The More You Fight
And the line read out small details of his new power.
Its power surged within him, the connection to the Boreads blazing deep in his brain, neurons, and synapses like stars and stellar links, the chemicals that made up his thought like cosmic nebulae, spreading endlessly over the infinite sky, reaching into some dimension of higher enlightenment, to the very idea of the Gods on the card.
And it bestowed upon him, for now, a single gift for his lifetime's diligence, his pursuit of personal freedom, and minor occasional acts of heroism or joy-spreading. More was promised to come if he continued to align himself with the deities.
The gift was relatively simple. At his command, the winds of the north would fall in love with him and caress his body protectively, denser and denser inwards, in the hopes of aiding him in avoiding harm. It was an on-and-off state, no fine control but great power.
Almost on instinct, he tested it once, and there was a whistling stirring, as his skin exploded in reverse with the sudden air current, vacuuming up the breeze. Some of the items close to him fluttered at the sudden shift in air pressure as the winds snapped to his body, a few pages of a study book lain open on the desk turning on their own.
He moved a hand to his desk and found that it was repelled on approach. And the more he pushed, the deeper the shield was penetrated, and the more it protected him. It was quite literally impossible to brush his finger against the desk. He could manage to push almost into a millimeter's range, but even that was at the cost of straining every muscle in his body, and when he started moving and sliding his hand in the hopes of catching a grip, his fingers came away loosely, sliding off, like a bug hopelessly trying to balance on a surface of greasy oil. Oddly enough, it seemed like his feet stuck to the earth properly, but that seemed to be more of a feature than an error.
He canceled the power as he snapped out of his stupor, breathing in deeply.
"What the fuck was that?"
His connection to the Godcard remained even with the power off - a connection so deep and intrinsic that he knew exactly what to call it, even without being told.
A connection leading so deep into his mind, spreading its tendrils so thoroughly into his being, that he could understand every miniature aspect of the power involved. A connection so blastedly overwhelming that Zane couldn't help but consider how to increase his compatibility for more power. Acts of heroism using wind? It sounded relatively simple in principle, although he wasn't sure if he wanted to bother with something as elaborately stupid as that. Maybe he'd think more about it later.
Interestingly, it seemed that his power was different from the previous holder of the Godcard. That man's power had been pure offense and utility. Active manipulation of the winds, sufficient to effortlessly toss around human targets. And Zane's power came out defensive instead, almost to the point of crippling overspecialization, with some utility to control over his body's own movements, which ought to be helpful when playing basketball if nothing else.
He knew with confidence that in his defensive mode, he could take a bullet to the face and only have a small bruise to show for it the next day. It was like he could summon a full-body suit of kevlar with some caveats, as well as a few minor bonuses.
At that point, Zane eyed the other Card with deep curiosity. For around a minute, he contemplated leaving it, but then he learned as much as he remembered a fact intrinsic to the Cards - if he forged a connection with a Godcard, its previous owner would lose theirs. Until he touched both, the Zuchezzis would have their powers. It'd be prudent to do that, even if he decided to never use the Cards again, in order to avoid future reprisal.
Spike's words lingered in his mind, as he considered. Whatever the other Godcard was, it possessed some kind of terrible power - something unlike the ambivalent Boreads. A weapon of torture as much as defeat. He breathed in and resolved himself to go through with it, for his own safety.
With much less hesitation, he popped the ziplock bag open and then brushed a hand against the card. The calibration felt a touch slower than before, and Zane could feel his link to the Boreads vanishing as the new one plugged into his soul.
Phobos, God [Personifications] of Fear
Godcard, Series A460/Z110
Fear, Combat, War, Domination
Medium Compatibility [12.5%]
Power Level [1]
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There have been quite a few interesting posts and theories, both in the thread and on Discord since the last chapter. Your
Current Ambrosia is
5.8. If sufficient work is put in, you may be able to afford the special option below during this phase. However, beware of going into debt - that'd be very unpleasant for you.
Select an initial ability for the Godcard: Phobos, Cardbearer.
[ ] Phobia - As the Cardbearer either participates in or witnesses (directly or indirectly) an ongoing battle with serious stakes (not necessarily lethal stakes), he slowly builds up a nebulous illusion charge, up to a hard limit which is unlikely to be ever reached unless a world war was declared. The definition of 'witness' here is broad; in the right situation, simply hanging out in the vicinity of an illegal wrestling ring and being aware of its existence because someone told you about it can be sufficient. Watching recordings of a recent skirmish in the Middle East might not.
Accumulated illusion charge, unsurprisingly, can be used to create illusionary objects and creatures. None of the costs for using the illusion charge are precise or exact; the Card user decides how much he wishes to spend, and the quantity of illusion charge expended makes for a better creation. All illusions meant to induce fear or appear intimidating are vastly cheaper in cost, and then even cheaper if they are created in the middle of an ongoing battle or conflict scenario. The options themselves are nearly as vast as the Cardbearer's own imagination and, with enough charge, can become infectious (for example, an illusionary shadow hoplite stabs a person with a spear, and that person now has an illusionary wound that produces illusionary pain, quite possibly leading to unconsciousness.) Everyone can perceive the illusions.
[ ] Skittering Soldiers - This power's strength lies in simplicity.
At will, the Cardbearer creates a large focal point (a sphere ten meters in diameter) anywhere he can see, even through a live camera feed (this power can be used to discern what does and doesn't count.) As soon as a focal point is created, it draws in all insects and small animals within a quarter-kilometer's range. If there are people or unaffected animals or creatures within the focal point, they are seen as an "obstruction" and will be attacked relentlessly until they leave. The Cardbearer can instantly and with no cooldowns or delays, remove and place a focal point anywhere else, such as making it follow a given target endlessly through Manhattan. Yes, this can be used to flood your annoying neighbor's apartment in order to truly destroy his weekend.
None of the immediate improvements to this power are esoteric. Most of them involve straightforward increases to range and focal point numbers, or better control over the focal points, such as limiting how many insects are drawn into any single one in order to avoid confusing one's armies.
[ ] Glare of Ares - A relatively simplistic ability. The Cardbearer meets the eyes of a living target and forces them to look back. If the target isn't literally blind, their mind is promptly displaced into an illusionary hellscape out of their worst nightmares, and then some, where they are relentlessly tortured and subjected to constant mockery, humiliation, pain, and their innermost fears. From an outside perspective, it often appears as if the victim were to fall over and have a seizure or heart attack, while other times, it simply looks like the victim passes out from shock. The power works until canceled although if a target has incredibly resilient, almost superhuman, willpower, he can slip out of it on his own after spending a few seconds in the illusion. One second in the real world is ten minutes within the illusionary world. An extended session can swiftly accumulate to completely break someone's mind.
After the power is canceled on someone, for every second (externally) they spent in the illusion, the power may not be used for five seconds. This makes it slightly less viable in group combat.
The content of the illusions may not be customized, but it's always going to be horrific for the perceiver. The content is within the upper margins of the worst imaginable experience for them. The only way to emerge fully sane is to not be phased by inhuman torture.
If this option is taken, Zane will connect the dots and realize this was the power used on Spike.
[ ] Arms of Terror [7 Ambrosia] - At will, the Cardbearer summons one of the following armaments of terror:
The Sword - A sword of pure shadow with a glossy sheen of amaranthine hue, like subtle violet light. It comes with a scabbard of starless midnight, and when unsheathed, it produces a vivid echoing hiss, which causes the hairs on the back of men to stand up.
The Sword of Terror is completely indestructible and sharper than reality, able to cut effortlessly through wood (as if cutting through air,) and easily through steel (as if cutting through wood.) For its wielder, it acts in some regards like an illusionary object, physically weightless, but to an enemy, it's completely real. Using this property with some training, it's possible to completely bypass armor (acting illusionary for solid objects,) in order to cut directly at the victim underneath (acting real for living creatures,) although this isn't usually necessary against purely mortal targets given the sword's absurd sharpness and cutting power. Further tricks and techniques can be learned. Victims observing the sword feel confoundment and fear - as a result, they will instinctively shy and look away, providing good opportunities against untrained opponents.
The Shield - A fine hoplite's shield, oily and black in color, with a blazing white conflagration in the center, shaped into a livery of a bull's skull with sharp teeth set in white rows like needles, and eyes that glow like fire. When summoned, it comes strapped to the arm with firm leather colored in dark green.
Aside from being completely indestructible and greatly mitigating most impact forces (the Shield can perfectly defend against high-caliber anti-material rifles and partially defend against a tank gun), the Shield amplifies any sound that its wielder creates when banging other metal objects (particularly, the Sword,) against it and endows them with the supernatural fear of Phobos himself. This can be used in order to focus the sound into narrow cones of sonic destruction, bursting the eardrums of victims, stunning them, and simultaneously traumatizing them mentally. It can also be released in a more indiscriminate manner, omnidirectional, striking deep terror and panic into the people around the wielder and confusing them because of the loud noise. When the Sword is struck against the Shield, the effects of the banging are doubled. Anyone forced to look at the Shield will feel immense discomfort and rapidly accumulating fear, but also a mounting desire to continue staring as if observing some grim execution.
The Armor - A chestplate, helmet, bracers, greaves, shinguards, and face-covering helmet in the shape of a dead man's skull, all the color of the darkest pitch and cold to the touch like a gravestone at night.
Aside from being completely indestructible and greatly mitigating most impact forces (the Armor can perfectly defend against medium-caliber sniper rifles and partially defend against high-caliber anti-material rifles), the Armor strikes a deep fear into any onlookers and manipulates their perceptions subtly, transforming the bearer into a nightmare praetorian. The reality of the situation seems to be exaggerated to the bearer's enemy; wounds appear deeper, more painful, and more grave; the bearer moves faster and more gracefully, striking with ruthless disregard for the survival of his enemies, with powerful blows that seem to strike at the very core of the being. He seems to feel no pain or fear himself, and one's allies appear to be bending in terror, on the verge of running away and routing. It gives the situation a tense chord of immediacy, as if the bearer's opponent was slightly drunk and overtaken by complete fear in the middle of combat.
The Javelin - A weapon that's strangely out of theme with the rest of the set, and yet, the Cardbearer feels that it has a reason for being a part of it. Rather than being a physical object, the Javelin is a bolt of jagged "solid" lightning. It is dark bluish and purple with hues of white at night, but transforming yellow and white in daylight. It can be held safely by its wielder but will spark and hurt anyone else who touches it, burning and electrifying simultaneously.
When thrown, the Javelin homes in on its intended victim, capable of arcing over or around cover, and it strikes at the speed of light, virtually unavoidable, transforming into an actual bolt of lightning in the middle of its flight. It deals a similar amount of aggravating burn damage, often sufficing to kill most uninsulated people in a single throw. And strangely enough, it seems to produce no loud sound; there is no accompanying thunder to its throw. Its sight, however, strikes an electrifying fear of God into men who perceive it, but of a different kind than most of the weapons in this set; its particular effects aim to daunt and strike fear into the bearer's equals, rather than lessers - although mortals fear it still, they do not fear it any more than supernatural lightning. However, other Cardbearers, magical creatures, or similar constructs will find that, even with supernatural willpower or "immunity" to fear, their mind is battered with visions of their certain defeat in the afterflashes of the lightning, terrifying them deeply.
All Terror weapons smell faintly of musk and blood.
Until Arms of Terror reaches Level 4, Improvements to this power do not actually improve it, but simply allow for more armaments to be summoned at the same time.