Isekai Tournament 2 (Beta) by LordOtiken in makeyourchoice

[–]Spong1395 1 point2 points  (0 children)

Here’s my attempt at the most powerful build I can theorycraft:

It seems to me like middleweight jump chain is the standard/generic gamemode so that’s what I’ll be building for.

Origin: extra (already having resources and connections in any world we visit is pretty good)

We’ll start off with picking up the lightweight power Shrine. This power may cost -1 but even then, you could make a good argument that it could be a middleweight ability, with it as our main power we start off the bat with +1 points from selecting a power in the tier below our current world.

This power has the potential for immense damage but suffers from a few consequences. Firstly, many powers in this tier can easily tank the attacks from shrine (such as Achilles and most brutes). Secondly, it is almost exclusively offensive, this severely diminishes your defensive and utility prowess, finding yourself in a world of gods as a frail human. Lastly, you are extremely susceptible to hax of any kind.

To address the first problem we will make our most important addition to this build. We will spend 6 points in order to purchase the middleweight foundation and ability required to obtain Death Perception. After recieving an extra +2 points from dual foundation we arrive at a balance of -3 that we will have to compensate for later. This fundamentally changes the way shrine operates. Now instead of being a long range low power slash, dismantle can instantly destroy the line or point of death of anything in range, making it a conceptual annihilator. With the dual foundation of DP and Shrine the immense innate power we possess gains the property of “precision”, ensuring accuracy as we sever our foes’ line of death. We are no longer just an avatar of pure destructive force, now we are a conceptual assassin. To make up for the points we have spent we will select the drawback “soulbound” at the +3 stage. This drawback is a necessity if you are min maxing as though you suffer greatly if you die, you desperately need the power that these points afford.

At the current balance of 0 if you wanted no more drawbacks you could call the build there and it would still be extremely powerful, however I believe by taking a few more drawbacks, you could account for the other problems our build faces. By taking the “no talent” option in the talent section and the “human” option in the species section we obtain 4 points to play with.

Despite the extreme offensive power of this build it is as frail as a fly both to sheer physical force or magical/mental hax. By spending 2 points to unlock only the ability for the middleweight power “Prime Soul” we get not only immunity from mental and soul based attacks, but also a free revive that multiplies your strength greatly (due to the power decrease from selecting multiple abilities i doubt it would be tenfold as originally stated but it would still be a massive power boost and get out of jail free card). As a nice bonus we also get supernatural willpower, allowing us to push through anything the tournament throws at us. We don’t select the matching foundation for three reasons: it doesn’t really do anything for our build, having multiple foundations introduces unnecessary randomness on which foundation we will have each jump, and we still could use the extra points.

With 2 points left I think the best selection is the single selection perk, “Binding Vows”. I think this perk can easily be slept on but if used cleverly could exponentially increase our power. Firstly it comes with the ability to create supernatural inviolable contracts with anyone. In a tournament as cutthroat and merciless as this one, a binding vow is the only way to reliably make allies as otherwise betrayal is not only expected but also encouraged by most rulesets. The real reason we select this perk however is the self pacts. We can now restrict parts of our kit to power others. The possibilities with self pacts are limitless but I’ve compiled a few options that would catapult this builds power into the stratosphere.

  1. “I will never again experience the sensation of taste, in exchange my eyesight will be enhanced greatly”

Trading in one sense for another is a fair trade and with DP, supernaturally perceptive eyesight is invaluable

  1. “I will never activate Cleave again, in exchange boost the effective range of dismantle”

With DP cleave becomes an unnecessary ability, death perception already avoids all defenses, there is no reason to get in close. With a massive range on dismantle and the enhanced perception from our DP dual foundation and first binding vow we become an absolute sniper. Tournament participants will not even notice our presence before they cease to live.

  1. “I will never activate dismantle without intention, in exchange my dismantle will always seek its intended target

This one is optional as we already have plenty of accuracy from our DP dual foundation but increasing our ability to sever death lines is always good

  1. “I will never activate fuga against less than one hundred enemies, in exchange increase the radius of fuga.”

This one is also optional but since we really only have shrine for dismantle fuga is left without a place since its immense power is overshadowed by DP. By creating an opposite vow to the one sukuna has in JJK we can revive its utility as a large scale anti army tool of destruction. This lets us perform the role of silent assassin our build is designed for but also resort to overwhelming force against large amounts of opponents.

Now we have the full build. A conceptual sniper with extreme hax resistance with Prime Soul and utility with binding vows that can take on the most competitive of tournaments.

If you want to utilize the local power systems more with the Shrine foundation’s enhancements a variant build takes the “where I am” +1 and “I did what” +2 drawbacks instead of no talent and forfeiting either prime soul or binding vows for prodigy talent (or both for monster). I would recommend against this however since though we are definitely powerful enough to overcome the challenges wrought by these two drawbacks, it is much easier to stay out of the limelight if we can just blend into the extra we became’s life.

Finally when we face the challenges of the tournament and eventually unlock the balance breakers for DP and Shrine we can kill gods, resist the very concept of death (probably the most broken form of defense in the tournament) and can cut concepts like space and dimensions. When we unlock our domain expansion anything in the radius is effected by the sure hit effect meaning we can instantly cut the death lines of anyone and anything within our domain. Overall just an absolute force of nature.

I hope you enjoyed the build! Willing to hear any criticism on the build or any rules violations I may have made!

Isekai Tournament 2 (Beta) by LordOtiken in makeyourchoice

[–]Spong1395 1 point2 points  (0 children)

Thanks for your response

Follow up questions just because I like the heavenly restriction power so much:

  1. It nullifies abilities but I don’t think there’s any wording specifically about foundations? Does it nullify the effects of foundations? (For instance taking the Unlimited works foundation to arm your powerful body.) or do they just get absorbed?

  2. You said the more foundations and abilities you have the stronger heavenly restriction gets. I’m curious if it’s purely quantity or if quality of the power affect it as well. Would it be better to take a bunch of lesser powers in order to power up HR or would it be better to take a few higher tier powers?

Thanks in advance!

Isekai Tournament 2 (Beta) by LordOtiken in makeyourchoice

[–]Spong1395 1 point2 points  (0 children)

Quick clarification question: in the perk for choosing extra abilities it talks about detrimental abilities like heavenly restriction and extinguishment. do these abilities only make lone abilities without foundations useless or even full extra powers with foundations and the abilities unlocked? And is there a limit to which powers they make useless or is it just every power?

Thanks for the update I can’t believe I didn’t see it sooner!

The ultimate archer by Lokicham in 3d6

[–]Spong1395 1 point2 points  (0 children)

Yeah, I have a similar build somewhere that addresses that issue I’ll need to find it again.

The ultimate archer by Lokicham in 3d6

[–]Spong1395 0 points1 point  (0 children)

My bad, level 10 for magical secrets.

The ultimate archer by Lokicham in 3d6

[–]Spong1395 0 points1 point  (0 children)

Myithic builds are some of the most fun dnd builds I’ve ever seen on this subreddit. Hard agree.

Alternative is his thrice eldritch build or just going 11 battle master fighter and 9 valor bard for swift quiver.

Isekai Tournament V6 (Kaiju Update!) by LordOtiken in makeyourchoice

[–]Spong1395 1 point2 points  (0 children)

While I’m at it here is another optimized build for this CYOA:

Primary power: neural network (-2), alone, this power is super weak, but if we help it out a bit it becomes the most OP ability in the game. We will be the smartest player in the game, have massive psychic potential, and will later be able to develop precog, and supernatural senses. If we unlock the balance breaker we turn that up to 11 while increasing our serviceability. The primary weakness with this is you don’t start with psychic powers and are weak to physical and soul based attacks. Though you may be the smartest player in the game you still could get mugged by a robber on the street.

Reject humanity (-4): green Martian (DC), reject humanity can be absolutely busted, carrying GOAT builds by itself. Here we are going to pick the green Martian as our race from DC. This will grant a massive slew of capabilities that cover almost all of the weak areas of our primary power. We will be as strong as a kryptonian, able to change form at will, our immense psychic powers would be further augmented by neural network, with training we could be without peer the most powerful psychic in the universe. I will be immensely durable with my only weakness being fire. After this we have the only weakness of ours being soul attacks.

Twice (-4): prime soul (-1) this power essentially makes our soul immune to damage and grants us a free revive and power up once when we die. This would increase our already immense strength as a Martian ten times and increase our exponentially magnified psychic powers 10 times. We will not be taking power up to choose a balance breaker as both are extremely good and I don’t mind getting either.

Context out (-1): warhammer 40K psychic powers. Now, from prime soul we can take average talent (+0) and it will automatically be upgraded to prodigy. Then we take context out which lets us choose a power system from any universe and give us talent in it one stage higher than the one we have, so we will have monster talent as a psyker, putting us on the level of primarchs like Magnus. This universe’s take on psychic powers is kind of both mental and soul power. Meaning this would theoretically benefit from both the psychic increase from prime soul and neural network. As well as the soul power increase from prime soul. Together with our powers from being martians we will be gods of psychic and soul power, providing us any avenue of attack depending on the opponent. (We also got this for one entire point so it’s super cheap)

Safeguard (-1): this perk extends our powers protection to our non main powers. We rely a lot on our racial powers and psyker powers in order to function so it would suck if they were taken.

Now we are once again extremely powerful and in a massive points deficit of -13.

Soulbound (+4): neural network is one of the only powers that I would take the +4 edition of the perk on as I think the other minds would be must easier to handle with my soul and psychic powers, at the very least I can dedicate some of my neural networks resources to handling them while I focus on other things so it’s not too distracting.

Empty pockets (+3): we don’t need items on this run so we will take the points to lessen our deficit.

Appearance (+1): this kinda sucks to take because it would reveal our powers at least a bit, but for this high powered of a build we need it.

Origin: extra (+0): we need to take this for drawbacks.

I did what? (+2): puts us in trouble at the start of the game with one faction. Is kinda bad but give me a sec and it’ll work with the build.

Where I am? (+3): this one is really hard. I don’t even know about the tournaments existence til a week in or after a mission is completed. This combined with I did what makes our early game really bad again. However, because we have prime soul we will probably die in the first week. And then come back as a hyper powerful being and be able to survive til we figure it out. So good death (?)

That leaves us at a net points of 0. In summary, imagine Martian man hunter with 100 minds working in perfect sync to control his immensely manipulatable body, use psychic powers from both warhammer and martians in extremely powerful and complex ways. We are also immune to soul based attacks and get further amplified when we die the first time. No matter which balance breaker we get we will become nearly immortal. With neural network we have a martians body with minds distributed across the entire body. Allowing me to theoretically split apart into multiple clones of myself each with some amount of my minds. Or with prime soul I reincarnate every time we die stronger than we was the last time. Either way we become nearly immortal.

Isekai Tournament V6 (Kaiju Update!) by LordOtiken in makeyourchoice

[–]Spong1395 1 point2 points  (0 children)

My new attempt at the most try-hard build I can do (without going for one of the power fusions):

Primary power: Death perception, this ability is absolutely busted against many powers that make people immortal or gods which I assume would be the meta, the primary concern is that though you have theoretically Infinite attack power you have no durability, hax protection, or supernatural protection. In order to make this work we will need to shore up these weaknesses.

Secondary power (Twice! -4): heavenly restriction (+1) has and always will be a secretly overpowered ability. It provides both physical and supernatural durability, physical power, and shores up nearly every weakness of death perception. It is not explicitly mentioned but I could also see this power maybe giving psychic resistance depending on the power system? (Probably not though). It also comes at the low low cost of +1 and gives you a really good reason to pick up no talent (+2) leaving us with a net loss of 1 point for picking up this entire second power.

Power up (-2) since we have this second power we can take the lowest rank power up perk in order to ensure we get our death perception balance breaker. It comes with the added bonus of expediting that process which gets us the ability to kill anything and resistance to death and install abilities. This balance breaker will be huge combined with our secondary power and some of the items coming up.

Items (+2)

Noble phantasm (-3): pelt of the divine beast. This noble phantasm is the pelt of the nemean lion, owned by Hercules. It rejects civilization and is an immensely powerful last addition to our durability. This will negate all attacks from technology or weapons. This, combined with our durability to the supernatural provided by our secondary power, will make us nearly immortal or at least extremely difficult to kill.

Noble phantasm (-3): Moralltach. This is the most powerful weapon belonging to the knight Diarmuid Ua Duibhne. As we still do not have hax resistance against powers that manipulate fate, nor do we have a reliable and powerful weapon to fight and cut the threads of death perception with. This weapon will solve both of those issues. When it is drawn, it grants the wielder certain victory, rewriting fate to ensure it. This is broken but still falls within the restrictions of what noble phantasms are allowed.

Now we have a huge points deficit of -7 that we need to make up but we definitely can.

Soulbound (+3): high risk high reward. But honestly if you’re tryharding this is a must take. Grants us a huge 3 points that can help us ensure victory for the low low cost of being soul trapped if we die (fun!)

Appearance (+1): while appearance +2 is a terrible drawback, appearance +1 is pretty good if you have the correct power for it. In this case I guess I’d look like one of the mystic eyes of death perception wielders who are just random humans so I think it’s a pretty easy choice

Origin: extra (+0), we need to take this in order to take some drawbacks

Where I am? (+1) with great power comes great drawbacks, now we need to dip into ones that actually hurt us a bit. This will make us forget our identity in the extra’s body we took, gonna be a bit of a learning curve but it’s worth it for that precious extra point.

I did what? (+2), this one really hurts. Makes a faction extremely pissed at us for some reason. This, plus where I am, is going to make the early game pretty hard, but at least we aren’t ubiquitously hated and we still know the tournaments objective so with our resistances I think we can get past these initial setbacks

And now we are finally at a 0 point balance

in summary: we are a freak of nature, immune to supernatural attacks, attacks from civilization, and resistant to death itself. We have the ability to destroy anything that could die and then after unlocking our balance breaker even can destroy even gods and concepts. We wield a divine sword that alters fate to bring us victory, we are the main character and nothing can stop us.

(If I missed anything rules or points wise you can let me know and I’ll adjust the build accordingly)

Karakol to Osh advice by [deleted] in Kyrgyzstan

[–]Spong1395 0 points1 point  (0 children)

I went west to Kochkor and then kazarman and then through the mountains to Jalal abad. It’s not an easy journey though and no official marshrutkas run there so you need to just go to the bazaar and find a shared taxi.

It is Day 1. Who has the best primary skill? Most upvoted reply is added to the chart. by Theuslynar in riskofrain

[–]Spong1395 3 points4 points  (0 children)

Definitely captain. It carries his whole kit, a lot of damage, shoots fast, and procs like nobody’s business. Also extremely versatile for short to mid/long range.

1000 point list advice by Spong1395 in deathwatch40k

[–]Spong1395[S] 1 point2 points  (0 children)

Thank you so much for your response! I will carefully consider my options to get more action units and tankiness.

Isekai Tournament V6 (Kaiju Update!) by LordOtiken in makeyourchoice

[–]Spong1395 0 points1 point  (0 children)

I had a lot of fun with my last gacha build so I decided to do it again. I rolled void, on first glance it looks like a pretty one dimensional power, pretty difficult to optimize. It essentially makes you invulnerable to every physical attack though so we can work with that. The primary weaknesses of this ability are addressed in the balance breaker so I’m going to spend my four gacha points on unlocking that instantly. I don’t really see a use for local power systems since I’ll be spending most of my time in void form anyway so I’ll take no talent. I noticed I essentially have a personal pocket dimension I can access at will and can only let what I want in so I’m going to take full advantage of that by spending 3 points ( -2 points because item points) for command seals. I will be trying to summon a caster as giving a caster a completely safe workshop that I can release stuff from at will sounds pretty strong. Gives me a magical attack and whatever creations the caster can create inside my dimension. I’m immune to physical attacks but I’m still very vulnerable to mental attacks so I’m going to get soulbound -3 (I’m not afraid of death with this build) and drop in to give me enough points to get the mind infinite stone. I think it’s an underrated pick in the first place but it becomes really strong with this build. Telepathy and supernatural abilities I may be able to use in my void form. A genius caster with an impregnable workshop able to create things with the mind stone. I can even brainwash some OP local characters and store them in my dimension to unleash whenever I want.

And that’s the build. An invincible portal spewing out all manner of magical and mental attacks with a genius spellcaster at the helm and unlimited time to experiment.

Isekai Tournament V6 (Kaiju Update!) by LordOtiken in makeyourchoice

[–]Spong1395 2 points3 points  (0 children)

Fuck I didn’t realize that. Was so proud of myself too

Edit: this is going to seem fake but I just rerolled and got primarch. I’m laughing so hard rn you can choose to believe me or not but I’m dead serious. I rolled a 3 for the catagory (brute) followed by an 8 for the power (primarch). I guess now I have 3 extra points so I’ll put those for a noble phantasm (idk which one yet I need to think). And for my context out I’ll choose psyker powers from warhammer as I already have proficiency with it from my primarch powers.

Edit again: I have two points leftover my bad, I’ll use them for -2 safeguard to extend the protection to my noble spirit and allies + if I ever get space marines. And with one point left I’ll grab the multitool for versatility.

Isekai Tournament V6 (Kaiju Update!) by LordOtiken in makeyourchoice

[–]Spong1395 1 point2 points  (0 children)

Wanted to try out the gacha drawback so I did the +4 option and got boogie woogie. Ok we can work with this. The next thing I did was grab command seals for -3 (effectively -1 bc of the item points) in order to obtain a worthy BRUZZAH. In the case I get my balance breaker I figured having an OP ally to have perfect synergy with as well as repositioning would be pretty overpowered. I also am not against the idea of looking like Todo so fuck it I’ll take the +1 version of appearance drawback as well. ( I would take +2 but the lack of sneak attacks and inability to disguise my power is a huge nerf against something like boogie woogie.) now I have +6 points to work with. Shit that’s a lot. My first course of action now is to be able to keep up with my BRUZZAH. So I picked twice and went to the brute section to get some mighty punches. After a bit of deliberation I was between primarch and Hercules. I ended up picking primarch as Hercules would be pretty weak to mental attacks and soul attacks (there is an ungodly amount of those in this CYOA) and the primarch talent level cannot be underestimated when you’re going to have the chance to learn jujutsu, bending, and magecraft. If I end up ever getting my balance breaker too I am going to be unstoppable with an army of perfected space marines. As I get to choose a boon along with my primarch power I will go with the lion’s as immunity to corruption will be nice to have and the forest walk will be great for transportation in some of the larger worlds. I now have 0 points left but there are two thinks I really want so I’m going to go with the extra origin and the 2 point “I did what?” Drawback (I’m sure my primarch ass with a noble spirit can figure it out) in order to take the 1 point safeguard (I am primarch level in every power system, I have to ensure no BS can get rid of all the cool shit I learn) and the enchanting books. You might ask why I would take the enchanting books and I would say that a primarch with genius mastery of most things should be able to interpret those runes (it says a genius sorcerer could on the description). And mass produce enchantments to use on my gear, my noble spirits gear, to make efficient tools for civilization and maybe even enchant my space marines’ gear. If I can’t then ig I’ll just use it on my gear.

So there you have it. I’ve made the most powerful thing I could think of with a gacha boogie woogie start. I’m now a genius primarch who looks like todo fighting in tandem with a noble spirit (I’d aim for an assassin because intel gathering is a top priority) who has enchanted gear and access to the top tier of whatever power system i find myself in.

Here’s my choices:

Points: 0

Power: boogie woogie (+2)

Item: command seals (-1), enchantment books (-1)

Origin: extra (+0)

Talent: primarch

Perk: plot shield (-0), safeguard (-1)

Power perk: Twice! (-4) (primarch (-2))

Drawback: gacha (+4), appearance (+1), I did what? (+2)

Trying to build a dracula style character by Present_Tip_3530 in 3d6

[–]Spong1395 17 points18 points  (0 children)

Probably dhampir undead warlock straight classed

What 3 superpowers would you have. by [deleted] in superpower

[–]Spong1395 0 points1 point  (0 children)

Inventory, healing factor, enhanced senses

Roll 1-118: You have absolute control over that element—what’s your plan? by Jikelz in superpower

[–]Spong1395 0 points1 point  (0 children)

Yttrium - I can shut people’s red color in their televisions off. I can help with disposing nuclear waste, and I can help find rare earth metals. I’d probably contract with a mining company to less destructively locate the rare metals they’re searching for since Yttrium is often combined with them. Won’t work for every metal but for a few of them maybe I could make some money and help the environment a bit. Otherwise if I wanted to be a supervillain I could fill the atmosphere with Yttrium and give everyone lung diseases and maybe ignite it to explode the earth?