Blessing Descriptions

Apex Hunter

https://archive.4plebs.org/tg/thread/91406966/#91410429
Apex Hunter: You may assign one area once every two years as your "base". You can Planeswalk and Teleport to this area for 10% of the normal cost, and gates that open to it are much bigger than normal, and last for longer. Others cannot teleport to your base without your permission. Your base can be the size of a large city. You can use Entropic Mark, an ability that lets you track perfectly, no matter where they are in the multiverse, any being you can strike once, or of which you have a body part of. You can only have one Mark active at a time. All your Gifts know where this Mark is as well. The Mark tells you the being's overall Strength, weaknesses, health, and even its skills. Marks may be rescinded, but those beings can never be marked again in that case, and you can only apply a Mark after one month of rescinding one, instead of instantly. Marked beings take extra damage from you and your Gifts, and their attacks and abilities are less effective against you in return. Power Word Diminish is several orders of magnitude more effective against them. You will be extremely popular amongst other Sons, and will be asked on hunts often.

Arcana

https://archive.4plebs.org/tg/thread/91366484/#91372017
Arcana: You’re a master of magic, it comes to you as easily as bird flies gracefully on the skies. You can transform souls into mana with greater efficiency, making all non-entropic powers 33% cheaper. You understand and study magic much faster than before, and your soul memory (capacity of learning new magic systems) is greatly increased, though only for caster-based systems. You gain the ability Wizard Tower. For 500000 souls, you may create a Wizard Tower. Create a massive tower, customized to however you want it to look. This tower is highly resistant to attacks, but nowhere near indestructible, as such it’s always under the effects of a weaker version of Invisibility (you can deactivate this whenever). This invisibility coats the tower’s magical signal, but in a lesser way compared to your own, as such it might be undetected usually, but magically sensitive beings will find it if actively looking for it. Inside your Wizard Tower, all spells are 15% cheaper (stacks with other discounts), and you find your connection to magic improved, letting you learn magical systems and create new spells with greater ease. The inside of your towers has its own atmosphere. You can teleport from one Wizard Tower to another up to 3 times a day, for free, as long as they’re in the same dimension. Once a day, you may destroy a Wizard Tower to teleport yourself to a safe location of your choice, or any Wizard Tower in your dimension. Inside a Wizard Tower, you cannot be killed unless the Tower itself is destroyed. You start with 1 tower, at a location of your choice.

Ascended Ensemble

https://archive.4plebs.org/tg/thread/91627254/#91628765
Ascended Ensemble: Your Perish Song is now an exalted song of impossible beauty. You can break it down into smaller parts or solos, at their shortest 3 seconds, which can apply the full effect of Perish Song on their own, at a greatly diminished level. The shorter the part, the less powerful the beings whose souls you can absorb relative to you (you must be transcendentally more powerful than someone to absorb their souls in 3 seconds). The breadth of beings affected by Perish Song increases, letting you take enemies more powerful than usual (if they listen to the full 90 seconds). While playing, your speed and dexterity increase immensely, and you become nearly immune to ranged attacks. You can use Wind Magic much better than before, and can use Sound music, letting you do such things as launching sound slashes, coating yourself in vibrations or mesmerizing others with a beautiful melody. Your Talented for making music is boosted, specially when combining multiple abilities (such as Harpoon, territory etc) to make a grandiose sound. The more divine, exquisite, impossible the noise you create when combining all your available methods, the grander the heights you achieve, and doing so increases the power of your Echoed Roar and effects of Perish Song permanently, based off your latest grand performance (you must strive for grander performances to improve upon this, as ones that are worse won’t improve your abilities).

Astral Star

https://archive.4plebs.org/tg/thread/91641610/#91642636
Astral Star: You Aura of Majesty is empowered, making others less likely to attack you, as they feel you as a friend (or a lover, becoming more appealing overall), and this diminishes some of the effects of Beacon. Your abilities in the Dreamlands are empowered, and you may easily travel into them. You can use Ascension once a day for free, and those empowered by it have much greater potential, and access to more varied abilities, than before. You can carry beings you’ve personally Ascended to the Dreamlands, as well as minions and Gifts, though this requires concentration and some time to set up. While inside the Dreamlands, you’re nearly immune to damage of any kind, as long as you’re not fighting back (directly or indirectly, such as giving orders) or performing violent acts (fighting back gets rid of this effect for at least 24 hours), effectively making you immune to one sided surprise attacks and such. You gain a sense of the nearest dimension that would interest you, or that would hold value to you, and how to get there.

Black Fire Imbue

https://archive.4plebs.org/tg/thread/91476544/#91479935
Black Fire Imbue: You and all your Death Knights and Death Lords are slightly stronger than before. Your Valkyries are now also effective commanders, though nowhere near the level of Death Lords. You can now use Entropic Flames, very similar to a Black Dragon's breath attack. They're much more expensive and difficult to control than regular Fire Magic, but much more powerful and with a variety of entropic properties. By mixing it with Entropic Imbue, you can coat yourself and your attacks in these flames, greatly increasing their damage. Your Spirit Armor can also be coated in flames, greatly increasing its defenses and giving it offensive potential, as nearby opponents take damage from the flames. Your Eldritch Blast can be modified to become an Entropic Fireball, greatly increasing its damage and spread, but also increasing its cost.

Bone Engineer

https://archive.4plebs.org/tg/thread/90813631/#q90816421
Bone Engineer: Your mastery over Necromancy greatly increases. You may control bones telepathically with ease, and may assemble giant, elaborate bone constructs of your choice with little effort. You’re much more adept at designing bone related creatures, items, and constructs. All your bone related creations are stronger, and the properties of bones used are superior, conducting magic more easily, becoming much more stable as construction pieces, and overall stronger in every way. Create Undead spells are 40% cheaper, and those minions benefit from the superior bones you can create, making them overall more effective and stronger than normal. If you transform yourself into a Lich, all these abilities are easier to master and develop.

Center of Knowledge

https://archive.4plebs.org/tg/thread/91598970/#91603059
Center of Knowledge: Information acquired using Stillness is much easier to process, and to understand even after Stillness is done being used. You can hold an extra parallel thought process and can use it to cast spells and to fulfill the concentration requirement for abilities that need it. You can absorb the souls of enemies to acquire parts of information they hold (you cannot pick what you learn, but it will usually be relevant to you). Souls consumed this way cannot be used for powers or to fulfill oaths and such. Your Drace’s intelligence does not change, but she can now transform souls she kills into orbs of knowledge, which you can use to transfer information into. Information transferred to orbs is lost to you (though you can relearn it), but anyone that eats such an orb will instantly gain it. You can also use up orbs of knowledge to empower abilities and spells (destroying the orb in the process), however the information lost this way cannot be reacquired by using Stillness or supernatural means; you must relearn it mundanely, as normal. The more complex, the larger the “amount”, and more valuable the information lost, the greater the boost. Value is determined according to what other Sons as a whole know, so revelations that would shatter a mortal’s mind (such as what comes after death), don’t hold much value. Drace can also use orbs of knowledge in much the same way.

Before you ask, yes, you can use this to triangulate in a sense what Sons in general know, and you will know when you have a secret that none of them know.

Chimeric Manipulator

https://archive.4plebs.org/tg/thread/91410893/#91414369
Chimeric Manipulator: You can create soul chimeras with ease, breaking them down to their minute components, able to weave them and enchant them with even non-entropic abilities with ease. Your Familiar effects are more powerful. Demonic souls can be transformed into any variety of soul, for a cost that scales according to the soul being transformed. This process is very inefficient, but could allow you to have, for example, a steady supply of draconic souls without ever killing one. Power Word can be used when altering souls, brute forcing effects that would normally be impossible, opening a massive amount of possible magical developments, mostly limited by the number of souls owned and creativity. You can hold two parallel streams of thought. You can induce soul degradation for research purposes, without inflicting suffering, though at an immense cost.

Colossal Strikes

https://archive.4plebs.org/tg/thread/91520229/#91520740
Colossal Strikes: Your Mausoleum is now a titanic glaive. When used without parade, you cannot move it. However, with parade, its size can be anything between a normal sized glaive and one the size of a skyscraper (roughly 500m tall). You can imbue Reap and all manner of abilities to this glaive. While using Stillness (remember you must stay still), you can swing your Mausoleum as if it were the weight of a large glaive, regardless of size. Even without Stillness you can move it, if you can handle its weight. Your Mausoleum is very resilient, but remember it is not indestructible. Its power is immense, especially when you boost yourself with Physical Empowerment. You can throw your Mausoleum (though doing so destroys it upon impact). This thrown attack increases its damage and area of effect massively, scaling with your Physical Empowerment, letting you use it as a massive attack that can cause titanic degrees of devastation, but stops you from using Malevolent Territory for at least 5 days. Beings struck this way have maxed out Fate for your Harpoon, letting you follow up with it if anything survives your glaive.

Normally you wouldn’t be able to wield your Mausoleum like that. However the blessing changes that.

Creeping Conquest

https://archive.4plebs.org/tg/thread/91627254/#91632625
Creeping Conquest: Your Liches get access to Planeswalk, and your minions work much better together than before, and can function well independently. Even Black Dragons will be willing to work together with a detached army in some capacity, though will still not work well together with fellow Black Dragons (unless Ebon is around). Once every 200 years, you may assign a world as a Seat of Power. Inside this world, you’re more powerful than usual, and gain one Extra Life while inside it. All your Liches can use Planeswalk directly to this world, no matter how far they are in the multiverse. This allows for an organized, centralized, multiversal campaign. Opening permanent gateways to your Seat of Power is cheaper and less complicated than normal. Heralds can now store x2 souls.

Dark Justice Nightmare Strike

https://archive.4plebs.org/tg/thread/91384383/#91387023
Dark Justice Nightmare Strike: Your powers are all boosted while wearing Spirit Armor. Your Perception Change’s effects upon others are even greater, your impression upon them incredible. Your Aligned Magnificence hits more often, for greater damage, and it is guaranteed to occur when you’re put against the ropes, just when you need it most. Your Dark Smite, once per battle, will activate as a finisher when your opponent is in range of being defeated by it. This finisher (name it as you will) has your speed increased immensely while delivering the attack, which is guaranteed to be imbued with Aligned Magnificence, and deals several times the amount of damage it normally would. As long as you uphold your oaths, you will be seen as a beloved hero of justice by even factions that would normally hate Sons, opening all sorts of opportunities for teamups. You can go inside the Dreamlands, and while inside it you don’t get extra strength, your Dark Smite is supremely effective against its natives, especially deities and rulers, letting you keep in check evildoers even there.

Dark Sovereign

https://archive.4plebs.org/tg/thread/93578612/#93581431
Dark Sovereign: Your minions are more powerful than they would normally be and are much more effective at their tasks. Summoning minions costs 33% less souls than normal. You start with 2 free Gift summons instead of 1. Your mastery of death magic is absurd, even Ectos could learn from you. You can weave spirits and create complex undead servants with a flick of your wrists, armies rising from the ground to serve you in a split second. All areas touched by Drain Nature will net you more souls, and when fully absorbed, will begin creating random Undead over time to serve you. You may appoint 10 minions as Royal Guards. They can be summoned to your side once a day, and will take any damage in your stead if you’re ever harmed. The become much more powerful, in between a top tier minion and a Gift, in terms of strength. You can appoint a Royal Guard once every 3 months. Liches become excellent architects, engineers and inventors, and will create massive palaces to your specifications. Inside these palaces, you gain Sleepless for free.

Death Sphere

https://archive.4plebs.org/tg/thread/90784843/#q90786817
Death Sphere: Your defenses increase greatly, and you take the shape of a dark sphere, though inside your Sanctum you remain in the shape of a man. Inside your Sanctum, your Dead Senses Drawbacks no longer apply. Outside it, the only thing you sense is souls, and you gain the ability to point at a the closest “Large Soul” near you, even across dimensions, letting you always have a way to reach something to eat. You can jump into the Weave Between Worlds casually, though you may not know when you’re doing it.

Your Sanctum will be your only world, perhaps you'll find the victims you absorb a somewhat interesting way to measure your path of destruction.

Destined Decree

https://archive.4plebs.org/tg/thread/91641610/#91642667
Destined Decree: Your mastery over Void Cutter and Power Word increases, and you improve them faster. You can alter Void Cuts even more drastically with Power Word, specially inside your territory. With tremendous effort, using Golden Truth as a Void Cut in between events, you may apply the result of a future action instantly. This is more difficult the more complex the action and result wanted, the less steps you know to take in order to achieve the result, less information you have, more powerful the opponent applied to, and time between now and the future where the action takes place. This lets you do such things as apply damage without even using an attack, defeat opponents by merely stating it, block an attack before it is even used, learn things now that you'd learn in the future. All Ascended Masters have a better form of Talented and can learn one magic system, your Heralds are now excellent administrators, and Kannon Soldiers can now teleport once a month to the Pope that created them (if created by one).

Dime Maker

https://archive.4plebs.org/tg/thread/90813631/#q90817142
Dime Maker: Your attacks and moves are much more stylish and flashier than before. Your charisma is greatly increased and you know perfectly well how to move a crowd. Fighters in the arena will be quick to see you as a friend, rival or superstar, but will never ignore you. You gain the secret technique, Shining Kick, which pierces all defenses, is nearly impossible to dodge and scales in damage with how close you are to losing. However, while using it, your defenses basically go out, making you extremely vulnerable while using it, and immediately after finishing the attack. Riches, fame and powerful opponents will come to you in a seemingly perfectly picked order that weaves itself into a grand narrative.

Discipline

https://archive.4plebs.org/tg/thread/90848206/#q90849376
Discipline: You gain the souls of all those ethots you mentioned in your image build. Planeswalking to worlds rife with misery is free. You gain Sleep Magic with the Nurturing modifier for free. You gain an ability that lets you see the objective happiness of any world you visit. You must strive to make every world you visit genuinely happier. This happiness cannot be coerced or forced through magic, chemical means or disingenuous alterations that would bring about an artificial or forced emotion. Happiness must be pure, genuine, free, and you cannot bend the wording or the nature of the spirit of it. Every 10 years, every world you have visited (including your Sanctum) is judged. If your direct or indirect actions have caused more net suffering than happiness in any world, you lose all means of immortality instantly, and become a beacon for all powerful beings in existence, that may track you with ease. Killing you when this beacon is active severs your connection to the Father, and as such any Son can acquire your soul this way, along with all you have.

Dismantle Ego

https://archive.4plebs.org/tg/thread/91406966/#91407005
Dismantle Ego: You can break apart a target's consciousness and create from it egregores with a variety of abilities to serve you. The target must be weakened or incapacitated, and does not work against beings such as Sons, True Goddesses, Tempered Heroes etc. However, it does works on AIs even if they're not weakened, giving you an advantage in an otherwise poor matchup, being able to break apart permanently aspects of themselves until you can corner their soul and destroy it. It still requires time and effort to do so, but it is overall a powerful tool that forces most True AIs to fight defensively, focusing on retreat. Your created egregores can also be transformed into powerful weapons, armors and items of varying quality and abilities, depending on the target they're based on. Your will becomes unbreakable and can use Pain on a greater level and it ramps up x3 times as fast. Pain is also super effective against AIs and can force the concept of pain into even soulless objects and machines, destroying them physically very quickly. Your Void Cutter's physical damage increases significantly, and you master it much faster than usual.

Draco Warlock

https://archive.4plebs.org/tg/thread/91437874/#91445528
Draco Warlock: Your overall mastery of magic greatly increases, specially in regard to Necromancy and Soul Magic. You can infuse your breath attacks with raw arcane might, very effective against magical, spiritual and ethereal opponents. You gain 2 extra breath attacks. Your Dracoliches can have 12SP instead of 8SP assigned to them, and your Liches can store x2 the amount of souls they normally can. Death Mages, Liches, and Dracoliches are overall better at magic as well. You can weave spells with Power Word more effectively than before, and your overall mastery of it increases.

Dread Legate

https://archive.4plebs.org/tg/thread/91415865/#91419940
Dread Legate: Your minions are much more disciplined and coordinated. You gain a form of long-distance sight inside whatever dimension you’re in, which you can focus on minions, letting you coordinate them in complex formations. You cannot use your powers while using far sight to bypass range limits, though you can use Teleportation on any place you have seen using this skill. Minions under your sight follow orders with preternatural ability, almost as if you were controlling them, fully understanding the spirit and intent of your commands. All minions are 20% cheaper. Your Death Knights become master builders and can build massive fortresses that suit your tastes. Inside these fortresses all your abilities are empowered, your minion discount becomes 35% instead of 20%, and the Suicide drawback does not advance while inside one (so if you say 300 days left until you must commit suicide, and spend a week inside a fortress, you’d still have 300 days left).

Dreamwalker Dragonknight

https://archive.4plebs.org/tg/thread/93280415/#93282686
Dreamwalker Dragonknight: Your soul is shifted to become more draconic and is connected even further to the Dreamlands. As such you are considered Royalty among Dragons and can assume a human-hybrid form. You gain an improved version of the Black Dragon's most feared ability to continually grow in power with age and are almost immune to being weakened or contained as a result. This affects your Entropic powers as well to a much lesser degree. Upon sleep you physically enter the dreamlands, though you are not able to leave if you are under the effects of the Deep Sleep drawback. If you survive long enough to become an Origin Dragon, you may enter at will, and the race of Dragons you spawn will acquire this ability as well. As a knight for justice your Feast of Evil perk is improved, as your Dark Smite ability to harm them scales with their sins, allowing you to easily cleave through the defences of the vilest. Finally, your Dark Smite ability itself is changed: you can use souls to both reduce the cooldown and increase the power of the ability, though this is somewhat expensive. This works similar to Physical Enhancement, and with hard work, practice & skill, you can permanently reduce the cooldown or increase its power in time, making the usage of this ability less expensive.

Elder Son

https://archive.4plebs.org/tg/thread/91366484/#91372696
Elder Son: You know the location of all the worlds with versions of you, and where they are inside them. Your power and time range for Seance when used for this increases immensely, letting you take out alternate versions of yourself from even the deepest of hells. True Resurrection and Ascension are free for these souls, and they can use up to 10 SP worth of powers you already have. Souls Ascended this way are linked to you, going into your Sanctum after death. You get access to a technique similar to Royal Duplicates; you may have active at any one time 4 clones, that you form a Hive Mind with. These clones have 20SP worth of powers, that you possess, each (you may choose different powers for each clone). Creating a new Duplicate takes 30 minutes, and one hour in close proximity to activate, and uses up an extra life to create. If your main body dies, an active Duplicate of your choice simply becomes the main body. They are all you, there is no ego death or anything, and your mind is expanded comfortably to fit them all, making you better at multitasking and holding parallel thoughts.

Empyrean Prince

https://archive.4plebs.org/tg/thread/93293785/#93294640
Empyrean Prince: You're of the same species as Astra (though empowered by souls), a Dreamlands god with perfect shapeshifting and impossible might inside the Dreamlands. Your powers on the Waking World depend on how much of your Dreamlands body you bring into it, making you more vulnerable in that way. You can easily live the rest of your life in the Dreamlands, and send minions to the Waking World as you please. You can be dragged down to the waking world by mighty powers, but this is extremely unlikely to ever happen. You can travel the multiverse with ease from the Dreamlands. Over time, you may establish a domain and religion around you, increasing your power in the Dreamlands.

Enchanted Monarch

https://archive.4plebs.org/tg/thread/90848206/#q90852297
Enchanted Monarch: You may assign 12 Death Lords as royal lieutenants. These Death Lords are more powerful than normal and develop different abilities and powers according to their personalities. They’re much freer spirited than normal, and while still disciplined and loyal, they now have their own ambitions and views on how to make you prosper. They may be resummoned if they die, but with a 1 year cooldown. These Lieutenants can promote powerful and worthy Death Knights into Death lords, though they can only do this once a month each. You gain a similar power level as your Lieutenants, along the promotion ability (which is free of soul cost). Your Aura of Majesty is enhanced, and when holding a castle or fortress, and having this aura active, the entire compound becomes magically enchanted and much more difficult to damage or breach. Staying in such a location for a long period of time makes this effect permanent, increases its range, and may even come to envelop a whole city.

Endbringer

https://archive.4plebs.org/tg/thread/91384383/#91384981
Endbringer: Your Death Knights and Death Lords are roughly x2 superior in every way, but 50% more expensive. Your physical attributes and abilities increase significantly. You become a master of Fire Magic, capable of enveloping entire battlefields in brutal flames. You gain access to Chaos Flames, a type of fire that loses a lot of the enchanting and more arcane properties of Fire Magic, and is more difficult to control, but that is much more potent offensively, and bypasses fire resistances. While wearing your Spirit Armor, you may use Aura of Dread and Power at the same time. You gain access to horse Familiars, but can only be given to Death Knights, Death Lords and Gifts. Your False Demons are better at using Fleshwarp, now able to create all manner of mutants and monsters for your armies, and can create even stronger Plagues, some that can boost Death Knight and Lords, at the expense of certain attributes (e.g: extra power at the expense of speed). These plagues can apply to you if you want, but you can only be affected by one at a time and must heal over a month before infecting yourself with a new one.

Entropic Generator

https://archive.4plebs.org/tg/thread/91552461/#91558598
Entropic Generator: You’re a mass of destruction waiting to be unleashed. As time goes on, entropic energy accumulates inside your body. The amount of entropic energy you can accumulate is infinite but has diminishing returns after every 100 days or so. This entropic energy can be used to greatly boost your Apocalypse Magic’s range and power, which you can now cast with a couple of seconds of concentration (even with modifiers) if using at least 2 days’ worth of accumulated energy. You can imbue your attacks with this energy, greatly increasing their destructive potential. Your leftover energy from attacks acts as a poison that destroys the land and all living beings for years afterwards, though Father related beings are immune to these effects. Your defenses greatly increase, and you’re immune to your own entropic energy from these destructive attacks.

Entropic Storm

https://archive.4plebs.org/tg/thread/90791057/#q90798150
Entropic Storm: You become a Storm Entropy Dragon, larger than even Falista, of elegant but deathly form. You may imbue all your elemental powers with entropy while on your dragon form, greatly increasing their damage. You have no limits to the number of dragon breaths you may use in a day but must have a 4 minute cooldown between them. Your stats all greatly increase in dragon form. Your thunder crackles with the essence of Entropy itself, and may perform a Power Clap once every hour, a massive thunderclap that carries the effects of Power Word in a massive area and inflicts heavy fear to those that listen to it. This Power Clap can be imbued with effects from other magical systems you have mastered. You become impossibly attractive to monstergirls, and other beast and monster-like humanoids, as well as dragons. You’re the pinnacle of beauty to them, the male of standing at the top, their deepest desire. Your Black Dragons behave much like this, and work much better with each other, you are the ultimate specimen of your species and your words are law. You may enter the Dreamlands with lengthy and heavy concentration and may exit it by coating yourself in heavy draconic energy, and zooming through the Dreamlands as a grand storm, picking power until you enter the waking world as massive storm. You’re a being of legend in the Dreamlands.

Evolving Hunter

https://archive.4plebs.org/tg/thread/91514799/#91515331
Evolving Hunter: Every year, a random being of great power unaffiliated with the Father is Marked. You can Planeswalk once a day for free to the location of a Marked being. Killing a Marked being and offering its soul to the Father (this also fulfills tour Oath) gives you a small part of its power, that manifests physically on your body, slowly letting you grow into a supreme hunter with a wide variety of abilities (though redundant abilities are replaced by stronger ones). There is no limit to this beyond how much you can physically change, though you must hunt greater foes to add significant improvements after many hunts. You can rescind these changes anytime you want, though they never add weaknesses to you, so it would only be done for aesthetic purposes. You cannot pick what you get, but extra powers are usually based on the clearest strengths of marked targets. You can rescind the Mark, but such a being will never be Marked again, and will gain resistances to your attacks. It takes one year from rescinding a mark (or fulfilling one) to receive a new one.

Exquisite Puppeteer

https://archive.4plebs.org/tg/thread/91552461/#91558595
Exquisite Puppeteer: You can use souls to repair and alter Dolls, in an instant. Your Liches can now create Dolls for ** each and have a slower version of your repair power. Enchanting dolls is cheaper and much faster than before, and you have insane talent when it comes to researching, developing and creating enchantments for dolls. All your dolls can now “store” more powers than before, letting you add a large number of versatile skills on even mass-produced dolls. You can create, at a great cost, doll bodies based on yourself, that you can control as a hive mind. These bodies seem indistinguishable from your own from a magical beacon point of view (though very perceptive beings might sniff your real magical signature out), but are still constructs, and can only use weaker versions of your powers. You may have 30 active at a time, and can only activate a new one once every 3 days. Once a day, if you were to take fatal damage, you can switch your real body with one of your puppets. Dolls can now “drink” your potions.

Father's Paladin

https://archive.4plebs.org/tg/thread/91490427/#91496100
Father's Paladin: You become immune to holy and light magic. Your Dark Smite is more powerful. You gain an ability called Expedient Judgement: when pointing at someone, you apply the judgement of the Father on them. Beings affected cannot lie to you, and their abilities and skills become clear to you. If they have sabotaged, actively gone against, or have inspired the Father's fury in some way, they will be applied the Heretic Brand, which weakens all their attributes and powers significantly, permanently. This brand can only be lifted if you strike them with Divine Smite once. Your Divine Smite against such targets can be done from a ranged distance, as a brutal beam of entropic light, and your Smite deals gargantuan damage against your target, enough to kill most things in a single hit. Beings that somehow survive this attack cannot be branded again, until they've accrued "new" sins. Your Aura of Majesty is much more powerful, people see you as a saviour and divine prophet. Your Fallen Angel Wings give you even more speed, and are much more resistant to physical damage, serving as excellent shields.

Foe Seeker

https://archive.4plebs.org/tg/thread/90813631/#q90818364
Foe Seeker: You instantly know the location of the greatest tyrants, evil warriors, and overall greatest sources of suffering in any plane you visit. Killing them grants you a massive number of souls as you’ll be receiving a reward from The Silent one himself for doing so. You have three battle modes available, that you can switch once every 10 days. Dethroner, which greatly increases your speed, reflexes, and defensive piercing attacks, letting you swiftly kill tyrants, and escape unscathed. Hoplite, increasing your defenses and range and power of Stillness, letting you endure and grind down evil armies in pursuit. And finally, Grandmaster, letting you use Power Word to buff and add various positive effects to your allies, who stand side by side with you.

Forced Destiny

https://archive.4plebs.org/tg/thread/91437874/#91445528
Forced Destiny: Twice a day, you may use Aligned Magnificence at will, and the overall activation rate of said ability increases. Your Shadow Magic becomes stronger and much cheaper to use. Blink is 33% cheaper to use. If an enemy is affected by both Spirit Chains and Power Word Diminish, not only do they take additional damage from you, but the first attack used against them in such a state is guaranteed to hit with Aligned Magnificence. You regenerate while Invisible, completely healing after 15 minutes of usage.

Gathering Rage

https://archive.4plebs.org/tg/thread/90791057/#q90791168
Gathering Rage: Your stats as a Death Lord are increased overall, and mastering martial skill becomes much easier. The longer you go without having sex, the greater all your abilities and stats become, but specially all your defenses, which can increase to such levels you may as well be invulnerable, even rescinding your weakness to Earth Magic. Your Death Knights and Lords also receive a lesser version of this boost the longer you maintain your celibacy. If you have sex, this power subsides, but your Sex Magic becomes more powerful, and you gain a free Gift summon if it had been at least 3 months of celibacy. Masturbation does not affect the continuation of the boost, just sex. You gain the harem perk for your minions, and can make beautiful, female, customized Death Lords and Knights. The angrier you become during your celibacy, the more powerful your attacks become as well.

Grand Harbinger

https://archive.4plebs.org/tg/thread/91375486/#91378418
Grand Harbinger: The Hound of Conquest has witnessed your birth, and in a rare show of civility has asked the Father the honor of bestowing you a skill. All your powers are boosted the more "Motion" you accrue. This is measured by how often and consistently you battle, conquer, raise children in loved but mighty warriors, and in general do not rest or give up your ambitions. Your children are much more powerful and talented than they should be, and will be more inclined to love you as loyal children, though this depends on how you raise them. Your bloodline by itself is extremely valuable. When striking an enemy, you may inflict a curse called Dark Break, which will destroy the hope and will of those struck. Even courageous warriors will find their beliefs, their loving memories, those little oasis where they may escape horror, broken by your piercing might. Enemies that submit thanks to this curse become subservient to you.

Grand Master

https://archive.4plebs.org/tg/thread/91641610/#91644141
Grand Master: You’re the pinnacle of Ascended Masters, roughly at the level of Koryuu, with her same type of Talented and ability to improve Void Cutter. You can modify Void Cutter much more easily and comprehensible with all your powers. All your Ascended Masters are better overall than before, and you can choose when to create Popes or Prophets, it being no longer random. Whenever you use Void Cutter, a weaker, phantom strike follows it, for free. This phantom strike, while weaker, carries the same modifiers as the Cut that spawned it, and is much more difficult to block and predict than usual Void Cuts, letting you catch enemies by surprise, and making your attacks more difficult to block. By sacrificing the usage of Void Cutter for 10 uninterrupted minutes, your physical attributes increase considerably during that period, and Physical Empowerment becomes easier to use as well during that time. You gain a Punch Barrage once a day which you can use in this state, that not only deals heavy damage, but also destroys most attacks and spells it connects with, making it a potent defensive tool as well.

Heaven Breaker

https://archive.4plebs.org/tg/thread/94084926/#94088134
Heaven Breaker: Rolled.
(2) You become much better at using Entropic Imbue including all it's modifiers. Its overall power and effectiveness also increase significantly. You also improve it much faster than should be posable.
(4) Ascended Masters become much more powerful than before. This also affects you if you transform into one, and all Gifts with that minion type.
(6) You become supremely talented and a master of warfare. You are respected amongst Sons.
(9) Wind and Lighting Magic become empowered as if it were a standard Entropic power, no longer requiring mana to function. You master and can make use of these elements much more easily, and their overall efficiency and power is greatly increased.
(11) Physical Empowerment and Arcane Magic become easier to use and moderately more powerful.
(14) Steal power form the Hound. You improve all your powers marginally whenever you defeat an accordingly powerful opponent. Sense and track a random nearby Quarry that fulfills these criteria. This Quarry must be hunted down before you can chose a new one. You can sense it from anywhere in existence. you can choose to give up your Quarry, at the expanse of losing some of the power you've gained from other hunts. All Quarries will sense you and have a small insight as to the nature of your abilities. If a Gift or minion defeats a Quarry, it counts as your victory. As you grow stronger, Your newer Quarries will be chosen form increasingly more powerful beings. If a Quarry defeats you, it stops being a Quarry and you lose a large amount of earned power.

Hoarded Technique

https://archive.4plebs.org/tg/thread/91366484/#91372707
Hoarded Technique: Every 6 actions you use, you gain the usage of a Hoarded action. Hoarded actions are free resource wise and can be used instantly. You can only hold one action like this, and you cannot begin multiple action "queues" at the same time but are not required to do the required actions instantly beforehand, or to do them in a row, e.g.: you may swing your sword 6 times throughout the day before a battle, and then use your extra slash sometime during your actual fight. Creative and practical use of this ability will boost your utility and combat potential massively.

Impeccable Reaper

Impeccable Reaper: Your combat potential and skills are boosted to Alta's level. You level yout Physical Empowerment much faster, and can create new skills with it extremely easy. When fighting alongside Elaine, your levels boost you for x4 for both of you. You can copy physical, martial techniques on sight. Using Air Magic and Dark Smite, you can do once a day a Fated Attack, where your Dark Smite is guaranteed to hit an opponent you can see, bypassing all obstacles, wards or even conceptual defenses that could block the attack.

It Will be Spoken

https://archive.4plebs.org/tg/thread/91641610/#91642646
It Will be Spoken: With mastery of Power Word and Golden Truth, you can bring effects from these abilities into the present, as if they would occur in the future. This lets you intercept opponents before they attack, eliminate obstacles before you even know them, lean certain events into occurring. This has a chance to fail or fall over, depending on the power of the opponents it is used against relative to yours, how far away into the future these events come from, how little knowledge you have of these future events, your mastery of power word and the precise usage of language used as countermeasures. You can use Golden Truth to bend fate and increase the “victory” chance of your minions, effectively granting them a greater success depending on which statements to proclaim (this increase in success rate also depends on the same variables that affect your future Golden Truth). With Communication, you may speak through any minions inside your current dimension, letting your use Power Word, Golden Truth and this blessing from far away distances, using them as a reference point. Your main limit is training, concentration and the fact you have to be precise with your statements, but this gives you a colossal number of tools to deal with situations.

Judgement Storm

https://archive.4plebs.org/tg/thread/91447045/#91447452
Judgement Storm: Your Perception Change is boosted, even leaking into the real world. Attacks made to look cool will have themselves boosted, even if the performance is not the source of the action (such as swinging your sword for Void Cut). Your speed and agility massively increase. Your mastery of Void Cut increases and you improve it faster. While wearing your Spirit Armor, you can optionally Activate it, reducing its defenses and burning it until it is destroyed over a period of 2 minutes, but greatly increasing your strength and speed. When being spectated by your Gifts during a 1v1, your perception change is boosted.

Kingmaker

https://archive.4plebs.org/tg/thread/93578612/#93581386
Kingmaker: Your Legend of Mirth is cheaper to use than before, and its effects are much more chaotic, but generally benevolent, focused on creating interesting and compelling stories for those affected. You can use Power Word to make Legend of Mirth’s boons and the events they put into motion to lean in a certain direction. Once a story is complete, you receive a novel or comic to your Sanctum, that lets you read in excellent quality the events that your blessings have caused. For each story, you gain one free charge of Divine Ascencion. Your Divine Ascencion now gives 8SP. Your minions can bring someone that seeks you for a wish to your Sanctum for an audience, regardless of where you are in existence. This doesn’t bring their soul, but rather an image of it that you can only communicate with, not affect, beyond granting them Ascencion (with modifiers), healing through Consume Soul: Share, or Legend of Mirth. Power Word can be used to slightly alter your own fate in the near future, giving you a customizable luck passive if used correctly. When using it to alter the fate of others, you can curse them with bad luck, or bless them with good fortune, the shorter the term of the effect and the weaker the target is compared to you, the more pronounced this altering of fate. You’re immune to these types of curses and fate alterations. Altering fate at a multiversal level is nearly impossible, as such most events are localized to the dimension they are used in, and cursed beings can leave their dimension to diminish the effects of your curse, though good luck is more resilient to leaving a plane.

Leviathan Pursuit

https://archive.4plebs.org/tg/thread/91437874/#91445544
Leviathan Pursuit: Your Reverberating Harpoon requires less energy to apply the effects of Fated, and your handling of it is overall more precise and adept. You can load up to 5 souls for Reverberation. You can create and load a harpoon every 10 seconds. You're a master at targeting foes from nearby dimensions using your Harpoon. You can snipe foes from great range using your Harpoons, as you gain a sort of spirit scope that lets you pick targets in your plane based on their soul, from very long distances. You have a sort of sonar that lets you pick up the signal of "big game" such as demiurges and dream gods, in your vicinity. You require less connections to drag and move foes hit by your harpoons. Your Harpoon Launcher is nearly indestructible and can act as a powerful shield against even anti-entropic attacks. Any target with a harpoon lodged in them can be detected, regardless of where they are in existence. Planeswalking is 50% cheaper.

Lingering Magic

https://archive.4plebs.org/tg/thread/93333669/#93335892
Lingering Magic: Your spells are easier to cast, and you become more adept at magic. Your soul capacity for learning magic increases. You may assign an extra familiar of any type to yourself, minions, or Gifts. You can produce mana, and while it is only a trickle under normal circumstances, inside your Blood Grounds your production greatly increases. Blood Grounds empower and reduce cost of spells by 20% (remember Blood Grounds do not stack, so no free casting if you're inside 5 overlapping grounds). Magical effects you make linger much longer than they should, and are much more difficult to dispel, limiting the capacity of others to directly interfere or diminish your magic.

Lord of Winds

https://archive.4plebs.org/tg/thread/91561342/#91564330
Lord of Winds: All your Storm Giants can now use Winds of Death off mana. If transformed into one, you acquire the capacity to generate mana, and use Winds of Death fueled by it. All Storm Giants can now deal additional damage against targets larger than them, scaling indefinitely but with diminishing returns, making them excellent at taking down massive beings. You (and your Storm Giants) can imbue Winds of Death to spells and attacks, increasing their speed and piercing power, acting as a gale to peel defenses. Your Valkyries are slightly better overall and are in between a Death Knight and a Death Lord in terms of tactical and commanding brilliance. All Elemental Giants are better at their respective trade related tasks (such as smithing, building…), and are more intelligent than usual. Your mastery of Wind and Lightning magic greatly increase, and you can conjure a storm around you using Winds of Death that absorbs the soul of any creature weak enough to die inside it. This Storm also diminishes enemies’ attributes, if they’re inside it.

Lucid Dreamer

https://boards.4chan.org/tg/thread/93269119#p93273089
Lucid Dreamer: You find the surreal realms of the Dreamlands to be much more malleable for you. You can use Power Word & Golden Truth much easier in the Dreamlands and can change it solely through using Power Word. Your Word is the Iron Law here, as Dreamland creatures and travellers find themselves unable to disobey your command if they are much weaker than you, though anyone on your level or above is immune to this. You are elevated to true Royalty within the Dreamlands and have much more respect and influence within the Dreamlands even if you don't have the power to show for it. Similarly to Astra, you can bring the Dreamlands with you to the greater Multiverse, though this is limited, and anything brought with you soon dissolves into dreamstuff.

Magnificent Titan

https://archive.4plebs.org/tg/thread/91395714/#91396406
Magnificent Titan: You gain a Giant form that has all the best aspects of the 4 elemental giants available. You can adjust your size freely, from the height of a human, to the up to x20 the size of a fully grown Mountain Giant, though the process of changing your height is slower the greater the difference in height. The taller you are, the more costly all your powers and abilities are, but the more powerful they become. Between fully grown Mountain Giant and human height, your cost and power remain unchanged. Your mastery of all crafts is immense, as well as the Elements, making you a true master elementalist who now produces mana in large quantities as well, able to fuel your non-entropic powers with it. Elemental Giants you create are more intelligent and capable, as well as slightly stronger, and all can learn one magic system of the world they’re created in. Weapons, items and armor you personally craft are supreme, the best they could possible be accounting for time and resources available, as long as you create them with as much passion as possible, and sometimes surpassing the limits available to their composition.

Man of the Purple Rose

https://archive.4plebs.org/tg/thread/91375486/#91379183
Man of the Purple Rose: your mastery and speed of improvement of Power Word is increased slightly, and it is impossible to silence you in any capacity. Your Golden Truth acquires hints of Purple, letting you nullify actions that have already occurred, retroactively. You could simply speak that an attack has not reached you, and it will have not. This is even more difficult to pull off than Golden Truth and requires you to speak of such things with perfect precision, always politely and eloquently. It is also very taxing and difficult to pull off numerous times in a row, specially against very powerful opponents, though if you prepare beforehand and know well the details of the actions that will happen in the future, that you wish to nullify when they occur, you may be able to perform beyond miraculous feats, such as speaking yourself back into existence, as applying this power to yourself is easier than applying it to others. Using this against fellow Sons is extraordinarily difficult; you would never be able to deny them events such as "choosing x Gift or power". Your Plutonian peers and fellow Sons see you as a man of taste and refined presence, always willing to entertain you. Your charisma is also improved whenever your wear your Spirit Armor, if your Spirit Armor takes the shape of a en elegant suit (it still offers you complete protection).

Master of Monsters

https://archive.4plebs.org/tg/thread/91437874/#91445557
Master of Monsters: Your mastery of Fleshwarp greatly increases, and you can create more powerful monsters off less resources than usual. Your Talented perk is empowered. You're much better at magical research than usual, and your soul capacity to learn magical systems is increased, but only towards those that require rituals or are used in the modification of creatures and souls. Your Liches and Death Mages gain Fleshwarp for free and are excellent assistants. Your Pale Butlers gain a radar of sorts that lets them find powerful corpses in whatever plane you're in. Your grimoires are cheaper to make. You can petrify any creature you've created using Fleshwarp, enabling you to work on them without worries and making them completely safe for you. They're also generally more obedient and intelligent, unless purposefully made the opposite.

Meteoric Piercer

https://archive.4plebs.org/tg/thread/90784843/#90785466
Meteoric Piercer: Your planeswalking is 33% cheaper, and once a year you may Planeswalk once for free, using all the modifiers you have purchased (however those that scale the more souls you put into them are at their minimum). You already start with this ability usable, no need to gather souls for a jump. Whenever you jump, all your powers increase for one month (this does not stack). You gain the skill Dark Comet, where you coat yourself with Wind, Lighting Magic, and Entropic powers, and launch yourself into the sky. You can fly at tremendously high speeds with this, scaling with how many souls you use. While in the Comet your defenses are increased immensely. Upon landing, you may choose to do so softly, or causing a massive impact in the area you land. All your physical stats are boosted slightly, and your martial talent is increased in a specific way; you have the potential to become the greatest user of polearms in existence, from throwing javelins to using a massive halberd to bring down beasts, your talent is unmatched when using polearms. Your talent when using shield or fighting defensively is also immense, making you a paragon.

Nightmare Master

Nightmare Master: You’re nightmare made material. All your dream-based abilities are boosted, and invading other’s dreams is much easier than before. You can take over their minds much more easily and absorb souls much faster this way. You can send your physical body to the Dreamlands with some concentration, though returning it to the Waking World is a bit time-consuming and difficult. You can travel the Multiverse this way. Beings from the Dreamlands acknowledge you as a sovereign of nightmares and will be quick to attempt to court your favor and avoid your wrath. Your Dreamlands presence is mighty indeed, more powerful than it should be, even with all your boosts. You can transform your physical body into something similar to a Whisper, mist like, except more resilient, and can be boosted and altered with Fleshwarp. You can now create Dream Plagues, which are much more difficult to defend from for non-Dreamlands related beings. Your Sanctum may overlap in part with the Dreamlands, becoming a nightmarish hellscape of your choice, that even souls you haven’t yet taken may brought in and broken there (if you’re powerful enough to drag them there).

Overlapped Technique

https://archive.4plebs.org/tg/thread/91481480/#91488625
Overlapped Technique: You may overlap one soul of any being you have killed on top of yours. This allows you to use its skills, and it will take any attacks on your behalf, until it is destroyed. Replacing your overlapped soul with another destroys the one you were using at the time. These souls can be repaired by infusing it with a large amount of soul energy, though this is fairly expensive, even more so if the soul you’re “wearing” is a powerful one. This soul also allows you to mask your presence and magical signal much more easily, by using your worn soul as a membrane of sorts that can diffuse magical signals coming from you. You can use a tremendous number of abilities this way, depending on the variety of souls you have access to. Wearing or replacing a soul takes 20 minutes of concentration. You still require training to master the worn soul’s abilities, but they come naturally to you, and if you focus on just a small number of their available abilities, you may use them with much greater ease and efficiency.

Pale Rider

https://archive.4plebs.org/tg/thread/91384383/#91387078
Pale Rider: You gain a skeleton motorbike, highly customizable in terms of appearance and usage. You can summon it to your location once every 30 seconds, and if destroyed regenerates over the course of an hour. This bike is much more resilient than it should be, nearly indestructible, scales with your Physical Empowerment, can be coated in Spirit Armor, has Familiar horse’s special ability, and is extremely fast. Spirit Chains used while riding this bike are stronger, faster and are a “free” action; requires no concentration and is easy to use. Your Aligned Magnificence can be used by striking others from or with your bike and is guaranteed to activate against enemies at least on its first strike. You can choose to destroy your bike (recovers in an hour) to greatly improve all your powers, and giving you the ability to use Final Star, an attack against a Spirit Chained opponent that deals catastrophic damage and bypasses defenses, but leaves you weakened until your bike comes back. You can also sacrifice your bike to nullify any one enemy attack regardless of power, though this won’t give you Final Star.

Patriarch Dragon

https://archive.4plebs.org/tg/thread/91552461/#91558432
Patriarch Dragon: You gain an early Black Dragon transformation for free. Black Dragons gain the effects of Rejuvenate for free, and they see you as the ultimate king, the supreme pinnacle and origin of Black Dragons, and will obey you with utmost devotion, including working together with each other. All Black Dragons and Wyverns are stronger in every way, and Dragons gain one extra breath attack, though Black Dragons and Wyverns are now 25% mor expensive to create. You’re much stronger and overall superior in every way compared to other Black Dragons, almost to the level of Ebon’s defenses and Falista’s strength and grow stronger and larger over time faster than usual. Your mastery over Power Word is immense, and you may mix it with Stillness and your Auras to alter or enhance them with ease. You gain Emperor’s Flames, a version of entropic breath immensely more powerful than usual and more susceptible to Power Word alterations. You may use this attack up to 30 times a day. All Dragons see you as a mass of power and of divine rank, as your use of Power Word is unmatched amongst their kin (except for Origin Dragons), and over many Eons of battle, growth, and conquest, and spreading enough Black Dragons, Wyverns and your spawn throughout existence, you may even eventually come to be considered an Origin Dragon.

Peace

https://archive.4plebs.org/tg/thread/91437874/#91445569
Peace: You can absorb more souls from animalistic creatures. Your passive soul generation triples. Your Einherjar are stronger than before and generate 4 souls a day (you still cannot take souls from them; no soul factory). Einherjar are also one * cheaper to create, for a total of ***. Your Bloodgrounds are 50% cheaper. You receive 3SP back, to do with as you please.

Pillar and Foundation

https://archive.4plebs.org/tg/thread/91552461/#91554276
Pillar and Foundation: Your minions are overall stronger. Training with your minions not only lets you improve and learn techniques faster, but also makes minions grow stronger, nearly indefinitely, though this is limited to how much time and effort you invest in your minions, how true your relationships established with them are, how strong your bonds are. As such, having many minions keep up with you is nearly impossible, but a small number of developed minions will grow to become much more powerful than they could ever be. While using your Malevolent Territory, all your physical attributes increase, and you can instantly summon up to 5 minions, regardless of where they are in existence, to fight alongside you. Your Malevolent Territory’s barrier is even stronger, making escape through its destruction nearly impossible. Weaker beings empowered with Ascension have their overall potential increased significantly and gain a wider variety of abilities than usual.

Pleasure Seeker

https://archive.4plebs.org/tg/thread/90791057/#q90792853
Pleasure Seeker: you get all remaining Gifts you didn't take. You get 3 free summons. You may summon them to your side once a day. You have an empowered version of Sex Magic and can now summon and strike deals with beings from the Realms of Pleasure directly. You get a "waifu sense" where you'll know the location of the 10 souls that fit your tastes best inside the dimension you're in.

Primal Letters

https://archive.4plebs.org/tg/thread/90756315/#q90762859
Primal Letters: You gain a language of Entropy exclusive to you. When used with Power Word, creative combinations of these words will allow you to use a tremendous variety of powers, as each word carries an effect associated with it. You gain new words as you visit and explore new worlds, though with diminishing returns. Words you learn are dependent on the nature of that world; a volcanic world could give you the word for "volcano", a world of horror could give you "fear". Your gift is proof of the Father's judgement, as such other Sons will seek you as an arbiter and voice of reason for disputes, events and gatherings.

Promised King

https://archive.4plebs.org/tg/thread/90769392/#q90776111
Promised King: you can create one permanent planeswalker portal on any world you have decisively conquered for free. You Aura of Majesty is immense in power; there are no beings in existence that will deny you as a legitimate king. Even servants of the Mother must admit your legitimacy. Your charisma and ability to influence others increases immensely. Minions are much more intelligent and 15% cheaper. Once a month you may announce a Dictat, a law that a those that see you as their king must obey or be subject to Power Word Kill. This Dictat is transmitted instantly and perfectly to all your subjects’ minds. Non subjects that break a Dictat, are marked while inside your sphere of power; you always know their location and can use Power Word based abilities against them from any distance (while they're inside your dominion). You may sacrifice the use of Power Word once a day to make an instant 5 second Time Stop, at no cost to you (other than being unable to use Power Word for 24 hours). Your Gifts can all communicate with you telepathically from anywhere in existence.

Promised Prophet

https://archive.4plebs.org/tg/thread/90791057/#q90797774
Promised Prophet: Your power and rank in the Dreamlands increases. You may send a single message to everyone dreaming and sleeping in nearby dimensions using Power Word once a week, which won’t use words, but imagery all will know to be true (if you believe it to be true). These prophecies can be used to spread a massive religion based on the Father, and your Entropic Heralds may planeswalk once on their own to nearby dimensions that have enough believers. You may physically enter the Dreamlands with concentration, but in that case, you must stay inside one week at least before exiting the Dreamlands. Your aura of Majesty is divine in nature, earning you prestige not only amongst acolytes of the Father, but also giving pause to servants of the Mother, who depending on your actions, may be willing to ally with you or welcome you into their worlds, though with certain conditions, and they’ll still be wary. Your Death Lords, Knights and their bound familiars can enter the Dreamlands with you, becoming spectral knights, highly powerful inside, and when they leave the Dreamlands with you, they stay in this form for several hours. Outside the Dreamlands, this form greatly increases their shock damage, their defenses (especially physical), and their speed, letting you ride through enemy hosts with impunity. All those killed this way are instantly sent to your Sanctum. Your Stillness increases in range (but not power) and can be used while riding a Horse Familiar, Black Wyvern or Black Dragon.

Protocol FULCRUM

https://archive.4plebs.org/tg/thread/91395714/#91398820
Your Walk STAND IN TORTURED STEEL power is:
Protocol FULCRUM: You’re immune to any temptations, any perfect seduction or mind breaking geometry aiming to break you, falls flat at your feet. Any attack against you must be measured against your will, otherwise it refuses to reach you and falls to the ground. Your gravitational powers increase, and your Stillness range increases greatly. You can connect to any machine with true AI, with a soul, and interact with its latent spirit, be warned however, as what you may see may be suffering beyond what you can imagine. You can attempt to communicate and even perhaps negotiate with them, though be wary, as they are alien down to their core. You can exert your will and force things to BEND, using you as a reference point. This is largely based on willpower, and as such can scale immensely against large beings and powerful beings, or fail completely against a peasant father, with a heart of courage, and a fire in him to protect his family. Your attacks are more effective against beings of pleasure. You were originally targeted by an Exquisite Noble, one of the Perfect Prince’s chosen, but now you may choose to have 50 years before she can track you down. Be ready by then.

Author comment

Bloom will remain in her cocoon for a long time, but something will begin bubbling inside her. When the Prince itself goes out to get you personally, leaving its lotus for the first time in memory, then all will come together. Make sure to never step foot in the dreamlands. The Father will try his best to keep you alive, but something else has listened to your challenge, an ancient enemy of the Father, but with even more hatred towards the Prince…In an act of fatherly love, he has thrown away his pride to give you a chance to fight back, as he cannot truly protect you from the Prince, and has allowed the Iron Pyramid to assign you a gift.

Random Jumper

https://archive.4plebs.org/tg/thread/90813631/#q90816847
Random Jumper: Once a day, you get a free planeswalk to a random plane of your choice. Upon jumping this way, your defenses are massively increased for one hour. After that you're on your own. You can choose to exclude two of the following types of planes from your pool of random jumps: Machine god affected ones, Far Planes, Mother related planes, Hound related planes, Perfect Prince related planes. Invisibility duration is increased by one additional hour.

Red Mist

https://archive.4plebs.org/tg/thread/91472211/#91473111
Red Mist: You can generate a red mist to cover your body, which make your true form difficult to grasp from all that see you, even those using supernatural means to detect you. This way it is difficult for opponents to tell what form you're currently using, and they won't be able to tell whenever you transform, though very large transformations may give you away. This mist also makes your spells and attacks difficult to dispel, predict or interfere with, as their true nature is difficult to understand, and their channeling is hidden. Your mastery of Blood and Soul Magic increases greatly, and Blood Magic can be integrated into your mist, greatly expanding its potential applications and ability to imbue attacks. Your number of Extra Transformations increases to x5.

Red Ravager

https://archive.4plebs.org/tg/thread/93269119/#93271520
Red Ravager: Your physical abilities are overall boosted, and you gain powerful regeneration, completely regenerating from harm over the course of seconds, using blood to fuel this (very expensive blood wise, but more efficient than a Bloodguard’s). You gain Raging Momentum. You can Fleshwarp much more easily, letting you use it for combat purposes, and with training, allowing you to switch in between attacks, to greatly increase your battle versatility. You can hold 6 mutations, 3 instants, and your mutations are more efficient. Blood Magic precision is increased, and the ability is boosted when used for combat. You can hold infinite blood. Your Elder Vampires, Pale Butlers and Bloodguards are stronger.

Remnant Chronicler

https://archive.4plebs.org/tg/thread/93350300/#93355084
Remnant Chronicler: You now know instinctively, souls and locations that have been weaved into great stories, as players or witnesses, and can even sense them vaguely from other universes. When nearby these places, you may summon a Storied Soul, which will not only be worth souls scaling with the “value” of the story it’s based on but will also hold the story in its entirety. You can share these stories as valued secrets to Dreamlands beings, reclusive Goddesses or strange collectors that roam the multiverse, or share them as you see fit. All these stories sing the praises of life, even when entropy looms upon it. You will be highly respected amongst all priests of the Father as a chronicler, if you choose to bring these stories to the Father’s main temple. Each story will give you a small power, based on the story it told. These will never be anything crazy, but you will build over time an immense collection of varied abilities at your disposal. You’re welcome in any world actively governed by any greater being, even one by the Mother or the Perfect Prince, by default, as long as you don’t actively attack or sabotage them. You may choose between making Planeswalking 50% cheaper, or have your Charisma greatly increased.

Repeated Armament

https://archive.4plebs.org/tg/thread/91909256/#91910008
Repeated Armament: The more damage you take from a source, the more pain you receive from it, but you mitigate the more damage from it. At 100% damage mitigation, each instance of the attack would inflict unimaginable agony. You can reset this skill towards a particular damage type whenever you want, resetting the pain increase, but losing the damage mitigation. You have no way to avoid, diminish, conceptually alter, or turn off this pain in any possible way. You gain Physical Empowerment levels faster, and slaying strong opponents relative to your level has a chance of slightly permanently increasing one of the following: dexterity when using Harpoons, overall speed, or physical strength.

Scattered Spirit

https://archive.4plebs.org/tg/thread/91395714/#91396559
Scattered Spirit: Your mastery over Telekinesis increases greatly, letting you increase its range and precision almost indefinitely, as long as you train it. Your Spirit Architecture objects can be imbued with Physical Empowerment, Spirit Armor or Reap as long as you’re actively controlling them with Telekinesis, letting you access a wide variety of strategies and options with creative usage. You gain the ability to psychically sense other beings from large distances and can now use Nightmare Magic on them even without you sleeping, as an automated action (though the target must be asleep, and Nightmare Magic used this way is weaker). You can create blueprints of complex objects with Soul Architecture in your mind, and then use Telekinesis to assemble them immediately off Soul Architecture material. This is very difficult to do, and requires you to craft the item, object or building on your own with Soul Architecture and Telekinesis first, slowly, and fully understanding the ins and outs of the structure or object. You may need to recreate said object multiple times to acquire its blueprint.

Shifting Territory

https://archive.4plebs.org/tg/thread/90848206/#q90852268
Shifting Territory: you gain a demiplane inside the Dreamlands. You control who gets to enter, and to what capacity. Breaching this demiplane is nearly impossible. You can access this demiplane whenever you sleep, or exit into the Dreamlands near the dimension you’re currently in. You’re basically a god inside this demiplane, changing and shifting it as you see fit, though you’d need souls for this. You can “influence” the shifts in this demiplane according to the currents of the Dreamlands, or the locations in the Dreamlands you’ve visited, allowing for chaotic shifts outside your control, though these will all bring new experiences you will eventually cherish. You can enter physically the Dreamlands, but it takes a month for you to go back to the real world, and then it takes a month again to be able to reenter the Dreamlands physically. You’re a bit stronger in the Dreamlands than normal. Bloom may now freely enter your demiplane from any location.

Song of the King

https://archive.4plebs.org/tg/thread/91395714/#91398249
Song of the King: Your Perish Song’s range increases by x10 and inflicts the effects of your aura to all that hear it with much greater effects. Your song is majestic and incomprehensibly magnificent, you will be famed across existence for it, many willing to die just to listen to it from beginning to end. While singing, you apply a greater form of the effects from Hymn of Champions upon yourself, Gifts and minions. Dark Valkyries can join your song, to increase its range even further, up to x3 (for a total of 3km). If mixed with Power Word: Kill, it affects more powerful beings. Your song can be completed in 90 seconds, though it will have a weaker killing effect if done this way, only affecting weaker beings. Your skills as a warrior and all stats also increase while singing, gaining even a small form of precognition, to allow you to keep your song uninterrupted. You gain the other two types of Elemental Giant (you don’t get the free perk that would come with it though). They will build grand kingdoms and fortresses for you, their overall abilities improved, as well as those of Dark Valkyries and Einherjar. Spirit Armor is more resilient and regenerates slowly while you sing. Your Spirit Armor is more resilient and regenerates slowly while you sing.

Soul Gardener

https://archive.4plebs.org/tg/thread/90791057/#q90796811
Soul Gardener: Your loved ones immediately become bound for your Sanctum after death, regardless of distance. Ascending them gives them 8SP and transforms them into a minion type of your choice is free. Loved ones must truly have a decisively positive connection with you and must have had some reasonable degree of interaction between each other. You may speak to each other anywhere from the multiverse. Your sealing abilities are greatly empowered; breaking from your curses and chains becomes much more difficult, and they're more difficult to dispel. Your speed and overall mastery over Spirit Chains greatly increases, and targets bound by them also have their defenses severely decreased. Blood Grounds are 33% cheaper.

Spark of Light

https://archive.4plebs.org/tg/thread/91384383/#91386739
Spark of Light: You gain access and resistances to Holy and Light magic. Your soul power self-generation triples. Beings from the mother now see you as an ally, and you may send any good souls you acquire to the Mother instead of the Father. Your Feast of Evil is empowered, and evil souls will net you up to x5 as many souls. The less extra lives you have available, the more powerful you become. With no lives left, you’re slightly stronger than even a Chosen Paladin in terms of base powers. You’ll be seen as a redeemed Saint, beloved by all those who worship the Mother, as long as you act justly, earnestly protecting the good, and smiting evil. Love is passion for good, and violence for the wicked.

Spiral Center

https://archive.4plebs.org/tg/thread/91525280/#q91529958
Spiral Center: You gain instant knowledge of any nearby dimensions with great amounts of magic available in your vicinity. Your liches and death mages can hold x2 souls as much as normal, and gain Drain Nature for free. Your Divine Ascension is more powerful than before, giving 8SP. If you transform yourself into a Lich, you may learn a world's system simply by draining enough nature from that world and burning those souls to learn it. This requires a very large amount of souls to do, and still occupies "soul memory", though remember that the Lich transformation gives you increased memory capacity, and that all Sons can choose to erase magical systems from their "soul memory", to learn new ones.

Spirit Force

https://archive.4plebs.org/tg/thread/91540155/#91546173
Spirit Force: You gain a powerful radar that lets you track beings with maxed out Feast of Evil in nearby planes. Once you purchase planeswalk, you can easily jump into any nearby hell dimensions for free, without needing to planeswalk, and can create massive gateways to these planes for free once a week faster. Your Roosts have a greater variety of powers available, and your Spirit Warriors are now about as strong as Death Knights in terms of base attributes. Your Dolls fueled by demonic souls are more powerful and can be customized to degrade the demon’s soul to greatly increase their strength, though at the expense of staying power, degrading until they cease to function in a matter of days. Your mastery of Soul Magic increases.

Star Bones

https://archive.4plebs.org/tg/thread/90791057/#q90796220
Star Bones: Your gravitational powers increase, and you’re much better at imbuing permanent gravitational effects on objects. You can grant someone else Void Adaptation permanently, once every 3 days. You may promote Liches into Ravagers, gaining the ability to perform the same rituals as Heralds to transfer souls (though still limited to 1000 souls per transfer). You can perform a Star Search once a month, letting you know the location of the closest planet with sentient life (and souls) in your dimension, and you and your liches can use the Teleportation skill towards the space surrounding this world for 10% of the cost, though only once a every 3 days, and until a new Star Search is performed. Remember Void Adaptation’s telekinetic flight makes entry into a world’s atmosphere easy and safe. There will be a famous multiversal novel series based on your exploits, seemingly popping out of nowhere, making you a famed, pulp fiction style legend. These novels will keep private affairs secret, mostly just aggrandizing and recounting exploits. Void Captain features extensively in your novels, and even gets a spinoff series. Whether he appears as a rival or enemy, or merely as separate stories, that is up to the two of you.

Stoic Fighter

https://archive.4plebs.org/tg/thread/91481480/#91485440
Stoic Fighter: Your speed is slightly slower than it should be, but you cannot be moved from a position by any force unless you will it so. Your defenses greatly increase, and you regenerate slowly over time. Your Spirit Armor has Aura of Power always active (if you wish it so) letting you use both auras at the same time. Your minions and gifts are much more charismatic and can handle large organizations better than before. You can generate entropic poison as a gas around you, which slows down and erodes the souls of those near you. You can choose which beings are affected by this gas. You're better at using Barrier Magic, and it is much cheaper for you to use it.

Storm Knight

https://archive.4plebs.org/tg/thread/91406966/#91407357
Storm Knight: You become slightly stronger but much faster than usual. Your gain a mixed Death Lord + Elemental Storm Giant form, with the combined strengths of both. Your mastery over Wind and Lightning Magic increases immensely. All your Death Lords acquire and become adept at using Elemental Simulacrum: Wind with Advanced Element Lightning. Your Lightning Elemental Giants are x2 cheaper and much more resilient. Your Horse familiars are much stronger than before and grow to giant sizes if assigned to Giants. Your own Horse familiar is extremely powerful, stronger than any minion choice you have available, but not as strong as a Gift.

Sunward Traveller

https://archive.4plebs.org/tg/thread/91520229/#91520881
Sunward Traveller: Planeswalking is 66% cheaper. You can enter the Dreamlands easily. You gain an Extra Life for every 50 planes you visit, though you must spend at least one month in one for the plane to count. You can gain 3 extra lives this way. You may fashion a part of the Dreamlands to your tastes and connect it to your soul, creating a sort of pocket dimension that can be accessed from you, and that you can customize using dream powers freely. Your friends and family members inside do not age nor need sustenance, though food and lodging are trivial to create. While inside, your magical signature is greatly diminished, though breaching your pocket dimension is very possible, specially when you're inside it. You cannot hold any phylacteries inside it. This Pocket Dimension can grow in size either by investing souls into it, or organically as you explore existence, and in that way, it copies and assimilates small parts of the realities you visit, giving you a territorial tapestry representing your travels, bringing the physical manifestation of your journeys with you wherever you go.

The Messiah

https://archive.4plebs.org/tg/thread/93006357/#93010666
The Messiah: You can now gain souls through converting living beings to Christianity instead of killing them, you will no longer gain souls from killing them after converting. The converted must be of sufficient intelligence and thoroughly devoted to Christianity for this to work. They will also gain a moderate amount of loyalty to you, as long as you live up to their expectations. All your powers are greatly boosted when fighting against evil and wicked enemies, the eviler your enemy, the stronger you are. Your minions who have done great deeds and displayed great virtues can attain the title of Saint, significantly increasing their powers as well as making them a paragon of virtue.

The One Who Farms

https://archive.4plebs.org/tg/thread/93543609/#93547154
The One Who Farms: Your Sanctum has a dedicated, infinite plot of land where you can grow anything you can imagine. This includes plants you can get your hands, on, and conceptual stuff like Life, Death, Time, Fate, powers, abilities, perks, and anything you want. You instantly know how much time it takes to cultivate something and how hard it is, so trying to grow additional SP or GP right out of the gate is extremely difficult for you. You grow stuff faster if you put honest effort into it.

The Strongest

https://archive.4plebs.org/tg/thread/93350300/#93350543
The Strongest: Your Void Cutter & Malevolent Shrine Territory are greatly improved. Void cutter comes instinctively to you, and you can "stretch" the ability in certain ways. For example, this could eventually allow you to manipulate the Entropic energy to allow you to reap the souls of those who are killed. Every single attribute for your Territory doubles, including durability, range or number of times this ability can be used. Furthermore, if it is someone you love, you can grant them all the benefits of the Territory while they are inside it, though they cannot create one themselves. Finally, your pursuit of strength has given you the ability to seek out those considered "The Strongest" among the various worlds and planes of the Multiverse. While challenging these foes, you skyrocket in your knowledge & control over your abilities, allowing you to create new techniques on the fly, or improve them greatly in a fraction of the time it would otherwise take. This only applies to fights that actually challenge you, and life or death struggles will greatly improve this still.

Tortured Armaments

https://boards.4chan.org/tg/thread/93256989#p93259985
Tortured Armaments: Your imbued are created weapons are much stronger than before, with a wider variety of effects available. Your Pocket Space is expanded by 10 times and you may shoot weapons out of it much like Gilgamesh’s noble phantasm (google image should give you a clear image of this, it’s way stronger than it sounds). Weapons and armors made of the bodies and souls of those you have personally slayed have an “echo” attached to it, a free effect that is dependent on the circumstances of their death, the power of the being killed, and how evil the victim that the item is made of was. Beings with lower Feast of Evil values create much weaker items, while those with high levels of it are much more powerful and effective raw materials.

Tour of Sin

https://archive.4plebs.org/tg/thread/91548090/#91548860
Tour of Sin: Your attempts at reaching the Prince of Pleasure have instead separated it from you, making you a free agent of pleasure, your own unique existence beholden to no one. You lose the effects of Pleasure Target, effectively gaining 1GP and Bloom access for free. Your Bloom is more powerful than before, and highly intelligent, at the level of a normal Gift, and no longer has an uncanny alienness to her, and will be much more friendly with your Gifts, though she can no longer revert to her cocoon form. As a free agent, you gain pleasure powers without relying on the realms of pleasure. Your Sex Magic is more powerful than before and can be channeled with Perish Song to overwhelm the senses of all those that hear you. When using Perish Song, all your stats, and those of your Gifts and minions, are boosted. When using Echoed Roar, you can choose to localize it into smaller areas, massively increasing its damage at the expense of area of effect. You can now hold 10 Echoed Roar charges, and replenish 1 per hour, and Echoed Roar can be altered in a wide variety of ways, creatively, each way creating a unique sound that is magnificent to listen to. Your singing and roars have a small charm effect, that make weak willed or mentally vulnerable targets less likely to want to harm you, and much more willing to listen and obey you.

Transcendence Through Death and Destruction

https://archive.4plebs.org/tg/thread/91899025/#91905815
Transcendence Through Death and Destruction: By causing death and destruction, you gain extra enlightenment in the dao, the amount scaling with the power of what is killed or destroyed. You can steer this enlightenment toward specific daos. The more closely related a dao is to killing and destruction, the more effective this enlightenment is for it, though there is still a noticeable effect for daos that are completely unrelated. Things you caused the death or destruction of are much more effective when used by you (example: using them as material for crafting, enchantment, refinement, etc.), especially when consumed by you. Indirect death and destruction such as ordering a subordinate to kill works for gaining enlightenment and increasing the effectiveness of materials when used by you, but the effects are lessened the more indirect it is.

Unassailable Pillar

https://archive.4plebs.org/tg/thread/90813631/#q90817774
Unassailable Pillar: Your defenses increase greatly. Your barrier magic is easier to use and is cheaper to manage, even when using comprehensive or permanent barriers. You may store up to 8 extra lives (though these still come at the usual pace). You start with 2 phylacteries ready, with all their modifiers. You have Unknown Defense: if an attack whose nature and source you do not know reaches you, its effectiveness diminishes immensely, negating the vast majority of attacks of this type. You cannot cheese this by deliberately attempting to remain in the dark about these attacks, as a dedicated assault would diminish this skill's effectiveness at nullifying attacks, but it effectively makes you immune to assassinations and being sniped.

Unending

https://archive.4plebs.org/tg/thread/91375486/#91383902
Unending: If you die, and your phylacteries are in other dimensions, they are no longer all destroyed, simply destroying one in a universe of your choice, while resurrecting in a safe place in the current dimension you’re in, and you do not suffer the half year penalty of not being able to create phylacteries that would normally apply in such a case. Keeping a phylactery within 10m of you gives you perfect, nearly instant regeneration that you can easily control, and pain immunity. You can use phylacteries to greatly empower an attack or ability of your choice. This is specially useful combined with Arcane Magic and ritual based spells. You can have up to 20 phylacteries, assigned to your soul, but can only bind one to your soul per 3 days. All Planeswalking abilities are 50% cheaper to use. You begin with 5 phylacteries ready to be used.

Ungraspable

https://archive.4plebs.org/tg/thread/91490427/#91497451
Ungraspable: Your Tahneem form is more powerful, taking on a larger, more alien shape if you wish, and your humanoid Scylla form keeps 80% of its powers. Your ability to Fleshwarp increases considerably, especially when applied to yourself. Your mastery of Water magic increases greatly, letting you inundate large areas at little cost, and your Telekinesis becomes more powerful and easier to handle. You can enter the Dreamlands and Waking World freely, and you can now access the Elemental Plane of Water as easily as entering the Dreamlands. You become nearly immune to damage from nonphysical sources, making you extremely durable inside the Dreamlands and most Elemental Planes, as most inhabitants use magical or psychic attacks. However, your physical defenses degrade somewhat, making you roughly 33% weaker than usual in that department, and you also gain a weakness to Lightning magic, which bypasses your immunities. You will be seen as much of a Son as a genuine Water Elemental, greatly opening the variety of factions you can interact and join with, perfect for a merchant build.

Unkillable

https://archive.4plebs.org/tg/thread/90784843/#q90785541
Unkillable: You can store up to 10 extra lives, and you now gain them every half a year. You start with all 10. You can now use Extra Lives to empower your abilities, or trade them for * worth of souls each. You can freely give them to anyone you want, but anyone other than you can only hold one extra life. You can completely mask your magical signal. Ester cannot hold lives you give her herself, but can use extra lives assigned to her to create her Duplicates instead. You can now enter the Mirror Realm. Your perk Novelty is boosted: you tire of activities much slower and “recycle” them much faster. You can consume Extra Lives to empower your understanding and ability to use magic over the course of one week, letting you research and train your magical abilities faster this way. Your mastery over elemental magic is increased, specially when combining elements and deriving esoteric uses out of them. You still need to study them, but it is easier to "get it", when it comes to using different elements.

Vampire Emperor

https://archive.4plebs.org/tg/thread/91384383/#91384859
Vampire Emperor: You become a Vampire Emperor, transcendent ruler of all vampires. You have at least all the abilities of a Base Elder vampire. You can store infinite blood, are roughly superior to a Death Lord x3 in every way, have the potential to develop and master every single vampiric or psychic ability that an Elder would have access to, up to Kirilia’s level. You can create Elder Vampires with your bite, in the same way as Sangra. You get Void Adaptation for free. Your mastery of Blood Magic increases to unimaginable levels; create and control giant suits of blood armor, launch oceans of blood at your enemies, even create intricate palaces of blood. All vampires will now see you as a god to their kind, even those that would hate you. You can choose that any being that enters a Blood Ground is affected by a slight version of your Aura of Majesty, letting your dominion be known to all those who enter, your inhabitants will all acknowledge your majesty.

Void Captain

https://archive.4plebs.org/tg/thread/90769392/#q90776328
Void Captain: You get a massive, customizable, bone spaceship, that can be easily expanded. This spaceship is powered by souls, but cruise speed and normal functions are free. All your minions get Void Adaptation. The inside of your spaceship has air, perfectly adjustable temperatures and conditions, and is supremely comfy. Utility magic Wisps are constantly repairing and maintaining objects and systems inside. All minions inside slowly heal, and no one requires sustenance inside your ship. You can summon your spaceship to your location once a week. The sship can be taken through planeswalking, you don't need to pay extra for a larger gate. Your ship is very sturdy, but if it were to be destroyed, you can resummon it for 1000000 souls. You can adjust and customize your ship in many ways, from equipping it with spirit weapons, to upgrading it with the bones of legendary creatures you slay. You can take your ship to the Weave Between Worlds and navigate it easily. You get an indestructible captain's hat, that can alway be resummoned to you, according to your tastes, that gives you better control of necromancy and lets you create bones as weapons, walls, etc easily. All Necromancy spells are 20% cheaper, and Experts are much more talented than before. If you go to the One Piece world, you instantly gain Conqueror's Haki, which you can weaver with Power Word Kill.

Whispering Shadow

https://archive.4plebs.org/tg/thread/90762704/#q90764706
Whispering Shadow: You may keep invisibility active at all times, and your mastery and control of Shadow Magic is increased by several order of magnitude, and you're always aware whenever you're watched, and where and who is watching you. You can steal other beings’ shadows, provided they're sufficiently weakened, and mold them into shadowy copies of them. These copies may be then assigned a soul to awaken them as a Shadow Minion. This allows you to have a wide variety of minion types, as Shadow Minions acquire powers and abilities according to the body they were taken from, the power and nature of the soul they were imbued with, and your own Shadow Magic when molding their vessel. With Rejuvenate they may take on superficial characteristics that do not betray their shadowy nature. Shadow minions all regenerate slowly in the dark and are weak to Light Magic. Your Eldritch Blast based attacks are 50% cheaper and can be coated in shadows to increase their piercing power and speed, while also making them invisible and noiseless. Your magical signal can be masked perfectly and with no effort.

Wyrm Hunter

https://archive.4plebs.org/tg/thread/91415865/#91419564
Wyrm Hunter: You gain an extra sense that lets you pinpoint the souls of draconic creatures in your current dimension and nearby planes. This sense lets you sense their movements, attacks and overall condition. As a tiger, your attacks deal much more effective damage against dragons, always dealing at least 33% of their full damage regardless of scales or defenses they may have. You become immune to dragon breath attacks, resistant to all attacks stemming from dragons, and regenerate whenever you kill a dragon. All your minions become more powerful when dealing with dragons gaining a type advantage. You may link with Alta, and when doing so, you may see as she sees, and also use Eyes of the End, though in a more limited fashion. You become overall much faster, and you and your tiger's First Strike is greatly empowered.

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Pub: 12 Aug 2024 12:51 UTC

Edit: 06 Oct 2024 19:07 UTC

Views: 944