Unlocks a lot of Evening Sky advancements? Cheap and/or efficient ones at that? And it offers a big discount to an EFB? And is a pretty neat aesthetic to boot? Count me in; the Evening Sky is Hunger's weakest artifact, because we never darn upgrade it. So maybe if it got some actual love and some tempting options, we'd finally start taking them more often. And then it'll actually be more powerful, and so more valued and used more.Single Receptacle: Rather than firing blasts of inksky himself, Hunger manifests all instances of High Elementalism through the vessel of the Evening Sky, allowing it to benefit from Accretion. +100% to the Protection and Charisma granted by the Evening Sky. Unlocks a number of highly efficient Evening Sky Advancements dealing with the domains of space, night, majesty and magic.
The Necronomicon is a children's coloring book when versed against Economics for Dummies.
Interesting... Inksky out to an early lead, to be expected given its mechanical advantages, but Quickwater offers more immediate power and Edeldross is infinitely more versatile in time...
SuccubusFor some reason, when Rihaku describes the weaker version as "taking away from X" instead of describing the stronger version as "adding to X", I am much more averse to taking the weaker version, even when they are strictly speaking, mechanically the same.
Now I sorta regret getting our other arm back as the leading option in the prior vote. Getting the other half of leverage with Evening Sky could have been a neat placeholder until Ruling Ring.-Hunger may directly manipulate the Evening Sky as an extra appendage, though control is crude until trained.
Single Receptacle: Rather than firing blasts of inksky himself, Hunger manifests all instances of High Elementalism through the vessel of the Evening Sky, allowing it to benefit from Accretion. +100% to the Protection and Charisma granted by the Evening Sky. Unlocks a number of highly efficient Evening Sky Advancements dealing with the domains of space, night, majesty and magic.
Guys.
What if, and I'm probably crazy and pulling shit out an incredibly low-cost-Necronomicon level 1 for toddlers, picking the Kaguya helped us get more screen time of Letrizia and Gisena enjoying dinner.
haobawdat
guys our wife was watching us this whole time
Acceleration | |
Jerk: The ability of Vanta to increment higher rates of acceleration. Vanta is currently capable of compounding his acceleration on a curve that approximates to 1% per subjective second. | Jerk naturally improves on a gradient as Vanta's Quirk generates better and more efficient ways to accumulate acceleration. To train a given level of Jerk, Vanta must achieve an acceleration factor of 10^(desired Jerk percent*1000) |
Boost: The ability of Vanta to instantly and comfortably achieve a level of acceleration. Over many years of practice, Vanta is capable of achieving 4x speed at will. | Boost improves by Vanta achieving a desired level of Acceleration and "memorising" its structure; to do so, he must remain at that level of Acceleration for one objective day. |
Edge: Vanta's maximum acceleration factor. Vanta has no known limit. | Edge is Maximum by default and cannot be improved. |
Build: The ratio of acceleration to recoil buildup. Vanta has worked to reduce this as much as possible, and currently accumulates at 1 unit of recoil per subjective 60 seconds. He believes this is related to the quantity of mass accelerated, but he's always generated the same amount no matter how much he weighed... | Build improves on a gradient as Vanta discharges more and more recoil. Vanta can generate Recoil inefficiently without cost if he desires to base his style around Recoil-use. To train Build to accumulate at a level of 1 unit/ n seconds, Vanta must discharge n^2 units of recoil at one time |
Fold: The ability of Vanta to accelerate multiple targets. When accelerating objects other than himself without extending his primary acceleration field, Vanta uses secondary Factor variables, which operate at a penalty to acceleration and recoil efficiency. He is currently capable of accelerating himself and/or an outside object at one time. His penalty for other objects is Punishing. | Fold must be directly trained in the same way as the corresponding Primary Factor Variable while targeting an outside object, but cannot exceed them. As the Secondary Factor Variables reach parity with the Primary, Vanta's ability to multi-accelerate discrete objects at differing rates will be improved. Each particular Fold Skill has a set of prerequisites that must be fulfilled |
Gradient: Acceleration naturally performs several atmospheric accelerations emanant from Vanta's Primary Acceleration Field that allow him to travel without being immobilised by frozen air molecules, accidentally smashing objects with relativistic force, etc. Currently it is unconsciously safety-locked; with training, Vanta feels he can selectively manipulate the volume of his Acceleration Field to exploit certain physics violations that come with interacting time-fields of differing intensity. | Vanta must train Gradient directly through narrative actions. |
Recoil | |
Target: Vanta's ability to select targets to release accumulated Recoil. Vanta is currently capable of targeting single solid fixated objects and liquids through body contact. He is also able to target humans, such as himself. Vanta is capable of expanding his target capability to granular cumulations, gaseous substances, heterogeneous objects, multiple objects, homogeneous loose contacting objects, heterogeneous loose contacting objects, arbitrated volumes, etc. | Vanta must train Targeting directly through narrative actions. To do so, Vanta must over-discharge Recoil into a mass of the target to expand his conceptual mapping out of safety concerns. |
Force: Vanta's ability to adjust the nature of discharged Recoil. Currently he is capable of discharging it as heat energy. With training, he believes he could utilise this energy as kinetic or vibrational energy, or neutralise Recoil against itself. | Vanta must train Force directly through narrative actions. To unlock a Force option, Vanta must experience that force directly to "teach" his Quirk its particular qualities. |
Density: Vanta's ability to "concentrate" or "dilute" discharged Recoil across space. Without training, Vanta had to discharge exactly 1 Recoil Unit/1kg or suffer the recoil personally. Vanta has heavily trained this component, achieving a 5 kg leeway in either direction i.e. if he accumulates 40 units of recoil, he must select a mass that weighs between 35 and 45 kg to safely discharge. At high levels, this allows him to selectively discharge Recoil unevenly, or focus recoil into parts of an object. Objects that receive excessive Recoil have a tendency to explode. | Vanta must train Density directly through narrative actions. To unlock a particular volumetric option, Vanta must have discharged Recoil into a volume to "teach" his Quirk, and is then capable of mimicking that volume. To unlock leeway, Vanta must discharge Recoil into two objects of identical shape but differing total mass. Density benefits from Retention and Duration improvements. |
Duration: The corresponding ability to concentrate/dilute Recoil across a duration. Typically, discharging Recoil is effectively instantaneous, as are effects; extending the discharge lowers the maximum ceiling of Force applied over objective time. Vanta's ability in this is appalling; all Force effects hit hard, fast, and at once. | Vanta must train Duration directly through narrative actions. To train Duration, Vanta must over-discharge Recoil repeatedly into a given object; over time, he will be able to adjust the Duration of Recoil for that object or objects of similar volume |
Retention: Vanta's ability to hold and selectively discharge Recoil. Currently weak, Vanta must deactivate Acceleration to discharge Recoil, and do so immediately and in one shot. With training, Vanta can retain potential Recoil for a longer period of time after deactivation, and discharge Recoil in portions without breaking Acceleration. | Vanta must train Retention directly through narrative actions. To train Retention, Vanta must discharge Recoil into himself. |
[ ] Quickwater: The moon-graced elixir of formless clarion, whose dewdrops are stars and mist the constellation, its falling rain the cosmos come plunging to earth. In its simplest form, a fog of quickwater conveys pitiless, whimsical speed, swiftness like an ink-blur trail. Dimmed, it conveys the quiet speed of an assassin's moon; heightened, it scours vision away like ten thousand blazing suns. Congealed into tenuous solidity, its potions may confer all manner of transformation, many of them swiftly lethal. Take care when wielding its ten thousand variations, for it acknowledges neither liege nor master, only the primacy of the moment.
Hunger's imaginary Element is determined by his practicality. He requires immediate power and access to esoteric effects; this provides both.
Quickwater mist grants +50% AGI, +.1 Rank, and a degree of concealment to its creator when within its bounds; increasing density over time can improve this to +100% AGI, +.25 Rank with preparation. A symmetrical Rank penalty is applied to others inside, including allies. Bonuses can be further developed with training.
~Quickwater potions can be imbibed for similar effect, but require constant effort to stabilize in coherent liquid form.
~Variations currently available: Assassin's Mist provides ++++Stealth instead of Rank; Blinding Mist grants exceptional "concealment" by outputting enormous quantities of light. Mist type may be switched every moonrise, or potions concocted in advance, though with the usual stipulations. Some means of overcoming sleep may be necessary to keep potions stable through the night...
~Experimentation can yield vast varieties of different mist with varying effects. The transformations of Quickwater are as endless as the realm of dreams. Take care that you do not wander into the distaff plane of nightmare.
[ ] [Dead But Dreaming] - 25 Arete. That is not dead which can eternal lie. And with strange aeons... Death merely induces slumber in the wearer until the heavens align for his emergence once more. Gain access to the [Outer Sorcery] skill, by which means one's dreams may twist reality towards one's purposes. Apply the effects of To Shatter Heaven to [Outer Sorcery].
Guys.
What if, and I'm probably crazy and pulling shit out an incredibly low-cost-Necronomicon level 1 for toddlers, picking the Kaguya helped us get more screen time of Letrizia and Gisena enjoying dinner.
haobawdat