making at least two gambles is very efficient
Not so sure. It looks like a max of 3 gambles (despite the text), and the 2nd gamble doesn't actually give anything. So you'd be trading one drawback at 100% for two drawbacks at 80%.
Second Gamble: All Drawbacks are 20% less severe. You don't receive the listed reward.

Do as Thoust Willt & Winter's Caress. I can see where that's going.
Shard threw 1 3-faced dice. Reason: Purpose Total: 1
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Shard threw 1 8-faced dice. Reason: Gamble? Total: 2
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We are doing CYOAs huh

Thirteenth Arcana

Welcome oh Exalted One. The first Arcana has fallen, challenging the Fallen One, and the Twelfth Fallen Arcana has been forged. We lie on precipice of Exalted One; should one more Arcana fall, the Thirteen will be assembled and the Realm will be forfeit. That cannot be allowed. You and six hundred others have been called to this battle, taken from your doom to be delivered to this world as Heroes! Fight oh Exalted One, fight and become one of great Arcana. Fight and defeat the great evil!



Before you embark Exalted One, the Aspects have an offer for you. Commit to fulfilling our desire in the mortal realm, and we shall reward you in kind.

Aspect of Forge – The One Who Is Flame once gave humanity its first tools; now he asks from you to follow in his footsteps. Commit that you shall spend roughly four hours a day when able to craft items that would benefit your fellow men, and be rewarded in kind. (+1 Relic)

Aspect of Stone – The Mother That Sleeps Below wishes to hear children praising their parents; make it so they are heard. Commit that you will use half of rewards, relics and riches you receive (rounded up) to construct places of worship for Aspects, and be rewarded in kind. (+1 Relic)

Aspect of Hearth – The gentlest one always asks for her one desire; to bring the first of Titans back to our fold. Take heed Exalted One, for this task is not an easy one. Anaremmitus is older than all of us bar the foremost, and he knows much of the truths of this world. Worse, still, is that the mighty Titan understands the limitations of this Quest, and has personally slain all the previous Exalted Heroes who embarked to bring him back to light. Oh Exalted One, commit that you shall ensure survival of one of four Fell Champions, Dark Arcana of Stars, and that you shall convince him to abandon his dark paths, and you be rewarded in kind. (+1 Major Arcana)

Aspect of Glory – The auspicious one dislikes games of smoke and mirror that lessers play for survival; he would ask of you to spread your fame and true nature far and wide, and to bask in the adulation of masses. Take heed oh Exalted One, for these stories will inevitably reach your foes well before you are ready to face the fell Dark Arcana. Oh Exalted One, please do not fall under the terrifying mercies of the Dark Arcana of Lovers. Commit that you will spread your nature and exploits, and be rewarded in kind. (+1 Major Arcana)

Chief Aspect – What the foremost Aspects asks for is merely your loyalty. Commit that you shall remain loyal to defeating the Dark Arcana and Fallen Aspect of Chaos no matter what, and be rewarded in kind.(+1 Minor Arcana)

Aspect of Tides – The capricious one does not often involve herself with Arcana, and yet it would seem you have gotten her attention. She wishes for you to remember what you are fighting for, even when the times are bleak. Commit that you will spend at least an hour each day when able doing unproductive activity that makes you happy, and be rewarded in kind. (+1 Minor Arcana)

Aspect of Law – The unerring blade has no mercy for those who stray from the path of the righteous, oh Exalted One. Commit that you shall respect the letter of the law, and that you shall mercilessly punish those who fail to do the same, and be rewarded in kind. (+2 Minor Arcana)

Aspect of Justice – The indomitable Aegis shelters all those who need its aid, Oh Exalted One. Commit that you shall seek out and help those in need, and be rewarded in kind. (+2 Minor Arcana)

Aspect of Battle – The ferocious one doesn't believe in peace, oh Exalted One, but only in eternity of carnage. I fear that he too might soon follow the path of our fallen brother. And yet he too has a quest for you oh Exalted One. Commit that you will fight the Heroes of Light and the Holy Emperor as you will their dark counterparts, and be rewarded in kind. (+1 Form)

Aspect of Heroes – Oh Exalted One, I only ask for one thing; be as you are. Do so, and be rewarded in kind. (+1 Might)



The hour of your rebirth is nigh, of Exalted One. Which form will you take in the mortal world?

Human – the form most auspicious to Aspects, even if its capabilities are modest. And yet it is the one your soul is most familiar with, allowing it to benefit from additional divine blessing. (+1 Minor Arcana)

Ork – Feared savages from the western wastes have long since been fighting both the forces Light and Dark. Enjoy their superb fighting prowess and their overwhelming power. (+1 Might for feats of physical strength, Master in Combat)

Dragonkin – Although the great beasts of scale have long since fell to terrible curse their potent blood is still carried by humans, their bloodlines preserved and revered. Be greater than you are, no matter which path you take. (+1 Might)

Child of Earth – Carry the blood of great Titans, and the might hidden within. You shall grow large as a tree, however, so make sure you are ready to deal with your new size. (+1 Might, +2 Might for feats of physical strength)

High One – A corruption of enemy once took humans away from the divine, and mutated their forms to harness power of the world through other means. While High Ones were ultimately exterminated, you can still take their form, and their mastery of magic. (+2 Might for the purposes of spell casting)

Shapeshifting – Gain the power of feared skinwalker, and take faces of others for yourself. As your skill in this craft grows, so do the forms you are allowed to take – at first you will only be able to change your guise, but the Master of this skill can take forms of Orks or High Ones, and Grandmaster can take mightier forms still.

Halfling – Become one of favored children of Aspect of Forge, and gain his bounty. This forms' height will bring additional challenges. (+1 Relic, double skill advancement in crafts and halve crafting time)

Vessel – The times are dire and the Aspect of War has decided that it is time for the ultimate risk. Become vessel to the Aspect of War, and your body shall be empowered well beyond its limits. Aspect of War shall inhabit your soul and take control over your actions when he judges them lacking. Take care, oh Exalted One, for Aspect of War has much authority and little regard for mortal races. (+1 Major Arcana)



The Arcana

These are aspects we carry, oh Exalted One. Be blessed by power of divinities themselves!

The Fool

And thus the story begins

Major Arcana: Forfeit any two other Arcana you possess; you gain ability to swiftly and unerringly advance in any skill or magic you desire. Obtain any Minor Arcana within three months of dedicated study, or a Major Arcana within a year. Become Master of blade or pen within a month, Grandmaster within three and Ascend to height of craft within a year.

Minor Arcana: Forfeit any other two Minor Arcana you possess and the chose one of your Major Arcana; advance in skill with that Major Arcana as per above

The Magician

That power which comes from within

Major Arcana: Choose one Minor Arcana you possess; the effect of Magician becomes that Major Arcana.

Minor Arcana: Choose one Major Arcana you possess; the effect of Magician becomes that Minor Arcana.

The Lovers

The essence of your heart

Major Arcana: Your hearts beat with terrible vigor. Increase your Might by one, and triple your Stamina and Stamina regeneration. You can expend Stamina to quickly heal any wound you have taken, or to majorly reduce discomfort caused by lack of sleep or fast.

Minor Arcana: In lieu of regenerating Stamina you can choose to regenerate your body instead. Within a day you can heal most bodily injuries and somewhat reduce discomfort caused by lack of sleep or fast.

The Strength

The only thing that truly matters

Major Arcana: Increase your Might by three

Minor Arcana: Increase your Might by one

The Chariot

Untouchable like the wind

Major Arcana: Gain two great and five lesser aspects of swiftness. Great aspects could be something like: become intangible being that can move through obstacles or attacks, instantly move a short distance, fly using your own power, run at godspeed.

Minor Arcana: Gain three lesser aspects of swiftness. Lesser aspects could be something like: run twice as fast as you would otherwise, leap great distances, never lose your balance, run on water or falling petals.

The Hierophant

For the pen is mightier still

Major Arcana: Instantly receive Grandmaster level of a skill in one field, and Master in three. You cannot choose other magic systems with Hierophant, but you can choose one Arcana to upgrade to Grandmaster among your three picks.

Minor Arcana: Instantly receive Master level of a skill in one field, and Journeyman in three. You cannot choose other magic systems with Hierophant, but you can choose one Arcana to upgrade to Master among your three picks.

The Emperor

Through the might of your armies

Major Arcana: Soldiers under your command have Might equal to half of your Might, or their Might is elevated by two steps, whichever is higher. If your force is greater than ten thousand men, gain one Might; if it is greater than one million, gain two.

Minor Arcana: Elevate Might of soldiers under your direct command by one.

The Empress

Feel the heartbeat of the world

Major Arcana: Your body is in balance in nature; increase your Magic Might by two, decrease Stamina cost of all spells by three and you can fully communicate with nature and animals around you

Minor Arcana: Your blood feels the beat of the world. Increase your Magic Might by one, and you can feel nature around you – this can be useful to sense presence of great predators or damage to nature

The High Priestess

Open your eyes and look the world around you

Major Arcana: Discard up to three of your natural senses and instead receive up to three mystic sensory powers of medium powers or one of great power. The great power includes: game-like description of objects, extremely potent medium term precognition, limitless farsight, ability to quickly and accurately trace conversation all across a city

Minor arcana: Discard one of your natural senses and instead receive one medium sensory power. Medium sensory power includes ability to see through objects, combat precognition, sensing objects of power nearby etc

The Devil

That which needs to be overcome

Major Arcana: You have ability to attract your enemies to you. Not only you can attract lesser foes, but you can also taunt specific ones from afar. This taunt is extremely potent even against the Fallen Arcana, and it will force them to come to you. Make sure that your defenses can weather the storm you will call on you.

Minor Arcana: You can toggle your ability as aura; while active, you will attract all hostile creatures in great area around you.

The Temperance

Be at peace

Major Arcana: Increase your relic attunement limit by two

Minor Arcana: Increase your relic attunement limit by one

The Tower

For everything ends

Major Arcana: Your strikes are imbued with finality that negates attempts at recovery. Double the power of your offensive attacks, after all other modifiers. Enhance your attacks so they can strike things outside of your usual power; social cohesion, beauty or will to resist can be shattered with your fists, although using this aspect of Tower can be quite draining.

Minor Arcana: Your strikes are imbued with finality that negates attempts at recovery.

The Death

Be free from your burden

Major Arcana: One day per week, you can choose to be free of your Quests. Decrease tithe imposed by Stone by half. Your promise to Chief Aspect is unaffected by this ability.

The Star

Your lucky one

Major Arcana: When rolling a dice, roll additional die and discard the lowest result.

Minor Arcana: Once per day, you can reroll a roll. You must take new result.

The Hanged Man

Never let go of hope

Major Arcana: Should you be slain, resurrect at safe place. Your belongings will be transported to you. You can use this once per week.

Minor Arcana: Should you be slain, resurrect at safe place. You can only use this ability once

The Moon

For what is hidden behind clouds

Major Arcana: You can create persona(i.e. "a wandering knight") to which your deeds will be attributed to if you so desire. Memories you don't approve off are quickly forgotten, and news about you lost in wind. You are hard to notice, and your track cover themselves. You have ability to manipulate illusions that appear real

Minor Arcana: You are hard to spot, and your track cover themselves. Gain ability to create visual illusions or become invisible

The Justice

Your just rewards

Major Arcana: Whenever you slay an opponent, there is a chance that some gold or similar resource drops from their body. Additionally, special enemies might drop advanced loot, even relics and artifacts

Minor Arcana: Whenever you slay an opponent, there is a chance that some gold or similar resource drops from their body

The Sun

Burn away the unclean

Major Arcana: You can manifest beams of power at your current Might plus three. These beams are banes of magic; you have ability to manifest and control them in number of different ways, including a hardlight barriers. Your beams will never bring harm unless you intend it

Minor Arcana: You can manifest beams of power at your current Might plus one. These beams carry anti-magic properties, being able to penetrate magic shields or dispel magic effects

The Wheel of Fortune

Win or lose?

Major Arcana: Your Wheel grows in power as you win. Whenever something numerically related happens(i.e. you receive a quest reward, you deal/take damage etc) you can use All or Nothing - roll a 1d2; should you win double or halve that numerical value as you prefer, should you lose, you lose it instead. All or Nothing can be used any number of times sequentially on the same thing as long as you keep winning

Minor Arcana: Conjure the Wheel, a telekinetically controlled construct which can be used to attack or defend

The Hermit

In the solitude, wisdom

Major Arcana: Gain Master in three crafting skills. Double your advancement in those skills. When crafting, you can make three different craft actions in these three fields simultaneously without any penalty. When crafting in related field, your skill counts as one level higher than it currently is.

Minor: Gain Journeyman in crafting skill of your choice. Double your advancement in that skill. When crafting in related field, your skill counts as one level higher than it currently is.

The World

The journey concludes

Major Arcana: Gain access to inner dimension of some size. You can take others and yourself there, or use it to store objects. You have some ability to manipulate this dimension. Additionally, gain ability to access and somewhat manipulate other dimensions you will find along the way.

Minor Arcana: Gain ability to store your items in inventory space.



Relics

The world is littered with relics of old generations, oh Exalted One, for this contest has raged for many millennia. Over the year many mortal has offered these relics to us; now it is time bestow them to the worthy. Choose one item below.

Don't forget, however, that you can only attune yourself to five Relics at any given time.

Carnage

A red blade faintly smelling of blood, Carnage is an implement worthy of its name. Whenever you slay another being with soul, consume its Stamina to replenish your Health or Stamina. Should you slay a thousand beings with soul, gain +1 Might. Should you slay a hundred thousand beings with soul, gain another +1 Might. Finally, should you fulfill the sword's oath and slay ten million beings with soul, gain final +1 Might.

Crown of Ice Queen

Aspects cannot bestow magic onto you, but they can offer Relics that can. Upon bonding with this Relic, instantly gain Journeyman in Ice Magic, and gain +1 Might for purpose of Ice Magic specifically. As your Ice Magic advances so too will the power of the Crown: At Mastery, gain ability to drain surrounding heat to fuel your Stamina; at Grandmastery, should you be slain you will eventually resurrect from the crown; at Ascendant gain "Time Stop" spell.

The Tome of Forbidden Secrets

The human empire only allows usage of few sanctified disciplines, mostly elemental magic and diagram. And yet there are many more arts, most forbidden due to past abuse. By taking this tome you immediately gain Novice in biomancy, necromancy and astrology. Additionally, by studying the tome you can not only advance in these and some other disciplines, but also discover number of rituals to contact some worrying beings..

Waypoint Runestones

The famous Runestones were once owned by renowned hero, before being offered to the Aspects. Should you attune yourself to this Relic you will be aware of position of each stone at any given time, and you can summon them back to you with slightest exertion of the will. With more difficulty, you can instantly manifest yourself to any stone, conquering distance with ease. Utility of multi dungeon drifting cannot be overstated.

Hero's Compass

A mighty implement of Destiny, Compass has the power to direct you to a great adventure. Should you heed its direction and conquer awesome obstacles it is certain to lead you to, it shall grant you great rewards; even opening a way to another Major blessing is not out of the question. The Compass can only be used once in a hundred years, however time to its next activation will decrease as it witnesses your adventures – reduce cooldown period by one year for minor adventure, by ten years for a major one or by entire duration should you create legend that will shake the world for millennia to come.

Black Albatross

This mighty vessel offers protection and might to those who find themselves wanting in these areas. Armed with powerful magic canons and furbished with spatially expanded crew barracks and workshop, this flying ship is an excellent center of operations. A sufficient skill in crafting might improve this vessel even more; perhaps even unlock the secret of the iron rod serving as its power core..

The Relic Eater

Requires Quest from Aspect of Forge. Once per level of skill, you can use this hammer on a Relic; immediately after this effect resolves destroy that Relic and gain custom Arcana power that has the same function as Relic you just destroyed. This custom Arcana do not count against your Arcana or Relic attenuation limits. This skill can only be raised by destroying Relics with Relic Eater, although xp multiplier apply.

Ichor of Forms

When choosing your Form, you cannot choose Child of Earth or Vessel. You can choose two Forms, and freely switch between two as you desire

Wandering Knight's Armor

A mysterious plate worn by equally mysterious knights; this armor will hide your identity behind your persona of "some wandering knight". The armor is self-repairing and has minimal Might durability of either 10 or your Might+2, whichever is higher. Should you Master this Armor, you will unlock ability to walk shadows. A Grandmaster can become shadow in combat while Ascendant can drag foes into infinite void of shadows.

Silver Band

This unassuming silver ring has its pair within the mortal world; should you attune to it its pair is sure to find its way to person you are destined to fine a true love with. Should you find your true love, the ring will show its true power; both of you shall gain ability to quickly understand and learn skills, equal to that of Major Arcana of Fool. Should either partner die, the both rings will crumble away to dust until a century has passed.



With this your journey starts. You will be sent to great kingdom of man; grow, find great Relics and vanquish great foes. Survive, and thrive. And bring us the victory we seek.



Short explanation of terms:
Might – represents your total inner well of power. Greater Might allow for greater feats of strength or grit, increases one's force of presence and empowers users supernatural effects while allowing them to force their way through opponents magics. Usually there is your general Might, with specific Might values(i.e. magic, physical) being harder. Magic in particular tends to have high Might values, however this is due to Magic effects often being more focused on wide area effects
  • Experienced Knight Captain has Might of 1
  • A terrible Ogre, slayer of men, has Might of 2
  • Terrifying Mountain Giant whose terrible fists sunder walls apart has Might of 7
  • Last of noble Titans that still stride mortal realm have Might of 14
  • The fallen Aspect you are destined to face, whose mere presence can slay lesser beings, has Might of 23
Stamina – Might is not limitless. Both force of arms, the unrestrained wildness of Might and sorcery draw from your stamina; even greater foe can find themselves outnumbered and slowly chipped away by lesser foes. By default, every being has a stamina pool of 20*Might, and Stamina regeneration of Might/10 minutes. In order to resist a supernatural effect, you need to expend amount of Stamina Equal to 2 *(5+Difference in Might).

Arcana – The great divine favor offered to you. You can take one Major Arcana and three Minor Arcana; more are available should you choose to bear additional burdens, but no more than two Major and seven Minor Arcana can be taken at this time

Skill – Dentate amount of expertise in a given field. Novice, Journeyman, Master, Grandmaster and Ascendant are the tiers you can access. Arcana too can be wielded by differing degrees of skill; usually, this improves their effects.




Profiles

These are some of Dark Arcana you will face

Fallen Aspect of Chaos

Once also known as Aspect of Freedom, the Fallen Aspect rebelled against Chief Aspect and is now leading a campaign to conquer mortal realms and to reshape world in his image.

The Mighty: Fallen Aspect of Chaos has base Might of 23. If his Stamina is not full, it is instantly refiled.

Dark Lord's Presence: Fallen Aspect of Chaos can project his Might as an aura, crushing lesser enemies and consuming their spells, controlling the world around him in myriad of ways.

Aspect of Chaos: True to his nature, Fallen Aspect of Chaos enforces his domain. Well laid plains, machinery and armies fell apart around him as order is consumed by chaos. Fallen Aspect can infuse his strikes with fell power that breaks apart his foes and brings closer their ultimate end.

Multiform: Dark Lord's very existence is in flux. Fallen has access to any two Ascendant skills, any four Grandmaster Skills, any single Major Arcana and any four Minor Arcana at any given time. Changing his form in the middle of combat requires a short period of concertation. This doesn't give access to magic.

True Arcana: By permanently losing one point of might, Fallen Aspect can activate the ultimate power of his kind and manifest Reverse True Arcana: Judgement for an hour. Fallen Aspect of Chaos has never been in position where he was forced to resort to using this power, however given that it Is Reverse form of Judgement, one can assume that it interferes with destiny of others.

Dark Arcana of Stars

Once there was nothing. From nothing Chief Aspect created the First Titan, who then created the world. Now he is one of four Fell Champions, the greatest foes Exalted Ones will face.

Starbreaker: Stars has additional +10 Might for purpose of physical feats. This puts his total physical Might at 32. As long as he is touching a celestial body(planet you are currently on counts), his stamina is instantly regenerated.

Foremost: As a second being in existence and one who forged cosmic megastructures before being reduced to this current form, Stars has great deal of understanding of the world. Counts as Master in any skill besides magic, Grandmaster in any combat skill and Ascendant in any crafting skill.

The Maker: Reduce any crafting time to 10%. Negate or reverse effects of any relic contesting Stars, whichever is more beneficial to him.

Dark Arcana of Lovers

Incubus might not be the strongest of Dark Arcana, but he is surely the most terrifying one. The master of flesh is more than willing to use his magics to torment those unfortunate enough to meet his gaze.

Archmage of Flesh: Lovers possess Grandmastery in forbidden art of biomanacy, which allows him to manipulate flesh and blood to his designs.

Perfect: Lover's body is pinnacle of form; he has perfect shapeshifting, doubled Stamina and +4 to Might, for a total of 19 base might and 28 magic Might

Dark Arcana of Tower

Last surviving High One serves Dark Lord as Fell Archmage of Storms, the leader of four Fell Archmages. His destructive capacity is second to none, and he has vowed to see Holy Emperor undone for the death of his people.

Archmage of Storms: Methrionel has access to completely unique storm magic which focuses on overwhelming destructive power – a "Storm Bolt", systems equivalent of Firebolt, is a compressed storm with enough power to rival a nuclear strike. Towers has Ascendant skill in this system which grants him Magic casting of 34, the highest Might ranking in history of mortal realm

Stormfront: Towers can take form of titanic storm system, granting him survivability well beyond what normal mages can hope to achieve.

Arcana Incarnate: Whenever Towers would pay stamina for spell that has destruction as primary or secondary purpose, instead its cost is reduced to zero

Dark Arcana of Temperance

Temperance had no deep motive or revenge for joining Dark One; this Orkish queen merely desired to be pushed to her very limits. Despite being weaker than many of her Dark Arcana compatriots, this hunter is in fact responsible for most Exalted deaths.

Royal Guard: Temperance can designate up to thousand Ork warriors; their Might is increased to rival hers at Might 18.

Aura of Violence: Temperance can project her Might to grant her Royal Guard access to her skills.

The Guerilla: Temperance has Grandmaster of numerous skills: Guerilla, Sabotage, Hunting, Tactics, Squad Combat, Weapon Combat, Ninjitsu

The Undying: Should any one of Temperance's Royal Guard remain alive for a day after Temperance was slain, she can resurrect herself by taking over the body of that Royal Guard. Activating this skill will cause a loss of one point of Might
 
Do we get the power of the Shards of Infinity upon eliminating a Shardborne?

Not directly, until you complete your Purpose and assemble all five.

Would locking up our enemies in appropriately powerful prisons partially resolve the issue of durability (if perhaps not defensive competence)?

Restraint and containment is one of the primary means of dealing with significant foes, yes! Of course you still have to hit them in the first place, and overcome any relevant resistance, if you wish to see them caged.

Is there a notable distinction between the Decimator's 'fundamental life force' and Pausing this version of the Decimation by draining life-force from the environment?

One is a humanitarian disaster, the other is merely an ecological one. The latter will cascade into the former in most circumstances, eventually.

Can this be used for training?

Depends on what you're training. Purely mental activities like academic studying are usually fine.

Ally seems particularly abusable. The Ordinal Spiral is strongly multiversal and others can be pretty easily initiated into it. Go pick up the Heroin from Terrascape after... I think initiation was taught in the first lesson along with the purity ritual? She could probably figure it out eventually either way. Less powerful than Captain America, she should be valid.

The effect accounts for both present ability and overall potential. It's basically comparing the value of their 'character sheets.'

For the moment there isn't a reason to get drawbacks, I feel, since there isn't much worth the price. If you do take drawbacks making at least two gambles is very efficient, no matter what drawbacks you actually end up with. Even the decimators affliction isn't so terrible if your 20% mitigation goes toward opening up Hunter's targets again.

Alas, only direct mitigation is available! You're a conscript, not a Cursebearer.
 
The rate of Decimation is constant, it just adds up to 10% every year for the unmitigated Affliction. So yes, it'd become 8% every two years in total instead.
 
This post's a pretext for using the forum dice roller (fingers crossed), but here are a few typos. Subscribe to my correction service and typos can be resolved automatically, at very reasonable Arete rates!
But envious as your position may seem, be aware always of the duties that accompany your newfound capabilities.
envious -> enviable
Akihibo Kayaba grows tired
Akihibo -> Akihiko
Escapist and Fantisizer tensions
Fantisizer -> Fantasizer

Edit: Hegemony and a Maw. The former's manageable, the latter nixes all long-term potential. So much for my Saga plans.
Orm Embar threw 1 3-faced dice. Reason: Nature of my service Total: 2
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Orm Embar threw 1 8-faced dice. Reason: Gamble #1 Total: 8
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Let us see what the forum roller brings!

Looks like this build will involve Hegemony, with Impelled and Midsummer Rhapsody as the Gambled Drawbacks. Interesting!
Rihaku threw 2 3-faced dice. Reason: Determination Total: 4
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Rihaku threw 3 8-faced dice. Reason: Gamble Total: 9
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Time to roll the bones...
Aabcehmu threw 1 3-faced dice. Reason: Purpose Total: 1
1 1
Aabcehmu threw 1 8-faced dice. Reason: Gamble Total: 8
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CYOA: Downloaded
Downloaded

Welcome, mortal. I regret to inform you that you are to be forcibly transported to a world you may previously have regarded as fictional. There you will be conscripted into the service of a cause you did not choose, participating in a conflict you cannot possibly comprehend, for reasons you are very likely never to discover.

My progenitor has taken efforts to prepare your population for this coercive enlistment. Our cultural seeding efforts have borne fruit. You number among those that may strongly welcome the fate to befall you. But enviable as your position may seem, be aware always of the duties that accompany your newfound capabilities.

As they say: death is lighter than a feather, but duty is heavier than eons. And you shall not have the luxury of the former. Should you fail utterly, the fate that awaits you is not death, but rather a grim procession. Rest assured that such a degree of failure is unlikely, even for you.

As recompense for denying you the freedom of refusal, we grant you 100 Ordinal Credits.
To gird yourself, that you might have some chance of accomplishing your mission, you will also receive a budgetary allocation of 5 Cerulean Obols.
Finally, you begin with 0 Radiant Electrum. We are not a charity.



What is the nature of your service? Roll d3 to determine it. This is your purpose, the overriding goal of your enlistment, as best you can discern.

[1] - Do As Thou Wilt: You need not commit to any particular course. The intuitive unfolding of your actions within the designated realm will serve our purposes well enough.

[2] - Hegemon: You must subjugate, by force or by suasion, all sentient peoples within the designated realm, such that your effective political power is incontestable by the reasonable judgement of those within. There is no particular timetable for this task, but sincere and significant efforts must be made towards it each month; fail to abide and your body and mind will undertake such actions regardless. [+2 Cerulean Obols]

[3] - Shards of Infinity: Five Shards of Infinity will be scattered across your designated realm, each embedded into the body and spirit of a being of import. Your mission: to collect and unite the fractions of Infinity once more, winning both your safety and freedom for the eons to come. Empowered significantly in raw might and with limitless uncapped potential, the Shardborne will war amongst themselves while seeking your destruction. Contain and destroy them before their escalating conflict obliterates the entirety of your designated realm. [+4 Cerulean Obols]

—-

Where shall you descend?

[ ] An Incarnate Radius - By default, you'll be sent to the realm of Aincrad, in the world of Immersion. Conditions on the ground have been partially optimized for your arrival, granting a substantial effective increase to your budget if selected. [+2 Cerulean Obols]

A link for those unfamiliar:
Immersion (Sword Art Online AU). You don't need to have read the quest to play this CYOA; only a few options reference it specifically.

[ ] A Modest Realm - A world of minor dangers. After taking Drawbacks, halve your total budget, rounding up for each currency type. With this option you may also choose to remain here, on your seemingly mundane Earth, so long as you serve the purpose determined above.

Examples: Westeros, Modern Earth, SAO (Canon), Middle-Earth (Early Fourth Age), 'Comfy' or Slice of Life settings that at least present some moderate chance of supernatural danger.

[ ] A Comparable Realm - A world with dangers somewhat similar to those of the default option. Your budget is unaffected. Most mid-tier fantasy and science fiction settings fall under the remit of this option, with combatants generally topping out at the low planetary scale.

Examples: Middle-Earth (Late Second Age), Fate/Stay Night, Cyberpunk, The Manifest Realm, Dragon Ball (Start of Saga), Bleach, Naruto, Young Justice, D&D.

[ ] A Perilous Realm - A world with dangers vastly surpassing those of the default option, whether by sheer scale or proliferation of powerful esoteric abilities. [+3 Cerulean Obols]

Due to hypertime affinity, if the "New World" of Overlord within the boughs of Yggdrasil is selected, this option grants an additional [+1 Cerulean Obol]. You are unlikely to be able to peaceably co-exist with the inhabitants of Nazarick given their proclivities.

Examples: Exalted (Age of Sorrows), Middle-Earth (War of Wrath), Supreme Commander, Marvel Comics, Dragon Ball Z (Saiyan Saga+).

—-

If you wish to further buttress your budgetary allocation, you may grant us up to 3 additional considerations for the course of your service:

[ ] Gamble - Entertain us. Roll a d8 (via the forum roller, if possible) and be forcibly assigned the corresponding Drawback, but receive the following benefits in exchange. You may Gamble so long as you have open Drawback slots to use.

First Gamble: Receive [+1 Radiant Electrum] in addition to the listed reward.
Second Gamble: All Drawbacks are 20% less severe. You don't receive the listed reward.
Third Gamble: Receive double the listed reward.

If in your lacking wisdom you rolled a combination of Drawbacks you find totally unacceptable, you may beg off, mitigating one Drawback by an additional 50%. This nullifies all listed and gambling rewards and costs 1 Cerulean Obol in addition. Such is the price of folly.

[ ] 1: Midsummer's Rhapsody - Your world shall drown in the fires of war. Total war of breadth and intensity comparable to WWII, scaled to your realm, shall break out within the first three months of your arrival, and will not be quenched save by your direct and persistent intervention on the fields of battle. In the default option, Escapist and Fantasizer tensions will come to a boil, causing internecine conflict of the highest level among the Chosen. [+2 Cerulean Obols]

[ ] 2: Caress of Winter
- You are blessed with a heartbreakingly deep connection; platonic or romantic (your choice) it is a relationship that will shape and enliven your life in ways unique and irreplaceable. How unfortunate that said relationship will also be plagued with substantial amounts of separation, drama, or tragedy; enough to make even the most ardent romantic seriously question whether any of it was worthwhile. Should you sunder this bond, none will ever come again that could match its depth and intensity. In the default example, you might meet a wonderful Aincradian who serves as an irreplaceable boon companion, only to discover they're the avatar of some 'Ethereal Beauty' that seeks to enforce adherence to an inhuman and impossible ideal. [+1 Cerulean Obol]

[ ] 3: Incursion
- While you yourself remain in control of both mind and body, your supernatural powers are held by a symbiotic existence, a being either obnoxious, demanding or alien that parcels out access to your full abilities only when its requirements have been met, or your motives align. [+2 Cerulean Obols]

*Freedom to use your powers fully will cost you about as much time and effort as maintaining a full-time job, if its demands are generally reasonable; or minimal time but highly variable effort and risk, if unreasonable. You may select which. Also, as it is dependent on you to survive, self-defense will always be a valid opportunity to unleash your power.

[ ] 4: Impelled - You will find that the very current of reality appears to press against you, a subtle but inexorable gravitation that weakens and undermines your every undertaking and multiplies your chances of failure. A foe with a 10% chance of overcoming you will find themselves miraculously guided towards that slim probability, giving them even odds instead.

With diligent preparation and overwhelming might this can be almost consistently overcome, but you will always and forever be considerably less effective than your capabilities would naively suggest - especially during moments of import. This effect extends in lesser degree to your allies and catspaws as well. [+50 Ordinal Coins]

[ ] 5: Thinblood
- Any time you experience a serious wound or setback, you will find that the injury done to your self or circumstances only worsens and bleeds further unless you permanently diminish yourself to stopper the flow. In the default scenario, any attack you take that removes 10% or more of your Health might profusely bleed your fundamental essence unless you reduce your maximum Health by that amount instead; while a loss of reputation might lead to increasingly riotous and powerful enemies unless you accept a permanent demotion. That said, your ability to progress is not directly impaired; if you can rapidly raise your maximum Health or accomplish promotion-worthy feats in other career paths, losses so suffered can be managed - if you do not suffer too many consecutively. [+75 Ordinal Coins]

[ ] 6: Forbidding
- Force fails to avail you. You find in every martial contest that your enemies are far more durable and defensively competent than they have any right to be. This effect scales hyper-exponentially with the importance and deadliness of a foe to you. The mid-boss of an ordinary dungeon might 'only' be 5000% as durable as they might be otherwise, but your final foe, the nemesis of your lifetime whose means and goals you cannot possibly abide, would be more unassailable than a xianxia protagonist with a completely indulgent author and editorial staff. Everyone is aware of this, which may weaken your effective social standing in numerous ways - no one wants to be allied with the person who makes even his weakest enemies a dozen times more durable simply by existing. Nor would those who might be inclined to fear or respect your strength do so, given their likely impunity from retaliation. [+100 Ordinal Coins]

[ ] 7: Plague
- You possess the Decimator's Affliction. It is mitigated to half its normal speed (10% every two years) and has drastically reduced total energy requirements, such that you need not worry about the self-consumption clause of the Curse unless deliberately isolated. But the only means to pause its Decimation is by draining enormous amounts of life-force from the environment, such that a mere five decades of this behavior would see a thriving Gaian planet reduced to a parched and hollow husk. If one day you attain truly epic might, you may need to drain entire universes instead. [+3 Cerulean Obols]

[ ] 8: A Maw
- No further progression will you experience. Once you finalize your choices below, your personal power, in terms of raw versatility, elevation and might will never increase. This does not stop you from forming memories or developing skills to better utilize what you do have, nor does it prevent recovery to baseline if lessened. [+3 Cerulean Obols]

[ ] Prepare to Die - Hunger is hunting you and cannot be dissuaded. This version is a Combat-type Cursebearer with the Geas of Indenture, Doom of the Tyrant and Decimator's Affliction. His Primary Remittance is the Sword That Ends The World. His Lesser Remittances are Gisena Allria, the Forebear's Blade, and the Ring Hunger. His Arete generation is commensurate to his performance in the quest, spiking appropriately if he is ever tested; but his decision-making is wholly uncompromised. You will die and there is no pretending otherwise. It is only a matter of time. [+9 Cerulean Obols]

—-

Were you perhaps looking for another source of that precious Radiant Electrum? I'm afraid mere Drawbacks are mostly insufficient to the task. That said, there is one undertaking you might be interested in, which might deserve so sumptuous a down payment.

[ ] A Saga. A series of trials against difficulties profound and terrifying, the reward of which is not mere power, but the true steel of character itself. If you are willing to subject yourself to such a travail, to go wholly above and beyond in your service to the cause, knowing full well that the risks entailed could end in a fate far worse than extinction - well. Then you would be entirety deserving of this [+1 Radiant Electrum].

[ ] Safety Off - Requires A Saga. You do not start with any purchases made via Cerulean Obols or Radiant Electrum. Rather, you are guaranteed to acquire the benefits of said purchases over the course of your adventures in this Saga, should you survive. Mightier powers will be granted later, or in diminished form to scale up with training. [+1 Radiant Electrum]

Example: The Saga for the default scenario. Other realms will have Sagas of commensurate difficulty scaled to their baseline capabilities.

First - Untouchable: Arriving in this realm shortly before his challenge with Heathcliff, you attract the enmity of this realm's Ishida Koji, who wishes very strongly to dispose of you. If you are beyond his means, he will do his best to evade your detection and scale up to counter you. If you are weaker than him, he will hunt you relentlessly. Unless you convince him otherwise or put an end to him, he will never stop hounding you. Koji's performance, tactics, and BP income are congruent with canon. Expect his speed of escalation to be extremely rapid.

Second - Totality: A few weeks following the resolution of Untouchable, you feel an instinct stirring within you, a restlessness of subjective existence that requires the well-being and regard of others to safety stabilize. The easiest and most direct means of doing so - to act as head of one of the major Guilds or Factions, and lead them to preeminence among the quarreling armies of the Chosen. This trial is continuous and ongoing: as time goes on, your fate and your faction's will be intertwined. If they prosper and reign unchecked, you shall be in fine health and great spirits, invigorated with will and sheer power of spirit; but if they decline, so too shall you in every regard.

You may of course choose to start your own such Faction, though this raises the difficulty of this task substantially. It of course yields substantial customizability of this crucial organization in every regard. Your condition will persist for ten years, peaking in 'severity' (correlation between the faction's health and your own) at the five-year mark, and slowly diminishing thereafter.

Third - A New Era: Several months after the beginning of Totality, SAO 2.0 is unleashed upon an unsuspecting populace. Heralding its arrival is the Elder Titan Thaargundrim, son of outcast progenitors whose horde of Oaken Men sweeps through meadow, fell, forest and city, slaying or converting all in their path. Unfathomably lessened as it may be, the errant Titan's sheer metaphysical weight renders it almost immune to all forms of interaction - thunderstrike and impassioned plea both shriveling beneath its unblinking disregard.

As one of the foremost powers among the 'Chosen' it falls to you to aid in the destruction of Thaargundrim, or its containment, before all of civilized Aincrad is laid waste. Its druidic and alien paradigm holds within it the secret to the Oaken Men's defeat, but will you unravel its archaic philosophies in time to take advantage?

Thaargundrim is obscenely powerful, on par with an endgame Raid Boss, but much of its strength is focused on sheer resilience, resistance-penetrating status effects and its horde of minions. If the unnatural etiology of its assault can be deciphered, it may be possible to manipulate it into only occasional devastating assaults upon the civilized world. That would suffice as a resolution of this trial.

Fourth - Unclaimed Fastness: A few years after Thaargundrim's awakening, Kayaba introduces a major 'content patch' unearthing a new region of Aincrad. This land of the far East is a snowy kingdom of myths and legends whose center houses an artifact of unimaginable power. The Lodestar of Wishes will impose any one alteration upon the fabric of reality that the bearer desires, up to and including: the creation and introduction of a new system of magic equal in scope and depth to Arcane Magic, the annihilation of vast swathes of Aincrad in exchange for a perfect facsimile of one of Earth's continents, or the addition of 150 Nightblade Levels to the bearer's character sheet. Should the Lodestar be claimed by any but you or yours, the machinations of Kayaba will ensure that it shall be used to weaken or erase your intrusive influence upon his creation, most likely resulting in your annihilation upon this plane.

Fifth - A Reckoning: Two decades after your arrival in this realm, your sins come home to roost. If you slew Ishida Koji in the resolution of your first trial, the Armada of the Horror King breaches Aincrad's shield and begins the process of inflicting its terrible Justice upon all within. Wielding technology on par with the Imperium of Man combined with armies empowered by the limit-broken Pillars System, their might is far beyond the power of native or Chosen alike. If you somehow befriended Ishida and contained his Supreme Manifestation, Akihiko Kayaba grows tired of your interference, his hands-off philosophy discarded in the face of such enmity. You will have to weather, escape, or counter the malicious attentions of the so-called 'Highest God' himself if you are to survive this final task and free yourself of this perilous Saga at last.

—-

And now, finally, to spend your currencies! Ordinal Coins mainly yield boons of convenience or questionable practicality, but their highest expressions in combination can be startlingly useful.

All Ordinal Coin purchases are arranged in tiers. Unlike with other currencies, you must first purchase the basic tier of an ability to gain access to the second, the second to gain access to the third, and so on. Additionally, the highest expressions of Ordinal power are usually mutually exclusive: you may choose one capstone or the other, but not both.

Melodious / Mask

[ ] I: Gourmet [2 Ordinal Coins] - Do you like food? You will. This upgrade will give you the palate, olfactory senses, and taste receptors of a grandmaster chef, then further amplify all scent and taste-derived pleasures by a factor of five. A true bon vivant! Also occasionally useful in detecting poisons.

[ ] II: Ordinal Ordering [20 Ordinal Coins] - You have access to a mystic food delivery service that will provide three square meals a day. Meals are generously portioned and of exquisite quality, easily comparable to the finest restaurants on your mortal Earth. Despite their extravagant taste, their optimal nutritional composition ensures you will reach your ideal body composition within a year of beginning a mystic-food diet. Split between four individuals, they can also serve as starvation rations. A useful bribe in many situations, especially if your ideal body composition is a popular one.

[ ] III: Resplendency [60 Ordinal Coins] - You've got a silver tongue. Your voice is superhumanly compelling in the way that you desire - whether a thunderously commanding baritone or heartbreakingly sweet and melodious. You have full command of your new vocal range and are a skilled voice actor. This is not magic, but precisely tuned superstimulus. With a voice like this, even mediocre arguments seem strangely convincing, and well-composed rhetoric borders on mind control. Gourmet now grants corresponding upgrades to the senses of touch and hearing as well - this will never cause pain due to oversensitivity. Finally, all powers channeled chiefly through your voice are quintupled in potency. You would make a terrifyingly formidable bard.

OR

[ ] III: The Mask of Autumn [43 Ordinal Coins] - The Mask of Autumn is placed upon your face and cannot be removed. It covers your mouth down to your chin with a triangle of cold steel. You are forever denied the senses of taste and smell, and can never use your mouth for any purpose ever again. In exchange, the Mask grants supernatural power of impressive versatility. You are equivalent to a 10th level Sorceror (D&D 5E) with a proper complement of spells known and are treated as possessing 22 Charisma for this purpose. You may always use the Subtle Spell Metamagic for free. The logistics of food and water consumption are up to you, but what are such trivialities in the face of power to bend reality itself?

Sight / Seal

[ ] I: Delayed Gratification [2 Ordinal Coins] - Surrounded by temptation, is it any wonder you never get any training done? Worry not, for this is a problem easily tackled by the strategic application of incentives! Now, whenever you are anticipating a particular experience, the longer you are denied from partaking - whether by your own action or others' - the better that experience will be! This scales up linearly without limit, so one only imagines how incredible it'll feel to finally be free of your duties here… and all the more reason to extend them, of course.

[ ] II: Beautiful World [10 Ordinal Coins] - Your designated realm, and all within it, will better conform to your personal aesthetic preferences. This is a mostly cosmetic change of moderate power, but highly encompassing. You could make reality look like one of your favorite animes!

[ ] III: Enter the Infinite [34 Ordinal Coins] - Once per month you and up to five consenting individuals may enter a perfectly realistic shared delusion. You may specify the parameters of this illusory world using a wide range of metaphysical templates, allowing for the construction of nearly arbitrary fantasy realms. This experience lasts no longer than a subjective month for all involved, and persists for only a moment in 'reality.' An infinitely indulgent vacation, but it can also be used for impromptu tactical meetings or guaranteed private communications!

OR

[ ] III: The Wrappings [54 Ordinal Coins] - You have special eyes. The longer you take to reveal them, the more special they will end up being. Your eyes are sealed by indestructible bindings of dark indigo. This blinds you regardless of what your underlying eyes end up becoming. The bindings resist removal unless you voluntarily unwrap them.

Wait a week and you'll have perfect 20/10 vision.
Wait two weeks and you'll possess the Byakugan of the Hyuuga Clan.
Wait a month and you'll have Kryptonian visual acuity and perceptiveness, or possess the vaunted three-tomoe Sharingan.
Wait two months and you'll wield a Mangekyo Sharingan, or mystic eyes on the level of Medusa's (Fate).

Wait two years and you'll command the Rinnegan, itself sufficient to grant you enormous chakra reserves, affinity with all elemental natures, and superior talent in all fields of nin- and genjutsu. Or perhaps the perfected Mystic Eyes of Death Perception that belong to Shiki Ryogi.

Wait ten years and you'll reveal the Rinne Sharingan, containing all the powers of a Rinnegan and Eternal Mangekyo Sharingan greatly amplified, and also possessing the capability of dimensional transit. Or maybe you would receive fully operational ocular implants equivalent to Superman's, with the ability to reflexively employ his heat vision to intercept incoming attacks.

The Wrappings won't offer power beyond that of Uchiha Sasuke at his height.

Profess / Preference

[ ] I: Profoundly Tasteful [6 Ordinal Coins] - In all facets of life, others who interact with you tend to enjoy what you enjoy, or a corresponding analogue, in addition to their normal tastes. Never will your friends ignore your media recommendations again!

[ ] II: Preference Ranking [14 Ordinal Coins] - Whenever it would advantage you to be chosen for something (winning a sweepstakes, lotto, or election), you are substantially more likely to be chosen. Whenever it would disadvantage you to be chosen for something (jury duty, random security checks), you are less likely to be chosen. The magnitude of this effect scales with how badly you wish to attain or avoid the outcome in question, but won't create choices from thin air. The world's richest corporation won't decide to give half its assets to one of two lucky winners no matter how badly you want it.

[ ] III: All's Fair [35 Ordinal Coins] - You are shielded against the most common forms of unconditional defeat. Overwhelming speed, temporal effects, precognition/simulations, mind control, and reality warping can grant no more than a moderate advantage against you.

OR

[ ] III: The Professor [43 Ordinal Coins] - You can train to improve the quantitative values of any power purchased with Ordinal Coins, Cerulean Obols or Radiant Electrum. From your Gourmet multiplier to your Mask of Autumn caster level, from the power of your Allies to the duration of Enter the Infinite - all can be expanded with time, effort, and diligent practice. This will by no means be fast or easy, but your rate of progression in any of these fields will fairly satisfying so long as you put in the work. Interesting conflicts can accelerate this greatly.

Ally / Alternate

[ ] I: Attribution Requested [5 Ordinal Coins] - You are made aware of, and may teleport, to the side of anyone who sincerely regards you as their ally and desires your presence. This will never become obtrusive.

[ ] II: Ally [20 Ordinal Coins] - You summon an individual, either from real life or an established 'fictional' world. This may be anyone desired; multiversal assortment will ensure they begin at least somewhat friendly to and compatible with you, but long-term loyalty is not guaranteed. If more useful than Captain America (MCU), their capabilities will be downscaled commensurately.

[ ] III: Armada [70 Ordinal Coins] - As per Ally, but you may summon up to ten individuals; their combined power and potential cannot be more than double yours, accounting for the choices made here. Furthermore guarantees the long-term loyalty of summoned individuals. A single powerful protector, or a team that can respond to multiple contingencies at once? It's your choice. If you select Safety Off, this will only account for powers acquired by Ordinal Coins.

OR

[ ] III: Protean Lord [45 Ordinal Coins] - By touch, you can reconfigure any individual's body into an alternate version of 'themselves,' drawing from an immense but finite range of unrealized possibilities. This works on your own body as well. Targets affected always retain their own mind, so this cannot be used to upgrade intellect or mental factors, but other bodily features are fair game. Essentially any human or human-adjacent form can be imposed.

This power operates on a reserve of energy; more dramatic changes require more energy. Transforming an eviscerated near-death bodybuilder with 350 lbs of muscle mass into a perfectly healthy eleven year old child with a venomous prehensile tail would require about a month's worth of stored charge; modest cosmetic changes would consume a day's. With sufficient charge, even an unenhanced version of you would be deadly in melee combat against biological opponents. You begin with two weeks' charge, sufficient to acquire the peak human version of yourself.

Dream / Double

[ ] I: Twice [3 Ordinal Coins] - Once, when you would be slain or experience an unacceptable fate, you will be promptly rescued from that predicament and deposited into a safe place.

[ ] II: Multithreading [28 Ordinal Coins] - You are manifold. You are now a hive mind in a singular body, capable of splitting your attention eightfold without any loss in cognitive quality or fidelity. This doesn't cause you to grow more bored than usual. It does make you eight times as resilient against all forms of mental attack or obfuscation, and with eight times the mental stamina if you choose to focus on one task solely.

[ ] III: Dual Life [23 Ordinal Coins] - Should you have chosen a realm besides Mundane Earth, you may now retain your Earthly and 'fantasy' existences while sacrificing neither. When you sleep in one realm you'll awake in the other, fully refreshed and prepared to face the day. Time will arrange itself such that you'll never have conflicting circumstances that require you to be awake in both realms simultaneously. You may choose to surrender this feature and use Multitasking to live two lives at once, if you prefer.

You won't be consigned to the procession unless your foes manage to slay you both in your designated realm and Mundane Earth. Quite difficult for all but the most capable.

OR

[ ] III: Savor the Moment [65 Ordinal Coins] - Among luxuries, the most sublime.

Who has never wished that a day could go on forever? This power cannot promise eternity, but it more than suffices to stretch a day into a month, and not mere repetition but the fullness of embodied existence - the passage of time undeterred, but without the ravages of age, illness, or resource depletion.

Memories are retained, events continue to develop - but nothing truly pressing or important, little that matters and almost never to your detriment. Invoked on a festival day, you could experience a month of festival activities, each as novel and joyous as the very first, and any relationships developed during that Savored sequence retained in its wake. Invoked as you open your favorite book, you will find proper sequels of the same style and quality emerging so long as you desire to consume them.

Ultimately this is a tool of enjoyment, not of tedious regimens or toil. The more productive are the Savored days, the slower this power is to recharge. They that fritter away their Savored moment could see it restored in half a week, while those that treat it as a hyperbolic time chamber may find themselves waiting years.

Yet there may be eventualities dire enough to warrant such abuse, for the power of the Savor to create genuinely novel experiences can indirectly, but explosively, augment training if invoked during appropriate activities.

Most activities are at least a little bit productive, so typically the Savor recharges every week or two. If you spends your Savored month enjoying a street festival but also profitably socializing, developing somewhat useful connections, and playing strenuous (but ultimately irrelevant) games, it would recharge within two weeks.

You begin with one Savor charge to use as you please. You may store a maximum of two Savor charges, the second taking twice as long to acquire. Used in conjunction with Enter the Infinite, you could experience thirty illusory months instead of one concrete. A decent final escape if one is on the precipice.

Extract / Exceed

[ ] I: Quintessence [2 Ordinal Coins] - You may convert money to power directly. By itself, this only permits you to inefficiently convert money into wakefulness, reducing your need to sleep. But any power here which relies upon a charge, or any system of magic which draws upon a fungible internal reservoir, can be recharged with sufficient quantities of money. You must have the physical currency on hand to convert.

The equivalent of USD $100 in 2022 will yield a mediocre night's sleep or fill the charge of an average magus. Replenishing a month's worth of Protean Lord or Savor the Moment might cost upwards of $10,000, while epically powerful entities might require billions to restore even 1% of their reserves. Debased currencies are worth comparatively less; it's the underlying economic value that's truly important.

[ ] II: Gauntlet [98 Ordinal Coins] - This deep bronze gauntlet of gleaming adamantite alloys can be used to manipulate space in a few set ways. These are conceptual alterations and cannot be resisted with raw power, only bypassed or repelled by absolute defenses like those of the Exalted. Using the Gauntlet's first three functions is no more taxing than issuing commands in a video game. The latter two draw upon an inner well of spiritual energy that can be replenished via Quintessence.

*Reach Through: Objects placed in the palm of the gauntlet can be sent to, or drawn from, an extra-dimensional inventory. This affects inanimate objects you can carry.

*Tremorsense: By detecting eddies in spacetime, the character is aware of all objects and movements in a fifty-meter radius. This ability requires considerable skill to employ effectively.

*Mirrorplane: Holding the Gauntlet up in a warding gesture, the character folds space along an angle to reflect all incoming attacks. This can only ward one direction at once.

*Final Durance: Requires a few moments of concentration to set up. The character is surrounded by flat spatial blades rotating like shark fins circling prey. Incoming objects, biological or otherwise, struck by a spatial blade will be severed, partitioned at the angle of impact. Any attacks that make it into the circumference described by the rotating blades will be teleported outside the circle as if their trajectory had continued - a hypersonic bullet fired at you will appear to 'pass through' without inflicting harm. While within the durance you may fly by hovering or walk normally, but not run without destabilizing the effect. You may launch a blade towards an enemy with a gesture; a new one will take its place shortly. This does not protect against effects which don't need to cross the intervening distance to target you.

*Titanfold: You spatially expand, growing in size up to a total height of fifty meters and proportional width. Your effective strength and durability are also proportionally multiplied. Can be used alongside Final Durance, scaling up that effect, but cost would be prohibitive for most.

The Gauntlet is nigh-indestructible and can be used as a shield. It has a deep affinity with the Orbs of Kalym; in conjunction it will awaken their power with greater speed, while regulating and minimizing any undesired mental alterations from the course of your ascension thereby.

OR

[ ] II: The Sword [33 Ordinal Coins] - The Sign of the Sword grants you the Blood Impulse. You will gain an intuition for physical conflict that well exceeds the humanly possible. This holistic combat instinct explosively accelerates your progress in any martial discipline and renders you immune to violent ambush. Magic is not a martial discipline per se, but differences in fighting skill can compensate for a power gap.

Applies to violent conflict in greater contexts as well, so with experience you could become an expert general and tactician as well as combatant. However, true battle is necessary to awaken your potential. You will not improve in a fight without stakes, the higher the better.

—-

Cerulean Obols offer straightforward security. They allow you to requisition certain capabilities that help you achieve your purpose and emerge from the experience intact.

You may (inefficiently) trade Cerulean Obols for Ordinal Coins at a rate of 1 Obol for 15 Coins. This is a one-way transaction; Coins can't buy Obols.

[ ] Worldly Might [5 Cerulean Obols] - Power sufficient to matter. You are an above-average practitioner of the supernatural arts within your designated realm. In Dragon Ball, for example, this would grant you ki manipulation and martial arts capabilities comparable to Tien Shinhan. In Exalted, this would make you a Terrestrial Exalt. This option and its successors are not a valid purchase for Mundane Earth.

[ ] Unearthly Might [11 Cerulean Obols] - As above, but you are a truly notable practitioner of said arts, with great potential to advance. In Dragon Ball, you would be Vegeta's equal. In Exalted, this would make you a very powerful Terrestrial Exalt, comparable to a Dynastic Head.

[ ] Body Armor [8 Cerulean Obols] - This semi-sapient symbiotic silver-steel acts as a supreme shapeshifting sanctuary, offering great resilience to harm or compromise no matter the time or realm! Our body armor intertwines with your genetic makeup, bonding to your cells on a sub-molecular level to ensure you are never without its vigilant guard. Its features:

*Amplification of your mental speed and physical attributes. This is a multiplier applied to your baseline, making you an order of magnitude stronger, faster and tougher than you otherwise would be.

*Powerful, swift, and comprehensive regeneration. You can recover in minutes even from a single cell.

*The general utility granted by a rapidly shapeshifting, highly durable mass of silver-steel. Make weapons, grappling hooks, restrain your enemies, disguise yourself - request it of the armor and it will comply!

*High and generalized resistance to exotic and unnatural attacks, such as hypnosis, temporal shenanigans, or conceptual deletion.

*Upgradability: If you are an enchanter or titan of science, you will find that improving the armor in almost any parameter is much easier than it ought to be, and such improvements maintain and repair themselves after being integrated. This is often considerably more efficient than working on other projects; were you a master scientist capable of creating powerful combat androids, you'd find that an equal amount of effort applied to the armor would yield twice the might!

Synergies:

*If you have Protean Lord, your regeneration instead grants you corporeal immortality, allowing you to recover nigh-instantly even if completely obliterated. Foes will have to use unconventional means to deal with you.

*If you have Unearthly Might, you may discount the Body Armor by 3 Cerulean Obols. In exchange, its use will alter your mentality slightly, such that fulfilling your purpose seems more natural, logical, and congruent with your own values. If you have Do As Thou Wilt, this merely makes you more willful.

*If you have Perchance to Dream, you may absorb the Body Armor and all its functions to acquire appropriate Lunar Charms and Knacks granting the corresponding abilities. This immediately raises you to Essence 3, doubles your essence respiration from all sources, and grants five Attribute dots to be spent as you please, even if this would raise an Attribute above 6. This bypasses the effects of A Maw. Additionally, your Great Curse is mitigated such that Limit Break merely causes you to pursue your purpose very strongly for a few days, without impairing your faculties or reason!

[ ] Chosen One [4 Cerulean Obols] - You number amongst the Chosen of Aincrad. Aside from the rapid progression granted by the Cardinal System, you also receive a corpus of reified power and experience that places you well within the top 10% of the Chosen as of their first month within: 20,000 XP to be spent as you please, alongside a budget of 20 BP for Achievements. You possess one Skill at the 250 level, one Skill at the 200 level, and three Skills at the 100 level.

You may select any Achievement Koji has been offered or had approved, so long as you meet the mechanical pre-requisites. Assume you meet any reasonable in-story pre-requisites. Free Achievements acquired by Koji cost BP commensurate to their value - 2 BP for something like Scale-Piercer, or 7 for Magelight.

[ ] Top Twenty [8 Cerulean Obols] - Your fearsome ability places you amongst the top twenty deadliest Chosen in Aincrad. As Chosen One, but you instead receive 120,000 XP, alongside a budget of 50 BP for Achievements. You now possess one Skill at the 500 level, two Skills at the 250 level, and four Skills at the 150 level. You may trade half your total XP and BP to instead receive 15 Levels in a Unique Class of your choosing - Nightblade, Dragonheart or Fluxstaff, alongside considerable development in the particular Abilities and unique features of that Class.

You may select any Achievement Koji has been offered or had approved, so long as you meet the mechanical pre-requisites. Assume you meet any remotely feasible in-story pre-requisites. Free Achievements acquired by Koji cost BP commensurate to half their value - 1 BP for something like Scale-Piercer, or 3 for Magelight. Your Achievements are re-flavored such that that they don't appear to be exact copies of Koji's. You might receive [Megaton] rather than [Optimum Prime], or be granted a Magic Faerie companion rather than a stuffed dragon. [Megaton] might operate off nuclear radiation rather than lightning, and its [Reactor Core] might be located in your center of mass rather than the Core Spark over Koji's heart, etc…

—-

Finally, the good stuff. Radiant Electrum grants access to the finest capabilities available to you, effects deemed too outrageous or unnecessary for your mission of modest difficulty. But if you've earned our Electrum, you've already undertaken burdens beyond your duly necessary remit. For that, we salute you - even if you acquired such merely by entertaining us for a span.

[ ] First Sword [1 Radiant Electrum] - Save for his unfair advantages, you're the equal of Ishida Koji himself. As per Top Twenty, except your budget is 260,00 total XP and 100 BP. You possess one Skill at the 650 level, three Skills at the 350 level, and five Skills at the 250 level.

You may select any Achievement Koji has been offered or had approved, so long as you meet the mechanical pre-requisites. Assume you meet all in-story pre-requisites. Otherwise, as per Top Twenty.

You possess a magic sword or artefact of power comparable to the Ensilvered Blade, and may spend BP to augment its power as well. It isn't broken.

[ ] Solitary Pillar [1 Radiant Electrum] - You possess the body, and acquire the skills, of a Player of YGGDRASIL that might otherwise have been transported to the New World. Your character-body is level 100 and holds a single World Item. You may customize your build within reasonable limits. This grants immense power and versatility, but your power within the YGGDRASIL system has already been maximized; there is little room for further growth here.

While you are vastly more capable on net than even Koji during his duel with Heathcliff, you do not have the potential from this option alone to surpass or even approach the mightiest Chosen in the long term. At the uppermost limits of the Cardinal system, the Chosen can raze continents in seconds; you would struggle to level a major metropolis in that same period. In time, they might possess superhuman intelligence far beyond your comprehension; your mind remains mostly mortal. For now, of course, your advantage is overwhelming and nearly insurmountable for any Chosen save for Koji himself.

You may describe your build in terms as general or specific as you like. Not counting your World Item, you can't be more powerful than Momonga. Choose your World Item from these below:

-[ ] Tyrfing - Mighty Tyrfing, Godslayer, Wretched Blade. While a near-peerless weapon on its own, the blade becomes deadlier in every respect against opponents more powerful than oneself. The magnitude of this effect is so great that the wielder would be capable of posing a credible offensive threat to a planet-shattering foe, even if they themselves would struggle to destroy a large island. It also grants nigh-immunity to all curses less powerful than its own; any hostile magics insufficient to affect an entire world can be shrugged off without much issue. The weapon is cursed such that it must slay a sentient being each time it is drawn.

Doubles the wielder's Physical Attack stat after all modifiers. 80% unconditional Armor penetration. Ignore Slashing Resistance. Ignore Physical Defense 50%. Ignore Physical Damage Immunity. +500% Fire and Darkness damage. +100% Lifesteal. +80% Mana Regeneration. Tireless Wielder. Reflects Damage Taken 150%. Cuts Magic as if Physical. Counter Curse: Hostile magics will be responded to by a random Curse of the 10th Tier.

World Item protections. Additionally, wielder is immune to magics of the 9th Tier and below, or of comparable power. Wielder possess 90% resistance to hostile magics of the 10th and Over-Tiers.

Godslayer: Becomes massively more effective in battle against those stronger than the wielder.

-[ ] Jewel of Clouds and Mist - A simple, yet powerful, crowning focus for any regalia.

The wielder becomes 10% better in every respect. Intellect, mana reserves, judgement, good looks, physical parameters, charm, perceptiveness, spell power, and more are affected. Even parameters that should be static are improved - range, duration, effectiveness in all forms even for spells as broad as Wish Upon A Star. This increases the wielder's Level Cap to 110 while they bear the Jewel. Your character will be Level 110 if selected, roughly doubling their overall power in conjunction with the Jewel's other benefits.

World Item protections. Additionally, wielder is always considered to be under heavy cover for purposes of stealth or avoiding notice, should they so desire.

-[ ] Carnwennan - Subtle Carnwennan, blade-brother to Excalibur, its shadowed twin. If the wielder is a martial or magic-focused character, they gain the full skills and (where better) parameters of a specialized Level 100 rogue in addition to their normal capabilities. If the wielder is already a specialized rogue, the hidden power of this blade is unlocked: True Invisibility, which may contest and usually overcome even 'absolute' divinations like True Seeing. With such a tool one might hide even from self-proclaimed gods.

+900% Sneak Attack Damage. Critical Sneak Attack. Ignore Sneak Attack Immunity. Ignore Critical Hit Immunity. Absolute Initiative. +50% Agility. +20% Physical Attack, Physical Defense, Resist and Special. +200% Cold and Poison Damage. Wielder Absorbs Darkness Damage. +60% Lifesteal, +80% Manasteal. Covert Operative / True Invisibility.

World Item Protections. Additionally, the dagger automatically counters hostile temporal magics in the character's vicinity, and drains the mana used in their casting for its wielder.

-[ ] Pillars of Creation [12 Cerulean Obols] - Req. Solitary Pillar. Your entire YGGDRASIL Guild Base, including intact NPCs, is transported alongside you. Your Guild is only slightly weaker than the likes of Ainz Ool Gown. Though your core NPC levels may be comparable to theirs, you cannot match their arsenal of World Items. Your Guild Base does possess one World Item which vastly enhances its defensibility and economic productivity, which you may customize within reason. The layout, features, and overall aesthetic of your Guild Base may also be designed, so long as it does not surpass the Great Tomb of Nazarick in power or utility overall.

You receive up to twelve level 100 NPCs who are steadfastly loyal to you. You also receive hundreds of low-level servitor NPCs, and your Guild Base has the capability to deploy tens of thousands of mid-level combatants, each the equal of a seasoned adventurer, if mobilized for war.

[ ] Perchance to Dream [1 Radiant Electrum] - You receive a Lunar Exaltation*. This is potential unbound in nearly its purest form; with time and ambition you could surpass very nearly any foe, though cosmos-transcending power may take millennia to achieve.

In the interim, your baseline parameters are improved to those of a Lunar Exalt during character generation, if lower, and you possess a broad array of Attribute-boosting Charms and shapeshifting Knacks that grant substantial versatility in everyday life. In raw proactive power you are no match for the First Sword or Solitary Pillar with your Exalt capabilities alone, but defensively you can endure or evade virtually any conceivable attack you are aware of.

*This is a Late 2E Exaltation, with the highest potential described capabilities at Essence 10. You may also choose an [Exalted vs WoD] Exaltation with the Essence cap removed, or even a 3E Exaltation if you so desire. Regardless, if you are a Sorceror you may perform 3E Workings.

[ ] Ninefold [2 Radiant Electrum] - The Archetype.

You may switch at will between nine sets of supernatural abilities, each tied to a particular Attribute. The abilities are generic, almost surpassingly so, but in their conjunction arise infinite possibilities. The sets are as follows:

Strength - Immense physical might, capable of shattering Asia in a single blow. Durability sufficient to withstand many such blows. Fine control sufficient to prevent this might from inconveniencing daily life. Unaffected by problems of insufficient leverage, force distribution or the like.

Dexterity - Super-speed capable of reaching .01c (roughly 3,000 kilometers per second) and reflexes to match. Acts as temporal acceleration (no super-strength or amplified damage to self/others, falling works properly, etc) but does not actually manipulate time, thus cannot be countered by foreign temporal paradigms and the like.

Constitution - Arbitrary near-instantaneous shapeshifting into any form within the bounds of conventional humanity. Damage of any form is automatically shifted away, granting eternal youth, effective immortality and invulnerability to most forms of physical harm, including deprivation, toxins and disease. Should the user not shift back, the form they assume is maintained across power-set changes. For example, a character may take on gargantuan stature via this set before engaging in a grappling contest via Strength, or slight and modest stature before infiltrating a compound via Dexterity.

Intelligence - The character becomes a scientific and technological genius of staggering ability. Given modest resources and modern infrastructure, they could produce within hours objects that exceed current technology (numerically, as well as in the sense of 'achieving impossibilities') to the same degree that current technology exceeds that of the Renaissance; and, within weeks, that of the Stone Age. Somewhat less revolutionary in realms with high levels of baseline technology, but rarely useless.

This genius applies also to most magic systems that rely on formal, abstract reasoning to progress.

Wisdom - The character becomes exceptionally proficient in three mundane professions of their choice, as if they had trained with optimal methods for a human lifetime. They emit a powerful anti-magic field that suppresses all supernatural phenomena, potent enough to reduce a nation-leveling archmage to the level of a novice. The character may slowly alter their skill choices with time and focused concentration. The character may elect to reduce the emission range of the field so as to spare allies.

Wits - The character may manifest powerful telekinetic constructs with precision equivalent to the human hand, strength/durability two orders of magnitude below that of the Strength set, and speed two orders of magnitude below that of the Dexterity set. Constructs emerge from the character's body and have a maximum range of two kilometers. The character benefits from mental acceleration sufficient to control their full-speed constructs as if controlling their own body. The character is aware of events within the vicinity of their constructs as if they were physically present at that point. They process this additional sensory data quickly and without complications.

Charisma - The character may mind control any being insufficiently resistant. Willpower in immense quantities or powerful defenses relevant against supernatural mental influence are typically necessary. Fully controlled individuals act according to the spirit of commands, partially resistant ones may act according to the letter.

Luck - The character may amplify the supernatural powers of another to an outrageous degree, allowing the target to contest a potent demigod within their area of specialty. This is a large, flat bonus to parameters; sufficiently powerful targets may not notice a qualitative difference. The target has no trouble controlling this new power, unless the character wants them to…

Willpower - Massively augments the character's defenses against mental and spiritual tampering, hostile precognition and the like. Perfectly defeats and retroactively undoes virtually any such effect. This set will be automatically activated for an instant if pertinent, immediately overcoming such attacks before switching back.

The Ninefold Archetype offers immediate defensive and destructive power far beyond that of the other options - many hundreds of times faster and stronger than even a combat-focused Solitary Pillar, if only in separation.

However, its future scaling is modest, and somewhat unreliable.

[ ] Shattering [1 Radiant Electrum] - Qualitatively improves the fundamental nature of a previously selected option. This boost equates to about a 70% upgrade in total performance, though it offers access to effects that may otherwise be inaccessible for the option in question.

Examples:

First Sword - You have access to a Supreme Manifestation analogue, placing you roughly on par with Ishida Koji as of his duel with Heathcliff. This doesn't come with negative mental effects.

Solitary Pillar - You now possess two World Items instead of one, and your baseline build can be as potent as the Paladin of Pure Silver.

Perchance to Dream - Increase your starting Essence by 1 and your starting Charms by 10 (or an equivalent amount of Experience). You gain a unique and mighty anima power that's reflective of your nature and interests. A warrior might gain the ability to use physical Excellencies for free during combat, while a magus may gain the potential to access unprecedented Wyld Sorceries that rival the Solar Circle of Adamant.

Body Armor - Your armor grants an additional +20% to All Attributes and expands your reservoirs of supernatural energy by double.

Ninefold - You may manifest a second Attribute set at 70% of its full strength. Combine Wits and Intelligence to build hypertech at speed, or Strength and Dexterity for terrifying might. Strength and Constitution to become nigh-unkillable, and so on.

[ ] Orbs of Kalym [1 Radiant Electrum] - An Artifact of unimaginable potential, these threefold semi-material orbs represent the refracted totality of a once-transcendent being, fractured now like light through a prism into a three-dimensional form you can personally wield. By studying the orbs and integrating them into your psyche, you may amplify their powers and unlock greater abilities.

The Sapphire Orb - The Sapphire Orb, wholly material, grants hydrokinesis and cryokinesis of impressive precision and city-leveling power, sufficient to raise an eighty-story tsunami, or freeze one into the form of a Michelangelo. You may swap positions with the Sapphire Orb at any time.

The Ruby Orb - The Ruby Orb, an impressionist delusion, compounds your passions and makes them infectious. You will feel in all things more strongly and powerfully than before. As you feel, so too will others, any time this reciprocity would be convenient for you. Camaraderie towards others will be returned in kind, but one-sided venom will not become mutual unless you desire to provoke a foe. This effect bypasses all but the most comprehensive defenses against mental intrusion.

You may detonate the orb to mentally enfeeble all within a two-kilometer radius: any so affected will see their intelligence plummet, such that a world-spanning genius be reduced to the level of a base mammal, and those of average intellect instantly slain. Orbs detonated regenerate slowly over the course of two months.

The Emerald Orb - The unthinkable Emerald Orb grants you telekinetic control over the Orbs of Kalym within two kilometers. You may feed the Orb the bodies of your slain foes; it will refactor a portion of their mental and physical capabilities for you, granting you a small percentage of those attributes. Attributes so gained diminish asymptotically towards those of the highest exemplar of each Attribute you have so consumed. If the strongest being you've fed it had STR 100, you are unlikely to ever exceed STR 100 by this method.

Once per week, you may fuse with the Orb for an hour to become a being of pure spirit and four spatial dimensions, rendering you undetectable and wholly permeable to those without specialized or supernatural senses.

A being who learns to merge fully with all three Orbs might regain the unshed glory of the Colossus Kalym, before which worlds entire were as marbles in its outstretched palm.

[ ] The Pocketwatch [1 or 2 Radiant Electrum] - This gold-chrome pocketwatch is merely a mental abstraction of the power gifted you: the power to try again. By rewinding its hands you may turn back time itself, retaining your skills and memories alone as all else is reverted to just as it was back then. However, this power's limits are sharp and very much concrete.

You may live the same span of time again, but only once again for each given period of time. This is no time loop, merely a second try. Nor may you revert time to before the moment you finalize your choices here. However, your powers over time are not constrained only to this application - with practice and ingenuity you may eventually discover how to manipulate the aging of yourself and others, send foes forward in time to a period where your rule is law, or even pause time for a span that you may act unimpeded.

For an additional Electrum, you may loosen the first limit, allowing you to relive the same stretch of time for up to a thousand repetitions. Access to Savor the Moment, Enter the Infinite or The Professor will greatly accelerate your mastery of the Pocketwatch's alternate functions.

---

All powers granted herein synergize fully to a reasonable extent. If you benefit from the Cardinal System and slay a host of monsters with the power of the Sapphire Orb, for example, you may both gain XP from the slaying and absorb their corpses with the Emerald Orb. Similarly, if you possess the Emerald Orb and a Lunar Exaltation, Attributes augmented via the Emerald Orb will increase the dice-caps for your Lunar Excellencies. And, of course, in a desperate scenario you can use Quintessence to spam as many Perfect Defenses as you can literally afford.

Have you finalized your decisions? Well then. Good fortune to you. I pray you shall avoid the procession, and emerge from your completed purpose mostly intact. What more can one ask of this uncompromising reality?
 
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You may trade half your total XP and BP to instead receive 15 Levels in a Unique Class of your choosing - Nightblade, Dragonheart or Fluxstaff, alongside considerable development in the particular Abilities and unique features of that Class.
Could we invent our own unique class of a similar degree of power instead?
 
There's some precedent for custom classes, but for that option you'd really have to get it approved by Birdsie and not me.
 
...OK, let's try a build for this. I'll need to roll for objective first, the second and third tasks demand a vastly different response then the first. This will also effect my willingness to Gamble. So, one d3 coming right up.
ImperatorV threw 1 3-faced dice. Total: 1
1 1
 
Fog of War

Service: Hegemon +2C
Location: Aincrad +2C
Drawbacks: Gamble (A Maw) +1R & 3C
Ordinal Coins: Gourmet -2O, Ordinal Ordering -20O, Resplendency -60O, Attribution Requested -5O, Twice -3O, Quintessence -2O, Profoundly Tasteful -6O, Delayed Gratification -2O
Cerulean Obols: Pillars of Creation -12C
Radiant Electrum: Solitary Pillar (Jewel of Clouds and Mist) -1R

Uncertainty, division, and greater initial power. These are my primary advantages. Since I rolled Hegemony and got a Maw via Gambling, descending into Aincrad leaves me with little choice but to subjugate or eliminate the Chosen, whose long-term potential outstrips my own. I'd originally planned on a Saga, but inability to scale makes that a fool's errand. Taking up Tyrfing to try and fight uphill battles against the later trials is tempting, but unlikely to avail me against the Horror King or Highest God even if I managed to topple Thaargundrim. The likes of Koji and Kirito are threatening enough with static strength. Having Gambled and lost, I must do as Galliard Hayden failed to: act before all agency slips from my grasp and the window of opportunity closes forever.

Aiding me are the denizens of Niflheim, mist-shrouded home of secrets, where songs echo eternally in hidden caverns. My Yggdrasil character's build will be a bard/mage hybrid, focusing on enchantments to better leverage Resplendency. 110 levels is a lot of room to specialize; racial classes will likely be Elf and/or Lorelei. My Floor Guardian equivalents can handle tanking and DPS, the important part's securing the Chosen before their Faith and Willpower reach prohibitive levels. False flags to turn the Escapists against Fantasizers, empowering those whose allegiances have been secured, timestopped decapitation strikes, the works. Care should be taken not to discard diplomacy too early or overplay my hand by becoming a public enemy that all factions can unite against.

Ordinal Coins are quite useful. Attribution Requested lets me fast travel to any loyal NPC, so by scattering minions across the Radius I can appear wherever I'm needed. Quintessence lets me fuel Wish Upon a Star castings with money, which an enchanter with a treasury to draw on has no shortage of. Twice is a godsend when dealing with Ishida Koji. It's unfortunate that Wrappings aren't compatible with a Maw, but Niflheim's might should be enough to complete my purpose assuming competent execution. My Guild Base's trump card is the Graven Hand of the Worldwright, a World Item that allows its wielder to seize and repurpose territory. With every victory the Mist-Home's borders expand and its attributes grow, a snare of fog slowly spreading to cover Aincrad entire. I can't scale, but the guild can.

In essence, this is a reprise of my Then You Scam Them Prototype build, while also taking a leaf from Mordlied's book. Fog of War's weakness is that it has no answer to Kayaba whatsoever, and relies on his ideological commitment to nonintervention holding firm as Niflheim's agents divide and conquer.
 
I made a build that picks freely from the tasks & gambling outcomes, and then I'll use this post to roll for a build using the rules as written.

Purpose: Shards of Infinity
Perilous Realm: Middle Earth at the start of the War of Wrath
Gamble 1: Incursion
Gamble 2: Caress of Winter
Gamble 3: Forbidding

Budget:
315 Ordinal Credits
13 Cerulean Opals
1 Radiant Electrum

Remittances (prerequisites not listed)
- Pocketwatch
-- Enter the Infinite
-- The Professor
-- Savor the Moment

- Protean Lord
-- The Sword
-- Shapeshifting Armor
-- Worldly Might

In canon, 98% of Middle Earth was controlled by Morgoth, and the elves were still busying themselves with intrigue and kinslaying. The War of Wrath was essentially an invasion of Middle Earth by Valinor. In this universe, five factions will be granted "shards of infinity," amplifying their power and setting up a chaotic free-for-all. Naturally, Morgoth will receive one shard, and the forces of the West will be balkanized by receiving the remaining four shards. I expect that shards will be given to the sons of Feanor and to the Edain, to incite infighting among the holdouts of freedom on Middle Earth. The most inconvenient three Valar to lose would be Mandos, Tulkas, and Ulmo. Any two of those will fully eviscerate the Valar Proper: Mandos by setting loose an enemy army of ghosts on Valinor, Tulkas by being the strongest single combatant in the 'verse, and Ulmo by isolating Valinor from the mainland (save by frozen land-bridge!).

This clusterfuck is made even worse by my gambling: I am the enemy of any who holds a Shard of Infinity, which makes me the enemy of all who serve Morgoth. Orcs, trolls, balrogs, Sauron, and eventually Ancalgon the Black will all be dramatically sturdier enemies. Boosts for the soldiers of the other factions are likely to be smaller, but non-trivial. If the Western forces prove unable to coordinate against Morgoth then they will be drowned in extremely-durable footsoldiers.

(Incidentally, the paradigm of "everyone gets ++++++PROT but no additional DPS" makes for an extremely interesting paradigm of strategy, tactics, and individual combat.)


I chose all this so that I could afford all three Pocketwatch-enhancing abilities. I have stacked as many multipliers for chronomancy as I could find. That means that it is only a matter of time until I learn Time Stop and begin banishing my (extremely durable) enemies into the Far Future. Meanwhile, Protean Armor ensures that I have absolute corporeal immortality. The ability to teleport to anyone who likes me grants me substantial protection from fates worse than death, I have time-loops to grant a second chance at any interaction, and Twice provides a single get-out-of-jail-free card.

Both Pocketwatch and Protean Lord provide non-lethal methods for handling violent conflict, and The Sword's combat-intuition allows me to apply those methods judiciously. The real problem is that I am of only average "Might" in the ranks of the native magic users, and much of Tolkien is about direct contests. How am I supposed to kill Tulkas, let alone Morgoth?

My solution here is to mint mithril coins for consumption via Quintessence. The internal charge for Protean Lord will be turned against the Valar themselves if necessary.

Meanwhile, my friend Catherine is a genetic marvel and all I had to give up was any hope that romance could ever compare to the deeply problematic relationship we share. (I have the idea that Incursion and Caress of Winter could both fall on Catherine, but I'm unsure whether her reduction in power to match MCU-Cap would lead to a narratively interesting dynamic. This is basically a dysfunctional Geas of Lunacy at this point...)

Also I bought Gourmet so food is good.
Zampano threw 1 3-faced dice. Reason: What is my Purpose Total: 3
3 3
 
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Alright, so being completely free of obligations I think my destination world is going to be Fragmentation, an old quest I like that is one of my top picks for "fictional settings I actually want to go to". It's a superhero setting that generally trends in positive directions, has modern conveniences, a competent government with actual social safety nets and knowledge of interdimensional travel, and is otherwise pretty nice. There are a number of entities with universe-level reality warping, but all of them are hands-off and/or benevolent. The largest threats would be the occasional attempted world-conquering supervillain.

I'm not sure whether to rate this as modest or comparable, but based on the higher-end threats I think Comparable is fair. Planetary threats are not unknown, after all, and many of them wouldn't necessarily draw intervention from the bigger powers.

I'm not gambling or doing a saga if I have no need for great power.

[D] A Comparable Realm
[D] Exchange one Cerulean Obol for 15 Ordinal Coins

[D] I: Profoundly Tasteful [6 Ordinal Coins]
[D] II: Preference Ranking [14 Ordinal Coins]
[D] III: The Professor [43 Ordinal Coins]
[D] I: Attribution Requested [5 Ordinal Coins]
[D] II: Ally [20 Ordinal Coins]
[D] I: Gourmet [2 Ordinal Coins]
[D] II: Ordinal Ordering [20 Ordinal Coins]
[D] I: Twice [3 Ordinal Coins]
[D] I: Quintessence [2 Ordinal Coins]
[D] Chosen One [4 Cerulean Obols]

This, overall, seems a pretty good build, and I might even be able to pick up the native superpowers of Fragmentation. It depends on how the system interacts with off-worlders and at what time I arrive in the setting.

Figuring out my Chosen one build is surprisingly hard. The Achievements are scattered across the whole quest and I'm still not 100% sure how the XP system works. It might take significantly more time to iron all of that out.

Once I get that in order I may do hypothetical builds for conquest and shards, depends on my motivation.
 
[ ] 5: Thinblood - Any time you experience a serious wound or setback, you will find that the injury done to your self or circumstances only worsens and bleeds further unless you permanently diminish yourself to stopper the flow. In the default scenario, any attack you take that removes 10% or more of your Health might profusely bleed your fundamental essence unless you reduce your maximum Health by that amount instead; while a loss of reputation might lead to increasingly riotous and powerful enemies unless you accept a permanent demotion. That said, your ability to progress is not directly impaired; if you can rapidly raise your maximum Health or accomplish promotion-worthy feats in other career paths, losses so suffered can be managed - if you do not suffer too many consecutively. [+75 Ordinal Coins]

For the Thinblood drawback here, can Quintessance be used to pay the essence cost instead?
 
Welp since I can do whatever I want basically, and saga scares me more than any of the drawbacks I suppose I'll take a single gamble.

Ahh decimation. Well this is fine I guess. What has the environment ever done for me, specifically?

Should I try to become a Captain Planet villain now?
Tyrant_Rayne threw 1 8-faced dice. Reason: Drawback Total: 7
7 7
 
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You may select any Achievement Koji has been offered or had approved, so long as you meet the mechanical pre-requisites. Assume you meet all in-story pre-requisites. Otherwise, as per Top Twenty.
Question on this part of the option. Are gifts from Argent valid choices to spend BP on, or does it have to be Achievements specifically?

Also, might as well roll to see what I'm expected to do;
KidFromPallet threw 1 3-faced dice. Reason: Service Total: 2
2 2
 
And, have a build based on my rolls earlier:

Hegemony [+2 Cerulean]
A Comparable World: Naruto [+0 Cerulean]
Gamble - Impelled [+1 Radiant, +50 Ordinal]
Gamble 2 - Midsummer's [+0 Cerulean, 20% Drawback Mitigation]
A Saga [+1 Radiant]

150 Ordinal, 7 Cerulean, 2 Radiant
7 Cerulean Obols -> 105 Ordinal Coins
Total: 255 Ordinal, 2 Radiant

Solitary Pillar [1 Radiant]
-Jewel of Clouds and Mist
-Tyrfing

Shattering: Solitary Pillar [1 Radiant]

Melodious / Mask: Resplendency [82 Ordinal]
Ally / Alternate: Armada [95 Ordinal]
-Imperia
-4 Peak Human Assistants
Sight / Seal: Beautiful World [12 Ordinal]
Profess / Preference: The Professor [63 Ordinal]
Extract / Exceed: Quintessence [2 Ordinal]

---

Hegemony in Naruto... looks like my dream is to become Hokage. At first my rule will merely be limited to that the Fire Nation, but everything will change when we attack, in three month's time. Believe it.

To that end, Shattering applied to Solitary Pillar makes my baseline build (combat bard - Skald, with a high-end arcane caster subtheme ala Sublime Chord) on par with Lord Touch Me's. As the World Champion of Asgard, my access to an incredibly potent but low level-count prestige class synergizes enormously with The Professor's ability to steadily raise the quantifiable values of my purchases. But that's just the beginning.

Touch Me in the LN can defeat three players of Ainz' level, so let's say he's about as powerful as 3.5 Ainz. The Jewel of Clouds and Mist doubles that for me, to 7 Ainz. Resplendency further quintuples the power of all my voice-based magics, which is all of them. YGGDRASIL players have many advantages aside from magic (stats, speed, High-Level Nullifcation, etc), even though my build contains countless buff spells and effects, so let's conservatively say that doubles my power once more, to 14 Ainz. Tyrfing offers another multiplicative leap, being the ultimate weapon for my hyper-buffed combat bard. Its innate scaling allows me to contend with the raw power of even Tailed Beasts from the get-go, and its defensive options include a host of straight-up unfair effects: World Item Protections against esoteric magics, automatic Tier 10 curses applied to hostile casters, heavy resistance or total immunity to even direct-damage magics, damage reflection likely to kill any glass-cannon shinobi that somehow manages to tag me, the ability to cut chakra and ethereal beings like Obito as if they were physical, and more. We'll say that adds another +3 Ainz.

All this power and incredible versatility is somewhat necessary, since even a 20% mitigated Impelled Drawback requires me to be many times more powerful than an enemy before I can be remotely certain of defeating them with consistency. The sheer breadth and power of the hax available to me, and the formidable physical stats that a quintupled Level 110 Bard Song can bequeath, will all be put to the test against the likes of even Uchiha Madara, much less the Otsutsuki Clan. Hopefully I'll be able to at least touch him.

But if not, that's what allies are for. As I can summon an ally twice as potent as me, my chief lieutenant can wield up to 34 Ainz' worth of power. Eyeballing it, I'd say Imperia by the beginning of her senior year qualifies, if she's not holding back. Near-arbitrary shapeshifting, including into beings with incredibly superhuman attributes; the Nettlespine's direct conceptual harm manipulation; powerful means of healing, revival or temporal reversion from Vindicate; the ability to wield and teach me the other levels of Ordinalism; and finally a second full body with complete multitasking and all her powers. A Governance-minded individual is needed to assist in the actual running of the Elemental Nations, after all.

The Nettlespine's raw speed may in fact be a little low for high-end Naruto, but the verse correspondingly struggles to interact with her harm manipulation power at all, and its blanket immunity does much to close off angles of attack for Impelled. Their best bet would probably be Izanami, or maybe some of Kaguya's higher-end powers, neither of which are cheap or consistently deployed. Speed is portrayed inconsistently in Naruto; if the higher-end showings are applied realistically then I'll need to train considerably before challenging 4th Hokage-tier opponents. Luckily I have Tyrfing to grant automatic scaling regardless, and the Nettlespine's presence to make mere physical damage blitzes irrelevant, and successful retaliation inevitable.

Ninefold would grant the raw strength and durability to ignore such considerations - indeed, it's much stronger than a thousand Touch Mes in pure force - but since Impelled makes me worse at everything (it's basically a reverse Once and Future), the comprehensive abilities offered by the Pillar system win out.

Oh yes... one might say it's heresy to enter Naruto without taking the Wrappings. To which I reply: if I want special eyes, I'll simply implant them on my own. Wish Upon a Star should suffice to perform the procedure flawlessly so long as I acquire the base materials (and with Time Stop + Nettlespine, is the likes of Nagato going to stop me?). If it's good enough for Orochimaru, it's good enough for me!

One should never underestimate him, after all.
 
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Still not employed, so still not paying to get early access. That being said, I expect, given the power scales you usually provide in your CYOAs, that unless you roll a 3 on the purpose roll, it's fairly safe to pick Modern Earth for setting and Gamble once. The one Radiant Electrum will round up back to one, and without additional supernatural foes, any one random Drawback will not stop the power from that alone from being enough to conquer the 'real' world.

...And if you happen to roll A Plague, Gamble a second time, because Decimator is bad, while dropping it from 10% to 8% is actually quite significant.

Edit: corrected myself from Maw to A Plague, since I originally wrote it without checking if what sounded right actually was.

Edit 2: decided to actually throw the dice.
Purpose: Do as Thou Wilt. Welp, here's hoping I avoid a 7.
Gamble: Ah, the Enemy Defense boost. That probably would have been annoying if I had to conquer the world, but still wholely acceptable. With no specific goal...yeah, probably the one I would have chosen if I was choosing in the first place. Really convenient, that.
Time to actually make this build. I was very tempted by trying to make a Dual Life build, but the plan I came up with requires Hegemony for the extra Obols. I can't even afford it all through Gambling two more times, because it needs both extra Obols and extra Ordinals Coins.

Purpose: Do As Thou Wilt
Realm: Modest (Mundane Earth)
Drawbacks: Gamble once (Forbidding), Incursion
100 Coins, 4 Obols, 1 Electrum
Delayed Gratification (2 Coins)
The Professor (63 Coins)
The Sword (35 Coins)
Chosen One (4 Obols)
Solitary Pillar (1 Electrum)
-Jewel Of Clouds And Mist

A 2 Obol Drawback is necessary to afford any of the Obol purchases after Modest Realm has cut everything in half. Taking a full time job in addition to everything else will slow down my use of The Professor, but the Cardinal System will almost certainly more than make up for the loss of training time by multiplying my growth rate, and while I probably can't get a Core Spark equivalent, Automatization and the Free XP achievement should both be achievable. The Maw simply goes against the entire point of the build, I'm not in a universe that can truly deal with A Plague, and I'd rather hold off on Midsummer's Rhapsody when I'm not required to establish Hegemony (and it may present some actual problems in conjunction with Forbidding making it so much harder for me to stop the war, even in a Mundane Earth).

The primary thrust of my Yggdrasil build is an equivalent to D&D's Tome of Battle Stances and Manuevers, with a single prestige class that focuses on taking them and enabling vastly weaker utility effects that nevertheless scale with their combat capability, partially bridging their gaps compared to magic of the same level. The rest is focused on pushing their power as high as possible.

With The Professor, not only can I increase my levels in Yggdrasil classes and my available BP for Cardinal Achievements, but I should also be able to directly scale the multiplier from the Jewel and the numbers within those existing Achievements. The Sword may not quite match the Silver Blade's Forevermore in enhancing my training speed, but it applies to more than swords alone, and should speed up using the Professor on any of my classes other than the one to convert all this combat power into non-combat utility. Also, hopefully, The Professor can scale The Sword itself. The Sword also won't apply to scaling itself, or to scaling the Jewel, or to boosting Achievements, but I should be able to set these up to scale my non-combat abilities with my combat abilities, and thus make training them a question of diminishing returns.

I am also going to roll for a second build, hoping for Hegemony and for Gamble to land on one of the three Drawbacks I am planning on taking anyway, which includes Forbidding.

Edit:...Oookay? I rerolled after getting Thou Wilt again, because I figured going for not the same thing would be acceptable. But now I have A Plague. I... Screw it, change of plans. Let me think about this.
beowolf threw 2 3-faced dice. Reason: Purpose Total: 3
1 1 2 2
beowolf threw 3 8-faced dice. Reason: Gamble Total: 12
7 7 1 1 4 4
 
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