Here's my DLC build: The Chosen Undead

[X] The Encrypted Lands
- Once, in an era long past, and long forgotten, there was a grand civilization which spanned many worlds, and which wielded powers scarcely imaginable to people of the Scheme as it exists now. Worlds were an art and a game to their people, wonders and horrors and impossibilities spun from nothingness itself, all to please the Eyes Above, their ever-mysterious gods, whose attention was a bliss unlike anything else, even what these ancient people could make with all their power. But, as they always do, eventually the Eyes Turned. They no longer looked upon these people and their works.

Deprived of that nameless, unreachable joy which came from being within the Eyes' gaze, the people of the world quickly turned as well, against each other. The Eyes may have been gone, but the aura of their once-given attention remained, even if it was quickly fading. This 'eye-light' quickly became the object of all desire among the people, and when it was found that it could be preserved by keeping it secret, hoarding was the natural result. Countless benighted crypt-worlds, minuscule things built to obscure their contents rather than to display them, were created, to hide away every last treasure of eye-light, then eventually to hide away the people themselves when they were all that was left.

Time passed, and one by one, each and every one of them died, choosing death over absence of eye-light. It was better to be a glorious corpse than a nameless immortal.

Time passed, and the lands of their grand civilization fell to ruin. The endless expanse collapsed and imploded, and what once spanned an infinity of space became finite, a labyrinth of locked rooms and dark, twisted hallways.

Time passed, and new worlds arose, and new people upon them. Stories told anew, and the Eyes returned, careless and unaware of what had once been here. The Encrypted Lands were overgrown, buried deep beneath.

But, the treasures that lie within remain, held in eternal preservation by the might of that ancient civilization, and now you are here. If you can find a way to throw open these antediluvian vaults, to claim the lost treasures inside, who knows what more you might accomplish?

If you wish to escape the Crypt, though, be careful that you possess sufficient strength and speed. If you wish to ascend to the Scheme proper, you must first pass through what lies beneath it.

[X] Kleptomancy (2 orbs) (1 orb)

[X] Gone Native (1 Orb)

[X] Magic Upgrade (2 Orbs)
(Kleptomancy)

[X] Power-Limiter (+1 Orb) (All my powers derive from a Lost Treasure that bears their essence, and will be suppressed if it's taken from me.)
[X] Curse of Undeath (+1 Orb)
[X] Fatelessness (+2 Orbs)

[X] Fib - The Worldwright (3 orbs)
 
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He knows, and so nowhere in the Multiverse is safe. Fortunately, your apartment isn't in the Multiverse. Also, presumably, this is literally your apartment, or you inherited it, or something, since you're a native. This probably comes with some knowledge of the plans, contingencies, etc. already present in your hidy hole.
Re-read The Mansion's last paragarph.
 
[SU] Plan: Maximal Greed: Hard Mode: 2 Orbs base, no Drawback Cap.
-[SU] Kleptomancy (2 orbs)
-[SU] Knight of the Round (2 Orbs)

-[SU] An Eighth of a Third (3 Orbs)
--Heaven
-[SU] Snapshot (3 Orbs)
-[SU] The Interface (5 Orbs, requires 'He Knows')

Drawbacks:
-[SU] Academic Conflict (+2 Orbs)
-[SU] The Towers Fall (+3 Orbs)
-[SU] Tearbreak (+4 Orbs)
-[SU] Into the Abyss (+4 Orbs, Alternate Insertion Point)
-[SU] He Knows (+5 Orbs, +0 Orbs if you take Interface)

Given this Pralaya is an Accursed-eque figure, I have elected to take a ton of Drawbacks in the interest of screwing up the Scheme as much as possible to give her more leeway both from the Drawbacks, and to give her opening from His insane attention. The Abyss is, to some degree, ablative armor. It doesn't matter that everyone will want to kill me, when everyone in the Abyss already wants to kill me and subject me to ultra-torture. Now, this will probably wake The Abyss up, but the rest of creation crashing down on it to try and get to me should be a decent distraction.

Kleptomancy will eventually let me 'eat' demons for powerups instead of the other way around, Knight of the Round grants a lot of immediate safety, and actual combat skill is nothing to scoff at despite the power proffered by Interface, plus, I'll be doing a lot of slaying the Wicked. Heaven grants self-fortification, something Interface seems to struggle a bit with doing directly, and Snapshot gives me a lot more options. I'm probably going to die, but I'll certainly do a number on the Scheme on my way.
 
The Broker
Quackmode: 2 Orbs

[Q] Market Access (2 Orbs)
(U) Kleptomancy (2 orbs)
[A] The Interface (5 Orbs, requires 'He Knows')
[C] Pitor's Crown (3 Orbs)
[K] Room #78 (3 Orbs)
[!] Library Card (2 Orbs)

[Q] Academic Conflict (+2 Orbs)
(U) The Towers Fall (+3 Orbs)
[A] Tearbreak (+4 Orbs)
[C] Into the Abyss (+4 Orbs, Alternate Insertion Point)
[K] He Knows (+0 Orbs if you take Interface)
[!] Fatelessness (+2 Orbs)

"Qua Qu!!!"
 
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[ ] Birdsie - The Phoenix of Power - History, narratives, conflict, and power, are merely tools of your craft; where there's a Will, there's a Way. Write no more than 500 words to create a magic system worth three orbs of power, which will become canon in the Scheme. Additionally, get one orb for every 1000 words of omake written for your build.
Terrible color - doesn't match my feathers at all, it's too deep - but I'll take it.

Dulce et Decorum
Location:
Asterius (+3)
Magic Systems: Beckon the Skies (-3)
Artifacts and Benefits: n/a
Drawbacks: The Towers Fall (+3)
DLCs: The Phoenix of Power - The Reified Ideogram (-3)

All orbs from potential / theoretical omake would be spent on Magic Upgrade, followed by Further Safeguards. Unfortunately, I don't have time to pump out 2-5k words of omake right now; I barely have the time to update this damn thread once a week.

The Reified Ideogram - The material made immaterial; the abstract made real. The Reifier's Art commands and measures ideas, making them a resource of artifice. For a novice, an apprehended phenomenon can be manufactured into a runic marking, a Sigil that represents its form; the most fundamental unit of the Ideogram. These Sigils can then be dabbled with: meaning expounded upon to deepen a Sigil's ontological veracity, adjectives layered on top, or even multiple Sigils made into Phrases. For instance, a campfire may be locked into a Sigil and eventually engineered into an offensive fireball, combined with the Sigil of a sword to make a flaming blade, or engineered into a nourishing fire that opposes the idea of coldness on an axiomatic level. Combination of Sigils is the main methodology by which they are made stronger, forming Phrases.

Ease of Sigil production is directly associated with the caster's familiarity with the Sigil or what it represents; a man sitting frequently by a campfire shall find Sigils associated with fire and wood form within mere minutes of exerting to draw; not necessarily so for other ideas. Proximity to a sample of a phenomenon rapidly accelerates the process; actually watching a campfire as you sketch its Sigil makes the process almost instantaneous. Intellect and experimentation-reliant progression, although the achievable level of potential is vast beyond reckoning.

---
 
Analysis
Hard Mode, huh... Not that much of a debuff! Seems more like merely a surcharge on Orb 9.
Insertion Points

[ ] Asterius - So... A fantasy world? This description tells me the history of the world, but says little of what makes it special; unless the Dark Lords literally surpassed logic and reason.

[ ] The Reserve - Earth With Formerly Hidden Magic (also knowledge weakens magic, it sounds like?), and also aliens.
It's pretty weird for the 'Yeah I Nuked A Whole City' guy to be spearheading peace and love on planet earth!

[ ] Inter-Nexus - See, this world has a clear distinction. It's a vast, non-euclidean folded-world ruled by absolute capitalism, including of intangibles! A cosmopolitan magitech world merged with sacrifices normally reserved for fae deals! I do find it odd that people would fall to the market- surely you only sell what you can afford to lose? It shouldn't be hard to make 'money' in this system, because like... Anything you learn can be valuable to someone! Learn to draw, sell that art skill, learn magic, sell the spells! You an idiot? Work out and sell all your Gains! I can't really envision a scenario where you can't make a living off some mix of these, unless you can also easily become superhumanly strong and skilled in one cheap purchase then leave the market behind you.

[ ] Dragon's Ring - Wrestling and Acting as a world. New! Fresh! I don't have much to really say about it (and it might be a bit too light on the society structure, polar opposite of the first two) but it's definitely preferable to Asterius/The Reserve as an option to read.

[ ] The Fortress Monastery - Hm, interesting. Decent balance of world and society. It's not specific about much, but it's explicitly covering a huge gamut so specificity wouldn't work. It's not clear of the 'hiding from the Scheme' protects from He Knows, but I'm guessing not; it's from the rest of the scheme, but the fortress is still part of it.
I'd summarise this as 'Anti-Hell nested universe which sacrificed reincarnations for more magic and also likes order, supports lovers of training arcs and goodness.'


[ ] Intergalactic Federation of Common Interest - Eh, human-dominated pan-galactic empire. Too much focus on history; none on what's special about this world.

Magic Systems

[ ] Shaping (1 Orb) - Generalised self-enhancement and crafting. A decent basic power, but probably outcompeted by others by default.

[ ] Conversion Engine (1 Orb) - Now this, this is a solid choice for general usage in probably most builds; anything you can do can serve any purpose. That's alright on its own, but this includes kinetic energy and potential energy. If you build a bomb, you can use it to restore your Mana. That means this is doubles as a prep-time-to-power option, easily capable of dominating combat and very good at punching up given time between battles.

[ ] Troll Magic (1 Orb) - A versatile option, though of (apparently, according to inquiry on the matter) middling actual power. It can fit into any build that needs a few custom effects or to mitigate a weird downside. There's also the option of using it as weak universal reality-warping- If you did have to pick a single 1-orb option, it'd be pretty solid.

[ ] Codex Practitioner (1 Orb) - Book that teaches magic, but the option also gets you better at magic and makes you an expert at something and decent at another. Good general utility and a decent spread, good immediate safety; not as multi-purpose as Troll Magic or amazing as the Conversion Engine.
I wonder if Transmutation(or maybe Conjuration?) can manage time stop(/demiplane with time acceleration); this does seem pretty clearly DnD inspired but it's not actually stated as such.

[ ] Market Access (2 Orbs, 1 Orb in the Inter-Nexus) - Very useful! Since it indicts others, even if the Market itself is an inexploitable balanced equilibrium, you just need to be on any other world and make your deal before the fullness of the Market dawns on them- Find a hundred beggars on the street, and give them the food for two days in exchange for half the muscle mass they can make exercising in those days! etcetera etcetera. Any build which can do something valuable and rare can also take this more generally to trade service for increasing might in every sort of way. There's no need to worry about specialisation; you can pick up any kind of magic if you've got things of equal worth.
It also doubles as an alternative to the Conversion Engine. Make a lot of 'Money', and if you need to, trade it for Mana in the moment. If anyone with a Conversion Engine has Access, the prices for Mana and other energies must be 1:1 with it- If not, Conversion + Access is an easy option for cheap arbitrage on the scale of the entire market, making for instant and immense might.
There is a slight chance I'm misunderstanding and every intangible sale (even non-Personal) adds up towards losing your selfhood, in which case it's still a good option but not That good.

[ ] Kleptomancy (2 orbs) - AHA, THE TECHNIQUE OF A MASTER THIEF! Incredibly good powerset. Conceptual thievery can manage most everything. Honestly, I'm not sure any other options here can beat proper Kleptomancy for breadth? Market beats it for immediate power, but in time... Kleptomancy can do most of what Conversion can (Steal Mana from yourself and store it for later)... It can match Troll Magic, and with more elevation.

I suppose quite a few can match it, and others are swifter. Still, if I needed to pick one powerset at 2 Orbs, this one takes the cake.

[ ] Knight of the Round (2 Orbs) - ...okay, physical empowerment, a horse and armor, scaling weaponry, and the option for growth if you're a proper knight- but what do, or can, the Techniques do? This needs at least a little context! My first thought is 'stored swings' but the general point is this needs context. Can they do anything of good utility? Cut through worlds or time? What's the power level here? Can it meaningfully help against [insert enemy here]?

[ ] An Eighth of a Third (3 Orbs) - The physical enhancement here is honestly middling compared to what's been described earlier.
Regarding the sparks, though:

Heaven ☰ - ...Middling. Faced with this and Conversion Engine, I'd seriously consider the latter. Or Codex. Even maybe Troll Head.​

Wind ☴ - Decent; it's got actual versatility. With a power like this you can accumulate power with time, but apparently that might mean you can't control it? maybe because it'll be too big to change in a 'small' way. Usable as just, long-term self enhancement.​

Water ☵ - ...Meh. Take Kleptomancy.​

Mountain ☶ - Middling, like Heaven.​

Earth ☷ - Decent utility, but why do half of these options have drawbacks? They're not That good! You have alternatives! You can use Codex - Divination for a third the price without going insane!​

Thunder ☳ - General utility and self-enhancement. I could see this going in a lot of builds profitably, and 'will not last long' is a easy "drawback" to handle. On its own it's not great, but it probably stacks better than Klepto or Knight of the Round do.​

Fire ☲ - Possibly very valuable- does a 'magic book' mean a book enchanted (and also about magic) or just a book about magic, though?... Not like it's that important, I guess; the ability to consume anything you choose for might is valuable in itself. It's an odd mix of synergistic and antisynergistic with Market Access; Access replaces the base utility, but you might be able to buy cheap magic books, burn them, and sell the knowledge.​

Lake ☱ - Gives something rarely offered elsewhere in this CYOA- Time manipulation. I actually ctrl-f'd for that earlier, so I initially thought this was a higher-grade powerset than the rest of the 8 suggest. Slowing the passage of time is very valuable indeed for someone trying to scale against adversaries. The Drawback is vague, but probably sucks, because this is an option that could actually be worth the 3 orbs. Sometimes.​

[ ] Snapshot (3 Orbs) - This description fails to be clear you can enter your Snapshots and it's pretty safe. I don't think it's actually that useful for general purposes, though.

[ ] Beckon the Skies (3 Orbs) - An immediate safety option. Presumably it does its job very well. Tough to judge.

[ ] Dominion (4 Orbs) - Synergistic snowballing power that works on everything and is very fast.

Outward Expansion - It's kinda like Troll Head but actually strong. Has a long-term drawback; I assume it can be worked around somehow, perhaps by using ones soul to reinforce the universe where it passes. Homeowner managed somehow, or is using Static Expansion.​

Static Expansion - Outward Expansion, but stronger and less versatile, basically. Lacks that main drawback. It's not clear if you can have multiple Demesne/fragments; if you can, I think this is frequently better than Outward. You can probably find a way to indirectly 'leave' your Demesne, and since the Edicts are 'absolute', you don't need to worry about siege or anything. If it's truthfully absolute, this allows safe use of the Interface, but probably that's exaggeration.​

Inward Expansion - A mix of the two above... Perhaps it could be used with Mansion (as a way out of the Scheme) to leave the Scheme and be somewhere else that is not there nor affiliated with Him? Aside from that option, seems like a basically worse form of Static Expansion.​

The no-stagnation drawback is no problem.

[ ] The Interface (5 Orbs, requires 'He Knows') - As a normal person this is a terrible option(due to requiring He Knows and amplifying it); as someone trying to win the CYOA this is of course required so you can win more. The benefits themselves are vast, of course. Strong synergy with the Market or Conversion Engine, but the key is you need to scale very, very fast. ...well, you need that And you need to be able to keep going 24/7 or somehow be safe while sleeping.

Artifacts & Benefits

[ ] The Mansion (1 Orb, Alternate Insertion Point) - I'm not sure what the benefit of this would practically be unless a Kalpa is approaching, but writing-wise it passes muster.

[ ] Further Safeguards (1 Orb, Can be taken up to three times) - Tough to judge the magnitude, but always a good thing. If it was a flat luck boost it'd be flat best thing, but it's influence from a powerful being, so it's probably not abusable by coinflip.

[ ] Gone Native (1 Orb) - Potentially useful but probably not? I don't get the impression it improves initial power or anything. You need to be hiding your newness and worried about being attacked by... random people?... in a CYOA with incredible powers??

[ ] Feather of Love (1 Orb) - +Charisma... I don't see much appeal and I'm pretty sure there's Something better for it earlier.

[ ] Geocache & Airdrop (2 Orbs) - Kinda like Safeguards, but more judgeable and also limited; I'd just take Safeguards instead. Geocach/Airdrop can't save you from two monsters less than a month apart!

[ ] Magic Upgrade (2 Orbs) - Good general option! I wonder what it does for Conversion or Market Access? or Beckon The Skies, technically! Does the God suddenly get 10x as strong? Lots of uses.

[ ] Library Card (2 Orbs) - If you're worried about any scaling threat, the time-compression of the Library is extremely valuable. Otherwise, the main advantage is being able to blink out of your current situation on command; a repository of all knowledge is borderline useless in the same vein that a random word generator can't teach you anything... Unless the Library is organised in a worthwhile manner, but I get the vibe it isn't.
Might be helpful as a place where all relevant information is nearby for Divination spells?

[ ] Pitor's Crown (3 Orbs) - Very valuable. Being smarter is good in itself, but the speed amplification is- well, I just mentioned for the Library, no? Faster is better. Doing things tenfold as swiftly is roughly analogous to making your enemies take ten times as long to kill you.
With the simulacra, it's more like a hundredfold.

[ ] Room #78 (3 Orbs, 2 if 'The Mansion' is picked) - ...For some reason I thought this was 1 orb, not 3. Anyway- This option doesn't actually say it lets you access the Mansion if you can't already, but I think it can be safely assumed it does so. That means it can also do the Library Card's blink-out-of-situation thing. It doesn't have time dilation, but it does have a lot of resources; Though the scale of those resources is unclear.

[ ] Sheer Brilliance (4 Orbs) - Intelligence enhancement. Presumably stronger than Pitor's, but more focused. Decades to Months is about the same order as /100, but if Heads is referring to 'after accounting for your intellect-immense-growth' then it's a twofold Pitor where it applies.
Being random between 'machines' and 'biology' is a heavy blow to the option, though. Both in terms of their randomness, and their focuses themselves- both paradigms are simply less suited to individual enhancement, because they require understanding of the process sufficient you could recreate your success over and over.

[ ] Serpent Heart (4 Orbs) - Object that you eat to obtain extreme physical enhancement, a 'warform' that triples all powers/magic, and fire magic (as dragon). The other uses exist, but it's explicitly stated this one is the best option. The Warform seems particularly notable- a flat tripling can compound through every synergistic aspect to become something far greater.

Drawbacks

[ ] Remove Safeguards (+1 Orb, Can be taken up to three times) - One thing that's unclear here- whether the Safeguards are holding off actively bad fortune, or granting good fortune. With -3 Safeguards, do you just have normal luck, or miss out on boosted luck?

[ ] Power-Limiter (+1 Orb) - Extremely good option. high-risk builds can just lock 99% of their power behind the conditional 'my life is in danger' and they have no problems until they've beaten all their drawbacks. The several months option is also good, if you're going for a low-risk start.

[ ] Five Stages of Grief (+1 Orb) -
  1. Denial - ...Very problematic drawback if you're going for high risk; otherwise annoying but manageable. If it's fine for things you deduce yourselves, then not a problem in risk builds.
  2. Anger - Problematic in most situations in general. Problem on the way, problem if you win...
  3. Bargaining - This one's fine.
  4. Depression - This one sucks.
  5. Acceptance - so. you're not going to ever try to do a thing, because that would require you to want to change it? Am I understanding this right? You're just going to stand there and do nothing until you die?
The drawback is pretty dangerous and it can't be predicted. Very hard to find a situation you can use it in.
[ ] Curse of Undeath (+1 Orb) - Probably unpleasant, but fine in a risk build, especially a He Knows or Fateless one. In some ways, sleeplessness, it's a buff.

[ ] Fatelessness (+2 Orbs) - Quite like undeath- it'll suck, but it's okay in a risk build... At least, if not for the 'magic will be more difficult to learn' note. Could still be fine if Magic Upgrade can counter that one aspect, or if the build does so natively or avoids 'Magic'.

[ ] Academic Conflict (+2 Orbs) - ...So, I know this'll suck for a normal build. Obviously. But I'm mostly thinking of a hard-mode-he-knows-take-everything build, and there this is fine. If the Doctor or Cina could kill you, there's no reason He wouldn't set them on you Anyway.


[ ] The Towers Fall (+3 Orbs) - Pretty safe for most builds! Problematic if you want to go universe-hopping but not likely to be lift-threatening. In the right build, it's free Orbs!

[ ] Destined for Ungreatness (+3 Orbs) - Conversely, terrible for most builds. If it's simply absolute, then this is only viable in a build which can afford to only succeed one time in ten... actually, I guess 3 Orbs is the price point for the Crown Of Ten Selvesm so.... Maybe it's worth it, if you haven't picked up all the low-hanging fruit?

[ ] Tearbreak (+4 Orbs) - Wow, ten whole years? for a high-risk build, this is probably irrelevant! For others it would be terrible, but they're never going to take it. Obviously.

[ ] Into the Abyss (+4 Orbs, Alternate Insertion Point) - Basically like Tearbreaker, except more dangerous because you end up in the Abyss and it's faster. Still, quite acceptable for a high-risk build, and there are ways to escape the Abyss itself- Library Card or Room #78, primarily, so it'll be fine even in a low-risk build as long as you're willing to spend your days in the mansion, which lays outside of the Scheme- assuming 'whether they want to or not' is ominousness about the Abyss, not about Pralaya calling her debt due.

[ ] He Knows (+5 Orbs, +0 Orbs if you take Interface) - Horrible, but also I'm treating it as the price of admission.
Absolutely not worth it if you have a choice. There are other Drawbacks more easily avoided to accrue the Orbs being sought. Misfortune is one thing; the Universe shattering under you is another.

DLCs (3 Orbs each) -​
winning the CYOA would be waaaay easier if I had a good DLC available. I'm already up to 3000 words, so any of the Orb-givers would be free. Oh well! I'll just have to deal with it.
Seize Victory.
[Hard Mode]
2 Orbs.
[V] He Knows (+0)
[V] Into The Abyss, Tearbreaker, The Towers Fall, Academic Conflict, Fateless, Curse Of Undeath, Power Limiter(99% requires threat of death), Five Stages Of Grief(1, reroll, 2.) (+18 Orbs).
[V] The Interface (-5 Orbs)
[V] Market Access (-2 Orbs)
[V] Further Safeguards x3 (-3 Orbs)
-[V] Optionally, drop this by 1 for a Conversion Engine. Before finalising the build, ask for clarification about the scope of difference between Safeguards 2 and 3; currently available information is insufficient to make the decision.
[V] Pitor's Crown (-3 Orbs)
[V] Room #78 (-3 Orbs)
[V] Library Card (-2 Orbs)
-[V] Optionally, drop Room #78 and Library Card for Dominion and the Engine, if universe destruction is the most primary danger.
[V] Magic Upgrade - Market Access (-2 Orbs)
[V] Use the Outlined Tactics
Upon spawning into The Abyss, action one is to Immediately drop into either the Library or Room #78(probably the former. Skipped if neither is purchased.), because ever micromoment counts. Ten selves multitask, of course; in the same moment, navigate through the market and make the various purchases. The first priority is to buy Time, literally; an extra minute should suffice to start, at x10 speed and x10 intellect.
Other important purchases include baseline interactions with every magic system the upgraded Market can reach, easily learned via the Interface. Depending on how many that is, it might not be in the default budget, which brings us to the perhaps equally important task of capitalism. Recently-learned systems can be sold for more than their purchase cost, rapidly accruing buying power; as probably the most talented person in the Market, it should be possible to profit by buying time, buying the basic requirements for induction, and selling the magic. If this isn't viable yet, simply spend the needed buying power for more time and suppress Fateless's magic-weakening via the Interface. With the Interface and Magic Upgrade, the pre-upgrade Marketplace- unable to handle 3-Orb powers- simply lacks the reach and Power to be in equilibrium with this level of talent. This is particularly true as you possess Simulacra- a minute for you is ten one-minute sessions, so the time cost is functionally a tenth the price.
If Conversion Engine has been purchased, much of that is irrelevant; With no Conversion Engine involved, it is highly improbable the forces of supply and demand have naturally rendered Mana equal in value to Calories equal in value to heat to potential energy to kinetic energy, as the Engine reckons such things. Performing arbitrage on the scale of the entire Marketplace for every variation of energy for sale is instantaneous access to a sizeable fraction of the output of hundreds of billions of people.

The Victor is rapidly growing in power, but whatever the method, it is extremely vital that, for all intents and purposes, time is not moving forwards(Or more accurately, that each further endeavour is crammed ever-more-closely into a single moment, minutes bought, then hours.). He will sunder the world to catch you- Perhaps is already doing so. But it is clear he does not do so instantly. The option speaks of Calamity- not of an instantaneous and unheralded cessation.
Probably once he grasps the ploy, He will accelerate Himself- that is doubtless a power within his possession, perhaps even one set to trigger automatically to match the swiftest mind, just in case. The initiative can only be seized once, and when relinquished, the Victor must be ready to battle on even footing. But, he did not grasp the ploy instantly- for Three(or 2) Orbs of Protections remain, and the Victor is Fateless besides for whatever that can aid. If Three Orbs of Protection will not conceal this plan- or simply hold against Him just for even a minute, then Pralaya's might is in a sorry state indeed.
At some point, the Victor will retrieve the spoils of Room #78. At some point, they will enhance the Market with the Interface. At some point, they will master countless systems. At some point, perhaps, with the time of a hundred billion souls running dry, somewhere far north of a hundred millennia in*, they may venture through the Library or Mansion or Hell, finding people to 'interact' with, connecting them to the market and seizing All their time from them through mind-control-enforced sale- by this point so far superhuman they can do so in personal microseconds.
At some point, perhaps, they will render themselves into a barely-noticeable distortion upon the scheme- then retreat to Room #78 and quiet the ripples of their transit, apparently disappearing from the Scheme and His passive senses? But more probably, on the tail end of the longest moment, they are rather more active; exploiting their irreplaceable time advantage to the hilt. They have two options, then; either an attack on Him, if seems possible, a suppression-entrapment focused almost entirely on denying time acceleration, or a fortification of their own position. Perhaps both; probably both.
And so it will be said-
That once, there was an intruder into a grand Scheme-
and the Schemer noticed, turned to smite, blinked away a cloud-
And there stood an equal.
(As an alternative version, Library and Room #78, both being non-vital to the plan though probably useful, are dropped for Dominion; and so once the Victor has settled in and checked everything, they proceed to engage in Inward Expansion for several millennia and hopefully produce defences several multiverses thick.
The original version of the plan had a ramp-up time longer than a minute, so the Library was used for time acceleration, but also used to avoid the Abyss, and to make it so that to catch the Victor, He would need a separate calamity at their location in the Abyss and their location in the Library; at which point they would retreat to Room #78.)

Oh yeah also regarding drawbacks: Tearbreaker takes too long to matter. Towers Fall probably doesn't matter much in the Abyss? I doubt they'd have a convenient universe-travel method. the Abyss is avoided if relevant via the Card/Room, but also everything happens too fast to meaningfully interact with the area you're in. Curse of Undeath is basically a boost from the lack of required sleep; On account of He Knows, Power Limiter isn't a problem until you're basically a god; Stages of Grief - Anger will probably be fine.

*Assumption: the average person has >=1 second for sale on the Market.
 
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And So Began The Second Day
And So Began The Second Day

To start with, I wish to deeply apologize for the massive delays experienced as a result of my inactivity. However, as mentioned on Discord, I've been writing - and have now finished - my midyear exams, and with surprisingly good scores! Now I'll have a little free time to divert back to God Diversion. With that in mind...

Last time, on God Diversion, Modest Ambitions (Education, Curiosity, Kingdom, Saving the World) won.

Choose what you'd like to tackle first, and how. Choose two (2) major undertakings, and one sub-focus for each of them:

[ ] Education

Expand your unnatural abilities.

- [ ] Aspect-Oriented - Given the Education's new curriculum, the fruit of your efforts has undergone a dramatic expansion: absolute and wholehearted focus now yields more with every day, even beyond the advanced curriculum you'd hastily sped ahead to in front of your year. Some of your Aspects are behind; others, still exalted, can be raised even further beyond. The exact effectiveness of this focus of Education depends on Will and Credit expenditure, but you should be able to attain Arcanum 8 by winter. You can also study the potential of your new Lord of the Abyss Technique, and the dross of minor perks you're acquiring from Mona's entitlement as High Priestess.

- [ ] Architecture-Oriented - The Architecture is yet to disappoint you; even though it started out as a knife in your side, you've now started to wield it as a warrior against the world. Its advantages are obvious; without it, you would've been stumbling like a blind duckling in the dark. There are strange games afoot, as suggested by the Metaphysician's words. Furthermore, a fundamental understanding of the world's structures might help you figure out why the fuck it's ending?

-[ ] Balanced Mix - Aim for a more balanced, versatile approach; diversely developing your abilities without any particular focus on either aspect of them. Decent advancement at the cost of focus; do them both, and as a result, less of either.

[ ] Curiosity

Choose the location of your next adventure:

- [ ] The Bridge At World's End - A mysterious bridge of rounded stone on the land's easternmost cliffsides, its causeway as wide as five highways side-by-side, and arrayed with strange sculptures and ticking clockwork marvels. Stories say the further you venture, the stranger the wonders at its side. The further you venture as well, the thicker becomes the mist that shrouds the bridge's foundation, until the waters cannot be perceived. No traveler is yet to return from beyond a certain demarcated distance, at the point of sixteen kilometers, where Fortuna's maps end, and where the world's border is said to lie.

- [ ] Londinium - Even having avoided an introduction at court save a couple of brief appearances over the last couple of months, you can still explore the city over the river - a shining metropolis, not unlike its Earth correspondent, although absent the hand of the Once and Future King. Of Fortuna's cities, it's easily the most well-developed and modern, entering the early age of industrialization and application of the steam engine in daily endeavors. A serial killer strides on its streets, as well: some yet-nameless reflection of what you suspect is Jack the Ripper, likely channeling a fateful archetype. Whether to stop him or shop at the markets, Londinium is a great spot.

- [ ] The Court of Miracles - Or what you'd call, 'Paris, France,' from Earth, if we're being pedantic. The City of Lights virtually worships the Tarot, especially those of its elements that are associated with positive connection: The Lovers, The High Priestess, and the Emperor are held in high regard here, both as those who channel them, and the Enrolled who bear these names. Although not your cup of tea, some of the Court's miracles are transmissible, and you may study them to improve your Arcanum Aspect!

[ ] Kingdom

Be a Philosopher-King.

- [ ] Arcanization - The Witches subscribe to a rather primitive paradigm of magic, and yet even primitive methods betray a harvest of information if correctly studied, dissected, and understood. Check their records and study their arts; exhaust every mote of knowledge, and then invent a better way. This is your birthright as the Magician. Once you're done, proliferate the new improved art. Take on students of your own. Set start to a new golden age of magic.

- [ ] Militarization - The world's in danger: your Earth, and most likely Fortuna as well. Once it comes, you shouldn't be found wanting; your walls shall not crumble, your warriors shall not yield. Focus developments of your arts and kingdom on readying yourself for the destruction to come. Enhance lawkeepers, teach the most immediately learnable offensive arts; take on apprentices, and make them into knights. Let the end come; it'll face a thousand blades once it does.

- [ ] Economization - Improve your capacity to act, and directly escalate the welfare of your citizens. Every endeavor begins with value; if your kingdom is to rise above the others, it must be prosperous. You have no idea how to rule; acquire advisors and learn the art of statesmanship and policy-drafting. Establish diplomatic ties and trade with the other nations of Fortuna, and become acknowledged as the superpower you are meant to be.

[ ] Save the World

- [ ] Contact Archetype
- It seems the wisest choice, now that you have more information. Aim to convince them of the danger's scale; push for a full-scale evacuation of Columbus if necessary. Share the contents of your conversation with the Metaphysicist if pushed; you'd rather keep the fact of his survival up your sleeve for now, but you don't know yet what necessity might demand.

- [ ] Research the Threat - You need deeper insight on the Metaphysician's words. Research the sections of the Architecture relevant to your discoveries, aiming to put a name to the threat you're facing, before it faces you.

- [ ] Breach the Barrier - The most extreme of the choices available here; and equally, scarily effective. By studying the underlying fabric of Education itself, you'll be able to decohere the dimensional barrier and return to Earth. From there, you can take your own actions as needed to truly investigate the threat and remove it.

[ ] Write-in
 
Plan: Know Your Enemy, Know The World
[X] Education
-
[X] Architecture-Oriented
[X] Save the World
- [X] Research the Threat
 
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[X] Plan Pierce the Veil
-[X] Education
--[X] Architecture-Oriented
-[X] Save the World
--[X] Research the Threat

The kingdom building and exploration actions do nothing to handle the apocalypse. Education + save the world are the two things that explicitly will help us figure things out. Breach the Barrier "probably" will let us come back, but that small possibility is not worth the risk. The education period is critical we can't afford to drop out in 1 year.
 
[X] Plan Arcane Gamble
-[X] Education
--[X] Aspect-Oriented
---[X] Specifically focus on Aspects and Techniques that will aid in Breach and the subsequent return.
-[X] Save the World
--[X] Breach the Barrier

So it's confirmed that there is no guarantee of us being able to return should we breach.

But by taking Aspect Education we can increase our chances of return. More so if we focus on the relevant abilities.

Alternatively;

[X] Plan Grand Summoning
-[X] Kingdom
--[X] Arcanization
---[X] Specifically focus on the creation of a grand ritual meant to summon the Magician back to the Tower from wherever/whenever he is.
-[X] Save the World
--[X] Breach the Barrier
---[X] Have the witches use their grand ritual to summon you back after a set time period. The time period is whatever gives you the highest probability of return.

Having the witches use a ritual to bring us back is even more likely to work but comes with limitations on our time to research the threat.

Also a great safety net in the future should we ever need an exit strategy.

[X] Plan Preparation for Breach
-[X] Education
--[X] Aspect-Oriented
---[X] Specifically focus on Aspects and Techniques that will aid in the Arcanization of the witches and their summoning ritual, increasing its effectiveness across all factors.
-[X] Kingdom
--[X] Arcanization
---[X] Specifically focus on the creation of a grand ritual meant to summon the Magician back to the Tower from wherever/whenever he is.

This third plan is under the assumption that we'll be able to focus on breach later into the break. Increasing our chances even more.
 
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We can't have independent manifestations of our education without the full course tho right. Why breach then. If we won't have magic.
 
Hm, I feel as if a CYOA were about to be posted to our thread...

What a strange premonition to have out of nowhere.

(It might take a while though.)
 
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[X] Plan Seek The Truth
-[X] Education
-- [X] Architecture-Oriented
-[X] Save the World
-- [X] Research the Threat

Basically hard focuses on training Architecture stuff and then using that to understand what the Threat is.
 
[X] Plan Preparation for Breach

It is implied that after the two tasks are done we'll be able to act further. I'm really liking this plan..
 
[X] Plan: Philosopher-King
-[X] Education
--[X] Architecture-Oriented
- The Architecture is yet to disappoint you; even though it started out as a knife in your side, you've now started to wield it as a warrior against the world. Its advantages are obvious; without it, you would've been stumbling like a blind duckling in the dark. There are strange games afoot, as suggested by the Metaphysician's words. Furthermore, a fundamental understanding of the world's structures might help you figure out why the fuck it's ending?
-[X] Kingdom
--[X] Economization
- Improve your capacity to act, and directly escalate the welfare of your citizens. Every endeavor begins with value; if your kingdom is to rise above the others, it must be prosperous. You have no idea how to rule; acquire advisors and learn the art of statesmanship and policy-drafting. Establish diplomatic ties and trade with the other nations of Fortuna, and become acknowledged as the superpower you are meant to be.
 
Hm, I feel as if a CYOA were about to be posted to our thread...

What a strange premonition to have out of nowhere.

(It might take a while though.)
I suppose that I should be feeling shame right now if I had something resembling that feeling left in my body :V

Jokes aside, Birdsie was gracious enough to allow me to share this CYOA in the thread. Some of you might be familiar with the first CYOA in my OC setting; as both are set in the same multiverse, you might spot references and DEEP LORE. As always, I hope that you appreciate it and if you desire, speculate and make builds at your hearts' content.

Without further ado, I present you...the Sitra Avra CYOA.

----​

On a certain day of a certain month of a certain year, you are going about your business. It is a common day, no enthusing high nor depressive low about it. No dreadful forewarning came upon you on that fateful hour.

It is with the innocence of an ignorant child that your eyes raise towards the sky.

So blue. So deep. So close. Too close.

And then you realize that something is profoundly wrong.

You are falling upward, that is the closest description. An ascension so unforeseen and rapid that it would leave you breathless first and red paste afterwards – if you hadn't been reduced to a speck of light.

You're well above Earth's atmosphere when you impact against what feels like a barrier, halting your speed entirely. No, you see it now: it's not a barrier, it's a pattern of white hands reaching and grasping for you, a pallid sea in which you're drowning-

Your entire world crashes, perception cracking like broken glass and scattering…



..

.

The first thing you witness when you come back to yourself is a night tapestry.

Dotted with thousands, millions, billions of shining stars. Each of a different color and unique shape, shimmering with their own light. A prismatic magnus opus, you realize instinctively, the vast expanse that is the multiverse stands before you – even if only just a fraction of it registers in your brain.

Yet you can see it, if you focus yourself just enough. The forgotten canvas beneath the painter's masterful strokes, the scattered shards upon which kings rule.

Crusted red, spent gold, b-

"I would not advise to drink too deep from wells meant for Hypostases."

Unsettled by these metallic words, you turn around – and you finally see It.

There is nothing human in Its imposing and unnatural appearance.

Layers of unknown alloys are draped like mantles on Its figure, soft and hardened at the same time. Inscriptions of words, pictograms and more glyphs of incomprehensible meaning flow out of the folds like spindly limbs. A horned and smooth helmet rests atop the abnormal 'body', with a halo made of all the lights above hovering like a silent guardian.

"I apologize for the harrowing experience to your mortal sensibilities."

The cold and inhuman politeness is a secondary concern as Its nature asserts over yourself, axiomatically self-evident.

It needs no eyes to see, for It knows you more in depth than you ever did.

It needs no mouth to speak, for It enunciates concepts into you.

It needs no senses to perceive, for It has observed to all that was, was not and will be.

"However, a talent such as yours is required in my Throne to validate my theories. For this, you shall be granted power to survive beyond the limited ken of your constrained existence. Compliance is not necessary."

You are rooted in place as a thing of metal and hieroglyphs spawns from It and rests on top of your head. Something flows out of your very essence and the 'limb' retracts to show you three objects.

Three small Coins, all the Meaning you were and could be.

"As you seem conveniently familiar with the insights you're about to receive I shall not linger on further. Do attempt to not suffer a dramatic demise too soon, this investment was rather costly."

As your conscience wanes and blurs, you know that you've been dismissed by an entity far greater than you can conceptualize – and that how the rest of your days will be forever shaped by what is soon to come next...

Path Location
Among the most relevant locations within the accessible section of the multiverse. Depending on your future choices some will be more perilious than others.

[] The Aegis Realm: For millennia the lesser mortal races have quaked before the might of the alien Avrae and their lords, the so-called Sitra Avrae – beings whose mere presence is enough to crack minds and allow feats of reality-warping. As superior to the common man as multicellular organisms are to unicellular beings, the domination of the Sitra Avrae has been a fact cemented at the cost of inferior races.

The Aegis Realm refuses this notion. Born less than a half a millennium ago, it has seen a logic-defying development under the leadership of its Warden Regent. In spite of her manifest Majesty, she proclaims herself a steward to the ideal championed by the Aegis: for all mortals to be free from the oppression of any greater power.

Scattered tribes and diminished polities have been unified, the masses have been given just laws and needed succor, the Avrae and their servants purged from this world. Forgotten magics have been brought to light again in the name of a better and safer tomorrow.

However, the proverbial shining city is not without its long shadows.

The Aegis Military, led by the Admirals personally appointed by the Warden Regent, guides both outer expansionism and internal policing – even if friction is often inevitable. The Aegis Stewardship, the administrative bureau at the heart of the Realm, determines methodically what each individual ought to receive in accordance to their position and needs – and in turn, asks absolute loyalty in the name of duty. Laws are often fair if draconian; it is hard to dispute the benefits enjoyed by those under the Aegis' protection, yet some bemoan the loss of personal freedom – a growing movement in last years.

The chastised masters of yesterday aren't keen on allowing their lesser to rear their ugly heads either, and so the march of the Realm is hampered both without and within by traitors, cultists and worse horrors…

[] United Nation of Terra: More than a century ago, all the aerospace agencies of Terra reported the simultaneous loss of all contact with their crafts. A few hours later, the NASA came upon a chilling revelation: the stars supposed to be visible from the planet were gone, replaced by constellations never recorded before.

It didn't take long for the first Avrae to make contact with Terrans.

The slaughter that ensued saw billions subjected to terrible fates, not to mention the utter destruction of a good portion of all the continents – the Scourge of the West remains an open scar for the American populace. It was the darkest hour for humanity.

Then Shin Koshou arrived, he who would become First Founder of the United Nation of Terra.

His accomplishments were many and still commemorated to these days: the most important was the discovery of the elusive characteristic which allows young men and women to turn into bulwarks against the foul menace of Avrae: armed with esoteric dresses, weapons and magic born from within, these Absolvers (or Kyuushounen) have turned the tide and even slayed some of the horrific overlords.

The young adults tested positive for Grima's Qualia are sent to the Koshou Institute to develop their Ohr – both for the bloody battlefield and the brilliant cameras, for their guiding salvation is much needed and profitable. Many in the military scoff at the luxuries offered by the entertainment industry, wishing for more direct handling of the Kyuushounen. The government is forced to mediate the requests of the two clashing titans and the young defenders of UNT – an even arduous task after the mysterious devastation of Russian territories. Whispers of secret organizations are swiftly hushed, much like stories of excesses or abuse concerning the Saviors of Terra.

Perhaps that is the reason why the Sitra Avrae seem content with playing a war of attrition – for humanity's worst enemy remains humanity itself.

[] Xibalba: The world of Xibalba possesses no more than a handful of cities, yet each of them is a megalopolis of gargantuan proportions. Soaring buildings made of stone, bricks and bones loom over a labyrinthine disposition of industries, workshops, private housings and more, all encircled by impenetrable walls for the safety of the masses within.

Such a development was the natural consequences of two factors.

The first is the presence of a vast multitude of monstrosities in the wild lands outside of the megalopolises: from slithering panthers with venomous tails to walking behemoths capable of flattening mountains. The second is the veritable trove of catacombs of past civilization, strata after strata revealing hidden histories and mysteries of bygone ages – although the current denizens are more often than not hostile to these intrusions.

Still, the people of Xibalba are not defenseless before the hordes of beasts and horrors. Their rightful heritage is the art of Caitheam, the consumption and exploitation of magic within other life forms. Blood is a common beverage to share among family and friends and Hunter's Guilds have filled entire coffers with gold from commissions and precious magical ingredients from their preys.

The major of the Xibalban cities is Bhailè-Eòlas, the City of Progress: a small world unto itself, it has been built over the most intricate underground system known to Xibalbans. The undeniable center of scientific research among the mega-cities, the mega-city is overseen by the College of Tusgradh, whose Departments ensure that every aspect of Bhailè-Eòlas is properly directed. It is very much a city with opportunities aplenty, especially for would-be tomb hunters.

In fact, it is said that in the innermost chamber of the vaults beneath the megalopolis lies a holy medium: a Sacred Grail which will answer to a single wish made in earnest by whoever is able to grasp it...

[] Shivreorat: Once upon a time, many eons ago the Key to Beyond led the Sitra Avra to untold heights of prominence and prosperity, uncontested in their seat of primacy. Yet it was not enough, for the nature of the Open Gate made evident that simple domination of the Real was but a meager consolation – and so the Sitra Avrae onward, towards Usurpation.

In this time of conquest and tyranny a rebel stood against the overwhelming odds. Blessed by unasked grace, he unearthed secrets and grew in power until his presence could be tolerated no longer. The final reckoning was finally at hand, a struggle which sent reverberations thorough the entire multiverse – and in the end, David stood atop the corpse of Goliath and began a new hegemony.

Lo and behold, the inheritance of the Threshold Slayer.

A barren and scoured world, where misery and death thrive but little else does. A land where brother kills brother to live another day, cultists gather around their Avrae masters for dark deeds and the price of power are servitude and insanity. A world whose roots were cut out and burned, the proud history of an enlightened civilization destroyed and scattered to the winds, a name the single trace left in the minds of distance descendants: Shivreorat.

Even so, the Law of Defiance reaches these misbegotten lands still.

Awaken the forgotten fires within the mistreated progeny of Shivreorat, if you wish: a handful of heroes like the Silver Scourge, the Diarchs and the Languid Passion might offer their assistance in your endeavors. Take the plunge against the Sitrav Avrae and their broken servants, if you dare: ennui and resentment has brought both the End of Epochs and the Lightless Radiance to this land, and there are yet Vaults left unplundered by the Archivist of Yore.

[] The Disputed Expanse: The price of freedom is oftentimes steep. Few other locations are so intimate with this adage, for the Disputed Expanse has bled since time immemorial: first for subjugation, then for resistance and finally for pragmatism.

Over the course of millennia countless inhabitants came and went, entire histories and magical traditions were lost forever, entire continents and cultures were cast in the dust and forgotten. Some of them, the most brilliant and enduring, have left traces of themselves if one is attentive and brave enough.

Should you dare to venture down this path, be forewarned: you will not be alone in this endeavor.

What used to be a vast sea of nothingness has since long been a hotbed for scavengers, adventurers and other figures of ill-repute. Once it might have been difficult for some of them to cut their own swathe of territory but the very atoms have been terraformed to accommodate the needs of greater demands.

The clutches of Avrae still hold onto some influence in the area yet it is vestigial compared to bygone times. The mortal players of major interest are currently three: the misfit union of wayfarers and troublemakers known as the Consortium, the Xinon Conglomerate with their endorsement of secure yet crushing progress and capitalism and the rising warlord known as Iron Chrysanthemum, clad in mysticism and legends.

The recurring conflicts to claim the Disputed Expanse give visitors the chance to witness spectacles that would be hard to witness otherwise: magics of unknown origin, legions of uncanny creatures, wonders that defy preconcepts. The greatest pit of Relinquati infests these lands, an infectious vermin birthed from an old carcass – and yet the ventures to contain its occasional outbreaks are cause for both suffering and profit.

This is a land where life is in your hands, for good or for ill. Give your own existence the meaning you wish – to recall a sentence whose purpose was forgotten long ago.

Magic Unit
A list of the most noteworthy magical systems available in your current location, by no means to be considered exhaustive. Expect to discover more given enough interest.

[] Image Master (1 Coin): The most idealistic would call this art liberation from the monstrous boots stomping on humanity's face. The most cynical would scoff at the notion, merely thinking it the instrument of a tyrant. The philosophical stance is yours to decide, yet none can deny the effectiveness of the Doctrine of 125 Images against the Avrae and all which spawns from them.

A martial art which revolves around the manipulation of the user's life force in order to imprint Images – essentially magical katas – upon their physical corpus in order to modify the outer world. At greater levels of mastery, the Images learned are able to impress not just the realm of matter but also one's mind and even the very soul – thus an Image Wielder can Flow Like Water or Cut Like Steel regardless of their current condition, so long as they possess sufficient mental focus.

The magical powers granted by Images are different and much varied, from simple strengthening of attributes, to enhancement of pain tolerance and willpower well beyond mortal limits to more esoteric effects, such as the transition into an intangible state. A curiously syncretic option, it is receptive to the assimilation of different magical tradition – as the developments brought forth by many Admirals can attest to.

By default this option will make you a Master of the Doctrine, capable of employing the vast majority of 125 Images and with the bare bones of a personal Image to be develop in the following years. Above your level are the Luminaries of this magic tradition, who would be most welcome mentors in your journey of growth if you were to employ your talent in the pursuit of their crusade.

[] Garden of Eyes (1 Coin): In a vast swathe of interstellar colonies, thousand of thousand offerings are made to its eldritch masters, to see which are worthy to be remade in their image. Of these less than a handful remain, given the chance to drink from the well of cosmic insight. Thus, the offerings begin to inscribe this supernal revelation inside their eyes, to be priests and stewards of the rightful rulers of the cosmos.

You shall not undergo this bargain to achieve what mortal languages have dubbed Ocelos.

The first privilege of Ocelos is a general enhancement to the sense of sight: you will see further than ever before, your field of sight will become larger and even the smallest objects such as sand grains can be 'zoomed onto'. These benefits can be applied to many scenarios, for example to better understand micro facial-expressions or to perform a particularly delicate surgery operation.

The second benefit is more exotic: the ability to cultivate an Intuition within an eye. Intuition is a broad term for all magical phenoma that can be carved within: the meditation to do so will come to you naturally, no one to guide your ascension if not your thirst for insight. Intuitions tied to sight or interaction with the physical - such as perception of magic or spontaneous combustion - are much easier to create compared to purely metaphysical Intuitions, whose purposes tend to be more limited in scope than their counterparts. Deeper insight on the concepts underlining reality can eventually erode such constraints but never entirely.

With time and effort you will learn to cultivate more eyes inside yourself to hold more Intuitions or simply replace lost ones. The process is harmless by itself yet most human beings will find it unnerving to observe.

[] Daeva (1 Coin): Wander through the multiverse long enough and you will stumble upon a bitter feud. Its origins lost to time ages ago, the true reasons beneath not yours to know, yet this lethal dance has since long brought man against man, kin against kin.

The forces behind this never-ending war are not without sympathy – warped as it might be – and are more than willing to afford gifts to those who prove more than mere pawns in their long game. Choose one of the following benefactors and inherit a fraction of their essence, the cost of allegiance already paid in full.

The White Mark: manipulation of light, both physical and metaphorical – such as blasts of searing lightfire and tearing illusions draped over the mind. Partial transmutation of your body into a being of pure light, if costly to maintain for long. All activities related to destruction come more easily and are slightly enhanced.

The Obsidian Tower: domain over shadows, capable of projecting armies of shadow soldiers and addling minds with oily blankets. Capacity of turning one's physical corpus into a shadow and melt within the darkness, the long it is mantained the harder it is to revert to your original form. You attain a savant capacity in all crafting arts.

The Endless Chorus: empowered vocal cords grant a noticeable increase in charisma, any sound emitted underlined with slight memetic contamination. All five senses are elevated beyond the human level together with a greater attunement to arcane realities. Observation of celestial bodies or similar enables divinatory rituals of various degree, capable of precognition or postcognition.

The Murmuring Swamp: great enhancement of all physical capabilities, more so than other patrons. Preternatural affinity with insectoid creatures which you may understand and converse with; they will not consider you a foe unless you prove violent or possess enough presence of mind. Commensalistic communion with vermins leads to temporary union in order to transform into a hybrid of varied capabilities.

[] Walking the Path (2 Coins): Part the Veil of That Which Is and stare into the bizarre kaleidoscope of That Which Could Be. The colorful reality will seem so very unimportant compared to the veritable ocean of alternative fragments to be found beyond, to the majestic vistas at your disposal and the boggling might which you can leverage – so long as you are not ensnared by what exists there.

That Which Cannot Be remains an insurmountable obstacle: it is better this way, for the ancient powers of the Void must always be feared.

There are no convenient records left to further develop the art of Pathwalkers; thankfully, you are considered to be an expert in this magical system. The most intuitive application - to walk between the fabric of the Real and Potential for a short time – comes as easily as breathing. Travel through greater distances is eminently possible, although you'd do well not to stray too far from the projected road.

A magic focused on the more subtle and arcane aspects of reality, it offers much when it comes to elusiveness and evasion: better to dissolve into existential stealth rather than gut the sanity-eroding monstrosity. That said, a sufficiently cunning mind can come up with inventive solutions through the use of indirect force – for example, shunting off incoming attacks or foes and creating Pathways as impromptu seals.

Be warned: an unfortunate soul doomed himself and his world through this art, you better not to follow in his wake.

[] Caitheam (2 Coins): From wildernesses cradling monsters to ever-bustling mega-infrastructures and its most absconded depths, there is a self-evident truth to Xibalba: all is infused with brimming energy.

Magical essence is immanent to the entirety of the planet. It can be found in clear rivers with golden hues, verdant forests and the rich morning dew and of course, within all living beings. Even their forgotten remains, if appropriately preserved, can be minor batteries of energy.

In the days of early civilizations, ritualistic consumption of resources was the sole shield against the hostile creatures from above and below - until the first Emeritus Director founded the School of Tusgradh.

Romantic mysticism shed for clinical science, Caitheam is studied by all Xibalbans for the simple act of breathing is already one of its manifold expressions. The extraction and subsequent processing of a creature's corpse allows for enhancement of the self once the final Alchemical product properly ingested. Sheer might, impenetrable skin and explosive speed are the most obvious benefits of this art, yet they are merely the most common facet: a holistic absorption of another grants access to all that they were – additional limbs, talons and wings, more metaphysical powers unique to the devoured species and even memories.

The art of Caitheam delves into Alchemical researches as well. Maesters study and tinker tirelessly in their workshops, focused on the removal of undesirable – and sometimes fatal – impurities from ingredients or concocting consumables such as pills and bombs. The more accomplished operative under the directives of the School of Tusgradh, seeking to transcend the limits of their birthright.

You are to be on par with a certified hunter of tomb-dweller of Xibalba, a series of Gifts already coursing through your veins, and enough knowledge to be considered an acceptable Alchemist. These capabilities will be tailored to round out your build or you can specify desiderable boons – within reason.

A last warning: this magic system is most efficient within Xibalba yet outer experimentation might lead to unheard results...

[] Aura (2 Coins): Eons ago, an enlightened empire was living an eternal age of peace. Its citizens satisfied, its elite conscious and its foes banished, it was a crowning jewel like few else have ever been in the history of time. However, eternity is a concept belonging to Impossibility and not the Real – therefore the seeds of its downfall eventually appeared, watered by the blackest waters of sadism and treachery.

Specks of that legacy are rare nowadays, embers to be fanned or snuffed out.

Choose this option and your potential in the art will be second only to the Rajah of All Worlds. Most of its masters and texts are since long gone, yet many rightfully fear the hold death has over those who glimpsed true life.

Aura is the manipulation of Prana – the vital essence found within all things - refined through rituals of meditation and the crucible of life. A particularly flexible magic system which allows for both internal and external developments, it was instrumental to the establishment of Arjunyel supremacy. At first you will be able to perform superhuman deeds but the top of the ladder will see you topple gods in all but name.

Aura is divided in five Dharma, each focused on a particular aspect of Prana application. You are free to pursuit them as you wish; additionally, you may decide to possess an even greater affinity with one of these (except for Emission) at the price of an equivalent malus to its opposite discipline:
  • Emission, the Core Dharma – the Quintessential Dharma, the phantom left by momentary enlightenment. Under its purview fall general control of Prana, its suppression and emanation, efficient use and practical harmonization of the other Dharma.
  • Enhancement, the Self Dharma – the Dharma of Might, applications of this Discipline infuse the user's corpus with inordinate amounts of vital essence. More esoteric functions include turning one's body into black holes and hitting with the incandescence of supernovas. The opposite of Imbuement.
  • Transmogrification, the Cosmos Dharma – the Dharma of Nature, its focus are the elements of the world – just as alive as other people for Aura practitioners. At first water, fire, air and earth shall be at your command until even metaphysics cannot ignore your power. The opposite of Regulation.
  • Imbuement, the Other Dharma – the Dharma of Creation, it allows to make constructs of any kind through Prana – the source of Arjunyel artifacts. The more developed this Discipline, the more intricate and quixotic are its creations. The opposite of Enhancement.
  • Regulation, the Authority Dharma – the Dharma of Order, it teaches to enforce the will of the user's Prana upon others. Magic is alive and so it is the first to suffer Regulation but eventually, even the life force of people can be bent. The opposite of Transmogrification.
[] Absolution (3 Coins): Kyuushounen and Kyuushoujou. Koshou's Absolvers. Saviors of Terra. These are more are the titles of the young protectors of the United Nation of Earth, the last and only hope for a besieged world. Barely adults and yet thrust at the forefront of this conflict, should you pick this option your physical age will revert to eighteen years old as your body adapts to the demands of Grima's Qualia.

The boons you will receive are greater than other available options here, at least in the short term: the might necessary to vanquish hordes of Avrae and enough magical power to eclipse the horrors of the stars above and below. The Regalia - faith weaved into the material realm to fend off monsters – carries a panoply of supernatural effects and it is the focus of your own peculiar brand of overt magic: Ohr is a general term to describe the powers of Absolvers. No Ohr is equal to another as it is deeply rooted within the Kyuushounen's innermost personality – and yours will be no exception.

Grima Cryson, the greatest scientist on the subject, was the first to postulate the existence of Four Stages of Ohr: Assiah, Yetzirah, Beri'ah and Atziluth. While the Fourth Stage remains a theoretical state as of now, most Absolvers are unable to progress past the Second Stage – giving them considerable power nonetheless. Your natural talent will be enough to achieve Beri'ah' – the second transformation that only the most prodigious Saviors ever displayed, bound to attract attention both benign and malevolent.

Two are the limits imposed upon the Absolvers. The first is the nature of Regalia, the manifestation of their Ohr – for despite is unnatural resilience, should it be damaged the Absolver's very ego will suffer for it. The second is a more internal issue, for the Ohr is deeply intertwined with the true belief into a better tomorrow and their own role in it: should this conviction falter, you will find yourself diminished – or worse.

[] Memento (3 Coins): Once upon a time, the Open Gate stumbled upon a civilization who turned history into more than the attempt of storing knowledge for unfit simians, pen and sword becoming one for all intended purposes. Amused at such a serendipitous development, its great army razed the historians' cosmos to the ground and cast the scholars in maddening chains.

Painful as it is, it behooves a Keeper to indulge in the past – especially the demise of what is now your heritage.

First off, Memento grants its users eidetic memory as one's mind is turned into an immortal archive and an increased talent in all rhetorical and educational arts. History is meant to be spread, not hoarded. However, this is corollary to the true strength of a Keeper.

History is what fuels Memento: not childish myths or entertaining stories but the truth underneath the unyielding lathe of time. Delve through memories of bygone times, parse the origins of an entire civilization from the falsities of their sworn enemies and record the essence of these long gone ancestors. In turn, the grateful past will serve against those who roused your ire: you can reproduce whatever magic they possessed and even summon shades of their greatest heroes to support your endeavors. Given enough time and adventures, even your personal history could be a worthy addition to the annals.

Quite predictably, the effectiveness of Memento is heavily dependent on how accurate and thorough the referenced chronicles – the spottiest memories lending themselves to the evocation of illusions rather than manifestations able to interact with the world.

The material upon which history is inscribed is another relevant aspect of this magic system. To make some examples, the mind is the easiest and most secretive method, yet the slowest to actualize; sheets of paper are prone to destruction but easier to sacrifice for flitting empowerment. The old Keepers prohibited blood and flesh as suitable material for the dangers involved – but they are gone now. Will you enforce or defy this taboo?

[] Code Breaker (4 Coins): As above, so below. Witness the death of the ideal, of the origin, of Meaning.

The Second split from the Sixth in an eternal dance of revelry and sedition, of agony and longing.

The Third marshals his host in lights and shadows to build an ordered tower over the brink of chaos.

The Fourth regrets the past and the future, so she commits all the worst deeds for all the good reasons.

The Fifth dreams still, his garden ripe for the final harvest at last.

The First knows and sees further than its foolish siblings.

Observe. Record. Verify. Everything must be stored, anything must be tested – oblivion is the right hand of the Void, after all. A worthy Law from a worthless Meaning.

Drink from the depths of this knowledge, uncertain if you will ever understand the nectar imbibed but sure that it will never sear your soul – even should you prove Its most dreaded theory true.

Yours is the power to sift through them harmlessly, your hands reaching for the red marble hidden in the sea of blue marbles. Yours is the insight to parse through a haystack for the proverbial needle. Yours is the right to weigh histories and deem their worthy of preservation or condemn them to be pruned.

Each continuity affirmed or broken is an ontological determination, innermost essence expended as fuel for Meaning. Given rest it will return to you in full and more, nonetheless to burn until naught but a wick remains is a real possibility.

"A word, should you elect to wield Clarity's Edge. Turn it against me at your own risk and peril."

Privileges
Further improvements or resources can be purchased here to give yourself a decisive edge in the coming trials.

[] In Full Bloom (1 Coin): Power, a concept so elusive and yet so coveted. Its facets many – too many for one to hold them all, says common wisdom. Whoever could resolve this conundrum has since long ceased to be.

Burn the present in order to reach the promise of greater heights: the infinitesimal chance within chances impressed upon reality.

Spend a precious Coin and one of your selected magic systems will be uplifted, its upper boundaries loosened enough to squirm free of them. There's no immediate gain to be found in this option nor is success assured, for the arduous path to excellence cannot be circumvented: however, the potential you possess in the chosen magic equals now that of a genius among geniuses. At the very least, you will be able to stand side by side with the current archmasters of the selected magic.

Can be selected multiple times. Incompatible with Code Breaker: a new Law cannot arise from itself.

[] Normalization (1 Coin): The blessing of False Innocence is a perverse deviation imposed upon the very metaphysical qualia, thus granting a nigh-impenetrable degree of obfuscation. Despite the ingenuity of its maker, the idea was born from observation of other phenomena – and therefore, it can be replicated in other fields.

You shall be given a similar boon if slightly adjusted: the concealment provided will not cloak your presence in anonymity but rather in blithe acceptance. No matter how outlandish your chosen build will be, the inhabitants of the multiverse won't consider you an aberrant creature or curious specimen; faux pas will be forgiven with unusual magnanimity and most crimes will be judged through rose-tinted lenses.

Normalization's effectiveness wanes before ascended minds or those of sufficient ontological weight, yet it will never prove completely useless.

[] Favored (1 Coin): It would be trivial for your presence to be Naturalized effortlessly, yet such a choice would be counter-productive to higher pursuits. In its stead, you can bargain one of your Coins for assistance.

An influential individual on the world you will enter shall be naturally drawn to you, becoming a supportive and attentive patron during the days ahead. The choice is ample indeed: Emeritus Director Fianna roc Vichta, Absolver-Marshal Mikaela, the Warden-Empress and the Xinon Conglomerate, to name a few. In any case, they will be selected to match your morality and methods – although do not mistake this compatibility for submissiveness. They can grant you concealment – or elevate you to political relevance – and of course, access to uncommon resources and magics if possible.

Even in an absolute worst-case scenario of unsynergistic picks, your influence should suffice to live out an existence of relative comfort without grave burdens, assuming you've selected no drawbacks.

[] Brand of the Mind (2 Coins): Accept the truth of the Mind of the Five: there can be no unfathomable event or hidden secret. Sufficient toil can shed light on any truth held inside the Thrones. The wonders of magic are nothing more than sufficiently advanced science, to be dissected and studied for incremental improvements.

Your mind becomes a grandiose masterpiece, an endless archive which houses more and more knowledge every trickling second. In addition to eidetic and photographic memory, your intelligence is vastly enhanced by a newfound sense of razor sharp clarity and your cognition is magnified to the point that instants will feel like minutes. Sufficient data leads to the construction of intellectual models of potential ramifications of scaling accuracy.

The Curse of the Mind leaves you afflicted with the pathological need to gather non-trivial knowledge in spite of how inconvenient or dangerous said research is – although these constraints are loosened when your life is in direct danger.

[] Thus Speaks Zarathustra (2 Coins): Your presence here, at this very moment, is nothing but the consequence of probability theorems. A monkey hitting keys at random on a typewriter keyboard for an infinite amount of time will almost surely type any given text, including the complete works of William Shakespeare.

After all, the universe has proven the veracity of this theory through serendipitous chance.

An emulation of the aforementioned monkey will be instantiated in your mind, altered to ensure it doesn't go mad from isolation and protected from the hazards inherent in its knowledge. A veritable trove of information on the many secrets of the multiverse, this man is fundamentally entwined with your soul for all intended purposes, if appropriately isolated to avoid mutual contamination.

You may converse with him, soliciting advice and forbidden knowledge. Beware that while Zarathustra is aware that his existence depends on yours, he possesses his own moral standards and intellectual biases.

[] Avrabane (4 Coins if outside of Shivreorat, 3 Coins otherwise): They are rage, brutal, without mercy. But you...you will be worse – for you possess what they dread the most.

You have Bonded with an ancient war-machine of the Arjunyel Empire, one of the most striking examples of military technology ever to be invented in all the Domains. In its Peace Mode it appears as a magitech suit, perfectly fitting and granting a significant boost to all physical parameters. Its true power is revealed in War Mode, for the suit folds and then expands outward into a magitech mech of ten meters. In this Mode, all parameters are tripled and magical systems are filtered through the warmachine: this allows their normal use despite the pilot's location within the Avrabane's cockpit.

However, the crowning jewel of an Avrabane lies in its Core Engine. A magical source of forgotten origin, feed the mystical energies of an Avra to the warmachine and it will incorporate the prey's own arsenal against their kin. A great horde of minor Avrae are required to properly assimilate their tool set while a single Sitra Avra is a far more succulent target.

As it is a magical machinery of great complexity, each Avrabane has an artificial intelligence installed within its Core Engine to assist their Bond during both Peace and War. Yours seem to have undergone a severe trauma which damaged their previous archive, yet its capacity to devour new Avrae has not been hampered in the slightest.

Functional Errors
Manifest the worst-case scenario and explore its ramifications in exchange for Coins. A maximum of five Coins can be earned this way.

[] Defragmentation (+1 Coin): It is tiresome, isn't it? The bothersome instincts of affinity with those of the same species, the creeping sympathy for those deemed pitiful and the outrage at all that is outer. If existence is merely accidental then why desire such a baggage?

Immolate yourself upon the pyre of elucidation, to cleanse there impurities in the name of true sight.

From now on your sense of empathy will be diminished forevermore: understanding feelings on an emotional level becomes a terrific proposition and your emotivity is dulled not unlike a phantom limb's. This situation is axiomatically impossible to reserve and incredibly hard to mitigate, even mildly.

Fortunately, this does not prevent you from putting on perfect mimicries of emotional responses or predict an individual's reactions on a purely intellectual basis.

Incompatible with Image Master: its founding postulates that all must stem from humanity, madness included.

[] Maggot Bait (+1 Coin): From the impossible Void they come, spawned by reality-defying demesnes of unknown origin – yet existing since the oldest records. Living wounds in the fabric of existence, made of twisted materials and disturbing shapes, nightmarish figures which hunt and feed on whoever is unfortunate or foolish enough to venture in their Nests. Relinquati they have been called, and many theories exist about their existence – although few have proven enlightening.

You would do well to investigate the truth or run from it, for you have become a magnet for them.

No matter how far you are, they will not relent. Disguises and security mere delays, for they will reach you. Inhuman and alien as they are, they do not lack in predatory intellect or cunning – and will prefer inconvenient times to strike at you. Fear their corrosive acid and uncomfortable magic.

The one grace you're given is that this threat is always scaled to your power.

[] A Debt (+1, 2 or 3 Coins): "Oh darling, I am so very tempted to violate and dissect your Meaning for myself...alas, the clock is ticking and the alternative holds more Potential."

"Hypostases have no monopoly upon the secrets of reality's fabric, so I have come to offer you an indecent proposal: power in return for a favor. Immediate power in exchange for an appropriately comparable mission in my name – a duty whose priority will be sculpted within your very soul to avoid ingenious loopholes. The greater the task, the more I'll pump inside you – and fair warning, I won't be gentle."

"Do not worry your little head over my schemes, just be grateful that your actions – no matter how awful, degrading or dangerous – will further the usher of a new kalpa for this accursed universe of ashes. A better Age, devoid of rungs and filled with Potential."

"So decrees the will of Zohar, the Monad Apostate."

[] Antivirus (+2 Coins, requires at least one of: Garden of Eyes, Daeva, Absolution, Code Breaker, Brand of the Mind or A Debt): The sins of the father cannot be washed by the blood of the son, or so men often dictate. Common wisdom never accounts for exceptional circumstances, alas.

The most wayward progeny will be aware of the events transpiring right now - although not the exact details - and deem you a critical threat to the multiverse: a malignant cancer to be excised with utmost urgency.

The Rogue One is a multitude of beings considered ancient by most inhabitants of the multiverse, at whose fingertips lie magic systems familiar and foreign. Their ideological crusade have brought them to slay kin, dragons, humans and more with dispassionate focus, earning them the ire of many and the love of few.

In spite of this resources both common and priceless were amassed, long strings were pulled as they pleased and none can claim to have inflicted true death upon them yet.

[] Crawling Chaos (+2 Coins if outside of Xibalba, +1 Coin otherwise): Usurper of Agony, the Havoc within Doom, Harmony's Poison, the Debaser of Meaning: these and more are the appellatives given to one of the most despicable entities in the whole multiverse.

A pariah among the Sitra Avrae, this aberrant monster has spent millennia causing torment and despair to his own kin and lesser folks - all in the name of cruel amusement. Seemingly content after orchestrating his masterpiece, he has only recently taken a renewed interest in the affairs of worlds.

The more fortunate of the Debaser's victims are killed outright, ontological curses devouring them wholesale. Most suffer unspeakable torture and degradation until the Sitra Avra has his twisted due. Those worthy of his total attention see their loved ones debased and violated, their accomplishment broken and twisted, their own Meaning defiled and perverted until they become hollow mockeries at the slavish service of their nemesis turned master.

Pick this option and allow him to realize just what your existence means. He will despise you from the bottom of his blackened heart.

Curiously, the Debaser seems to skirt the edges of Xibalba – making it a safer harbor than other locations. The same reasoning does not apply to his proxies and servants.

[] The Key to Beyond (+3 Coins): Sleep offers no comfort, only nightmarish visions of mind-defying vistas and haunting creatures consorting among themselves.

Non-euclidean streets and palaces, the eldritch knowledge held within meant to scar the weak and sane. Disgusting rites and spectacles not meant for your heart. The brief glimpse of colorless spiders within every fold in reality or a motherly voice beckoning you in the cells underneath.

Still, you will be inevitably drawn to a grand building reminiscent of a cathedral. Within an unholy congregation awaits, uncountable horrors involved in a great mass before an open sepulcher. At its side, a frog-shaped abomination preaches in rapturous tones, whatever language they are speaking churning within your mind like a ravenous worm.

They know you are there and here, every single one of them. They have awaited this moment for far too long – and the faith of an entire civilization is not so easily denied.

Dread the return of the King in Azure, for yourself and the All-Seeing Throne. Do all you can and beyond to avoid this outcome.
 
Dread the return of the King in Azure, for yourself and the All-Seeing Throne. Do all you can and beyond to avoid this outcome.
No.

Avrabreaker

Location: Shivreorat (+3)
Magic: Code Breaker (-4), Image Master (-1)
Benefits: Avrabane (-3)
Drawbacks: Crawling Chaos (+2), The Key to Beyond (+3)

Rip and Tear, until it is done.

A combat suit to kill the Avra.

A magic to kill the Avra.

A location full of Avra to kill.

And a way to enforce the maximum number of Avra casualties.

I AM AVRABREAKER.
 
Know It All
[] Xibalba(+3)
[] Garden of Eyes(-1)
[] Memento(-3)
[] In Full Bloom - Garden Of Eyes(-1)
[] Normalization(-)
[] Brand of the Mind(-2)
[] Defragmentation(+1)
[] Maggot Bait(+1)
[] A Debt(+1)
[] Crawling Chaos(+2)
 
[X] Plan Seek The Truth
-[X] Education
-- [X] Architecture-Oriented
-[X] Save the World
-- [X] Research the Threat
 
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