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B3 Chapter 69 (Annals)

  Angar cycled methodically through every other Class currently displayed on offer, examining each Ability with the meticulousness of an inquisitor.

  Some were competent, a few even tempting in isolation, but not a single one approached the power and utility of Mechanosis.

  Though he'd promised Spirit he wouldn't take it, he even reviewed Machina Divina. All its five Abilities remained shackled to the poor metric of his 24% body mass loss, offering nothing resembling the unconditional, permanent benefits Mechanosis bestowed.

  One of the most exorbitant-priced treasures available in the entire repository of the Thorned Chalice was the Implant Enhancer he’d picked, which granted a 25% enhancement to a single cybernetic.

  Mechanosis, when taken to its sacred conclusion, delivered 16% across every implant installed, layered perpetual regeneration upon both flesh and armor, and culminated in an Adroitness increase, all in an always active, cost-free buff.

  The only conceivable alternative, the only true opportunity cost worth considering, was not getting it, preserving the tokens untouched for trade, using Glory Points as he'd long ago vowed, always on Adroitness.

  But that was the reasoning of a quartermaster, not a wise course for a Knight valuing power and his tally of dead enemies over accumulating resources.

  Not taking Anima Cybernetica, considering all this, would be foolish, like an act of self-sabotage.

  There was, when the matter was stripped to its bone and marrow, no true choice at all.

  Only one path was righteous.

  He’d take Mechanosis wholly and at once, the way he’d commit to a last charge, and Lightning Storm and all else would remain sealed behind a door that was about to be welded shut by his own hand.

  But he still winced at the thought of what he was about to do, the sheer waste of it all, and hesitated, losing confidence, taking the time to think the plan through once more.

  Was he rushing this, being foolishly impatient?

  Doubtful. Only pragmatic.

  That he had the patience to plan and hold off on improving everything proved he was thinking strategically.

  True waste would be forgoing Mechanosis or delaying its entire enhancement for the sake of wealth, entering the Crusade’s final weeks and whatever battles awaited beyond as a lesser man.

  In hand, he commanded four Ability Upgrades, with four more slated to be gained during the climb to 99.

  For Ability Options, he held two. Another would arrive at level 91, eight grueling levels distant.

  Presently, he held one Class Option from his ascent to level 83, but no further would come his way naturally.

  Those could acquire an entire Class, providing one Ability from it for free, or the last and most powerful Sacred Upgrade of an Ability.

  Ability Options were less valuable, meant to acquire the additional Abilities a Class offered, or the first and second Sacred Upgrades.

  He invoked an Ability Reset upon Lightning Bolt, reclaiming the precious Class Option once unwisely and impatiently expended to acquire it, along with the other resources.

  It galled him, using a precious reset for this, but the original mistake had been greater. Correcting it now freed the scarcer resource for its proper purpose.

  He winced again.

  He'd used a very valuable token, in effect, to save 20 Glory Points.

  But that was a significant tally, close to what most normal first-Realm Knights would attain throughout this whole Crusade.

  Still, he winced.

  That Option secured the Anima Cybernetica Class, granting him one Ability from its grim collection.

  He chose Mechanosis, of course, the only one he was interested in, then expended four Ability Upgrades and two Ability Options on its Sacred Upgrades, alongside the second Class Option.

  Power coursed through his frame, alighting his body and augmentations with a constant thunder, causing his skin to buzz.

  And the new Adroitness hit like a jolt, with limbs lighter, thoughts faster, the world slowed fractionally. It felt like more than an increase of two points, like they'd compounded somehow, demanded he recalibrate both mind and movements.

  He still had much left to do, so he forced himself to settle back onto the cot and continue with his plan.

  From the Lightning Bolt refund he now held seven Ability Upgrades and two Ability Options.

  Though of limited use so far, Lightning Bolt was extremely powerful despite its two flaws.

  The first, its apex width, could be fixed by widening it with the Enhancers he’d receive ascending through the second Realm.

  The second couldn’t be fixed, but wasn’t a major concern. When the Ability was employed against a single enemy possessing some way to escape its channel, such as the Swarm, it sputtered out.

  Still, its limited use was the deciding factor in holding off on fully improving Lightning Bolt now rather than Lightning Strike, which had six Upgrades applied, greatly increasing its damage, tripling it while adding an area-of-effect too.

  He only left off its Zeal option. Doing double damage to armor sounded great, but it seemed like a trap. As far as he knew, lightning conducted through while doing no significant harm to metal, so doubling that would accomplish nothing.

  With the two remaining Ability Options, he returned Lightning Bolt to his arsenal and unlocked its first Sacred Upgrade.

  The last remaining Ability Upgrade halved its cooldown.

  He needed six more for it, and only four would come from leveling, leaving him two short.

  He could bleed 50 Glory Points for purchases, but fate seemed to mock him with that exact deficit, mirroring the two Zeal Upgrades he now viewed as dead weight, ripe for excision.

  Thus, he deployed two Ability Upgrade Reset tokens on Tempest and Ground Current, reclaiming those pair, reapplying the rest.

  The Zeal Upgrade on Lightning Bolt halved its significant cost from 8 to 4 Energy, or what would be 8 when it was fully enhanced. He still had to consider one-on-one fights, so saw this one as an efficiency, not wasteful, and reinstated it, along with Mighty.

  Though it couldn’t be applied until the second was unlocked at 91, he still needed a Class Option for its final Sacred Upgrade.

  He had no choice but to spend Glory Points acquiring it.

  That expenditure devoured 90 of his recent 169 Glory Point windfall, plummeting his total from 418 back to 328.

  Still enough to purchase an Adroitness increase, which he excitedly did.

  This time, with two points gained one right after the other, three total increases in a short period, it struck like a hammer blow to the senses.

  His limbs felt lighter than they had any right to be, thoughts racing ahead of his own intent, the whole world seeming to lag behind his ability to process.

  The disorientation was exhilarating, almost dizzying, and he could no longer remain seated.

  He pushed to his feet, pacing the barracks as he forced his body to adjust to the new geometry of motion.

  Then, when he could force his body to, he sat back on his bunk.

  He'd also accrued another Attribute and Stat Point at level 80 and 81, funneled without hesitation into Body and Physique, fortifying the vessel that bore his wrath.

  This, in turn, trickled to Resilience and Power Level.

  The two Attribute Points and two Stat Points he’d applied since level 75 worked out to 3 increases to Body, and 5 to Physique.

  As the system considered this 5 Stat Point applications to Resilience and Power Level, going from 71 to 76, at both the 72 and 76 mark, Mind and Spirit increased by 1.

  Mind, of course, swelled by 2 from the Discernment of Solomon sacred rite.

  But there was another result as well, that given when Physique gloriously crested the natural threshold of 100 points.

  An achievement had flared across his vision before, the instant the allocation had settled, its Glory Point award already factored into his total.

  A Glorious Achievement!

  Valiant Crusader, indomitable Champion of the Holy Trinity, your Physique Stat, the sacred union of towering size and apocalyptic strength, has thundered past the hallowed threshold of 100 in natural score, forged ever harder for the apocalyptic wars and righteous battles yet to descend upon this blighted galaxy.

  Your sinews, infused with Holy might, sing with the fury of a siege engine, exalted in the glorious hymn of righteous violence. Anointed now with the sweat of Divine exertion and the blood of the unholy, you stand ready to rend apart the blasphemous horrors of the infernal abyss with nothing but the sanctified brutality of your powerful thews as you stride ever along the Glorious Path.

  Glory Points bestowed: 3

  For God and Empire!

  With the selections complete, the transformations sealed indelibly in the steadfast ledger of his soul, Angar rose from the edge of his cot in the first-Realm Hedge-Knight prefab barracks.

  Mechanosis flooded his frame with Holy thunder, every implant and sinew humming with unceasing power.

  The fresh surge of Adroitness layered atop it felt amazing, sharpened his edge and movements, and he couldn’t wait to try out the upgraded Lighting Strike.

  Exiting the building, he turned his helm toward the depths of Fort Acre, where worship service would be held under a large awning of a makeshift chapel.

  This was the day he and his companions were scheduled to attend the great New Year Mass.

  Simo would be there, and they needed to speak. The silence between them had festered far too long, a wound left untended, and Angar would let it stand no longer.

  After Mass, after speaking with Simo, he’d seek out a confessor. There was one he’d used a few times before, a drunkard who gave reasonable penance. For the sin of coveting a married woman, just a solitary ‘God’s Wrath Knows No Mercy’ recited on knees.

  He would unburden his soul, or at least attempt to, before the guilt consumed what little peace remained to him.

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  All this week, the last of December, the streets and plazas of Fort Acre caroused with sanctioned revelry and carnival to ring in the New Year, and this too was the day Angar and his companions were scheduled to enjoy it.

  All the Knights Crusading on Abyssalhome, all the Ecclesiastics, all the Laymen fighters and service crews released from vigil rota, all had to rotate through the base, partake in the carnival, and attend one of the daily New Year Masses.

  Streamers of gold and white emblazoned with the Trey hung across every street, dangling from every prefab, the smell of spiced cider and charred meat mingled with gun-oil and sacred unguents.

  Off-duty Laymen in ragged attire filled the thoroughfare, interposed with clergy and a Knight here and there, the grim-faced brothers of several Ordos keeping the peace, allowing themselves thin smiles behind their plastic faceguards.

  That night, informal balls would be held in various sectors of the fort, separated by estate and Realm, these events standard for New Year, all this regardless of the increased threat of the terminal investment, or despite it.

  And this night, too, was the night he and Garioch had secretly arranged a private chamber and dancers rented at ridiculous expense, with libations plenty.

  A proper celebration, however belated, for a man who had ascended to the second Realm with no trumpet or laurel, only blood and battle.

  Simo deserved that much, and more.

  Angar paused in an empty alleyway, drew forth the folded missive from Fella, its perfume now the faintest ghost upon the parchment, but still enough to twist something behind his ribs.

  He pressed it once to his grille as though it were a Holy relic, then tucked it away again.

  With a slight flash of will he summoned the panes of his Annals, the bright script glowing in the always-overcast daylight as he strode on toward the makeshift chapel, eyes scanning across the altered numbers, the changed Abilities, the fresh weight of Mechanosis already settled beneath his skin like a Divine blessing.

  ANNALS OF SIR ANGAR MECIA (SAINT KRAKUS, ERIM, ZANAYA, EENGURRA)

  Age: 16

  Social: Holy Knight, Private, Lay Rank - Baron (liege lord of the planet Tribute, consisting of 42 fiefs. Direct ruler of one fief, Mecia, the other 41 sworn as vassals. Tribute has less than 6 million subjects and a negative income. For a detailed breakdown of the nominal ledger, tap here.)

  Chapter: The Smallest Spark

  Tier: 3

  Rank: Exemplar

  Level: 83

  XP: 1%

  Glory Points: 28

  Voluvicas Credits: 79

  ATTRIBUTES, STATS, AND ADROITNESS

  (Each Attribute Point increases all Stats governed by that Attribute by 1. Applying 4 Stat Points to the same Stat will increase the governing Attribute by 1. Numbers in (parentheses) include increases from items.)

  BODY (Physical Attributes): With 21 AP applied – 67 (80)

  Physique (Size/Strength): With 21 SP applied – 100 (112)

  Endurance (Stamina/Health): 83 (96)

  Toughness (Physical Durability/Resistance): 92 (193)

  MIND (Non-Physical Attributes): 55

  Competence (Skills/Insight): 61

  Cognizance (Awareness/Perception): 69 (75)

  Resilience (Non-Physical Durability/Resistance): With 76 SP applied – 142 (150)

  SPIRIT (Metaphysical Attributes): 38 (41)

  Power Level (PL) (Ability Damage and Effectiveness): With 76 SP applied – 115 (118)

  Energy (Resource for Powers shown as Energy Points equal to 3 + (Energy Stat x 3)): 38 (41)

  Charges (Increases the number of times certain Abilities can be used per combat): 38 (41)

  ADROITNESS (Finesse/Reaction/Speed): 11 (12)

  RESOURCES

  Current/Maximum Energy Points: 123/126

  Current/Maximum Charges: 39/41

  CLASSES

  1 – DIVINE STORM:

  This Class has unknown requirements. This Class is reserved. Hidden requirement 1 met. Hidden requirement 2 met. Hidden requirement 3 met. Description not available. Lightning damage has a chance to stun.

  2 – ANIMA CYBERNETICA

  In the grim forge of flesh and machine, the Anima Cybernetica emerges as a symbiotic harbinger of wrath, channeling augmented might to scourge the legions of evil in close combat.

  These warriors fight without mercy, turning the tide of battle with Energy Drain, sapping life from foes in a radial pulse and turning it into Energy, fueling their own reserves. Nano Swarm deploys devouring nanites in a destructive storm, eroding nearby adversaries. Mechanosis ignites powerful enhancements, boosting implants to new peaks.

  SKILLS

  (15 Skill Points available)

  Acrobatics 3

  Armor, Heavy Armor, Power Armor, Crusader Armor 3

  Blocking Tactics 3

  Close Combat 3

  Close Weapons, Blunt Weapons, Hammers, Power Hammers 3

  Close Weapons, Hand-to-Hand, Strikes, Clawed Weapons 3

  Disarming Tactics 3

  Electrokinesis 3

  First Aid 3

  Mechanical Repair 3

  Meditation 3

  Melee Mastery 3

  Psionic Energy Manipulation 3

  Psychic Defenses 3

  FEATS

  ALACRITY OF ANGULIMALA: Your exceptional agility and swiftness grant you an almost preternatural awareness of impending danger, enhancing Adroitness by 1 point.

  BLESSING OF AL-KHIDR: Your intuition blurs the line between the apparent and the hidden, allowing you to discern deeper esoteric truths beyond what is immediately visible, guided by your faithful gut instincts.

  BODHI OF SIDDHARTHA: Beyond the Dibba-Cakkhu, your whole mind partially awakens, granting some clarity and awareness, enhancing general psychic ability and control, allowing deeper insight, extended range, and reduced mental strain in use.

  ENLIGHTENED GRASP OF SARIPUTTA: Your insight mirrors the foremost disciple's razor-sharp perspicacity, allowing you to swiftly analyze complex patterns in enigmas or combat, granting enhanced strategic foresight and the ability to predict and react to an opponent's next move with uncanny accuracy.

  GRACE OF THE BLESSED MOTHER: Your bond with blessed Mother Mi Alcyone infuses you with a spark of her Divine purity, increasing your Spirit by 1 point and granting resistance to dark whispers and corruption beyond what is reflected in the Resilience Stat.

  LIGHT OF THE WORLD: And because he needed not that any should give testimony of man: for he knew what was in man.

  MIND OF SHALOTH’ESHK: Unlocks psychic potential.

  PROWESS OF BHIMA: Your might echoes with unyielding power, enhancing Physique by 2 points, while also increasing by 1 point each minute a foe is felled in battle, stacking against overwhelming odds. The effect enhances strength, not size.

  RAVANA’S BOON: Your ability to slowly regenerate applies to all injuries that do not immediately kill you. This minor regeneration effect cumulatively enhances (stacks with) most other sources of regeneration.

  RIGHTEOUS REBUKER: Your resistance to temptation, reflecting Jesus' obedience to God's will, fortifies against the corrupting whispers, temptations, and influences from creatures of Hell, effectively elevating your Tier by 1 for the exclusive purpose of resisting these influences.

  ABILITIES

  (Selected Upgrades Bolded. Cooldown and cost reflect selected Upgrades in parentheticals. Ability description does not reflect selected Upgrades.)

  From Divine Storm:

  1 – GROUND CURRENT:

  Transform into charged particles, allowing near-instantaneous travel through the ground up to 3 + (0.5 x PL) meters. You are mostly immune to damage and effects during this travel.

  Cooldown: 30 seconds (15 seconds)

  Cost: 2 Energy

  Upgrades:

  Enduring 1: Increase travel distance to 3 + PL meters.

  Enduring 2: Increase travel distance to 3 + (1.5 x PL) meters.

  Fervor: Gain immunity to most attacks and control effects for 1 second after exiting the ground.

  Merciless 1: Stun all targets within 1.5 meters of your exit point for 0.5 seconds.

  Merciless 2: Stun all targets within 3 meters of your exit point for 1 second.

  Mighty: Add 0.1 x PL lightning damage to your close weapon attacks for 3 seconds post-exit.

  Rage: Halves cooldown.

  Zeal: Halves Energy cost.

  Sacred Upgrades:

  (A) Geomagnetic Phenomena 1: Strike all targets within 1.5 meters of where you exit the ground with a lightning bolt dealing PL damage, suppressing any permanent regeneration effect targets may have for 1 second.

  (A) Geomagnetic Phenomena 2: Strike all targets within 3 meters of where you exit the ground with a lightning bolt dealing 2 x PL damage, suppressing regeneration for 2 seconds.

  (C) Geomagnetic Phenomena 3: Lightning damage from Geomagnetic Phenomena 1 and 2 forks to a new target within 3 meters inflicting half damage, then forks to a new target within 3 meters inflicting a quarter damage. Additionally, for 2 seconds after use, allows an additional use of Ground Current at no energy cost if a target moves more than 4 meters away, but the cooldown is reset and only Enduring 1 and 2 apply to this use.

  2 – TEMPEST:

  Hold your hands together or your close weapon with both hands and spin rapidly for 3 seconds, dealing an extra PL physical damage per hit to all targets in range. You can move while spinning.

  Cooldown: 1 minute (30 Seconds)

  Cost: 4 Energy, 1 Charge

  Upgrades:

  Enduring 1: Spin duration increases to 4.5 seconds.

  Enduring 2: Spin duration increases to 6 seconds.

  Fervor: No Charge required, but cooldown increases to 4 minutes.

  Merciless: Hit targets are slowed by 50% and your speed is boosted by 50% for 2 seconds. Does not stack.

  Mighty 1: Deal 1.5 x PL damage per hit.

  Mighty 2: Deal 2 x PL damage per hit.

  Rage: Halves cooldown.

  Zeal: Halves Energy cost.

  Sacred Upgrades:

  (A) Thunderstorm 1: Lightning extends 3 meters from the tip of your weapon, dealing 0.5 x PL damage every second. Mighty 1 and 2 increase damage to 0.75 x PL and PL respectively.

  (A) Thunderstorm 2: Thunderstorm now starts at 0.33 x PL damage, but lightning damage increases by 0.33 x PL each second and range is extended by 1 meter per second. Mighty 1 and 2 increase initial damage to 0.5 x PL and .66 x PL respectively.

  (C) Thunderstorm 3: Mitigate 90% of incoming damage and resist 90% of negative effects while spinning. Additionally, lightning damage from Thunderstorm 1 and 2 forks to a new target within 3 meters inflicting half damage, then forks to a new target within 3 meters inflicting a quarter damage.

  3 – LIGHTNING STRIKE:

  Empower your hand or close weapon with lightning, causing your next strike to inflict PL damage.

  Cooldown: 12 seconds (6 seconds)

  Cost: 1 Energy (3 Energy)

  Upgrades:

  Enduring: Requires a Charge to use but empowers your next 3 strikes.

  Fervor 1: Lightning forks to 1 additional target within 1.5 meters, but Energy cost increases to 2.

  Fervor 2: Lightning forks to 2 additional targets within 2 meters, but Energy cost increases to 3.

  Merciless: For every point of Energy spent, increase damage by 0.33 x PL.

  Mighty 1: Deal 1.5 x PL damage.

  Mighty 2: Deal 2 x PL damage.

  Rage: Halves cooldown.

  Zeal: If Lightning Strike only damages armor, its damage is doubled.

  Sacred Upgrades:

  (A) Eye of the Storm 1: A shield envelops your body, absorbing 0.33 x PL damage for 1 second or until removed by incoming damage.

  (A) Eye of the Storm 2: A shield envelops your body, absorbing 0.66 x PL damage for 2 seconds or until removed by incoming damage.

  (C) Eye of the Storm 3: A shield envelops your body, absorbing PL damage for 3 seconds or until removed by incoming damage. Upon shield expiration, gain damage mitigation equal to PL percentage for 3 seconds (soft cap at 50%).

  4 - LIGHTNING BOLT

  Strike a target with a bolt of lightning released from your hand or weapon, dealing 2 x PL to a target within 6 meters immediately and every 0.5 seconds for 2.5 seconds.

  Cooldown: 2 minute (1 minute)

  Cost: 4 (2) Energy, 1 Charge

  Upgrades:

  Enduring 1: Increase range to 9 meters.

  Enduring 2: Increase range to 12 meters.

  Fervor 1: Lightning spreads in a 30-degree cone centered on the target, hitting all within, but Energy cost increases to 6.

  Fervor 2: Lightning spreads in a 60-degree cone centered on the target, hitting all within, but Energy cost increases to 8.

  Merciless: Doubles the chance to stun affected targets.

  Mighty: Increase damage to 3 x PL.

  Rage: Halves cooldown.

  Zeal: Halves Energy cost.

  Sacred Upgrades:

  (A) Bolt from the Blue 1: Releases a second bolt dealing 50% damage. With Fervor 1/2, applies to all targets hit, reduced to 12.5%/25% damage.

  (A) Bolt from the Blue 2: Second bolt deals 100% damage. With Fervor 1/2, applies at 25%/50% damage.

  (C) Bolt from the Blue 3: Second bolt forks to a new target within 3 meters for half damage, then forks again for a quarter damage. With Fervor, forks apply per target hit.

  From Anima Cybernetica

  1 – MECHANOSIS

  Toggle a perpetual cybernetic fusion, enhancing all implant variables (e.g., damage, range, durability, neural signal speed, toxin resistance) by 10%. Remains active until deactivated or energy is depleted. (Note: enhancements from this Ability to implant-boosted characteristics count as buffs and are not shown in the Annals' values, even if permanently activated by Techno-Ascension 3.)

  Cooldown: None

  Cost: Drains 2 Energy every 15 seconds (None)

  Upgrades:

  Enduring 1: Gain (Body Mass Loss/8)% damage mitigation for implants and self.

  Enduring 2: Gain (Body Mass Loss/4)% damage mitigation for implants, self, and armor.

  Fervor: Improve any EMP resistance sources (e.g., built-in or from cyberware or armor mods) by (Body Mass Loss /4)%.

  Merciless: Increase damage of Energy-costing cybernetic attacks by (Body Mass Loss/3)%.

  Mighty 1: Improve all implant variables by 13%.

  Mighty 2: Improve all implant variables by 16%.

  Rage: Increase effective range of Energy-costing cybernetic attacks by (Body Mass Loss/2.5)%.

  Zeal: Improve any EMP shielding sources (e.g., built-in or from cyberware or armor mods) by (Body Mass Loss/4)%.

  Sacred Upgrades:

  (A) Techno-Ascension 1: Grant a minor repair effect to damaged cybernetics and reduce drain to 1 Energy every 15 seconds.

  (A) Techno-Ascension 2: Grant a minor regeneration effect (stacking with most other sources) and reduce drain to 1 Energy every minute.

  (C) Techno-Ascension 3: Increase Adroitness by 1 and Mechanosis becomes a permanent, always-active buff with no Energy cost.

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