Merry Christmas to everyone! As a present, have a couple Emblem builds:

A Coward's Word

Choice: Remain Here +5T & 1I
Shogun: Honing the Mind -2T, Honing the Form -1I
Arcanist: N/A
Surgeon: Seize the Day -1I
Egotist: Duality (Taiji) -5T & 1I, Uttermost Path (Yang, Martyr, Viridian Psionics) -10T
Emissary: N/A
Drawbacks: Fool's Gambit (Curse of Hubris) +5T, Foresworn (League of Adventure) +2T, Fate of the Foremost +5T / Weekend Ban +1I, Sunder the Veil (Lesser, Superheroes) +1I

Hello Hubris, my old friend. I went to roll for Sibling Rivalry, accidentally pressed the d11 again, and got a 10! Now I've got to make a build with a Crowning Curse. Do I play it as safe as possible? Use these final moments of objectivity with prudence? Hunker down, build conservatively, and try to survive?

Nah.

Emblem of Tyranny, here I come! +20 All Stats is a hell of a drug, though it won't make me anywhere near as good as I think I am. With Hubris I'm unconcerned with the Fate of the Foremost - of course Cursebearers would seek my help - and will casually disclose the full Doom of the Martyr, confident it'll be barely an inconvenience. At least this explains why my worst villains are continually caught and released.

Continuing the fishing metaphor, I'm a shark in a small pond, capable of surviving myriad follies through sheer power. Viridian Psionics prioritizes quantity of thought over Cerulean's quality, scaling with Wits rather than Intelligence as it blurs the border between cognition and reality. It excels at conjuration; hunger can be converted into a banquet to sate it, or fear into a fortress.

Apart from ensuring a comfortable lifestyle despite Martyr's effective vow of poverty, this allows Hubristic delusions to be sublimated, effectively casting from confidence. And surely among all the pleas to end world hunger and homelessness, someone somewhere will beg me to please, for the love of the Accursed, just mitigate the fucking Curse of Hubris already? That's the hope, anyway: circumventing Hubris' self-protections and Uttermost's immunity to influence by pitting one Curse against another.

Away is avoided despite incredible synergy with Uttermost Yang because I don't want to give A Coward's Word the opportunity to excise 'cowardice, weakness, hesitation, that sort of thing'. The Surgeon's Ban is right out; I cause enough problems for myself. Shogun would've been free had I elected Tyranny instead of Martyrdom, but I'd rather not abandon all hope of proactive mitigation.

Which leaves me with the Weekend Ban. Very nearly a blessing in disguise, since time incapacitated can't be spent on self-sabotage. Rank, regeneration, and +20 Con/Prot/Luck make this survivable, at least against the superhumans Sunder produces. Sibling Rivalry is too risky to roll for. Orcs would be tolerable, but the ithilyor would run rings around this build.

Unblinking Tempest would be fitting for the solipsistic madness of A Coward's Word, except nobody else on the planet has stats to match mine. Foresworn's tokens are instead spent on Honing the Mind to enhance my psionics. Harm Cognition is tempting, but I'd probably ignore its warnings and all my other builds take it anyway.

Tikkun Olam

Choice: Remain Here +5T & 1I
Shogun: Harm Cognition -1T, Honing the Mind -2T
Arcanist: N/A
Surgeon: N/A
Egotist: N/A
Emissary: Pathos -1T, Diplomatic Immunity -2T, Highborn -5T, The Gift (Diplomatic Immunity) -3I, Greater Good -10T
Drawbacks: Falter V +5T, Epochal Nemesis +3T, Fate of the Foremost +5T / Worldwide +1T, Sibling Rivalry (Both) +2T, Emissary's Ban +1I, Sunder the Veil (Lesser, World of Darkness) +1I

This exercise in simping for the Emissary getting as much value as possible out of Falter demonstrates uncommon wisdom by not taking the Fool's Gambit! Tikkun Olam's aim is exactly what it says on the tin: to repair the world. Earth will need it after the chaotic introduction of orcs and elves alongside the werewolves, vampires, and changelings created by Sunder. And then we have Epochal Nemesis, a boulder thrown into already turbulent waters.

Thankfully, the civilization scales to the player and this build's remarkably weak. My strongest stats are a meager +4.5 Appearance, Manipulation, and Charisma! My Nemeses are also more reasonable, which plays well with Diplomatic Immunity. They likely see the multiracial coalition I'm attempting to forge as dangerously misguided, but with Harm Cognition and Pathos at x1.25 base acuity navigating that'll be easy. I can always go hat in hand to the Warlord if somehow in need of protection; Falter V turns Sibling Rivalry into an advantage.

Worldwide advertises the Emissary's Emblem, which even at half-strength is a potent symbol of my goodwill. This is the true open hand of cooperation, eschewing the emotional domination that would've been possible had I Gifted Pathos. Though the upgraded Diplomatic Immunity imposes a reciprocal version of the Emissary's Ban on those I interact with, its true strength is the ability to empower signatories of the treaties I ratify - a function also broadcast Worldwide.

Together, we can solve the most pressing problems of planet and species. Blood banks for the vampires, hunting grounds for the lycanthropes, legal identities for changelings, findross to fuel ithilyor spells and ruhuk evolution. Apart from the all-too-literal billion year deadline, the only fly in the ointment is having nothing to spend a Diplomatic Gambit Token on, leaving some of Falter's fruits unplucked.

Mutative doesn't fit with the premise. Why unleash plagues to pay for Strive and Imago when even half-strength Highborn can replicate their benefits? What's the point in purchasing Unblinking Tempest to protect myself from allies? Tikkun Olam will create an ecumenical utopia... though in doing so I have, in Addio's words, condemned the peoples of Earth to mesugaki elf bullying. May the Accursed have mercy on us all.
 
*Fifty +s is the level of an adolescent Foremost and near the limit of what can be sanely acquired here.

[Citation Needed]

[><] Shogun: Harm Cognition, Honing the Mind, Honing the Form, The Blade(The Blade). -3 Tokens, -4 Insights.
-[><] Fearless (+20 CON, +5 Something), Fortress (Tide of Glory)
[><] Surgeon: Away, Engineer(Physical Tempering), Brains&Brawn (Strength). -7 Tokens, -4 Insights
[><] Egotist: Strive, Unblinking Tempest, Duality. -9 Tokens, -1 Insight.
-[><] +5 CON. Yin: +14 CON, +7 something.
[><] Arrogant Gambit (+3 Tokens)
[><] Foresworn (Adventurers selected) (+2 Tokens)
With 1 Token left over.
This build has a whopping +63 Constitution.
(Also +24 STR, +11 AGI and WITS, +6 APP, WIS, WILL and INT, +1 to all other stats, +5 WITS and WIS and +2 INT pending a few years, and +7 and +5 to one of a few options each.)
It also benefits from probably something like an extra +1 Constitution when the Armament is available and trained (Both stat systems are ultrahyper(...)exponential, so being high in one doesn't imply bonuses from the other being low.), and possibly 89 STR for the purposes of 'breaking free from confinement, smashing through obstacles, and resisting all movement-obstruction effects' depending on how Tide of Glory works?
More reliably, of course, enemies are only able to be somewhat better at things than it is, and it has whatever Rank is appropriate for someone with 63 Constitution. And a similar degree of impossible-skill at Physical Tempering, a domain chosen for maximum synergy with having a Constitution of Yes, to leverage that imperishable resilience to augment other Stats through relentless refinement; or it could have whatever broader domain that falls under.
Originally this was going to be a WITS build, but the Surgeon doesn't boost it. Then it was going to be STR, but the Egotist doesn't. Thus, Constitution.
(50ish does seem to be the limit for valuable attributes to have an excess of, like Wits and Strength, without incalculable time costs... with one exception; taking High Arcana and a Fearless Blade, then training the former's runes to the +40 Cap, then equipping the Fearless Blade, potentially gives +60 after only either a few decades or some fourty millenia to make 13 distinct buffing runes for the same stat... Anyway, I hold that this counts as something that can be 'sanely acquired', as it comes with no substantial drawbacks.)
 
Last edited:
(50ish does seem to be the limit for valuable attributes to have an excess of, like Wits and Strength, without incalculable time costs...
Right. I never bothered with this because I didn't want to do a Take the Plunge build without its specific drawbacks, but I need to contest this. The very first build I ever theorycrafted:

Society of Adolescents:
Take the Plunge (+15t 10i)
Shogun: Harm Cognition (1t), Honing the Mind (2t), Honing the Form (1i), The Blade (3i) [Fearless, +20 Wits, +5 Int]
Arcanist: Imago (2t)
Surgeon: none
Egotist: Strive (2t), Unblinking Tempest (2t), Duality (5t 1i) [Taiji], Crowned Halo (5i) [great Empire, 27 experts], Uttermost (Fate of the Foremost, Fool's Gambit) [Double Yin]
Emissary: Pathos (1t)

+28 Wits from Doubled Yin, +20 from Fearless Blade, +5 from Honing the Form, +5 from Strive, +2 from Imago, and within a century another +5 from Honing the Mind. +60 Wits immediately, and a relatively quick path to +65. While spending half my insights on getting a society with 27 Experts with stats ten below my own.

I also have Intelligence 21, which will go to 23 over that same century, with +5 from Fearless, +2 Imago, and +14 from the second stat buff from Doubled Yin. Nothing else reaches +10, so Yang sets it to +10, and then Honing the Mind and Imago both affect Wisdom, so who knows how that pans out.

Edit: if I really wanted to max out a stat, I'd drop Imago and Pathos in order to make Foresworn a valid selection, use it and Nemesis to allow me to purchase Away and Engineer, and then drop Crowned Halo to get the four Insights to get through Sieze the Day to Brains and Brawn for another +5 Wits, and also raise my Strength and Constitution into the teens. And the last Insight can go to Faultless, I guess?

Edit 2: the above was my actual first build, made with the goal of maximizing Crowned Halo. If, instead, I really just wanted the highest possible stat in something, it's, uh, actually done using Dexterity, which is convenient for boosting your engineering specialty. +10 Dex from Brains and Brawn, doubled from Emblem of Courage, and +19 more from Emblem of Wisdom. Also +5 Agility from Brains and Brawn. 8 tokens and 9 insights to complete the Attainments of the Surgeon. 9 more tokens and the last Insight to get the first three from Egotist, using Forsworn to get the total of 17 tokens needed. Use the way spending Fate and Fool on an Emblem doesn't actually count towards the limit of 10 tokens from Drawbacks to get Uttermost, use Fools Gambit to unlock Taiji for Duality, and double the Yin path bonus. Use the +28 from Doubled Yin and the +5 from Strive to raise Dexterity from +30 to +63, then put the +14 towards Agility. Emblem of Wisdom gives +10 Wits and Brains and Brawn gives +5, so you have +15 Wits to +19 Agility, and can at least safely hit an effective Dexterity of 78, with the potential to use it less safely at 82. You can also take Epochal Nemesis to gain 3 tokens to buy Harm Cognition and Honing the Mind, eventually giving you another +5 Wits. You also have an Engineer specialty scaling to that Dexterity, some Uttermost power scaling to your stats in general, Rank scaling to your ability with those, and slowly increasing efficiency and versatility with all these abilities. This is one of the reasons I was hesitant to originally post my attempt to make a Crowned Halo build that actually made it live up to it's potential, I'm not actually sure 28 people with a stat in the 50s each is enough to compete with this.
 
Last edited:
Ah- I did consider that, actually. But the option to get Emblems using Tokens is placed under the 'Sunder the Veil' drawback, itself placed under Remain alone. I don't think you can take it while taking the Plunge!
While remaining, and with only Sunder - Lesser, You simply don't have enough Insights for the equally-important Blade while still getting Duality; of course, with Sunder - Greater, you can't get Emblems.


I suppose I do concede that, if one treats Dexterity as Agility+Dexterity per the text 'Dexterity +s(...) stack atop your Agility as baseline.', then you can at least get a Dexterity of 62 despite being unable to obtain Uttermost. (and get another 5 Dexterity by dropping Courage/Wisdom to get Honing the Form and The Blade; Wisdom is just +10, not +19, as far as I can tell; or get +4 without doing that by getting more Tokens from drawbacks for Highborn. ++ All Stats, of course, includes ++ Agility and ++ Dexterity within it, yes? (and throw on Surgeon: Away for another +2, so you can get to 69 or 68, depending.))
 
The correct play in AST1 seems to be RANKMAXING, if we're really trying to be ready to play in the big leagues. It looks a lot like the strategy "Be Dien Bravo." (Hopefully there are no math mistakes in this one)


It Was Me!
Total Budget: [30t, 11i]
Take the Plunge [+15t,10i]
Weekend Ban [+1i]
Fate of the Foremost [+10t]
Fool's Gambit (Roll: Plenary Brand) [+5t]

Abilities:
Shogun:
Harm Cognition [1t]
Honing the Mind [2t]
Honing the Form [1i]
The Blade: Faultless, Fearless, Foremost [5i]
Shogun Subtotal: [3t, 6i]

Surgeon:
Away! [2t]
Engineer: Robotics [5t]
Seize the Day [1i]
Brains and Brawn: Willpower [3i]
Emblem of Courage: [10t]
Surgeon Subtotal: [17t, 4i]

Egotist:
Strive [2t]
Unblinking Tempest [2t]
Duality: Taiji Path [5t, 1i]
Egotist Subtotal: [9t, 1i]

Emissary:
Pathos [1t]
Emissary Subtotal: [1t, 0i]

Total Spending: [30t, 11i]
Stats:
STR (+)(+)(+)(+)+++
CON (+)(+)(+)(+)+++
AGI (+)(+)(+)(+)
WIT (+)(+)(+)(+)(+)++
APP (+)
INT (+)
WIS (+)(+)(+)(+)(+)+
CHA
MAN
WIL (+)(+)(+)(+)(+)(+)(+)+

After the build is finalized, set the minimum value of each stat to +10, boosting APP, INT, CHA, and MAN to 'street level superhero' level. Self-administered psychosurgery is enough to earn +ALL within moments of awakening. The return of the Praehir (& attendant chaos) will likely mean that mentor candidates will be less difficult to find, so gaining ++++ INT and (+)++ WIT, WIS within a century is not unreasonable.

Rihaku's 'Hunter Prey' build has a "conservative estimate" that pegs a max stat (STR 27) to Rank 8.6, or 9.0 with some level of argumentation. Notably, Seize the Day "automatically updates as your Attributes and capabilities improve" so the +ALL from self-administered psychic surgery should be included. My max stat is WIL 37, which is dramatically higher than the JL level benchmarks we are given. However, the Rank granted is "commensurate to your abilities and station" and unbreakable willpower is much more difficult to translate into temporal power. So. I think that the suite of JL+ mental abilities (27 WIT, 26 WIS, 37 WIL) paired with danger sense, wide-range empathy, and regeneration from anything short of sub-atomic level annihilation is enough to justify something like Rank 9.1

The Emblem of Courage immediately boosts that to 12.1.

With my own Rank exceeding 12, I expect that the Blade can be used effectively regardless of what keyword is chosen. Foremost & Faultless are required for the STAT conversion, but consider two alternate paths:

- Swords into Plowshares: The Shogun's Blade was Faultless when carried into battle, its reputation as bloody as it was fearsome. The hands of the Chirurgeon are no less bloody, but perhaps more benevolent. Healing does not require complicated diagrams or experimental protocols when your scalpel is swift and your wits are sharp. It is a mistake to think of the Fate of the Foremost as inevitable. Proper bloodletting can solve many ailments thought to be intractable.

The Chirurgeon is right at the cusp of 'embryonic Foremost' (except for INT and Social stats). Diligent training with using the Faultless blade for the purpose of surgery can focus all of the build's resources into the highest elevation lever available in the CYOA. The top priority will be to develop a cut that can mitigate some of the overlapping Psychic impressions of the Plenary Brand. The willpower required to practice this cut ten trillion times is the first step of a course of treatment that might lead to meaningful Curse mitigation more generally.

- Procyon Resurgent: Sundered in the Voyaging Realm by a Praehihr, the Fate of the Foremost befell the Plenary Armament after many ages of disuse. A proper nursery is needed to allow the Armament core to unfold. There is some degree of urgency, which is reflected in the sword's Shroud Ability. Weaponizing the Auspice Temporal, enemies within the bounds of the Shroud will be confronted by an unfolding kaleidoscope of Plenary Armaments: a quantum superposition of discordant psychic impressions seared into the psyche of anyone who attacks the Caretaker.

With Rank 9 to begin with, the Armament Core can act as a (weak) dipole for the Caretaker's own multiversal-tier Rank manipulations. Dien Bravo used a single Armament to bootstrap himself well beyond Rank 11, in a resource-poor environment. This scenario is somewhat different, with a much weaker starting position just by being so close to Cursebearer activity from the jump. But the build is set up to think quickly in high-pressure situations, and to avoid the most dangerous no-win scenarios by a combination of Rank and proactive divination.

Given the Engineering specialty, becoming an Armament Dealer in the spirit of the Human Sphere Armament Company is not out of bounds, either.
 
Something I've noticed...

[ ] Surgeon: Away! [First, 2 Tokens] - Better to carve off the limb than let a wound fester and succumb to gangrene! So it is as well with matters of the spirit.

*Gain +++Strength and Constitution. If desired, the efficacy of your in-person medical interventions now scales solely to your Strength.
*Your physical attacks may now carve away mental and spiritual aspects of the target proportional to the volume of their body removed.
*Now your badly beaten opponents can be made literally to see the righteousness of your obviously superior ideology. Let defeat at your hands equal friendship everlasting, as you excise every part of your foe you might find wanting!
*This may be applied to yourself in order to temporarily or permanently remove mental patterns Dien Bravo would disapprove of: cowardice, weakness, hesitation and so on. If you permanently excise at least half of all mental patterns the Surgeon would disapprove of, gain +All Attributes as your underlying heroic nature shines forth!

You probably need regeneration if you don't want to be missing bodyparts from this self-psychosurgery. Or you take Emissary Gift on it to turn it into something more like Shogun's Blade.
 
Something I've noticed...



You probably need regeneration if you don't want to be missing bodyparts from this self-psychosurgery. Or you take Emissary Gift on it to turn it into something more like Shogun's Blade.
that's the neat part: i have regeneration! (i would always pick regen in a CYOA like this. The tactic of simply blowing myself up alongside the enemy and then regenerating on your own time is a key part of my SI's battle strategy.)


Unrelated:
I looked up the list of Seram's Actual & Offered graces and there three decision points:

Seram's First Grace List:
- Archsmith's Hammer: Craft exotic weapons
- Hyper Reactor: [Banned]
- Reversion: Hostile effects that work on body/mind are unerringly reverted

Seram's Second Grace List:
- Evoker's Panoply: Findross -> Flame, Thunder, Lightning, Force
- Tide of Glory: Buff nearby allies, punch all soldiers in range
- Inner Sanctum: 1 week in fortress

Seram's Third Grace list:
- Lord Regnant: binding agreements
- Mental Apex: Direct intelligence upgrade, psychic attacks
- Auspice Temporal: Temporal Acceleration

He wasn't offered Perfecting Blade from what I could see on a quick forum search (i could be wrong)


Maybe there's something to be said about using Evoker's Panoply to build technology using Findross materialization? But since the power is expressed through the Blade's Shroud, specifically, it is exhausting to keep it up (by default).
 
You can only get at most 10 Tokens from Drawbacks, though.
Alas.

That drops Taiji Path, which removes Fool's Gamble (Plenary) and Weekend Ban (which I was ignoring as something that 37 Will could power through. Losing 14 Wis and 7 Wit drags the mental suite well below the 25+ cutoff for JL+ embryonic Foremost. Plus Social and Int values fall down to +1 at game start. But if 35 APP is enough to make the laws of physics jump to your defense then 37 WIL ought to be enough to justify Rank 8.9, which then jumps to Rank 11.9 and the rest of the writeup is unchanged.

So again: the build was nearly feasible, with violations only in directions that I'm willing to lose.

This particular CYOA has more information than my brain can hold in memory at once, and I didn't make a spreadsheet to track the constraints.
 
- Reversion: Hostile effects that work on body/mind are unerringly reverted [...]
- Inner Sanctum: 1 week in fortress [...]
- Auspice Temporal: Temporal Acceleration

Of the mentioned preexisting Graces these seem the most useful to me.

Reversion works as long as your consciousness is still intact. In combination with Faultless Blade and Highborn this makes you almost 3.9 ish un-killable, while also reverting mind control, curses, etc. for as long as you can keep it working. You can also resurrect people, which is pretty nice. Ideally, if you've got a Faultless Foremost blade you could study the blade until you can sever/delete any effect impeding this graces functioning, it's costs, limits, etc.

Sanctum lets you create a training room which makes level appropriate opponents. In theory this should allow you to proc the worthy challenges criteria for native foremost stat growth. However, we don't know how fast or well that works, whether Sanctum can just keep scaling with you, whether you can keep up the Shroud long enough to actually train, etc. A custom Shroud that just spawns worthy challenges might be better.
(Personally, this reminds me a lot of the Realm of Evening.and the Maidens own Realm).

Auspice Temporal + any kind of serious agility should be pretty disgusting. An agility of 15 + Auspice places you at 1000x the speed of a human, which is enough to make training a Faultless blade up to "cut out your own wounds" level take about 3 hours (high end effects only take <400 years of non stop training, what a bargain!), assuming you have the wits and wisdom to keep up with one serious training strike per second. You could do that in less than half of Auspices daily span!
Of course, much like Inner Sanctum, doing effortful training while exhausted, or moderately drained, because you're invoking the Shroud, might not work out that well.

... Alright, so I've got one more build in me!

Caution is Advised
[ ] Remain Here
-
2 All Attributes

Patrons
I. The Shogun
[C] Shogun: Harm Cognition
[First, 1 Token] -
[C] Shogun: The Blade [Fourth, 5 Insights] - [Faultless] - [Fortress] - [Foremost] -
III. The Surgeon
[C] Surgeon: Seize the Day
[Third, 1 Insight] -
[V. The Emissary
[C] Emissary: Highborn
[Third, 5 Tokens] -

Drawbacks
[C] Gambit
[+1 Tokens] - Warhammer 40,000k / WotMW
[C] Sunder the Veil, Lesser or Greater [+5 Insights] - End Times

Credit: 6T 6I
Debit: 6T 6I


For me the combo of Fortress(Reversion) + Faultless + Foremost + Highborn is the most interesting, because betting on an Inner Sanctum + Native Foremost stat growth synergy to last feels too risky. If you're only working with Remain budgets, though, Highborn + Blade is burning through points, and unless you're willing to take on permanent or serious drawbacks there's very little left for stats, which makes this a very risky build when End Times / Aliens / Comic Book plots are abound.

Even with a baseline of Rank 9 and Harm Cognition to help you avoid fights, apocalypses, etc. Your odds aren't great. If you pick up a Bane the stats from Fearless would dramatically improve your odds, and if you stack wisdom + wits + agility also your Sword training speed. I already made pretty much that build though, so I won't here.

In theory, you're weak enough that picking up Epochal Nemesis isn't that bad. Wherever your going, they're likely to get eaten by the locals, too. Scaling enemies are the worst, though.
qwolfs threw 1 3-faced dice. Reason: Sunder the Veil: Total: 1
1 1
qwolfs threw 1 2-faced dice. Reason: Elf or Orc Total: 1
1 1
 
Warlock of the Magus World

Ideal - Lost Realm
[ ] Deepest Black. [5 Informative Opinions]
[ ] Brightest White. [1 Inherent Memory]
[ ] Fake. [2 Inherent Memories, 4 Informative Memory, 20 Insightful Inklings] TSH-Battle Magic, TSH-Non-Existent, TSH-True-Forgetful

Credit: 076I 04O 03M
Debit: 055I 09O 03M
qwolfs threw 1 100-faced dice. Reason: Insightful Inklings: Total: 76
76 76
qwolfs threw 1 20-faced dice. Reason: Informative Opinions: Total: 4
4 4
qwolfs threw 1 6-faced dice. Reason: Inherent Memories: Total: 3
3 3
 
Last edited:
More Ormulum, since I've got a crippling addiction and it can't ever be cured, not even by Lady Reinforcement.

Today, I'm making a slightly more serious approach instead of the usual high-order memes.

Fickleness of Cause and Effect (AKA, The Build That Eventually Just Wins)
Location
: A Ruined Garden (+3)
Magic: Authority of Celestial Voyages (-2), Expressive (-4; Causalist's Jubilation)
Benefits: n/a
Drawbacks: Nemesis (+1), Dreams of Distant Fire (+2)

Unprincipled Expression: Causalist's Jubilation - Have you ever looked at history or pondered the future and wondered, 'what if?' As the Expressive wielding this power may say, a single choice begets two worlds. To the Causalist, the world's timeline is a dance floor, as he cheerfully flits from moment and moment.

The axiom on which this Expression operates is simple: as molecules and atoms are to matter, so moments and seconds are to existence.

To start with, the Expression grants immeasurable control over singular moments in time: reversion of an undesirable outcome such as receiving a wound or receiving a negative social reaction to one's words is simplicity itself, requiring merely the will to manifest.

However, much as the 'matter of stone' doesn't wish to yield to merely the cogitation of a mind staring at it, so too does the 'existence of time' resist excessive change; an appropriate methodology of picking away at the stone and a strong arm are both necessary. Training, as one may expect, is done via constant repetition and practice. Once it reaches a plateau at which the time spent training the Expression equals time reverted, it can be, from an outsider's perspective, a terrifying process: the Causalist simply stares blankly off into space for an instant, and acquires a new level of his Expression, as if wishing for it. Still, even that level of stupendous control is a far-off dream.

Nonetheless, the Expression's remit shall expand as the 'existence of time' becomes more pliant to the Causalist's ordering. Over time, it can return entire complex branching scenarios of forking circumstance to their beginning conditions, so the Causalist may simply try again. With finesse, a single moment can be effectively frozen still, the same attosecond repeating constantly over and over, all minds unthinking save the Causalist's which remembers each repetition of the same attosecond. With power, he can instantiate a fraction of physical movement within that attosecond, which is retained over the repetitions, effectively 'moving in a time stop,' of his creation.

If absent the stamina for such an immense exertion, instead, simple and measured temporal acceleration can provide a surfeit of speed at a much lesser expenditure of temporal energy; making it so a hundred of the Causalist's moments fit within one of the Hierarchy's.

Eventually, the Causalist attains an understanding of perspective, an epiphany on the road to mastery. Instead of threading moments through reality, he may thread his consciousness across moments; skipping past boring or unpleasant events in a fully hypothetical timeline where he did his uttermost to weather them, or returning his mind into the body's past to revert scenarios at a mere fraction's fraction of the cost; instead of looping the multiversal timeline, return the self back through the tapestry and have effectively infinite attempts, as the pools of temporal energy refill themselves faster than they could ever be used up. From here, the Causalist is essentially untouchable to any who do not possess his own level of temporal attainment; even the General's sword may be ever held at bay by simply moving further back.

Once temporality's remit has expanded to such a level, concerns of efficiency are put aside to wield the full timeline with freewheeling arrogance. The Causalist may revert to moments he didn't even exist in as a disembodied temporal specter, creating a new body with one of his other accumulated magics. Here, manipulation of events can have drastic consequences on the future, to which he can return as he wishes. An accompanying usage of the 'skip boring or unpleasant events' trick can allow for an effective automatization of the process: the Causalist simply considers the overall shape of a desirable timeline, and if at all even minutely possible with his current reserves, realizes it. From his perspective, this is as simple as 'stepping aside' into an alternate world. If he wishes instead to see the past or future, he may explore them.

Contemplate the effective godhood now achieved:

The annihilation of the Garden is undone by forewarning Tar-Enlil millennia in advance, or the Fruit of Origination itself simply claimed, with a copy as a showpiece. The Ring of Wrath is stolen from an Architect who'd not yet set out on his path to Ruin, or else made into Patience, to see how a more stoic Architect may defeat the Hegemony. The Dominion's One Lord is instantiated, capable of returning to the moment of his coronation at any time. Even the Messiah's descent on the dark path is easily averted by assassinating the proper parties within the nation of Thunder, or by strangling a cute baby in its fiery crib. All the myriad moments in time become toys in the Causalist's box.

Other, historic and vastly dangerous moments can be witnessed, averted, or aided as desirable: the crafting of the Authorities in their cradle, the Fall of the Ecumenist, the Death of Myriam Godcaller, the Disappearance of Righteous Lapis, the Beckoning of Kinziru, the Battle of Camlann, the Dawn War of the First Dominion of Man, the Unification of Earth, the Cairn Sleep of the Gibborim: each of these are merely the baubles in an eternal necklace of moments. If an event of substantial infohazardous danger is witnessed, protecting the self is as simple as writing a note to not revisit this time and reverting the memory.

And in due time, if arrogance isn't enough, if simply possessing the world as a toybox isn't enough; if mere hubris does not suffice, the Causalist may brush a hand against the mysterious, foreboding Floodwaters that comprise the earliest moments of the timeline, and step on through them to see what's on the other side - to see what came before the Hierarchy, before all of this, and to change it as well.

After all, as molecules and atoms are to matter, so moments and seconds are to existence; he who controls the cause, controls the effect.

---

Thank God we do not have Unprincipled Expressives in the Hierarchy. Oh wait.

Anyway, as the battle plan, use the Authority of Celestial Voyages to escape your Nemesis (who might be the Hand given your start on Ruined Garden, or simply because Nemesis aims for people who can threaten you, and he's the only one who could ever appear in every place and moment you can conceivably visit) and the General for that difficult stretch of one month prior to Expression. Or select another starting location. The Estates are decent and you could probably earn an Authority with your Expression decently early on if you're willing to visibly cram some history books or venture into forbidden sites of historic Descent.

However, since you can survive basically anywhere with Celestial Voyages, what you should ideally do instead is fly out into outer space and hunker down in some utter shithole out of anyone's way and ponder chronodynamics to accrue chronodynamic scientist Practice. I have it on good Authority (heh) that the Hand / your Nemesis and the General can find you anyway (although likely not before one month is up,) so change the shithole you dwell in on a biweekly basis. If you do that, you should be totally fine. Celestial Voyages is conveniently overpowered like that. For food and water, you can steal food and water and run away; if they make a fuss about it, throw a meteor down.

If you're not sure if you'll be fine anyway, because some bad bullshit happened early on that makes you consider your odds are far worse than initially projected (it's something that happens often, and which we, the professionals, call an Ormulum moment) use your Celestial Voyager powers and venture out to collect some of that good fruit as a self-defense tool. If you can't find any but you've mastered simple temporal reversion, try and revert some of the burnt-ass trees and plants or chunks of land to see if they yield decent crops, and aim for the point in the timeline where the Grovetenders had all the sick druidpunk biotech and those god-tier cultivars made from the distilled buttcheek extract of Tar-Enlil's third cousin five times removed (no, I don't know if they actually had fruit made from that, and you're a freak for asking.)

Or if you're on the Estates, try to get the Authority of Untrammeled Power (should be easy since you have postcognition) and do your best not to blow yourself up with it (should be easy since you have precognition, but who knows, it's called Untrammeled for a reason; it's without trammel, you see.)

(Obviously, you haven't started on the Street, since it's redundant with Voyages and more dangerous with Nemesis, and not on Unified Earth since that'd make you Principled. It's why I haven't even brought them up - because they are plainly terrible places to begin with this particular build. And if you've started in the Dominion... by god, why? You realize one of their rulers is called the Lord Revelator, right? As in, the Lord of immediately knowing exactly what kind of potential timeline-hopping asshole menace you are? Do yourself a favor right now and revert that terrible-ass decision so it never happened. Thankfully the Dominion's isolated as fuck and won't care if you ascend from without.)

Once you can advance your Expression faster than time can move on, you've basically won and it's only a matter of time before you're god. A matter of time from your subjective view, of course, since from everyone else's, they might as well not exist anymore once the future you decides he/she doesn't want them to.

If you wish to minimize the odds of the Hand being your Nemesis, select Oathbound and add on, like, Envy or Immortality or something, it probably doesn't matter - you can most likely throw in Litanist (Revelation / Reciprocity / Repulsion spec) to synergize with your temporal powers - but why would you? The Hand's a total loser. He can't even into space the World Rim, and you can into the World Rim easily. On the other hand, I think Wrath is a pretty cool guy. Eh kills dargons and doesnt afraid of anything. (And he can into time travel definitely, so the Hand is less of a Nemesis headache for you; you should want it to proc on the Hand.)

Besides, I'd be the one to know. I was once flattened into a red smear on a ceiling by the Architect's half-baked clone (the ceiling didn't survive either.) Thankfully, that timeline was undone by mutual consent of everyone involved.

---

It came out as a high-order meme anyway, didn't it? Man, am I unlucky. I guess I've simply ventured too far... Into the Ormulum.
 
Out of boredom, I've made some builds for each of Rihaku's previous CYOAs. Happy New Year, people.

The Furthermost Reaches: The Fire Support
Transmogrify: Resilient (-2 Copper)
Color: Green (-2 Copper), Red (-1 Jade)
Number: One (-1 Copper), Three (-3 Copper)
Verse: Second Fiddle (-2 Platinum, -1 Jade)
Trinkets: Gonne (-1 Platinum), Plate (-2 Platinum)
Curse Broker: Tarnish of the Hunted (+2 Platinum), Blight of the Wretch (+1 Jade)

Enlightenment can drive you mad. Resilient, Plate, and One ensure early survivability against the Hunted's Tarnish; the Gonne offers a means of offense to strike against those who nonetheless present a threat, alongside strategic and tactical comprehension needed to escape the clutches of monsters efficiently. Three and Green offer a mixture of cutting insight and incredible wisdom (as well as increased attributes, and a need for sleep reduced by Resilient and Plate). Then Second Fiddle to find a companion in an otherwise hostile world. Finally, Red for progression; to mitigate the ailments and improve the advantages, and aid the Hero's development likewise.

The emergent entity is a cogitator, a tactician rather than a fighter; wise and skilled in the ways of war, capable of seeing through all deceit, and nearly untouchable, the Gunman aids the Hero's burgeoning adventures by providing advice. The Tarnish becomes an advantage, offering targets worthy of draining or using as training dummies. With assured friendship, Wretch isn't as much an issue: the Hero will always speak well of their faithful companion, and they will be responsible for diplomacy anyhow. It'll give the Gunman more time to contemplate future strategies and take naps.

A Winter Dynasty: Da Capo al Coda
Choice: SCP Mythos +1, +3
Patronage: The Heir (Bureaucracy) -3, The Mandarin (The Heir: Politics) -1
Provision: Finitude Lacing +1, A Debt +2, Titan's Abacus -3

Sometimes, reality can be an unwieldy beast, resisting quantization and neat description. In a universe where anomalies are the rule of the thumb, and a thousand apocalypses threaten to destroy reality on a near-daily basis, a pencil - rather than a sword - shall be the victor, as it writes down orders to be carried out. As a skilled bureaucrat and politician, the man known as D.C. al Coda assumes a nigh-uncontested leadership over the Global Occult Coalition, replacing chairwoman D.C. al Fine. His leadership marks a new era of certifiably bewildering success for the Coalition, as successful Threat Entity termination mission rates skyrocket. He seizes near-authoritarian control over the GOC before the year's out, having removed all members of the Council of 108 that didn't fall in line.

Over half a decade, the Titan's Abacus is never idle: always calculating, always predicting threats, such that PHYSICS can deal with them. Soon, D.C. al Coda is lauded as one of most successful leaders in the supernatural world's history. He orchestrates a unification within the occult world: the Foundation, the Serpent's Hand, Three Portlands, Esterberg, Manna Charitable, an endless surfeit of governmental agencies, and dime-a-dozen other organizations coming to work hand-in-hand to prevent the world's imminent doom, pooling resources and methodologies instead of ceaseless politicking. Evil or disruptive factions such as the Insurgency or Marshall, Carter, and Dark are dealt with swiftly. Even as al Coda's abilities develop to outright godlike attainments, the reality of the anomalous world starts to resemble a kinder one.

Prototype: Full Combat Hubris
Student [+3 Ranks, +2 Sparks]
Try Me [+1 Longevity, +1 Output]; Second Travail mitigation [-1 Rank]
Drawbacks: Blossoming Spring [+1 Rank], Tempestuous Tides [+3 Ranks, Apocryphal], Embrace of Winters [+2 Ranks], A Dalliance [+1 Rank], Gift of Men [+1 Rank], Rivalry [+2 Ranks]
Powers: Timepiece (Adept) [-2 Ranks], Rune of Restoration (Adept) [-2 Ranks], Awe (Adept) [-2 Ranks], Storm Sapphire (Adept; Wind, Metal, Magic) [-2 Ranks], The Bread (Initiate) [-1 Rank], The Sword (Adept; Greatsword, Bastard Sword, Saber) [-3 Ranks], The Pen [-2 Ranks],
Core: Longevity (Rank 2), Output (Rank 3, -1 Rank), Placement: Challenge Mode (Rank 0, +1 Rank)
Sparks of Possibility: Heroism, [Rivalry + 1 Spark: Life Worth Living]

Ten thousand years. Death or glory. A heroic undertaking. Take one out of Hunger's book: boldly go, but still enjoy the life you've got, even if it's a short one.

Five years of contests, each one its own challenge; with Heroism and insane statistics, as well as the Pen's wards against mental influence and Storm Sapphire's Magic domain to quell the powers of enemies, combined with the Sword's statistical might and power to destroy other blades, and the Rune's ability to recover from near-death rapidly, incredible risks shall have to be undertaken to ensure survival: either leap into the fray, or stand on the sidelines and be disintegrated by the light of those greater than you. With Tempestuous Tides and a Dalliance, there'll always be worthy opponents to fight, always some issue to address. Once Rivalry is resolved, it's back to Earth.

And there we encounter the ithilmora; attenuated as the threat is, after five years of ceaseless Heroic development and with the ability to use even moments of calm and pleasurable reprieve to advance in Powers, the surviving champion shall face them head-on to minimize risks from the Tempestuous Tides, challenging the High Warmain. After that, dealing with the Endless City's incursion with the ithilmoran assistance ought to be at least a manageable task for a survivor of all these conflicts. No retirement shall come with the Tides hanging overhead, but moments of reprieve alone should prove to be enough. And after ten thousand years... rest, at last.

Downloaded: War of the Tree
Shards of Infinity [+4 Cerulean Obols]
A Perilous Realm: New World [+4 Cerulean Obols]
Gamble: 1. Midsummer's Rhapsody [+2 Cerulean Obols, +1 Radiant Electrum], 2. Caress of Winter [-20% drawback severity], 5. Thinblood [+150 Credits]
A Saga [+1 Radiant Electrum]

Profess / Preference: I, II, III: The Professor [-63 Credits], Extract / Exceed: I, II: The Sword [-35 Credits], Melodious / Mask: I, II, III: Resplendency [-82 Credits], Sight / Seal: I, II, III: The Wrappings [-66 Credits], Dream / Double: I, II [-31 Credits], three Credits left over

Worldly Might, [-5 Cerulean Obols, oriented to boost First Sword's capabilities], Body Armor [-8 Cerulean Obols], 2 Cerulean Obols converted into 30 Ordinal Credits
First Sword [-1 Radiant Electrum], Perchance to Dream [-1 Radiant Electrum]

A First Sword with a Fluxstaff-oriented setup can eventually make an impressive level of headway into integrating Exaltation with the System, especially with the appropriate Excellencies, to form a manifold integration immensely greater than the sum of its parts; with the Body Armor's feats on top of that, this results in a sorcery-oriented character that's still capable of utterly crushing most threats with dumb physical force, if need be, and has the versatility to apply social and diplomatic charms. At Essence 3 to start with, it should be a decent addon to an otherwise still crushingly-strong build.

With the Professor, one's attributes and raw XP can be trained, and with the Sword from Extract / Exceed, attainment of Dodge Charms is much easier. With sensory Charms, the Wrappings aren't an issue and shall result in a superb attainment at a moment they are needed most, likely synergizing with the System to produce an immediate Achievement upon the removal of the Wrappings; with social Charms and investment into a bardic Class, eventually culminating in an Achievement oriented on allowing one to utilize one's vocal cords for all magic, Resplendency becomes a truly terrifying force to contend with, an already world-shaking magus now capable of shifting stars.

Even with the Shardborne scattered around and warring constantly, the character originating from this agglomeration of ridiculous capabilities should be capable of effectively scrying all five within moments of arrival, and then destroying each of them in short order before any scaling may commence; afterwards, there are still the results of gambling left to deal with, such as Midsummer's Rhapsody, but for one who can destroy Nazarick within instants, none of them should pose a significant threat. The Saga shall be far more problematic and unpredictable, but having already grossly outscaled most native threats and capable of ceaseless and swift training in the intervening period, even those coming from the Saga ought to be at most significant roadblocks or a collection of minor threats, rather than moments of truly dire exigence.

...actually, let's have a second Downloaded run.

Downloaded: Dominion over Dominion
Hegemon [+2 Cerulean Obols]
A Perilous Realm: Ormulum [+3 Cerulean Obols]
Gamble: 3. Incursion [+2 Cerulean Obols, +1 Radiant Electrum]

Melodious / Mask: I, II, III: Resplendency [-82 Credits], Extract / Exceed: I, II: The Sword [-35 Credits], Dream / Double: I [-3 Credits], Ally / Alternate: I [-5 Credits], Sight / Seal: I [-2 Credits], three Credits left over

Unearthly Might (-11 Cerulean Obols, made an Ancient Litanist), 1 Cerulean Obol converted into 30 Ordinal Credits
Shattering: Unearthly Might [-1 Radiant Electrum)

Always gotta do something with the Ormulum, can't forget my crippling addiction. Anyway, with Shattering, I'm not so much an Ancient Litanist as a rival or superior to a Lord or Lady and capable of potentially even further progression, and with Resplendency to even further quintuple the might of the Litanies beyond that level, and the Sword to massively amplify all efforts in combat, I can easily take half of the Six on in a fight and come out on top; or duel all of the Six at once in a fighting retreat, with non-zero chances of successfully defeating them. With Dream / Double's effect, I needn't fear a failure as much; if I do not prevail, I can retreat to lick my wounds, recover, and simply outscale the Lords and Ladies, until they learn to bow down in front of their new master. Even the Gatekeeper is naught but a minor obstacle.

Conquering the Dominion, and then setting out on a thousand-thousand arcships to do the same with the remnant of the Hierarchy, shouldn't be too onerous a task. Once the Hierarchy is once more under a single Hegemon, my task is complete, and I can rest and partake in the fruit of my labors.

Ineptitude: High Commander
Strategos [-7 Points, -1 Seal] --- 15 (The Voyaging Realm, one year before Hunger)
Drawback Shoppe: Paramount [+2 Points], On the Run [+3 Points], Impulse [+3 Points, Taste], Nemesis [+5 Points]
Binding Casino: The Chariot [+0 Seals, +1 Seal], Debt [+1 Seal], Procession [+2 Seals], Null Pointer [+1 Seal, Hero's Journey, +7 Points], Jackpot [+2 Seals]
Allies: Grand Master: Scathach Skadi [-1 Seal], Reflection [-2 Seals]
Panoply: Stone Rings [-7 Points], Crown of the Ancestor [-5 Points], Feather of Favor [-2 Seals, comprehensive; charge: Stone Rings -> Elder Ring]
Self: Linear III [-8 Points], Exponential III [-4 Seals]
Quest: Overlord

Reflection: Strategos [-7P, -1S], Paramount [+2P], On the Run [+3P], Impulse [+3P], Void Dragon [+1S, +1S], Null Pointer [+1S, Nemesis +5P], Stone Rings [-7P], Sword of the Evendark [-2P], Feather of Favor [-2S], Linear II [-4P], Exponential II [-2S], Overlord

I don't recall of Null Pointer also gives Points for the selected Drawback, but I'm assuming yes; if not, then I'd drop Linear III from the main self, and Linear II and Sword of Evendark from the Reflection. Nonetheless, with dual Stone Rings (one improved) in the Voyaging Realm, truly ludicrous levels of power can be attained in a moderate timespan, especially with two Exalts who have the Feather of Favor. The main issues are paying off the Debt and dealing with the Overlord; given the logistics of such a task, it'll probably be an undertaking spanning the respective armies involved. Nonetheless, this build should be able to survive its travails.
 
Last edited:
So you know how there's a teleport-to-any-fictional-location-of-your-choice power? And it's listed as a drawback?
Emissary: Diplomatic Gambit [+1 Token] - You are sent far afield. After finishing your build, enter a fictional world of your choice whose danger level is roughly comparable to that of your post-Drawback circumstances. For example, if you Remained and took Sunder the Veil [Lesser], you could travel to Cyberpunk: Edgerunners. If you Took the Plunge, you could travel to (high-interpretation versions of) Gunstar Autochthonia or the Cthulhu Mythos.

If you took Falter I, you may broadly specify the time, place and general conditions of your entry so long as they do not substantially decrease the danger level of the setting.
(Okay, there's the constraint that you need Falter I and a build which zeros the risks of Remaining in order to go to the safest possible worlds, but Seize the Day Highborn Harm Cognition does that fine, and even leaves you a point left over since Emissary's Gambit is still ostensibly a drawback. But it looks like Falter I does let you go vastly more dangerous place-time combinations, provided the setting has a safe enough area and period.)

So the obvious thing to do with that is write microfic about the high-tier omnipotence waiting for you on arrival - maybe borrow the description from @Rihaku's old Trial of Infinity (officially Saga of Jumper) thing from the Jumpchain thread on Spacebattles - and insert there.

I think this means my SI is now Accursed-tier? Slightly better, actually, since I'd be going with Perfection rather than Power. (Okay, it's officially called Wisdom, but Perfection sounds both more accurate and more fun to say.)

Still, while that would result in many interesting stories, it isn't the most interesting story in itself. And I'm not super interested in the background reading for doing the actual jumpchain challenge. So let's say that Ascended Horatio spins up a fork whose Emissary's Gambit is limited to no greater than the Foremost themselves, here defined as having a 'hard' cap at Stage 5, and a Maker growth rate no faster than ~10 subjective years to adolescence and ~16 to maturity, taking Artemis Fowl as a shadow-of-things-above baseline for the former and my own intuition for the latter.

Back to my initial plan: a place which would clearly benefit from all the things Drawbacks would do to disrupt it, plus give me a good local power source and let me go home at some point.
There are a number of options.
-I've been getting into the default Pathfinder setting lately, courtesy of Glowfic, which offers several reasonable targets. Eox could work, as could Age of Darkness Golarion. System Apocalypse wouldn't be awful with decent rules and no 'retaining access to technology is a class skill' stupidity.
-Daevinity Limbo (a Glowfic setting) is a place where everyone is super immortal but has very few resources and almost nothing to do, so they might actually appreciate a System Apocalypse (if I can actually go there - the ennui and lack of food are probably not dangerous enough to match System Apocalypse for danger unless boredom and starvation are huge problems for my build).
-The Mutant Zombie Ninja Apocalypse AU from Ser Serendipity's The Girl Who Spun Through Time. Interesting place, from a solid Naruto fanfic. Sibling Rivalry II doesn't seem suited for the aesthetic, though, and Naruto is on the weak end for xianxia, so far, so not great for Greater Sundering. Maybe the World of Darkness one - the Stone of Gelel arc in Dreaming of Sunshine tells me that horror movie monsters is in character for Movie Canon Naruto Europe, and the high levels seem comparable.
-It would admittedly be funny to double the supernatural population of the World of Darkness. Pity I don't know the setting.
-The other three Greater Sunderings are really bad for most settings due to the chance of lose-the-fight-to-save-the-rest-of-the-multiverse-before-going-back-to-normal-like-literally-everyone-hasn't-just-seen-something-with-an-eighteen-digit-body-count (comics!), unwinnable war (aliens who can destroy unguarded stars as easily as our armies can destroy buildings, and have the construction capacity to survive having developed this ability), or at least tripling the number of problems the CYOA can cause (evil Foremost).
-Actually, if you don't take Crisis on Infinite Earths literally, the Wormverse is actually already facing high-end DCU trouble, so more supers isn't necessarily a disadvantage. (This does not seem like a safe interpretation. Marvel is the other baseline, though, and I don't think it ever had a 'possibly-literally infinitesimal fraction of the multiverse survives' event?) Canon Worm's a little boring for this, so I'd go with That Gnawing Worm, Cancer for street level and Valhalla Apollyon for the Greater version. AU versions of both, of course.
--The Entities aren't worried about food at the end of the multiverse, they're worried about the fight they expect to have over omnipotence-in-the-next-one. (Stage 5 omnipotence, in fact.)
--There's an excellent afterlife, both for quality-of-care and for Stage 8+ durability, but it's also got my homeworld (and a lot of other things) and might be sustained by my first Ascended self. It is, however, essentially out of scope for this story.
-A Worm AU is also okay with Aliens, if balanced correctly - turn it into a standoff with me as the mediator, where the aliens can't interfere too catastrophically without Apollyon signalling the rest of the species that they have an existential threat to deal with, and Apollyon can't afford to vivisect me as soon as it notices I exist.

[+] Remain Here [+5 Tokens, +1 Insight]
[+] Diplomatic Gambit [+1 Token]
[+] Arcanist: High Arcana [Fourth, 3 Insights]
[+] Surgeon: Engineer [Second, 5 Tokens]
-Informatics
[+] Emissary: Highborn
[Third, 5 Tokens]
[+] Emissary: The Gift [Fourth, 3 Insights]
-Ontologram
[+] Egotist: Duality
[Third, 5 Tokens and 1 Insight]
-Yang
[+] Falter V
[+5 Tokens]
[+] Worldwide [+1 Token]
[+] Sibling Rivalry II [+4 Tokens]
[+] Inheritor's Ban: Emissary [+1 Insight]
[+] Sunder the Veil, Greater [+5 Insights, ban Emblems]

Ontologram: The orthodox nature of a Foremost's Fourth Attainment is to be a compounding, a power whose growing feeds its own growth. So too, this implication of Foremost Informatics: reality itself is an exchange between things more fundamental, of which host you are a part.
Gain the power to mimic, overlay, and contest the fundamental ontology of the world around you, commensurate to your station. A far blunter force than Rank, though certainly no weaker; one who possessed the Third Attainment of the Surgeon might render themselves causally untouchable by any gradient less than a Rank and a half above their own, or fully suppress gradients of equal Rank whilst leaving their own uncontested.
More additive manifestations of matter or Law may trail considerably, due to the need to grasp and manifest the whole of their nature, rather than disrupt a single key element. As your mastery of the Science increases, this limit will fall away like a cocoon, into the endless blue beneath.
 
You may have noticed that I didn't commit to a specific landing point: I was tired, and I'd just finished the juicy bit with my custom advancement. I've since thought of another option.
>Battleworld. Greater Superheroes isn't actually terribly dangerous to me personally - I'm definitely interesting enough to the notional audience to be brought back if I die - but it's downright terrible for civilian casualties at the high end. But. Crisis on Infinite Earths is an outlier. And coming to Doom's attention is a terrible idea if I'm a villain, but as a tech hero I should expect to win in a way that teaches a lesson about the importance of cooperating with others.
>Likewise, immediately-post-Crisis DC isn't actually a terrible idea, because I can set to work on undoing it - a task my ontolograms are well suited for. I suspect my build would hit Rank 4.5 or so if I had a spare Insight, though half a rank of that would be the fact of having Seize the Day in the first place, so restoring the multiverse will take some training and maybe asking the Flash for help. But hey, I think I'm roughly on par with Vanreir, so that's something.
->If I want to improve the world through tech sharing, Battleworld is a better baseline - Earth has a much stronger status quo.

Expected starting Science: Oracle-grade computerwizardry. Build an interplanetary distress beacon in a wilderness without access to metallurgy. Devise a conlang efficient enough to raise Int, Wits, and Wis by half a plus.
Expected easy inventions: meditation guide for building a psychic smartphone. Apokolips-grade supercomputer. Upload process, limited by available supercomputers. Genetic memory storage. Star-Trek-crewmember type AI. Digistruct inventory.
Expected within-a-year-or-so inventions: Universal cancer cure. Genetic power copying. Portal to cyberspace. Lightspeed teleporter. Virtual demiplanes. Archmage-tier divination console. Vast crystal chime-henge to amplify and direct the Augmenting and Harmonic Runes toward my search for the Mentation Rune.
Expected within-a-few-years inventions: Megaman Starforce tech. (Machine-independent cyberspace symbiotes with onboard cyberspace/meatspace planshifting, virtual matter manifestation, lightspeed-or-better teleportation, slow-charge planetbusters.) Reliable time- and multiverse-travel. A small source of findross.
 
Alright, here goes, an Arcanist build that goes where an Arcanist can most profitably harvest, the Manifest Realm!

Implicate Duty
[ ] Remain Here -
Attributes
2 All Attributes, -1 Wisdom
+7 Intelligence, Wits, Charisma, Manipulation, Appearance
Casting Int: 2 +7 + 15 = 24

Patrons
II. The Arcanist
[ ] Arcanist: Imago
[First, 2 Tokens] -
[ ] Arcanist: Servitor Call [Second, 3 Tokens] -
[ ] Arcanist: High Arcana [Fourth, 3 Insights] -
V. The Emissary
[ ] Emissary: Highborn
[Third, 5 Tokens] -
[ ] Emissary: The Gift [Fourth, 3 Insights] - Imago

Drawbacks
General
[ ] Gambit
[+1 Tokens] - Emissary: Manifest Realm
[ ] Foresworn [+2 Tokens] -
Remain
[ ] Sibling Rivalry
[+2 Tokens] - Roll 1d2. Orcs
[ ] Sunder the Veil, Lesser or Greater [+5 Insights] - Aliens

Credit: 10T 6I
Debit: 10T 6I

The Gift: Imago
Learn the Rune of Attainment (High).You do not don an assumption of your mighty antecedent, but weave a mantle of your own.
*Receive +7 Intelligence, Wits, Charisma, Manipulation, and Appearance.
*Suffer a 50% penalty to all Wisdom +s, applied after other factors. You may choose a different Mental Attribute, which is not Intelligence or Wits, to suffer this effect instead.
*The Rune of Attainment imposes structure on your advancement in the art. Noteworthy study, discovery, or advancement of the art of Foremost Rune's can be compressed into the structure of an Attainment. Attainments are concrete, self contained expressions of knowledge and ability; advancement compressed into an elegant, enticing package.
*The elegant structure of an Attainment merits a reward greater than the sum of its parts. Your Attainments provide a secondary benefit comparable to an Imago Bonus for a similar tier of Arcanist Attainment, but enhanced by a full step.
*By the grace of the Emissary the Attainments of the Arcanist you have acquired qualify, their respective Imago Bonus suitably enhanced.
TLDR: As you advance in the art of Foremost Runes you get Imago Bonuses that scale to noteworthy blocks of progress, but enhanced a step.


So, to the builds strategy:
It's pretty simple, honestly. Augment Summon a specialist body guard, with at least one set of stats at 24, and with a mental or social focus a few stats significantly beyond that, you are well protected against the overwhelming majority of orcs, and similar threats. High end threats like Jotarun, sleeping Ithilyor, Alien war-constructs, etc. are still threatening, in particular if set up to bypass your body guard, but they don't know they need to worry about you so aren't likely to look (excepting very unfortunate Rank shenanigans).

With a research Int of 24 and Eits at 9 you should be deriving cantrip level runes in months, if not weeks. This should be fast enough for you to get a few up and running before the Aliens show up. You can cast an Augmented Warding Permeation every day, forever, if you have to. Since you can't starve this is sufficient to keep you alive pretty much indefinitely, except against determined, high end Ithilyor or Aliens who have integrated magic after their conquest of the Manifest Realm.

Personal survival should not be the limit of your ability, however. Your Summon is more akin to the divine than anything mortal, capable of wisdom, intellect, charm, and manipulation that steps brazenly into the mythic. Subverting the local alien force, uniting the human polity, guiding, if not integrating, the Ithilyor and Ruhuk, all this should be possible. Whether Jotarun can be convinced to ally against the Aliens, or just turn his focus to them instead, or if the Aliens and their digital constructs would make the more profitable allies, will have to be seen. Ideally, of course, we could all just get along, Makers, Stewards, Heros, and Technologists in harmony.

Personal intervention should not be overlooked, either. While no match for the Summon in Attributes alone Augmented Commanding Mentation could bend armies to your will, while even a simple Augmented Empyrial rune or equivalent would consign them to ash. Runes for divination and augury, communication and coordination, support and healing, and stranger things still, should all be within your reach, given a moderate amount of time and effort.

Further still, there are the Sorceresses themselves, interesting both for their Graces and their nature as Findross generators. As we know from Augustine and Gisena, Findross is the intended medium for Runes. The Aberrant Rune also indicates that a particular flavor of Findross translates to Capacity. This makes humans, and Sorceresses in particular, suitable for employing the Arcanists art, which is hardly a surprise for the Maker cast. In a related vein, there are few places better suited to inducing a well of Findross in yourself. With the right power to exchange there is a Sorceress who might already be able to do this for you, or perhaps a derive a suitable High Rune.

All of this without the support of further Attainments, and the Bonuses they can provide.

It's possible I've over tuned Gifted Imago, so, for example, your Casting Bonus should be less than 15 int. Even at its baseline of 10 this build is still viable. With 19 effective int and 9 Wits you should still be able to get up something like Augmented Warding Permeation before the Aliens blow up the Sun or something.
You have much less leeway with this, and might not be able to match Jotarun tier foes with your Summon, even significantly enhanced and supported. Rather than subverting the Aliens you'll be stalling or joining up, forced to exploit the native resources of the Manifest Realm and integrate Alien technology to make up for your more limited runic arsenal. This is a much harsher campaign, you can reliably survive, but any more than that engenders risk and may simply be beyond your means.

It's also possible I under-tuned Gifted Imago, since it's pretty much just Imago, but you can get enhanced Imago Bonuses with study, gain a few more stats, and don't lose -1 Wisdom. That wouldn't make the build less viable, though, it would just be nice to to know.

If you can gain 2 Tokens and 3 Insights from plunge exclusive drawbacks there's a Take the Plunge variant of this build which just fills out the remaining Arcanists Attainments. Don't make a sacrifice for emblem Runes and just use your Imago Bonus to get the capacity boost Emblem for free. In theory, you could skip the Third Attainment again, since Mastery gives you ten years of practice anyway, and then you'd only need one extra Insight rather than three. Just get your desired cantrip runes through Mastery practice instead.

Roll Location: A Simple Transaction I Original
 
Last edited:
Given my incurable Ormulum addiction, it should've honestly been expected this'd happen at some point. I should say that Orm Embar challenged me to write this; I simply lacked the will to refuse.

This CYOA's contents are in no way canonical to the Ormulum; albeit the content within is based on real lore, some of that lore may be warped, and some of the characters not exist in their presented forms (or at all.) Consider it something of an AU or potential future of the setting, as it's based on something we've been writing together.

In any case, I present to you...

:: Grand Ordination CYOA ::

As with everything strange and improbable, a wizard did it.

All was mundane and the world's beat continued on undisturbed. Then, one day, you entered an alleyway downtown, or came through an isolated park at night, or crossed some other desolate location right out of public sight.

There, through an aperture in reality the size of a dime, a white hole in the world, a stream of letters came out, directed to you:

'Hello. I am the representative and chairman of an Alliance between the peoples of many worlds. However, I am crippled and recovering, and due to a war with an enemy beyond your comprehension, our resources are immensely stretched. As such, we're recruiting new members. For various reasons, you are an optimal recruit.'

After a short delay to let you absorb them, the letters scrambled themselves:

'This transaction is a simple one. Offer a decade of unconditional service to our Alliance, and in return, you'll be invested with superhuman power and magic. At the end of your term, you're free to pursue any ends you wish, whether it be permanent employment with us or something different. If you accept, sign your name. If not, move on.'

In a comical flash of pink-violet light and smoke, a hovering fountain pen appeared, alongside a floating parchment outlining the terms of your agreement. It seemed you were signing a bona fide geas. Its contents didn't seem disparate from the levitating words.

Perhaps disbelieving, or maybe desiring to take a plunge into the unknown, you signed.

Then, the aperture before you widened and consumed the world, and before you knew it, you stood in front of a man in a wizard's hat and robe, wielding a staff and a faintly luminescent medallion made of a ruby carved in the shape of an unrecognizable planet.

His smile was enigmatic, an expression that yielded nothing, as if the man had asserted complete volitional control over every muscle. He was deeply scarred as well. Across his throat, you could see a dark wound; a severing that silenced. Even through the accouterment of battle-robe and armor, you could sense the holes pockmarking his chest, back, and especially lungs. Most of all, he was missing an eye, covered with an eyepatch. The other blazed refulgently, swirling with lightning and ineffable light.

His condition was metaphysically poignant, and even with your mortal senses, you could understand the very ideas of communication and respiration were sundered for him. He could not make even an illusion of a voice to speak with you, necessitating the letters. He barely clung onto life, having obviated the need for breath to survive.

He created more runes out of nothing, writing:

'I am Orden Losthane. Now, let us discuss the details of your Ordination.'

---

As a benefit of signing on, you receive the effects of an Ordination - Any physical defects you wish addressed are wiped away, leaving you in peak health, with an appearance that conforms perfectly to your wishes. A multitude of holistic improvements: strength, intellect, even natural charisma. This transformation also improves your compatibility with any magic you possess. You will start stronger and improve more easily; this effect is most pronounced when dealing with systems that depend on innate talent.

Furthermore, you'll automatically be inducted into the local afterlife on death. If you happen to be outside of its reach, your soul will be retrieved if even remotely possible. It's a realm that superficially resembles Valhalla from Nordic mythology, although only on a skin-deep aesthetic level, necessitating no real training, war preparations, or even feast attendance. There are other provisions to ensure comfort; free days and vacation days, a generous salary, and excellent health insurance.

For now, receive a credit of 64 Ordinal Coins and 1 Venerable Remittance to spend as you wish on the contributions of the Alliance's Patrons.

More can be earned with time via dutiful effort and proving to be a good investment, although it'd be a difficult undertaking of several years to claim a reward worth anything more than the equivalent of twenty Coins. Furthermore, you can optionally choose a Favored Patron. If you do so, you'll work directly for them as a member of the Alliance, altering the nature and course of your service. It halves the costs of all of their selections (rounded up,) and as you'll frequently accompany them on assorted business or receive missions, you may earn even further boons from them more easily than with the others.

---

[The Ordinator] - Once, a man arrived in our reality with the cobblestones of a certain Street, and beholding a multiverse full of evil and discord, he decided to craft a new world order, extracting kindness and prosperity out of the cosmos like a man wringing a disobedient dishrag.

Since then, he's won and lost a hundred battles in a slow effort to carve a kinder face into the world, and for this ideal, he's bled many times: an eye sundered forever to save an already-ruined garden and its fearful citizens; throat and lungs sacrificed on a pyre to pull doomed innocents out of a damning Fire, and many lesser wounds that we shall not mention. His name, chosen after so many travels, is Orden Losthane, and his titles on the Hierarchy's many worlds are so countless it'd be a waste of time to list them all.

As a Favored Patron, he'll look at you with the paternal expectations of a wizard master teaching an apprentice, making each of your meetings a lesson. He'll expect a degree of diligence, but is charitable with rewards and will always attempt to understand your feelings. For a truly diligent apprentice, he's willing to invest time and provide initiation into the many magics under his belt, making him potentially the most powerful long-term selection. From the Patrons, he's also among the kindest and most willing to compromise: it was his accommodating character, after all, that formed the Alliance and pulled its disparate wills and characters into one shining order amongst the stars…

…or as he'd call it, 'a New World Orden.'

[ ] Bestowal, Least [-1 Coin] - An efficient choice. Baseline Bestowal costs almost nothing to confer: indeed, the cost of one Ordinal Coin is almost a formality.

You develop the comprehensive superpowers of a street-level superhero. You can choose the form of this development within reason, although a package containing enhanced attributes, senses, or classic forms of dynakinesis and energy manipulation are the most common. Theoretically, you could also specialize in the likes of analysis, detective work, intelligence enhancements, and other more esoteric options, but your leeway is limited and won't ever exceed the overall level of empowerment expected of a street-level character.

Although versatile, the abilities bestowed on you often lack developmental potential of their own, aside from extremely unreliable or difficult methods. If you wish to push their remit beyond their starting limits, you'll need an external means of fueling that advancement.

As a corollary benefit, you also gain the ability to Practice - as this Bestowal is a side ability of an Authority - but without any preexisting powers.

[ ] A Choice [-7 Coin] - "In the beginning God created the heavens and the earth.

And the earth was without form, and void; and darkness was upon the face of the deep.

And the Spirit of God moved upon the face of the waters.

And God said, Let there be Light: and there was Light.

And God saw the Light, that it was good: and God divided the Light from the Darkness.

And God called the Light Day, and the Darkness he called Night.

And the Evening and the Morning were the first day."


On Icarel, one may find Towers brimming with ineffable Light. You can Choose one of them, and their benediction shall impart one of several blessings on you. Beware, as once Chosen, no unearthly force short of an uttermost exertion from the Ordinator or an even higher entity may undo your Choice, and you can only make it once.

The Ordinator shall teleport you to Icarel and provide a means of locomotion, for however much it takes you to make that Choice.

The benefits of your Choice are static and shall not develop on their own. However, their strength increases with your willpower and stamina at the moment of making the Choice, as it requires you to metaphorically scale the Tower in question; a task more abstract than it sounds. Described below are the baseline benefits, something a non-Exemplar civilian may expect; yours will be mildly better to start with than what is stated:

Choice of Day - Daylight's benediction clarifies the contents of your mind. Gain eidetic memory, a perfect recall of facts you struggle to conjure even now. Effortlessly remember how many times you spoke a particular word. Recall what shirt you wore to work ten years ago on a specific date. At higher attainment levels, can offer moderate intellect improvements and potentially even a partial recall of past lives.

Choice of Zenith - As the coalescence of Day, the Tower of Zenith offers physical buffs and improvements. To start with, become a decent showing of Captain America, with concomitant agility, durability, and coordination. At higher attainment levels, this bodily power can scale even further beyond: a calm MCU Hulk should be attainable if you possess tenfold human stamina, and eventually, even your blood will start to shine with Zenith light.

Choice of Dawn - A Day begins with Dawn. Grants you immense vocal range and control, a singer's voice sufficiently beautiful that on Earth you could make a living off of released albums or ASMR content on Youtube. Furthermore, you benefit from mildly increased charisma, focused on inspiration. At higher attainment levels, expect a supernaturally enriched voice that enhances vocal magics and supernal charisma to match.

Choice of Night - The Tower of Night shows what could've been. Become a lucid dreamer, capable of traversing the dreamscape. This deceptively 'worthless' power is much more impressive than it sounds: as an oneironaut, you can communicate over vast distances with other sleepers. Your logistical utility alone makes you extremely worthwhile. And certain dreams are visions of other places and times, even strange and esoteric worlds. At higher attainment levels, expect much better control over your dreams.

Choice of Midnight - Midnight, as the coalescence of Night, allows you to see what exists outside of what is. Grants a clarified sensorium, enhancing each of your five senses. To start with, you should be able to hear a hushed whisper from across a house. If desirable, you may also suppress your need to sleep, allowing you to stay awake for longer. At higher attainment levels, your senses expand to esoteric levels.

Choice of Dusk - As the conclusion of a Day, Dusk explores finality and closure. You receive a comprehensive boost of fortune in all endeavors, including boosting your odds of survival to a late age, and ensuring your death is a more palatable one: a common saying on Icarel states that Choosing Dusk ensures you'll die with a smile on your face. At higher attainment levels, you simply become more fortunate.

There are many other Towers you can choose, although the astrological circumstances involved with entering them are uncommon - each Tower is only accessible at its associated, eponymous event - and none of the uncommon Towers are set or expected to rise anytime soon. If you wish, you may hold off on entering a Tower if you wish to secure one of these 'superior' Choices. Abilities of these 'rare' Towers include pyrokinesis, cryokinesis, enhanced stealth, enhanced travel and superspeed, boosted luck and metamagic boons, and more.

[ ] Hallowed [-40 Coin] - Among the Ordinator's countless abilities is an entire host of Authorities. This includes the Authority of Hallowed Lore, the ability to proliferate stories and make them real, forcing the universe into compliance with the story created. Through Hallowed Lore, a custom-fitted narrative of moderate puissance shall be created for you.

The effects of Hallowed Lore are varied. Choose one of two:

Hallowed Gift - A customized supernatural capability. It can be a magic system created specifically for you, a metaphysical benefit, or some other medium of empowerment.

There must be some form of 'narrative reasoning' for your possession of such a trait, but Orden's finesse with Hallowed Lore is exalted, so it may be minimal, a blanket-thin alibi or excuse. For instance, because 'you were summoned by Orden Losthane,' it'd be easy to initiate you into the System, and impart you with an isekai hero's cheat ability, or because 'you are purchasing abilities with Coin,' you may develop a supernatural acuity for all forms of business and increasing attributes matching your wealth. If you worked as a lawyer, you could do the same for legal work, and so on. A superior narrative reasoning, as a rule, provides a moderately higher amount of power for effort spent.

Alternatively, you can receive an artifact or set of artifacts created with Hallowed artifice; absurdly sharp katanas are merely the peak of the storyberg. With a story such as this, you could wield nothing less than your own variant of the Forebear's Blade; a weapon of a hypothetical exalted version of your future or past self that'll help you attain that entity's capabilities as you bond with each other and explore your narrative.

The Hallowed Gift's remit is capable of a certain amount of independent development, and it can build off your other capabilities. For example, you could enhance your superhero abilities from Least Bestowal to double their level, and make them capable of incremental, independent progression over time as you use them. Alternatively, you could expand the astrological benedictions of the Towers if they are narratively excusable.

A Prophecy, True - A forceful wrenching of the future into righteous alignment with an ideal. Craft the exact wording of a prophecy that Orden shall make real, with moderate allowance for errors, mistakes, or inefficiencies which he'll automatically correct, while still continuously aiming as close to fulfilling the spirit of your desired future as possible.

Hallowed prophecies are a powerful tool, but not infinitely mighty in scope. It'll be some time before the dominoes of circumstance are shoved into the desired alignment, and you may need to work and offer destiny a way to fulfill its mandate. Nonetheless, it can accomplish much within its allotment: render you the rightful and beloved king of a nation on a world such as Pleroma or the Estates, ensure you'll find your way back home someday via a certain Street (something the Alliance is willing to accommodate, using you as a diplomat to contact new worlds), or even find you nothing less than a palatable form of true love.

Indistinct fates are more adaptable and flexible, and therefore likelier to come to pass, while clear-cut and detailed prophecies have better assurances of giving you exactly what you want at the expense of more waiting and potentially worse results. For instance, an especially and overly grandiose prophecy may only be fulfilled momentarily and on a strict technicality if the world can find no other way to accommodate it.

Beware lofty wishes. Some prophecies may never arrive due to your premature death or being grievously crippled or otherwise waylaid, as narrative and moirological powers much more powerful than the Authority of Hallowed Lore exist and constantly intervene with the future's tapestry on their own.

[ ] Bestowal, Greater [-1 Remittance] - Become a chosen hero out of incandescent myth, a deity within the pantheon: a select member of the Ordinator's personal retinue. This is the vaunted coordinate at which some of the other Patrons started; across entire worlds, some'd slay their brother for such an opportunity.

A rare honor, issued only on a handful of occasions before your arrival, as it costs much of the Ordinator to bestow. With this, you purchase not only the frivolity of personal might, but also influence and a mote of the Ordinator's attention. He'll expect illustrious accomplishments and great deeds from you, but also reward diligence twofold.

Receive the effects of Least Bestowal, but massively and comprehensively amplified. Not only do you start as a potentially country-level threat, a character on the level of a world-class superhero or villain, but your conferred abilities can now develop over time. As with Least Bestowal, you can decide the exact form of the abilities you'll possess.

Furthermore, you receive an entire host of Hallowed and Divine augmentations, increasing your compatibility with magical and martial affairs, allowing you to absorb new systems of magic more easily and without as many worries about inherent compatibility, and nearly tripling all your efforts to train and Practice combat-related skills. If your superheroic capabilities adhere to a cohesive theme, the Hallowed artifice enhances them even more if at all possible.

Lastly, you become an anointed cleric of the divine aspect of the Ordinator, who is considered and worshipped as a deity on many worlds, allowing you to pray for succor and the rewards of your labor, as well as instantly contacting him from any distance. You are also granted certain elements of his Mortal Order, a personal mythology, deriving a smattering of minor boons and lesser abilities that mirror his own. Countless other abilities may be attained in time, as rewards of your efforts.

Of all the boons of the Patrons, this one carries the most strings attached: Do not become a tyrant, and avoid slothful waste, for an honor so Bestowed may also be revoked. You'll be expected to work hard in the Alliance's name: harder than any other member, if you are to truly earn your place. The Ordinator's favor and attention are incredible offerings, and he's loath to waste them on the unworthy.

[ ] Drawback: Martyr's Doom [+30 Coin] - Offer succor from the Ordinator's afflictions by taking on a fraction's fraction's fraction of them on yourself, the equivalent of repairing one cell's worth of damage on his body, and receive a modest reward in return.

Be mindful before you embark on the martyr's path, as nothing short of an extremely effortful convocation by the Lady Reinforcement and Lord Repulsor can ever hope to repair the wounds you'll suffer, and not even Orden with his uttermost exertions can undo oblivion's touch. You'd need to divide your own affliction amongst hundreds of thousands of souls to earn even a mildly noticeable relief; such is the stupendous depth of the wounds he's suffered, and the depravity of the enemy you'll be helping him fight.

'I do not ask you to choose this,' he writes in runes. 'No one should have to bear to suffer in such a manner, and I can offer you no salvation from such a fate.'

Choose one of three:

Sense - A permanent sundering of one of the five senses. If touch is chosen, you'll never be able to feel anything. If hearing, you won't be able to hear, and so on. If you choose sight as your sense, you'll instead only miss a single eye and cannot replace it, but you'll only receive half the Coin for this drawback. This affects magics and actions to a certain extent; if touch is chosen, your crafting may suffer, and you won't be able to practice magics reliant on it as efficiently, and so on.

'I battled an Extrusion to protect the world of the Grovetenders. If you think it's so bad to lose an eye, you should see the Extrusion.'

Cord - You cannot vocalize. Even magical forms of vocalization fail invariably, such as employing a sonic manipulation to create a facsimile of speech or using telepathy. To render communication easier, you're immediately bestowed expert-level knowledge of sign language and an excellent instinct for methods of bypassing this affliction. Naturally, the Litanies, the Strain, and other similar sound or speech-based magics are forbidden to you.

'She struck exactly where it'd hurt the most. I Chose Dawn, you see.'

Breath - You cannot respire, breathe, or otherwise intake anything external into your body. A magical working shall sustain you and ensure you do not die. Cripples your advancement in arts that require intake of substances; Fruit of the Grove and similar advancements unaffected, as they can be taken before this drawback. You receive mild magic resistance.

'To make sure I could never rise again. Fortunately, in defiance of them, I was Acknowledged as the Authority of Expunging Wickedness, and so no longer need to draw breath to survive. To think the Authority with the most stringent criteria would reach out in such a moment... That, alone, saved my life.'

[The Heroine] - A Heroine was once Beckoned forth with an ancient Sacrament, a woman possessing a surfeit of excellence and beauty of heart and countenance both. She feared and raged for a time, disbelieving she'd been pulled into a world such as this, but in due time, she evolved beyond that. Instead of fearing the evils of this world, she decided to rise above them on a sunset tide, and someday, strike them down.

In a most ironic turn of fate, she ended up as one of Orden's most loyal companions, following him down the Street's procession of ontologies since before he even bore that name, since before even his loss of an eye. She watched his incremental degradation at the enemy's hands with concern and she uneasily anticipates what may come next, what other sacrifices he'll make in the name of saving the Hierarchy and defeating the sworn enemy.

As a Favored Patron, she'll refuse to coddle you and will be swift to impart you with countless duties; more resembling of an efficient tyrant than a classical heroine, a fact often jokingly remarked and lamented upon by some of those under her auspices. She'll not offer you much of any power of her own will, instead offering you the opportunities and tools to claim it on your own, reforging your fundamental character as a blacksmith does a blade, and making you more independent.

[ ] Clarity, Lesser [-9 Coin] - Instead of wasting your Ordinal Coin on a boon as evanescent and wasteful as power, become someone who'll always seek it out and find it on their own. Greater than any single boon of might is an attitude that engenders it pursuit.

A mental and spiritual working, it'll vanquish your indolence, cowardice, and hesitation. Having destroyed your faults, every capability relevant to successful endeavor can soar in return: determination, motivation, capacity for hard work, even reasoning and intellect.

In effect, you become a faultless self-determinator, an individual motivated by their own strength of character to rise beyond the murk of their origins. On a fundamental level, you're still the same person, but the zeal and temperament you'll possess shall be heroically transcendent, more comparable to the likes of Sesus Ulyssian.

As a side effect, your mind and soul will become an indomitable fortress, almost impossible to read or penetrate with magic, let alone control with such impositions. No malady of the spirit shall fatigue you, nor parasite clamp onto you like a remora.

[ ] Sublime Fusion [-14 Coin] - The Heroine's infamous on many worlds, as she stole the secrets of Demarcation from the Hand, and improved its remit tenfold with her own touch, attaining the wholly unique benefaction of inversion - now, instead of merely using the Hand's art for severing, she can attach and even unify aspects of existence.

Select a maximum of two other abilities or artifacts and recombine them on a most sublime level, creating one, unified paradigm. The unification thereby achieved has myriad benefits, and is fundamentally capable of more than the mere sum of its parts. This'll absolutely never produce an effect lesser than any of its components.

For instance, you could make a union of a Choice of Dawn and King of the World, making yourself into a ruler over an entire world of heroic souls, capable of inspiring its whole population to reach insane, new heights: every child a paragon, every man and woman a master magus or erudite technologist. Or you could choose Clarity and Least Bestowal to allow your abilities to flourish and expand on them with sessions of effortful training at a moderate pace, enhanced explosively during moments of crisis and stress.

If you wish, you can also recombine them with an otherwise mundane or unremarkable item. Combine a Choice of Zenith with a well-crafted sword to create a blade that strikes with furious bursts of sunlight, or a chainsaw with yourself to attain a transformative state where you become a superhuman monster of roaring blades.

[ ] Essential [-48 Coin] - Receive an Essential Gift, a miraculously renewable reservoir of a quiddity called essence. Not a naturally occurring phenomenon on most of the Hierarchy's worlds, especially not in wild abundance, essence is capable of being reified into any number of phenomena that match its aspectation. As a Gifted essentialist, you'll have an innate sense for essence, and your reserves shall broaden with effort and experience.

Essentialists are able to combine and and apply the aforementioned aspects to achieve results that often resemble classical wizardry: elemental blasts, scrying, transmutation, telepathy, and teleportation. Essentialism's weakness is its lack of structure. No scaffolding or guardrails exist when working with the world's fundamental essence. Each effect must be shaped by the Essentialist and has no more complexity than what the caster imparts.

You'll receive access to libraries and study materials needed to learn your new craft in a safe manner. As a wizard, you can also channel the essence you produce into your body in a discipline known as Self-Fortification, slowly developing a superhuman physique and coming into possession of passive abilities related to the aspect you chose.

Unlike a standard Pleromian essentialist, you also have access to the otherwise unavailable aspect of Life, an element considered forbidden to Pleroma's citizens.

Here's a short list of sample spells:

Reify (Any Element) - Exchange essence for the actuality. The most common spell, a backbone of modern utilities. Typically used to create heat, light, potable water, or air.

Lise's Touch (Air, Mind) - Guidelines that give rise to basic aerokinesis. Lise's Touch can be gentle or destructive; its inventor spurned the creativity-stifling rules of spellcraft. Whether it's passing whispered messages and plucking items off of high shelves or sending enemies flying, there's a use for everyone.

Creation-as-Clay (Form, Water) - Temporarily render an object pliable and ripe for reshaping. Despite its name, the household version of this spell doesn't incorporate Earth. Water's used to represent malleability, though industrial-grade construction rituals add Earth & Order for material influence and structure.

Transference (Air, Form, Order) - Atmospherically constrained short-range teleportation. Air stands in for distance, leading some to call this Lise's Step. Popular in and out of combat. Portals and unbounded teleportation operate similarly, but typically require Space - a more suitable but much rarer aspect.

Penelope's Evanescence (Mind, Death, Order) - A spell employed chiefly for the purposes of espionage, although it is also utilized for the occasional therapy session of the few poor souls saved from the enemy's clutches. It surgically targets a memory of the caster's choosing and destroys it irreversibly. A second spell is often needed to fill the gap, not to mention a spell to perceive the memories themselves. Multiple sessions may be necessary to destroy large swathes of memory, but a single scene is fast to be deleted.

Orden's Resurrection (Life, Mind, Order) - A miraculous invention, the spell performs its namesake deed of resurrecting a single dead target. Its cost of Life essence scales with the extent of the wounds and time elapsed from the target's demise; a Resurrection from as little as a severed finger or even a drop of blood is possible, although would require industrial quantities of essence to power it. A dash of Mind and Order is necessary to direct the effect down a desirable route and avoid adding more flesh to a corpse.

Health Elixir (Water, Life) - Creates a metastable healing salve or liquid; a quintessential 'medigel' capable of healing wounds and restoring vitality to a body. Can be imbued with Order to selectively avoid affecting bacteria and microbes, allowing for the elimination of a disease by enhancing only the immune system. Created for humanitarian aid.

The Ordination (Form, Mind, Spirit, Order, Life) - Bestows the effect of Exemplar to a target, enhancing their attributes comprehensively and improving compatibility with magical arts. As a side effect, improves a target's longevity. Orden knows of a more advanced, multimagic variant that can affect an entire world at a time and initiate all targets into the Practice, but he's the only known individual who can cast it.

Orden's Create Chair (Form) - Creates, ex nihilo, The Chair; a Chair made of nothing but the sheer Platonic ideal of 'a chair.' Aside from complete material inviolability, it serves as a transcendentally comfortable Chair, and automatically capitalizes itself in people's internal narration, drawing notice to the fact it is The Chair, rather than any random chair. Seldom utilized frivolously, created for the purposes of intimidating political opponents during negotiations. It costs herculean amounts of Form essence to cast; you'll need either truly massive reserves of salt or decades of training and practice with your Gift.

Orden's Mute Button (Air, Form, Mind, Chaos) - Disrupts all attempts at communication by reducing them to meaningless static. While the spell persists, no semantic content can be conveyed through speech or telepathy; all those affected are on equal footing with the caster.

[ ] Sever the Limit [-1 Remittance] - Choose one boon from any Patron. Its limits are severed, allowing you to move past them, and its overall capabilities are tremendously escalated. Exponentially more effective on cheaper boons; applying to a Remittance-value boon has minimal effects.

For instance, if you Sever the Limits on a Choice of Dusk, you could acquire the ability to shift destiny's vast tapestry underneath an evening sky, acquiring a vast sense of fate and conclusions, and capable of altering them as you wish. If applied to Least Bestowal, it'd instead rapidly rocket you to a level moderately beyond Greater Bestowal, although without Hallowed and Divine improvements and the Ordinator's personal attention.

Can be applied to any effect or phenomenon created with Sublime Fusion, regardless of its component elements. For instance, if applied to a fusion of yourself and a chainsaw, the transformed state would have sufficiently superhuman attributes to fight on even footing with a baseline Greater Bestowed, and you'd develop other, chainsaw-like powers over time. Alternatively, you can apply it to Sublime Fusion itself to broaden its number of components.

[ ] Drawback: Geassa [+3 Coin] - 'I suppose you could call it... intellectual property theft. Take up a portion of my debt, and receive a fraction of my attention.'

In a future, once you've come into your own and become stronger - perhaps even detached yourself from the Alliance's affairs or participated in the victorious final battle of the war with its enemy - a favor will be asked of you. It won't be more than you can afford to pay, and won't be significantly more dangerous than anything you'll face either way, but it'll be a duty you otherwise could've avoided. You'll be compelled to answer.

Uniquely as a drawback, Geassa can be taken a maximum of nine times. A multitude of expended orders at once can allow the Heroine to force linearly more arduous or dangerous duties on you, although she's thankfully unlikely to have a compelling reason to do this.

[The Ouroboros] - An entity of unknown origin, even the Patrons of the alliance aren't certain where the Ouroboros came from. If any of the stories are to be believed, then Orden and the Heroine once ventured out into the Hierarchy's furthermost reaches, and returned with a man in tow, a lord who'd truly mastered the Ring of Envy, and who swiftly went on to become one of the Alliance's foremost members. He seems to accumulate power and influence with a fervor that matches the Ordinator's own.

As a Favored Patron, he's mysterious, smiling at the heavens with sardonic impatience, and offering cryptic allusions to some greater, secret plots. His Ring's outer shell is Demarcated from sight, a gray blur surrounding its band, to prevent arising mental contamination from stoking aspirations of claiming his own position.

[ ] Secrets Worth Keeping [-3 Coin] - Once your choices are finished, you'll receive a secret, whispered into your ear. The Ouroboros shall divulge one he believes most beneficial to you, accounting for all elements of your build.

By dint of its very nature, this choice's effectiveness is highly unpredictable - a secret, once divulged, is much less a secret, so offering you examples would be ill-advised.

However, the Ouroboros has an incredibly vast knowledge of the Hierarchy's metaphysics and affairs, a level of discernment near-comparable to omniscience, unrivaled across the multiverse even by the likes of the Traveler. He's a living trove of such information, and therefore, it's extremely unlikely he won't be able to find something suitable for you. You are the one who's tasked with capitalizing on the information you'll receive, but if you do it successfully, this option can yield boons worth an order of magnitude more than the attached price tag.

[ ] Ten Fetters [-12 Coin] - Humans aren't born free, as each of us is thrust into chains from the moment we have desires of our own. Ten Fetters bind man to the cycle of rebirth. Attachment is the root of all suffering, the chief obstacle standing on the path to transcendence. And yet, if you are to transcend and abandon this world and its myriad plights, how are you meant to save it? The answer, according to the gurus, is simple enough: to believe you can save it is conceit, and conceit is a Fetter.

Embrace your Fetters, then. Choose one of three Fetters to start with, developing arts related to their domain. On the world from which this practice originates, the sin of attaching yourself even deeper to your Fetters is considered nothing less than a demonic heresy. As a Tetherer, rather than Severer, you can meditate on the associated Fetter to develop new powers over time. It'll also cause you to become more deeply adherent to the Fetter in question. You can stop your ascension at any point you wish.

Here are the Fetters you can start with:

Conceit (Pride) - Arts manifest primarily as extrasensory perception, enhanced senses, and a variety of telepathic abilities.

Jealousy (Envy) - Arts here often revolve around florakinesis, manipulating or enhancing plant life, and similar.

Habit (Sloth) - Arts revolve around invincibility, enhancing your own durability, and increasing inertia, although brief temporal recursion and similar are also achievable.

Over a period of one month, you'll Tether a second Fetter of your choice. After a year, you'll receive the third. From then on, you can start Tethering the remaining seven of the ten on your own. These are: Sensual Lust, Anger, Views, Doubt, Lust for Existence, Greed, and Ignorance.

No matter which Fetter you select, you also receive minor improvements and increased longevity for each Tethering. Two Tethers suffice to keep pace with a moving train and punch holes in a boulder; four Tethers to become immune to small-arms fire, run along a thread of silk, and develop minor resistance to mental effects. These scale exponentially; at eight Tethers, you can easily destroy whole mountains, although attaining that level may be the effort of a mortal lifetime even if you are talented.

[ ] Ring of Power [-50 Coin] - Choose a domain. Any conceivable aspect of reality is applicable, such as Blood, Magic, Fire, Water, Life, Death, Mind, Form, Space, or Time. Then, receive a magical Ring, an artifact of inviolable craft, imbued with dominion over the selected aspect of reality.

Through the Ring's mystical connection to you, its chosen bearer, a collection of powers and enhancements can unfurl. Most often, these advancements are dictated via active interpretation of the Ring's domain; a process not unlike a dialogue among mortals, informing the Ring's understanding of its domain with your own human ideas, and it, in turn, bestowing you with the ability to wield said domain in the manner 'discussed.' No matter what your domain, the interpretation process is spiritually invigorating and the resultant spillage from your soul enhances your physique as well.

There are risks of considerable mental contamination, most often manifesting as monomaniacal obsession with your Ring's domain, or other psychological afflictions, although this malady is easily avoided if you attempt to maintain a temperate and unhurried pace of advancement; meditation on its domain and natural progression with wise and composed interpretation, rather than greedily drinking of the Ring's well and ceaselessly demanding more and more.

In a distant eon from now, you may master the Ring's domain, achieving not a simple union of man and ring, but a true domination of the aspect through which it is channeled. You'll become a world-transcending paragon of its magic; a lesser form of Ringlord, a liminal shadow of what your domain embodies impressed on reality like a scar.

As a Ring made with a collection of lesser magics instead of the peerless Shedim-Craft that made the Seven, your domain cannot have connection to a Sin or Virtue. Yours is a copycat Ring, made with only a misty glimpse of the principles that govern true Ringcraft. You'll never match the Architect's Wrath, the Ishvara's Pride, or the Hand's Diligence.

[ ] King of the World [-1 Remittance] - For someone who doesn't know much of the Hierarchy, it can be a strange and terrifying nightmare of an ontology: a kaleidoscope of worlds unfurling to match the principles of some confidential truth or bewildering fundamental essence. The Ouroboros smiles at this confusion, and offers you a way through it.

Instantiate a world of your own, a crowning apex of all you ever stood for, cast from your innermost dreams and desires. All elements and underlying metaphysical principles of this world are a reflection of yourself. Even if you wish otherwise, for good or ill, it will represent everything you are and believe in. Across this world's vistas, you'll most likely find a proliferation of inhabitants, civilizations, and even novel magics; unless these are truly, deeply antithetical to your being.

Receive a crown, an artifact shining with an investment of ineffable Light. This crown forevermore enfetters you to your soul's creation. All the citizens who perceive it shall understand on an instinctive level you are their ruler, the master of reality, the highest authority to which they all must answer. This supernatural property has little effect on outsiders, dissidents, or those who simply hate the world itself. As a consequence of bearing the crown, you'll also have a natural talent for the use of any magics of this new reality, an ascendant erudite and mastermind of these arts.

At will, you can make the crown disappear utterly from all forms of sight, including the esoteric: it shall continue to lay atop your head, its weight unmistakable, but the aura of majesty won't flare as long as none can perceive it. It cannot be stolen from you, nor its powers used by anyone other than yourself. The crown may be dismissed and summoned back at will, likewise disabling and returning the powers it conveys.

[ ] Drawback: Name of the Wind [+1 Remittance] - 'You who serves those defiant of the Hierarchy's natural order, look to Windward.'

In moments which are otherwise silent, you can hear its approach, like a scream on the horizon, torn from a bloodied throat. A susurration within the spiritual realm. An invisible momentum like a fallen star on a descent from the heavens. Face the sound of ruin with stalwart confidence or submissive contrition, it makes no difference. Once called to task, it never returns to heaven empty-handed.

The Prevailing Wind shall follow your every footstep. It promises destruction to all your endeavors, a force synthesizing apocalypses out of nothing to crush you underfoot. It'll manifest rivals and overlords, each one twice over your superior. It'll manipulate all circumstance to ensure your demise. It'll break the bulwark of impossible, divine strength you once believed made you unassailable with no more effort than a child snaps a twig. It'll destroy you like it has every other hero and civilization in history. If you are wise, surrender reliance on prophecies and other ephemeral powers, as they'll offer you no succor, no escape. This is no mere Apocryphal Curse of interesting times; it's a death sentence, a Prevailing edict, delayed for moments at best, and only through the effort of your own hands.

Even as you overcome the adverse trials, they'll increase in strength and magnitude; not so much intent on keeping up with your advancement, but racing to exceed you rapidly with the fury of a wraith, a hound attempting to rip out your throat. With sufficient strength, resourcefulness, and competence, you can prevail in turn - expending your uttermost effort each time to purchase but a precious second of survival - but these trials shall not end for a very long time. There is no force currently within the Hierarchy that can reliably mitigate this.

This drawback doesn't activate immediately, and most likely won't for as long as the Alliance's mission of successfully ending the war with its enemy is ongoing. You'll be invested with an anemometer to keep constant track of the Wind's heading and forcefulness. No matter what, do not lose it: even forewarning may not suffice to save you.

[The Originator] - Once, there was a beautiful Garden, a world out of an arboreal dream: elder trees as wide and higher than skyscrapers, sprawling edifices of brown and green containing entire populations, and the Tenders who took care of its people, all exultant among the fantastic fruits of labor grown by the Originator and those appointed by him.

Then that beautiful Garden burned down in a Fire.

Once upon a distant time, Alara Tar-Inshir was considered the last hope of the Grovetenders. Now, returned after millennia of sleep, she's realized their dream and so much more, an Originator Resurgent in every fashion, a star of brilliance shining viridescent among the treetops. Her Patronage forms the oak-solid backbone of the Alliance's logistics, and she desires dire vengeance on the enemy who destroyed her people's works.

As a Favored Patron, she's tempestuous, immature, and somewhat flighty; the attitude of a child, yet with the determination and vision to regrow her nascent Garden into an empire worthy of challenging those who'd once burned it down. She'll spare you little time and focus, but likewise, her demands shall be minimal, requiring only that you do whatever duties you are assigned. If you manage to excel in an epic fashion, you may receive proportionately more attention as you draw the Originator's curiosity.

[ ] Lifeblood [-3 Coin] - A single drop of Alara's own blood diluted in water, held in a crystalline vial; a shining viridescence having intruded on its natural red color. For three Coin, you receive five such vials.

The Originator's blood has a multitude of uses, enhanced beyond a Fortified's wildest dream. As an emergency medicine, it can bring a recently dead man back to life and revert a year's worth of aging, or completely and flawlessly cure stage-four cancer. If imbibed by the already healthy, it'll grant them modestly superior attributes, health, and longevity.

If the blood is infused or consumed alongside a fruit, its abilities shall undergo a minor fundamental enhancement, worth about a ten percent enhancement of its starting power and progression speed of its training; infusion of multiple droplets improves this linearly.

[ ] Fruit of the Grove [-20 Coin] - From the amassed storehouses of the Grovetenders, you receive a single fruit, ripe and ready for your consumption. Eating it, you'll develop a superhuman power. The powers granted can be improved with training. Select one of the following five:

Essential Entawak - Within a sinewy multicolored husk, you'll find edible flesh and salty-sweet seeds. On consumption, a self-replenishing wellspring of essence fills you, conferring the classical abilities of a wizard. Unlike the Pleromian Gift, you wield all aspects, including Life, although your essential stores are much lesser to start with: only sufficient to empower a small handful of rotes before requiring rest. Additionally, it bestows the standard essential perceptions that come with a Gift.

Myriad Mulberry - A fist-sized cluster of rich red-dark mulberries, their number seeming to multiply each glance. Initially, you can manifest a solitary duplicate of yourself. While both exist within the same realm, a bond intertwines you, allowing you to share a fraction of your respective capabilities and communicate remotely. Gradually, you can cultivate further duplicates of yourself, limited by the maturation of this power. Should one be vanquished, substantial time and effort are required to regenerate a replacement.

Iridescent Eyefruit - Once consumed, this disconcertingly eye-shaped morsel of sweet flesh bestows you with incredible ocular abilities: in moments of danger or attentive focus, your perception of time slows down to a fraction, allowing you to perform insane and well-coordinated stunts, or overwhelm the enemy. Furthermore, you acquire a talent for all forms of physical mimicry and kinesthetic learning, and can visually perceive emotional auras and read out the magical abilities of others.

Providential Fruit - A single berry as resplendent and bright as bullion. On consumption, you assume the fate of about two dozen men, and are blessed with a mildly heroic destiny. All circumstances of chance shall favor you moderately, and you'll find yourself developing a narrative over time, one that'll confer a host of supernatural abilities on you. Think Astral Rank or Practical Guide to Evil's Named.

Green Dragonfruit - A fruit with a hard, spiked shell, the flesh concealed within the rind is soft and tastes like lime. The Green Dragonfruit allows you to heal at a massively accelerated rate, recovering a lost finger within minutes, and a lost arm within half an hour. Furthermore, you can shapeshift to any standard human form over a period of several hours. Its physical augmentation is moderately better than that of other, standard fruit, making you as physically capable as someone who's eaten an additional fruit.

Alternatively, you can lodge a more specific and customized request, although you'll need to wait at least a month before your fruit is prepared, and it's more difficult to predict if the eaten fruit bestows you a power with the exact parameters you desired.

All options entail comparable levels of physical enhancement, rendering the consumer superhuman.

[ ] Chivalry's Zeal [-33 Coin] - An investment of virtuous purity, flesh exalted beyond mortal measure, mind and spirit cultivated into sharp instruments.

Attain superhuman attributes; muscular strength to annihilate a mountain in a single focused attack, outpace sound at least sevenfold, and endure a battleship's bombardment as if merely assaulted with thrown pebbles. All actions you undertake become invested with a level of fundamental, artistic grace, enhanced and smoothed out: as beautiful and inspiring as a dance performed by a terpsichorean master, while still retaining the standard effectiveness such flourishes would normally cost.

Furthermore, a knight's full panoply shall be forged for you, the floral sciences of the Grovetenders applied to the fullest extent, and integrated with foreign technologies and any other options you possess. You receive organic armor and armament. These will scale with your own attributes and can mimick and enhance some of your capabilities. A photokinetic's sword may emit bursts of slashing luminescence fractionally stronger than their wielder's own native exhalations, and a master engineer will find their helmet providing a connection to local networks and gauntlets capable of printing out circuits and technologies.

These armaments are alive, no less than you: the armor is connected to your spinal cord via symbiotic tendrils, not restricting movement in the least even if superheavy, and your weapons have feedback ports on the hilt or grip, allowing you to guide the flight paths of munitions or quickly reshape melee implements to suit your needs.

[ ] Crown of Thorns [-1 Remittance] - If Orden's constant onslaught of self-sacrificing actions, a slow withering of someone she believed invincible, can be said to have ever managed to teach Alara Tar-Inshir anything; it is that for success to come, sacrifices must be made. A deed of apostasy may be excused if the result is salvation.

Sometimes, no cost is too great - an irony borne of cruelty for the Originator to believe such words and practice the resultant philosophy.

Become a royal-blooded arborist. Your blood overflows with vital essence. Your natural attributes are enhanced, making you slightly superhuman. You recover rapidly and flawlessly from all wounds, even a severed arm restored within less than a day. This geometrically enhances other forms of regeneration and increased physical attributes: each distinct attainment from a different magic is worth solidly more than before, offering tremendous synergies with all options of such a nature.

You're able to consume more than one fruit, a feat impossible for mortals with no relation to the Grovetenders, and your fruit-derived abilities start off twice as strong and develop faster. To start with, you can consume three fruits; over the long decades, you'll be able to consume as many as six. If you selected Fruit of the Grove alongside this option, you receive three fruits of your choice instead of one, and as you develop space for new ones, you'll be allowed to select whatever else you wish to consume. If you didn't select Fruit of the Grove, you'll receive one fruit, and have the opportunity to obtain more in the future.

Your blood's vitality can be used to massively enhance or fuel sacrificial arts, making you an unparalleled wielder of such magics, or else distilled as a healing cordial of considerable quality. If spilled on the earth, your blood shall accelerate the growth of all living things on that patch of land, grass blades sprouting within moments on the ichor-wetted soil. If fed directly from a vein to a living being, it'll become temporarily flush with a fraction of your own vitality and sprightly awesomeness.

Furthermore, you're filled with the refined energy of purification, a shining white dross as pure as the driven snow. As a consequence, no amount of supernatural herbicide or wyvern venom can slay or weaken you. Your charisma and appearance skyrocket to seemingly unattainable levels, an ethereal and elfish sort of beauty, as unreachable as it is appealing. Directed outwards, this purifying energy can be sent forth as colorless beams of light which purify all they touch: materials made sturdier in form, allies' wounds anesthetized and antiseptized, and enemies cleansed wholesale from creation's palimpsest.

[ ] Drawback: Arborification [+15 Coin] - All cultivators develop an urge to eventually take root and bear fruit themselves. Take on a portion of the Originator's share of the sylvan burden and be rewarded with more Coin. This'll have little immediate effect, and can be eventually mitigated with the methods at the Alliance's disposal: as long as the war against the enemy proceeds at a reasonable pace, resources can be assigned to ensure mitigation.

If left unmitigated, over time, you'll develop a lethargic stillness and your body will shift into a treelike form. At first, your skin will resemble bark, and flowers and leaves will start to sprout among your hairs, while your feet twist into rootlike spurs. If unaddressed even longer than that, you'll begin to stay in one place for long stretches of time; eventually, you'll close your eyes and become a tree. If you reach this point, priority of your mitigation will be elevated to ensure you at least remain conscious until more resources can be assigned to revert you.

Still, you may one day have to spend some time stuck in place as an ent.

[The Traveler] - The wanderer whose smile conceals secrets, a stranger met by moonlight at the crossroads; the renegade protocol, a wild card slipped into the deck. Who can fathom the Traveler? Among the Alliance's Patrons, he's the most avoidant of responsibility and duty. A former rival to the Ordinator, he's since then thrown his hat in with the Alliance, as the enemy they fight concerns him as well.

As a Favored Patron, the Traveler rather openly doesn't care about you: he'll say as much to your face once you have a chance to meet, most likely some months down the line. You're free to do as you like, essentially divorced from the vast majority of duties you'd otherwise have on you. Likewise, he considers himself free and absolved from providing any aid to you beyond the foundational discounts you can acquire from his Patronage. He'll do his thing, you do your thing.

[ ] Minor Bullshit Magic Catalogue [-8 Coin] - Having seen countless of the Hierarchy's worlds, a thousand realms each replete with their own cultures and peoples, the Traveler's accumulated magics much like a collector accumulates postage stamps. He'll share one of his truly countless lesser arts with you, asking you what kind of magic you want to learn and swiftly teaching you that one.

You acquire a semi-random supernatural capability of minor puissance; nothing on the level of the Practice or Labyrinth Magic, let alone something like a fruit or access to the Litanies. Nonetheless, it can be a useful screwdriver in your arsenal, one of the tools you'll learn to rely upon. Given the massive breadth of the Hierarchy and worlds the Traveler may have visited, feel equally semi-free to invent a magic to suit these parameters.

Furthermore, as an optional and completely free addition, he'll throw in a magical wolf or raven familiar, magically tied to you and capable of sharing your senses, and imbued with Zenith and Primal Fury to enhance their attributes and give them supernatural powers.

[ ] The Traveler's Intercession [-16 Coin] - Receive a shining coin with a swirl design. Thrice, you may speak to the Coin to contact the Traveler, and he shall appear in your vicinity within no more than ten seconds; often less than one. You can use this either as a way to evacuate from an unpleasant or dangerous situation, or in order to travel to virtually any location or coordinate within the Hierarchy short of the Transcendent Pit. All travel done with his aid is instantaneous.

No road back home, save via another use of the Coin or utilizing your own means. If you're on one of the central worlds of the Alliance, securing a passage to another world shouldn't be difficult, as the Ordinator has constructed a series of corridors between them.

[ ] Geometric Investment [-38 Coin] - Gain a minor, accessible fraction of the Traveler's own Expression via Reciprocal connection.

Once an hour, you and a maximum of five additional passengers can travel to any location within the universe you're in, appearing at the desired location in an instant. This won't ever transport you to a location that's unsafe, instead moving you to the closest adjacent space.

Once a fortnight, you can perform the same feat, but instead travel to anywhere you've ever been before, or any universe in ontological proximity to the one you're currently in. Ontological distances may be difficult to understand for the uninitiated travelers, reliant mostly on conceptual connection. For instance, moving 'in the direction of apocalypse,' steadily brings you closer and closer to worlds which underwent or are undergoing an apocalypse. If one of those is a world that froze over into a snowball, you'd also be close to other cold worlds, and so on. You can move away from an idea as well.

If you're interested in visiting, the Dominion's ontologically closest to universes attuned with the principles of song, music, and prosperity. However, you should never enter the Dominion yourself, as several layers of artificial universes immediately surrounding it are a minefield full of destructive traps scattered around to deter the General.

[ ] Litanal Accession [-1 Remittance] - A war's needs are dire, and Orden is charitable even to ex-rivals. On the Traveler's behalf and wish, he acquired the Litanies, and passed them onto him. An irony, as the Ordinator's missing voice means he cannot himself utilize this miraculous system, having led another to a treasure he cannot possess.

Once more then, may the torch be passed on. The Traveler shall use the Litanies to bind his own Litanal access to you, a surprisingly unimaginative yet effective process.

Grants you access to the Litanies, one of the most potent, versatile systems of magic in the multiverse. The Litanies grant you the ability to reshape reality with words alone. However, you lack talent, and theoretical ability alone does not confer relevance. The Traveler won't stay around to train you beyond the simplest of basics needed to use each of the Six Litanies. Training manuals and teachers are difficult to acquire, even in the Alliance.

The power of the Litanies is correlated with ontological proximity to the Dominion. Most of the time, you'll be far away, making your powers fleeting, even if you have great potential. If you're willing to petition a Favored Patron that isn't the Traveler, they may be able to secure a teacher for you, or even teach you themselves if they aren't Orden, but this may take time.

[ ] Drawback: Beast of Principality (+38 Coin) - "Right… Listen, kid, I'll make this sweet and simple, no backstory blurbs or other shit. There's a huge kaiju after me. I'm talking huge. A colossal mechanoid squid that you could see as a shadow on the sun. And it's really strong. Strong enough Orden and me can't beat it yet.

"I travel around so I can escape from it. Someday from now, I'll get strong enough to beat its ass, hopefully before it beats me. So basically, if you wanna do me a favor and get money for it, I'll, ah… pull some strings, let's say, and attach some of its pursuit of me to you, so you draw some of the heat off me and give me more leeway. If I beat it before it happens to find you or myself, great. If not, well… it was nice knowing ya?"

From now on, you effectively roll 1d100 every day. On the day you roll snake eyes, you and everything in your vicinity dies as 'the giant fucking death squid kaiju' descends and utterly annihilates you before anything can be done to escape. Fortune and luck-based options can boost your odds of avoiding the squid's attention beyond this level.

If the Traveler happens to defeat the mechanical squid, you'll survive instead and this drawback may be considered resolved. It's estimated it'll take the Traveler and Ordinator at least half a year more to defeat it. You're in serious luck that Orden assigned you to a decent afterlife, otherwise this could've been a dealbreaker.

[Lesser Powers] - The Alliance is not a mere collection of singular hegemons reigning over apportioned empires, but a vast tapestry of worlds. A myriad collection of the rulers of these other worlds may also be willing to offer you their own Patronage and respective powers.

[ ] Celebrant Cadfael: Training Arc [-8 Coin] - The man who simply calls himself Cadfael was once the Authority of Unbridled Valor, a warrior who repelled the Hand's assassination attempt and pushed aside a dozen Fingers as if they were buzzing flies. Since then, in an otherwise impossible feat, he relinquished that Authority to Orden Losthane. For the courage of placing such trust on another, he was Acknowledged for the feat.

Still, a shadow of his warrior's talents remain: a sword on an old veteran's mantelpiece, rather than a well-maintained rifle ready for warfare. Even a show piece has its uses.

As the officer responsible for instructing promising rookies in combat drills, Cadfael shall be assigned to oversee your own training. His methods are supernaturally effective: even the mere three months you'll spend under him shall elevate your skills to a master soldier; the equivalent of a veteran of a world conflict who'd then moved on to a successful mercenary career for over a decade. Even better if you have the Practice.

[ ] King of Arranor: Flame of Apprenticeship [-10 Coin] - The Pleromian nation of Arranor has excelled in Essentialism for most of its recent history, as a result of the massive changes instituted by its King, a former nomadic wizard by the name of Denlah. Arranor has been one of the Alliance's constituents from the earliest days. As rumors and histories will inform you, the Ordinator himself apprenticed under the King of Arranor.

His Majesty invites you to partake in a season of study over in his domain. His watchful eye, or that of one of his other skilled court wizards, shall ensure you become a master essentialist in a short time indeed. You don't theoretically require a Gift to study essentialism, and with advances made using Orden's Mortal Order, a lesser Gift may be inculcated in you on its own, but it's definitely recommended.

[ ] The Undying King: Deathless [-20 Coin] - An investment of mortal essence from the ascendant Authority of Unsung Heroes shall create a profundity of methods to cheat death.

You have an innate sense for death, a proprioception and instinct both; capable of sensing an oncoming demise minutes ahead of time, as well as calculating its approximate strength, nature, and vector. The overall precision and radius of this sense improves with time and training, and can eventually be used proactively and offensively; creating death with your actions by sensing which of those actions are most likely to result in a fatality. In combat, this most often translates as an incredible killing impulse and faultless danger sense; a warrior that's undying and delivers death without skipping a heartbeat.

If you should encounter a foe you cannot escape or kill, and you subsequently perish, you'll be immediately reborn in one of several clones on a central Alliance world, safe and with your abilities mostly preserved. If you aren't in range to do this, your soul will instead seek out an acceptable body and be reborn into a Naturalized, adult vessel - or else enter a mode of concealment and await the approach of a collection team. Depending on the nature of the foe or attack that slew you, it may prove that your soul is unrecoverable.

[ ] The Ishvara: Arrant Shadow [-1 Remittance] - A shadow like a thousand faces extends over the cosmos. A lone, near-sapient tendril of this beneficent shadow follows loyally after you, resting within your own like a bodyguard's spear. Thrice, when you call for its opening, it'll act as a window through which its maker can look.

If at that moment of connection, he finds something he deems displeasing - such as an active threat to you or an entity contrary to his values - it'll be axiomatically obliterated, a Lantern of pure Light yawning open to reveal its luminescence to the world. This is destruction on a pure and metaphysical level, so deep that if it were to strike a mortal, it'd leave behind a permanent impression on the universe; like the blast-shadow of a nuclear warhead. Even an entity on the General's level would experience mutilation forcing a recall.

Alongside the Ishvara's protection, a fraction of the strength of his armies. Until you've expended the shadow's dross on this calling, it'll work alongside you like a symbiotic entity: reaching out to intercept attacks and swat them aside, piercing through the hearts and brains of enemies with faster-than-sound fury and peerless intellect, coiling around you as supernaturally durable armor capable of conferring magical resistance, or leashing foes in a similar manner while disabling their powers. It can also act as a superb lasso or rope, or simply thread itself through your tissues to provide all-encompassing enhancement. Each call for the Ishvara's aid renders this shadow progressively weaker.

[ ] Drawback: Charitable Works [+20 Coin] - Normally, under your contract's terms, you receive a liberal allotment of free days and vacations from duties to the Alliance. Now, you'll no longer have any such free time, as you consign the remnant to charitable volunteer work. In moments you'd otherwise not be doing anything else productive, you'll travel the lesser worlds of the Alliance and work on uplifting them, aiding the citizens, and slaying evils.

Depending on your original intentions, this drawback may essentially be free Coin.

[A Secret Handshake] - After you've retired to your quarters, you're contacted by an expressionless man who slips you an envelope commanding you to burn its contents once you are done reading them. It's up to decide whether you'll comply.

Within the envelope is contained an offer: become a spy of the Hand, reporting back information on crucial Alliance operations. The Ordinator's paranoia in scanning for every manner of hidden threat means that installing Fingers on Alliance bases is a difficult prospect. Fortunately, the Hand doesn't need a Finger: one willing soul can suffice.

For each morsel of information you choose to provide, select from amongst the boons below. Each piece of data beyond the first one you share raises your risk of detection; roll 1d10, starting with a DC of 3, and raising it once for each piece of information leaked. If you fail a check, the Alliance discovers your treachery.

If you wish, you may attempt to convince your Patron to act as a double agent, reaping the benefits of the Hand's offers while feeding him a stream of false information. This'll result in a swift discovery of your ruse, but you may be able to swing a single boon. Roll 1d10; on a 6 or above, you can make a selection from amongst those below not counting Hand Over without betraying the Alliance, but no matter what, you'll earn the Hand's enmity as a consequence, and can expect Fingers to sabotage you wherever you go.

The Hand cannot be selected as your Patron unless you truly invest yourself in his cause.

[ ] Underhanded - In a Hierarchy such as this, reliable friends are in scarce supply. The Hand offers you one favor to cash in. You can determine its exact form, and can rest assured it'll be fulfilled even decades from now, at an inopportune moment, with adherence to all exacting details you lay out as long as you do not ask anything more exhaustive or comprehensive than any of the Hand's other offers. The introduction of such a difficulty may prolong the waiting time or else prove the favor impossible to fulfill. Additional leeway is permitted for extraction from difficult circumstances, such as a trial or investigation launched against you. Rest assured, your fate is in good hands.

The Hand isn't a trustworthy being and can cheat his way out of most bindings but he's ruthlessly fair in his dealings; more reliable to someone who can escape any contract is the word of mouth proclaiming their adherence to the spirit of the words themselves. This is as close as you can have to a guarantee from someone like him.

[ ] Hand Over - Perhaps the Alliance's offers do not suffice, or maybe you seek a method of becoming stronger on your own. Fortunately, a solution exists to remedy both.

After a year and some time has passed, a stoic man will appear and hand you a metal box containing a radiant spark. Its consumption will bestow you with an Expression, one as compliant with your desires and compatible with your personality as possible. Once you've attained a basic comprehension of your power, that same man will cut out its First Principles, and set you loose. Beware, for the Path to Power is neither short nor easy. This development will almost certainly be noticed.

[ ] Out of Hand - It seems callous to assume you'd aid these multiverse-spanning Hegemons because of some half-cocked contract you signed before you had any idea of what you were involving yourself with, doesn't it? The Hand shall Demarcate the contents of the Ordinator's contract from you, freeing you from a decade of slavery. Furthermore, if you wish it, you can retain the effect, giving you immunity to similar contracts in the future, allowing you to betray them without associated metaphysical consequences.

[ ] The Hand doesn't offer you a Remittance-level boon.

[ ] Drawback: Oathbound [+???] - A stoic eyebrow is raised in slight curiosity that you'd even ask for something such as this. If you wish, you may exchange your master for a different one. Lay down the color of numinous frivolity, and put on a suit of efficient ash. Become a servant of the Unbroken Oath, sworn to obey its words irrevocably.

No cost is too great, to those who have spoken the words: whether it requires the pruning and extermination of entire worlds, casting lots with the worst of the worst, or looking a child in the eyes as you deprive them of life, you'll do it. The Hand is hated by his victims, but feared as well, for the power he has accumulated on his quest.

Adherents of the Oath support each other unconditionally: the Hand shall become your new Patron, offering you the full support you need to blossom as a tool. After all, an instrument such as you deserves to be wielded by a worthy Hand.

You do not know its contents beforehand, although you feel it'll almost certainly put you at odds with the Alliance.

<Esoteric Ordination>

It seems you in particular possess a strange affinity, a slumbering power within you, on the verge of awakening. Curious, the Ordinator raises an eyebrow and offers to do bring your affinity to the forefront. The choice, naturally, lies with you.

[ ] Orm Embar: Ormniarch (-64 Coin) - As someone who's already deeply attuned with the worlds of the Hierarchy, you can acquire King of the World for an expenditure of mere Coin. Furthermore, if you should pick it, Name of the Wind's effects are attenuated massively; nine-tenths of the effect shall be deflected onto a certain talkative entity...

[ ] Lealope: Clarity, Greater (-10 Coin) - As Lesser Clarity; however, your intellect rises a single standard deviation, and you receive comprehensive augmentation of all physical parameters to superhuman levels; you're also initiated into Demarcation at a cursory level. If you also select Least Bestowal, you receive a decade's worth of Practice concerning areas such as first-aid, logistics, tactics, and other useful domains of skill. You cannot take any Secret Handshake options.

[ ] Rihaku: Phoenix Resurgent (-50 Coin) - Acquire an artifact reminiscent of Hunger's Evening Sky, were it aesthetically based on Chen Aobaru's Vigorflame.

Although its capabilities do not become stronger on their own, it is capable of a variety of pyromantic invocations and offers you an extreme degree of protection from supernatural attacks. On death, or otherwise whenever you will such an occurrence, you become a blazing entity of imperishable flame; a fiery bird soaring across the cosmic tapestry. When you're in this state, you're capable of traveling across the multiverse by entering stars and emerging out of another world's closest equivalent star. Reconstitution requires you to spend a day meditating and contemplating how to complete unfinished works of yours. If you perish again in this state, you die for real.

Furthermore, you acquire an effect similar to a baseline Providential Fruit, and you double the benefits of the Zenith Tower, if Chosen.

[ ] DB, CM, Vel: Litanal Accession Deluxe (-1 Remittance) - Become a Litanist with an impressive bounty of natural talent and several decades worth of practice; you're capable of using at minimum three Litanies with high proficiency, and have performed at least some mild exploration of the other three. This comes with some training material to further your training, as well as any artifacts and other natural developments you might've made throughout your hypothetical career.

[ ] Aabcehmu: Builder of Worlds (-40 Coin) - You acquire a hulking physique with extreme durability, and develop a strange affinity for stone. By focusing over a matter of minutes, you may shift the environment on continental scales; even in a fast-moving combat engagement, you can wield your geokinetic abilities with the precision, speed, and power of a skilled Earthbender. Through hard labor and practice, you may eventually learn to craft certain arrangements of matter on a massive scale that, if imbued with slivers of your power, can produce consistent supernatural effects: buildings that revitalize their residents, beacons that summon and bind spirits, or anchors that wall off a certain universe to defend it from an external threat. Unlike a certain someone's inherent limitation, this carries no lethargy or need for sleep. Your only limit is time.

But the mere construction of a solid foundation alone cannot achieve unity: you gain a preponderant sense for synthesis, conjoining the workings and abilities of others, or cooperating with foreign systems to integrate them with your own. On Icarel, you could borrow shards of Light from the Towers to power your constructions; in the Dominion, the songs of Reinforcers would be especially potent when applied to what you make; you and the wielder of High Walls could work on a project together at speeds an order of magnitude greater than either of you alone, and the effects of such construction would likewise be absurdly enhanced.

[ ] They Who Watch: Cultivator's Crop (n/a) - Whoever your Favored Patron may already be, the Originator also becomes your Favored Patron, and pays an undue amount of attention to you and your actions. Consider yourself as having near-maximal favor with her.

[ ] Questionable: Lady Replaceable (-38 Coin)
- As time unmakes all things, so do you resist the unmaking; choosing instead to become something more. All destroyed elements can be replaced with something better, all grave mistakes corrected and even learned from. For each loss you suffer, you'll emerge stronger and better: a constant exaltation through conflict and losses suffered. This is an overriding and comprehensive effect, similar to the Tower of Dusk or a high-level constant prophecy or Hallowed benefit; what doesn't kill you instantly shall invariably make you stronger once sufficient time has passed. This is assured, written in fate's loom.

You'll find these opportunities falling into your lap with the eagerness of leaves abandoning an autumn tree; a severed limb can be replaced with an arcane cybernetic that'll surpass its predecessor fivefold within the week of its loss; your airplane exchanged for a high-tech spaceship within a month; your shattered soul regrown into an ascendant nexus of might within a year of its crippling. For you, all loss is merely the prelude of an even greater zenith.

[ ] Gabriel: Ecumenical Burden (-40 Coin) - Take on a fraction of the Ecumenist's burden, a distant shadow of his right to Level.

You acquire an incredible affinity for beginnings that allows you to master foundational techniques in record time and to a supernal level. If faced with a foe stronger than you, their attributes and overall capabilities - especially speed and talent - diminish, while yours become appropriately stronger to match them. This cannot fully close the gap on its own; it can only bring you closer, and them to a Level below. If they are wicked and unrepentant, this effect can double in strength. This enhancement stays with you if you manage to overcome the foe: consistently seek out to overthrow those tyrants in power, and you'll rise ever higher.

Furthermore, you acquire an artifact orichalcum hammer and sickle. The former can enhance any endeavor to craft and create, while the latter can improve all actions that seek to cut down the unrighteous.
 
Last edited:
:: Grand Ordination CYOA ::

Favored: [The Ouroboros]
[O] Drawback: Geassa [+3 Coin]
x1
[O] Secrets Worth Keeping [-2 Coin]
[O] Ring of Power [-25 Coin]
[O] King of the World [-1 Remittance]
[O] Aabcehmu: Builder of Worlds (-40 Coin)

Ring of Power: Creation

Plain and simple. Just going for something that will synergize with King of the World and Builder of Worlds.

King of the World
What would my world be like? Well, if it's about what I stand for, born from innermost dreams and desires, it's probably going to be as close to a utopia as the CYOA will allow. A place of joy, but also of striving. A people without expectation or preconception, but also of hopes taller than the sky. A civilization that does not claim to be Good, but tries with all its might to be anyway. A world of magic and wonder, but also deep consideration and profound science. It's likely also a world whose magic easily and frequently transgresses boundaries of selfhood, both those that divide people from one another, and which divide a person from the world around them. I think maybe my idea for Open-Mind Psionics might be appropriate, if it's not too powerful.

-e

Honestly, given how much I like making magic systems, there probably isn't a single magic system for my KotW world, there's probably an overabundance of a bunch of different kinds.
 
Last edited:
<I'll Do Better This Time Alara...>

[The Ordinator]
[The Originator]
[X] Bestowal, Least [-1 Coin](Spent entirely on a heightened learning ability)
[X] A Choice [-4 Coin](Zenith)
[X] Hallowed [-20 Coin](As one who was once Originator, a tale to bring me closer to a me that could have been.)
[X] Clarity, Lesser [-9 Coin]
[X] Lifeblood [-2 Coin]
[X] Fruit of the Grove [-10 Coin](
Myriad Mulberry, Green Dragonfruit and a Request for the once mine Fruit of Isolation)
[X] Geometric Investment [-38 Coin]
[X] Celebrant Cadfael: Training Arc [-8 Coin]
[X] The Undying King: Deathless [-20 Coin]
[X] Crown of Thorns [-1 Remittance]
[X] Drawback: Martyr's Doom [+30 Coin](Cord)
[X] Drawback: Charitable Works [+20 Coin]
 
Back
Top