I'm back at ya with
yet another inane CYOA! Have fun!
Fanwork#2300 words
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.