There's also the fact that you'll be fighting the Primordial War with Paramount.
It might be safer to choose Most High Ulyssian instead, if that is an option. I think it's a higher baseline power (given the effort Odyssial's already invested), and I think the time period should be safer.

I guess it depends how attached you are to the idea of changing the history of Creation, as opposed to just using it as a starting point in your power escalation.
 
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[ ] Normal Mode: Begin with 7 Primary Points and 2 Ultimate Seals.
[ ] Strategos [7 Points, 1 Seal] 7 Essence variant.
I'll be heading to a variant of 40K that gets something akin to an ISOT, but with the whole universe effectively being fused with a number of other space settings. Star Wars, Star Trek, Stargate, Babylon 5, The Culture, Starcraft, Farscape, Battlestar Galactica, Doctor Who, The Expanse, Firefly, The Orvile's universe, Halo, Mass Effect, Voltron, Final Space, Andromeda, Dune, Dead Space, Doom, Half-Life, Stellaris, Destiny, Borderlands, Vandread, To Love Ru(much like Highschool DxD, the series ecchi nature does a lot to cover up an interesting setting we only really get glimpses of), Blame!, Tenchi Muyo(somewhat similar to To Love Ru, but leans a little more into the plot than the 'plot'), Macross, Hitchhiker's Guide To the Galaxy, Dragon Ball Z, Marvel, DC, and maybe a few more. That's 32 universes mashed together, their physics and metaphysics having been made compatible by whatever caused this(maybe Ineptitude+Apocryphal, forcing Haeliel to work to keep a small multiverse's worth of people from getting their souls screwed over or whatever). For some perspective, the average density of the intergalactic void is about 10% of the Milky Way's. Meaning this new super-verse has about 320% of the density of the Milky Way as the new minimum. If Marvel, DC, DBZ, and Doctor Who weren't explicitly part of this mashup, I might be concerned about the universe imploding from a Big Crunch in relatively short order. As is, it's probably going to keep them busy for a while, and if they conclude that I was in some way responsible, well, On The Run would only make sense as a Drawback, right?
[ ] Paramount [+2 Points, Special] Turbocharge Static->Eternal.
[ ] Humiliation [+3 Points]
[ ] On the Run [+3 Points]
[ ] Impulse [+4 Points] Smell.
[ ] Nemesis [+5 Points]
Mutilated, Forgotten, Jackpot replaced by Procession, Perchance, Jackpot again. +7 Seals.
[ ] Grand Master [1 Seal] X2. Da Vinci for tech hax, Solomon as a Sorcerer Supreme-type occult advisor.
[ ] Stone Rings
[7 Points]
[ ] Feather of Favor [2 Seals] Turbocharge Gamer.
[ ] Linear [8 Points]
III. Essence 7 with Linear III could probably match up with an Essence 9 with favorable odds of winning, assuming it doesn't amount to just becoming an Essence 9.
[ ] Exponential [4 Seals] III. Uncapped Gamer with Default Stats.
[ ] Overlord [+0 Points, Special]

This place is relatively recently merged, so it's still in chaos, thus allowing me and my cohorts to slip in and set up shop to begin accruing helpful powerups, which The Gamer's already broken system should be enormously helpful towards, since all my subordinates can benefit from it too. The Deliberative sent me here as much to try and figure out what the hell happened and if they should be worried about, say, multiple instances of Creation merging and perhaps dealing with some kind of of anti-Odyssial who decided that all of existence was pain and should be mercy killed or something because she was just that much of a bleeding heart. Kaledioscope only keeps other Odyssials from being a problem on that front.

The Stone Rings should at least partially mitigate On the Run, particularly when we aren't going to be making allies of Darkseid or whoever, and the forces of Good/Order will be very preoccupied for quite some time. Even the Top Gods like The Presence and The One Above All are going to be a little preoccupied, and in theory uncapped Gamer can scale up to like, ISH 6, and Turbocharge can go significantly higher, meaning I can in theory outscale them eventually, and being something equivalent to an Essence 9 Exalted with ready means of hitting 10 should make that simple enough.

Speaking of the Stone Rings, I think they should make me a Reed Richards' sort of techie. I don't have Void Dragon for once, and I could easily build a second order infinity in relatively short order with 1000X+ time dilation for any populations that I convince to join me. With high-level Solar bullshit, plus my boosted intellect and advisors, I should be quite capable of simply diplomancing huge swathes of this chaotic universe to fall under my command, and genuinely improving their living standards(looking at you Reed), which my immunity to large-scale reality-warping and time paradoxes should only help with, as the usual cosmic retcon vehicles don't work on me. And even if they do, Gamer's Mind with a Turbocharge upgrade to it's foundation might be enough for me to retain my memories, given that overwriting me with a different version of myself doesn't take much finagling to call 'outside mental influence'.

Combing through the various hyperdrives and tech trees for synergies would likely be the first order of business, something Da Vinci should be excellent at, with Solomon doing the same for magics and psychic powers across the various settings. They can get pretty crazy(Tenchi can explicitly resist timelines being overwritten, at least for a little while, for example) on either side, and not just in Marvel/DC/DBZ/Doctor Who either.

My Nemesis might have 2 Casino rolls and a higher tolerance for Drawbacks, but I don't think she'll be batting 17 Points worth of tolerance, and 2 Casino rolls literally cannot spit out 7 Seals. Plus, this chaos works as much against her as it does me, since anyone she might try to ally with will be beset on all sides for quite some time. Keeping Xeno'o appeased so he doesn't destroy any more universes is a full-time job. She might elect to try and ally with the Overlord, who is presumably either True Darkseid or The One Below All(turns out, all of God's rage and hatred basically makes a Hulk, hence the connection between Hell and Gamma rays) or something of the sort. Once again, too much chaos for any real progress to be made without some kind of major upset like Goku pulling out yet another form to power-up with. Maybe SSJ4 makes a return and the lowered strain of SSJ Blue means he can use Kaioken *20 in addition to the powerup from 4 and then combine it with Ultra Instinct. Then add a controlled Spirit Saiyan on top of it(absorb the Spirit Bomb instead of tossing it) and he might be able to actually wrestle with TOBA. Given the nature of the setting, getting help for at least the duration of a bout with my Overlord should be reasonably possible, and then I'll be benefitting from a positive Perchance.

1100 words, discounting this line.
ilbgar123 threw 9 10-faced dice. Reason: New Build Total: 64
9 9 9 9 9 9 4 4 9 9 5 5 10 10 6 6 3 3
ilbgar123 threw 9 10-faced dice. Reason: Reflection Total: 50
4 4 6 6 8 8 9 9 7 7 2 2 1 1 10 10 3 3
ilbgar123 threw 8 10-faced dice. Reason: Party Total: 53
9 9 7 7 6 6 4 4 7 7 10 10 3 3 7 7
 
Edit: Grandpa Crown says: "Acquire the Shining Armor and your favored Seal costing companion. Create a Reflection that has access to the other items. Kill them. Loot their corpse. This way, drawbacks may be minimized."
Counter Argument: Presumably the items of Reflections fade after they pass. The first round would make this quite obvious. Maybe they don't though, and the only thing holding you back from items is a single murder.
Counter-counter argument: Simply create Reflection/s that has access to the other items at no or minimal drawbacks (or using only drawbacks which are irrelevant to QoL/ in the situation to be specified) and which is/are objectively less suited to making use of the various panoply items than your build, and be the sort of person who is capable of trusting yourself (or use the Master drawback yourself targeting the reflection, thus supplanting the need to be trustworthy with clear law stating you must be advancing their interests). Your reflections then give you all of the items. In the meanwhile, your Reflection(s) have the privilege of being able to sit back and relax in your reinforced relaxation location of choice while you fight to survive, and if they really care they can have the panoply items back after you've dominated local reality.

Counter-counter argument second edition: It's also good to not be the kind of person whose best recourse is to kill people who are identical to you. Not being able to cooperate with strangers is one thing, but not being able to cooperate with yourself? that's a scenario where (at least, for decisions in the first few minutes) you practically have introspective access to their decisions. It's almost an optimal situation for being able to just... be the kind of person who can do that.

Crownter-counter-counter argument(2nd): If your reflections don't have the Procession- and there's not much reason they would if you're using them as item repositories- and you select a realm with a suitably stable afterlife or resurrection method, then killing them is just a more reliable, direct, and forceful way of making sure they don't try to take the items back or get into trouble while you're busy conquering the world. Sure, you can just be the kind of person who doesn't have to kill because they cooperate, but they're not exactly you, so some small risk may exist, and the price represented by death isn't necessarily high enough to risk it.

Counter-crownter-counter-counter argument: There's still the possibility your reflection would fight back in some way before you could kill them. The Advurent Blades ensure they would react faster, for instance. cooperation avoids this flaw. And yes, you would have to not just kill them after you cooperate, because they're you, can predict you, and will know not to cooperate if you're just going to kill them.
 
Counter-counter argument: Your reflections then give you all of the items. In the meanwhile, your Reflection(s) have the privilege of being able to sit back and relax[.]
If you take the Turbo-charged Realm of Evening the Gilded Cage advancement makes this very effective, even for a Nemesis, if you're strong enough.

The real play, if you want to cooperate, is for one of them to get Save Slots, and the other the Gamer system.

The Gamer goes out and grows, if they die the save slot user reloads, and you grind up the Realm of Evening. The Save Slot user is always well protected, as are you, and the gamer can grow with risky strategies. You can set that up entirely on Paramount + 2 Binding rolls, which means no scaling enemies and just one long term drawback.

It's not a build I'd want to live, but it's undeniably efficient, effective, and blissful. In theory the gamer could also grind inside the realm, never leave, and truly minimize the risk of Procession about as low as it can go. Between the three of you you'd have 21 points to spend as you prefer, which is most of the Panoply, even without extra drawbacks.

However, to make the build you have to roll at least 2 point giving bindings that aren't the Procession or Jackpot. If you don't care about Turbo-charging, you can force it every time.

It's not a build I want to make, but it's very potent.
 
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alright, rolling for the first of my builds. Normal difficulty first.

Control Jr.

Normal Mode - 7 Points 2 Seals

Role:
Hyperion (Seram Law, Controlverse) (0 points 1 seal remaining)

Drawbacks: Mosswort (1 point), On the Run (+3 points), Impulse: Smell, Taste (+7 points) (11 points total)

Bindings: Arcane (Replaced by Procession for +2+1 seals), Debt (+1 seal), Forgotten (+1 seal) (6 seals in total after bindings)

Items: Crown of the Ancestor (-5 points), Feather: Crown turbocharge (-2 seals) (4 points, 4 seals remaining)

Self: Static (-2 points), Linear I (-2 points), Exponential III: Save Slots (-4 seals) (Nothing left!)

Quest: The Turning

This build ended up being kind of cowardly, but that's sort of the nature of a Save Slot focused build. The idea is overall not that complicated; Seram has innate talent at the very least with Controlverse magic, and likely with other magics as well, which the Crown is going to eventually permanently grant. The power of Static and Linear means there's probably at least some vague latitude in the initial stages to maneuver, which is all you really need in order to abuse Save Slots, which in turn means you're never going to end up with no choice but to go on the Procession (especially with lack of a Nemesis). Since, of course, you're going to instantly save the moment you're inserted.

Then, since the Controlverse magic seems to be based on pure mental skill, you can save scum to a reasonable level of mastery in that field, while using the Crown's strategy and magics to pay off your debt and to gain an edge over the otherwise purely physical verse you find yourself in. For bonus points, the On the Run drawback seems pretty thematically fitting with the situation you're in, with everybody assuming automatically you're going to take after Control, who you would probably want to die for good in the "permanent" run. Still, given the verse in question, even with Static, this build probably looks like a dark souls run for a little while as you get smeared across the pavement by their insane firepower. But you'll eventually overcome.

Seems kind of evil though. It eventually creates an unshakable, invincible, seemingly omniscient tyrant bearing both mastery of local magic and bizarre power not of this world, with no real choice other than to permanently dominate it. At least Control Jr isn't literally trying to destroy the world like Control Sr did, though depending on his reasons for doing so that might actually end up being a less moral path. Certainly wouldn't be my preferred build, given the choice - scaling seems pretty awful in the long term, and not enjoying food sucks and will probably make for an even grumpier overlord. At least we can probably just blast the heroine's soul out or something eventually instead of dealing with all that malarkey about her being invincible.

Hard build next.
Chunkey threw 1 10-faced dice. Reason: casino bindings Total: 3
3 3
 
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Hey @Rihaku, can we get a summary of Magus Quest Kaguya/her addition to the Grand Servant options? Or is she part of the Cosmos-Transcending Gacha?
(Who was that boon based on? I recognize most of the others, though I don't think I have one.)
 
Pagliacci

[Q] Normal Mode
[Q] Supreme Commander [+0 Points]

[Q] Choice: 1 Point - You may roll three and pick one, re-rolling repeats

Drawback Shoppe

[Q] Humiliation [+3 Points]

Allies

Panoply

[Q] Stone Rings
[7 5 Points]

Self

[Q] Static [2 Points]
[Q] Linear [2 Points]
I - 7 BP - Laugh With Me - In any scene in which the character endures a humiliating mishap or prank with good humor and poise, grant a reroll for tasks which may be retried, and a banked two-dot-stunt for those tasks which may not be retried.
[Q] Exponential [2 Seals] II - A dectupling of advancement in all areas, coupled with heightened and more versatile Venetian Spellcasting. Final advanvement rate with Static is 2.5x base.
[?] The Turning [+0 Points, Special] - You must remake the society of your inserted world according to your true preferences: encouraging what you desire, abolishing what you despise, and enforcing such rules and means as would exist in your personal ideal society. When the world is truly utopian by your honest and unbiased measure, this quest will be considered complete.

Special: You may not undertake this quest if your initial power OR capability to scale would allow you to easily dominate society without significant and relevant resistance. You must make at least half-hearted efforts towards completing this quest for fifty hours a month.

[?] Accept Diminishment [+0 Points, Special]: Take no Purchases more costly than 5 Points or 2 Seals, and no Drawbacks greater than +3 Points.

With my roll, the choices are Warhammer 40k, The Gardens of Enoch, or Fate/Grand Order.
I'll eliminate Fate because I don't know anything about the gatcha madness beyond the first two grail wars. I'm confident I could take Turning for Enoch, but scared. I'll ponder on if the risk of Enoch is worth enduring the grim dark future.

After discord conversation, I've settled on 40k. I'm confident this build could achieve the mission, and I've been blueballed by too many solar-in-40k fics going unfinished.
Fumbles threw 3 22-faced dice. Reason: Supreme Commander Total: 43
20 20 5 5 18 18
 
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My Nemesis might have 2 Casino rolls and a higher tolerance for Drawbacks, but I don't think she'll be batting 17 Points worth of tolerance, and 2 Casino rolls literally cannot spit out 7 Seals.
Debt gives a reroll, so the worst case scenario is Procession + Debt + Jackpot, for a total of +6. Are four points and a Seal really worth an Epic Blessing? At minimum you could drop to Linear II and grab Blessing of the Phoenix, though dropping a Servant in favor of the Gacha Stove would let you get that Servant back, in time.
 
[Q] Linear [2 Points] I - 7 BP - Laugh With Me - In any scene in which the character endures a humiliating mishap or prank with good humor and poise, grant a reroll for tasks which may be retried, and a banked two-dot-stunt for those tasks which may not be retried.

You can get way more power than this out of Linear I with Supreme Commander! It'd probably be more like "In any scene where the character endures a humiliating mishap or prank with good humor or poise, gain a free re-roll on all tasks which stacks with the Third Excellency, and upgrade all stunts one dot to a maximum of three dots. The character's minor humiliations encourage sympathy rather than contempt, or are simply overlooked; this is not Unnatural Mental Influence but arises naturally from their handling of the situation. Also about 50 XP of additional Charms."

For reference, Linear II is like +1 Essence, +150 XP worth of power for a Supreme Commander.
 
[ ] Normal Mode: Begin with 7 Primary Points and 2 Ultimate Seals. This is the CYOA as intended.
[ ] Strategos [7 Points, 1 Seal] Essence 7 variant. FF7 Remake.
[ ] Paramount
[+2 Points, Special] Static->Eternal
[ ] Humiliation [+3 Points]
[ ] On the Run [+3 Points]
[ ] Impulse [+4 Points] Smell.
[ ] Nemesis [+5 Points]
Rolled Debt, Arcane, Forgotten, The Chariot, Procession, and Jackpot. +8 Seals.
[ ] Reflection [2 Seals]
[ ] Party [1 Seal]
[ ] Stone Rings
[7 Points]
[ ] Feather of Favor [2 Seals] Turbocharge Stone Rings-> Elder Ring
[ ] Static [2 Points]
[ ] Linear [8 Points]
III
[ ] Exponential [4 Seals] III. Logos. Even if Essence 7 with a Linear II buff wasn't enough for peak-human formalisms, Eternal should make it possible to advance with ludicrous speed anyway. Not to mention Elder Ring's durability buff compound Eternal.
[ ] Overlord [+0 Points, Special]

The Final Fantasy multiverse shouldn't be hard to jump around in, given Gilgamesh more or less bumbled his way into it. That gives the Elder Ring massive utility. Combined with Linear III pushing me to something akin to Essence 9 and Eternal, and I'm reasonably confident my Nemesis is the only thing that has a shot at killing me before I can either flee or outscale them. Uncapped Gamer+Essence 9 Solar with Eternal allowing frankly ridiculous training regimens should allow for some significant growth, not to mention Gamer's Mind deflecting Elder Ring Mental Stability penalties. I can gather some powers with horrendous downsides and rapidly train them into general use.

Reflection build:
[ ] Hard Mode: Begin with 3 Points and 1 Seal.
[ ] Strategos [7 Points, 1 Seal] Essence 7 variant. FF7 Remake.
[ ] Paramount
[+2 Points, Special] Static->Eternal
[ ] Mosswort [+1 Point] Null Pointer choice. Points negated.
[ ] Suborned [+2 Points]
[ ] Humiliation [+3 Points]
[ ] On the Run [+3 Points]
[ ] Impulse [+4 Points] Smell.
[ ] Nemesis [+5 Points]
[ ] Wicked [+5 Points]
Rolled all Bindings except Chariot. +12 Seals.
[ ] A Tyrant [2 Seals, Req. Suborned targeting this option] Hunger.
[ ] Sword of the Evendark [2 Points]
[ ] Advurent Blades
[4 Points] Combine into Dreadsword for 7 Points total.
[ ] Feather of Favor [2 Seals] Turbo Exponential II's HI Exaltation.
[ ] Static [2 Points]
[ ] Exponential [4 Seals]
III. Gamer, Exaltation system.
[ ] Exponential [2+1 Seals] II. HI Solar Exaltation.
[ ] Exponential [2+2 Seals] II. Dectupling of maximum potential and growth rate, as well as uncapped Vancian Magic.
[ ] Exponential [1+3 Seals] I. Tripling of maximum potential and growth rate, *13 in total, and Functional Set Magic.
[ ] The Turning [+0 Points, Special]
[ ] Epic [+2 Points, Requires Hard or Dalliance Mode] - Blessing of Greed. 27 Points->13.5-> 14 Points. 13 Seals->19.5->20 Seals.

Main me is probably going to be more than a little annoyed at Reflection for taking up Wicked, but Gamer is a decent consolation prize. Paramount probably can't turbocharge Evendark and have it stick around in the Dreadsword, as it counts as a 7-Point after that, so it just upgrades Static again. 92.5% of *13 is still a little over *12, and that should make Reflection's cap at least Essence 11 even ignoring Gamer benefits and Eternal potentially combatting 'Essence loss' from the Exaltation not supporting Essence 10+. Making Hunger a Solar with Gamer should help with his Progression issues, at least in the short-term. Main me might not be able to train Ring powers outside their home universes, but that doesn't mean they can't finangle teaching them.

[ ] Normal Mode: Begin with 7 Primary Points and 2 Ultimate Seals. This is the CYOA as intended.
[ ] Strategos [7 Points, 1 Seal] Essence 7 variant. FF7 Remake.
[ ] Paramount
[+2 Points, Special] Turbocharge Scroll.
[ ] Humiliation [+3 Points]
[ ] On the Run [+3 Points]
[ ] Impulse [+4 Points] Smell.
[ ] Nemesis [+5 Points]
Rolled Perchance, Procession, Arcane, Debt, Forgotten, Jackpot. +9 Seals.
[ ] Arcadian Scroll [2 Points]
[ ] The Shining Armor [9 Points]
[ ] Feather of Favor [2 Seals] Turbocharges Realm of Evening.
[ ] Linear [8 Points] III. Supercharge Exaltation.
[ ] Exponential [4 Seals] Realm of Evening.

[ ] Overlord [+0 Points, Special]

This build's plan was to turtle up in the Realm of Evening, work off the Debt, and then outscale the Overlord and Nemesis with *800 time dilation. Wicked screwed that up, so instead, Party will be offering the Realm's services to Reflection, Hunger, and Main, in return for Gamer and Logos access, and donate the Armor to Hunger, while they hide in the Realm. Maybe Hunger will be able to borrow their illusion powers as the proper master of the Realm and Cloak of Evening, particularly with willing assistance.

735 words, I think I'm about burned out on Ineptitude builds.
 
Subject "Kalym"

[K] Normal Mode
[K] Subject "K"
(Kirigaya Kazuto)
[K] On the Run
[K] Impulse (Taste)
[K] 8: Mutilated.
[K] Qilin
-[K] Hidden Dragon {2}
[K] Kalymitous Runes
[K] Feather of Favor
(Turbocharged Kalymitous Runes)
[K] Bestride

Mutilated in SAO sucks, but with Turbo-Runes it should be survivable. There's no magic in SAO's actual world, so no worry about retaining compatibility with the runes. My Hidden Dragon can pull me out of the nervegear, which my +1 ISH Endurance should allow me to survive, after which we can fabricate some prosthetics to ameliorate my Mutilation and then begin our heroic crusade. I forget if aliens are a thing in SAO but even if they aren't we're probably going to encounter some eventually just because we're going to outscale the planet pretty fast.
I wrote an omake for it.

Fanwork#2.4k words

The Kalymidy​


Pain is the first and most prominent sensation which appears in my mind as I am inserted into my target body. Aching voids in my head and chest suck at my vitality, and I can feel hot blood flow freely from where my left eye, arm, and leg should be. Intellectually I know that this won't kill me, that the Runes won't let me die and that Partizan is fractions of a second from leaping into action, but my fucking god it hurts so bad right now.

Sure enough, my symbiote with me in the next instant, redirecting the blood and filling the voids in my body, gliding through my flesh, soothing the supernaturally frayed nerves. <Hello Kalymides. I've stabilized your condition. Shall we continue with removing the FullDive?> Partizan's mental voice is smooth and neutral, insinuating itself into my mind frictionlessly.

<Yes, go ahead,> I mentally reply as I hastily pack the experience of unmitigated Mutilation away into the darkest recesses of my memory. With my mind no longer inundated by pain, I am able to actually process my sensorium. As Partizan's jet-black arm removes the nervegear from our head, I can feel the microwave beams splash against my skull as it attempts to cook my brain, and fail utterly to overwhelm my enhanced durability. The machine whirrs and hisses before dying, releasing a single puff of smoke as its self-destruct mechanism succeeds where its user kill-switch failed. It is worth little, and even less with its circuitry fried, but I summon up Catastrophe to reduce the rest of it to dust for the pittance of inspiration it gives me. I sit up on the bed, brushing away the remains as I survey the room.

Kirito's bedroom is large, but sparse, occupied only by the bed under the corner window, the bookshelf along the opposite wall, the computer desk between them, and the dresser next to the door opposite from the computer. The dusky light of a fall evening casts the room in grey and blue. Briefly, my thoughts turn to Kirito. I hope he doesn't have too many hard feelings about me stealing his original body.

Partizan shifts from black to silver. <I've identified the key points of failure for our primary targets, as well as several possible matches for Kayaba Akihiko.> My companion furnishes me with the datastreams, the world around me exploding with information as Partizan's perception of the world alloyed to my own. It's disorienting, initially, but they quickly adapt its presentation, optimizing it for my mental architecture. The path ahead becomes clear, and I move, vanishing from Kirito's room with nary a whisper of wind.

⁂​

Governments, corporations, and other such large-scale human organizations are hulking, cumbersome things. Even with the giant's head cut off, it might take weeks, months, or even years for the body to hit the ground. I have done all that my considerable powers currently allow me to do, having carefully altered the course of world politics and stifled the nascent forces pushing various world leaders towards my opposition, all with the gentlest touch that I and Partizan can muster. In some sense, the two of us rule the world now. The world just hasn't noticed yet, and hopefully won't for a while longer.

After we set that up, we started working on other things. We've destroyed a surprising number of various top-secret military and intelligence projects, which has garnered plenty of inspiration for projects to take up after we've solidified our grasp on the planet. We've also done some environmental work, cleansing the earth and water and air of pollutants, though that's been slower going. We've also done some sundry other heroism, saving people in danger, that sort of thing. Partizan has been doing...a lot more than that, honestly. They're expanding with commendable speed. I've been helping them where I can, but Cultivation is as anathema to me as spellcasting, so their progress though the Ego Barrier, Organ Refining, and now Soul Chrysalis stages has merely been meteoric rather than light-speed.

In the present moment, we've concluded it's time to try and rescue the Chosen, or at least the ones who want to come back. We've checked his little shack, but the body wearing the headset inside was just an empty vessel. It didn't wake up even after I catastrophized the FullDive to dust. That made me realize that I might not actually be able to trivially return if I logged into SAO. Once Partizan achieved titanhood maybe they would, but until then it wouldn't be safe. It might be possible for me to breach directly into Aincrad through some esoteric application of Catastrophe, but I wanted to achieve a much higher level of Prowess before I started attempting to burn my way through the skin of the world and into the beyond.

Thus we were reduced to the current plan, which was to find a willing volunteer to act as our intermediary. One Kishimoto Tsubasa, a 48 year old woman in our employ and the mother of one of the Chosen. She understood the risks, but between the opportunity to see her son again and to further aid our righteous cause, she decided to step up regardless. It saved us the effort of having to create a new person entirely from scratch, at least, which would have been a moderate expenditure of inspiration. Instead, Partizan simply provided her the greatest level of augmentation he was able to provide without rooting themself to her, in combination with the nanite infusions we provided to all our direct subordinates. A fork of Partizan's consciousness was implanted along with her augmentations to help guide her through any potential negotiations, the restive chamber where she'd be activating the FullDive was secured, she donned the headset and laid herself down on the bed, and finally, she logged in.

<She's gone, just like the rest. Not just a cease of higher brain function, but her soul is no longer present in her body,> Partizan offers, utilizing the burgeoning metaphysical awareness their cultivation had created.

We watch her directly for a little over an hour, and intermittently over the next three days, but eventually it becomes clear that in all likelihood Kayaba has rejected parley, and we move her insensate body to the larger bank of restive pods where we've been storing the other players' bodies.

⁂​

Three long years pass after that first failed attempt at parley. We tried creating an envoy from scratch after building up a greater reserve of inspiration, but that ultimately failed as well. Ultimately, all we could do was further solidify our rule over Earth, and expand our dominion outwards from there, in preparation of welcoming the players home when they return. Partizan and I continued to train and progress in our respective abilities, but in the end the Chosen were able to free themselves far sooner than the century or more it would have taken us to breach Kayaba's realm.

Right now, Partizan and I are sitting with Kirito and his family, having dinner in their main room. I'd explained to his family what had happened long ago, but wasn't certain whether Kirito would return given that I had occupied his body. It turns out that he was able to physically cut his way out of Aincrad and journeyed back home himself, arriving a little over a year after the rest, thus prompting this reunion. It was surprisingly peaceable, and a welcome reprieve from the incredibly dour work of ruling a world with as gentle a touch as possible. They didn't have their Cardinal-granted abilities, Kirito's unique circumstances being the only exception so far.

"So, who even are you? Originally, I mean. Alternate version of me? Someone who also got isekai'd?" he asks after swallowing a bite of his chicken burger. There's certainly a resemblance between him and the original form of the body I now inhabit, but he's significantly more mature looking, a proper young man rather than an uncomfortably baby-faced teen. Despite him still being my junior in terms of subjective years somehow he still exudes the aura of an older brother.

"The latter. I was, uh, accidentally smote by a hypercosmic entity and inserted into your empty body as recompense. You can call me Kalymides, and this is Partizan, an ally crafted for me by the same entity who sent me here." I reply before taking a sip of my tea. I don't really need to eat or drink anymore, and my Impulse has altered my palate such that it is often unpleasant, so fragrant teas are the only thing I bother to consume nowadays.

Partizan extrudes a small tendril and waves amicably. "Good evening, Kirito."

"Is that supposed to sound like 'calamities' in English or is it just a coincidence?"

"Honestly I'm not entirely sure. My... benefactor, I suppose you might call her, referred to another entity, Kalym, as the prototype from which my Runes were modeled." I raised my hand demonstratively, Partizan's biometal sheathing briefly becoming transparent to reveal the shimmering blue tracery carved into my fingers and hand. "I felt it appropriate to name myself after it."

Kirito shrugs acceptingly at that, and the discussion continues as he and his family eat their food. He and I come to some agreements regarding how we might help each other in the future, in particular regarding Partizan's continued cultivation, after which I leave to allow him and his family to reconnect with some illusion of privacy. He could cut off our surveillance if he wanted to, I'm sure, but we make a point to not be too voyeuristic, not without reason at least, so that he can spare the resources.

Then it's back to ruling the world.

⁂​

A couple centuries later, things are finally starting to settle down enough that Partizan and I feel comfortable letting the Greater Players have the run of things for a little while. Kirito gave us a sort of map to the local multiverse-cluster he made on his adventures and there's apparently an interdimensional bar that serves our sort of super-powered clientele that's very 'close by' in a multiversal sense. I'd developed a taste for alcohol, since I was essentially immune to drunkenness and ethanol's ability to dissolve different aromas allowed for a broader palette of fragrances.

The atmosphere as we step into "Astrid's" is warm and congenial, well-lit but not overly bright, with a good mixture of booths, tables, and bar seating. There's a jukebox in the back corner that's currently playing something that parses as rock to my ears but as something utterly alien to Partizan's senses, which they nonetheless find pleasant and stimulating without being obtrusive.

As we assess the room, both of our attentions are immediately grabbed by one particular character. Every entity in this bar radiates its own sort of power, even the silverware and barstools, but an age-wrinkled man with long, snow-white hair and beard, wearing a flowing navy robe and a gnarled walking stick resting against his table has power on another level entirely, though it's also subtle and relaxed. It honestly enhances the vibe of the room, and seems to be actively enhancing the music.

After the wizard-looking man, our attention naturally falls onto another person sitting at the same table as him, who is almost as eye-catching. An enormous woman, both in terms of height and girth, with skin the same color as the wizard's robe, eyes of flashing gold, serpentine curls of coal-black hair speckled with golden sparks, and wearing a shiny black silken dress devours a feast fit to feed an entire universe as she chats with the wizard. Despite being wider than the sea and taller than the sky, she is as easily contained by her single chair as the seemingly ordinary-sized wizard.

Breaking away from the titaness, there are two more people at the same table. Cozying up next to the woman is an ordinary sized man who appears to be wearing some sort of Guyver, or maybe a Kamen Rider suit, while a darkly roguish man with a sourceless amber backlighting, a golden ring with a fiery aura, and a pale blue rose pinned to his breast sits at a third side of the table, chatting with the Guyver.

Noticing our gaze, the titaness gestures for us to come sit at the table, and we do so. "Aren't you just an adorable little scrapper!" she exclaims with a perfectly mellifluous voice, without interrupting the continuous flow of foodstuff into her maw. "They have a similar resonance to them as my husband, do they not?" she asks the wizard.

The wizard in turn hums musically and gives us a piercing look. "He certainly does. And they both have just a hint in common with Eminus here as well," he replies with the most grandfatherly tone I've ever heard, indicating the rogue with a glance.

"I suppose now might be an appropriate time to introduce myself. I'm Kalymides, and this is my friend Partizan."

"Greetings," Partizan offers neutrally.

"I am Desire, and this," she gently squeezes the Guyver against the cosmic bulk of her hip, prompting him to wave amicably, "is my husband, Euxon."

"Eminus, as mentioned," says the rogue, giving a wan smile and a little wave as well.

"And I am the Auditor of Echoes, but call me Daniel," the wizard says, ending the introductions.

"We were just sharing stories about our lives and discussing the similarities," Desire explains. "Eminus and I both carry our old worlds with us for example, mine in my hair and he in his heart. Daniel and I are both from worlds born of ephemera, his a dream and mine a wish upon a star."

Interesting...We look between Euxon and Eminus, considering their looks, names, and the comment about us having some sort of common resonance. "Were either of you guys..." I make a vague over-turning gesture with my hand, "from another world, where you were sort of just a guy?"

"Yeah. I was actually the kid who wished Desire's world into being, though I didn't know it at the time. Before they summoned me I didn't even know magic existed."

Eminus considers his response for a moment, twisting his ring back and forth. "It was a long time ago now, and burnt up a lot of those sorts of memories to make sure of my escape, but yes, something like that applies."

"Interesting... Well, maybe we can talk more about the specifics later, I have an odd idea. What's good drinking here?"
 
I had a thought. If there's a bunch of Alt!Hungers running around, does that mean that there's a bunch of Alt!Haeliels, for example, or is there a necessary Kaleidoscope step to become a High Cursebearer?
 
The Sacrifice Play
Mr. Martyr
Hard Mode
Supreme Commander (Twilight, The Voyaging Realm)
Drawbacks: Paramount, Nemesis, Hero's Journey
Bindings: Mutilated, Perchance
Allies: Reflection (X-Factor)
Panoply: Arcadian Scroll, Stone Rings, Feather of Favor (Comprehensive, Turbocharged Stone Rings)
Self: Static, Linear III
Quest: Epic (Blessing of the Lone Wolf)

X-Factor
Hard Mode
The Optimizer
Drawbacks: Paramount, Humiliated, On The Run, Impulse (Touch), Nemesis
Bindings: Void Dragon, Perchance, The Chariot Procession, Mutilated, Null Pointer (Mosswort), Arcane, Jackpot
Allies: (none)
Panoply: Feather of Favor (Turbocharged Static, Turbocharged Logos)
Self: Static, Linear III, Exponential I, Exponential II (Gain Exigent), Exponential II (Elevate Exigent), Exponential II (Uncapped Set), Exponential III (Logos), Exponential III (Save Slots)
Quest: Epic (Blessing of Greed)

Rolling for Nemeses...Both are Turbo-Shining Armor builds. that's rough.

Rolling for the Nemeses' bindings...Ignore the final jackpot, that was a misclick. So, the Martyr's Nemesis has Jackpot, and X-Factor's has Null Pointer and Procession.

I need to sleep. I'll continue this tomorrow.

-e

Rihaku appears to have confirmed that the Sacrifice Play doesn't work, since if the Martyr dies then X-Factor loses his comprehensive boost. Sad, but not unreasonable.
I had a different idea for a pairwise build, so I'm going to use these rolls for to save myself some time and effort.

The Radix
Hard Mode
Hyperion (Son Gohan)
Drawbacks: Suborned (Reflection), Paramount, Nemesis, Wicked
Bindings: Mutilated, Perchance, Void Dragon, Jackpot
Allies: Reflection (The Exponent)
Panoply: Arcadian Scroll, Feather of Favor (Comprehensive, Turbocharged Static)
Self: Static, Linear III (Blood Impulse), Exponential II (Uncapped Functional Set)
Quest: Epic (Blessing of the Lone Wolf)

The Exponent
Hard Mode
Supreme Commander (Dawn, [Supreme Commander World Roll Irrelevant])
Drawbacks: Paramount, On The Run
Bindings: The Chariot Procession, Mutilated, Null Pointer (Hero's Journey), Arcane, Jackpot
Allies: (none)
Panoply: Swords of the Evendark, Shroud of the Briarthorn, Feather of Favor (Turbocharged Logos, Turbocharged Sword of the Evendark)
Self: Exponential III (Logos), Exponential III (Save Slots)
Quest: Epic (Blessing of Greed)

I actually remembered to pay the escalating surcharge for extra Exponentials this time, which naturally severely curtailed my purchases. Overall the game plan where is to have the Exponent cast Unity of the Closed Fist on himself, the Radix, and his three dragonbloods, then go looking for Potara Earings to let the Radix and Exponent permanently fuse, using Eternal's alteration resistance to prevent the kais from separating them. From there, it's all about grinding and exploiting every broken combo I can figure out. I've got the Comprehensive boost applied to all my abilities including both my Roles, I've got Gohan's talent for ki-based martial arts and saiyan transformations, I've got Arcadian illusions, I've got Eternal, I've got the Blood Impulse, I've got Azoth from the Evenblade, I've got shapeshifting and powerful regeneration from the Shroud, I've got dectupled growth rate and potential, I've got the uncapped Functional Set, I'm a Super Thrice-Great, and I've got five save slots.

I only have one Nemesis, though they still have three seals from rolling Jackpot. I've mitigated my Hero's Journey. I don't think my odds are good, but I don't think they're zero.
 
Everyone's been doing CYOAs without me. I'm hopping into the action, everyone!

Wordcount: 12.5k

:: All-Storm CYOA ::

Before the seas, and this terrestrial ball,
And Heav'n's high canopy, that covers all,
One was the face of Nature; if a face:
Rather a rude and indigested mass:
A lifeless lump, unfashion'd, and unfram'd,
Of jarring seeds; and justly Chaos nam'd.
No sun was lighted up, the world to view;
No moon did yet her blunted horns renew:
Nor yet was Earth suspended in the sky,
Nor pois'd, did on her own foundations lye:
Nor seas about the shores their arms had thrown;
But earth, and air, and water, were in one.​

A terrifying and vigorous storm befalls the entire world; a global rainstorm so thundering and powerful it'd have threatened to begin a flood and destroy many rural communities - however, it lasts only half an hour, and once it passes, the sky clears, showing a spread of rainbows and open nebulae: as well as clear and visible changes. It becomes clear: Earth isn't normal anymore.

During this rainstorm, known henceforth as the Stormchange, the world casts away the trappings of mundanity and shifts away from its normalcy. New continents emerge, some of them amidst the seas, and several now hanging above the clouds in the sky. The universe becomes a vaster, stranger place - the sky is full of monsters, as is the hollow depth of the Earth. Aliens make frequent visitations, some bearing offerings and desire to contact our governments, and others threatening to conquer mankind. Angels and demons, dark spirits, and monstrous entities haunt the lands and abandoned homes, or tempt innocent children to enter the dark corners and be devoured. Many demand worship and conquer pieces of the world, and others do their best to aid humanity in whatever little ways they can. Elves, faeries, goblins, and kobolds emerge from their magical, enchanted forests; dwarves peek out from the Hollow Earth, grunt, and go back down.

The nations of Earth are cast into turmoil, almost powerless against this change. Over the course of weeks, several of them will fall, and many others will rise; a precious few shall maintain tenuous existence, and the superpowers will cling to the edge of their status. It seems that humanity is powerless in this new era, forced to make pacts with vast beings to survive.

However, there are exceptions - not everyone is as powerless as a common mortal. Indeed: you, and some other 9,999 people were touched directly by the Stormchange, survived with only scrapes and bruises, and witnessed its creator, the Storm-Father himself, in a sacred vision.

He is impressed to find that you and your peers have survived the Stormchange, and grants you, the Stormchosen Vanguard, a selection of blessings.

Far more Stormchosen shall come in the future; either as children of the current generation or born through abrupt fluctuations in the ambient Stormweave that now overlaps reality. However, you, the Vanguard, are special and may select your own fates; granted more power, and potential danger, than your successors are likely to ever taste.

Select Class
Every Stormchosen selects one of the following Classes; they may (and must) only have one. Alternatively, they may allow the Tides of Change to carry them to ordained purpose; roll 1d8 thrice, and select your Class out of those rolled, re-rolling any copies, then receive +1 Storm Orb. If you find the results displeasing, you may re-roll your Classes at the cost of a Storm Orb. If your rolls contain the Slayer among them, you must pick it, although you can reroll at the cost of a Storm Orb.

Start with one, free Storm Orb.​

This CYOA uses a system of Attributes functionally similar to Aabcehmu's Demon of Dreams. Humans possess Attributes between + and +++, and each +s represents a multiplication of the Attribute by a factor of 1.35x along its conceptual axis. All +% are additive, regardless of context, unless noted otherwise.

[ ] 1. The Knight - The protectors of the world, by right of armor and shield - or its conquerors, by right of fire and sword.
Attributes: ++++Strength (and +10%), ++++Endurance (and +10%), +++Agility, ++Willpower, ++Wits, ++Charisma, +Composure.

Inherent Discipline: Inner Magic, also known as Somatomancy. The Stormchosen Knights may channel magickal energy into their bodies, minds, and - with sufficient experience - even implements of warfare, allowing for incredible combat efficacy. A novice Knight should be capable of amplifying their strength, durability, and speed by 10% for the entire duration of combat almost effortlessly, or by 20% at a mild burn; an intermediate Knight might be capable of achieving one-time leaps at close to the speed of sound and powerful, steel-breaking critical attacks, or otherwise increase their combat-relevant Attributes around 40% at a mild burn.

[ ] 2. The Mage - An uncorrupted being of reason, impressing the world through metaphor and magic, rather than direct action.
Attributes: +++Intelligence (and +30%), +++Wits (and +30%), +++Willpower, +++Wisdom, +++Composure, ++Manipulation.

Inherent Discipline: Occult Magic, a studious art - or perhaps more of a science - reliant on rituals, symbols, gestures, and invocations. Advancement is based on study, skill, imagination, willpower, and strict adherence to mental discipline. Minor and instant effects are universally difficult to learn, requiring rigorous study and repetition; powerful and comprehensive effects are often slow to deploy and demand the expenditure of assets, such as expensive ritual reagents. One of the most versatile Disciplines on offer nonetheless, it encompasses every imaginable spell that carries associations to witchcraft or common occultism, eventually expanding past that.

[ ] 3. The Cleric - A carrier of divine will, manifesting the Storm at every step, mantling the Father as the earth is mantled by the infinite sky.
Attributes: ++All Stats (and +10%), ++Willpower, ++Luck, ++Protection.

Inherent Discipline: None. Instead, you are surrounded by a natural aura of the Storm, an intangible distortion like static electricity, amplifying the supernatural powers of any allies you encounter - including yourself to a lesser degree. You have no control over the Storm: it may alternatively spike or fall on the basis of moments, and if you wish for it to support you, you must hold faith in its power: in its connection to you. The aura can be aligned and tuned down, but never fully disabled. Receive +1 Storm Orb.

[ ] 4. The Thief - A hooded taker of everything sacred and unholy, whether for ill or well - in the end, the Thief determines his own path.
Attributes: ++++Agility (and +10%), ++++Wits, +++Manipulation, +++Luck.

Inherent Discipline: Robbery; a method, more than an art; some of its users call it, "the Robber's Hand," in an affectionate and knowing manner. Cloaked in shadow and skulking, the Thief's natural domain is that of self-concealment, waiting on the edges of mortal perception until the moment of revelation is optimal; the Thief moves swiftly, especially between shadows, which cover him protectively, and he can steal anything: outside combat, he nabs wallets and phones; in combat, he disarms opponents or steals a mage's spells out of midair to employ against someone else. Advancement permits improved stealth, control over shadows and even their solidification into items and implements, and ultimately, elevated forms of robbery. An archmaster of the Robber's Hand may even begin to steal more abstract things: steal a living being's lifespan to add to one's own, its life-breath to slay it within several moments, or even its own strength to claim for oneself.

[ ] 5. The Psychic - A being haunted by psychic energies, mind growing beyond the human scope - shall you dominate mortal vessels, or protect them?
Attributes: ++Intelligence (and +15%), ++Wits (and +15%), ++Wisdom, ++Willpower, +Charisma, -Composure.

Inherent Discipline: Psionics, a mutation of the cortex and mind rather than proper magic. Select a phenomenon to specialize in: Psychokinesis, Extrasensory Perception, Telepathy, and Teleportation. In your chosen field, you are without equal: telekinetic might to rip down the facades of buildings and fly around at high speeds, precognition and clairvoyance warning of foes hours before you encounter them, erasure of memories and influencing emotions for entire groups, or the ability to transfer oneself across the continent at-will. In every other field, you are mediocre, but you may train. Alternatively, you may select to begin with equal talent in every field, but you'll be a middling psychic as a result.

[ ] 6. The Omnibus - A principal human being, a master of every field, a learner of every discipline; making themselves into their own ultimate tool.
Attributes: ++All Stats, ++Willpower, +Wisdom, +Intelligence.

Inherent Discipline: Prowess, a Magic and Attribute in equal measure, it permits you to practice a number of skills with an inherent level of peak-human talent, essentially making you exponentially better at learned abilities. However, given minor development, it permits you to do impossible things as well: a soldier who can shoot from across the horizon with peerless accuracy, a martial artist that battles titanic leviathans, a sailor that can aim her vessel towards the skies, or a writer whose tales can take on a life of their own and become loyal to their creator. The possibilities are as endless as the skills that govern them. Receive +++Prowess to start with, and +1% for every notable achievement you make in a given field.

[ ] 7. The Summoner - A forger of pacts with outer beings, the monstrosities and spirits that now inhabit the universe: do not gaze too keenly into the Abyss, for it gazes back.
Attributes: ++++Willpower (and +50%), ++++Charisma (and +50%), +++Manipulation, +++Composure, +++Protection.

Inherent Discipline: Sealing, a property that draws in astral and spiritual beings to you. They come, eager and curious, like moths to a flame, and your flame is a beautiful incandescence; satisfying and near-addictive to be around, granting you much better leeway in contacting and detecting such entities. An expenditure of minor effort and a minute of time can form an unbreakable ethereal chain between you and a given entity, given its consent or its sound defeat at your hands. This entity may then be summoned and optionally materialized to act as a servant, advisor, or warrior. There are many kinds of spirits, with powers as diverse as conception. There's a limit to how many you can have summoned, dependent on a mixture of your willpower and experience with Sealing.

[ ] 8. The Slayer - The Stormchosen Slayer does not know any mercy - for himself or his foes. After all, there can only be One.
Attributes: ++All Stats (and +5%), ++Endurance, ++Strength, ++Agility, +Willpower.

Inherent Discipline: The Black List, stored inside your mind's eye: it appears as a black void with red text, containing the names of every Stormchosen and their Class; the dead ones are crossed out. If you do not slay a minimum of one Stormchosen a year, you'll start to bleed away Attributes and magical powers at the rate of 12.5% a season; any lost faculties may not be recovered, save by retraining or manually regaining them. However, in return for every slaying above your quota, you choose one of the following:

*Stockpile the slaying for expenditure in the future years to come.
*Receive a + to a chosen Attribute, and +5% to the worth of +s for that Attribute. Every time you select this for a particular Attribute, the next pick's effects are halved (including the raw +s.)

Furthermore, if you slay a Slayer, you may select one of the following:
*1/100th of a Storm Orb: it can be used to mitigate drawbacks by the equivalent amount (1-100%, or less if the drawback grants more than one Orb), or if you manage to complete a full Storm Orb, to purchase any of the options on offer in the CYOA.
*Expand on the data regarding a single Stormchosen on the Black List; you may receive three of: (a) their current location as of picking this, (b) their overall rough capabilities as of picking this, (c), their personality and attitude, or (d) a list of anyone they've killed or 'crossed off' the Black List.

Additionally, the first time you slay a fellow Slayer, proving your superiority over them, you advance into a Full-Blooded Slayer and receive The Slayer's Blade, fashioned out of their pitch-black bone and crimson-red soul. The Blade is no mere implement of physical murder, but a slaughter of worlds clasped in man's hand. Its stalwart edge is rendered entropy battered into steel; its cut is a beseeching void that drains away meaning and life, dealing wounds that cannot heal save by the most powerful of magics and piercing all mundane defensive measures, and 'marking' a quarry, allowing you to view their location via the Black List and to easily track them. Anyone so marked, should they die for whatever reason, is added to your slay-tally.

Storm Blessings
If you possess any Storm Orbs, you may spend them here, in order to acquire various temporal powers or benefits. Be smart with your purchases: access to Storm Orbs isn't, as you can surely tell, a universal affair. Unless noted otherwise, every option costs a single Orb.​

[ ] Journeyman's Advancement - A training course in the use of your Inherent Discipline, its effects are varied, based on your Class, and somewhat adjustable and modifiable even within that purview; no two specialists develop down the same exact route, after all. The contents of the training course are condensed into a single moment, synthesizing the experience necessary all at once. In essence, treat yourself as having received a month of training in your Discipline from a significantly more experienced user, and then having experienced another season of independent but regular, diligent, and steady practice of its principles.

Below are examples and benchmarks for each Class, although keep in mind the specifics can vary, depending on the focus of your training. The Cleric, possessing no Inherent Discipline, does not benefit significantly from Journeyman's Advancement, although they can certainly learn to control their Storm a little better.

*The Knight's skill with Inner Magic sits on an intermediate level, and they experience no significant whiplash from such an increase in raw might. They're capable of executing a couple of moderately difficult techniques, such as magically extending the reach of a sword by several meters, or firing a homing elemental arrow.
*The Mage is capable of reliably casting a single, 'signature' cantrip of moderate power, such as firing magic missiles with the frequency and power of an assault rifle; they can do this for minutes without tiring. They also know around half a dozen other, minor spells they can cast within seconds at barely any cost; and a similar number of rituals.
*The Thief may casually reside within a small room with only three other people, and remain undetected until moving into close range or making an attack. They may erase their appearance from memory, or blur their face on electronic records, and form a knife of shadow. Can steal some Artifacts with decreased risk.
*The Psychic has achieved basic competency in one other field of psionic endeavor, or improved fractionally in each of them: may now be able to elevate and throw a sledgehammer with an arrow's velocity, vaguely see a minute into an adjacent's room future, read surface thoughts upon making eye contact, or translocate seven meters.
*The Omnibus has achieved peak-human competency in six skills, and near-flawless perfection in a single technique, starting to border and cross over into the zone of slightly supernatural effects, mostly by enhancing the results of their skill past what should be physically achievable.
*The Summoner has contracted at least three different spirits of moderate strength, and can reliably maintain one of them summoned and materialized without any strain whatsoever. They're also capable of communicating telepathically with each of their spirits at no cost.
*The Slayer has successfully and unproblematically paid off the first year's quota, accessed the Slayer's Blade, and gained one data on several targets, but has achieved little else of note.

[ ] Genetic Lottery - It seems the Storm has changed you on a genetic level. If you purchase the Genetic Lottery, you may conduct a maximum of six rolls on the following list, with an opportunity to stop rolling after every roll. Beware, a certain amount of the options can impede you, or even be outright harmful! If any mutations contradict each other, the higher roll overrides the lower one in whatever minimal way fulfills the spirit of the change. If you roll something positive twice or more, it stacks. If you roll something negative or neutral twice or more, you can reroll it.

1-10 - Develop a crippling weakness to one of the following: water, sunlight, iron, wood, and loud noises. The weakness ensures you'll always be exceptionally vulnerable to that element, no matter how far you scale. Client's choice of weakness. Any Slayer with a Blade instinctively knows your weakness upon sighting you.
11-15 - Roll 1d5, and remove the appropriate element of your sensorium: (1) touch, (2) hearing, (3) sight, (4) taste, (5) smell. Alternatively, roll 2d5 and diminish the affected senses by 50%, or roll 3d5, and diminish every sense by a third.
16-17 - Roll 1d255, thrice. Your skin now has the RGB value of whatever you rolled.
18-19 - Roll 1d255, thrice. Your hair now has the RGB value of whatever you rolled.
20-21 - Roll 1d255, thrice. Your irises now have the RGB value of whatever you rolled. Optionally, make another roll for your sclera.
22-25 - Select any of the following to sprout on top of your head: (a) cat's ears, (b) wolf's ears, (c) goat's horns, or (d) bird's feathers. Functional and cute.
26-30 - Develop a single feature, internal or external, that you subjectively perceive as "interesting," although not necessarily "useful."
31-55 - Receive +10% to the +s worth of an Attribute you have the most, and +5% to the Attributes in a secondary and tertiary role. If multiple Attributes are equal, pick the ones of your preference. If you receive any +All Stats whatsoever, the +10% applies to All Stats instead.
56-60 - Develop laser eyes, capable of discharging beams of energy that deal half-thermal and half-kinetic damage. They're capable of cutting through a car with a second of effort, or melting and knocking a gun out of the hands of a gunman with a decisecond's discharge. Scales with Strength. May cause blurring eyesight on overuse. Color of lasers is client's choice.
61-65 - Develop a psychic danger sense, warning you of impending attacks, their direction, and their overall strength and nature around 1-3 seconds before they are launched against you. 100% reliable, but you can still be overwhelmed by the sheer quantity or quality.
66-70 - Receive ++Strength, Agility, and Endurance. Distribute 4 +s to any Attributes of your choice that aren't Strength, Agility, or Endurance; no more than one + per Attribute. If you're a Knight, you can ignore this limitation and choose a physical Attribute.
71-90 - Develop a powerful, focused, and versatile superpower of your choice. It can be anything from magnetokinesis, elemental transmutation, advanced healing factor, or superior Attributes, although it shouldn't greatly exceed the general power level expected of an average member of the X-Men.
91-95 - Become immortal, stopping the aging process entirely at age thirty. No significant malady or disease, such as cancer, will ever affect you if it would have, and you'll be able to heal more completely from wounds and scars, even restoring lost limbs. 25x wound healing speed, 50x on fresh (dealt less than a day ago) wounds.
96-98 - Receive extreme, almost inhuman beauty, akin to an elven lord or lady of high standing; enchanting beyond imagination, stunning most of the people you meet. If you choose, you may develop mild, appropriate features that you find subjectively pleasing to the eye.
99 - Gain access to a psychic discipline of your choice, as per Psionics, which you can practice at half-speed, although with an ultimate ceiling reminiscent of an actual Psychic. You cannot practice any of the other phenomena of Psionics, unless you roll this number again. If you're Psychic, you instead fully master a second phenomenon.
100 - Gain a Storm Orb. Additionally, you cannot roll on this list below 15: any rolls you've made below that number have their effects annulled and you can reroll them. If you spend the Storm Orb, you can make another five rolls, once more rerolling anything which is annulled in the above manner. You've officially won the genetic lottery, congratulations.

[ ] H-Clone Master - A supernatural ability meant to serve as a utility, service, and messaging function all in one; develop the capability to form a functional clone of yourself, once every six hours to a hard limit of four clones, focusing a part of the Storm within you into an extrusion of your ego.

The clones possess your rough physical and mental Attributes, but in combat, cannot strike an opponent with more than 20% of their normal strength and dissipate upon suffering a single blow that'd normally cause a minor, insignificant bruise or even an unnoticeable flesh wound. Furthermore, they are incapable of using your Inherent Discipline with more than around half of your skill and natural, raw power, unless you are an Omnibus. A clone's appearance is identical to your own, save for a slight facial blurriness and translucence; a highly perceptive man can notice the slight glow within their chest, exactly where the heart would be; the core of their being shining with the chained, hammered Storm.

The clones are connected to your mind as part of a semi-psychic hivemind that cannot be disrupted using offensive psychic powers. They are completely aware of their nature as clones and possess considerably more loyalty and willingness to sacrifice than you would. However, they cannot be turned against you or your interests with any form of mind control; if puppeteered directly to act against you, they'll dissipate as though suddenly injured in combat, or remain if preferable.

As weak as the clones may be in comparison to the original, there's still something to be said for having several clones of yourself, each one as competent and physically capable of you in non-combat situations; whether logistical functions, menial labor, or social interaction, the usage of clones can effectively free up a massive amount of time you wouldn't have possessed otherwise, or even accelerate a time-sensitive project that needs to be completed as swiftly as possible.

[ ] Monarch - As you come to, following the Storm, you find yourself on a hovering landmass, suspended around a kilometer above the Earth, about double the size of Easter Island. The island contains infrastructure appropriate to a moderately well-developed first-world society, and a natural population of about fifteen thousand people who can maintain a comfortable, self-sustaining mode of life. They accept you as their king or queen, and obey most reasonable commands without question or hesitation; they may still obey unreasonable commands, so long as you have a decent reason for making them.

The population of the island contains at least fifteen people who hold the potential to become Stormchosen, given some time and a proper awakening event. There's also at least seventy-five individuals who possess a rudimentary command of either Inner Magic or Occult Magic and serve you directly as bodyguards and sorcerers.

The island's society possesses technology and infrastructure about on par with the modern world. Although as small as you'd expect of such a population, its active military is decently well-equipped and trained, with a competent commander in charge. A minister can maintain the kingdom for you if you aren't interested in running it, although their skills in stewardship and nation-running are only moderately good, and they don't have the same unquestioning authority as you do. If you want to visit the Earth beneath, it wouldn't be a significant issue to arrange a helicopter to take you down, or even - if you are willing to wait - construct a high-speed elevator.

May be purchased multiple times, to a limit of nine times. Every time improves your nation's size, technology, magic, or other capabilities by a reasonable degree. If you come into possession of this after character creation, a new nation shall appear out of the Stormweave, and you'll be instinctively drawn to it.

[ ] Time Warp - The Storm's outpouring of power causes a mild temporal anomaly, centered directly on you. Feeling out its flows, you sense that you may direct its nature within a certain limit: either containing or unleashing it, and you come to believe this event is more beneficial than not. Can only be selected at character creation.

Unleash - Starting at the moment you select this, lock yourself in a repeating time loop; any benefits of training or learning are carried over between loops, as is any knowledge gained. The loops can last for a maximum of one fortnight, although you can choose to reset early, and they'll amount to a duration of around three (subjective) months in total. As the anomaly has been seized on by more than one person, in order to preserve causality, all loopers other than yourself are 'dead' at the beginning of the loop, atoms effectively vaporized. As such, any actions they might take to affect the timeline once your looping period ends will come to you as a complete, or at least mostly complete, surprise. If you wish, you can end the loops early, starting yourself back in the 'real world.'

Contain - Store the anomaly within yourself, choosing an appropriate time to release it. Once you do: translocate up to half a year forward or backwards in time, to what you believe is a time of greater opportunity or stability; if you attempt to translocate before the Stormchange, you'll find the furthest you can go is a month prior to the event, and the flow of causality will aggressively defend itself, to ensure none of your actions significantly disturb the timeline until after the Stormchange. You won't undergo the Stormchange's effects twice. If you translocate backwards, you'll possess your own body from the time in question; if you translocate forwards, you'll disappear in an explosion of lightning and flame, and reappear in the same spot on the selected date.

[ ] Bizarre Accord - An unnatural companion - a member of the new universe - shall be promptly drawn to you, by the light of the Storm dancing in your heart. And you, in turn, shall be drawn to them, enforcing a mutual bond of loyalty and reciprocal interest. Whether the nature of your relationship is that of simple and casual friends, sober business partners, siblings-in-arms, or perhaps something more prurient, your companion shall never betray your bond, so long as you also commit to doing the same in good faith.

The companion's overall nature is unpredictable, but you may influence it. Regardless, they are assured to be highly compatible with you, in terms of personality, demeanor, and traits, but you cannot decide the specifics, aside from what manner of supernatural being they are. They may be a dragon in humanoid form, a concealed spirit, an angel, a devil, or another existence entirely - whether unlisted or completely foreign. They'll possess a contingent of magical powers appropriate to their overall nature - such as hellfire manipulation and contract-making for a devil, luxomancy and flight for an angel spirit, and so on. They'll be about as strong or even slightly more powerful than you to start with, and possess a limited though not disappointing room and potential for future progression; even if you train brutally and ruthlessly, grinding yourself down to the bone, you'll find they are still catching up to you at least to a degree where they'll hold a minor level of relevance in any combat encounters you participate in.

The companion would be glad to help you with any issues you face, within the reasonable extent of your bond, although they'll expect you to do the same for them. Fortunately, they won't get into trouble on their own any more than any average person in their position would, regardless of personality traits or demeanor.

May be purchased a maximum of three times, each one granting a new companion.

[ ] Implement - Receive an Artifact made of pure Storm, a great tool of power that aids you in applying the role of your Class, designed to suit your particular needs or desires.

The Artifact has an effective durability equivalent to a planetoid, requiring damage that'd shatter a such a celestial body to be completely and functionally destroyed. Even then, an Artifact may be reconstructed using Occult Magic from its shards, through entering and staying the presence of a friendly Cleric, or through several other means that can be discovered with sufficient research. If any of your Artifacts are stolen by a Thief or misplaced by accident, by calling their name, you can restrict around half of a given item's functions and powers, and learn of its current location.

Examples:

The Knight - Lightweight sword with a micron-sharp edge, amplifying the power of your strikes. A belt that summons a mystical steed with unbreakable loyalty to you, and heeding a call from any distance. Gauntlets that improve your somatomantic prowess in combat, and grant improved attack speed.
The Mage - Golden wand that accelerates the casting of spells geometrically and lets you enact one, ritual-sized working once a day instantly, at no price. Infinite vial of pink quartz dust that can substitute for almost any common ritual ingredient, and may be blown into a person's face to temporarily charm them.
The Cleric - Crystal bead necklace granting you the power to physically shape and control the Stormweave, discharging parts of it as magical energy attacks, or forming tool constructs. An incense burner with a belt clip, eternally smoldering a weed that bedazzles and weakens the abilities of enemies in a medium range.
The Thief - Dimensional pocket of holding that has the rough capacity of a large storage closet and may widen its opening as needed, or even fire its contents like a cannon. Sentient length of rope, capable of extending, tying itself, and constricting as needed with dexterity superior to that of a fast snake.
The Psychic - Silver crown studded with psychoreactive jewels, expanding on your telepathic abilities and letting you contact allies from any distance, even across dimensions. Deck of tarot cards that may be utilized to correctly foresee and influence the future of a person.
The Omnibus - Book that can shift its contents to any instructional material required, explained in fashion that's surprisingly easy to digest and learn from. Any item related to any mundane and common profession, possessing moderately supernatural properties, such as a hammer that can fix a broken rooftop with one, correctly-angled tap.
The Summoner - Bulbous bottle containing a countryside-sized pocket dimension, with amenities and luxuries appropriate to 21st century Earth, in which any of your summons can reside when you don't have particular need of them. A paper talisman that, worn as a necktie, grants resistance to hostile magical effects.
The Slayer - A dark leather sheath for the Slayer's Blade, granting 1/100th of a Storm Orb every time the Slayer's Blade is sheathed after having tasted the heartsblood of a now-dead Stormchosen. A vial of red ink that, inscribed upon the skin as a tattoo, grants partial deflection of damage against one's foes.

Can be taken several times, up to a maximum of seven times, granting a different Artifact each time, or greatly improving the effects of an already-existing Artifact.

[ ] Hybridization [1-2 Orbs] - For the cost of a single Orb, you may roll 1d8 and select the result to become your secondary Class; reroll if you rolled your primary Class.

The secondary Class grants you its associated Inherent Discipline, as well as half the Attributes (rounded down.) However, your advancement in the Discipline is limited, such that even if you work tirelessly to create a note of steady progress, you'll encounter frequent roadblocks, either in motivation or talent, and you'll often find that some key, integral quality meant to reliably allow you to use the Class' powers is absent, or perhaps weaker than standard. If you manage to achieve a state reasonably close to mastery of your primary Class (or a hundred slayings as the Slayer), your secondary Class is 'unsealed,' and these impediments instantly disappear, allowing you to take full advantage.

For the cost of two Orbs, you can instead become a True Hybrid, and select any Class of your choice to be your secondary class; you'll face none of the impediments mentioned above, capable of advancing in both Disciplines with equal speed and ferocity from the start.

[ ] Attainment of Mastery [2 Orbs] - An expertise seldom achievable or seen: no mere training course, but the achievement of completion within your particular Inherent Discipline, akin to a Journeyman's Advancement, but an order of magnitude greater.

For instance, the Knight may double his relevant Attributes for the duration of combat almost without any effort, or even achieve a tripling with moderate exertion; he can now launch five attacks in the space of one heartbeat, jump to anywhere within sight almost instantly, or defend from a building-crushing attack with a riposte. The Mage can develop several strong cantrips, which are twice as powerful, versatile, and reliable as those of a novice, and possesses an entire library of spells they can cast within moments, while their ritual costs are lowered, and possess amplified, long-lasting effects. The Thief can now rob others of health, lifespan, attention, motivation, and similar surface-level concepts of the body and mind, or steal a panoply artifact; even a Slayer's Blade from a Slayer, although they cannot use it. Et cetera.

All-in-all, this grants a significant - although not completely decisive - advantage over many other Stormchosen, comparable to several years of training, with a quarter of that period spent under an archmaster. It may even be possible to use some of the accumulated might to mitigate some of your drawbacks (or, in most cases, deal with them more elegantly.) However, your further training and advancement from here on out shall prove to be treacherously slow and increasingly diminishing, as you're closing in on the limits of what your Class is capable of achieving without resorting to methods of foul play, or usage of external systems.

[ ] Stormling [2 Orbs] - In some ways, you are more than form implies: you are a part of the Storm, and the storm is a part of you.

By focusing upon the ambient Stormweave, in something reminiscent of a meditative state, you can slip away from the bounds of mere physicality - and become an ethereal creature, existing almost as a metaphor. In this state, you are invulnerable, imperceivable, and phase through all matter, but likewise, you cannot affect the physical universe in any fashion: not even by using the most esoteric and mystical of your available magics, or specialized artifacts. Perception of the physical world is grossly limited: you cannot see, hear, smell, taste, or even feel the physical world, although you are receptive to certain surface-level psychic impressions of the physical location you are adjacent to.

For instance, you'd recognize that you are in the New York subway, in a moving train car; or in the middle of an office building in Chicago, and you'd be able to puzzle out a rough, unclear image of the 'scene' you'd appear into if you were to rematerialize. This can be utilized to travel in a mostly safe and swift manner, as in your ethereal form, you can drift on astral currents to move between distant locations extremely fast; going from a distant location to another, such as San Diego to Boston, might happen within even as little as half an hour, although rarely up to twice as long.

There is a more extreme use of this ability: the Stormweave's tapestry does not restrict itself to one universe. By sacrificing a portion of your mind in an impermanent, recoverable fashion (causing mostly damage to your sanity, unless your Willpower and Protection are immense, in which case you may be able to tank it,) you can force the astral drifts to carry you further and faster than ever; the process is long, taking subjective hours, if not days, and cannot be ended prematurely, lest you strand yourself out in the middle of the transuniversal void, where you have no hopes of survival. Once it completes, you'll have traveled into another world, one of your choice and liking.

Certain limits do apply, as you can only travel to worlds under the Stormweave, and so certain of your criteria may be left unfulfilled: for instance, if you attempt to travel to the "Marvel comics universe," you may find yourself instead being dropped in a completely unrelated setting, one you've never even heard of, that happens to have superheroes.

It's not recommended that individuals with baseline human mentality use this power more than once a year, as its use can accrue into complete madness with surprising swiftness; and once that threshold is passed, much like a dead man does not heal back to life, it cannot be returned from.

This cannot be used to reach a Reincarnation world, although someone who's selected Reincarnation may utilize it to move between worlds, including back to their original Earth.

If you are a Cleric, lower the cost of this option by one Storm Orb.

[ ] Athenaeum of Fire [2 Orbs] - Although Storm dominates your universe, its crackling filling the context to the brim, it has a curious and wicked sister power, belonging to a darker being: Her name is Fire, and she welcomes you, child of Storm, with arms open and a salubrious greeting.

By carving a ritual circle, its contents perfectly and eidetically stored in your mind, into a floor made of basalt and covered in ash, then invoking the name of Fire in a short incantation, you may open a portal of raging flames. Passage through stings, but deposits you safely in a corresponding location within the basement levels of the Athenaeum of Fire - a cavernous depth, studded with ancient ruins and structures, and claustrophobically low ceilings. A similar, but easier ritual can return you.

Here, evil and wicked monsters dwell in the joyful darkness: dragon and demon alike frolic and exult in this wanton depth; although to you, they are friendly, and even amicable, recognizing you as a fellow entity of darkness, regardless of your actual disposition.

More importantly, though, the Athenaeum's basement contains every single book, grimoire, papyrus scroll, and length of parchment ever burned across the wide multiverse: from forbidden occult tomes and religious doctrines, the contents of blazing Alexandria, to the secret correspondence between spies and kings - one can find almost anything. As a tenant of the basement, you eventually and slowly develop an instinct for seeking through the piles of tomes, such that you may find books relevant to your needs and desires in days of searching, rather than years; or in minutes, rather than hours. Every visit you make expands this instinct. The dark entities who co-inhabit this space with you and any other Stormchosen who visit can teach you more.

The students of the Athenaeum existing above the basement may occasionally come downstairs in search of a particular tome. If you aid them in the search, acting as either guide or bodyguard in the basement, they might be willing to offer you potent services, interesting goods, or even live animal sacrifices in return. Some of the other dark entities may join your caravan in either capacity, while others may assail you with the intent of devouring the students and their souls: regardless of which side anyone was on, once the students have claimed their books and retreated, or were consumed, the combat stops and no one bears any hard feelings towards anyone else. It's simply the way things are.

If you are a Slayer, lower the cost of this option by one Storm Orb - and one day, a long time from now, once the list of admittees has lowered, you may have a chance yourself to become a student of this prestigious institution. Mother Fire loves her sons.

[ ] Heretic's Throne [3 Orbs, must select at least one Drawback] - A long time ago, a king who'd sought to conquer many worlds succumbed to greed, sacrificing his own beloved family, and burning down his own kingdom to appease the Council of Devil Lords, all of it for the sake of selfish gain.

It's said that the Devils were so impressed by the extent and treachery of his sin that, in exchange, they gifted him and his remaining descendants one of their greatest boons: the Heretic's Throne, a chair existing more in metaphor, than in actual reality - anyone who sits upon it, be they of royal authority, and of impious origin, are granted any wish they desire. Sitting upon the Heretic's Throne, the king's innermost wish was granted, and he received a treasure that was the very concept of treasure; a valuable so sweet and intemperate it defies description. Since then, the Heretic's Throne has continued to exist, a watery concept springing from the ether, to welcome the unexpecting to sit upon it.

As Stormchosen, you are considered that king's descendant for all intents and purposes, even though your royalty may be thinned through layers of spiritual separation; all that remains is an act of impiety, and you have many to choose from. Although your ancestor's greed was his downfall, perhaps you can find some true value in the Heretic's Throne?

Make a wish - any wish - and only once, and it'll be granted. Include as many safeties or clauses as you please. However, do beware: although by no completely means twisting every desire to a purposefully terrible outcome, the Heretic's Throne does always grant its wishes through a path of least resistance; and this effect increases exponentially the more powerful your wish. Furthermore, most of the Heretic Throne's essence has been spent across the ages; only flickers remain, sufficient to power decent changes for you and many other Stormchosen, but not grand and stupefying ones. It should, however, be able to replicate a modified version of every 2-Orb Blessing, or improve them in some manner.

[ ] Reincarnation [3 Orbs] - Do you wish not to exist in eternal fear of other Stormchosen, of Slayers and Thieves who lurk in the night, and the entities that sleep across the Stormweave's protective blanketing? There may be a way.

Perish on Earth, leaving behind nothing but a steaming ash pile. Be reborn as a seven-year-old child in a medieval world of fantastical endeavor and magic, or a world exploring the final frontier of space with advanced technology (your choice,) with any of your other picks. As soon as you start growing to adolescence, however, your safe period ends, and you'll find that you are drawn naturally to an interesting life of adventure and unthinkable peril; in order to dispel this mode of living, you must overcome a fated quest or a great foe, a task of moderate difficulty if you rush its completion, or a mere dalliance (if not exactly one lasting a mere season!) if you take your time.

After completing it, you'll find that your life continues to be interesting, although only in a positive fashion, with events that you find objectively non-offensive. Lifelong companions, priceless treasures, useful talents, and exciting vacations await on the other side of your journey! Most importantly, a peaceful retirement.

None of the other Stormchosen, not even high-level Mages, will ever be capable of finding you, let alone entering your universe. You exist in a separate context, safely sequestered from this universe. Compared to everyone else, you're essentially playing a different style of game - a far easier and more relaxing one.

Cannot be taken by a Slayer, however. There's already a life that you've got to cut out for yourself.

[ ] Combination [3 Orbs] - Select a second Class. Instead of receiving its benefits, combine it with your current Class, into a conceptual gestalt, the final form of which you can slightly influence within the combinatory purview. The resultant unique Master Class possesses its own Attributes (worth around double that of a normal Class, distributed in a reasonable and fair manner,) and its own, distinctive Inherent Discipline. Here are several examples, which you can copy if you desire:

Knight + Cleric = Paladin.
Attributes: ++All Stats, +++++Strength, +++++Endurance, ++++Agility, +++Willpower, +++Wits, +++Charisma.
Inherent Discipline: Stormdrawing, the supreme act of reinforcing oneself and one's supernatural properties with the ambient Storm. Can do anything Somatomancy does, although with moderately increased potency and ceiling, and vastly expanded versatility; can bless individuals with a variety of buffs, such as giving temporary supernatural skills, resistances, or offensive boosts; can also repel summoned monsters and spirits by creating a physical tide of Storm.

Thief + Slayer = Assassin.
Attributes: ++All Stats, +++++Agility, +++Strength, +++Endurance, +++Willpower, +++Luck.
Inherent Discipline: Assassination Arts, a somatic form of magic. Reminiscent of Inner Magic, although focused entirely and solely on delivering expiry to a target, bending corruptive evil and shadow magics to one's will, and traversing the criminal underworld; may stick to ceilings, create shadow clones, form illusory landscapes, corrupt the minds of victims, and more. Also possesses the Assassin's Blade, a Slayer's Blade stolen from a deceased Full-Blooded Slayer assassinated by the character, its functions improved along most axes of functionality. Retains a functional Black List.

Mage + Summoner = Contractor.
Attributes: ++All Stats, +++++Manipulation, +++++Composure, ++++Charisma, ++++Willpower, ++Intelligence, ++Wits, ++Protection.
Inherent Discipline: Pact-Making, a faculty permitting the summoning of various entities, ranging from the spirits of minor objects, to cosmic overlords, in order to forge deals with them; the Contractor gives something of themselves, such as an item, a sacrifice, or a service; the spirit, in turns, either allows itself to be bound as a servant, or offers a superpower or magic of some manner; in the cases of powerful spirits, even access to particular, diverse magic systems.

[ ] Divine Ascension [4 Orbs] - Become a demigod, a potential contestant to enter the Storm-Father's own pantheon. Select one of the following Domains as your starting one: Fire, Water, Air, Earth, Lightning, Moon, Sun, War, Fertility, and Commerce. Receive ++All Stats, ++Wits, ++Protection, and ++Luck.

Use of one's divine abilities can be tiring, or even exhausting, causing physical, mental, and spiritual penalties for severe overuse; even causing permanent damage in some extreme cases. The range of your influence is great, at least within areas concerned by your domain, especially defensively: a handwave of a Lightning God's will can undo a brewing storm, or discharge a bolt three times as powerful as standard; the effortful concentration of a War God can rebalance the odds of victory from even odds to a minor advantage for one side, or bless a single warrior such that David may slay a Goliath; the furthermost, draining exertion of a Moon God may cause an eclipse, curse a mortal with lycanthropy and permanent servitude, or even slip away a chunk of the moon that shoots towards the Earth at high speeds like deadly, orbital artillery.

Naturally, you're highly resistant to being harmed or negatively affected by your domain, however, not completely immune; certain attacks even within your own purview can hurt you, especially in cases of more abstract domains, such as War or Commerce. Active defense, exerting or concentrating to influence your domain, is more likely to protect effectively. Even an advanced War God isn't completely immune to being struck with an arrow, though he may easily turn aside a volley with a wave of the sword.

Every demigod may undergo apotheosis, allowing them to rank up into a full-blown deity. In order to achieve this, you must display cunning and courage, make a great show of each of the seven virtues, and overcome a great evil. After that, the Storm-Father shall appear before you, and if you consent to it, you'll ascend to a higher state of being. Any deity so transcended shall become a part of the pantheon, living out supremely comfortable and safe lives in a realm metaphysically catering to every desire, although lacking the ability to influence the mortal world; in order to do so, you must seek the Storm-Father's permission to form an avatar that holds a fraction of your total might.

Gods are far more powerful and unconditionally immortal - even resurrecting if slain. After apotheosis, your domain's power expands, and you may select an additional two, lesser domains, including ones not even listed above. You'll also be able to explore other worlds, including worlds where the Storm has passed.

Cannot be taken by a Slayer.

[ ] The Name [4 Orbs] - Every creature is born with a name, something granted to them by their parents in order to set them apart. But, as those who are wise can tell, names are a mere falsehood; an illusion wrapped over a being. People have names because we don't know who we are. However, you do: for you have a Name, something that isn't a falsehood, but an essence.

Develop a personalized superpower, appropriate to your own objective nature, overall personality, and subjective beliefs; its nature is vast and powerful, and it can grant you many corollaries, such as considerable improvement to your Attributes, additional senses, or even access to unique magics. If you wish, you may draw parts of it inwards, to improve the capabilities granted to you by the Storm, such as any other Storm Blessings you've picked, or the Inherent Discipline of your Class. The overall capabilities you should expect are appropriate to the Orb cost; about roughly on par or slightly more forceful and versatile than pre-apotheosis divinity.

However, by choosing to declare yourself so loudly, you've drawn the ire of the Nameless. Although you don't have to take the associated Drawback, expect him to be hostile and single you out for destruction if you ever encounter him.

Cannot be taken by a Slayer.

Drawbacks & Quests
If you wish, you may pick some Drawbacks in order to give yourself an advantage -- beware of picking too many, or taking something you cannot handle. Every Drawback grants one Storm Orb, unless noted otherwise. A limit of three (3) point-giving Drawbacks applies, regardless of their strength and granted boons.​

[ ] Genetic Deviation - No Storm Orb is granted. Instead, make a free roll on Genetic Lottery, but you must also accept all of the results in the 1-30 range. Nothing can prevent this. If you happen to roll any of them, the presented feature is amplified twofold in an appropriate manner, but you can reroll to receive something else. If you wish, you may select this Drawback up to three times, counting as a single Drawback each time, but every time you do, the features undergo amplification as described.

This cannot be mitigated.

[ ] Fake Divinity - No Storm Orb is granted. Instead, receive a modified version of Divine Ascension, absorbing some of the Storm's Divinity into yourself in an unstable process, with no reception of extra Attributes, and no possibility of achieving a state of apotheosis in the future, as your divinity is not approved.

You cannot pick one of the official domains to wield as yours. Instead, you are constrained to picking any of the following discarded domains, only capable of exerting influence upon them at a third of the usual potency (requiring intense concentration to achieve effects half as strong as baseline for Divine Ascension, more or less.)

Here are the domains you may select: Chartreuse (color), Cigarette Smoke, Natural Erosion, Chickens, Slime, Tree Roots, Restless Sleep, Slight Hunger, Video Games, Intestinal Parasites, Common Misconceptions, Walrus, Donuts, Hardboiled Detectives, War (post-1900), Writer's Block, Anime Openings, Ice Cubes, Coffee, Girders, Drifting (motorsport), Capes, Gangsters, Adversarial Family Relationships, Scotland, Fishing Nets, Long White Hair, Sore Throats, The Elderly, Counter-Revolutions, Lilies, Tonsure, Printing, Roosters, Unfinished Art, Mitochondria, and Boring Adventures.

The existence of a false demigod is an unnerving one: although made up of heavenly essence, you do not receive the divine protection of most gods. As a result, the darkest creatures of the new universe shall be drawn to you at extreme rates and in stupefying quantities, sensing you from afar and desiring to consume you. This complication can threaten you significantly, although should be possible to deal with, as long as you learn to utilize your domain properly to defend yourself. If you picked Reincarnation, then instead of that, you'll find the divinities of your new world detesting your corruption of its principles, and flinging several curveball events at you, complicating your existence, although rarely to the level of a fatality, unless you are found severely lacking. The monsters in the Athenaeum's basement are unaffected and treat you with the same joviality they do all other Stormchosen.

This cannot be mitigated.

[ ] Salient Target - An implantation of dross, sheer and unrefined Storm - a Salient Essence giving you additional power - but leaking out of you, like water from a cracked jug.

Anyone who slays you receives half a Storm Orb, and if they weren't already, becomes a Stormchosen with your own Class. If several mundane humans collaborate in order to kill you, the elected head collaborator, or the person that contributed the most, receives the Stormchosen status. If several Stormchosen collaborate in order to kill you, the half of a Storm Orb is divided fairly among them based on their overall contribution to the kill. If you are marked by a Slayer, they receive half the prize for the slaying (quarter of an Orb,) even without any contribution; if multiple Slayers have marked you, they split that half evenly amongst themselves.

The acquired half of a Storm Orb can then be spent to mitigate a drawback of equivalent cost to a commensurate degree or, if full by killing other Targets, spent on any option. Alternatively, it can be immolated in order to gain Attributes equal to around a third of your Class' baseline, including any Prowess you might have if you are an Omnibus.

This effect is made totally and comprehensively obvious to anyone who looks you directly in the eyes for longer than a second or is present within your general vicinity for longer than a full ten minutes. Any telepathically-oriented Psychics know of this effect instantly, the moment they meet you, instead. Additionally, the Black List of any Slayers displays you as a, 'Salient Target,' by underlining your Name and Class, letting the Slayers of the world know that you're a particularly worthwhile quarry.

[ ] Dangerous Dealings - One of the Devil Lords of the New World, chosen at random from the Council, has received an order to deal with you, a problematic peon of the gods that you are. Although the Lord in question is largely uninterested and has no personal stakes in the assignment, they do have considerable resources to put towards the task and command immense arcane might.

On average, you can expect weekly attacks from demonic forces, fluctuating in frequency at random to be as much as twice as often or twice as uncommon; scaled to your own capabilities, and continuing to scale, albeit imperfectly and not endlessly. If, for whatever reason, you manage to utterly outscale the Devil Lord's armed forces, they'll shrug and come after you personally, likely accompanied by any servants they deem competent and powerful enough to bother taking along. They'll prepare reasonably for this venture, calling in favors from other Devil Lords if additional resources are needed to capture you.

If you manage to overcome even them - or, in a more likely scenario, escape destruction for sufficiently long - the Devil Lords will either deem you an extreme threat, or too much of a bother to deal with, and leave you mostly alone, poking you only on occasion to test whether your attention and will have flagged, unless they sincerely believe doing so may provoke vast retribution, or unless you mitigate this Drawback. Do not underestimate the Council's power - their relative disinterest in you is, perhaps, the only mercy saving you from immediate annihilation.

If you've selected the Abomination or Absolute Madness, then your enemies are highly likely to form an alliance with each other to deal with you more efficiently: the Devil Lords only want you gone with minimal effort, and the Abomination's master wants to exhaustively study your corpse, so they're in a prime state to enter a win-win scenario. In such an event, you may expect exponentially stronger opposition: the Abomination, its suit and implants now enhanced with arrays of infernal runes and infusions of demonic essence, in possession of magical hellflames, and in command of a squadron of devilish servants.

[ ] Hollow Side [Can't be picked alongside Reincarnation] - Instead of continuing an uneventful life on the surface, you are moved into the Reverse Side of the Hollow Earth, the interior of the planet, with the planet's core rendered into an internal sun. There are cave systems that can lead you to the surface, but they are controlled by local kingdoms, who control traffic and impose heavy restrictions on travel upside - most of these kingdoms are authoritarian, totalitarian, or tyrannic, and ruled by powerful absolute monarchs or corrupt councils, and they are likely to find a Stormchosen interesting, in much the same way a lion finds prey interesting.

Because of the Earth's thaumostabilizing effect, and the artificial leylines established by the local traditions of Occultists, any effect that could normally teleport you back to the surface cannot operate correctly, and instead winds up placing you in locations of great danger, or putting you in situations where the authorities become aware of you. Certain highly powerful effects may pierce the suppression field, but it'd still be considerably safer to attempt to drill your way up, even if it takes much longer. One of the largest potential exits is the location corresponding to the eastern pool of the Mariana Trench, which contains a natural yet hazardous opening. Stormling isn't effective at breaching the field.

Naturally, the Hollow Earth possesses its gravity, biosphere, geography, oceans, and features. Many of its societies are dark, shadowy reflections of those above them; the living creatures and animals are often mystical and more powerful than Earth's; even a single rabbit here can be a moderate threat for an unprepared, human hunter. Consequently, most of the local people are practitioners of Inner and Occult Magic, and stranger arts yet; even ones not known commonly to the Stormchosen. An ordinary local farmer, famished and living under the yoke of an oppressive government, could prove to be a surprising danger to a lesser and uncautious Stormchosen. Some of the local subterranean nations may start to plot a conquest of the surface, if they learn of its vulnerability early on: becoming a quisling could be your ticket to safety.

Take heed, ye who enter here: do not tarry, and be careful, as the Hollow Side has demons of its own...

If you selected Monarch, instead of commanding a flying island nation, you'll come into personal possession of a minor principality on this side of the Earth. Although your army and people are significantly more powerful than standard, with several minor Stormchosen already awoken, and almost every citizen practicing some form of magic, they do not obey you willingly; you are, much like your neighbors, a petty tyrant. If you should ever lighten the strength of your grip on the populace's throat, you'll find your thralls overthrowing you instead, or one of your servants sensing weakness and choosing to slay you and take your place. However, sufficiently heroic deeds, or conquest of your neighbors, may instill your immediate underlings and servants with genuine feelings of loyalty; after a century of battles, perhaps you can change how you govern.

This cannot be mitigated; not any more than a star can be made non-luminescent and still be called a star. The penalty is appearing within this place. Once that happens, the penalty is resolved; getting out is diegetically an unrelated issue.

[ ] The Abomination - Once, there was a mad scientist: clad in a dark uniform and plasteel gasmask, this unfeeling man was called into a duty of service and protection. Nonetheless, he strayed and indulged his psychopathic curiosities in endless experimentation upon innocent subjects. So extensive was the madman's horror that even his own superiors were bedazzled and shocked by his complete depravity, motivated as much by the unethical inquisition of his mind, as by sickening and perverse sadism.

The Abomination that morbidly pursues you is one of his earlier seminal works - unrefined, inefficient, a weapon in constant suffering; ending its life would be an act of mercy; and yet, it remains a credible threat nonetheless.

Clad in a hardsuit with exotic sensors, it can pursue you from a city's distance, and track you globally with effort and time. Its hardsuit, as well as its genetic and cybernetic modifications, render it immune to small arms fire, and extremely resilient against 100mm-caliber shells. Its strength is enough to crumble concrete and dent steel with its footsteps, and its speed is enough to effortlessly run after a speeding race car. Its nanomachines steadily repair accrued damage - including damage to the external shell of its armor. It can devour organic matter to convert it into usable nanomass for conducting these repairs. The Abomination's extremities have undergone conversion - its legs serve as pneumatic flechette launchers akin to shotguns (powerful enough to skewer tanks), and its forearms possess electrified, superheated chain-swords, capable of easily severing titanium beams. Although almost feral in demeanor, the Abomination has tactical acumen and combat prowess comparable to an elite infantry soldier, and it's capable of acting with surprising cunning.

If you manage to slay the Abomination, or successfully imprison it with no hope of escape, its nanomachines will devour it to prevent you from claiming the technology it contains for reverse-engineering. After three months (doubled by its death), or a single month if you don't manage to slay it and it successfully collects a satisfactory amount of viable combat data on you, an improved version of the Abomination will be sent after you, possessing roughly thrice its original strength, intellect, and overall capabilities, as well as an entire host of adaptations meant specifically to counter your observed capabilities and take advantage of any personality flaws or relationships you possess (such as targeting allies or allying with observed enemies.) If you manage to destroy this improved Abomination, the mad scientist will abandon pursuit of you, in favor of more interesting targets.

[ ] Bound to Serve - Design a personalized ritual, one that's no more complex in length and demanding in resources than an intermediate-level Occult Magic ritual. Magical books, scraps of paper, and cosmic entities across the entire multiverse shall begin to make casual mention of the ritual - this doesn't, fortunately, include your own universe, but it does include other universes with Stormchosen in them. If the ritual is enacted by someone initiated into Occult Magic, or used as inspiration by a Summoner with sufficiently high Sealing, you'll feel a distinctly unpleasant sensation, warning you of the impending summoning. You'll then have around five minutes to set your affairs in order before you are displaced into a Storm-made spiritual avatar in front of your summoner.

Depending on your summoner's particular needs and personality, they can either parley with you for knowledge or services - or bind you into indentured servitude, which you're unlikely to have any hopes of resisting. If bound, you cannot willingly commit suicide and must obey the orders of your summoner. If your avatar perishes, your consciousness will return back to your home universe, only to find that you'd been ostensibly "asleep" for a couple hours. Nothing will have killed you in this time, but you may be captured if you were in an unsafe place. A causal effect keeps summonings from happening (subjectively) more often than once a month in your home universe. There is one reprieve: the Storm rebels against the summoner's authority. Even if they are a supremely talented magus, they cannot bind and control you for longer than a subjective year, or if you are a Cleric, a month and a day. Once that date is reached, you'll be returned automatically.

However, there is no effective or sure way of preventing them from occurring whatsoever: you'll have to spend the rest of eternity, or as long as you survive for, acting as the occasional toy or servant of others; the majority of your existence will be as a contracted servant, often to masters you might not like or approve of, and whom you'll be forced to treat with respect anyway. Neither can you learn or gain anything useful from your summoners; their magics are beyond you, and you'll universally encounter poor teachers. No significant training can be accomplished within the span for which you are bound, any and all gains slipping away from your mind and soul, like water down a slide. Existence shall be a dreadful slog, spent mostly as a tool in battles you didn't sign up for.

[ ] Hollow Curse [+2 Orbs] - The Storm within you swells and expands, its roots clutching onto the coils of your cerebellum, drinking away your happiness to satiate itself. Forevermore, you lose the ability to taste food and drink, and you can no longer sleep without having nightmares that render dreaming profoundly unpleasant. You also become largely apathetic to most forms of standard media entertainment, such as music, video games, books, card games, movies, manga, and so on - incapable of finding any enjoyment in it. Even in pursuits that aren't any of the above, your subjective enjoyment of those activities is reduced to a degree that makes them seem like mere shadows of their former selves; alluring for the nostalgia of what they used to be or might've been, and far more painful for the same reasons.

Because of the simplicity of this curse, its mitigation is more difficult: instead of 2 Orbs, you must commit 4 Orbs of effective value in order to mitigate its effects completely, and the effects only start to abate once a minimum of 2 Orbs have been put towards mitigation.

[ ] Storm Unchained [+2 Orbs] - Accept the Storm, youngling, and live out your fullest. The nature of this condition is simple: the Storm within you is unchained, its safeties removed, every piece of sealing that would've ensured your safety is taken off, only leaving behind the foundational durability of your soul to hold the Storm at bay. It rages within, an irrepressible coercive force that seems to push out of you with every moment; detectable to anyone psychically or magically sensitive, warning them of great danger. This unsealed radiance grants you two Storm Orbs of effective power.

In exchange - or rather, as a direct consequence of having so much power in you, singing and swirling all at once - at a time once exactly fifteen years have passed, you'll explode with the rough force of a bomb with a yield of fifty kilotons of TNT. It's likely to coincide with similar detonations from any other people who selected this drawback.

[ ] Absolute Madness [+2 Orbs, requires The Abomination] - The sociopathic madman and scientist, calling himself UC-WcD.00001, or 01 for short, is now personally interested in you. Rather unlike the lesser variant of this drawback, in which he merely dispatches a single lesser Abomination to test you, and another to claim you, then calls it an unprofitable venture, there is nothing now to stray him from his path: he'll claim you, dead or alive, in the name of science, and he'll do anything needed to accomplish this feat.

He commands the might of an entire interstellar society with its heart on an alternate Earth, many centuries more advanced technologically than your own Earth. He'll cross-dimensionally dispatch as many assets as needed to claim you: not one Abomination, but a team of them, accompanied by aerial drones and coordinated by an advanced AI; if you overcome them, even more powerful assets shall be assigned to capture or slay you and bring back the corpse. The only viable way to survive is to keep consistently escaping and defeating the madman's servants and to be a much less interesting and compelling target than any other person who's selected this drawback.

In a distant future, perhaps several decades from now, an incident or event in another ontology might draw his attention away from you, and bump you lower on the priority list, such that you'll only have to weather a modest invasion of monsters every couple of years, whose goal is to merely undermine you and ruin any resources you possess, rather than strike with any hope to kill or capture.

If you prove to be an exceptionally fascinating and desirable target - one of sublimely transcendent power, means, and character - or if there are none better than you, the mad scientist shall instead decide to attack you directly, and with the aid of his special operations squad. He'll equip himself with the most powerful devices in his possession, the result of experiments with xenotechnological discoveries and thaumaturgic artifacts, as well as anything he's managed to glean from defeating and kidnapping the Stormchosen of your locality, and he'll assail you with nothing less than his uttermost. His psionic capabilities alone can allow him to contend with a dozen master Psychics almost effortlessly and defeat them at the same time. Even if you somehow manage to slay him, he'll simply resurrect from a clone tank in his borderworld citadel, capable of pondering new ways of containing or pacifying you.

He'll be accompanied by a contingent-division of the most competent and hand-picked of his ECHO ground troopers, SWORD policing elite shock troopers, XRAY field medics, ANVIL field engineers, GHOST reconnaissance units, RANGER sniper teams, and finally, REAPER and KING elite shock soldiers. He'll also be accompanied by his competent and loyal right-hand man, CmD.00002, himself a combat monster, augmented genetically, biologically, magically, and cybernetically to a level where even a cooperating army of lesser Stormchosen wouldn't stand a chance. There'll be Stormchosen who collaborate with the madman, too, attempting to capture you in order to earn his clemency.

None of his assets can be reverse-engineered, as the madman protects his secrets; at best, nanomachines shall consume the technology and self-destroy, and at worst, the remnants of a defeated machine can be portaled back to his own universe before you can tamper with them.

However, 01 is not completely beyond reasoning - there are certain channels of negotiation he'll be amenable to. If you are willing to completely and unconditionally surrender your being to all experimentation and alteration, then at the end of the painful process, he'll decouple what remains of your mental substrate from your brain, and place you within a high-fidelity simulation of considerable hedonism and luxury to live out the rest of your days. If you are instead willing to collaborate, he's willing to completely abandon his pursuit of you: however, in return, you must aid him in capturing ten other Stormchosen and make genuine recommendations as to any test subjects he might find interesting. The Stormchosen are likely to hate you for this: you and anyone else who accepts his deal shall inevitably become public enemies.

This cannot be mitigated fully on its own; any mitigation lowers the mad scientist's interest in you, but as he's already fully aware of you and held a passing interest in you in the past, nothing prevents him from 're-acquiring' that interest later on. The only way out is to either collaborate or mitigate the drawback as much as possible and survive until the scientist is distracted by something else.

[ ] The Stain [+3 Orbs, cannot be selected by The Slayer] - Now, you're really in deep. A dark, murderous force has noticed your existence and noticed that you stole a portion of its power - the power that now surges within you, granting the benefits worth three Storm Orbs. In a fit of cosmic wrath, it's decided to call a hit on you.

Your Name and Class feature atop the Black List of every Slayer - underlined thrice and bolded for effect, glitching out and drawing attention. The reward for slaying you is something special and unique: not only does a Slayer who successfully manages to do so claim a full Storm Orb's worth of power they can exchange for any Storm Blessing or mitigation of Drawbacks, they're also permanently released from their yearly quota, no longer forced to kill to survive and maintain their powerbase, or simply capable of benefitting even more from their slayings; and lastly, they receive benefits from their Black List equivalent to having slain any other normal ten Stormchosen. Such a boon makes you one of this world's most eligible slaying targets.

If you successfully attempt mitigation of any degree, your Name and Class are immediately rendered ordinary on the Black List, and the being that put your name on it manifests physically on Earth, intent on killing you and reclaiming the stolen power on its own. Its capabilities and precise power level shall not be described here to any degree of detail, but know that even if you optimize carefully, even accounting for the Storm Orbs you've gained, you have virtually no reasonable odds of winning against it.

[ ] The Nameless [+4 Orbs] - The non-entity not spoken of, whether in parchment or in oral tradition. Its deeply and intrinsically anti-realistic nature renders it an enemy of the Fire and Storm, and everything that exists. Its wrath has grown and inflamed as the Storm underwent its expansion, and it has finally reached a fever peak.

The Nameless has decided to target you for removal. No matter what quest, mission, or adventure you take on, it will always end in tragedy. You will be forced to make impossible decisions, ones that no person should ever have to make. Victories will become hollow, and considering the price that was paid for them, will appear to be preludes to greater suffering. Fate itself will work against you, prolonging your existence to afflict you with even worse conditions, and once all is said and done, you'll curse your own name, and regret ever becoming Stormchosen, and you might wish none of this had ever happened. If you genuinely do so, the Nameless shall manifest within you, and offer a way out. The only real way out, as you'll come to learn.

There is one other 'way out,' at least in theory: mitigating this Drawback. However, given the Storm Orb number, this'll be a prolonged crusade of failures and suffering; as fate itself conspires against you, you're unlikely to ever reach your goal, save for exceptional, dumb luck, that won't stop you from feeling the hollowness in your heart. If you ever start making significant headway in the Drawback, at the optimal moment, the effect of fate that prolongs your life to make it progressively worse, shall instead turn into a lethal and killing curse. The Nameless insists there's only one way off this ride, and it's not your survival.
 
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I've made a short build for my own CYOA.

Mike the Assassin
Class: Roll (1. Knight, 3. Cleric, 8. Slayer)
Salient Target (+1), Dangerous Dealings (+1), The Abomination (+1)
Athenaeum of Fire, Journeyman's Advancement, Combination (Assassin)

Alas, rolled Slayer, and I choose not to waste my Storm Orbs: instead, I'll make the most of an opportunity. Salient Target is dangerous on its own, and as a semi-Slayer, some of my fellows may gun for me in order to become Full-Blooded, but I believe that with Journeyman's Advancement, my possession of an Assassin's Blade and overall much better Attributes, especially overwhelming speed (as well as a spare resurrection) should be enough on its own to survive against any hopeful contenders. Even with impressive durability, no Slayer, even one with impressive armor, can withstand the Assassin's Blade!

The only issue remains in the form of other Stormchosen on a similar level to me, but much as is my own intention, I do believe they'd start with a more cautious deal-with-your-issues-one-by-one strategy and not wander into unknown territories, such as attempting to kill someone with a Master Class. Naturally, I'll have to avoid people like the plague, so as to not have my Salient Dealing draw potential assassination attempts; mortals basically can't fight me without dying, as I am much too fast, but most Stormchosen (even weak ones) theoretically have a shot!

Dangerous Dealings, on its own, is simple enough to deal with: hide and change living spots frequently, to confuse the devils hunting me, and then counter-assassinate them as they start nearing my location. It's unlikely the infernal overlords will even be sure what's actually killing their servants; once they develop an inkling that I, their own quarry, might be of some relation, they are likely to pay more attention, but until then I'm completely safe.

In the meantime, the Abomination cometh - I exceed its speed by a significant margin, and the Assassin's Blade (or even a normal Slayer Blade) should be capable of overcoming its armor and implants at close range in only a few, well-placed cuts; the Assassination Arts help me here a lot, as it's much easier to simply kill the beast with a critical strike to the heart. It'll grant some time of reprieve before the next one comes knocking; of course, one should never underestimate an Abomination's intelligence, but so long as I don't tip my hand too early, I should be able to prevail.

Once this initial onslaught of crushing issues - most likely including at least one or two hostile time loopers who've since learned of my particularly tasteful viability as a walking target - is addressed, it's time to kill some people. Anyone moderately attentive is probably going to notice that I've selected Drawbacks that can each be, in some fashion, mitigated unproblematically, without drawing the ire of any cosmic beings; I'll start with Salient Target, as it's the most likely to be annoying and permanent otherwise; this'll naturally require me to slay some Salient Targets, the location of which I can acquire from previous assassinations, or perhaps even a Stained Stormchosen. I'll mitigate Salient Target at least halfway, although preferably to the full extent, such that I can at least be around people without them starting to grab forks and knives with greedy intent. After that, the Abomination comes next, as the approach of the second variant is the most pressing issue; without some efforts to delay its appearance, it's unlikely even my current form will be able to deal with it; hopefully, I can achieve full mitigation before it arrives. As a worst-case scenario, I'll throw attrition tactics at it and hope for the best. Regardless that drawback should be resolved.

And the Council, blessedly, isn't very curious about me to start with; the Devil Lord is unlikely to give pursuit, chase me, or track me with any particular interest. I'll grab a plane to another part of the world, assassinate people as needed, then rinse and repeat until I'm unchained.

After that, I'll take any money I've accumulated and go to Tahiti, cautious in case any Slayers make an appearance, but otherwise unconcerned - and, of course, I'll take my time exploring the Athenaeum's basement in search of secrets and powers, or perhaps for the companionship of the dark beings that dwell there.

EDIT: Also, added minor balancing changes to the CYOA while I was at it. The Drawbacks are slightly less harsh now.
 
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Martyr Monarch
roll 1d8 thrice, and select your Class out of those rolled, re-rolling any copies, then receive +1 Storm Orb.
Start with one, free Storm Orb.

3. The Cleric - +1 Storm Orb.

Monarch - [-9 Orbs]

Time Warp - [-1 Orb]
Contain -

Hollow Curse [+2 Orbs] -
Storm Unchained [+2 Orbs] -
The Stain [+3 Orbs, cannot be selected by The Slayer] -

Credit: 10
Debit: 10
Net: 0

A very simple build, built for one purpose only: to create a nation that may provide succor and safety to those that remain.

The strategy is simple. Monarch creates a nation capable of providing some degree of protection to the people in it, then scale it up as much as possible. Find suitable leadership, ideally demigods of war or commerce. Then get put into a coma and ideally resurrected after you explode.

As Monarch only accepts 9 points the final point is spent on Time Warp, where I travel to before the Storm and try to find at least one future chosen of reasonable character, who would be willing serve as the demigod of this nation or otherwise assist or participate in it's operation. I except that making knowledge of this nation public will be resisted by causality, but finding one on this forum should be possible.

Edit: build posted, Chose Cleric
qwolfs threw 4 8-faced dice. Reason: Class Role Total: 19
6 6 4 4 6 6 3 3
 
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Class Roll post, do a build later.

Going to do Genetic Lottery as well. Because why not right?
ilbgar123 threw 4 8-faced dice. Reason: Class Total: 24
5 5 5 5 6 6 8 8
ilbgar123 threw 7 100-faced dice. Reason: Lottery Total: 299
1 1 58 58 21 21 88 88 70 70 2 2 59 59
ilbgar123 threw 6 100-faced dice. Reason: RGB Total: 205
2 2 41 41 13 13 98 98 7 7 44 44
ilbgar123 threw 3 55-faced dice. Reason: RGB Total: 33
24 24 7 7 2 2
 
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Class: Cleric (Chosen)
Blessings: Stormling, Combination (ESP focused Psychic)
Drawbacks: Bound to serve, Hollow earth

The combination of the Clerics uncontrolled connection with the storm and the Psychic's ability to control stuff with their mind grants this new class (I'll call it the Theokinetic) the ability to precisely and directly control the storm with their mind. This allows me to focus enhancements on specific people or parts of supernatural effects, keep the storm aura at max power exactly when I want it to be, dispel effects created with the storm as effective anti magic, and even more to be discovered. This is in addition to the regular psychic powers I get, and the combined attributes of the Cleric and Psychic.

Use my psychic powers to find the way to the Marianas trench, then turn ethereal and go through and out immediately. As for bound to serve, while I can't deliberately suicide while I'm summoned, there's nothing saying I can't create, say, a contingent spell that immediately and painlessly kills me just after I'm summoned. That's a bit risky, so I'll make sure to keep it off and only activate it when I know I'm going to be summoned. Even if this doesn't work, it's only a month at maximum, I'll live.


Also, another potential way to deal with bound to serve: Have some mage or summoner you trust summon you instead and then immediately relive you, then no one else can summon you for the rest of the month. Rinse and repeat.
 
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Storm CYOA Build.
Rolled Slayer on the Class, so I have to take it. ++All Stats (and +5%), ++Endurance, ++Strength, ++Agility, +Willpower, and the Black List. +1 Orb.
[ ] Genetic Lottery - 1 Orb. Full 6 rolls.
Okay, Weakness to Wood, double-strength laser eyes(ie: take half a second to cut through a car), RGB value(rolling momentarily: 67, 118, 53) of my irises is whatever the three 255 rolls I'm about to do come out to, Wolverine regeneration, ++Strength, Agility, and Endurance, +1 Luck, +1 Intelligence, +1 Wits, +1 Wisdom, Reroll Weakness for second laser eyes.
[ ] Implement - X7 to create Slayer's Solution. A sheathe that allows 1/1000 Storm Orb fragments to be harvested from any being of sufficient metaphysical weight. Civilians count due to their souls. Magical creatures will, by and large, count. Stormchosen and Slayer's work as normal.
[ ] Salient Target +1 Orb
[ ] The Abomination +1 Orb
[ ] The Nameless [+4 Orbs]


Total Stats as of Game Start. ++++Strength, ++++Agility, ++++Endurance, +++Intelligence, +++Wits, +++Wisdom, ++Charisma, ++Manipulation, ++Composure, +++Willpower, +++Luck, ++Protection. All at 105%.

Salient is presumably the reason the doctor is targeting me in the first place, and as a Slayer, I'm unlikely to be able to live in peace anyway. Solution makes it so that I can work as a regular monster hunter, though it also makes me a hilariously appealing target to, uh, basically anyone. The thing is an Orb factory for anyone who can find a large enough pile of people they don't care about killing. If nothing else, if you spend 100 Orbs on Genetic Lottery, you are basically guaranteed to get the 100 eventually, which negates any result below 15 forever.

I'm also pretty weak for a Stormchosen, nevermind a Slayer, relying a great deal on being as difficult to permanently kill as Wolverine, but the key here is to take advantage of Nameless torturing me, because it explicitly keeps me alive unless I kill myself or try and negate it. I can just keep killing shit, and eventually amass so much power that it's relative inability to manipulate the fates of people who aren't me starts to wear on it's ability to actually torture me. Given the current state of Earth, there's basically nowhere that's completely safe, meaning I can just go around murdering monsters pro-bono a lot of the time. Aesthetically, a wandering monster hunter who basically just asks for enough provisions to keep going and sometimes a roof over his head before moving on when someone inevitably tries taking a whack at him for half an Orb, only to whacked instead, appeals to me in the way old Western movies do.

A Slayer coming after me is probably the most likely vector of death, as I'll be killing at least ten monsters a day on average, enough for significant Orb hunks. If they have Time, I'm kind of screwed, but if they don't, then I might be able to get Full-Blooded out of them, seeing as I doubt they'll have double-strength laser eyes and Wolverine healing, so good tactics might make it possible to beat a much stronger Slayer.

520 words, discounting this line.
 
Kairos
Classes: (Slayer, Psionic [ESP], Omnibus, Thief) (1 Orb)
Blessings: Combination (-3 Orbs), Attainment of Mastery (-2 Orbs), Implement (-3)
Drawbacks: Stain (+3 Orbs), Storm Unchained (+2 Orbs), Hollow Curse (+2 Orbs)

Psionic [ESP] + Mage = Fateweaver
Attributes: +++Intelligence (and +30%), +++++Wits , +++++++Wisdom (and +70%), +++++Willpower, +Charisma, ++Composure, ++Manipulation
Inherent Discipline: Fateweaving - The power to perceive and decide outcomes. The effects of Fateweaving are immensely versatile and potent, but slow to attain. Growth is exponential. A novice might simply receive a minor enhancement to intuition and capacity to navigate the world, while a Journeyman is scarcely more skilled than a novice Mage or Psion, but a true Master can change the course of history for whole worlds, effectively unopposed, weaving it as one would a tapestry, with virtually any state of reality as desired within their theoretical reach. But heed must be taken to not overreach their power into incoherence, lest they be Doomed for their hubris. Further attainment is possible, but difficult.

Implement: The Eyes of Fate - Two artificial construct eyes, solid orbs of piercing dark blue that replace your own immediately. Their powers scale with the user's mastery of the discipline, beginning miniscule and finding difficulty in growth but exponentially in later stages of power. Benchmarks below:

Novice: Increase the furthermost potential of your Fateweaving modestly
Journeyman: Minorly enhance all aspects of your Fateweaving. Enhance the effects of the Novice skill tier.
Master: Have a direct grasp of Fate's intentions and currents, become a favoured servant of its power, sharply pierce protections against Fate, further enhance all aspects of Fateweaving, initiate a Greater Weave instantly once per day without preperation. Enhance the effects of the Journeyman skill tier.
Archmaster: Once per cycle of seasons, become an incarnate avatar of Fate itself, nigh-inevitable against any force lesser than a true, complete divinity. Enhance the effects of the Master skill tier.

the plan is simple: find the group that's mostly likely to win who is also tolerable to my values and then offer my services immediately.

but realistically, it's best to just take reincarnator
Lealope threw 2 10-faced dice. Reason: Nemesis Total: 16
9 9 7 7
Lealope threw 1 3-faced dice. Reason: 1. Ordinal 2. Vital 3.Conjoin Total: 1
1 1
Lealope threw 1 3-faced dice. Reason: 1. Rank 2. Rune 3. Sorcery Total: 2
2 2
 
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I rolled privately while Birdsie was still drafting this, and I got 1, 2, and 6, so I'm going to make three builds, one for each. I'm not going to be thinking about the PVP aspect because it completely destroys all the fun for me and the pursuit of fun is the only reason why I'm making any builds at all. Instead of I'm going to be using the additional restraint that the builds can't have any of the same picks as each other.

[K] 1. The Knight
[K] Divine Ascension [4 Orbs]
(War)
[K] The Name [4 Orbs]
[K
] The Abomination
[K] Absolute Madness [+2 Orbs]
[K] The Stain [+3 Orbs]


[M] 2. The Mage
[M] Bizarre Accord
[M] Reincarnation [3 Orbs]
[M] Bound to Serve
[M] Salient Target


[O] 6. The Omnibus
-
[O] Time Warp (Unleash)
[O] Attainment of Mastery [2 Orbs]
[O] Combination [3 Orbs]
(Cleric)
[O] Dangerous Dealings
[O] Hollow Side
[O] Storm Unchained [+2 Orbs]
 
Turpitude

Class: Roll (8, Slayer) +1
Blessings: Hybridization (Omnibus) -1, Athenaeum of Fire -1, Attainment of Mastery -2, Combination (Mage) -3
Drawbacks: The Abomination +1, Hollow Curse +2, Storm Unchained +2

If four is the number of death, eight must be associated with carnage. As always, the forum roller hungers for blood. An eight right off the bat, with not even the false hope of other options to start with! I elect not to reroll; Slayers will exist regardless of whether I'm one myself, and I don't want to waste an orb for a disadvantaged beginning. Discarding all thought of righteousness, this building does a swan dive into the turgid waters of moral turpitude.

Combined with Slayer, the Mage becomes the Necromancer; adept of the unhallowed arts, a profane scholar for whom every death is a resource. The Attainment of Mastery catapults me to the apex of this custom Class, which clears the conditions to unlock the Hybridized Omnibus' full potential and enable further growth. The Necromancer's first order of business is trying to restore the deprecated Slayer resurrection mechanic for added insurance. So fortified, I'll wade into the inevitable orgy of violence and try to score Stained and Salient kills.

The Athenaeum of Fire is resource and refuge in one, a shelter from the Abomination and (more relevantly) any degenerate Monarchists. Between battles, I'll retreat to the lair to study black magic and prepare. Between the Attainment, all the murder, and trading favors with Fire's students, if I survive this initial period I should be able to make progress on my Drawbacks. Storm Unchained gives me a decade and a half to live, but it is the prerogative of a Necromancer to pass through death's doors and return. If my body explodes, who's to say I can't persist as a wraith or build another from stolen bones?

If Unchained can't be cheated in this way, it's obviously the highest mitigation priority. If not, I can focus on buying back my emotional range from the Hollow Curse - the better to be horrified at all the atrocities I've perpetrated in the name of survival. But despite years of violently clawing for power, despite the monsters I associate with, I can't be too unhappy. After all, liches are really, really cool.
 
the Tides of Change mechanic is rough given how it has a 37.5% chance of forcing you to be a slayer if my math is correct meaning that your build in this cyoa has to be capable of surviving mutiple Slayer builds due to just how common it is going to be
 
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A couple discrepancies I noticed:
The Slayer has successfully and unproblematically paid off the first year's quota, accessed the Slayer's Blade, and gained one spare resurrection to utilize, but has achieved little else of note.
Slayers can't resurrect in the current version.
If you are a Slayer and successfully undergo apotheosis, you'll no longer have to fear the effects of diminishment, but your chances of apotheosis are lower if you slay unacceptable targets.

Cannot be taken by a Slayer.
Self-explanatory.

I know Tides of Change is a bad idea. 37.5% chance of being forcibly appointed a Slayer. Even rerolling, you face the same odds again for a cumulative 14% chance of being screwed over. Yet here I go, rolling again! Is this... how gacha feels?

Edit: Another fucking eight.
Orm Embar threw 3 8-faced dice. Reason: Storm-Father, witness me! Total: 11
2 2 1 1 8 8
 
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