future degeneration. The Writer's Quill variant removes the Affliction of Slumber. Upgrading Starmade to Sunlord and dropping VHN (Responsibility is required for this Expression) is tempting, but not having a Major Curse wins out.

978 words.
 
If there's another CYOAs (there is, to be clear) that also provides a similar 'From another CYOA' option, can I loop them for infinite power?

In seriousness this is probably the best one, even if Combat-type is effectively forced.

Well, yes, but the only one I remember is Unkindness' Gacha with that as an option.
 
Now This Is Simping 2.0

Elixir + Wish: Cost 6 - All power directed to comprehensively augment the Pearl Necklace as specified below.
Marosian Instruction: Cost 3 - Used to write in / summon a version of Augustine Mirellyian extremely compatible with and loyal to me, accounting for all traits. She's a stronger mage but much weaker technologist than Sybil Allard, has Rank, and from the description seems to be about equally hypercompetent, so roughly 4-Spark Companion level.
Pearl Necklace: Cost 3 - Has been upgraded to the Ring of Simping (True). As the Pearl Necklace, but a ring. Number of revives and consequent Attribute bonus are tripled (+90 All Attributes); grants ten Sparks worth of power with the same clause as the Necklace, of which the Maker can direct five. The latter will be used to elevate Augustine into a nascent Foremost Maker, upgrading her magic to absurd and fantastical heights. It's probably not a direct match for the Ectonconara in This Is Simping 1.0, but Augustine's potential ceiling is much higher, and her outside-context magics provide the opportunity for greater synergy with existing systems.

One potential expression of her capabilities after the ten-Spark buff:

The Lady

As the Maiden is to findross, so is the Lady to Foremost Runes. The Maiden descends at the apex of her journey; the Lady's is just beginning.

Implicate Halo - Her mother's daughter, despite it all.

*A Halo-type Advancement. The Lady is the supreme Arcanist, that art's perspicacious and final scion; as daughter outdoes mother, her predecessors mere powder munitions before the nuclear brilliance of her genius.
*The Lady possesses unparalleled talent in the art of Foremost Runes, with the potential to develop capabilities unique and unheard-of even amongst its exalted practitioners -
*Even at her current level, such feats as 'instantiating an Armament' or 'rewriting a universe' require a modest exertion at most; her full potential surpasses even the Logos of the Diagram. Her ability to marshal findross is unexceptional for a Maker - but her subsequent manipulations thereof, are poetry itself.
*The Lady's Rank becomes at least 11 and is operational regardless of realm.
*She becomes unable to write in any language but Foremost Runes. This frustrates her to no end.

Imperial Grace - Sovereign immunity, paid in blood.

*The Lady possesses a total mastery of her Foremost Maker form, capable of assuming virtually any configuration of physical and spiritual appearance and capabilities. This grants her an imperious grandeur, peerless regeneration of flesh and findross, and total immunity to conventional and magical forms of harm.
*In addition to +90 All Attributes and her exceptionally high baseline parameters, she possesses a pool of 200 Attribute +s that can be freely allocated amongst Might, Agility, Wits, Protection and Appearance.
*There is a 20% chance any hostile effect launched by the Lady will succeed, even if the target's defenses or immunity ought to have protected them.
*She must honor her promises, in letter and spirit. This frustrates her greatly, from time to time. Still, she considers it a valuable trait to possess.

Iron Flower - Survive. That's all that matters.

*The Lady and her boon companions are guaranteed to survive in some meaningfully complete and tolerable form, regardless of circumstance.
*The definition of survival may be finessed, and may certainly include outcomes palatable to most would-be opponents.
*She may use the Mind of Steel, to overcome by will and cleverness, what the Shattering Blow would with strength of arms.

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

This is somewhat more point efficient than the Ectonconara build, as I've confirmed that Marosian Instruction can create a four-Spark companion in exchange for diminishing the universe. More importantly, by directing Wish power to the Pearl Neckace we can create a purer form of ultimate simping, as the Necklace has greater inherent Spark efficiency than anything short of Anti-Bell!
 
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Build: Christmas Magic - 690 words

Base +1 Spark
[M] The Chainworld [+3 Sparks]
[M] Quest: Verdict Heart's Notation [+1 Spark]
[M] Quest: The Hero Synthesis [+1 Spark]
[M] A Wish [5 Sparks]
[M] Exalted Spirit [1 Spark]


This build has two aims. First, to catapult my own personal power sky high by taking a 1 spark magic system and just stuffing it with 5 more sparks worth of power. This will serve to catapult me far beyond even an Exalted Spirit with 340 years of practice and multiple breakthroughs, into the level of a super arch wizard even beyond that. A 340 year perfect run of Exalted Spirit training can invest a week and moderate effort in order to turn a human into a Illuminosian, replicate the powers of other 1 spark options, and add new Crossworlds to the Ever-Tree. Checking with Birdsie a super arch wizard with 6 Sparks stuffed into one magic system can protect an entire universe from enemies so long as the light of the star powers a world its connected to, or possibly turn an Illuminosian into a Sunlord with great effort. That shielding alone is going to take care of the Verdict Heart's Notation quest for me, and sweeping up a bunch of 1 spark empowerment options across several months is very enticing indeed. Especially since the next part of the build relies on replicating Armament despite not taking it initially.

The second aim exploiting this
The hero and dark lord's power level, as well as that of their respective companions and goons, will be adjusted to roughly match with yours, growing and scaling as you grow and scale.
Bootstrapping myself to unheard of heights of power is a selfless act when you think about it, because what's supposed to be a downside preventing you from just mashing the hero and the dark lord together in the right way like action figures can be turned into an incredible boon. This quest, completed, is going to mean that there's going to be a whole gaggle of good people capable of incredible feats in the service of the Ever-Tree running around afterwards. The danger here is that the dark lord is now possibly the greatest threat in the world if not solved neatly, but the pay off of this gamble is going to mean that there are multiple people with power levels on par with 'double the Ever-Tree's lifepsan at a couple hundred years worth of cost' to do exactly that. Double the Ever-Tree's lifespan. Give everyone 5000 years more breathing room. The fact that its not just the hero but multiple companions means that the burden can be shared.

While I was writing this up Rihaku made a build centered around the same mentality with this quest more or less but shhhhhh.

The method to ensuring this quest's success is in replicating Armament's 1 spark power with a week of effort until I can make something on par with Shattered Delusions (Mirror). The hero might be close to as strong as me but the very flaw I'm supposed to correct is in itself an attackable weakness. I can chastise him with a mirror about his arrogance and sloth, and with various other mentorlike guilt trips and sound advice I should be able to clear a quest that wasn't meant to be done with semi-conceptual help.

If I was feeling dangerous I'd take the 3 spark version of his quest, since I could do something personally about the fact that the world is falling. However as it makes both the companions weaker and the dark lord, who at this point is likely the greatest threat to the tree at the time if given the power to scale up further, much stronger I'm unsure if its worth it.

Also there's probably a great deal of synergy between 'the ability to permanently seal away a World-Eater in an artifact prison and whittle down their fundamental essence over time (a few real-time weeks) into an elixir that can empower an Illuminosian as if they'd trained on the Starworld for around five-hundred years,' the ability to turn yourself into an Illuminosian over a week, and a dangerous World Eater that's going to eat its way up the chainworld. Bootstrapping yourself into a Sunlord hooooooo
 
Plan Goddess Waifu
[ ] The Conflux [+5 Sparks]
[ ] Quest: A Hissing Beast
[+1 Spark]
[ ] Quest: Striking Them Down [+2 Sparks] -
[ ] Burden: Sole Responsibility [+1 Spark]
[ ] Pearl Necklace [3 Sparks]
-
[ ] Elixir [2 Sparks] - Elixer of Mastery
[ ] Ectonconara [5 Sparks]


The plan for this is simple. Empower waifu into supremely potent goddess, have her mass produce armies upon armies of super empowered people. As long as I can claim credit for the kill via helping in some manner it helps for the quest. Ectonconara is going to get stuff worth 3 stars of power plus a full hundred years of magical training. To say nothing of her vast stat boosts and empowerment. She'll be able to mass produce endless legions of high level magic users and suntouched. She may even be able to reproduce some three star options at the peak of her power. She'll be strong enough to utterly crush even the strongest of Devourers.

I solve my poor judge by surrounding myself with skilled and competent generals to advise me on what orders to give her. After all, I am not a general. I have no idea on how to run a proper war. Running to the front lines to kill monsters personally might feel good, but logistics will allow me to save more people than anyone else.

Once the Devourers are gone, I can keep the sun running by just having a wizard sacrifice their progression to it every few hundred years to add another 5000 years of lifespan. The goddess I created will have control over the universe, and since she only wants to listen to me, I'll basically rule over everything. I spend my time trying to uplift worlds to higher standards of living, rebuilding what was destroyed, and so forth.
Plan Speedrun
[ ] The Conflux [+5 Sparks]
[ ] Quest: The Hero Synthesis [ +3 Sparks]
[ ] Quest: Striking Them Down [+2 Sparks] -
[ ] Burden: Sole Responsibility [+1 Spark]
[ ] Sunlord [3 Sparks]
[ ] Ring of Power [2 Sparks] - A featureless steel-gray ring, attached permanently to the royal finger it's put on, interestingly well-fitted.
[ ] Half-Devourer [1 Spark]
[ ] A Wish [5 Sparks] - "I wish for every Devourer in Existence to be transported here and my hour of glory to be magnified in might even further."


I have one hour to kill every monster in existence. My hour of power is turbocharged to the maximum possible value. Even if I am not strong enough to kill literally all of the Devourers, I should be strong enough to kill most of them. Which means I can eat most of them. By then I should have all the tools needed to deal with the hero situation. I should be able to deal with the Dark lord singlehandedly, and just brainwash the pride of the hero away if need be. I'll have killed every vampire ever, I should have enough skill to do that.
 
Gun Control Chapter 2
Avenger

"I accept."

The Gunman nodded and waved a hand - like a flashing spiral of incomprehensible stars, points of data appeared in front of him: circles of golden starlight conjoined with lines and geometric figures, sigils and glyphs of dazzling complexity and befuddling strokes, more than a few extending into the third dimension like a machine of light.

Alexander observed, as the construct of light spooled and narrowed itself, into a single glowing orb. It floated to the Gunman's side like a loyal parrot on a master's shoulder.

"Before we discuss your basic capabilities and the focus of your basic training course, we must speak of your duties. There are many, but none of them should prove cumbersome even for someone your age, especially once your training is complete - if you ever find them to be an excessive burden, actions will be taken to lower them as much as possible, but you shouldn't fret over such things. I do not ever kill my subordinates for failure, no matter how grave in nature, barring a few exceptions under rare and extreme circumstances. If you ever find yourself bitterly disappointed with our organization or the particulars of its actions, you're permitted to file a report directly to me. If I find its contents to be sustainable, you will be allowed to leave service, conditionally, as a form of honorable discharge. I will know if you've filed a report."

In Alexander's mind, there was a strange impression of a stoic, narrow smile under that helmet's visor. He frowned.

---

Alexander has become a direct member and employee of the Gunman's vast army, as a Soldier, with the Rank of Untrained Recruit. As soon as your training is complete, you will instead be a Private.

A Soldier's duties are as follows:

1. A Soldier must obey any direct command from a superior.

Addendum
: A Soldier may utilize his moral judgment or observational skills to deem a superior incapable of issuing commands which are ethically or strategically correct, and in this case, may disobey commands and follow their best judgment instead. However, in such an event, a superior further up the chain of command must be informed of the incident at the earliest possible opportunity; most preferably, the Gunman should be informed via filed report. A Soldier abusing this privilege to disobey orders for their own self-benefit or due to a haughty supposition of their own moral/mental superiority will be dishonorably discharged. There is no place for arrogance or greed in these ranks.

2. A Soldier must proactively seek to better the lives of sophont beings and to put a stop to activities that may interfere or clash with this duty.

Addendum
: All Soldiers recruited directly by the Gunman are sifted through with a process that takes in untold decillions of details and facts into account, including metaphysical aspects incomprehensible or not fully comprehensible to most sentient beings. However, never will the Gunman recruit someone incapable of applying at least a basic veneer of a moral compass to their activities, and often shows a clear preference for Soldiers capable of empathy and ethical conduct. As such, follow your best judgment when deciding what is 'good' and 'evil,' and remember that such distinctions do not, necessarily, apply to higher beings.

3. A Soldier must, if possible, avoid sacrificing their own life for any other duty.

Addendum
: A Soldier's powers and supernatural capabilities may be fully or partially stripped from them via discharge from duty, whether honorable or dishonorable. However, even this process yields only a major - not full - return of invested power back to the Gunman. And between their powers and items, Soldiers are expensive and time-consuming to train and equip - an untimely demise or discharge should be avoided, and utilitarian morality applied over blind deontology if possible. If you die now, to save a civilian from a gunshot wound, then you will never have a chance to save the boundless millions of lives in your future.

4. A Soldier must, no matter what, follow and do their best to contribute to the Great Cause.

Addendum
: Although its interpretation can be stupendously difficult, there exists the so-called, 'Great Cause,' which the Gunman and his army subscribe to. Its details are poorly understood and little is known to ground units - a single fact that can be agreed upon is that all duties, especially the Second, are a consequence of the Great Cause.

It's highly unlikely, although conceivable that a Soldier might encounter one of many multiverse-traveling entities which are designated as, 'Allies,' of the Gunman, which the Soldier in question will comprehend on an instinctive and deep level as a part of their basic capabilities. A Soldier is expected to support an Ally in any capacity possible, even if it requires the Soldier to completely violate their other duties. All other details are [TOP SECRET] and not available to you at this time, and maybe not ever.

---

As a reminder, you already possess the following capabilities:

*A number of immediate physical enhancements. Largely Essence-based, with moderate optimization of bodily form. +++Might, +++Agility. (Peak-human strength, endurance, speed, and similar physical condition traits.) A lesser mental and spiritual enhancement: ++Wits, ++Willpower, +Wisdom, +Intelligence.

*A depth of inherent ability and infused experience in the use of military equipment of any current or past era, comparable to a veteran of several conflicts or a single major armed conflict (a World War.) An instinctive aptitude for using otherwise unfamiliar or futuristic weaponry, as well as improvised weaponry of any kind. A skill, talent, and intuition for martial arts sufficient to contest any master in your present reality on peer-level, assuming a fair fight.

*An array of defensive spiritual and existential measures: a Soldier is completely immune and hidden to any means of mind control, spirit manipulation, results-oriented divination, or information-oriented divination lesser than four steps along the Infinite Singularity Husk, and greatly resilient to any similar effects lesser than sixty-five steps along the Infinite Singularity Husk. There is nothing on this Earth or in the mundane cosmos beyond that can learn about you or control your actions. Also, Soldiers receive various other benefits that help them resist concept-based instantaneous obliteration or unacceptably esoteric forms of information gathering.

*A Soldier is tethered in a permanent fashion to a construct made by the Gunman, called the Golden Vertex of Expansion, or simply the Golden Vertex. It allows them to, metaphysically, Progress in a lesser fashion; any magical system or supernatural power can be learned or initiated into in time, any skill can be swiftly learned and mastered, any improvement attained, etc. Although a Soldier's rate of learning is powerful and unnatural for a baseline human, this process can be arduously slow on an objective scale.

*Although this is mostly a footnote in your book of capabilities, you are now biologically immortal.

And now, for your basic training and other considerations. Select one focus for your training course.

[ ] Infantry Training

Across the many eons and existence of countless universes, the combat of groups of men, fighting on the solid rock underfoot was, by far the most common and popular. An infantryman represents the meat of an army; the consistent flesh that sticks all of the internal organs together and forms the muscle, marching onward to victory.

*An endless reserve of stamina, unflinchingly indomitable willpower, and perfectly unwavering patience.
*Never tire, never sleep, never falter, never break. All of your other physical needs, such as food, water, and oxygen are reduced, letting you persist on a toddler's bowl of oatmeal and milk as a weekly ration.
*An uncanny precision and accuracy with implements of murder, including your hands and feet. Allows you to unfailingly target anything as small as a fly's beating wings zipping past you, catching it and preventing its escape.
*A basic initiation into the Gun-Katas of the Bullet Forge. Access a number of spells useful for combat, including the ability to summon weaponry and ammunition from nowhere and enhance your attacks in various ways. Allows you to learn more, in time, and to specialize in various ways.

[ ] Advanced Training

The Gunman says that war is merely the social externalization of the principle of conflict, and conflict is one of the fundamental elements of the animal psyche, inseparable from our spirit. As humanity progresses, so does its manifestation of warfare, into ever-darker and deadlier paradigms.

*A modern soldier needs more than a spear and a shield. Allows you to effectively and skillfully ride any vehicle or creature in existence; an armored battle tank is merely another version of a war elephant; an airplane presents no substantive difference from a tamed fire drake.
*A modest but eclectic store of a polymath's knowledge: mathematics, biology, technology, physics, criminal science, forensics, computer science, chemistry, engineering, security systems, medical sciences, logistics, philosophy, occultism, and similar topics. A broad competence in the subjects in question: wide, but lacking depth.
*An improvement to your quantitative and qualitative intelligence, allowing you to take advantage of the knowledge you'll possess. +++Intelligence, +++Wits.
*By the standards of your current universe, these capabilities alone make you a Thinker/Tinker 2-3.
*A basic initiation into the Gun-Katas of the Bullet Forge. Access a number of spells, half of which are combat-oriented, and half of which are utility-oriented. Allows you to learn more, in time, and to specialize in various ways.

[ ] Officer Training

If we follow the metaphor, saying that infantrymen are the army's flesh and meat, then it follows that officers are its spine and nerve. An officer is a vital element: a guiding element that swiftens the flow of information and helps coordinate the Gunman's subordinates.

*A basic initiation into the Gun-Katas of the Bullet Forge. Access a number of spells, most of which are utility-oriented.
*Allows you to command a fireteam of people you designate, employing them into the Gunman's army as Conscripts, a "half-Soldier." A Conscript must be fully willing and reasonably likely to accept the burden of the same duties as you. If a Conscript proves themselves, the Gunman will make them into a full-blooded Soldier. A Conscript benefits from 50% of your Vertex-derived Progression, at a multiplicative reduction of 20% of your own Progression. As a result, you can have a team of three Conscripts under you, with both you and the Conscripts receiving more or less the same Progression bonus.
*All Conscripts are inducted into the Gun-Katas of the Bullet Forge but don't know any spells to start with. It's expected that you teach them.

[ ] Special Training

Any modern army worth its salt requires black operations specialists and stealth units; spies, infiltrators, saboteurs, and people who walk into enemy lines with the intent of undercutting their operations. A fight that's fair is a fight that's lost - such is the Gunman's wisdom. And so, never fight fair if you can help it.

*A great depth and profusion of experience in stealth and sabotage. If you're cautious and prepared, it should be possible to infiltrate a well-protected warehouse in the middle of an occupied street, sneaking past a number of armed guards, plant a bomb, and then exfiltrate with no one the wiser.
*Any good agent requires good equipment: the Gunman will manipulate fate to put you in touch with some favorable suppliers of munitions...
*A specialized initiation into the Gun-Katas of the Bullet Forge. Access a number of spells, varied in origin, but specialized powerfully into the options which confer superior means of stealth and non-detection. An invisibility and inaudibility spell are merely the beginning, for greater weapons lie ahead...

[ ] Linguistic Training - Access the Verses of the Higher Tongue. Verses are a language of magical power originally invented countless eons ago by a somewhat distant ally of the Gunman's patron's patron's patron, but in the more recent temporal infinities, one of the Gunman's closest allies formed his own branch of the magical school.

*Access a magic system of startling profundity and great diversity of effects. All of the powers of a wizard of legend and myth, with fascinating and conceptual effects achievable even by a novice. A lot of combat potential, utility, and possible outcomes.
*As the Gunman had, you will begin with five proper 'spells' of this school of magecraft. It's possible to learn more, in time.
*As a side effect, you become a master of languages and communication forms; completely master Russian or Chinese, including their accents and alphabets, with a few days of effortful study; learn Morse code or American Sign Language with a few hours of study.
*++Wisdom, ++Intelligence. The Verses have a tendency to expand the mind of their purveyor.

[ ] Praxis Training - Access the Noble Gun Praxis, a lesser variant of a casting style invented and belonging to the Gunman's patron's patron's patron.

A style of magic that emanates completely from the self, relies completely upon the self, and is developed completely by the self. Advancement in the Praxis depends little on talent, much on effort and self-sacrifice. A dream of fairness, defiant against an uncaring universe. And power enough, in time, to make the universe care.

The Praxis is renowned for its limitless potential and complete omni-dimensional reliability. Where all other magics fail, the Praxis operates with unerring consistency. It excels at inflicting and preventing harm, but struggles in matters of renewal or restoration. Offers no immediate power of any kind.

It's strongly not recommended for your temperament and current experience - you would have little potential in the Praxis - but no one's stopping you from shooting yourself in the foot.

[ ] Elite Training - Locked.

[ ] Veteran Training - Locked.

[ ] Gunmania - Forsake any of the training forms detailed above, confident in your own ability to acquire your own temporal power; receive a simple firearm and some ammunition as a consolation prize. +++Gunman Favor, +[???] Favor.

After you've selected your training course, we'll select the other considerations of the Gunman's transaction: your remittance and potential maladies...
Mostly a build vote. 2.3k words.
 
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