Hatred Internalized CYOA
If I could hate, then it would be you.
[ ] August Sophos [1 Petty Grudge] -
[ ] Aria of Daysky [1 Serious Grievance] -
[ ] Mastery of Errant Possibilities [1 Serious Grievance and 2 Petty Grudges] -
*Crystalline Perfection -
[ ] Dream of Betterment [3 Petty Grudges or 2 Serious Grievances] -
[ ] Pandora's Box [1 Absolute Hatred] -

There really aren't that many builds for this. It showed up at an unfortunate times, I guess.

Weirdly, because you get a basic level of power when going to other universes, or staying in the hated home, high potential builds are pretty viable.

August Sophos gets you access to any magic, while mastery of errant possibility let's you learn quickly and with a measure of genius. You can then use the Dream of Betterment to supercharge and thereby exploit what magics you acquire. Apply crystalline perfection to your skill at the Aria of Daysky. This should maximize your ability for planning, learning, etc. While using the Aria empower it with the Dream of Betterment. You now have perfect skill and +1 power tier to your Aria.

Use your passive learning, planning, and scheming Aria effect to create, maintain, and refine your plan for the Pandora's Box.

I'd have liked to get the hammer, because tools like that are cool, but on a personal level the Aria is more useful to most people. It provides a guaranteed learning and planing time period that is mostly passive. Never again would you procrastinate planning out your day or practicing flash cards, truly the most powerful effect of all.

The reason I haven't written anything for this is because the kind of hate that lies at the core of this character is just beyond me. I don't think I've ever hated anyone even as much as petty grievance. The kind of emotion inherent to an Absolute Hatred is just way beyond me.

The cyoa is really cool, though. In particular the idea of someone getting so pissed at the world that he gains superpowers is fun, very Asura's Wrath esque.
 
Fundamental Principles
Current vote count? I believe unless An Ending True has significant omake power behind it, it is on the path to being eliminated. Ending True voters may wish to consolidate around a different option!

A mysterious benefactor has greatly empowered Perfect Merger, and to an extent Gisena's power in all other options as well. She will now fully assume her own Foremost Mantle as the Genius; no Arcanist merely but the full and, in time, total successor to the entirety of Maker knowledge, their sciences of the higher realms laid bare to her perspicacity. The magnitude, speed, breadth and immediate power of this Mantle will be heavily influenced by which option prevails, of course, with Perfect Merger being the overall strongest - the synergies such that both Gisena and Hunger will be empowered monumentally at the moment of her ascension.

That said, Closing the Fist would still yield an individually more powerful Hunger while merged, for those that care about such things, and there may be interesting synergies between the Genius and a High or Supreme Merger which would be otherwise unavailable to the baseline Hunger. Who knows what countermeasures the Maiden's final reserve may hold against multiplicity?
 
Current vote count? I believe unless An Ending True has significant omake power behind it, it is on the path to being eliminated. Ending True voters may wish to consolidate around a different option!

A mysterious benefactor has greatly empowered Perfect Merger, and to an extent Gisena's power in all other options as well. She will now fully assume her own Foremost Mantle as the Genius; no Arcanist merely but the full and, in time, total successor to the entirety of Maker knowledge, their sciences of the higher realms laid bare to her perspicacity. The magnitude, speed, breadth and immediate power of this Mantle will be heavily influenced by which option prevails, of course, with Perfect Merger being the overall strongest - the synergies such that both Gisena and Hunger will be empowered monumentally at the moment of her ascension.

That said, Closing the Fist would still yield an individually more powerful Hunger while merged, for those that care about such things, and there may be interesting synergies between the Genius and a High or Supreme Merger which would be otherwise unavailable to the baseline Hunger. Who knows what countermeasures the Maiden's final reserve may hold against multiplicity?
As expected of Gisena! Show the maiden who the real Genius is around here!
 
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Adhoc vote count started by Tyrant_Rayne on Sep 6, 2022 at 3:12 AM, finished with 681 posts and 52 votes.
 
1. Hunger needs praxis endurance and so I am still hoping to get some contest points for the Supreme Merger

2. I have a build idea that requires that I roll for a major complication on a 3P* fight:
*Note: I'm copying the probability mass from the Resident Outriders fight, with some of the death% shifting from Hunger to his teammates
1-20: death
21-35: Amiable Brute death
36-40: Gisena death
41-75: major complication
76-100: uncomplicated victory

...writing this out for the roller is once again much more nerve-wracking than I expected it to be.

even with a re-roll Hunger really wanted to die here
Zampano threw 1 100-faced dice. Reason: Heist Outcome Total: 10
10 10
Zampano threw 1 100-faced dice. Reason: Heist Outcome Total: 13
13 13
 
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And yet again the power of SORD succumbs to the power of SIMP.
Can this really be called victory over the Maiden? Or is there perhaps some intrinsic irony that one of her daughters would defeat her with ISH 6.0+ SIMPing?
 
And yet again the power of SORD succumbs to the power of SIMP.
Can this really be called victory over the Maiden? Or is there perhaps some intrinsic irony that one of her daughters would defeat her with ISH 6.0+ SIMPing?
I prefer to think of it as the power of SORD and SIMP united being stronger than either alone.
 
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So before my Hunger went Splat against a 3 Pick fight, I took a stab at the Dreadbeast fight, and mechanics for the associated DA options. My draft doesn't really make it seem like Hunger is properly in danger, which makes it doubly funny that he dies 2 chapters later.
~2900 Words

[Craven Giant Fight]
[Pick: The Forbidden]
[Relative to Canon: -1 Echo, -Form of Rage]
[Days Remaining at Start: 12 Days]
[Arete Available Today: 8.75]

The giant had not hesitated for even a moment. With almost mechanical inevitability, it rose from its hill and lunged forward like an avalanche. The abrupt motion tore sod, scattered stone, and sent birds caterwauling into the sky as though the landscape itself had taken up arms and armor against an interloper. Hunger's instincts were no less mechanical: forgotten lifetimes had drilled contingencies for every potential ambush. Ducking below the behemoth's blade, Hunger's retaliation scoured the giant's armor, two slashes in quick succession drawing blood at the crook of its outstretched arm and leaving behind a sickly curse. Taking advantage of the shadowy creature's enormous size, Hunger darted past the giant's overextension, directing a parting shot to the creature's achilles. The shadow-knight nimbly dodged the attack, leaping away to prepare a second crushing blow with its vastly superior strength.

Given half a moment to breathe, Hunger lashed out with an empowered blade-wind. The ranged attack closed distance and caught the giant's blade out of position for a proper defense, cleaving through armor, shadow-flesh, and bone. The creature's sword arm fell limp, briefly overcome as the power of Ruin seized muscle and overrode clockwork will. In response, the giant barreled forward, weapon forgotten, and seized Hunger with its one remaining arm.

The monster's superior reach and strength made escaping a grapple a daunting task. Hunger's own blade skittered across the grasping hand, dulling and disrupting the runes flowing beneath the surface of its gothic armor. Hunger's Cloak of the Evening Sky swelled and roiled like a boiling cauldron as it siphoned these deactivated runes out from within the enemy's gauntlet. The Cloak even provided a gentle cushion for his head when Hunger found himself dashed against the ground in a blow that would have reduced an ordinary man to a bloody carcass.

Braced by the protection of his cloak, he used its shimmering outline like a guiding star to land a ruinous two-handed strike against the hand ensnaring him. Hunger's blade cut through the limb as quickly and easily as a shooting star darts across the night sky. Hunger, and the giant's hand, fell neatly to the ground with a thump.

Seemingly shaken by its dwindling supply of weapons, the giant fell to its knees, its cursed sword arm retaining just enough strength to keep its face from ploughing into the ground. While the creature bowed its head, Hunger leapt backwards, sending a pair of cursed blade-winds circling around the battlefield in case of deception. Maintaining his distance, he called out, offering surrender. However, the creature's legs tensed as though preparing a second stop-thrust, so Hunger sent the two blade winds arcing down to bisect the giant like a bolt from the blue.

The giant slumped down like a puppet with its strings cut. Hunger felt the creature's superior speed rushing into his limbs, preparing him for what was sure to be a trying day...

[Tiller Wurm Fight]
[Pick from killing Giant: +2 Echoes of the Forebear, and another +1 Echo pre-Tiller Wurm from hunting stragglers]
[Relative to canon, -1 Echo, -Form of Rage, +Opalescence, +Iridescence, +A Thousand Cuts]
[Days Remaining at Start: 12 Days]
[Arete Available Today: 8.75]

The Hillside Soldiers were haphazardly scattered across the outer countryside of the Temple of the False Moon. Hunger had held advantages in both weaponry and mystical defenses when first ambushed, but was fully the soldiers' inferior in both raw strength and speed. The Soldiers' standardized tactics had been designed to cull enemies without the thaumaturgic sophistication needed to bypass automatized spell-forging. Hunger found the confirmation of hostility to be a helpful simplification of his day's mission. There was no ambiguity about lawful targets when the hills themselves were launching unprovoked attacks.

Knowledge of Hunger's ability to pierce the giants' armor with his fell-handed stroke, at range, seemed to proliferate across the countryside faster than his feet could carry him. He soon found himself the near-constant target of enormous crossbow bolts falling from the sky with uncanny accuracy. The Cloak of Evening nudged most of these attacks off-target, but Hunger accumulated an increasing number of slowly-bleeding wounds as the day wore on and its defensive capabilities were worn thin through attrition. Closing the distance to any one giant's shooting position became much more dangerous when the shots began falling from more than one direction at a time. Hunger's blade-winds were unable to out-range the giants' crossbows.

Eventually, after killing more than a dozen singleton knights, Hunger decided to withdraw. With the final sniper's nest receding into the distance, Hunger allowed himself a heavy sigh. He had reaped a bounty of power from the first shadowy hill-giant, but advancement from individual executions was painstaking. How could his Progression advance when enemies offered such varying rewards? Was he to be faced with alternating bouts of frantic self-defense and tedious slaughter? No matter, Hunger had set out for vengeance, and he would not complain about the nature of patronage that had already put him on even-footing with the soldiers of this realm despite a clear disadvantage in raw physicality.

As he crested a hill and saw the Temple Antechamber in the distance, Hunger's ruminations were violently interrupted by a maelstrom of stone, heat, acid, and teeth. His corporeal body was slain instantly, and Hunger briefly found himself a wraith soaring through the air. He came to a crashing halt as his incorporeal body embedded itself in a hill with enough force to leave a deep furrow. The tail end of an enormous serpentine creature was disappearing into the ground of the hill where he had been, instantly, slain. Hunger pointed himself at the Temple Antechamber once again and ran.

A creature that large, burrowing through the earth as easily as a fish through water? His ghostly form was faster than his body by a good measure, but not fast enough to outrun this monster. Hunger reached out with the senses afforded to an experienced practitioner of Accretion. This ambush was far from over: subtle tremors underground assured him that the Wurm was hot on his tail. He would not clear the exit before he was caught. However, running had given the Cloak of Evening a brief respite and its regenerated scraps hung around his ghostly form in tatters.

Hunger came to a stop on the top of a rocky outcropping, making as though undecided about where to turn. His intuition was that the creature would attack again, but since his Transaction, he was no longer limited to his intuitions. He reached out with the Ring of Hunger, enticing the monster with visions of carrion and helpless prey spooked into paralysis. Like a cable cut under tension, the Wurm once again exploded into motion. Pure bulk turned its very motion into a dangerous attack, but Hunger's Rank inured him to the creature's attempted ambush. As the ground fell out beneath his feet, Hunger was already diving sword-first to cut a ribbon out of the monster's rocky hide.

Hunger held on to the creature's exterior like a barnacle and was battered by its passage through solid stone. But while the Wurm burrowed into the ground, Hunger burrowed into the Wurm. Quickly burrowing through the creature's hide, he found himself in a messy tangle of blood vessels, digestive acid, and peristaltic muscle fibers. Gouts of burning acidic blood sloughed off his ghostly form, only partially abrading the spiritual corpus as the remains of the Cloak of Evening ablated the worst of the damage. He let the Forebear's Blade lead him, tip first, towards a cluster of nerve endings as increasingly frantic muscle spasms tried to force him out. Where it passed, the blade's residual curse peeled away the Tiller Wurm's innards like a melting candle.

At last coming to a locus of nerves, Hunger knew that he would have to cut himself out of the already-doomed creature quickly. His curse of Ruin had spelled the creature's end, but his own survival was not guaranteed. His blade struck true and without remorse, propagating the curse beyond flesh and nervous system to infect the creature's very spirit. Forward motion through the ground stopped almost immediately.

Hunger's spiritual form was unable to sigh, so he simply pointed his blade upward and began digging himself out...

[Dreadbeast Fight]
[Pick from killing Tiller Wurm: Ruinous Valor {Zweihander}, Hero-Defeating Stance
[11 days remaining at Dawn]

Hunger and Gisena set off at dawn, leaving behind a bleary-eyed Letrizia who had bundled herself up next to Verschlengorge's piloting interface. With an eye to the horizon, Hunger pointed out that riding as a spotter on his shoulders was a more practical combat stance than a princess carry, allowing for a more dignified dismount quicker draw of the Forebear's Blade.

"You regrew an entire arm overnight, don't you think we should mark the occasion? I'm even dressed for the job I want!"

"I thought that a genius would be happy to stand on the shoulders of a giant?"

"A Princess would get to work finding a smoother ride than the first giant she met. You're a bit shorter than the local giants anyway."

Later that morning, Gisena watched from her perch on Hunger's shoulders as the outskirts of the Temple civilization rolled themselves out behind the duo. Hilly meadows quickly faded to open prairie, and then to barren scrublands. A burnt copse of gnarled oak trees marked the most dramatic transition, a clear demarcation where the scrub fully deteriorated into a Waste. A crust of black ceramic clung to the oak trees' singed roots. Beyond this point, deep dry scars split the exposed earth. And, leading deeper into the waste, the twin tracks of a heavily-laden wagon had broken through the sickly gray soil.

Any expedition braving the wasteland instead of the main road must be eager to stay off the radar of the Temple proper. Reasoning that the wagon was indicative of rather more preparation than Hunger had indulged in so far, he followed its path. Only a few minutes after passing into the wasteland, a steady drumbeat of distant thunder began rolling over the horizon. Hoping to catch up before a storm obscured their trail, Hunger lurched into a headlong sprint.

"The storm seems to be keeping pace-"

Gisena's warning was interrupted by a bone-chilling screech: groaning steel, eagle's call, mother's despair, shattered bone and grinding teeth. Hoarfrost laced its way through the cracks in the earth, water vapor clinging to every exposed surface, delicate herald to the coming of death on claw and hoof. Hunger's Cloak of the Evening Sky wrapped around both travelers and welcomed both stillness and thunder, its hem barely fluttering as it imposed the quiet stillness of nightfall on fresh fallen snow.

Three things then happened in quick succession:

A cruelly curved blade, suddenly visible, arched through the air towards Hunger's exposed throat.

Gisena Allria catapulted herself backwards off of Hunger's shoulders to land in a cocoon of Nullity.

A two-handed guard borne of a lifetime spent dodging assassins parried the unprovoked attack.

A monstrosity from deepest nightmare had run them down, the thunderous hoofbeat of its many-jointed legs echoing as though still in pursuit. Its previous meal hung draped across the thing's shoulders: a ragged pelt of matted fur concealing emaciated ribcage. From beneath the pelt came the chittering of teeth set rattling by Hunger's unexpected defense. The dread beast did not pause, rebounding backwards into a somersault and disappearing from sight once again.

Hunger's own grip was shaken, but remained unbroken. The swordsman sailed backwards to land at Gisena's feet. A pulse of Nullity erupted from the Sorceress like a shockwave as she knelt down to help him up. The drumbeat cadence of thunder skipped a beat as though the beast had stumbled and then Hunger saw a claw scything through the position Gisena had just vacated.

But the tempo had been made clear, and Hunger had had time to rally. The Forebear's Blade went dancing around the claw and punched through armor to bite deeply into the creature's outstretched arm. The beast faded again from sight, and seemed to withdraw slightly further this time.

"I'm a liability if we remain stationary," Gisena said. But her adroit leap to Hunger's shoulders was interrupted by a crimson snare and she went crashing back down into the dirt instead. Twin spines came sailing out of thin air towards her. The projectiles punctured the Cloak's protection but embedded themselves in Hunger's left thigh when he interposed himself.

The congealed blood tying Gisena to the ground dissolved when Hunger exerted his Pressure. But the Dreadbeast's response was nearly overwhelming: Hunger felt as though his limbs and even his thoughts were moving through molasses, and even the earth beneath his feet seemed uncertain. He retained only the instinct to defend, to deny misfortune even one more sling or arrow against his companions. Within the reach of his sword, he would defy even this beast's unmistakable advantage in Astral Pressure.

Hunger was unsurprised when the Dreadbeast appeared on his wounded left side. The monster's movements were erratic, but the creature clearly had intellect enough to target any vulnerability. Claws jabbed out and were deflected, while Hunger's own blade and Pressure fought to preserve an island of safety for Gisena to work with.

The Sorceress had mustered a dozen bolts of Nullity with the time bought by Hunger's stalwart defense, and sent them spiraling out around the Cloak of Evening. They pierced the ragged hide and sank into its skeletal joints, leaving behind a sluggish weakness that was immediately and persistently visible.

Hunger's two-handed strokes targeted the beast's Nullified limbs: a headman's axe landing with surgical precision. He cleaved both limb and leg at the joint, projecting blade-winds during the follow through.

The Dreadbeast roared with pain and its cry was a blast-furnace on the icy battlefield. This cry was too much for the ablated Cloak of Evening to fully deflect, and Hunger felt the flames reaching his face.

He feigned dismay, recoiling as though the injury had staggered him. One hand reached out as though warding away the heat, while the second gripped his blade. Predictably, inevitably, the Dreadbeast's jaws snapped forward to claim the outstretched arm. Teeth met flesh, but blade met bone.

The monster's jaw had closed around Hunger's hand, burning through flesh while cauterizing the wound. But the Forebear's Blade had plunged itself hilt-deep into one of the Dreadbeast's wide-set equine eyes. The monster paused as though uncertain what had just happened. Its skeletal head bobbed like it was clearing away an irritating fly, but the Blade only sank deeper, carving a furrow through the thing's cheek like a single bloody tear-track.

Left without enough sense to vanish again, the creature listed forward, though it stubbornly tried to keep its head upright. Hunger scooped Gisena into an over the shoulder carry with one arm and leapt backwards to make distance. The creature stumbled weakly towards them, but the pair simply watched as a nightmare died in the dirt.



[] Call of the Wyld - 4P Conjunctional Advancement: Requires proximity to the Azure Ring or its scream
Defining Advancement
Hunger mimics the Dreadbeast's breath/sonic attack, focusing and amplifying the Scream of the Ring Azure
Add 25% to value of future +Rank
Increase by 100% the value of Agi, Wit, Manip +s
Lower by 30% value of WIS +s
++Heartlessness

[\] Feral Patience - 4P

Defining Advancement
Hunger gains the ability to become fully invisible at will.
When attacking from ambush, Hunger's STR scales upward proportional to the length of time he remained motionless & invisible. Utilizing this strength causes Hunger to become visible again, and lasts only for his first movement. Landing such an attack qualifies as a critical hit.
Increase by 20% the value of future +Rank
Increase by 100% the value of Str +s
Increase by 50% the value of Agi +s
Reduce by 30% the value of Con +s
Reduce by 15% the value of Wit +s

Hunger takes the Feral Patience unique DA to be able to go invisible

I rolled a 69 to talk to the Brutes at DC 50, so everybody makes friends and they invite Hunger to join them on a raid of a Middle Ring Armory. They provide Hunger with a Primordial Rune. Sparring with the Brutes provides 2P: spent on Dominion: Life + Chief Dominion.

Hunger and the Brutes storm the Armory, killing the token force of guards between shifts & shipments. There is a depleted stock of extremely powerful weaponry. Hunger earns 1P from killing the guards and spends it on Augment Dominion: Blood. He has Rank 5.05 Bloodcasting.

Gondar Archerman is waiting for the group during exfiltration - he was waiting in ambush for the Amiable Brutes.

This Hunger has Opalescence, Iridescence, Hero-Defeating Stance, Blood-casting superior to the Outrider fight in Canon, A Thousand Cuts, the presence of Gisena + 2 strong allies... and rolls a 10 on the dice for his 3P fight with Gondar.
 
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Honestly, the new information actually further reinforces my support for High Merger. Having super-Hunger and super-Gisena is surely better then relying solely on maximum Gisena - diversifying our pool of threats and techniques makes it much less likely the Maiden can pull a perfect counter out of her infinitely beautiful ass.

Also, a battle couple both giving their best is more interesting then "Gisena saves the day again" - Perfect Merger may empower Hunger, but it's Hunger being empowered by Gisena instead of seizing power for himself.

Finally, if we do manage 50 Arete (looking more likely now) then we can get Hour of Destiny, not need it between super-Hunger and Genius Gisena, and then have a safety net for epilogue purposes.
 
Honestly, the new information actually further reinforces my support for High Merger. Having super-Hunger and super-Gisena is surely better then relying solely on maximum Gisena - diversifying our pool of threats and techniques makes it much less likely the Maiden can pull a perfect counter out of her infinitely beautiful ass.

Also, a battle couple both giving their best is more interesting then "Gisena saves the day again" - Perfect Merger may empower Hunger, but it's Hunger being empowered by Gisena instead of seizing power for himself.

Finally, if we do manage 50 Arete (looking more likely now) then we can get Hour of Destiny, not need it between super-Hunger and Genius Gisena, and then have a safety net for epilogue purposes.
Ok but the High Merger people are living in a world where it's better to die with 25A in the bank than it is to even have the option to activate Hour of Destiny

At this point I think voting for Perfect makes more sense because at least that uses 100% of our resources

(Plz vote for supreme)
 
[X] Vendetta
-[X] Perfect Merger [50 Arete]
Hopefully I don't regret this but it think this creates the super-Hunger and super-Gisena but supreme would only make a giga hunger and relevant but not super Ginsena. Some fear that without Living Legend hunger will have to tap out immediately due to him running out of Praxis but I think that by not having 100% of the Maiden's attention on him he can spend his Praxis reserves much more efficiently and only use it when he gets the most out of it and not on every attack/defense but I could be completely misunderstanding how this fight work out at this powerlevel
 
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Honestly, the new information actually further reinforces my support for High Merger. Having super-Hunger and super-Gisena is surely better then relying solely on maximum Gisena - diversifying our pool of threats and techniques makes it much less likely the Maiden can pull a perfect counter out of her infinitely beautiful ass.

Also, a battle couple both giving their best is more interesting then "Gisena saves the day again" - Perfect Merger may empower Hunger, but it's Hunger being empowered by Gisena instead of seizing power for himself.

Finally, if we do manage 50 Arete (looking more likely now) then we can get Hour of Destiny, not need it between super-Hunger and Genius Gisena, and then have a safety net for epilogue purposes.
Unless we take perfect merger we don't immediately get Genius Gisena though, which is nice for Gisena but Hunger kind of needs the help now?

Hour of Destiny is still terrible and now there's even less reason to deliberately nerf our apocryphal mitigation in exchange for immediate power.
 
Magnets The Praxis, how does it work?

Arrival in Winterhold 1.2.1

Arrival in Winterhold 1.2.1


I don't ache when I drop down on my bed, but the whole of my brain feels hot and squishy, bruised with strain. Even though my muscles are unhurt my limbs shiver, now that I relax.

How much danger was I in, really? The draugr could have killed me, though it would have been difficult. The Iron Skin spell goes deeper than its name suggests, toughening muscles and bones, neurons and fat. But the spell would have faded eventually and in the right circumstances perhaps… it seems unlikely though. Less a serious danger and more a product of cosmic misfortune.

Not that my stomach cares, still churning with unease, nor my mind, as it remembers every stumble, every misplaced thought, and the whistle of the chipped axe edge.

I shift my breathing, take control of my lungs and force them into a steady rhythm until my heart falls into step. Piece by piece my body settles and with it my mind – the shivers stop.

Short though it was, the Midden has shown me my weaknesses, made clear what would otherwise have been supposition.

I can do damage, with fire of course, but if I need to there are still a few lightning spells etched into my mind. From warriors to mages that should be enough, given a little time.

Summoning isn't too difficult, though before I call upon an Atronarch or raise a corpse for combat I'd want to practice. Phinis Gestor is the conjuration trainer, right? He should be able to supervise, if I can get some money. For the purpose of distracting individuals my familiar should be enough, at least for a draugr or two.

That leaves two weaknesses, mindset and defense.

Fear causes me to make mistakes, to freeze up and falter. But, as a stop gap, I can find a way around that. The Courage spell supersedes a targets fear and ensures they remain in combat. Intended for allies or temporarily subverted foes the matrix of my version excludes the caster as a valid subject. But I can change that, though I'd prefer to check if a suitable self-targeting variant already exists.

That leaves defense. It isn't that magic can't defend. Between wards, resistances, immunities, the various -skin spells, and more there is little that can't be guarded against. Between enchanted full plate, a ward, and ebony skin I'd be well protected. But that is thousands of septim, six grand soul gems, and a mastered school of magic away. Even then there would be gaps that I would expect to be ruthlessly exploited.

What I need is more comprehensive than that. A general defence against harm, omni-directional and reliable. What I need is a praxis technique.

I sit up against the headboard of my bed, make myself comfortable among the sheets and pillows.

A book would be great right about now, an instruction manual, some indication of how this works. Do I need to breathe in a certain way? Think of a particular mnemonic? Perhaps I should be doing push-ups or flagellating myself for power.

The truth is I don't know how this works. But, the Royal Praxis has been made open to me, there's no point doubting that. Not when I've been using Magicka just fine.

So, I know the way, even if I haven't understood it yet. Of everything I know about the Praxis, only one thing stands out as useful here, a foundational truth of the Work and the Art.

Try. Do or do not. But always try. – The Accursed

So that's what I do.

I reach into myself, feel out the space of metaphor and association where my Magicka resides. With imagined hands I poke and prod every inch of that space, peel back its layers with my finger nails, shift into and out of the mind states behind every spell I know, try meditations, reach into my core to see if there is something more foundational behind it.

When I grow tired I sleep and begin again when I wake up.

I do push ups and pull ups, try freezing in the Midden, push beyond anything I might have dared before by healing myself when the damage seems like it would otherwise be permanent. Ten times I cast every spell know. Nothing.

Perhaps a different tack. I begin to develop a spell that will do what I need. The self focus of iron skin, but the ablative protections of a ward. In illusions I scrounge for resistances, the mechanisms by which these spells target something as abstract as fire damage, as poison, as magic itself.

My focus deepens as the problem fills my mind, its facets strain my brain, sprawl out across the ice walls of the Midden etched with streams of fire. I dive deeper, sink into the matrix of associations and memories, its algorithmic structure, the unbound light of Magnus, the laws of the earth, the domains of princes, the turning of the wheel and– all at once I find myself upon a bedrock all my own.

Oh.

So that's how it works.

The Classical Form - The Praxis is developed by the self, of the self, and for the self. Little wonder then, that those who lack initiation into its classical form develop approaches all their own.

[ ] Dread Not (1 Praxis Pick + 1 Pick)
A matrix of royal blue, spun out of the self. This is no web of memories, no tangle of associations, but a reified ideal. While manifest, all harm up to the practitioners maximum health, including defenses, is prevented. What remains afterwards must contest the practitioner as normal. If an attack would kill the practitioner the matrix shatters, but perfectly defends against that one strike. Highly draining to manifest, increasingly draining to maintain.


I'm assuming that the Praxis is pretty flexible in how you put in your effort, though it should be reasonably relevant to the end result you want. In this case, a spell was desired that fulfilled a certain criteria, so trying to create such a spell served as the requisit effort. The intension, on my part as the writer, was to create a technique roughly comparable to Artful Thorn or Shatter the Pane. Haeliel's unique TSH effect "discounts" this from 2 to 1 Praxis Pick.

For those not interested in the Omake, but more interest in attempts to create Praxis techniques I put it here as well:

[ ] Dread Not (1 Praxis Pick + 1 Pick)
A matrix of royal blue, spun out of the self. This is no web of memories, no tangle of associations, but a reified ideal. While manifest, all harm up to the practitioners maximum health, including defenses, is prevented. What remains afterwards must contest the practitioner as normal. If an attack would kill the practitioner the matrix shatters, but perfectly defends against that one strike. Highly draining to manifest, increasingly draining to maintain.



Words: ≈1000, not counting the repeat praxis technique.
 
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[X] An Ending True [20 + X Arete]

even if it is blessed by ISH 6.0 I can't bring myself to vote for Perfect Merger, might as well switch to my original choice since compromise CtF is pretty dead too
 
JRPG CYOA​

Welcome to the land of Grindia... er, you. Our land is beset by some sort of sentient malevolence, spewing out monsters, corrupting holy places, and just generally giving darkness a bad name. We were going to just summon a Hero, but you seem to have come along for the ride... as in, you're currently a spirit bound to their Legendary Artifact. Not to worry, we should be able to get you out... eventually. Assuming you aren't bound to the Hero in some fashion. Should probably try to keep them alive and the Evil Darkness in check so there's still an us to free you, eh?

You have 1 Divine Favor, 3 Blessings, and 8 Promises. This is one part the benefits of being summoned as infinite extradimensional energies can be absorbed and briefly channeled by travelers such as yourself, though this time tomorrow that will have completely faded, and one part restitution for having summoned you here against your will. 1 Favor can be treated as 3 Blessings or 8 Promises, and the reverse is also true.

Jobs​

Pretty much every fantasy character has some kind of 'Job' that is, a thematic set of abilities, usually with a corresponding outfit, that generally follows from the given name. A Bard fights, buffs, and debuffs with their music, and is usually the most socially adept of the party. An Alchemist isn't much of a fighter, but if you want to poison and enemy, brew a powerful healing item, or in some cases upgrade equipment, he's your guy. Summoners aren't much by themselves, but they can form contracts with and call upon powerful entities. In some cases, even deities can use this to work around their usual restrictions.

Jobs, at this point, are as much taking on the Mantle of those who used these skills before you as anything else. Job Efficiency is something that is measurable in this world. 0% means that while it is technically possible for you to take on the mantle, you will fail to use most of their classical abilities. A Berserker who can't enter a Berserk state, for example. 50% is generally considered the minimum to make a career out of the Job, with 25% generally being used either to unlock a more advanced Job or as something a militia member is trained in when they're called on to take up arms. Do note that it is possible to raise Efficiency by up to 25% with training as one gets used to the Job, so having a low Efficiency isn't necessarily going to crush one's dreams, and personality is part of the calculation anyway. Someone who likes to charge into battle is unlikely to have a high Bard Efficiency, for example. Your Hero will have 100% Job Efficiency by default, though it can go higher with training or certain options. Going over 100% Efficiency offers commensurate benefits. Take as many as you like, but keep in mind that your Hero can only use one, or perhaps two with the right choices, at a time, and your Hero will need to find teachers for any Jobs not taken here.

Basic Jobs: The Jobs any idiot with a working brain and the ability to act can access, provided they have either a tutor or quite a bit of work experience. Each costs 2 Promises.

Fighter. A bare-knuckled warrior of the streets. While nothing special in anything but fisticuffs or a fight therein, getting within close-range of a Fighter is something smart people avoid unless they are also a close-range Job. As gloves do not technically qualify as weapons, they do not violate this Job's tenets any more than they would a Monk's. Their special ability is Rapid Fire Fisticuffs, where they unleash a flurry of blows with an effective ++Strength and Agility at some cost to their stamina. As your Hero starts at the average 2 in all Stats, this would push them into moderately superhuman territory.

Swordsman. Perhaps the most iconic of all combat Jobs. Shortswords, greatswords, and everything in between. That is the domain of this Job. Where magic and raw physical might is often used against monsters, men require a different set of tools, and a sword is a weapon solely intended for murder of one's fellow man, being good for little else. Still, that does not mean the user need be a butcher. The Special Ability of the Swordsman reflects this. Interception allows the user to counterattack after blocking an attack, and physically moving into the path of attacks aimed at others is fair game.

Thief. While this brings to mind the classic brigand, it is not impossible to turn such skills against their practitioners. Fighting with Daggers and quick attacks, the Thief's Special Ability is Weak Spot, allowing them to score critical hits with startling ease, and their Agility allows many hits to be struck. While their Stats outside Agility are nothing to write home about, this dramatically increases their effective threat level. It is not unheard of for Thieves to fill the role of proper Assassins in rural areas.

Black Mage. A user of destructive magics. While physically frail both offensively and defensively, so long as their mana pool is not exhausted, they can threaten foes that would rip them limb from limb in a heartbeat. They can also inflict problematic conditions, weakening the enemy in more indirect ways. Their Special Ability is Dark Blast, which allows them to burn their entire mana pool, in whatever state it's in, for a singular destructive attack, letting them alpha strike well outside their weight class.

Mime. While only capable of copying their opponent, the Mime's Special Ability Superior Copy, allows them to add their Stats onto their enemy's. Meaning that the attack they use will always be stronger than their enemy's. Of course, they have to survive the attack, but this Job's versatility and usefulness depends largely on how intelligently the user acts and the variety of foes faced. Still, this is a Job that has largely fallen out of favor due to how difficult it is to use properly.

White Mage. The archetypal healer. Much like the Black Mage, they lack options in physical combat, though unlike them, they also lack much in the way of offensive magic, excepting against undead. You see, curative spells often harm the undead, whereas poisons heal them, and the White Mages have access to more direct means of harming the undead as well. Under normal circumstances, the White Mage heals wounds, provides buffs, and can at higher levels bring back the recently dead, though normally they act more akin to mystical smelling salts that heal the brain injuries caused by concussions. The White Mage's Special Ability is Bright White, which fully restores the physical stamina, injuries, and any negative status effects on their allies within range at the cost of their remaining mana, with the range generally determined by that amount.

Duelist. Where the Fighter uses only their bare fists, the Duelist uses small, easily concealed guns. This is one of the better-ranged physical combatant Basic Jobs, and is well-rounded against both human and monstrous opponents. If it can be said to have a weakness, it's that it has something of a dearth of armor-piercing without lucky shots. Still the Quick Draw ability allows for rapid draws from the holster with ++Wits and ++Agility, making it difficult to ambush them, and allowing them to rapidly clear a room if they gain the initiative.

Lancer. Where the Thief focuses on Agility, the Lancer cares more about momentum. While they have a tendency to leave themselves open to counterattacks, few can exceed their raw power at this level. Their habit of weaponizing gravity by leaping from great heights only exacerbates the issue. They also have one of the few ranged options for the non-magic Basic Jobs. Their Special Ability, Lance Toss, involved using their lance like a javelin, gaining ++Strength and Agility when doing so, and usually impaling the target to boot. Just be careful not to send your lance somewhere difficult to retrieve.

Bard. A musician who raises the spirits of allies with beautiful melodies while wearing at the resolve of enemies with cacophonous screeching. The variety of effects available is more a matter of the user's skill with their music than anything else, and so this is a very cerebral Job. Their Special Ability, Inspiring Ode, allows them to apply a mass of buffs to all allies within range of their music. They are often employed to provide such beneficial effects to entire townships, which is where the ambience you hear in them comes from.

Advanced Jobs: More powerful both at baseline and in terms of Abilities, but they require mastery of at least 2 Basic Jobs. Costs 4 Promises.

Knight. Requires Fighter and Swordsman. A master in melee combat, the Knight can and will tear through hordes of weaker enemies, but they excel when operating as part of a group. Their Special Ability fuses and improves on Rapid Fire Fisticuffs and Interception, improving the counterattacks with +++Strength and Agility. Successfully accomplishing this also provides modest healing to the user and anyone they protect. You won't regrow lost limbs after just one time, but potentially life-threatening wounds can be mitigated, and minor wounds may disappear outright. Stick one on protection duty for the mages and civilians, and they'll punish attacks quite severely.

Berserker. Requires Fighter and Bard. Sometimes to fight a monster you have to become a monster. These warriors sacrifice their humanity, intentionally allowing their rage and bloodlust to consume them. While this makes them incredibly dangerous in a fight, it also leaves them easily baited into stupid mistakes. Still, the Berserk Special Ability that grants them +++ to Might and Agility in a fight and allows them to shrug off most negative status effects is quite often worth it when facing monsters. Some negative status effects will also slide off of their allies, particularly mental ones.

Blue Mage. Requires Thief and Mime. A refined version of the Mime. These fighters keep their stolen attacks, which they can in turn unleash upon the enemy any time they want. Their Special Ability, Blue Magic, allows them to select from this pool of abilities learned by experience and use them with their Stats +++All Stats added on top. This includes other Job Abilities. It is not unheard of for a Black Mage to specifically burn off most of their mana and use Dark Blast on them, for instance.

Chemist. Requires Thief and White Mage. Combining the Thief's affinity for poison with the the White Mage's affinity for cures, the Chemist can make a wide variety of tonics and elixirs, provided they have the ingredients. Their Special Ability, Chemical Mix, allows them to rapidly create a mixture that does the required job, though with a shelf-life measured in minutes.

Assassin. Requires Thief and Duelist. Masters of killing singular enemies, they are incredibly dangerous if given any time to focus on a single opponent. Their Special Ability combines Weak Spot and a +++ version of Quick Draw that applies to most small weapons such as knives, making them terrifyingly effective at killing their targets. The slightest chink in your armor or the like and they'll rip you apart.

Cannoneer. Requires Duelist and Lancer. With the experience of wielding and tossing far heavier weights and in the use of a gun, the Cannoneer can wield a cannon with only a moderate loss of mobility relative to the Duelist. They have a unique Special Ability, Explosive Shot, which allows them to empower their projectiles to explode with far greater force than they ought to.

Red Mage. Requires 2 of Black Mage, White Mage, Swordsman, and/or Thief. While not as proficient in magic or combat as their components, they are still quite skilled in all. There is never a situation the Red Mage can't contribute to. Buffing, healing, debuffing, magical attacks, physical attacks, etc. They are immensely versatile, and there may actually be an issue where too many choose to become a Red Mage over specializing in any given course. Their Special Ability, Red Burst, is a generalist assortment of effects beneficial to their side and detrimental to the enemy, though not as potent at either as their more specialized counterparts. Still, it can completely turn a fight around.

Sage. Requires Black Mage and White Mage. A master of all magic, the Sage can perform virtually any kind of magic one can imagine, and with bolstered power compared to the common Mage or Summoner. Their Special Ability, Sorcery, allows them to supercharge any spell they wish in a manner similar to the Black Mage's Black Burst or the White Mage's Bright White. This offers enormous strategic flexibility with a large enough cadre of Sages.

Summoner. Requires Black Mage and Bard. These mages forge contracts, one-use or general use, with various entities in the name of using their powers for a given task. There are a number of common ones such as the Fat Chocobo, but the goal is to bring the gods into the fray. Their Special Ability, Summon, allows them to safely summon such entities, no matter how capricious they might otherwise be.

Expert Classes: Jobs only the masters of their fields take on, requiring two Advanced Jobs. Costs 1 Blessing.

Gladiator. Requires Knight and Berserker. Having mastered the madness that gives them strength, the Gladiator is just as deadly against men as they are against monsters. Now boasting a permanent +++++All Stats in combat from their Special Ability, Weapon of War, few are the enemies that even a weak Gladiator cannot stand up to.

Paladin. Requires Knight and Red Mage. Having sacrificed their dark magic, the Paladin is now the superior of the Red Mage or Knight in terms of white magic and swordsmanship, and nearly eclipses even the White Mage. Their Special Ability Blessing of the Light, provides their allies +++All Stats, and themselves +++++All Stats.

Dark Knight. Requires Knight and Red Mage. In this case, the sacrifice was of white magic, granting the Dark Knight immense power, but distancing them from others. Their Dark Blessing provides them not only with +++++All Stats, but when they are on the brink of death, they gain an additional +++++All Stats.

Dragoon. Requires Knight and Cannoneer. The slayers of dragons. Some dragons are perfectly fine with being left alone. Others see the other races as something between toys and prey. Dragoons specialize in their destruction. Their combined Special Ability, Explosive Lance, involves throwing their lance at a target with +++++All Stats, where it will go off like a Bomb, emerging completely unharmed from it's own explosion. If a single scale has been pierced by this lance, most dragons will be left too badly injured to seriously consider further harassing the town, nevermind fighting the Dragoon.

Beastmaster. Requires Blue Mage and Berserker. Having absorbed bits of the beasts they fight, the Beastmaster has leaned into the emergence of the beast within to make it more literal, transforming into monstrous forms to further strengthen themselves. Combining Blue Magic and Berserk, Inner Beast allows any monstrous foes previously bested to be transformed into, with their Stats added onto the user's to create something even more powerful.

Ninja. Requires Assassin and Knight. A defender that has turned to dirty tactics, or a paid killer who has decided to turn their craft against foul foes? Either way, the Ninja is not to be trifled with. Ninjutsu allows them to mark a foe. Each time they score a hit on them, their target's Attributes decrease, and this ability is immune to a Knight's interception. Something they are very familiar with. Additionally, while fighting a target of their Ninjutsu, they gain +++++All Stats.

Samurai. Requires Knight and Cannoneer. Unlike their cousins the Ninja, subtlety is not the strong suite of a Samurai. They tend to finish a fight in as few blows as possible, not by virtue of pinpoint accuracy, but through sheer destructive force, if well-directed. The Samurai's Special Ability is Explosive Draw. When they draw their blade, their attack is treated as having +0.1 ISH, in addition to +++++All Stats. This allows for feats such as ostensibly mundane humans splitting storm clouds from the ground. Of course, they must resheath their sword before they can use this ability again, which means simply getting rid of their sheath can effectively disarm them.

Oracle. Requires Sage and Summoner. Advisors to kings and generals. Those who foresee dire threats such as years of drought. The Oracle is in some ways the culmination of the magician. Their Special Ability, Predict, pulls Fate itself towards a specific course. This has limited capabilities beyond the level of a city, and can only directly influence the immediate future, but in a battle it's utterly devastating, as if the allied side universally received ++All Stats or the enemy received a debuff of similar magnitude.

Necromancer. Requires Sage and Summoner. A dark path that has always been viewed with at least a modicum of wariness. Still, there are countries and eras where they were accepted enough that the dead were used to work farms and the like, vastly improving food production, especially given that they don't need to eat. Necromancers have their strength in that while Summoners can only temporarily bring forth allies, the Necromancer can raise the dead long-term, and fresh kills are free game. There is nothing inherently corruptive about the craft, excepting the fact that extremely fresh corpses retain most of their power and memories, and there have been attempts to usurp royal family's and turn them into almost literal puppet rulers in the past. One was even successful, though in that case it was more of a very successful rebellion as the royals were deeply unpopular at the time. At any rate, the Dark Arts provides the ability to raise the dead, barring those completely destroyed on the physical level. As mentioned, the power and memory they retain is dependent on their freshness, though they receive +All Stats from that point, meaning keeping them relatively intact in terms of combat prowess isn't particularly difficult.

In theory, there may be higher tiers, but it generally takes years to master a Job, and years longer to master another, so few have the time to really experiment. It would likely take a very high Job Efficiency with the component Jobs to get much out of There is one more option here, if you wish to spend your solitary Favor.

Master of All. In return for your Favor, the Hero is granted an additional 100% Job Efficiency, taking them to the levels of the progenitors of the Jobs. Additionally, any further sources of Job Efficiency, including training are doubled in effectiveness. Hitting 250% should be a matter of time more than anything else, and as high as 500% may be possible. Further, the Special Abilities of all Jobs are doubled in strength, and the Hero may 'employ' 2 Jobs at once, using their skills and Special Abilities in tandem, including Attribute benefits. For an example of the benefits of this, Dark Blessing's secondary effect normally only activates at 10% or lower HP, but at 200% Job Efficiency, that rises to 25% or lower, dramatically improving the number of circumstances this

Form​

What shape does the artifact you are bound to take? A bauble, a weapon, a Ring? Much will depend on that. It is possible to take multiple, but you must specify which form you take.

Simple Sword - 2 Promises.

The common weapon of most Heroes. Provides +Might and Agility.

Luck Charm - 4 Promises.

A pendant passed down the family for centuries. Provides the Hero +++++Luck... and slight defenses against hostile Fate manipulation.

Magic Key - 1 Blessing.

Allows the opening of many locks and treasure chests that might otherwise be difficult to open, including most magical barriers. Unlocks Theft Attribute and raises it to 2.

Ribbon - 2 Blessings.

A powerful talisman that appears as if it were an ordinary ribbon. Protects against hostile mystical effects as if the user possessed +++++Con and outright negates most negative Conditions. Additionally provides +++++Charisma. This may be turned off by keeping the Ribbon in the Hero's pocket, though the mystical/Condition protection remain active.

Trispear - 2 Blessings.

When this spear is used, two ghostly projections of the blade will attack on their own. The projections ignore most armor and partially bypass magical defenses. Many a Red Mage or similar is likely to be in for a nasty shock. This effect may be transferred to a different weapon, provided the spear itself remain on the Hero's person. Additionally provides +++++Might and Agility.

Artifact Spirit - 1 Favor.

Choose an equipment type. Mantle, Orb, Spear, Sword, Helm, it matters not. You're presence serves as a Spirit for such a piece of Equipment. It may copy and absorb forms and special skills from other examples of it's kind. A Tome could serve as an ever-expanding library, mere contact enough to swiftly copy the contents of other books. An Orb could become simultaneously every magic crystal in the world. A Mantle every cloak in the world, and so on. Further, absorbing materials taken from fallen monsters and the world around you can unlock new forms and abilities, and improve old ones. There are also special materials that can be used to do this more rapidly, usually rare ores and the like, though given your nature special Attribute-raising items will also work. It is also possible to simply invest energy into you to strengthen you. It should also be noted that while your base form is highly durable, this pushes you to the level where you don't have to worry about anything short of the Evil Darkness directly attacking you.

May be taken multiple times to select multiple equipment types.

Ring of Power - 2 Favors.

While of limited use to the Hero without quite a bit more time to train it than we have, even a beginner's use of such a Ring is not to be underestimated. Choose a Ring whose current status is either dormant or unknown. It has slipped into this dimension alongside and containing you. The Favors are spent as much on keeping you from being mulched by the fusion as anything else.

Allies​

How many Heroes have you heard of that actually managed to do everything alone? They might have ended up alone afterward, but they didn't accomplish their mission alone. While the actual army is out trying to keep the surge of monsters under control, we can offer you some help.

Fill Out the Five Man - 4 Promises.

4 Talented individuals with 100% Job Efficiency in one of the Basic Jobs, of your choice, will be proffered. While they lack any notable affinity for any of the others, and thus are effectively locked out of the Advanced or Expert Jobs and will thus likely be outgrown by the middling dungeons and monsters, they will offer a lot of flexibility and potential plot hooks early on.

Advice Fairy - 1 Blessing.

Me! As the representative of the race of fairies to this event, I have a lot more in the way of combat potential than most fairies. My race in particular, the Advice Fairies, spend most of our lives studying up to help adventurers. See, we have this deep-seated B̸͈̯̠̈́́̕L̵̞̺͎͐̔ͅO̵̡͖̮̼̤͐̎͜O̷̰̤̫̳̹̺̠͋̚ͅD̸̨͒̏̀͐̈́̆͆̚͜͠͝L̶̛̳̪̒̿͝Ų̵̧̨̱͇̖̯̥͔̪̎̿ͅS̷̨̫͓̖̞͕̗͖̮̽̓̐́T̶̡̻͙̬͎͖͎̲̗̚ *cough* and vicariously is the only way for most of us to fulfill it. I'm no Oracle, but I can tell you a lot about the world around us. That includes serving as a Bestiary, offering tips on local wares, and so on. If you want to avoid simply acting as a hammer for whatever nails the Evil Darkness pushes out, I'm your gal!

Experienced Party - 3 Blessings.

Much like the Five Man, but with 4 Advanced Jobs of your choice. Once again, they've basically maxed out their potential, but they shouldn't start lagging behind until the endgame, and unless things go very wrong, you shouldn't be actively hindered even in the Evil Darkness' Shrine.

Sacred Darkness - 1 Favor.

Like I said, the Evil Darkness is giving darkness a bad name, and the Sacred Darkness doesn't appreciate it. It offers three boons. First, rest. Your healing, natural and non, is vastly accelerated, and you only need to sleep 2 hours a day, regardless of whether it's night or day, to be fully rested, with sleep being bankable up to a month in advance. You can't be made tired artificially either. Second, purity. The Evil Darkness loves to corrupt people. The Sacred Darkness takes you from resistant, as the Hero and their entourage would always have been, to fully immune so long as the world remains standing. This also allows the Hero and yourself to utilize corrupted artifacts and the like without issue. Third, any darkness-related effects on your or the Hero's part, such as the Necromancer will be vastly improved, as if given +++++All Stats. Just imagine how powerful a Dark Knight with the Sacred Darkness' backing would be!

Blessings and Curses​

Some additional boons are available for you... oh dear, are you in worse shape than I thought?

Strong Hero - 2 Promises.

The summoned Hero will have +All Stats right off the bat, pushing them to the upper limits of human norms without magical backup. This can be taken as many times as you wish, so in theory you could simply grant your Hero superhuman capabilities without providing anything else. Converting all your available currency into Promises then dividing by 2 comes out to +12 All Stats. Not to be underestimated, though the Hero will still need to learn quite a bit about the world, and there are plenty of skills, such as actual fighting skills, that they'd be lacking in this scenario.

Bound - 1 Blessing.

Huh. It looks like you can resummon yourself to the Hero no matter how far away you get. No need to worry about thieves! Makes researching how to free you even harder until the Evil Darkness is drive back though...

Perfect Hero - 1 Blessing.

You've got a Seram-tier diamond in the rough from the summoning. No Progression, but they've got a ridiculous magic affinity, so making a powerhouse out of them would be doable even without your help. This would, for example, vastly mitigate any issues with swift Job training with how many of the experienced teachers preoccupied dealing with one fire or another, in addition to synergy with pretty much every option here. It also unlocks a number of other magics that ordinarily wouldn't be available.

Vassal Artifact - 1 Favor.

Provide up to 7 people with copies of yourself with 50% strength benefits. This massively improves the ability of any followers to keep up with you. If you plan to take either of the Party options, this is incredibly useful. If you took up Artifact Spirit, they can choose different equipment types, though the 50% debuff does curtail the utility a bit, so it's not exactly 3.5 free Artifact Spirits.

Supreme Artifact - 2 Favors.

As a truly stupendous artifact, all other Favor purchases have their effects doubled. This only applies if they normally cost Favors. Turning a Favor into 8 Promises and buying 4 Basic Jobs wouldn't boost those Jobs. On the other hand, Master of All would provide 300% Job Efficiency with the option to train up to 400% without issue, 4 slots for different Jobs, and quadrupled strength for their Special Abilities. Artifact Spirit would grant a second equipment type for free, Ring of Power would provide a significant boost to early power and control over the Ring, and so on.

Allergic to Evil. +4 Promises.

Normally, you'd be highly resistant to the Evil Darkness' influence, and mentally at least, you are, but your physical corpus reacts negatively to it. On the bright side, sneaking an agent past you will be almost impossible!

Alarm Bell. +1 Blessing.

While not entirely negative, your arrival has rung out like a gong across the world, announcing the Hero's summoning. While this has raised morale for our side, the Evil Darkness will marshalling it's forces to attack soon. It doesn't have much this deep, and focusing on you will take pressure off of other places, but we can't have you here for long if that's the case.

Schemes Upon Schemes. +1 Favor.

The creator of this world wasn't stupid enough to give the world some single fulcrum to depend on. There's hundreds of interconnected fulcrums, which you may be familiar with from your own world... and they're all under attack. You can't say the Evil Darkness is a quitter. While it's not currently at risk of destroying the world, it is already making people miserable. You'll have to spend a lot of time running damage control before things are stable enough for you to get much support for any deep raids on the Evil Darkness' territory.

You Die, I Die. +1 Favor.

Uh oh. Your spirit is entangled with the Hero's. There doesn't seem to be any personality bleedover, but if one of you dies...

Uncooperative Hero. +2 Favors.

...Oops. The Hero isn't exactly happy about being here either.

Apocryphal Curse. +2 Favors.

Oh dear... and I thought the Evil Darkness' scheming was bad. That... thing on your... essence? It's deeper than your soul. Anyway, that thing is only a shard of a shard of a shard, so if you outgrow the entire world, it'll be more of an annoyance than anything else.

Cooperative Muse. +1 Favor for every 2.5K words written relating to this CYOA.

AN: Not bad for a day's work, if I say so myself. The Curses are stuff that got stuck on you in the interdimensional void, so the descriptions there are more reactions, with them clumping more dimensional energy on you like a planet clumping together from debris the proto-star left behind. The obvious build here is Artifact Spirit, Vassal Artifact, and Supreme Artifact. Each of the Vassals is as strong as you, and you each get 2 slots to choose. 16 equipment types would have most of them covered if you're smart about it. You Die, I Die is what I'd take in that case. You have plenty of powerful bodyguards very invested in your/the Hero's continued living, so it shouldn't be too much of a problem.

I'll have a build of my own out tomorrow, I think. Want to see what people come up with first.

5095 words, discounting this line.
 
JRPG CYOA​
Welcome to the land of Grindia

Ring of Power - 2 Favors.


So I went and found all the Rings I think may qualify from Rihaku's original quests. Notably, Nameless Ring (In Use), the Ring Hunger (In Use), and the Azure Ring (Cannibalized) have been removed. The Ring of Majesty may have been passed on down the line of Nameless descendants, so I kept it in the list.

Rihaku's One Stop Ring Shop
Majesty's Ringbearer has mastered its secrets and benefits from the following aspects:

Beneficence - The Ring of Majesty conveys both the authority to rule, and the aptitude. Its wielder shall be a paragon of their kind, essence compounded upon essence. All attributes amplified by a degree scaling with their original values; thus, a highly talented individual would become stunningly so, while a mediocre one would remain mediocre. This transformation is permanent and nonmagical and thus not vulnerable to dispellation or Ring-theft once the Ring has bestowed its gift. Effect is stronger for female Ringbearers.

*As the Seventh Crown Princess was already considered Fairest among the highborn and a generations-spanning genius, this effect elevates her attributes to incredible levels. Her physical strength and durability are still nowhere near the level of a high-level Cultivator, however.

Glory - The Ringbearer's preferred means of communication (speech, written, or body language) is elevated to supernal perfection. This transformation is permanent in the manner of Beneficence. While employing their preferred means of communication, the Ringbearer is capable of communicating with and persuading otherwise unreasonable beings. For example, she could attempt to defuse a character in the throes of a Heroic Passion, or convince a Titanic Cultivator to act outside their Dao.

The Ringbearer may flare Majesty, causing all who perceive her to be struck by overwhelming waves of love and despair. This bypasses most defenses and subordinates the weak-willed. One who has Mastered the Ring of Majesty may transfer ownership of the Ring to a descendant of their direct line. Thus, it is one of the few Rings capable of possessing multiple true Ringbearers.

Scorn - Mere force of arms cannot overturn true Majesty; gross matter cannot overcome its truth. Attenuates incoming physical and esoteric attacks. This effect grows exponentially stronger the more powerful the attack is relative to the Ringbearer. Combined with Elven spiritual perfection, the Ringbearer is all but invulnerable to assault, except for relatively weak attacks. Those who fail to discover this counterintuitive weakness may find themselves unable to harm the Ringbearer. Effect is stronger for male Ringbearers.

None may benefit from the Ring of Majesty save its rightful Ringbearer, as it has been mastered.

Of the three Rings held by the Elven nation, all were in the hands of the royal line: the Ring of Lore to Mourndiel the Twilight King; the Ring of Severity to Princess Antimony, First of the Praxis Council; and the Ring of Majesty to Princess Aurelia, who was as dangerous a prodigy as had ever been born to the highborn.

Might's Ring is a band of red gold, unadorned, but set it upon the finger and its inscription blazes like fire: To might alone, is given the power to decide who shall rule.

Power -

+3 Full Cultivation Stages' worth of power: mental, physical and spiritual.
Reflexively crushes esoteric effects within of which the wielder would disapprove.
Targets all effects in general vicinity whose origin is weaker than the wielder.
Unhindered use and generation of Cultivation energy in all realms and under all circumstances.
With effort, can replicate any Reality Effect the wielder has crushed.

Even a mere mortal wielding the Ring of Might would be a god-king amongst men, capable of withstanding a nuclear weapon.

Corrupts -

Gain superlative affinity for Titanic Cultivation, ability to derive the mightiest variation of each Stage.
Unsuited for Immortal Cultivation.
Power is coveted. Others tempted by the Ring's presence exhibit the worst tendencies of Cultivators.

To witness the Ring is to see power itself made manifest, and it inspires the same reckless desire.

---

Power crushes even absolute effects if the effect's origin is weaker than the wielder. I.e. If the wielder of Might's Ring should eclipse the Fates in power, the crush effect includes all rules, stipulations, and penalties of the Great Game. Jiren Nameless is more powerful than Time Fate!

Expect those tempted by the Ring to exhibit murderous disdain towards one's lessors, cloying sycophancy to one's superiors, and amoral opportunism of shocking magnitude lurking beneath a thin veneer of civility. Such is the price of Power.

There is indeed a third ring of Gold...


There seems to be a particular synergy between Artifact Spirit, the Ring of Might and the Perfect Hero.

Your Seram-Tier hero starts with a pretty solid amount of power, and can maximize every Stage of advancement. They can progress quite rapidly and can feed their essence into the Ring, as well as other resources, to further enhance it's abilities indefinetly.

They may need to enhance the ring enough to create an Ego Barrier for them first, since that needed a particular flower to catalyze, iirc. But getting the resources to catalyze such an advancement should be possible given three stage worth of power.
Stack some +All stats on top, because they're relatively cheap, and if they feel it would be useful they can still acquire a number of other magic systems, so long as they are compatible. Alternatively, get a few of the magic jobs for versatility, Sage probably, and you've built a Twice Great.
Making people into memetics cultivator dickheads, is, as always, a shitty thing to do, but given what we know it's probably the best option on offer.

The Ring of Gold seems quite interesting, even if it starts off more subdued than the Ring of Might.
The Azure Ring was Truth, Time, Artifice.
The Crimson Ring is Passion, Essence, Emperor Red.
The Gold Ring, drawing from the Voyaging / Astral Realm, might be Glory, Gravity, Accretion. Or, if we look back at AST, then it might be Grace, ????, Coalescence. Perhaps drawing from the Maidens themes or the Ithilyor.
We see Grace written in Gold in EFB, but there we also see Summer use similar colors. If it draws from Summer it might be Hubris, Heat, Prowess. Though Summer also overlaps with the Forebear and his "brute skill" as that one hyper goddess called it.

Glory, Gravity, Accretion, seems a solid theme for a Ring of the Age of Accretion; even if it isn't the Gold Ring.

I'd love to know more about the different rings, particularly Lore and Gold. There was more about Gold somewhere, one of the Armament wielders had it I think, but I can't find the quote.




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Before I write up a build of my own though, as a spirit bound to an artifact do we have any influence over it? Do we actually gain any benefit from the Artifact, while we are bound to it? Because, and I might have missed it, I don't think that is made clear.
 
So I went and found all the Rings I think may qualify from Rihaku's original quests. Notably, Nameless Ring (In Use), the Ring Hunger (In Use), and the Azure Ring (Cannibalized) have been removed. The Ring of Majesty may have been passed on down the line of Nameless descendants, so I kept it in the list.

Rihaku's One Stop Ring Shop


There seems to be a particular synergy between Artifact Spirit, the Ring of Might and the Perfect Hero.

Your Seram-Tier hero starts with a pretty solid amount of power, and can maximize every Stage of advancement. They can progress quite rapidly and can feed their essence into the Ring, as well as other resources, to further enhance it's abilities indefinetly.

They may need to enhance the ring enough to create an Ego Barrier for them first, since that needed a particular flower to catalyze, iirc. But getting the resources to catalyze such an advancement should be possible given three stage worth of power.
Stack some +All stats on top, because they're relatively cheap, and if they feel it would be useful they can still acquire a number of other magic systems, so long as they are compatible. Alternatively, get a few of the magic jobs for versatility, Sage probably, and you've built a Twice Great.
Making people into memetics cultivator dickheads, is, as always, a shitty thing to do, but given what we know it's probably the best option on offer.

The Ring of Gold seems quite interesting, even if it starts off more subdued than the Ring of Might.
The Azure Ring was Truth, Time, Artifice.
The Crimson Ring is Passion, Essence, Emperor Red.
The Gold Ring, drawing from the Voyaging / Astral Realm, might be Glory, Gravity, Accretion. Or, if we look back at AST, then it might be Grace, ????, Coalescence. Perhaps drawing from the Maidens themes or the Ithilyor.
We see Grace written in Gold in EFB, but there we also see Summer use similar colors. If it draws from Summer it might be Hubris, Heat, Prowess. Though Summer also overlaps with the Forebear and his "brute skill" as that one hyper goddess called it.

Glory, Gravity, Accretion, seems a solid theme for a Ring of the Age of Accretion; even if it isn't the Gold Ring.

I'd love to know more about the different rings, particularly Lore and Gold. There was more about Gold somewhere, one of the Armament wielders had it I think, but I can't find the quote.




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Before I write up a build of my own though, as a spirit bound to an artifact do we have any influence over it? Do we actually gain any benefit from the Artifact, while we are bound to it? Because, and I might have missed it, I don't think that is made clear.

You gain benefits from the Artifact, yes. The Form buffs always apply to you too. You can also gatekeep use of the Artifact, especially a Ring, as those are picky by nature. As you technically are the Ring, you can share it with the Hero, unlike most Rings.
 
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The Triumph of Ten Thousand Systems
Black Mage.
White Mage.
Artifact Spirit - 1 Favor.
Ring of Power - 2 Favors.
Perfect Hero - 1 Blessing.
Vassal Artifact - 1 Favor.
Allergic to Evil. +4 Promises.
Alarm Bell. +1 Blessing.
Schemes Upon Schemes. +1 Favor.

This is, at its core, a fairly simple build. Through the Ring of Might you acquire Cultivation, importantly you gain significant power immediately. This makes Alarm Bell survivable, which makes Schemes Upon Schemes less terrible, since the Darkness forces are shifted onto you instead, freeing up the world to regroup.

Artifact Spirit and Perfect Hero have notable synergy with cultivation, in particular since you, the ring, can cultivate and feed essence to yourself. That way the Hero and the Ring can improve more or less simultaneously.

By acquiring two jobs you open the Job system to the Hero and yourself, the ring. This is particularly important as you can improve the ring with resources, presumably allowing you to extend the scope of the classes you can provide. Also, acquiring these two classes here means no teacher is required to learn them, which I suspect will be very useful for the Perfect Hero.

Vassal Artifact is a long term purchase. It is likely that you will eventually want a body. However, it may be difficult for both the hero and you to wear the Ring at the same time if such were to happen. Alternatively, there may be a disagreement or a simple incompatibility of character between you and the hero which would motivate you to split up. The ability to generate multiple copies of yourself should, one way or the other, make such a divorce more manageable. Perhaps you or they take a lesser ring, perhaps you advance the ring such that there are only two rings, but each is fully empowered. Then you focus your spirit on only the one.

There are also other concerns, specifically, cultivation itself. I don't have a comprehensive understanding of EFB style cultivation and I don't expect the hero would either. This will require experimentation and time. While Vassal Artifact would help with this by increasing the pool of subjects, there is also another method that I suspect would work. It would be particularly useful if a Job for Cultivation could be generated.

By their description Jobs are repositories of skill and to some degree ability, though not usually general knowledge. However, the Jobs of the ring are different as they do not require a teacher. In this way Jobs are quite similar to what a more typical Xianxia setting would call the Dao. By acquiring insight into a Dao one can acquire broad and comprehensive knowledge of the thing itself.

Ideally the Ring itself would acquire the Job, -- likely a number of different jobs, perhaps even per stage -- of the Cultivator. It would then collate and accumulate the insights, talents, and skills of different cultivators, begining with the Perfect Hero and seven lesser subjects. As the job became available to more people the rate of advancement would increase, both providing the opportunity for immortality to more people and advancing the field as a whole. This would allow for a more reasonable and rapid pace of improvement.

There may also be significant advantages to incorporating these mechanisms into Cultivation, particularly during the Dao Cleaving stage. I imagine there may be a number of similarities, when advanced, between Masks and Jobs/Mantles.

As always it is important to remember that Cultivation is an out growth of mankind's scientific exploration and exploitation of the world. Taking inspiration and advantage of other systems is at the very heart of it's Dao.

The main weakness of this build is some random god looking at the ring, killing the hero, and taking it for themselves, ad infinitum. But that's always a problem with gods, even without corruption. Making the ring somewhat uninteresting would help, in so far as that is possible.

I'll write up an Omake for this later, when I have more time, then edit it in here.

The Ways of the World 1.0
Black lightning flickers around her hand, a thing of crackling malice designed to chew through ranks of soldiers. It doesn't even tickle.

With a shift of intention it is snuffed out, crushed the moment she disapproves of its existence.

She looks back up, out across the slaughtering grounds. It begins at her heel and expands outward in a cone that stretches up the horizon. The earth has been churned into a mulch of black soil and crushed paste, where green peaks out it is more often some slimy remnant of foulness than a clump of stray dirt. Corpses cover it, giants and minotaurs, skeletons and spirits, spiders as large as a house and human mages clad in robes as varied as a thousand cultures fashions.

The skies, once blackened with arrows, then thick with harpies and dragons, immense eagles and insects, flying ships and chariots, are now overcast with fluffy white clouds and little else.

Cosmic Power will be yours, but temporal concerns will bore you.

More than anything she feels ill.

She isn't sure how long it takes for someone to speak. But when the queen steps forward her heart is beating so fast it must hurt, so fast even her own words must seem muffled by the rushing in her veins.

"Lady Latimia, have you been injured? Are you well?" The words are spoken gently, with something approaching concern but veering hard right into terror.

"No, they didn't touch me." They didn't come close. Even the fastest among them hadn't come close and those magics which could have made the difference were crushed by her presence.

"Oh." The queen's muscles strain as she forces a smile, her pupils dilated far too wide. "That is most fortuitous. I was ever so worried after- not that I doubted you, of course. But you have to see that-."

Latimia blinks, breathes long and slow. "Thank you for worrying, and for coming here. It helped, knowing you would support me if something went wrong."

That isn't a lie. As a hostage the Queen is quite valuable and her Job, Commander, isn't worthless.

"Then I am glad. But what now?"

Latimia wasn't sure herself. "Perhaps we could return home or enter the lands of the Evil Darkness. Are you outfitted for such an endeavor?"

"Ah, well, no, but that can change. If you wish to go, then ..."

"We won't go yet, then." But perhaps some times soon. More and more seemed to require she leave for a time.


Total Words: ≈1000, includes build description.
 
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