I. Accretion - A farmer's boy. A sword of fable. A perilous quest. Death or glory.
- Base Rank: 10
- +1 General Rank
- +1 Military Rank
- +1 Defensive Rank
- +2 Blood Rank
- Mirellyian Rank: 11
- +250% Rank Gain
- x60 Refinement of Battle
A form of symbiosis between wielder and object, integrating shared experiences, mythic archetypes, accumulated legendry and personal craftsmanship. The result is a being greater than the sum of its parts, not a man wielding a sword but Arthur with Excalibur, the blade closer to his being than his own sword-arm. That deep conceptual weight, wearing a groove in reality's current, permits the slow unfurling of impossible feats as a product of that partnership.
The power of Accretion is rarely replicable and never easily defined. Its greatest masters turn the tides of battle simply by taking the field, their presence an inexpressible radiance, sharp light beyond sense or reason, that erodes the existential basis of those who would oppose them. You will find them at the crux of fate, the critical point of inflection; there does that power reach its apex, starshine become a blazing sun, light and fire and fury as to bring the world to its knees.
*A power that is somewhat agnostic to the strength of one's foes. Battle Magic will never deflect a supernova; a master of this art might, though they'd have near equal difficulty deflecting a tank shell.
*Operates on a level beyond physical causality. With few exceptions, does not enhance physical parameters at all.
*With time and many shared tribulations, some of a union's powers may become relatively consistent and explicable. For example, the hero wears a suit of dark grey plate, and nothing may slay him short of annihilating the armor entire.
*Forbidden Art: Abduction. The forceful seizing of another's armament, inconsistent in applicable and terribly risky, as aspects of the prior wielder may impose themselves upon you. The hero stole into the Tyrant's Catacomb and emerged bearing the sword of the Tyrant's progenitor. That blade now lies broken, and with it its wielder.
[As Planned] - Competence bonus to creating and adjusting schemes.
[Crown] - +.25 Astral Rank
[Fierce Vigor] - The terrible might of [the King Fish's] thrashing sinews, fit to part wave from shore. Gain one copy of [Echo of the Forebear], granting +Might and +Agility.
[Feat: Age and Treachery] - Gain +.25 Rank.
[Feat: Apex] - +.2 Astral Rank -
Who is King? Who else but he who suffers the Tyrant's Doom?
[Feat: Knife] - Adds .15 Rank, .2 with Uttermost.
[Feat: Reckoner] - Adds .15 Rank, 0.375 after bonuses.
[Feat: Crown] - Unlocks the potential for
Feat: Saber and
Feat: Orb. You may find an opportunity to acquire this Feat again, but it is rare and dependent on circumstance...
If you survive, no power will be beyond you.
The Accursed had told him that. These three short weeks have felt like a lifetime, filled with harrowing challenge, foes and travails over every horizon. He has never worked so hard or so furiously in his life, even against the world-pervading crush of the Tyrant's presence. But the reward of discipline is power, and power has been attained at last. Power enough, in some ways, even to eclipse the Hero who stood against that Tyrant of yore, all those long months ago... power to triumph where he failed.
Now, child of Earth. How will you use that power?
At last attain the outcome that Hunger died for, what he set out to do before age and treachery taught him what may have been his final lesson, but for the intervention of the Accursed. Gain
+.25 Base Rank;
+.5 with modifiers. Rank gain may be reduced (with partial Arete refund) if reforms are not successful. This Feat would normally put you into pick debt, but Be the Change covers the difference.
[Feat: Saber] - He who is willing to die by the sword, must also have the skill to live by it. +0.5 Rank.
Feat: Orb - In a rather literal culmination of its namesake, Hunger has acquired the
Feat: Orb by destroying Dien's Green Sun Incubator. This has yielded a formidable
.3125 Rank after multipliers, completing his second Special Advancement in the form of Trinity!
Trinity II: Breaker of Suns - Fear will keep the other systems in line. Fear of this battle, and of the terrible force at its victor's command. For he who can extinguish the very stars, lamp-lights of the universe, who dares chance his fury and see their own light snuffed out?
*The Advancement of the Saber, which above all else prizes power. An incredibly potent advancement, by far the greatest among these in strength both abstract and temporal. But take care, for he who lives by the sword...
Gain 50 base +s in Strength, Willpower and Wisdom, and upgrade Triumphal Gleam to Conquerer's Nimbus:
II. Soul Evocation: The Imprisoner
[Inherit the World] - The Worldkeeper's power, yielded to the Imprisoner's. Shattered in mind, whole in body, their spirit given over to the grasp of their successor.
Defining Advancement. You may only have three Defining Advancements.
*Acquire the Soul Evocation of the
Penitent, whose shadow is a thing of stained glass and light, and whose figure can absorb punishment unending yet burst forth with ceaseless might. Ignore wound penalties; the user's body is held together by its shadow and cannot be slain short of total annihilation.
*The Penitent may call forth his shadow in an expunging tide. Those fallen beneath are physically encased and magically suppressed, though some arts of power vastly greater than that of Soul Evocation as a whole are immune to this effect. Overuse may decrease the user's WITS, WISDOM and finally INT, but would require many years of continuous deployment; penalties imposed are reverted once the shadow is recalled.
*Outrageous destruction and sober atonement are writ into the Penitent's place within the cosmos. Halve the social penalty from, and double the effective forgiveness for, escalating to violence in otherwise inappropriate situations. This is bound into the fabric of reality and is treated as a 'natural' social phenomenon, the expected baseline.
*Combined with high Charisma, the above effect is exceptionally useful for those possessing the Doom of the Tyrant. Mechanically it's represented as halving/doubling; in-universe the difference in actual sentiment can be an order of magnitude or greater. Still, a dangerous power to possess - and not to be used lightly, lest one be tempted to abuse it.
*+50% to the value of Might +s.
*+50% the value of Protection +s.
*+400% Health.
*+20% to the value of future Rank +s;
you may train Rank manually.
*+++Mental Contamination. The wielder disdains cowardice, has little patience for torturers, and easily flies into a violent rage against those he considers morally repugnant. Willpower + alternate Mental Contamination to resist.
[Gilded Cage] - Sequestration so exquisite that one never desires to leave. This, too, is imprisonment of a kind.
An Advancement of the Imprisoner Soul Evocation. The character may manifest sub-substructures within the Realm of Evening, wherein the already paradisaical opulence of his domain is magnified ten-thousandfold. This is a holistic augmentation that enhances all attributes of the Realm - from the invigorating essence of the air, to the quality of the victuals, to the direct multiplication of pleasure experienced by the inhabitants - that sums to a ten thousand-times amplification of the fortunate recipient's hedonic and qualitative experiences. Even the meaning attributed to said experiences is amplified.
Those imprisoned within the Gilded Cages will often go to any lengths to extend their stay, actively cooperating with their jailer in order to preserve the objectively happiest experience of their lives. With the already-deific splendor of the Realm elevated by several orders of magnitude... well, who would blame them?
Nor is the Cage an empty tool of mere bribery and indoctrination. The anagathic, restorative and augmentative effects of Realm-crafted cuisine are also multiplied, and their ultimate limits expanded, such that any lucky prisoner can experience a steady improvement in their Physical and Spiritual Attributes during their sentence, if their warden so desires.
The Imprisoner and up to five designees are free to enjoy Gilt amenities without the risk of addiction or alteration of their value structure. ++Mental Stability to such characters. +Might, +Agility, +Willpower, +Luck, +Wisdom for every week spent in a Cage, to maximum of ++++++++++++++++++++ to those Attributes. Those below Rank 10 receive +0.1 Rank as well, up to a maximum of +3.0 Rank. Those beyond the prime of their biological youth cease to age while within, and revert towards that prime at a rate of 25 years per week.
[Fault-Defeating Stance] -
Aspect of he who surrendered, and was bound. Who more appropriate to contrive access to such power than the Imprisoner himself?
An Advancement of the Imprisoner Soul Evocation, and Stance of the Forebear's Blade. Requires Archmage. By committing to advance only one of Archmage's numerous domains for one sidereal year, the character experiences a rapid and transcendental improvement in the purview of their chosen focus. Even without taking any actions at all, a character within the Fault-Defeating Stance advances within their focus at a rate one hundred times that of the same character training diligently for every waking moment. Additionally, the character eliminates both external penalties and self-inflicted errors relevant to their utilization of the focus domain. However, they may not advance in the Archmage's other domains for that year, and other skills or abilities beyond its remit are unaffected.
For example, if Hunger were to activate the Fault-Defeating Stance selecting the domain of Space, he would advance his spatial manipulation at one hundred times its prior rate, including the effects of Progression, Ascendancy Halo, etc - even if he did not so much as lift a finger to perform actual training for the full duration of that year. He would still suffer the training malus imposed by the Ring Hunger, and additional training performed by him would only yield its ordinary results: if he employed the Fault-Defeating Stance and further trained Space all day without respite, he would advance at 101x rather than 100x his prior speed. Advancement from non-training sources is unaffected. He cannot make errors in employing the effects of the Space domain (re-roll natural 1s), and is impervious to penalties (poisons, magical or situational debuffs, etc) that would affect his use thereof.
He would be barred from advancing in the other domains of Archmage, and the advancement rate of his remaining capabilities would be unaffected.
Stance Mastery (Req. 25 Wisdom) - If employed in conjunction with the All-Defeating Stance: double the Attribute bonus from that Advancement, and the character may select two foci to experience the full benefits of this stance, instead. He may advance both those domains at the accelerated rate, but is still barred from advancing the remaining domains.
III. Surgecraft: Edeldross
This precursor component of findross embodies redemption, perfection, restoration and the renewal of cycles. It is the liminal gloss between real and ideal, whereby the purposeless matter of the corporeal world becomes the refined substrate of supernal augmentation. Blasts, voids and shields of solidified edeldross convey the principle of 'transference without harm,' allowing the character to re-position allies and scatter enemies with minimal possibility of collateral damage. Kinetic flight is possible through continuous burst releases, but its greatest benefits are found in augmentation. Pure edeldross is semi-corporeal and swiftly fades beneath the withering indifference of the real, but contained within a person's body it holistically augments all elements of the self, supernal excellence beyond the reach of the mundane.
Though mastery is a long and arduous process, precise configurations of Edeldross can be arranged so as to replicate nearly one-tenth of all Sorcerous Graces.
Hunger's Imaginary Element is determined by his
relationships. Gisena's art, shaped by Letrizia's language and technique, conferring Catherine's benevolence. +Gisena, +Letrizia, +Catherine (?)
Discounts
Total Eclipse by 1 Arete
-Solidified edeldross can be used as a form of damage-preventing energy blast, which, while unable to slay enemies on its own, can be actively spammed due to its negation of harm. Can ablate away to cancel equivalent quantities of Nullity, allowing for easy combat alongside Gisena with a bit of practice. Pacify a city undergoing a zombie apocalypse with a minimum of innocent life lost, scatter both sides in a pitched battle without slaying any of their number, etc.
-Beings within the radius of a release of pure edeldross receive a
20% bonus to all Attributes. The magnitude of this bonus can be improved over time. Take care not to buff your enemies as well. Pure edeldross is considerably more draining to use.
-By working with Gisena's mage-sight, Hunger may slowly over time develop specific Patterns of edeldross that can temporary replicate the effects of various Sorcerous Graces. Perhaps developments even further than this can be achieved in time...
[Edeldross Adept] - Conjunctional
[Ring of Power, Evening Sky] Through a surge of genius, Hunger vastly accelerates the growth of his proficiency with Edeldross.
*Substantially improves the effects of Hunger's Edeldross training session, increasing Magnitude to +30% and imparting significant bonuses to control. He can now consistently form barriers, blasts, and basic shapes (spear, sword, boxing glove) from Edeldross.
*Hunger can now maintain close to 100% uptime on basic self Edeldross enhancement.
*Unlocks
advanced Edeldross enhancement, a time-limited technique that increases his effective Magnitude by half again.
*Doubles the rate of pseudo-Grace creation in the future. This benefit is unique to the Advancement.
IV. The Classical Form - The hand outstretched. Runes of blue like a sudden parapet, quill-strokes carved into reality's unresisting face. Multitudinous are the manifestations of the Praxis, yet the classical form is most commonly encountered. From its sigils of impossible elegance flow the culmination of all powers and things, for the scope of the Work is without limit, and so too must be its Art.
*A wall of runes is homologous to a succession of strokes, tip of the sword as fitting a tool as the will-sharpened mind.
[Refinement of Quickness] - When this rune is executed, temporarily elevate the practitioner's speed one step along the Infinite Singularity Husk. Duration depends on your skill in the Art, but is comparatively brief. Highly draining.
[Artful Thorn] - When this rune is executed, briefly afterwards the practitioner's attack is guaranteed to cause a truly meaningful wound if it lands, no matter the scale of the enemy or the inapplicability of his weapon. Even a beast the size of a multiverse will be equivalently impaired to a human's losing of an eye or hand. At this level, only works on coherent enemies (can target the Rotbeast, but not "all Rotspawn"). Increasingly draining.
[Suborned by Pierce Through]
[Inheritance: Pierce Through] - Hunger may now perform the perfected version of Vanreir's Thrust technique: an unerring and inescapable lunge that pierces all forms of physical defense. Negates target inapplicability: if incorporeal, the thrust will damage their spirit; if physical harm is meaningless, it will strike their very essence. Does not commit Hunger into a continuous attack if it somehow fails. This is tiring to use, drawing from the same pool as Praxis Techniques - but see Oath of Winter above. +++AGI, ++Might.
Integrates and upgrades the Artful Thorn: in exchange for limitations on form, the cost is now linear rather than exponential.
[Twofold Refinement of Battle] - Increase the practitioner's offensive and defensive parameters to 1400% of their previous level; applies if necessary to weapons or vehicles personally operated. Degree of increase can improve without upper bound. Permanent once executed; causes slight Investiture, decreasing your ability to use other draining techniques by a small degree.
[Flight of Falling Stars] - As many stars in the sky, as there are enemies to receive them.
A technique of the Royal Praxis which modifies an existing ability, Praxis-related or no.
For one effect which has a substantial cooldown, resets that cooldown when the wielder encounters a new opponent. At current level of mastery, this technique can be used twice per day for a total of three uses, but this number can be increased with a moderate amount of training. Hunger has attached this to the Deathly Star, which with a 14x multiplier inflicts immense destructive force, though lacking granularity. Now he can use it against three enemies in the same engagement, such as if he's encircled by Armaments!
[Exalted Battle Array] Conjunctional
[Forebear's Blade + Seraph's Favor].
Far reminiscence of a technique that was ancient when the dust of stars was still young, repurposed now towards an unforeseen purpose, though no less fierce.
*Panoply slots set to five, or increased by three if already five or greater.
*The Cursebearer may now link with up to five different Armaments, should he bear the requisite Curses. This subsumes the Curses of the Armaments as usual. Why take hostage their Armaments when you could take them entirely?
*Unlocks the Imperial Praxis technique, Closing the Fist (1p, 7 Praxis picks), whereby a group of individuals or artifacts may temporarily fuse to attain exponentially greater power. This technique is exhausting to use, but can be counted on in truly dire exigence to exceed even the Hour of Reckoning in might. Effects such as this are useful for handling the more dangerous Apocryphal activations...
*The endurance cost of persistent Praxis techniques is reduced by four-fifths.
*Upgrades Echo of the Forebear: Now grants ++Might, ++Agility. Applies to existing purchases, though does not stack with other sources of +Progression.
Strengthening your Echoes means future pick-farming sessions will be vastly more productive. Also synergizes heavily with the Refinement of Battle and King of Winter, which you already have. Closing the Fist offers power greater than the Hour of Reckoning and more flexible in activation - so long as you have someone, or something, to fuse with.
An Armament of the Foremost has fallen. The
Might of Ages confers additional advantages onto the gained ability:
*Exalted Battle Array now upgrades Echoes of the Forebear to grant +++Might and Agi, rather than ++
*Exalted Battle Array now comes with a limited form of Closing the Fist that can be used by two individuals or artifacts for semi-permanent fusion, reducing total stamina rather than acting as a continuous drain.
*The full form of Closing the Fist is discounted by 50%, should you care to buy it.
[Blade & Favor] - I-Isn't this just tying the Favor around the Blade!? Doesn't appear to do anything except increase Haeliel's mortal-form visitation rate. Of course, that could be considered the most powerful benefit of all...
[Refinement of Purpose]
The stars could yield, the sky could yield, the Walls could yield, the world could yield, but it was not within him to yield.
++++++++++++++++++++Willpower, +300% to the value of all Willpower +s. Praxis endurance now scales directly with Willpower if that would be better for the practitioner.
In Hunger's case, this increases his current Praxis endurance by half again, though note that this techniques with exponentiating costs, such as Artful Thorn, may not yield extra invocations.
[Imperial Refinement] - Attain the Imperial Praxis in the domain of the Sword.
[Seal of Ruin] - A wall of runes descending; destruction focused, become a cage. Conjunctional (The Favored Blade)
By executing a sequence of runes, Hunger may temporarily invert and direct the power of his All-Defeating Stance upon a particular target. Thereafter, all actions the target attempts to take will be directly opposed by the All-Defeating Stance's magnified power of ruin, as if that action were an attack upon Hunger himself. An extremely potent and encompassing anti-exotic technique that can be used to fully counter any opponent incapable of overcoming Hunger's massively amplified power of Ruin. Inexpensive but moderately slow to perform, and does remove the 'Ruin Armor' aspect of the All-Defeating Stance for its duration.
Does not prevent the target from performing basic actions of sustenance, such as breathing, but does oppose the effects of such actions beyond basic sustenance. For example, if the exhaust of a target's breath would propel them away from Hunger's clutches, they would continue to breathe but unmoved.
Unlocks further Sealing-type Praxis Runes, with which Hunger has sufficient affinity to perform unhindered with a Sword. Unusual among Cursebearers.
[Subordination of Quickness] - Mind, body and spirit in singular unison with the rune of Quickness. At your level of practice, only one Subordination may be active at a time. Several seconds of concentration are required to achieve Subordination, after which it persists for two full hours. Highly draining, but no cost to maintain.
Benefit indefinitely from the Refinement of Quickness at half-strength (0.5 ISH) while the Subordination of Quickness is active.
[Attainment of Quickness] - To those for whom speed is king; comes the prerogative of emperors. Req. Subordination of Quickness.
Subordination of Quickness now persists indefinitely until deactivated, and grants the Refinement of Quickness at
full strength.
[Refinement of War] - 1 + 7 Praxis picks / 25 Arete, Req. Refinement of Purpose, Refinement of Quickness or Prowess, Refinement of Battle
The caster for an instant embodies the supreme war-making version of themselves, triumph distilled and made incarnate. Extremely draining, for emergency use only. Like a controlled Shattering Blow.
*Apply half the numerical benefits of the Refinement of Battle, and half the ISH elevation of the Refinement of (Quickness/Prowess), to the character's Might, Agility, Wits, Prowess, Luck, Protection, and Wisdom (Combat) for one action or brief sequence of actions. Does not stack with the benefits inherent to the pre-requisites of this Advancement.
-If possessing Attainment of Quickness: Highly Draining, apply 7/10ths the benefits and elevation instead.
-And possessing Attainment of Battle: Duration increased to "one full exchange of blows or the equivalent," apply full benefits and elevation instead.
-And possessing Attainment of Purpose: Unlocks Subordination of War
[Imprisoner's Refinement]
Req. Refinement of Purpose, Seal of Ruin, Inherit the World
Absorbs and re-purposes the Outer Shadow by way of the Praxis to more accurately express the Soul Evocation of its present wielder, the Imprisoner. No longer a stained-glass sprawl, now a tide of intricate blue runes, in movement like calligraphy graven across reality's flesh.
Practitioner may permanently inscribe other techniques of the Praxis into the Imprisoner's Shadow, thereby locking them "into place" within conceptual reality; reinforcing their strength and binding them to the practitioner, at some cost in utility and flexibility. Inscription is permanent save for the intercession of highly potent entities, well beyond any natives to this Geas world. There is no practical limit to the number of inscriptions that can be made, but each beyond the first requires a significant investment of effort and time. Mentally-focused techniques are usually less suitable. The mechanical benefits of Inherit the World are still retained.
Seal of Ruin:
Flood of Runes - Cast time and endurance cost removed. Range reduced to the physical reach of the Imprisoner's Shadow, but can now affect any target it touches at 30% strength without reducing Hunger's Ruin Armor. Can still be used to wholly cocoon a target, thereby applying the full effect.
V. Empyreal Signs
First Sign: Nightmare Flight [Evening Sky] - As sudden and total as the onset of night.
Casting time: Fifteen minutes to charge
Duration: Once charged, persists up to 24 hours or until used
Cooldown: Until Next Evening
The caster and up to four additional individuals immediately teleport to any location under the same sky. The location must be familiar to the caster. Can pierce wards created by lesser magics. The Empyreal Signs sit only modestly below the Royal Praxis in potential power, though such is difficult to realize...
Can act as perfect defense against attacks of insufficient range / area or spatial penetration, should the caster react in time. Allows the traversal of far greater distances in the Voyaging Realm than the
Noonday version of this sign.
Second Sign: Bastion of Myth [Evening Sky] - Ineluctable and unconquerable as a neutron star; merely to approach is to be bent into his sway. Hostile gravitation finds little purchase against such deeper might.
Casting Time: Instant Upon Acquisition
Duration: Permanent
Synergy:
Hero-Defeating Stance - Doubles the effects of Hero-Defeating Stance in all parameters. Hostile Rank greater than the caster's has its respective difference halved, then halved again. Increases Rank by a total of +0.4 (does not stack with Once and Future). Discounts Once and Future by 2 instead of 1. Grants additional commensurate Might, Agility, and Wisdom.
Third Sign: Supreme Enclosure [Evening Sky] - The Luna Conquerer extends his reach, and within his grasp finds clutched a minion or servitor from beyond the arc of the physical.
Casting time: 1 hour
Duration: 1 Lunar month or until dispelled
Cooldown: 1 day after dispellation
Summons an Astral Entity of Rank no greater than the caster's own, minimum 7. The entity is incapable of directly harming the caster but is otherwise free to act, unless binding negotiations are entered into. If so, then both caster and entity will be bound to said conditions by the power of this sign; the summoned entity is by default unaware of this, but sufficiently powerful or capable entities may have means of making themselves aware. Entities can be dispelled by slaying them, or by waiting out the duration of this spell.
The summoned entity will tend to be useful for the caster's current short- and medium-term purposes, but this is not always the case. Their powers, tendencies and skills can vary wildly. Take care that you do not call forth what you cannot put down.
Fourth Sign: Deathly Star [Evening Sky] -
'Such force as to reduce entire worlds to ash, a pantheon-slaying strike of truly foremost malice.'
Casting time: Five heartbeats
Duration: Instant
Cooldown: Until Next Evening
The obverse reflection of Augustine's supreme offense, absorbed and now reflected by the Cloak of Sky. This is an onslaught of sheer destroying force that strikes across every level of the physical and conceptual gradient, targeting Health as well as the target's Attributes, both fundamental and emergent. Virtually no defense short of perfection absolute can shield against all the vectors by which this strikes. Cancel the apocalypse by marshaling power greater still.
Naturally, though imperfectly, scales with the caster's Rank. An attack that will almost never be irrelevant by virtue of its immense destructiveness, stellar precision and comprehensive scale. Theoretically useful even against Armaments in a direct contest.
Fifth Sign: Armor of Midnight [Evening Sky] - The Cloak of Sky is the heavens and all their intervening vastness unfurled, yet that which was the Shroud of Evening has not forgotten the form of its predecessor. He who dons the Armor of Midnight becomes nigh-invincible to harm or ill, for the aegis of his panoply is as vast and unconquerable as the universal void.
Returns now the Evening Sky - not merely of twilight, but of all darkness, king!
Casting time: 10 minutes
Duration: 8 hours
Cooldown: 1 week
Reagents: If below Rank 11, burn .1 Rank, otherwise burn .01 Rank.
The wielder is nigh-invincible. Treat his Protection as effectively infinite for purposes of defending against any form of harm incapable of destroying the entire universe, otherwise treat his Protection as increased by one thousand. Non-damaging hostile conditions and unwanted esoteric conditions have their impact mitigated by three orders of magnitude or by a degree appropriate to the effect if it had attempted to target all interplanetary space within the entire universe, whichever mitigation is greater. This grants effective Stage II mitigation of all Curses while active. Returns the appearance of the Cloak of Sky to that of the Evening Sky while active; the disguise function of Skyveil may not be used for the duration.
[Gird the Champion] - Armor of Midnight can be pre-cast, then summoned at will. Duration does not diminish while the Armor is un-summoned.
VI. High Evocation: The Archmage
Science constrains itself to the realm of the possible; magic, to the impossible. What can be said of he who masters the impossible, save that he defies conceptualization itself?
An aberrant path, not wholly in Hunger's nature or the Forebear's. But when one's opponent is the Foremost master of biological sciences, what better implement to his unmaking than the unconstrained manifestation of wonder itself?
A Soul Evocation of outrageous power and versatility; so disgustingly (some would say, unfairly) potent that it would require Rank sufficient to suborn an infinite multiverse to mandate its forcible awakening in one's self. Subsumes and incorporates Surgecrafting, the Empyreal Signs, and the Domains of the Ring. Their existing benefits continue as individual spells within the Archmage's array.
The character becomes an archmage, possessing a collection of spells of both terrifying might and breadth; if they already possess might in excess of a typical archmage, the sum of their wondrous powers is equal to their total prior might. Thus do they double in force while enormously expanding the esoteric and exotic horizons of their influence.
For Hunger, treat him as effectively possessing a Ring of Power with Chief Dominion in Magic, with sub-domains of Time, Space, Life, Energy, Mind, Matter, Death, Spirit, Law, Chaos, Nature, Artifice, Union, and Essence. However, he no longer benefits from the Rank bonus of Crimson Flare. Discounted for this reason.
Power *** - Grants an archmage's power to the ordinary; doubles the might of the extraordianry
Utility ******* - What the actual fuck.
Potential **** - Immense multi-disciplinary potential within the enormously versatile domain of 'Magic'
Could be said to be ultimate mage option hence offered. Nigh-unconditional versatility with the full power of Hunger's Rank behind it.
[Spark of Prowess] - While suffused with
findross, Hunger will gain a broad baseline level of proficiency within all of his domains, substantially increasing the complexity and sophistication of his magical effects. Adds a flat bonus to Hunger's current level of skill regardless of how capable he is, short of true mastery.
[War Across the Stars] - Hunger will focus his initial training on a specific array of domains intended to enable the creation of a truly staggering number of wraith-constructs. Each holding his visage and a small fraction of his overall power, this phantasmal menace will spread throughout Republic space to reclaim territory and effectively proliferate the effects of Supreme Commander. Each phantasmal wraith possesses 10% of Hunger's physical and 50% of his mental and social parameters before Praxis use, and can wield Pressure at his Rank -2 levels, or at the present level of Supreme Commander in their locality. They do not benefit from the Praxis except that they receive 0.1 ISH elevation to speed from the Attainment of Quickness and one-tenth the benefits of the Refinement of Battle (currently x2.1 to their offensive and defensive final parameters).
Similarly muted versions of his other magics exist on each such clone, save for his Soul Evocation; given Might Alone, each should be near to a match for an Armament outside its shroud. Hunger estimates he can maintain roughly ~1 billion of them at a time; with Spark of Prowess, losses will be replenished in short order.
[Imprisoner True]
Sanctum: Within a 3-meter radius of Hunger (immutable to spatial alteration), he receives the following modifiers -
*Invincible - +0.3 ISH to all abilities, -0.5 ISH to enemy abilities, effects below base ISH 3.0 cannot oppose the wielder. A vigintillion point-blank supernovas would be no more troublesome than a breeze.
*Paradox Seal - Triple all Attributes after modifiers, instead septuple all Attributes against Heroes
*Domination - Save by his leave, entities within radius cannot act counter to wielder's desires. Against beings who would resist this ISH 3.5 effect, gain +200 Charisma and +100% to Holy Shit Modifier
*Titled - Enemies suffer -10%, and Hunger gains +10%, multiplicatively to All Attributes per exchange. Applies to all contests. Permanent until target leaves radius. Reduce by 10% multiplicatively the effects of any debuffs upon Hunger per exchange (or per attosecond, outside of contests). Does not appreciably mitigate Curses.
Space: Near-arbitrary warping of space. Essentially anything that an unrestricted mid-multiverse level reality warper can perform using spatial manipulation alone, Hunger can replicate with effort. Wrap the Human Sphere in powerful dimensional shields that displace all incoming attacks; allow for trivial inter-sphere Travel for all planets; cover the entire universe in Flood of Runes.
Law: Laws supernaturally enforced. Perfect construction of laws. Can adjust laws of physics and, to a degree, metaphysics. Can fiat otherwise impossible effects within one's legitimately controlled territory. Can adjust definition of legitimacy. Targets that oppose the wielder's legitimate decrees suffer massive penalties, while those who seek to impose the appropriate legal consequences receive massive bonuses.
Sealing: Can perform all feats described under Seven Seals easily, though stat modifiers are abstracted into Invincible.