The Masque
Surgeon: Away! [2T]
Egotist: Attainment V (Yin) [9T, 9I]
Emissary: Attainment IV [8T, 3I]
Drawbacks: Leal I (Emissary), Steward's Bane, Far Delve II, To War (Arcanist's Dominion), Refine the Dross [2I, 4T]

Notable Attributes
- Manipulation: 43
- Wisdom: 25

More important than power is a mindset that lends itself to acquisition of further power. For those startling few, such might prove easy, their nature congruent with ascent. Will to endure aeons of torment, talent to be chosen by those on high, genius unsurpassed by the numberless worthies that name themselves Foremost.

For everyone else, there's psychosurgery.

[Gift: Away!] -> Ambition.

No longer the hacksaw butchery of the Surgeon, but the deft edge of sculptor's chisel, turned inward and wielded with sharp purpose. Carved by that is a mind that marries the qualities of Steward and Maker and Hero, for all that their flesh falters in comparison.

*Gain +++++++Manipulation, +++++++Wisdom.
*Gain supernatural compartmentalization, rationalization, self-delusion and holistic mental alteration skills, scaling in thoroughness and delicacy with Manipulation.
*The user is treated as always possessing the necessary Manipulation to conceal their precise nature from others. Neither their metaphysique, nor their Essence, nor Form itself will betray them.
*Beyond the ever churning surface lies the eternal calculation of the oversoul, which accounts for benefits and losses with heartless clarity, and is the ultimate arbiter of selfhood. In for the purpose of withstanding setbacks to its ultimate goals, this oversoul has the same effective Willpower of a ruhuk.

Crowned Halo -> The Warrens

From admiration for the unrelenting meliorism of the Emissary arises this civilization, a convocation of those that live in the cracks of the unmerciful realm. The Foremost see this as their own backyard, or perhaps a wilderness awaiting claim, but for the denizens of the lesser worlds consumed by the torus it is the abode of heedless titans, whose mere disregard proves to be a lethal threat to body and soul. Only the efforts of their unseen patron provide succor, as she walks among them and delivers new refugees to their doorstep day by day.

Avoidance is their watchword, living in tunnels of essence and bone carved from the form-flesh of the realm beyond. There, their primary activity is recruitment and rehabilitation of the sad magi and giants that have found themselves here. In time, perhaps even Accession may be attained, as their patron grows mightier, and they more numerous, and then they might live as, if not equals, then at least survivors of those Foremost to come.

It's not much, but it's home.

Uttermost -> Moonsilver
(Essence, Life, Limited Mind [Self], Limited Union [Self], -4 to Casting Stat. Casts with Manipulation.)

By which a book not just may, but must be judged by its cover. Reflect self-belief onto the world and forge from mere identity the stuff of true power. With effortful preparation, a user may replicate the powers others possess in all their particulars - the powers gained are catalyzed and operate as though the user truly possessed them, save for substituting Manipulation for the relevant casting stat.

Some portion of the preparation in question may be substituted for via assimilation of appropriate targets, though sufficiently potent or esoteric capabilities may require excessive preparation to replicate through this power alone.

- Singer: Musicality sublime. Songs of heartrending loveliness, capable of harmonizing with the dance of Axioms, predicting and potentially altering their course by manipulating the resonance of the world.
- Saintess: Radiance beyond measure. Become a being of light and form, a font of purity about the void that mends and makes whole all things in heaven and earth.
- Soldier: The bloodstained general, battered but unbroken. Gain a superlative intuition for all forms of conflict capable of radiating outward from you and into your subordinates, such that you march as a single, perfectly coordinated army.
- Survivalist: A will to life made flesh. The survivor is shorn of all lesser considerations, becoming a mass of protoplasmic, immortal cells capable of adapting rapidly and without surcease to all forms of harm.
- Simp: A face worn for the Emissary in pursuit of that everdistant dream - senpai, please notice me!
 
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Chen Aobaru
Take the Plunge

Drawbacks: Hierarch II, Far Delve IV, To War - Kid Gloves Off, Artifice Bound, Maker's Bane, Epochal Nemesis, Leal I (Arcanist) (+15T, +9I)

All Egotist Attainments 9T, 10I
*Strive, Yin Path, Uttermost: +33 Willpower, +14 Wits
*System: True Vigorflame
*Crowned Halo: Highborn
Four Surgeon Attainments 7T, 4I
*Brains and Brawn: Willpower
Four Emissary Attainments 8T, 3I
*Gift: Hero's Bearing (Heroic Talent: Merge Willpower and Charisma* into Presence. Presence value is equal to higher of WILL and CHA.)
Three Arcanist Attainments 5T, 2I
One Shogun Attainment 1T

True Vigorflame
Forces, Essence, Limited Life, Limited Mind (Casts at -3. Casting Stat: Presence. Power Casting Stat - Fast progression. System scales very quickly with training and conflict, mostly gaining raw power but modestly improving versatility as well.)
*It's literally just True Vigorflame from this quest. You know what it does.

Presence 33 Egotist + 15 Surgeon + 10 Emissary (Pathos gives +1) + 3 Mentation Rune + 1 Away + 1 Dien Boon = 63, Wits 35

Aobaru's Elites have stats of 55/55/27, allowing them to very occasionally match an adolescent Foremost in their area of specialty. We are Leal to the Arcanist because Aobaru is a simp and she has the highest APP (edging out the Emissary moderately) of the Leal options. And given our immense Charisma and Willpower, neither dependent on EoP procs, we might succeed in creating an Augustine!

Kid Gloves are Off because that's what Aobaru wants, though survival would be uncertain if Leal (Arcanist) didn't give us a very potent protector. Given True Vigorflame's ability to replicate Overclock with far greater magnitudes of buff size and self-destructiveness, this build would be very well served merging with the Shogun. 63 Charisma might be able to persuade him, if truly in his best interests...

The Arcanist can teach us the Augmentation and Harmonics runes, which will make our Vigorflame-buffed Intelligence and Wits highly relevant. In time we are almost certain to acquire the Perfection Rune for an additional +7 Presence.

*Willpower being a mental and social defensive stat, this is slightly less natural a merge than Str and Con. Agi and Wits would also be a natural merge. Int and Wits, while somewhat natural, would be harder (perhaps requiring the "average of" rather than "higher of" calculation method), while something like Int and Agi would very hard (requiring "average of" and applying only in a very limited case).
 
Cain

Mortals suffer. A Maker endures - and in enduring, grows strong.

Choice: Take the Plunge +15T & 10I
Shogun: Harm Cognition, Honing the Mind, Honing the Form, The Blade (Fearless: 20 Constitution, 5 Willpower), Unsetting Sun -3T & 9I
Arcanist: N/A
Surgeon: Away, Engineer (Biology), Seize the Day -7T & 1I
Egotist: Strive (Constitution), Unblinking Tempest, Duality (Taiji: Constitution, Willpower), Crowned Halo (Highborn), Uttermost (Yin) -9T & 9I
Emissary: Pathos, Diplomatic Immunity, Highborn -8T
Drawbacks: Fool's Gambit (Wretched) / Refine the Dross I, Maker's Bane, To War, Kid Gloves Off, Far Delve IV, Leal (Shogun) I, Hierarch II, Artifice Bound (Blade) +12T & 10I

Witness the wages of Foolishness. But to Cain is given his Mark, Uttermost remittance for unimaginable burdens. The most basic application is this: when placed upon objects or people, the Mark of Cain allows harm to be transferred between bearers. The more the user endures, the stronger they become. Its domains are Union, Endurance, Life, and Progression; casts at at -4 penalty using the higher of Constitution or Willpower.

As Cain, mine are 65 and 24 respectively. 12 in all other Attributes (sadly Highborn doesn't stack with Yang) fuels Rank and Engineer scaling, while also giving me more than enough Wisdom to regret taking Fool's Gambit and following the Brand's incentives into this insanity. Higher level effects include biological manipulation, substituting Constitution and Willpower for other Attributes, reflecting damage by Marking enemies, and weaponizing the environment or enhancing its durability.

For Marked Highborn growth is accelerated, as wounds suffered and burdens undertaken count as training time for appropriate Attributes. Experts and baseline citizens can contribute through fusion or taking on small shares of their superiors' burdens, not least among those the Brand of the Wretched.

The goal of this build is to scale by embracing the gloves-off conflict between the League and Dominion, encouraging my liege to throw me into the thickest parts of the fray survivable at my current level. After all, who knows Unsetting Sun's tolerances better than the Shogun? Honing-boosted Harm Cognition and Pathos are used to navigate the perils of the Brand, which is productively harnessed by drawing enemy aggro to fuel my grisly growth.

With my Constitution and Unsetting Sun, the Hierarch can't actually kill me. Cain's only vulnerability is being separated from the Blade, which is Marked and fused with me at all times. Epochal Nemesis' attacks likewise only fuel my growth. If I somehow die, the Shogun's next Unsetting Sun proc will revive me; in turn, my own slain martyrs can be resurrected by taking on the burden of their deaths during the temporary revivification of my Emblem.

The Maker's Bane is unfortunate for Cain. The alternatives aren't compatible with repeatedly throwing myself into the meatgrinder to raise Rank through legendary feats of survival, though. It'd be intolerable were I not immune to social influence through Uttermost and intending to train Willpower. I could go up to 87 Con by swapping Unsetting Sun and Highborn Halo for B&B (Strength) and a nice Gift, but this is risky enough with a defensive Emblem.

What a Wretched road this build will walk. Yet the hope of morning springs eternal... Perhaps one day, the fires of war will dwindle to embers, and Cain can build a life with enduring Halo veterans, eventually hitting Stage 3 or 4 mitigation. In the very long run, one might say Fate of the Foremost is the real Fool's Gambit. At least the latter has a chance of survival if you don't roll a Crowning Curse.
 
...I shall forge wonders. Through total mastery of blood, muscle, bone, muscle, nerve, sinew and muscle,
Was the repeat intentional?
70 Might, 33 Wits, and Rank befitting a character with these Attributes.
I think you're only at 64 Might, maybe 65 if you've done Heroic autosurgery?
Surgeon: Away! [2T]
Egotist: Attainment V (Yin) [9T, 9I]
Emissary: Attainment IV [8T, 3I]
Drawbacks: Leal I [Emmisary], Steward's Bane, Far Delve II [1I, 4T]
You seem to be an Insight short?
In for the purpose of withstanding setbacks to its ultimate goals, this oversoul has the same effective Willpower of ruhuk.
Remind me what ruhuk means, I thought that was an Essence type that rogue armor was using right before we fought the Rotbeast.
The Arcanist can teach us the Augmentation and Harmonics runes, which will make our Vigorflame-buffed Intelligence and Wits highly relevant. In time we are almost certain to acquire the Perfection Rune for an additional +7 Presence.
I was pretty sure Vigorflame was limited to physical attributes. Really impressive buffs to those physical attributes, admittedly - and Wits are arguably included in those; I'm not sure how hyperspeed without mental hyperspeed is supposed to work in this system, since Dexterity is included in Agility but Wits isn't - but as far as I know, it never really buffed mental stats that much. Far as I know, it didn't even buff Appearance.
Int and Wits, while somewhat natural, would be harder (perhaps requiring the "average of" rather than "higher of" calculation method), while something like Int and Agi would very hard (requiring "average of" and applying only in a very limited case).
Nonsense. Interpret INT as 'ability to traverse idea-space, both distance and speed'. A fusion of that with AGI is a moderately esoteric magic system, but not an unnatural one.
I guess that read would suggest that WIS and LCK are a more natural pairing than AGI and LCK. AGI and WIS makes reasonable sense, though.
 
Remind me what ruhuk means, I thought that was an Essence type that rogue armor was using right before we fought the Rotbeast.
Ruhuk and ithilyor are Orcs and Elves respectively in the Foremost tongue. The armor you're thinking of incorporated the former's essence to imbue it with prowess.
I think you're only at 64 Might, maybe 65 if you've done Heroic autosurgery?
33 Egotist + 5 Honing the Form + 20 Fearless + 3 Away! + 2 Highborn + 7 By Other Means sums to 70 without excising.
Orm Embar threw 1 3-faced dice. Reason: Downloaded task Total: 1
1 1
Orm Embar threw 1 8-faced dice. Reason: Downloaded gamble Total: 2
2 2
Orm Embar threw 1 10-faced dice. Reason: Binding Casino Total: 9
9 9
 
With my Constitution and Unsetting Sun, the Hierarch can't actually kill me. Cain's only vulnerability is being separated from the Blade, which is Marked and fused with me at all times. Epochal Nemesis' attacks likewise only fuel my growth. If I somehow die, the Shogun's next Unsetting Sun proc will revive me; in turn, my own slain martyrs can be resurrected by taking on the burden of their deaths during the temporary revivification of my Emblem.

A formidable build. An Uttermost system can Substitute its casting stat for two stats at one time, with the cost/exertion determined by how different the purviews of those stats are from the casting stat. However, since you have Unsetting Sun you can to a large degree cast from HP instead, allowing you to either average CON with 8-9 other stats or Substitute with one stat and average with 4-5 stats, both at low enough effective cost to maintain continuously.

Hm... the statline does not come close to Khars' total, but you have Unblinking Tempest and an Uttermost system for self-buffing; Life without Mind would prohibit most Mental/Social stats but Endurance can cover you defensively. Pre-Emblem you are probably still harder to kill than a Praetorian, so post-Emblem you are likely as difficult to harm as someone with All Attributes in the 90 +s range. Not much short of a prepped Arcanist can even hope to damage you, and even she couldn't kill you without much more growth, plus the Shogun would just revive you at earliest opportunity since Leal makes him value your presence. The real concern (if the Arcanist takes you seriously) is being trapped in a prison realm. The Blade is not a large concern since it has defenses against theft scaling with your total power level, which includes Unsetting Sun - so while considerably easier to steal than to directly harm you, it's still almost impossible.

You could probably even get away with taking Hierarch III ~90% of the time!
 
The real concern (if the Arcanist takes you seriously) is being trapped in a prison realm.
Yeah, I was worried about that. Cain has no good answer for imprisonment and obvious difficulties escaping by committing suicide to be resurrected. The best recourse is ensuring the network of Marks is difficult to disrupt and funneling all damage suffered by the Halo to me while isolated. Either this kills me and I return free, or I eventually scale enough to escape of my own accord. But a semi-serious Arcanist would compose a Runic reply to this strategy.
 
[Gift: Seize the Day] -> The Bizarre Adventure - By which legend sublimates to law.

In long years and with exceeding effort, the character may develop an Emblem of their own, an icon that scribes their nature and story into cosmic truth. This effect is not under the user's conscious control, but rather an agglomeration of all of their thoughts and deeds until the point of proper catalysis, rendering whatever hopes and wishes they've held not just likely but nigh-inevitable against any but those with directly contrary Emblems, or those as far beyond them as a Foremost youth is beyond mortal man.

---

a homebrew gift option, for those who would like to develop their own emblem
 
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In Brightest Day

Heroic obverse of Archsmith build posted earlier.

Take the Plunge
Drawbacks: Hierarch II, Far Delve IV, To War - Kid Gloves Off, Leal (Surgeon), Artifice Bound (Lantern's Ring), Disfiguring Gambit

All Surgeon 7T, 9I
*Brains and Brawn: Willpower
*Emblem of Wisdom
All Emissary 8T, 8I
*Gift: Engineer -> Hero's Bearing (Heroic Talent: Ringbearer)
Three Egotist 9T, 1I
*Strive, Yin Path: +19 Willpower, +7 Wits
Three Shogun 3T, 1I

++All Attributes from Away, Dien Boon

Willpower 60, Wits 38

Ringbearer
The user manifests the Lantern's Ring, a Ring of Power that allows for the creation of myriad constructs supernal effects through the exertion of his will alone. About as versatile as Muscle Wizard, but the primary domains are Forces and Spirit rather than Life and Essence, though both share the secondary domain of Mind. Example effects at 60 +s:

*Prosaic Tides: Governs, alters, creates, manipulates or destroys all forces, physical or spiritual, fundamental or derived, at epic scale. Precise control is possible given Wits 38, but the effect naturally follows the user's intent, so long as the result is remotely reasonable.
*Numina: Creates effectively arbitrary Astral entities via supernal accretion, or modifies existing beings. These beings can't have Attributes or powers much exceeding the 30 +s level. Epically taxing: briefly endow a being with Accession to grant them All Attributes or powers not exceeding the level of a Hierarch III.
*Ringwraith: Physical discorporation is little more than an inconvenience for the bearer of the Lantern's Ring. If bodily slain or as one wills it, manifest as a being of numinous aether with quickness scaling to one's Wits and resilience to one's Willpower. Maintaining this form for too long is taxing; telekinetically reconstitute your body already!

*Will Be Done (req. Will 25): Very taxing. Causes <Surgeon: Seize the Day> to scale solely off your Willpower for a scene. With the Emblem of Courage and its Willpower score, this would give the build Rank ~23 for the duration.
*Absolute Territory (req. Will 35): Upgrades Will Be Done. The user may instead manifest a Shroud appropriate to one's selfhood for the duration. At Will 60+, also manifests an Accretion Panoply appropriate to the user's feats and history.

---

A Greater Good build running off a Gifted system with a 60 casting stat (albeit one highly suitable to its thematics and purpose) is not the absolute strongest - we could get an extra +10 Primary Stat simply by switching to Dexterity - but a build focused on Astral Rank with access to the Emissary's Emblem will do enormous amounts of good passively, so long as that is a result I desire. Consequently I'll find myself stumbling into unplanned great outcomes like some Sage of the Forest amplified a trillionfold!

Compared to Hero, this build lacks the burst potential to do epic good, but there is a vast difference in potential between a system with the Emblem of Wisdom, and one without. Not only does the Emblem make me a comprehensive master of my Heroic Talent, it also allows me to expand its purview, and mitigate its downsides, without limit. Eventually I will be able to run the likes of Absolute Territory and Numinous Accession costlessly and passively, and utilize synergistic Domains to compoundingly advance my progression much like Dien himself! With a Greater Good user on both factions of this pretend-war, the future of the Voyaging Realm shines brighter than the most resplendent of Lanterns!
Rihaku threw 1 12-faced dice. Reason: Fool's Gambit - next build Total: 8
8 8
 
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The Wizard

Take the Plunge

Drawbacks: Hierarch II, Leal I (Arcanist), Far Delve IV, To War - Kid Gloves Off, Wrack and Ruin, Maker's Bane, Fool's Gambit (8: The Affliction of Slumber) (+20 Tokens, +9 Insights)

All Arcanist
*Glory Unto the Maker: Sacrifice Restraint, Camaraderie. Exalted, Perfection, Mastery
Four Shogun
*Blade: +20 Wits +5 Willpower, Fortress (Mental Apex)
Four Emissary
*Gift: Pathos -> Logos
Three Egotist
*Strive, Taiji Path: +19 Wits / +7 Agi

Total Cost: 35 Tokens, 19 Insights

Logos
Some cannot be moved by commiseration, or sincerity, or heartfelt pleas. Some can only be moved by reason alone. To those, the Emissary offers this implement.

*+7 Int, Wits, Agi, Will
*Merge the user's Intelligence and Wits into Genius. The user's Genius value in +s is equal to the average of the two Attributes'. Henceforth the user effectively possesses (Genius) INT and (Genius) Wits.
*The user may always utilize relevant supernatural abilities with thought alone, eschewing physical gestures and the like. They may refactor such abilities into the aesthetic of the Logos [Diagram Magic], if desired.

Salient Notable Attributes:
Int 37 Arcanist + 5 Shogun + 9 Emissary + 1 All Stats + 4 Honing + 4 Mental Apex = 60, and
Wits 27 Arcanist + 25 Shogun + 9 Emissary + 19 Egotist + 1 All Stats + 5 Honing = 86, yielding
Genius (60+86)/2 = 73
Agility
22 Arcanist + 5 Shogun + 9 Emissary + 7 Egotist + 1 All Stats = 44
Willpower
9 Arcanist + 5 Shogun + 9 Emissary + 1 All Stats = 24

My Wits and Willpower combined are in the range of my Intelligence - (86+24)/2 = 55; but it's very unbalanced so Mental Apex's buff will be on the lower end of the range, even with Mastery considered. Still, a 73 Foremost Runes casting stat ain't bad, especially at an effective Wits of 73. Ten years of Harmonics Rune research at INT 73, Wits 73 has given me a terrifying arsenal of Lesser and Higher Runes. Unfortunately my Affliction requires me to sleep sixteen hours for every eight hours' subjective or objective experience, so my first Rune will have to modulate my Wits to simply think and react absurdly quickly while still experiencing reality at human speeds - until I can mitigate this, everything will be a (well-managed and perfectly coordinated) blur. Still, Stage II.5 Mitigation isn't far off, and III entirely feasible.

I'm not the Arcanist's equal in power, but I can cast a lot faster in the field. Too bad I had to sacrifice almost everything to get there...

Do not disturb the Wizard in his tower. He is sleeping unconcerned with temporal affairs.
 
The Alchemist

SHOGUN(3 Tokens 6 Insights)

Harm Cognition(1 Token)
Honing the Mind(2 Tokens)
Honing the Form(1 Insight)
Blade(Faultless, Foremost, Fearless)(5 Insights)


SURGEON(7 Tokens 9 Insights)

Away(2 Tokens)
Engineer(Chemistry)(5 Tokens)
Seize the Day(1 Insight)
Brains and Brawn(3 Insights, Dexterity, Purification of Substances)
Bravado(5 Insights, Emblem of Wisdom/Courage)

EGOTIST(9 Tokens 1 Insight)

Strive(2 Tokens)(2 Agi 3 Wits)
Unblinking Tempest(2 Tokens)
Duality(Yin Path, 14 Wisdom 7 Willpower)(5 Tokens 1 Insight)


Total: 19 Tokens 16 Insights


Drawback Package: Makers Bane(2 Tokens), Leal(1 Insight, Surgeon), Artifice-Bound(+2 Insights) Foresworn(2 Tokens), To War(5 Tokens), Far Delve Level 4/Refine the Dross(3 Insights)


Analysis: Unblinking Tempest and 50 Wisdom should provide good protection against social attacks. But the main concept of this build is synergizing with the power of the Faultless Foremost Blade. Chemistry with a specialization in purification of substances should enable me to begin with significantly more severing skill that I would otherwise be able to do because the Faultless Foremost Blade can be used to do that. That's also what the 50 Wisdom is for. Improving my ability to learn severing and providing some mitigation for Makers Bane. Beyond the demands on time this is actually a pretty comfy build from a drawback perspective. But there's probably platonic caffeine for that. Or getting some kind of augmentation from Dien as a quest reward. May as well go for a trenchcoat again for the artifice, go full highlander/trenchcoats and katanas.

-------------------------------------------------------------------------------------
Astral Rank: At least 3.5 probably closer to 9 or 10

Stats:

Exotic Senses: Pressuresense, Harmsense

Highest Attributes:

Dex: 53
WIsdom: 50
Str/Con/Wits: 24

*=Trainable by Honing the Mind

Str: 5(Honing the Form)+3(Away)+5(Brains and Brawn)+1(Diens Blessing/Away)+10(Fearless) = 24
Con: 5(Honing the Form)+3(Away)+5(Brains and Brawn)+1(Diens Blessing/Away)+10(Fearless) = 24
Agi: 5(Honing the Form)+5(Brains and Brawn)+1(Diens Blessing/Away)+10(Fearless)+2(Strive) = 23
-Dex: AGI+10(Emblem of Wisdom)+20(B&B Dexterity/Emblem of Courage) = 53

*Intelligence: 5(Brains and Brawn)+1(Diens Blessing/Away)+10(Fearless) = 16(Potential for 20 Via Honing the Mind)
*Wisdom: 20(Emblem of Wisdom)+5(Brains and Brawn)+1(Diens Blessing/Away)+10(Fearless)+14(Yin Path) = 50(Potential for 57 Via Honing the Mind)
*Wits: 5(Honing the Form)+10(Emblem of Wisdom)+5(Brains and Brawn)+1(Diens Blessing/Away)+3(Strive) = 24(Potential for 31 Via Honing the Mind)

Cha:1(Diens Blessing/Away) = 1
-App: CHA+5(Honing the Form) = 6
Man:1(Diens Blessing/Away) = 1
Willpower: 5(Brains and Brawn)+1(Diens Blessing/Away)+7(Yin Path) = 13
 
Numenor
Take the Plunge
Drawbacks: Hierarch III, Far Delve IV, To War - Kid Gloves Off, Artifice Bound, Leal I (Emissary), Maker's Bane [+12T, +10I]

All Egotist
*+Strive, Yin Path, Uttermost: +33 Willpower / +14 Wits
*System: Heroism
Four Surgeon
*Brains and Brawn: Willpower
Four Shogun
*Blade: +20 Wits, +5 Willpower
Four Emissary
*Gift: Engineer -> Hero's Bearing (Heroic Talent: Merge Will and Cha into Presence)

+2 All Attributes from Away (Hero's Bearing) and Dien Boon

Notable Attributes:
Presence: 33+15+10+5+2 = 65
Wits: 14+5+9+25+2 = 55
Agi: 5+5+9+2 = 21, Con: 8+5+9+2 = 24

Heroism
Assimilates Seize the Day's Astral Rank as well.
Essence, Union, {Fate}, Limited Life, Limited Mind [Casting Stat: Presence. Casts at -3. Power Casting Stat: Fast Progression]

The feats of Heroism are those of the House of Elros writ large, or perhaps the incipient daydreams incumbent to every burgeoning ruhuk. Example feats at Presence 65 +s:

Heroic Vigor: Passive. Raises a Mental, Physical or Social Attribute of the user's choice to the average of its base +s and the user's Presence +s. Can be used simultaneously on no more than two Attributes at a time. Normally used on Agi, Con, Int or Wis. In combat this build usually negates Agi with Unblinking Tempest and takes Con + Wis.
As One: Taxing. In high-stakes conflict, user and his chosen ally act with such congruence and unity of purpose that they are treated as a single entity. This entity effectively possesses the higher of the user's or his ally's +s in every Attribute, after accounting for buffs. Passive and free if used with one's spouse.
Insouciance: Superlative command over Astral Rank, nearly comparable to Dien Bravo. Can also manifest a Shroud (mildly taxing).

Accretion: It's like Hunger's Accretion, though the scaling speed is considerably lower and the ultimate cap, monumentally so. As Uttermost grants archmastery, the user starts with a Panoply of power congruent with their Presence +s, usually comprised of favored themes, aesthetic paradigms, or techniques. (Essence + Fate can grant Accretion, the addition of Union adds Hunger's skill at acquiring the powers of enemies, Fast Progression bonus allows it to somewhat mimic his speed of growth at modest ISH levels)

Ultimate Effort: Epically taxing. Briefly substitutes the user's full unpenalized Presence for an Attribute of user's choice. In high-stakes conflict, may be used once per scene for free.

---

Everyone wants to romance the Emissary - understandable, but such is much harder than seeking a fling with the Arcanist, for example! This build makes a valiant go at it, though success is still uncertain: there is no shortage of candidates for her hand, after all; every one of them, Foremost. At 65 Cha and Willpower our chances aren't terrible. Simultaneously we'll have to deal with the scaling challenge of a Hierarch III. Our combined systems near-guarantee a strong showing, but true safety lies in acquiring permanent buffs from the Arcanist, Surgeon etc. Lucky our CHA is so high.
 
By the way, what's the formal definition of 'stages' of mitigation that keeps getting thrown around in here?
Curses acquired from the Accursed are passed down fractionally, the amount of effort to mitigate a fraction of its effect increases as you aim to mitigate greater fractions. IIRC there are 8 stages of difficulty, corresponding to 1/8th of the effect.

Mitigating 2 corresponds to a 2/8 mitigation.
Here's a mitigation vote, though non-Cursebearers have less flexibility.
Spoils of the Tyrant

With Augustine defeated and Renaissance Woman achieved, there is a surfeit of Advancements and options to review. Please consider carefully before placing your votes. Grand Nullification has been acquired for all current Curses except for Tyranny, which Gisena has opted not to (or cannot?) mitigate. Please choose the nature of mitigation below:

Indenture - We will delay this option until it becomes relevant

Decimation

[ ] Fisher King
- Discounts the completion of Fisher King by 8 Arete and 1 pick. It now only requires 4 Arete and 1 pick to complete. Do not take this as precedent for future Arete:mitigation ratios.
 
The Closer

Let's actually end this war.

Drawbacks: Hierarch I, Leal I (Arcanist), Far Delve IV, To War - Kid Gloves Off, Wrack and Ruin, Artifice Bound (Command Seals), Maker's Bane, Disfiguring Gambit, Epochal Nemesis (+20 Tokens, +10 Insights)

All Arcanist (15 Tokens, 10 Insights)
*Glory Unto: Sacrifice Camaraderie, Restraint for Exalted, Perfection, Mastery
Four Emissary (8 Tokens, 3 Insights)
*Gift: Servitor Call -> Grand Servant (As Trawl the Omniverse, but also grants +7 Willpower and Constitution. The Grand Servant requires the user to commit half their Capacity to keep them manifested [min 5], and automatically possesses the Dominion tradeoff. In exchange, receive 1 + [committed Capacity/10, rounded up] benefits.)
Four Shogun (3 Tokens, 6 Insights)
*Blade: Foremost, Fearless (+10 Wits, Int, Will, Agi, Con), Fortress (Mental Apex)
Three Egotist (9 Tokens, 1 Insight)
*Strive, Yin Path: +19 Wits / +7 Will

Trawl the Omniverse
As Servitor Call, including the Imago bonus. In addition:
*+7 Int, Wits, Agi
*The user may directly survey the omniverse to locate a more suitable companion. Augmenting the Summoning Rune (and related Sequences) now lets it scale off the average of the user's Wits and Int, if that would be higher.
*As per Sculptor, beings called by the Summoning Rune now possess supernatural abilities appropriate to their Attribute totals, which you may broadly specify within the guidelines. Average 30 +s: magics equal to a Banished One. 50 +s: equal to a maxed Hierarch. 70 +s: equal to an adolescent Foremost.
*In searching the vast plethora of all existence, the user may further trade off certain features that would otherwise be inherent to the Summoning Rune, for more power. If this is done, the user's Summoning Rune is permanently aligned to this being; re-summonings will recall or resurrect the same Servitor, rather than allowing for customization of a different one.

-Dominion: Rather than obeying the user without question, the being has a domineering attitude towards the user. Absent other tradeoffs they may still be highly loyal, personally compatible, hold similar values etc - but they are unquestionably in charge.
-Compatibility I or II: Rather than being perfectly compatible with the user in all regards, the summon, while still well-aligned, may have annoying habits, moderate disagreements over methodology, means and ends, etc. The level of compatibility between Saber and Shirou. May be taken a second time, in which case: Though they still have your back in most fights, the being is inimical to you on many axes, and you to them. The level of compatibility between Saber and Kiritsugu.
-Simple I or II: The being doesn't have any supernatural abilities aside from their Attributes. May be taken a second time, in which case they only have a Servitor's Physical Attributes + Wits and Willpower, the rest being at human baseline.

For each tradeoff taken, choose a benefit:

*Summon possesses a further +2 to All Attributes. May only be taken once.
*Summon may specialize in an additional field (i.e. Phys +0/Men +0/Soc -10 instead of Phys +0/Men -5/Soc -10). May be taken twice.
*Summon has the LCK Attribute at the level of its average Attributes.
*Summon is conceptually linked to intercept harm inflicted upon the user. User gains effective PROT equal to the Summon's [Con + Will]/2
*Summon gains an additional magic system on the level of a 4th Attainment. This won't raise their stats.

Notable Attributes:
Wits 27 Arcanist + 9 Emissary + 15 Shogun + 19 Egotist + 1 Dien Boons + 5 Honing = 76
Int 37 Arcanist + 9 Emissary + 10 Shogun + 1 Dien Boons + 4 Honing + 4 Mental Apex = 65
Agi 22 Arcanist + 9 Emissary + 15 Shogun + 1 Dien Boons = 47
Will 7 Arcanist + 10 Emissary + 10 Shogun + 7 Egotist + 1 Dien Boons = 35
Con 7 Arcanist + 9 Emissary + 15 Shogun + 1 Dien Boons = 32

Grand Servant
: The Maiden (Lily)
Tradeoffs: Dominion, Commit 25 Capacity (4 benefits)
Benefits: +2 All Attributes, Extra Specialization II, Luck
All Attributes 72 (Cha, App, Man, Wits, and Int 74, Luck 73)
Ascendant Emblem: Maidengrace (Savant-level understanding of findross creation and manipulation, may develop Graces over time. When veil is removed, Emblem-level increase to Appearance)
Burgeoning Emblem: Flower of Victory (This Emblem is not fully developed. Its effects are much less potent than the version offered in AST I)
General Attainment Effects: Prototype Graces. Appropriately-scaled versions of Hyper Reactor, Inner Sanctum, Mental Apex, Make Whole, Auspice Temporal, Nullity, and Perfecting Blade.

---

Surgeon and Egotist aren't too hard to wrangle for an INT-maxing Maker, but the Shogun requires serious power to meaningfully dispatch. A negotiated exit is probably still the easiest path. Our grand Servant's absurd social stats and incomplete Flower of Victory offer a superb chance of getting the Shogun to commit to a withdrawal. If not, the Maiden's incredible findross generation plus my Foremost Runes can probably trap him in a prison realm eventually. In a way, the Maiden's arrival to this Voyaging Realm can be seen as a Greater Good proc - with her findross generation and immense social ability, she can rein in the worst remaining excesses of Arcanist and Summoner (me) without much trouble, and she's far more likely to improve the welfare of the Realm's general denizens.

The Egotist's immune to unwanted social interaction, but not immune to being circumvented by sheer power, which both Summoner and Maiden have in excess. The Surgeon's more potential-based Emblem serves him poorly against such immediate might. We do seek to manage rather than slay them, of course. As for Praetorians and the like - barely an afterthought!
 
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Aobaru's Elites have stats of 55/55/27, allowing them to very occasionally match an adolescent Foremost in their area of specialty. We are Leal to the Arcanist because Aobaru is a simp and she has the highest APP (edging out the Emissary moderately) of the Leal options. And given our immense Charisma and Willpower, neither dependent on EoP procs, we might succeed in creating an Augustine!
Child labor and teenage pregnancy? This place really needs the adults to come back!
Tradeoffs: Dominion, Commit 25 Capacity (4 benefits)
Not 31 capacity in exchange for five?
Ruhuk and ithilyor are Orcs and Elves respectively in the Foremost tongue. The armor you're thinking of incorporated the former's essence to imbue it with prowess.
Quick, does anyone know the word for Makers?
 
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Sord Gud

One of many possible SORD builds in this cyoa. The goal here was setting a playable balance: reasonably decent conditions, good foundations for future progression, without Drawbacks that are too egregious or punishing in the long term.

Drawbacks: Hierarch II, Far Delve IV, To War - Kid Gloves Off, Leal I (Arcanist), Artifice Bound (+10T, 9I)

Egotist V
*Strive, Yin Path, Uttermost: +33 Wits / +14 Con
*System: Wandering Blade
Shogun IV
*Fearless, Fautless Blade: +20 Wits / +5 Con
Emissary IV
*Gift: Diplomatic Immunity -> Steward's Grace (Merge Agi and Wits into Grace, use higher. +7 Grace, +7 Con, +7 Wis, +7 App.)
Arcanist III

(25T, 19I)

Notable Attributes:
Grace: 33 Egotist + 25 Shogun + 9 Emissary + 5 Arcanist + 1 Dien = 73 (78 Honing)
Constitution: 14 Egotist + 10 Shogun + 9 Emissary + 1 Dien = 34

Wandering Blade:
Master the blade, master the self. Master the self, master the world. (Essence, Progression, Union. Casts at -3. Casting Stat: Grace). Example techniques at Grace 73 +s:

Self-As-Sword: Archmastery of this art confers archmastery of all forms of swordsmanship, including that of the Faultless Blade. The character's catalogue of Faultless Blade techniques is complete; each movement, tactic, and permutation refined to perfection. Elevates the user's chosen weapon to a worthy implement of battle, no matter his level. Be it a twig or mere killing intent, his preferred instrument will have keenness, killing power, and exotic abilities appropriate to his station.

Sword-As-Foe: The self is one with the sword. So too, is the enemy. Once contact is made, union of sword and foe bypasses all forms of damage resistance, mitigation, avoidance or immunity with elevation equal to the user's [Grace + 5].

Sword-As-Symbol: By engraving a Rune (or other symbolic form of magic) upon an object or entity, permanently render that Rune active upon the entity. The Runes of others can be activated and made permanent this way through tracing. Requires the user to commit a degree of stamina for the duration of that permanence; a single unaugmented Lesser Rune might only take 1%, while a Savant's fully Augmented Aberration Rune (or large Conjunctional Sequence) may take 80+% of the character's entire stamina pool.

Stillness (Self-As-World): One with all things, the character is imperceptible and untouchable. The user is immune to all unwanted effects that do not specifically target him. With a moment's effort, the user may appear anywhere within reality. Those who fail an opposed Perception check [User's Grace vs. (Higher of Target's Wits and Wisdom +5)] are unable to locate and thus cannot interact with the character.

Warband (Absorbs Crowned Halo, Servitor Call): The user's Crowned Halo civilization is replaced by 1-3 Foremost of considerable power. These Foremost are Leal to the user. The user may broadly specify the number, nature and specialities of their Warband, but the exact specifics are up to fate.

3 - The Foremost have Attributes generally comparable to those of Elites. They also possess supernatural abilities comparable to the 4th Attainment.
2 - The Foremost have primary Attributes ~8 +s lower than the user, and support Attributes ~16 +s lower. They each possess a relatively weak burgeoning Emblem with a single set of support Attainments.
1- The Foremost has primary Attributes only ~3-5 +s lower than the user's, and support Attributes ~12 +s lower. They possess an Ascendant Emblem of power nearly comparable to the Unsetting Sun, with a full suite of support Attainments.

The user may only have one warband at a time, may convene a warband only once per season, and may only replace deserters or the fallen when they do so.

Spoils of War: The user assimilates a significant fraction (~2 - 40%) of the essence, powers, skills, knowledge and authority of meaningful foes permanently defeated. Most Foremost and some armies are meaningful foes; a standard Banished One likely isn't.

Cut Through: Cuts through an entity, era, effect, phenomenon, or location. Variably taxing. Even at 70 +s, truly outrageous and unreasonable applications of this technique are epically taxing if not impossible. Slaying an unkillable monster - easy. Placing an era in a time loop by severing the start and end dates from the broader timeline - doable; extremely taxing. Separating the Arcanist from her Sacrifice of Restraint without severing the Emblem she received from it - nigh-impossible.

...Even If It Cannot Be Cut: Exponentially reduces the cost and difficulty of Cut Through, but makes that cost permanent. Reduces Grace by + when used.
 
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Heaven Attaining
[] Leal: The Surgeon [+2 Insights]
[] Artifice Bound [+2 Insights]
[] To War [+5 Tokens]
[] Hierarch [+3 Insights]
[] Surgeon: Away! [First, 2 Tokens]
[] Surgeon: Engineer [Biology] [Second, 5 Tokens]
[] Surgeon: Seize the Day [Third, 1 Insight]
[] Surgeon: Brains & Brawn [Will] [Fourth, 3 Insights]
[] Surgeon: Bravado [Wisdom] [Fifth, 5 Insights]
[] Emissary: The Gift [Away!] [Fourth, 3 Insights]
[] Shogun: Harm Cognition [First, 1 Token]
[] Shogun: Honing the Mind [Second, 2 Tokens]
[] Shogun: Honing the Form [Third, 1 Insight]
[] Shogun: The Blade [Fourth, 5 Insights]
[] Egotist: Strive [First, 2 Tokens]
[] Emissary: Pathos [First, 1 Tokens]
[] Emissary: Diplomatic Immunity [Second, 2 Tokens]
[] Emissary: Highborn [Third, 5 Tokens]

Surgeon: Away! -> Serpent Sheds Cocoon
Do not settle for mere ontological chimerism. Cut all that which is extraneous away, and emerge, Foremost.
Choose one Foremost type; shed all Attainments not stemming from that type, freeing purer ones to consolidate and unfurl. Molted Attainments may be up to one + stronger, and significantly more focused.
Secondary effects based on chosen type.

Ruhuk: +7 all physical stats. When injured in body or spirit, you may attempt a Strength check to cause molting, casting the wound aside and regrowing stronger. Given time and sufficiently overwhelming strength, this allows occasional use of the Emblem of Power without permanent cost.

Ithilyor: +7 all social stats. Your medical interventions, including combative applications thereof, may now at your option scale to your social stats or to your Charisma alone. Paralyzing one's foes through murderous intent is among the least of the available procedures!

<Whatever The Word For Maker Is In Foremost>: +7 all mental stats. With a touch and an investiture of essence, you may mark creatures with your personal seal; Shard and algorithmic seed of your own nature. Creatures so marked are subject to observation and broad-ranging physical and spiritual manipulation, the latter of which may be resisted - at the cost of any benefits.

(Chosen: Ruhuk.)

Harm Cognition, Honing the Mind, Pathos -> Battle Tendency
The instinctive, trancendant understanding of combat that is the birthright of the Ruhuk, elevating Wisdom into Prowess. +3 Prowess, +2 Will. Prowess may substitute for Wits in any martial matter and for Dexterity in matters of direct combat.
Furthermore, by observing peer-or-greater combat you may expand your mind in the manner of a newborn Hero - swiftly attaining, if such audience is available, +5 INT, +8 WITS, and a further +8 PRW.

Strive, Diplomatic Immunity, Highborn, Honing the Form -> Blood Phantom
+++All Stats, +++CHA, +++MAN, +6 STR, CON, AGI, +9 APP, +11 PRW. Regeneration as Honing the Form, but scales to Prowess once your precision surpasses its baseline. Prowess may be used as full Agility for combat purposes.

The Blade [Faultless, Fortress, Foremost] -> Over Heaven
Awaken your Heroic Talent, manifest Implement of your will. Over Heaven is a you-scaled Armament manifested by your own Shroud, capable of pausing the worldlines of even considerably greater opponents for several subjective seconds, and of conceptual deletion with its fists to the limits by of its precision.
Over Heaven is capable of independent action to protect you, and uses the higher of its still-nascent Attributes and your own. As your Bound Artifice, damage to it is reflected on the rest of you.

Author's Note: This took me all day to write; hopefully it's balanced. I think Foremost Faultless Blade grants you ISH3.9 Indestructibility, which is equivalent to ~64 Protection by this scale. Not sure, though. The plan for this build in particular was to fuse with the Surgeon, on grounds that he is, in fact, this character's past life - which is why he didn't take any Far Delve, on account of not wanting to constrain his greater self unduly. I'm not sure if Kid Gloves Off is actually a smarter plan with this build than the second and third levels of Heirarch, but given the fusion plan they're probably equivalent in practice.
 
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The Father of (R)Evolution

Remain 5T/1I
Drawbacks:
Sunder the Veil +1I
Arcanist's Ban +1I
Falter +3T
Mutative Gambit +4T
Epochal Nemesis +3T
Total Budget: 15T, 3I

Lower Arcana -2I
Duality (Yang) -5T, -1I
Emblem - Uttermost -10T

Uttermost: The Origin of Species. Artifice, Life, Union. Casting Stat: INT. Spells affecting individual specimens cast at -2, while effects pertaining to larger clades range from +1 (Order) to +5 (Domain). 


The mutative gambit sparked a new speciation event, fully reversing the ongoing cultural and biological extinctions caused by the worst excesses of the Age of Sail. The Anthropocene Explosion is characterized by increasingly contentious gamesmanship between the biological and memetic ecosystems. Charnel houses at the cutting edge of the Biological Revolution catalogue Lamarckian innovations and breed new species to meet the needs of Empire.



At casting level 14,
Husbandry can perfectly isolate one mutant's adaptations and provoke similar adaptations in (at least) hundreds of members of another species. Reallocate the subjects' physical or mental attributes, to a maximum of 14 effective +s in any physical stat or 7 effective +s in any mental stat. Cross allocations from mental to physical (or vice versa) are penalized at a 2:1 ratio.

Hybridization may splice a useful mutation directly onto the Caster (Eff INT 12). Locomotion with spliced limbs is clumsy, and esoteric sensory capabilities bewildering, even with a robust collection of experimental subjects to observe. This process is extremely painful and will likely result in rejection within 1 week.

At casting level 22:
Husbandry can fuse characteristics from distinct Kingdoms into a single new lineage. Hybrids may have physical stats (STR, CON, AGI) totaling up to 40 effective +s, so long as no physical stat is more than double another physical stat. Similarly, they may have mental stats (INT, WIS, WIT, WILL) totaling up to 40 so long as no mental stat is more than double another mental stat. Exemplars of the breed may rarely exhibit mastery over a single desirable supernatural effect of power comparable to a 3rd level spell in DnD.

Hybridization may develop elixirs for human medical use (Eff INT 21) that produce dramatic, though temporary, physical transformations. Elixirs may induce gills for underwater respiration, sprout angelic wings for flight, hone fingernails and teeth to diamond-hard monomolecular edges, establish sympathetic psionic links between compatible and willing subjects, and more. These desirable transformations are short-lived, but often come with long-lasting side effects like scaly skin or patchy fur, brittle bones, or fluctuations in mood and personality.



...
There were atrocities aplenty during the Age of Sail. The horrors of colonial occupation were treated as a necessary side effect to the High Calling of mercantilist profit. But profit is extracted from risk, and the project of Empire was interrupted as fen and forest turned their fangs on mankind itself. First the plants, then the fauna, and then the citizenry experienced strange Lamarckian transformations. Plants became razor edged and bloodthirsty, while animals deployed coordinated tactics to reclaim hunting territory and chase away intruders. Small human communities were most strongly affected, each village developing unique physiological adaptations to the increased competition. Families separated by a dozen county miles found themselves completely alien to each other: coastal fishing villagers oozed slimy amphibious goo while shepherds clumped into psionic hive-minds much like their herds.

These developments were seized on by two factions. First, the High Seas Trading Company saw a chance for profit, as always. Poachers streamed into the rewilded countryside and dragged exotic species to the bastions of civilization. Industrial-scale breeding operations quickly yoked these curiosities; the industrial revolution was not delayed, just redirected. Experts in Speciation quickly fought their way to the top of the corporate scrum, and a new paradigm of research began.

But they had a critic. The Founder of the science, Erasmus Lamarck, was a savant with little interest in profit. His techniques advanced far faster than mass-production of "biological apparatuses" could keep up with. When faced with corporatist roadblocks, he disappeared into the wilderness, presumably to continue his research. But his foes in the Company remain fearful of a second disruption to the natural order, and so any rumor of his presence is hounded by bounty hunters and assassins.


Build Notes:

As a Remain build, it was very tough to meaningfully raise his stats (compared to a Plunge build). Duality + Uttermost sets all stats to a minimum of 20, but Falter 3 drops that to 14. That's Justice-League stats across the board (including LCK, APP, MAN, etc). [Edit: low JL stats: Red Tornado, not Superman.] However, Lower Arcana's Mentation Rune allows a +++Mental attributes after the build is complete, so a preparation based casting skill scaling on INT 17 is not too shabby. Constraining the magic system from Uttermost to only wide-scale applications seemed like a good way to boost the effective casting stat to high JL tier.

Falter + Mutative Gambit lets me decide the direction of mutations and sets them to scale at half of my baseline stats. I am choosing to expend most of that mitigation towards averting the five-fold decimation of human population. Instead, my Epochal Nemesis (the Corporation) is able to harness the mutants quickly enough to gain a civilizational boost, while small communities end up with much more dramatic mutations.

The final detail that doesn't appear much in the writeup so far is the Sunder the Veil choice. I'm deliberately choosing the +30% strength to the World of Darkness-level vampires, werewolves, and changelings because I think adding a secondary (supernatural) ecosystem dovetails perfectly with the Mutative Gambit. And let's be real, the CEO of the Corporation is already a bloodsucking leech.


As an alternative build, consider Sunder the Veil 1 + Arcanist's Ban + Fate of the Foremost + Arcanist's Mutative Gambit + Worldwide. My stats all spike to 30 due to Utter Binding, and the mutants scale high enough to pose a serious threat to me AND the Orcs/Elves, to say nothing of the poor vampire/werewolf/changeling faction. On the other hand, I'd be above Superman-tier in every stat, which gives me plenty of leeway to try and salvage the biosphere.
Zampano threw 2 11-faced dice. Reason: I am a fool Total: 13
10 10 3 3
Zampano threw 1 3-faced dice. Reason: Sunder the Veil 1 Total: 1
1 1
Zampano threw 1 2-faced dice. Reason: Sibling Rivalry Total: 2
2 2
 
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Comfy Arcana
This build attempts to reconcile two somewhat-opposed ends: comfiness, and the earnest pursuit of Foremost Runes. In this it succeeds quite well.

Take the Plunge
Drawbacks: Hierarch II, Leal I (Arcanist), Far Delve IV, To War - Kid Gloves Off, Artifice Bound, Maker's Bane, Disfiguring Gambit [+14 Tokens, +9 Insights)

Arcanist V
*Glory Unto the Maker: Sacrifice Camaraderie. Exalted, Perfection.
Shogun IV
*Blade: Foremost, Fearless (+10 Int, Wits, Will, Con, Agi), Fortress (Mental Apex)
Emissary IV
*Gift: Harm Cognition -> Prodigy
Egotist I
*Strive: +5 Willpower

Total Cost 28 Tokens, 19 Insights

Prodigy
Like the Shogun themselves you show a peerless and surpassing genius for all fields. So much so that, rather than mere harm cognition, your intuitive sense alone - compressed summation of ten thousand prodigious talents - borders on true precognition. This is no mere future simulation or temporal eavesdropping, but simply the result of understanding self and world to an enormous degree.

+7 Int, Wits, Wis, Will, Agi
*You have absurd talent in all realms of human or near-human endeavor; be it the province of Maker, Hero or Steward you will advance with nigh-unprecedented speed, never backsliding or encountering long-lasting bottlenecks. You effectively benefit from a Heroic Talent whose sole domain is Progression.
*You are able to trivially synthesize and operationalize valuable insights from the entire gamut of lived experience; even if you spent only 10% of your time training and studying findross, and the rest playing video games being a park ranger, you would still progress in Foremost Runes as if your every waking hour were bent furiously towards advancement alone.
*You have an intuitive grasp of all your Foremost capabilities and the talent to use them adroitly on the first try. This operates like a lesser version of Emblem: Mastery, though with two years' worth of effective training in total rather than ten per Attainment, and does not account for the other effects of this Attainment - as they are what make this burst of insight possible at all.

Notable Attributes:
Int 57 + 3 Mental Apex + 2 Honing = 62 (Eventually 65 with +4 Mental Apex, +4 Honing)
Wits 52 + 4 Honing = 56 (Eventually 59 with +7 Honing)
Will 33
Agi 46

Two years' worth of Harmonics Rune usage at Int 54, Wits 49 will yield an enormous arsenal of magic effects with which to overcome the Hierarch, plus the psychic onslaught of my Mental Apex - and I have more than enough Rank and quickness to blitz them, if they have no comprehensive answer to that. Afterwards this build is fairly smooth sailing. The Arcanist already favors me and will be gladdened to work with a promising collaborator; I did not sacrifice Restraint, so retain my full unpenalized Wisdom with the Mentation Rune active, and can counsel her towards less egregious experiments from an angle she will actually respect.

My Servitor at +57 All Attributes will also pick up quite a bit of slack, and Prodigy plus Foremost Runes will take care of the rest. An Emblem of Wisdom variant could do more epically terrifying things in time, but lacks the initial INT to make a resounding impact, and would require lots more effort to fully capitalize on. The Disfiguring Gambit is the only (quite literal) blemish on an otherwise excellent saga of adventure. It's not the mightiest build, but while might alone may determine who rules, there's more to life than ruling!

Now if only the original holder of Prodigy would realize that.
 
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Hero Out of Legend

Choice: Take the Plunge +15T & 10I
Shogun: Harm Cognition, Honing the Mind, Honing the Form, The Blade (Fearless, Foremost, Fortress: Mental Apex) -3T & 6I
Arcanist: N/A
Surgeon: Away, Engineer, Seize the Day, Brains & Brawn (Willpower), Bravado (Power) -7T & 9I
Egotist: Strive (Willpower), Unblinking Tempest, Yin (Willpower, Wits) -9T & 1I
Emissary: Pathos, Diplomatic Immunity, Highborn, The Gift (Engineer -> Hero's Bearing) -8T & 3I
Drawbacks: Disfiguring Gambit, Epochal Nemesis / Refine the Dross I, Maker's Bane, To War, Kid Gloves Off, Far Delve IV, Hierarch II, Artifice Bound (Blade) +12T & 9I

The first and final recourse is Power. First in that the Hero will immediately use the eponymous Emblem to crush the Hierarch; final in that my death is only possible if its rapacious hunger depletes my Attributes. Speaking of which, here are the most notable:

10 (Blade) + 19 (Egotist) + 1 (Pathos) + 25 (B&B, Bravado) + 7 (Hero's Bearing) + 5 (Highborn, Dien) = 67 Willpower
10 (Blade) + 7 (Egotist) + 7 (Hero's Bearing) + 5 (B&B) + 5 (Honing the Mind) + 5 (Honing the Form) + 5 (Highborn, Dien) = 44 Wits
10 (Blade) + 5 (Honing the Form) + 3 (Away!) + 5 (B&B) + 7 (Hero's Bearing) + 5 (Highborn, Dien) = 35 Constitution
10 (Blade) + 5 (Honing the Form) + 5 (B&B) + 7 (Hero's Bearing) + 5 (Highborn, Dien) = 32 Agility
10 (Blade) + 5 (Honing the Mind) + 5 (B&B) + 2 (Pathos) + 5 (Highborn, Dien) = 27 Wisdom

At +68 All Attributes with it active this isn't the strongest possible Emblem of Power build, but it should be quite annoying to deal with. It's also a homage to Jotarun of Yor, whose presence had a profound effect on Gisena despite never appearing on screen. The Hero Out of Legend's Heroic Talent is Manifest Destiny, the singularity of will and boundless vision which leads a lone Orc to dream of toppling an entire Realm. Scales primarily with Willpower and Wits.

Example effects:

*Bladebound (Passive): Hero and Implement as one. The Rank of the user's nascent Armament is fused with their own. Notable feats performed with the Blade accelerate its growth as per Seize the Day. Due to an infusion of ruhuk essence, its final form will be green.
*Mind Crush (Passive): Ambition acknowledges no limits. The number of targets that can be dominated through Mental Apex scales with Wits. The user's Rank radiates from each subject as though they were physically present.
*Dreams Never Die (Mildly taxing): An inversion of Sticks and Stones. For the duration of a scene, substitute Willpower for Constitution.
*Ordained Victory (Taxing): Substitute Willpower for Luck, geometrically expending the influence of the user's Rank for a scene. To invoke this, the user must issue a warning to the target in advance. Highly misleading oracular proclamations are fine.
*Will Be Done (Very taxing): Per In Brightest Day.
*Territorial Ambitions (Epically taxing): The user's Shroud lingers as a pall over reality in space affected by it. Multiple layers stack, though returns diminish. Findross outside a personal reserve is automatically tithed to the user.
*Apex Flight: Refuse to surrender one's greater self. After the Emblem of Power wanes, the user may retain Attributes +s of their choice up to the total number of invocations plus one. Suffer the Apocryphal Curse for a number of days equal to the aggregate Attributes gained in this way.

The plan is pretty simple for all its suicidal hubris: convert enemies into allies wherever possible, starting with the Hierarch in an ironic inversion of its aspirations. Descend into the Beneath, accumulating a retinue of Dreamwrought and Banished Ones. With the Emblem of Power, break the Praetorians to my will and drink from the Cistern until my thirst for findross is sated, fueling the evolution of both my ruhuk physiology and fledgling Armament. The cost of future Emblem uses can also be offset. If the Praetorians are too bound to the Arcanist they may have to be eliminated, in which case the Titans will serve as my vanguard.

...Hero Out of Legend is kind of insane and if actually taking it, I'd drop the doubly hostile bonus and swap Refine the Dross I for Leal (Surgeon), cutting Maker's Bane and Epochal Nemesis. As-is, it pisses off way too many people to have a decent chance of success. But no true Orc would be swayed by such weakness; a Hero wishes to know the odds, that they may better appreciate overcoming them!
 
Disfiguring Gambit, Epochal Nemesis / Refine the Dross I, Maker's Bane, To War, Kid Gloves Off, Far Delve IV, Hierarch II, Artifice Bound (Blade) +7T & 9I
I think you're underpaying yourself for Far Delve IV? That, or charged yourself for Refine the Dross II and then scaled back a level but forgot the refund. You can drop Nemesis and either Bane or Gambit, if you like!
 
I'm Batman

Remain
Starting Budget 5T/1I
Ban of the Arcanist +1I
Sunder the Veil 1 [Superheroes!] +1I

Fate of the Foremost
Fool's Gambit (Curse of Hubris)
Sibling Rivalry
Epochal Nemesis
Worldwide

Total Budget: 21T, 3I

Emblem: Perfection (10T)
Harm Cognition
Lower Arcana
Away, Engineer, Seize the Day
Strive

Stats:
WIT 12 (22 with Mentation Rune active)
INT/WIS/WILL 7 (17 with Mentation Rune active)
STR/CON 10
AGI/APP/MAN/APP/LUCK 7

Engineering Specialty: Cybernetics
Lower Arcana
Awakened Rank

Seize the day sets the minimum Rank at 3.5, and this build also has daily spells from Lower Arcana plus an Engineering Specialization that is anchored to stat values averaging just slightly north of peak mundane. Without the mentation rune, Strength, Constitution, and Wits are "solidly superhuman." With the mentation rune, intelligence is in the middle of the pack for the Justice League.

I'm batman. Well, Cyborg is probably a better fit given that the mentation rune spikes mental stats to 11.25 for an hour each day, allowing Engineer to build me a combat chassis that can keep up with my un-boosted Wits. Plus, the Worldwide drawback means everybody knows my build so the mystery required to fill in for Batman simply isn't there.

As for handling drawbacks, Ban of the Arcanist means that I'll do whatever body-horror is necessary to develop Upload technology, arbitrarily stretching my subjective experience of the 1-billion year timespan before Fate of the Foremost activates. Unmodified Sibling Rivalry and Epochal Nemesis slightly complicate the superheroes popping up out of the Sundered Veil. I rolled the ithilyor option, so all the classic tropes are in place: Street level superheroes, an antagonistic civilization with expertise in Super-Tech, and a shadowy conspiracy with an unexplained agenda that is sure to doom us all.

And here I come walking in the door with the Curse of Hubris. Oh god i'm just Reed Richards transplanted into DC.
 
*Apex Flight: Refuse to surrender one's greater self. After the Emblem of Power wanes, the user may retain Attributes of their choice up to the total number of invocations plus one. Suffer the Apocryphal Curse for a number of days equal to the aggregate Attributes gained in this way.

Do you mean "suffer the Apocryphal curse for a number of days equal to the... aggregate Attribute [+s] gained in this way?"

If this gives you permanent 68 +s in a stat in exchange for just one Apocryphal day... well, that's actually more dangerous because the Apocryphal Curse will certainly kill you for that, but also beyond the power level of a Fourth Attainment (or even Uttermost System) in general.

The plan is pretty simple for all its suicidal hubris: convert enemies into allies wherever possible, starting with the Hierarch in an ironic inversion of its aspirations. Descend into the Beneath, accumulating a retinue of Dreamwrought and Banished Ones. With the Emblem of Power, break the Praetorians to my will and drink from the Cistern until my thirst for findross is sated, fueling the evolution of both my ruhuk physiology and fledgling Armament.

With the Emblem of Power and 68 +s across the board, most of that is survivable and entirely doable, except for the part where you raid the Arcanist's findross reserve. She'll certainly kill you for that, and I'm not even sure an 84 CON Emblem of Power build would survive! Augustine's self-buffing sequence in AST I was but pale shadow of her's mother's serious prep!

Seize the day sets the minimum Rank at 3.5, and this build also has daily spells from Lower Arcana plus an Engineering Specialization that is anchored to stat values averaging just slightly north of peak mundane. Without the mentation rune, Strength, Constitution, and Wits are "solidly superhuman." With the mentation rune, intelligence is in the middle of the pack for the Justice League.

What interaction are you using to have the Mentation Rune give +10 to all Mental Attributes? Your StD Rank will be considerably higher than 3.5 - the Perfection Rune makes you broadly and solidly superhuman in total.
 
Do you mean "suffer the Apocryphal curse for a number of days equal to the... aggregate Attribute [+s] gained in this way?"
That was the intent. If you've used the Emblem once, you can choose to gain up to two Attributes +s (for a net bonus of one) in exchange for suffering the Curse for two days. The duration scales with all Attribute +s retained over all uses of the option.

The main benefit is supposed to be the ability to effectively shuffle Attributes +s into your most valuable stats as you abuse the Emblem. I was unsure whether Apex Flight was acceptable at all, but the Apocryphal Curse is supposed to be the Bane of Heroes.
With the Emblem of Power and 68 +s across the board, most of that is survivable and entirely doable, except for the part where you raid the Arcanist's findross reserve. She'll certainly kill you for that, and I'm not even sure an 84 CON Emblem of Power build would survive! Augustine's self-buffing sequence in AST I was but pale shadow of her's mother's serious prep!
Figures! Doubly hostile mining guilds really have their work cut out for them, huh?
 
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