I am a sucker for potential so i must go for
[ ] The Hero
hopefully The Mentor can get The Dawnlord to pick me up to give me the best training montage possible
 
[T] The Warlock
*Acquire the possession of a magical system from any previous content that has been posted in the AST thread. In order to properly determine your magic system, assemble a short list of six magic systems that you'd like to acquire the most, then roll 1d6 to determine which one you receive. You are moderately adept in the system in question.

List:
1) The Cardinal Geometer.
2) Ensilvered Sorcery.
3) Descendant from aSS.
4) Wood Element (Crossworld Arena)
5) Elemental Interest CYOA (Deepened Speed, Determination)
6) Emperor Red
...I can't find the option to roll a dice anywhere so here's random.org


I don't know how Adept 'Moderately Adept' is but I'd guess at least 3 Cardinals? Given which: Escort, Cloud, Charge.
 
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[Q] The Remitted

Well, I would have taken Nightlord in a heartbeat, but it seems Genesys preempted me. Rather than commiting aesthetic treason and turning to the light for comfiness (and courting doom by opposing Tyrant-Rihaku), I'll go for pure power as the Remitted. I choose Amplitude + the Interface, paying for the latter with the Affliction of Slumber; Brands and Dooms are terrible for teamwork. Ninefold would be strong were it an option, but a Remittance that works passively is best for this build. Its relative weakness is also less of a concern with Amplitude as a force multiplier. With Slumber limiting deployment time, spending my days in the Tower of Midnight's fortified opulence is sound strategy rather than self-indulgence!

Edit: With no Interface, I'll combine Amplitude and the Basis to become a living artillery platform instead. Basic blasts can become sapient at high levels; if the conflict drags on I'll be able to field armies of Amplified spherical spirits. Conveniently for the Afflicted, the damage immunity's also automatic.
 
@Aabcehmu

Can you give examples of great and Grand Workings? Right now, I'm thinking if the former like Stargate gates and the latter like Galactic Civilizations Hypergates you can send whole fleets through.
Those sound roughly right, for a basic Claviger portal working? Claviger and Nightblade workings tends to be a bit smaller than other areas of magic just because, even with a Dark Shard, warping spacetime is still a massively costly endeavor. For other stuff, Greater Workings are usually ~planetary in scale, while Grand Workings are ~solar system scale.

Also, which archetypes are still open to be picked?
 
[Q] The Monster

I love taking care of my teammates and it seems like more people I like are on Team Tyranny.
 
[Q]The Mask Bearer

My first mask is of The Elder One. Physical effects don't apply, so I'm still on Earth. We'll see where things go from there.
 
So I have two initial ideas for my armament.

Benetnasch, an aquatic type armament able to traverse any depth. It can still move on land and in space but the ocean is where it reigns supreme.

It's physical abilities are the normal average for armaments but it's agility in water is greatly enhanced.

It also has incredibly powerful hydrokinesis, think Leviathan from Worm scaled accordingly.

Phecda, an armament that orbits the earth similar to the throne.

It's armed with a multitude of canons and blasters making it a long range fighter. Extremely long range. Capable making strong precise strikes anywhere on earth, aided by space manipulation.

That along with very high agility means that it can reposition itself easily and quickly. It's long range firing rate though is terrible, it's strongest attack can only fire once per day. Short range blasters have a very high fire rate but are far weaker.

In close combat though it is all but useless and is very fragile, at least by armament standards.

I don't have any ideas for curses though.

If anyone has ideas, changes, or other suggestions for potential armaments please let me know.
 
Once a participant has selected their build, the option chosen may not be claimed by anyone else. Pick the best Archetypes while they're up! If any Faction runs out of Archetypes, more can be provided. Most Archetypes can grow their Attributes and powers with sufficient training.
Actually, wait.
Once a participant has selected their build, the option chosen may not be claimed by anyone else.
There's no rule against claiming every archetype. There isn't even a rule saying you can only have one archetype.

Consequently:

[V] The Shadow
[V] The Cultivator
[V] The Stranger


[V] The Mentor
[V] The Magical Youth
[V] The Factotum

[V] The Pyromancer
[V] The Guardian
[V] The Witch-Slayer
[V] The Preserver
[V] The Nexus
[V] The Dragon
 
It's not that I don't know what the Hulk is, it's that my understanding is the Hulks power fluctuates wildly both in and out of universe(in-universe with anger; out of universe by writer). I know there's at least one comic scene where he holds up a continent(which of course makes no sense because he didn't have a big enough area to hold it from). I suspect, though I haven't actually seen, that there are also scenes where he struggles with a mountain instead, or conversely where Hulk So Strong Shake Planet, and so on. Looking at this wiki page for the hulk, he apparently has feats of 'strength' which aren't even strength feats (the ability to extinguish fire with a clap is a matter of both strength and Speed), a strength feat where he struggles with holding up a few large buildings one-handed and a strength feat where he stops a buildings-sized metal thingy flying at presumably notable speeds with one punch and therefore also one hand; meanwhile, falling personally at terminal velocity is enough to knock him unconscious though that ought to be less energy than a flying metal thing.
You're correct that the comics Hulk has a power level that fluctuates wildly. I thought I specified MCU Hulk to address that, but now that I check again I see I only remembered to do that for the Wrath form. Whoops. Fixing that now.
 
[V] The Mentor

I'll blatantly ignore Shard's attempt at destroying the rules and be y'all's Mentor.

Birdsie said:
*Acquire mastery in a five Skills of your choice, expertise in any ten Skills of your choice, proficiency in any twenty other Skills of your choice, and learn any Skill you pick up to advanced competency with tenfold speed, and at tripled speed past that. Your effectiveness in passing these Skills on, by means of teaching or guidance, is quintupled. Even if you do not possess any personal knowledge of a Skill, you possess a supernal level of discernment when it comes to advising others in matter of advancement and progression, boosting their growth as long as you keep providing guidance. The quality of guidance increases progression, and may even allow for 'impossible' breakthroughs or insights given sufficient effort and time.

Mastery In:
  • Strategy
  • Tactics
  • Martial Arts
  • Spellcasting
  • Decisionmaking
Expertise In:
  • Manipulation
  • Medicine
  • Stelth
  • Performance
  • Investigation
  • Craftsmanship
  • Swordsmanship
  • Archery
  • Beast-handling
  • Combat
Proficiency In:
  • Chemistry
  • Electronics
  • Mechanics
  • Architecture
  • Espionage
  • Entertainment
  • Awareness
  • Athletics
  • Logistics
  • Nature
  • Survival
  • Diplomacy
  • Economics
  • Physics
  • Public Speaking (Propaganda)
  • Savoir-Faire
  • Alchemy
  • Biology
  • Occultism
  • Thaumaturgy
Of course, the first thing to do is start mentoring the Factotum and the Hero out of everyone - teach them everything I know to the best of my ability.

Keep Nexus and Magical Youth with the entire time, so their buffs aren't wasted - the closer I stay in general, the better it is, but I'd be a target in most scenarios.

The Preserver can help Nexus work on Sanctum defenses and Reliquiaries for mega-defense or artillery.

The Dragon should utilize his money, power and influence to sway world governments against the Tyrant.

The Mask-Bearer should copy Hero, Remitted, Warlock, Stranger, or anyone else who's got crazy good Attributes.

The Guardian should call for help instantly, when the Elder One hasn't moved to kill him. The

Pyromancer can utilize his conceptual fire to burn away the weaknesss of the entire team.

The Hero should make a ridiculous build such as, Mask-Donning, Dragon's Physiology, Nexus Wishes, Magus Diagram, Preserver's Reincarnation, Dawnlord's Teleportation, Witch-Slayer's Magic Immunity, Guardian's Stats, Pyromancer's Pyromancy, Factotum's Competence, Youth's Magic (or Wishes), Mentor's Skill Aptitude. If Mask picked Hero then Mask follows this pattern.

The Magus should focus on helping the team develop its strengths, and helping the Preserver replenish his Essence stores, while also developing means of immortality and defense. Also, the Witch-Slayer - with some support - can destroy Warlock's house and phylactery thereby eliminating the major source of immortality for Team Tyranny.

Let's see you come out on top, Tyrant.
 
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The Nexus

I can have other do my job for me. It's great.
You willing to put one of your empowerment slots on me? Between that, my own small innate Attribute boost, and the high initial power of the Elder One I'm copying, I should hopefully be able to assault the Warlock's tower and destroy his Phylactery, if not kill him permanently as well, removing Tyranny's one method of resurrecting people.
 
Also, the Witch-Slayer - with some support - can destroy Warlock's house and phylactery thereby eliminating the major source of immortality for Team Tyranny.
Unfortunately for the Witch-Slayer, he does not have Constitution sufficient to survive a mundane nuclear warhead! As many as several of the Tyrants allies have sufficient stats that they could plausibly obtain one, and to not be harmed by magic does not mean your enemies cannot be shielded by it as you suffer- and that disregards such possibilities as raising the tower up far enough to be arduous to climb, then dumping rocks over the edge from the top. Or perhaps the Warlock can fly above the witchslayer, and pelt him with a mundane gun? if the Witchslayer does not dally to gain such capabilities as are necessary to endure this first- a task which would take quite some time- his actions will simply be courting death.

Additionally, though the Witchslayer cannot be affected by the magic, that doesn't mean He can affect It. If there is a barrier, I don't think it is within the rules of the scenario for the Witchslayer to pierce it any more easily than any other, save that he employs his Shout. Nor does the Witchslayer know the Warlock is on the side of Tyranny- his eyes pick out the nature of the magic, and the direction its caster travelled, but not the identity of the caster in any depth.

I don't think the scenario allows the Guardian to call for help before anything has happened to put them in observable danger.
Conceptual fire is not a baseline capability; it requires time to obtain.

additionally, I observe that your plan chooses the Nexus over the Tower as a primary base of operations- at any moment, before the Dawnlord's Teleportation is replicated, the Tyranny's Nightlord could transport any ally of note with them- it really doesn't matter which one- initiate a Contest Of Primacy, kill your Dawnlord because 0 stat buffs and no magic makes for a very easy kill, and thereby have access to a Rank 7.5-amplified training area with extra-favourable metaphysical laws which you're going to have a rather difficult time invading. The Tyranny has a massive coordination advantage here because the Tyrant can talk to his subordinates more-or-less freely, whereas Liberty can only send one-way messages or only send one message per day.
 
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Ugh, team Liberty is moving aggressively and my ramp-up time is long. Fortunately, Team Tyranny has more members total atm, and quite a few have high initial power. That should be enough to hold, hopefully.

We also need a Shadow rather badly, there's a chance of us getting simply outscaled without one.
 
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