{ } Rotten flesh – Edwin's body has been deeply affected by the mist, having a rotten and decaying look. -5% all physical attribute, -20% social ones. 1 month to heal.
Less bad than Stench, except for social actions, but take considerably longer to heal.
{ } Unhealing bones – Some of Edwin's bones were broken and refuse to heal, making everyday life even more painful. -10% to all physical attributes, lessens training efficiency. Needs a decent healer.
The disadvantage is pretty crippling and it doesn't heal on its own so it pretty much needs to be picked along with seeing a doctor. That said, seeing a doctor would cure this instantly so, if we intend to see one, we should pick this.
{ } Stench of death – Edwin constantly feels the stench of death, clinging to him like a unwanted companion. -10% overall effectives, lasts 1 week.
-10% overall effectiveness is really bad, but it only lasts a week.
{ } Sun Ring (0 picks, 1 majesty) – Improves the effect of the Sun Ring, increasing rate of training skills even further. ????
Any increase to our learning speed is extremely powerful at this early stage and it doesn't even costs a pick! That said, beyond level effects are generally the least efficient way of using your majesty and we could lose this to Doom of the Martyr. Probably better to save.
{ } Might's purview (0/3) – Sometimes, all you need is raw might to deal with your problems. [++might]
An excellent combat buff, which we kind of need, given that we picked the weakest possible build in term of immediate power last vote and we saw the consequences of that this vote. Synergize with Body of Titans.
{ } Grace's purview (0/3) – It's trough Grace that one achieves Excellence, and trough Excellence can one move the world.[+agi, +wits, +charisma]
Still improves our combat capabilities quite a bit while also providing a bonus to our social. Some synergy with Body of Titans. Synergize with Kicks of fury.
{ } Determination Manifest – Trough one's will, man can change the world. Trough it, one can make the cold and uncaring universe care. [++Will]
Does provide combat capabilities through Determination Manifest, but is it as much as the two previous options? Probably not, unless picked with Calculus of Conflicts or possibly with Determination grasp. It does provide other benefits, of course.
{ }Fists of destruction – When all else fails, one's fist becomes their greatest weapons. Why try anything else, however, when you can have the fists of destruction?
+Might
Greatly improves the damage of Edwin's fists, and on top of that greatly improves the damage that it does against inanimate objects.
Punch good. The bonus damage to inanimate objects doesn't seem likely to be super useful. The bonus to fist damage is probably very high given that this gives up 3 Might +s compared to just picking two Might's Purview.
Kicks of fury – { }Speed is the greatest of advantages, be it to reach places, to fight someone, or to run away. Why not utilize of it to kill, too?
+Agi
Allows Edwin to add his agility to his strength when attacking.
This option would be a lot more tempting if we had some agility +s already, but we don't. Could offer a lot in the long term, but not ideal right now.
{ }Determination's grasp – Allows Edwin to contest exoteric effects utilizing his will. Currently relatively weak, but can greatly improve trough training. Can be used for curse mitigation.
Could end up really good in the long term but I'm not sure this is what we want right now.
{ }Calculus of Conflict – Defining advancement, you can only have 3 Defining advancements currently.
There is a system in battles, in warfare, and in conflict in general. No individual is truly random, all have motivations behind their actions, and Edwin has learned to learn the smallest of things, and from it, create the optimal path to victory.
+ Competence.
++ All mental stats.
In conflict, all mental stats have their effects increased by 50%.
Increases the effect of mental stats in all forms of conflict.
Decreases the effect of all non-mental stats by 10%.
Very very good. It uses one of our Defining Advancement, but with our build this is simply perfect. Wow.
{ }More training – Instead of immediately rushing forwards, Ewin will train for a bit, each time taken, gives +1 pick in the previous vote.
*1 pick, can be taken multiple times.
More power would certainly be appreciated right now, particularly if we pick Crypt.
{ } Go see a doctor - Edwin's condition…isn't great, currently. While a good healer would be expensive, if Edwin immediately goes to a healer with his ill-gotten ill-gotten gains, it could help quite a bit.
*1 pick, can be taken multiple times. Instantly heals Unhealing bones.
*halves effect and time, it takes to heal of complications.
Combining this with Unhealing bones is very good, particularly if we intend to do anything dangerous during the next week. If we don't intend to do anything dangerous during the next week, we can probably afford to skip this and pick Stench as our condition.
{ } Minor artifacts – Edwin will grab minor artifacts that he got knowledge from, he is unsure of what he will find, but he is sure he is going to find at least something.
*1 pick, can be taken multiple times with diminishing returns.
*roll for what you get. Low chance of very useful artifact, high of useful, low of mostly useful. Artifacts are very likely to help in combat more than 1 pick in other places would, but be worse long-term.
Given that the artifacts we pick up here are likely to be weaker than other choices in the long term and that we are still really early on, I don't think this is worth it.
{ } Cult warehouses – Edwin will go after warehouses of the Cult of The Forsaken. There places are likely to contain information on their magical systems and their more powerful artifacts, some of which Edwin would be willing to use.
*2 picks.
*Guarantees at the very least one very useful artifact.
*Acess to other magical systems cost small amount of Majesty.
*Might encounter magical sytem Edwin is unwilling to use.
*Risk varies according to build. 0 chance of actual death, however, due to Edwin's competence.
0 chance of actual death is good, though we could still get a complication... Access to other magical systems is potentially super-powerful, though we'll need to spend some Majesty. It also costs 2 picks and the rewards are somewhat unreliable.
{ } The forgotten dungeon(+0.5 majesty) – Edwin has no clue what it's actually in the dungeon, or what the rewards are. Probably the reason it's called The Forgotten dungeon. He only knows where it is due to some crime lords utilizing artifacts from it.
*1 pick.
*Likely medium risk?
*Very high chance of useful artifact or knowledge?
*Edwin is curious.
The mystery box option. I don't trust it.
{ }Crypt of a Forsaken God.(+2 Majesty.) – Edwin knows that in the end of the month a reunion will take place to bring their god back into this world. That would be…bad.
*If taken with training, will have option to create new technique/skill using Majesty.
*0 picks. Edwin has plenty of time to get ready to it.
*Very large rewards in picks and artefacts.
*Normally would be very high risk, but due to Edwin's intel he is confident that it would only be a high risk.
*This probably didn't succeed in the original timeline, so someone's probably going to deal with the situation.
*Butterfly effect is a thing.
Synergize with training, cost no picks, very large rewards and gives us 2 Majesty. Do we really want to have to deal with the consequences of an unleashed evil god if we butterflied away whatever would stop this from happening? Even if we didn't butterfly it away, whoever would stop this is a possible ally that I would like us to encounter. On the other hand, high risk and I think we all know how much I hate unnecessary risk. This might qualify as a necessary risk, though, and I think that Edwin would go for this, given what was established about his character.
{X} Unhealing bones
{X} Determination Manifest
{X} Determination Manifest x2
{X} Calculus of Conflict
{X} More training
{X} More training x2
{X} Go see a doctor
{X} Crypt of a Forsaken God.(+2 Majesty.)
609 Words