It seems that's not true for the first several if not more updates though. God this is gonna be a chore.

This was a highly contested vote, but after reviewing everything the King's Scepter faction had an substantial lead in fanworks.

As you have taken Nightmare Praetor,
Here are some of first few actual updates choices, directly mentioned as I said. The intial build vote also contains most of the choices and is pretty easy to follow regardless. It is generally reliable in this quest.

Simple - Download
100 Ordinal Credits.
5 Cerulean Obols.
0 Radiant Electrum.

[2] - Hegemon: [+2 Cerulean Obols]

[ ] A Comparable Realm - Cradle





Sight / Seal
[ ] I: Delayed Gratification [2 Ordinal Coins] -

Profess / Preference
[ ] I: Profoundly Tasteful [6 Ordinal Coins] -
[ ] II: Preference Ranking [14 Ordinal Coins] -
[ ] III: The Professor [43 Ordinal Coins] -

Ally / Alternate
[ ] I: Attribution Requested [5 Ordinal Coins] -
[ ] II: Ally [20 Ordinal Coins] -

Cerulean Obols
[ ] Worldly Might [5 Cerulean Obols] -



Debit: 100 / 05 / 0
Credit: 100 / 05 / 0
Net: 000 / 0 / 0

Strategy:
Become a cultivator, you have no major threats looking for you. Choose an ally who synergizes well with you, then remove their restrictions with training. Bump up your own talent with Professor as needed. While certainly not easy, fulfilling your task should be possible with some time.
Who needs magic, anyway? - Download
100 Ordinal Credits.
5 Cerulean Obols.
0 Radiant Electrum.

[1] - Do As Thou Wilt:

[ ] A Modest Realm - Earth

[ ] Gamble -
First Gamble: Receive [+1 Radiant Electrum] in addition to the listed reward.
[ ] 3: Incursion - [+2 Cerulean Obols]



Ally / Alternate
[ ] I: Attribution Requested [5 Ordinal Coins] -
[ ] II: Ally [20 Ordinal Coins] -
[ ] III: Armada [70 Ordinal Coins] -


Cerulean Obols


Radiant Electrum
[ ] Perchance to Dream [1 Radiant Electrum] -

Debit: 50/ 03 / 1
Credit: 95 / 00 / 1
Net: 000 / 0 / 0

Strategy:
Just rely on your exalt+ tier ever-loyal companion.
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Isn't this you know multiple votes in?
All the choices of the initial build vote are also made explicit here. There may be a few votes later on that don't get explicit mention, I can't remember it happening but it's been a while, but certainly all the initial votes and the majority of all later votes are made explicit in their relevant updates.
The winning vote is Vendetta. Given the nature of Vendetta, please choose a Vendetta subvote alongside your votes below.

This was a highly contested vote, but after reviewing everything the King's Scepter faction had an substantial lead in fanworks. Please decide the nature of your final build. You will meet any companions shortly (would have been present for the first battles with Sword, but Scepter crushes them easily).

[X] Luna Conquerer and [X] Cut Off the Head have won. With the abomination's help and Gisena's Nullity, the hero managed to slay the dragon and reap a bounty of strength.
 
holy shit I read through all the art wtf that should not be that much reading for the fanwork images section. Nice going though. So much of microwaves stuff is just not working though I'd say like 90% of it is just gone.

Edit: is wallmight an actual thing here? I'm looking at the meme articles from a couple years back damn the guy whose made them apparently doesn't use the site anymore thats sad. But, given we are in an artificial universe dungeon planet the size of jupiter on the outside. I wont discount such memery from being real here and so I ask if thats real?
 
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Daylian is an All Might reference, but he shows up in a single vote for an option that was not picked. The Walls of Myth were also relevant defenses at the time, but not directly related I believe.
 
I've started a non-exhaustive list of tactics proposed during the discussion from 2315 - 2339 about Inheritance / Blood Halo / Imperishable Night which might be relevant to the current update. It is difficult to filter out what counts as "tactics" because (a) I cringe at all the arguments I was making that were extremely wrong, (b) the discussion up to page 2340 is still focusing on comparing build options, rather than tactics, explicitly. If you posted something that I missed, it was because the prompt is "come up with a creative idea" and i am fundamentally not a creative person so you understood the assignment and i did not

The features of The Tactic as hinted at by R are:
    • There is a vague clue as to this tactic within a threadmarked post of mine within the last 100 pages of the thread
    • I think it's extremely unlikely you guys would find this tactic and properly support it, but if you did it would dramatically improve Hunger's epilogue outcomes as well
    • I wonder if there's a fair way for me to introduce this that falls within an acceptable level of difficulty...
    • I don't want you guys to waste time on it since it's probably too vague
  1. It's not in a short post
  2. The Tactic doesn't have anything to do with Lord of Murder's wish directly
    • In the last 100 pages of discussion, The Tactic has 'kind of' been mentioned at least once
    • R doesn't think it has been substantially supported to the level where Hunger would consider it, though
    • Maybe he will set an Arete goal for Hunger to think of it independently
  3. If Hunger performed The Tactic then he would achieve unilateral victory against a "stagnant Nameless" (at the end of EFB)
  4. R has leaked enough info about The Tactic for now: "given the thread's Arete gen it doesn't really deserve more info about the Tactic currently"


So here is the list of "tactics" for pages 2315 - 2339:

  • Tank a fatal blow from the Maiden in order to land a hit of our own (e.g. she kills "The Forebear" and then "Cursebearer Hunger" kills her in return)
  • Use an endurance-focused strategy to wear her out
  • Have Gisena set up some kind of relevant defense using the Human Sphere
  • Consult surviving Foremost Shards for information on the Maiden
  • Consult surviving/resurrected Republic Pilots for information on Catherine
  • "Play the man, not the ball" and undermine the bond between Cat/Maiden
  • Swarm the Maiden with Echoes
  • Aim at all of Hunger's own faults with the power of Ruin to buff himself
  • Embrace the mantle of "Hunger" and accept that the Forebear identity is in the past [This one is more poetic than my summary sounds, so i'm linking the post]
  • Move the Human Sphere around to evade the Maiden
  • Use the domain of Space to summon Doctor Apocalypse as an ally
  • Duck into Nilfel to take advantage of the Apocryphal mitigation from 'Season's Greetings'

I might come back to edit in more pages but I have reached my limit of cringing at my past-self for the night:
Are you worried that the Maiden is just going to turbo-kill the entire Human Sphere in order to kill Hunger?
Y I K E S
 
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Tank a fatal blow from the Maiden in order to land a hit of our own (e.g. she kills "The Forebear" and then "Cursebearer Hunger" kills her in return
There are a few variations of this that might work. Hunger could take a hit, then Silver of Evenings it away.
Alternatively, he could use a shattering blow and then Silver if Evenings that, instead

Hunger could also acquire a wound penalty reversing advancement or spell, ideally around the time Gisena takes the field, suddenly placing the Maiden up against two Hunger-Tier foes

Depending on how the Rings invincibility stacks up against the maidens attacks it may be used as a shield, at least somewhat ameliorating damage.



Scry or Die - Download
100 Ordinal Credits.
5 Cerulean Obols.
0 Radiant Electrum.

[3] - Shards of Infinity: [+4 Cerulean Obols]

[ ] A Comparable Realm - Cyberpunk 2077

[ ] Gamble -
First Gamble: Receive [+1 Radiant Electrum] in addition to the listed reward.
Second Gamble: All Drawbacks are 20% less severe. You don't receive the listed reward.
Third Gamble: Receive double the listed reward.
[ ] 1: Midsummer's Rhapsody - [+0 Cerulean Obols]
[ ] 2: Caress of Winter - [+1 Cerulean Obol]
[ ] 3: Incursion - [+4 Cerulean Obols]

[ ] A Saga. [+1 Radiant Electrum].

Profess / Preference
[ ] I: Profoundly Tasteful [6 Ordinal Coins] -
[ ] II: Preference Ranking [14 Ordinal Coins] -
[ ] III: The Professor [43 Ordinal Coins] -

Ally / Alternate
[ ] I: Attribution Requested [5 Ordinal Coins] -
[ ] II: Ally [20 Ordinal Coins] - Erii Amarlt
[ ] II: Armada [70 Ordinal Coins] - Vanreir Amarlt

Dream / Double
[ ] I: Twice [3 Ordinal Coins] -
[ ] II: Multithreading [28 Ordinal Coins] -

Cerulean Obols
[ ] Top Twenty [8 Cerulean Obols] -

Radiant Electrum
[ ] Solitary Pillar [1 Radiant Electrum] -
[ ] Perchance to Dream [1 Radiant Electrum] -

Debit: 100/ 14 / 2
Credit: 189 / 08 / 2
Net: 001 / 0 / 0

Strategy:
Use Solitary Pillar to acquire Scry or Die magic, take out opposing Shard bearers early. You have a single armada companion to take on hard targets in your stead. Scale with Perchance and Top Twenty + Professor in the long run.
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There are a few variations of this that might work. Hunger could take a hit, then Silver of Evenings it away.
Alternatively, he could use a shattering blow and then Silver if Evenings that, instead

Hunger could also acquire a wound penalty reversing advancement or spell, ideally around the time Gisena takes the field, suddenly placing the Maiden up against two Hunger-Tier foes

Depending on how the Rings invincibility stacks up against the maidens attacks it may be used as a shield, at least somewhat ameliorating damage.

The ring was shattered in the process of attaining Blood Halo

Edit: Here's the specific quote
The Ring Crimson has been Hunger's foremost tool of restoration and augmentation for long months past; but the nature of its wielder is Progression, and the nature of Progression is change. Not every advancement comes unalloyed: that the universe might bend towards the just, does not dictate every arc of that journey curve towards the good. On the altar of victory the Maiden sacrificed rest; in rising to answer her, it is only just that Hunger make a sacrifice of equal proportion.

Dissolved the band of shining silver; gone the ruby jewel; the crimson brilliance all that remains, halo of war limning the form of its wielder. No more is the Ring an instrument of replenishment, or fulcrum of essential transformation: now simply a naked blade, implement of battle unceasing.
 
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I'm only on page 140 and you haven't even done the fishing yet and I know its a transcendent meme. My god the amount of art about fishes is insane.
 
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Some of you might remember that we have fuck off Cursebearer protection that is well beyond either Hunger or Maiden. Some might also remember our first great triumph over Vanreir, where we defeated his quite literally unstoppable ability by abusing the fact that our Ring of Power was indestructible.

As above, so bellow as they say. Counter Maiden's own trump card by Sundering Blow of our own. However this Sundering Blow won't focus on defeating Maiden per se, but rather recontextualizing her final attack as something that would trigger our Cursebearer protection, defeating her ultimate attack via our invincible defense and perhaps getting our daddy involved as well? It matters not, as long as we can nullify Maiden's trump card we can let Gisena solve everything else as usual. Even our death is not beyond pale as Companion ritual is there to let us raise one more time. So long we protect Human Sphere we're good.

You have to wonder how far you can abuse Cursebearer protection before Accursed stop letting you do that, for future quests as well. Something to consider.
 
so how much you guys found out about hungers past both as the hero and in earth? Like he lost mentors, friends, wife, child, etc etc learn anything about them?

reading character sheet and such I've learned the hidden ones are a potent enough force that a mature (old) powerful cursebearer at the very least would find trouble with them. So are the hidden ones just not something that can even be talked about in quest really? Is it even possible to get an epilogue revenge?

oh also does anyone have microwaves art anywhere cause at least 90% of it doesn't work anymore?
 
Blood Halo represents the present, the action of conquest, Hunger's identity as Supreme Commander of humanity, his mentorship of Aobaru, the ultimate purpose of the Foremost, triumph in the Ring- (and all further) wars, and the power of companions united. +5 Accursed Favor, +All Companions, additionally ++Aobaru, ++Adorie, --Letrizia, +++++++++Verschlengorge as its ultimate purpose is fulfilled.
So I was rereading some posts and I came upon this again. It left me wondering at the ultimate purpose of the Foremost.

Verschlengorge, a Foremost Armament, finds its ultimate purpose in merging with Hunger and thereby mitigating his Curse, the very Curse it embodies.

Is the purpose of Foremost Armaments to assist or provide Curse mitigation? Is the purpose of the Foremost the same or something else?

The Forebear was, by the Maidens description, the Imprisoner fully realized -- or perhaps an outgrowth of that Foremost. Are there similar outgrowths for other Foremost or was the Imprisoner an outlier?

Given her description of the Imprisoner and the Forebear, Hunger may be able to lessen her convictions if he makes clear that they are not one and the same -- as expressed by Hunger not choosing Inheritance.

Step by Step - Download
100 Ordinal Credits.
5 Cerulean Obols.
0 Radiant Electrum.



[1] - Do As Though Wilt: [+0 Cerulean Obols]



[ ] A Perilous Realm - Voyaging Realm



[ ] Gamble -
First Gamble: Receive [+1 Radiant Electrum] in addition to the listed reward.
[ ] 1: Midsummer's Rhapsody - [+2 Cerulean Obols]
[ ] 2: Caress of Winter - [+1 Cerulean Obol]





Melodious / Mask
[ ] I: Gourmet [2 Ordinal Coins] -

Sight / Seal
[ ] I: Delayed Gratification [2 Ordinal Coins] -

Profess / Preference
[ ] I: Profoundly Tasteful [6 Ordinal Coins] -
[ ] II: Preference Ranking [14 Ordinal Coins] -
[ ] III: The Professor [43 Ordinal Coins] -


Dream / Double
[ ] I: Twice [3 Ordinal Coins] -
[ ] II: Multithreading [28 Ordinal Coins] -

Extract / Exceed

[ ] I: Quintessence [2 Ordinal Coins] -



Cerulean Obols

[ ] Unearthly Might [11 Cerulean Obols] -



Radiant Electrum

[ ] Shattering [1 Radiant Electrum] - Unearthly Might


Debit: 100/ 11 / 1

Credit: 100 / 11 / 1

Net: 000 / 0 / 0



Strategy:

Acquire an Art which is broad and deep in scope, enough to significant even in this realm. Further, you have great potential to advance with it. Use Shattering to chose a particular Art, and make your talent for it count as quantified, such that Professor may enhance it.

Given the scale of the war to come you might still die, even with a second chance, but your odds aren't terrible. The more time you have to compound Professor with Might the better off you'll be.
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Some ideas regarding tactics, in roughly increasing order of how harebrained they are:
  1. Repeal the Interdict of Cognition using Hunger's domain of Law, then have Gisena create aligned intelligences. Within Hunger's sphere of influence time can be bent to facilitate growth; presumably Blood Halo's buffs will also be beneficial.
  2. Send Aobaru into the Realm of Daylight to subvert it with his mastery of the concept and/or benefit from the same infinite training time that made the Maiden such a threat. It's possible whatever she's built with the Archsmith's Hammer is stored there too.
  3. Abandon his love for Catherine. The Maiden's beauty transcends context, but that she resembles Hunger's dead wife can't help. Can be done through a supreme act of will or partial Shattering Blow fueled by his memories of her.
  4. Attack the Maiden's vessel, either through the bloodline that was once a Dynasty or exploiting dissonance between her and Ceathlynn.
  5. Manually reset Pillars of Creation's cooldown by manipulating time and/or the universe (credit to Addio for this).
  6. Increase Hunger's power over the Realm of Evening through more Imprisonment. Toss traitors who started simping for the Maiden into gilded cages, crack down on Adorie's yard time if she still exists as a discrete person post-Vendetta, etc.
  7. Something insomnia and Evening-related? The Maiden can't sleep, Hunger is both immune to fatigue-imposing effects due to Might's Repose and grows stronger with rest. Currently losing too quickly to see anything viable; would've been neat for Imperishable Night.
  8. Bring back Dien and see if that fucker can come up with anything useful. If fully resurrecting the Arcanist anyway for the merger, maybe we can get other Foremost who'd be opposed to the Maiden?
  9. Ransack the Realm in search of mitigation outside its confines or deeper secrets, like whatever granted us the Refinement of Battle. Perhaps some sort of... sharklike entity could assist?
  10. Simply become the Forebear? How this could work beyond Hunger declaring himself such is unclear, but it's the prospect the Maiden herself is worried about:
The Forebear of Dynasties might be impervious to such temptation, but Lord Hunger was not the Forebear reborn. Not wholly.

Not yet.
I'm not too optimistic about strategies involving diplomacy with the Maiden. A ten percent chance that she'd be willing negotiate was the silver lining of Unbidden Grace, which we didn't pick. Perhaps the Apocryphal Curse is inflaming her hostility, but it's statistics like that which lend credence to Ilbgar's opinion of the woman.
 
Abandon his love for Catherine. The Maiden's beauty transcends context, but that she resembles Hunger's dead wife can't help. Can be done through a supreme act of will or partial Shattering Blow fueled by his memories of her.
Oh I hate this. And it has a pretty good chance of working, too, given the 'meaningful sacrifice' buff. All the other tactics are great though.
 
Honestly, I'm not sure there's much to sacrifice there. When he had the chance to start getting back his wife and child he didn't take it. He rarely thinks of them, even at the begining of the quest it happened like three times as an aside. What there was to give he sacrificed to end the tyrant and he hasn't done much to get it back.
 
Oh I hate this. And it has a pretty good chance of working, too, given the 'meaningful sacrifice' buff. All the other tactics are great though.
It's almost certainly not the tactic that's been teased, as I don't see how a romantic resolution or Shattering Blow could improve Hunger's outcomes going forward and allow him to defeat a stagnant Nameless. But it is a tactic that could be relevant versus the Maiden, against whom it's been made clear we need all the help we're going to get - and plausibly some we aren't.

Resurrecting Catherine herself might work similarly but didn't make the list. Gisena's been raising people, but findross-based methods may not stretch beyond this universe and there are the consequences of stealing a soul from the Hidden Ones to consider. She's compatible with Lucenthorne, but Hunger's probably outscaled the 'nigh-limitless power of Hope, Love, and Determination' at this point. Which leaves harnessing the connection to her alternate self somehow, a tenuous prospect at best. At worst she'd be a distraction or die immediately.
 
Some ideas regarding tactics, in roughly increasing order of how harebrained they are:
  1. Repeal the Interdict of Cognition using Hunger's domain of Law, then have Gisena create aligned intelligences. Within Hunger's sphere of influence time can be bent to facilitate growth; presumably Blood Halo's buffs will also be beneficial.
  2. Send Aobaru into the Realm of Daylight to subvert it with his mastery of the concept and/or benefit from the same infinite training time that made the Maiden such a threat. It's possible whatever she's built with the Archsmith's Hammer is stored there too.
  3. Abandon his love for Catherine. The Maiden's beauty transcends context, but that she resembles Hunger's dead wife can't help. Can be done through a supreme act of will or partial Shattering Blow fueled by his memories of her.
  4. Attack the Maiden's vessel, either through the bloodline that was once a Dynasty or exploiting dissonance between her and Ceathlynn.
  5. Manually reset Pillars of Creation's cooldown by manipulating time and/or the universe (credit to Addio for this).
  6. Increase Hunger's power over the Realm of Evening through more Imprisonment. Toss traitors who started simping for the Maiden into gilded cages, crack down on Adorie's yard time if she still exists as a discrete person post-Vendetta, etc.
  7. Something insomnia and Evening-related? The Maiden can't sleep, Hunger is both immune to fatigue-imposing effects due to Might's Repose and grows stronger with rest. Currently losing too quickly to see anything viable; would've been neat for Imperishable Night.
  8. Bring back Dien and see if that fucker can come up with anything useful. If fully resurrecting the Arcanist anyway for the merger, maybe we can get other Foremost who'd be opposed to the Maiden?
  9. Ransack the Realm in search of mitigation outside its confines or deeper secrets, like whatever granted us the Refinement of Battle. Perhaps some sort of... sharklike entity could assist?
  10. Simply become the Forebear? How this could work beyond Hunger declaring himself such is unclear, but it's the prospect the Maiden herself is worried about:

I'm not too optimistic about strategies involving diplomacy with the Maiden. A ten percent chance that she'd be willing negotiate was the silver lining of Unbidden Grace, which we didn't pick. Perhaps the Apocryphal Curse is inflaming her hostility, but it's statistics like that which lend credence to Ilbgar's opinion of the woman.
I read this as ilbgars opinion of women first and was pretty blank faced for a second.
 
Ransack the Realm in search of mitigation outside its confines or deeper secrets, like whatever granted us the Refinement of Battle. Perhaps some sort of... sharklike entity could assist?
We could try ransacking the rest of the Human Realm for the rest of the Rings. We sacrificed Azure to get Archmage, so it goes to follow that if we found appropriate Rings, you know the Rings in the Ringwar, we could sacrifice them for more power.
Increase Hunger's power over the Realm of Evening through more Imprisonment. Toss traitors who started simping for the Maiden into gilded cages, crack down on Adorie's yard time if she still exists as a discrete person post-Vendetta, etc.
Gisena as The Genius might be able to provide different or more power effects than Adorie? Changing thematics from Princess in her Tower to the Genius making crazy shit, ala evil Leonardo Da Vinci (She's the Renaissance Woman after all) might yield results.
Bring back Dien and see if that fucker can come up with anything useful. If fully resurrecting the Arcanist anyway for the merger, maybe we can get other Foremost who'd be opposed to the Maiden?
This one sounds like a good idea in general, really.
 
I'm back at ya with yet another inane CYOA! Have fun!

Fanwork#2300 words


Tournament Arc​

Congratulations and condolences! You've been selected to participate in a three round single-elimination fighting tournament for the entertainment of the Benefactors! Each match will involve two berths (which might be one fighter or a team of two), who will begin at opposite ends of an arena designed by the Master of Ceremonies to suit their abilities and facilitate interesting tactical decisions. Do not expect an easy fight, even against your best match-up!

Matches are to the death or forfeit, though regardless you will be returned to pristine condition at the end of the tournament, and retain all the boons you received prior to your defeat. After your first and second victories you will be fully healed and you may choose one of your boons to enhance (only one member of a team may benefit from each enhancement, and each boon can only be enhanced once). A timeless time will be provided prior to each match to allow you to experiment and become familiar with (but not completely master) your abilities, after which build decisions will be finalized. If you win the tournament, the Benefactors will grant you one True Wish.

Your fellow competitors will be drawn from a vast pool of similar character to yourself and the others who read this manifest, human in origin and of broadly familiar acculturation, though not necessarily identical. Other readers' builds may be a reasonable estimate of your potential competitors, as each will also be selecting boons from the same list as you. Before each match, each fighter will be informed of the builds of their opponents. You will not be fighting monsters or aliens, aside from what is achievable with the powers on offer. A common language will be provided to all fighters to enable mid-combat banter. You will be equipped with clothing of your choice, on par with what you wear under ordinary circumstances, with additions and adjustment as appropriate for your boons and the arena's conditions. Damage to your clothing will be repaired along with your healing after each match.

Choose three of the boons below to receive, or find a partner and each of you choose one.

[ ] The Burning Sky - You gain the ability to tap into the elemental rage of the Burning Sky, channeling it through your body and into the world around you to conjure blasts of flame and bolts of lightning, at the cost of feeling that rage as your own. Additionally, the rage flowing through your body causes you to become self-sustaining, no longer needing to eat, drink, or even breath, as well as rendering you totally immune to mundane diseases and greatly resistant to the dangers of extreme temperatures and pressures, electrical shocks, radiation, and toxic substances.
  • At the skill level you can achieve during the tournament, you can generate dangerous flame and lightning attacks at-will, gaining momentum each time you attack, momentum which fades quickly when not channeling rage, and which causes your rage's power to expand and elevate the more of it you build, eventually growing it into a firestorm of primordial fury capable of wiping away whole universes, if you possess the dedication to build momentum for several lifetimes. Once your momentum reaches a certain level, achievable in roughly a minute of continuous attacking, you will be capable of channeling your elemental energy to fly, which does not add to your momentum but does allow you to prevent it from fading as long as you are able to maintain your concentration. The speed and maneuverability of your flight also increases with your momentum
  • When enhanced, the elemental rage you channel gains more substance and integrates further with your body. As long you're maintaining enough momentum to fly, you no longer suffer from debilitating injuries, as the rage flowing through you supplements any broken or destroyed parts of your body, potentially even allowing you to fight beyond the death of your fleshy body as a pure elemental spirit (though this will not prevent your loss in a match if you do not have a living teammate).
  • After the tournament you will have the opportunity to truly master the Burning Sky, allowing you to retain full control of yourself no matter how powerful the rage you channel, and potentially even allowing you to tap into other elemental forces, after a great deal of further research and experimentation with how momentum interacts with other emotions.

[ ] Crystallization - You gain the ability to crystallize the background magical potential which permeates this ontology, conjuring it into solid form.
  • At the skill level you can achieve during the tournament, you can use this to form a suit of crystal armor and crystal blade, practically equivalent to competently-forged steel, which you can wear and wield comfortably and confidently (a considerable advantage, since contestants without this ability will be largely unarmed and unarmored), to quickly create hazards or obstacles in the arena, like icing the floor with slick crystal, creating caltrops, jamming a door, or reinforcing damaged or flimsy cover, and to create larger scale constructs given minutes or hours. If you have a teammate, you can make some armor and a weapon for them as well, which they can become familiar with prior to the first match.
  • When enhanced, your crystals are rendered nigh-indestructible, allowing you to gain the same protection from your armor with a tiny fraction of the weight and for your blades to hold a vastly sharper edge. Your crystals will only be vulnerable to a protracted onslaught from a user of the Burning Sky.
  • After the tournament you will have the opportunity to truly master Crystallization, allowing you to extend your essence through the crystals you conjure, expanding your mind, increasing the maximum scale, maximum speed, and maximum precision of your conjurations, and allowing you to imbue your crystals with your other magics (if you have any).

[ ] Life Force - You gain the ability to stoke the flames of life with a touch or word, both in others and in yourself, allowing you to heal injuries and illnesses and to strengthen the body.
  • At the skill level you can achieve during the tournament, you can obviate the need to sleep or rest in yourself, heal minor injuries and illnesses in seconds, heal life-threatening injuries and purge deadly poisons in minutes, and replace lost limbs and organs in hours. You can additionally empower life force of those in your immediate vicinity, multiplying the vitality of your target, at the expense of lessening your ability to heal, or possibly sealing it temporarily if you push the life force of the targets too hard, for too many targets at once, returning only after you've stopped straining the power and taken a moment to rest.
  • When enhanced, your capacity to both heal and augment is greatly expanded, healing greater injuries and illnesses faster and being able to safely push augmentations much further than before, even allowing you to generate physical transformations beyond the baseline to achieve outright superhuman abilities in your subjects. Additionally, at a much greater risk of temporarily sealing your healing ability, you may attempt to suppress the life force of your target instead of empowering it, steadily weakening them, possibly even unto death if they cannot escape your presence.
  • After the tournament you will have the opportunity to truly master the Life Force, allowing the augmentations and transformations you cause to instill small but persistent, or even permanent, changes in their subjects. These changes will be subtle at first, but with time to settle and integrate, they will become a part of the subject's baseline and can thus be augmented further, building up layer upon layer until the absolute peak of the subject's physiology is reached.

[ ] Materialism - You gain the ability to perceive and evoke the latent magic of inanimate objects. For natural objects like unworked stone and earth, this manifests as a sort of elemental force, while for artificial objects imbued with the intent of creation it manifests as an excellence and exaltation of that created purpose. Additionally, you will be permitted to bring up to three individual items which you own and could carry easily in one hand.
  • At the skill level you can achieve during the tournament, you will be able to reliably evoke the magic of your chosen objects and your clothes, as well as any other equipment you can get your hands on prior to the match (such as Crystallization armor and weapons, or items taken from the arena of a previous match), the nature of which will depend on the exact items you take but which will always have some reasonable applicability to combat. You will also be able to use your ability to perceive magic to map the structure of the arena, including additions to it via Crystallization or subtractions to it via the Burning Sky, though this doesn't inform you of your opponent's location therein.
  • When enhanced, the magical power you evoke is increased, as is the speed with which you can attune the magic of new items is greatly increased, allowing you to attune to items you find in the arena mid-match. With this increased power and speed, and a minute of work after the commencement of the match, you can prepare to evoke the magic of the arena itself, manifesting a powerful attack capable of drastically altering the arena's structure. Once you've evoked the arena's magic in this way, you can't evoke the arena again for the duration of the match.
  • After the tournament you will have the opportunity to truly master Materialism, giving you a deeper understanding of the items you've attuned to, allowing you to absorb its 'memories', to view the past through its lens and (in the case artificial items) to absorb the skills of previous wielders and creators. With great time and careful effort you can use this deep understanding to modify and augment your attuned items, bringing their physical form into closer alignment with their magic and allowing you to steadily increase the power you can evoke through them as they become more ideal magical foci.

[ ] Semiurgy - You gain the ability to create and control sigils, psychoactive symbols which serve as vessels for meaning, qualia, and other mental phenomena, as well to perceive the psychic plane directly, allowing you to locate and identify other minds in your vicinity.
  • At the skill level you can achieve during the tournament, you will be able to tap both your own mind and those who open theirs to you for psychic substance to fill your Sigils with and allowing you to project echoes of its contents into the minds those who witness its physical form, potentially overwriting their initial impression of the Sigil in the process. Deceptive illusions and telepathic communication are two simple and straight-foward applications, though not the only ones. Additionally, as an innate quality of being a semiurge, you are immune to the sigils of other semiurges, and can freely access their contents when you encounter them.
  • When enhanced, your capacity to perceive the psychic plane expands considerably, allowing you to peer into other's minds, reading their thoughts, searching their memories, and plundering their skills (though the magic of your teammate or opponents cannot be copied in this way).
  • After the tournament you will have the opportunity to truly master Semiurgy, allowing you to create sigils which interface with one another in order to transform their contents, rather than merely serving as vessels for it. The computational capacity of sigils doesn't depend on their physical dimensions, instead extending its infrastructure into the psychic plane, which may have difficult to predict effects on the minds of non-semiurges who witness the sigils in the midst of their operation. Fortunately, mastery will also allow you to derive a special, unique sigil which, when a non-semiurge person is exposed to it for a sufficient (and variable between persons) length of time, causes the subject to become a semiurge. If you possess other magic, you may even be able to design similar induction sigils for them as well, though it may require much more time and effort than for Semiurgy.

[ ] The Wheelhouse - You gain the ability to tap into the Wheelhouse, a metaphysical plane dominated by the Great Wheel, from which inevitable essence flows. No two visitors of the Wheelhouse see the Great Wheel the same way, but there are two broad clusters. There are those who see the Spinning Wheel, whose motion draws out the skein of fate, and there are those who see the Broken Wheel, from whose silent wreckage spills the shimmering darkness of gravity.
  • At the skill level you can achieve during the tournament, you will possess a repertoire of core techniques, usable at speed and on the personal scale, which draw upon the nature of the Great Wheel you witnessed. If you saw the Spinning Wheel, your techniques will skew towards the subtle and sensitive, such as gently plucking the web of fate to give you a sense of the harmony of things to come, or carefully pulling apart the knots connecting you to your opponents to recontextualize how you encounter one another. If you saw the Broken Wheel, your techniques will skew towards the forceful and physical, such as laying fields of slowed time and crushing gravity, or gravitational telekinesis to fling projectiles at and or even grapple your opponent with.
  • When enhanced, you will be taken to the Wheelhouse again, and receive a vision of how to break the Spinning Wheel, and how to set the Broken Wheel to spin again. You can develop techniques for either form of the Great Wheel, and can develop techniques for one which have the character of the other, such as overt, gross manipulations of fate or delicate and perceptive utilizations of gravity.
  • After the tournament you will have the opportunity to truly master the Wheelhouse, allowing you to call upon manifestations of your Great Wheel on a much grander scale (though at the expense of commensurately longer and more complicated series of mental operations in your vision of the Wheelhouse in order to produce them). Altering the fate of the entire Earth and everyone on it (if you see the Spinning Wheel) or generating an FTL-capable warp drive (if you see the Broken Wheel) would be within your remit, given years of dedicated effort.
 
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I'd say there are two pretty obvious builds here, for a solo party.

Spiral
[ ] The Burning Sky -
[ ] Life Force -
[ ] The Wheelhouse -

Burning Sky and Life Force remove the need for sustenance, shelter, and rest, allowing constant momentum building over near abritrary time periods. Once you start flying you don't ever need to come down. Also, life Force helps heal you, which would make "knock out" by way of physical destruction far more difficult. Aim for Burning Sky as your first enhancement because of this.
Post tournament Life Force + Burning Sky is a discount immortality method, while the Wheel House provides some esoteric advantages.

Sigil
[ ] Crystallization -
[ ] Materialism -
[ ] Semiurgy -

Then there is a build around maximizing sigil synergies. Semiurge allows filling sigils with "stuff", while crystalization allows you to create sigils ex-nihilo, Materialism then allows you to gain supernatural powers related to the sigils you make.
Long term this synergy should allow for very capable sigils and probably some serious mental enhancement. Mental uploading may be possible, as well as uplifting people with various magics.

Given the way contests are balanced you can probably expect to win once, and you have little reason to give up every round -- unless you are very worried about Semiurgy based mental damage.

Personally, I'd go for:
[ ] The Burning Sky -
[ ] Life Force -
[ ] Semiurgy -

You are immune to the main method of mental attacks, have tremendous healing, endurance, and resilience, high initial damage and very high long term damage. Depending on what sigils let you do, it may be possible to counteract or direct your rage to minimize it's drawbacks and they could probably serve as reserves of resolve to keep your momentum going.
Long term you are self sustaining, can probably defeat aging, and have sigils to manage your mind across the eons. Sigils should also help you to explore the different emotional states needed for other elements. If your momentum gets high enough universe travel, even if only by destroying your current one thoroughly enough you end up somewhere else, may also be possible. Then you exchange sigil initiations for their local magic systems. Worst case you are a self sustaining reactor, entropy is no longer the limiting factor on our universes life span. Become the sun-storm for a Life Force enhanced civilization!

It isn't a very synergistic build, but it gets you a solid pay out even if you never win and doesn't rely on unknown capabilities or interactions.
 
I just got to the part where we got our arm back. Is it bad my first thought is this how we become more like shanks we shall lose our arm to a fish?
 
A timeless time will be provided prior to each match to allow you to experiment and become familiar with (but not completely master) your abilities, after which build decisions will be finalized.
After which build decisions will be finalized. So, prior to the first match, we should be able to swap around and test which abilities synergize. So, the first set I'd test is:

[] Burning Sky
[] Materialism
[] Semiurgy

I need to see if Sigils can be evoked, if they can be filled with Rage to provide an endless source of power for them, and if they can help me stay in control while Raging (even needing to Evoke then to do so is fine). If all three fail I definitely need to change the build, though I'm not sure what to. I'd probably replace one of them with the Wheel, because I do like the idea of using Sigils to program fate alterations after the tournament ends.

Since I don't actually own any weapons, I'd probably bring my tablet, my drone, and my jar of powdered caffeine. I figure the tablet would actually be more useful than the smartphone, and the other two are pretty obvious.
 
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