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dom6:pretender-god [2024/06/13 15:19]
fenrir [The Death of a god]
dom6:pretender-god [2024/06/28 02:12] (current)
fenrir
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 ==== Dominion 2 ==== ==== Dominion 2 ====
  
-{{:pretenders:dragon_1.png?nolink }} **Dominion 2** forms are largely **Monsters**, beasts of Size 9 or 10. Any player can be a dragon if they so choose, or some other large thing with four legs or wings. As the category name implies, they have a starting Dominion Strength of 2. Monsters are typically expensive and start with two magic levels. Most can barely even [[Research]], however. Their time to shine is well before the late game, when nations might muster similar beings with [[Conjuration]] or [[Construction]].+{{:pretenders:dragon_1.png?nolink }} **Dominion 2** forms are largely **Monsters**, beasts of Size 9 or 10. Any player can be a dragon if they so choose, or some other large thing with four legs or wings. As the category name implies, they have a starting Dominion Strength of 2. Monsters are typically expensive and start with two magic levels. Most can barely even [[Research]], however. Their time to shine is well before the late game, before nations might muster similar beings with [[Conjuration]] or [[Construction]].
  
 ==== Dominion 1 ==== ==== Dominion 1 ====
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 <WRAP center 65%> <WRAP center 65%>
-^ Dominion Strength ^ {{:items:the_copper_arm.png?nolink}} [[Strength]] ^ {{:dom6:stats:mr.png?nolink}} [[Magic Resistance]] ^ {{:abilities:profuse_bleeding.png?nolink}} [[Hit Points]] ^+^ Dominion Strength ^ {{:dom6:stats:str.png?nolink}} [[Strength]] ^ {{:dom6:stats:mr.png?nolink}} [[Magic Resistance]] ^ {{:dom6:stats:hp.png?nolink}} [[Hit Points]] ^
 |  {{scales>Dom10}}  |  +10  |  +5  |  +100%  | |  {{scales>Dom10}}  |  +10  |  +5  |  +100%  |
 |  {{scales>Dom9}}  |  +9  |  +4.5  |  +90%  | |  {{scales>Dom9}}  |  +9  |  +4.5  |  +90%  |
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 </WRAP> </WRAP>
  
-{{:abilities:blessed.png?nolink }} In previous games, a Pretender's body was only Blessed as long as they were within their own Dominion. Now that is no longer the case: they are **always** Blessed. +{{:abilities:blessed.png?nolink }} Pretender's body is automatically [[Bless|Blessed]] within their own Dominion (and nowhere else), and a [[holy|Priest]] cannot change that. All [[Sacred]] troops fighting alongside a Pretender's body are Blessed from the start of battle, within "friendly" Dominion.
 ==== The Death of a god ==== ==== The Death of a god ====
  
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 Re-summoning is done by the **"Call God"** function, performed by Priests. Each turn a Priest calls their Pretender, they add their Priest level **plus-or-minus-1** to a pool; and once that pool reaches 50, the Pretender returns to their capital. If the capital belongs to another nation, a fight ensues. Re-summoning is done by the **"Call God"** function, performed by Priests. Each turn a Priest calls their Pretender, they add their Priest level **plus-or-minus-1** to a pool; and once that pool reaches 50, the Pretender returns to their capital. If the capital belongs to another nation, a fight ensues.
  
-The return to the world is less than glamorous. You have a 50% chance to lose a level of magic skill in a random path, and each level of [[Nature]] magic you have increases the odds by a flat 10%. If this doesn't happen, you lose a point of Dominion Strength instead; and if that can't happen (due to having the minimum Dominion Strength of 1, or due to being a [[Disciple]]), you lose a magic level anyway.+The return to the world is less than glamorous. It fixes much of your body (about the same as an [[Immortal|Immortal's]] [[Recuperation]] pulse), but it may "disenchant" others' perception of you, including those of the forces of magic. You have a 50% chance to lose a level of magic skill in a random path, and each level of [[Nature]] magic you have increases the odds by a flat 10%. If this doesn't happen, you lose a point of Dominion Strength instead; and if that can't happen (due to having the minimum Dominion Strength of 1, or due to being a [[Disciple]]), you lose a magic level anyway.
  
 You are most likely to lose a level of [[Nature]] (due to resurrection being unnatural), and you are least likely to lose [[Death]]. As a walkthrough example, let's say a {{path>F3S3D3N5}} Pretender dies and comes back: You are most likely to lose a level of [[Nature]] (due to resurrection being unnatural), and you are least likely to lose [[Death]]. As a walkthrough example, let's say a {{path>F3S3D3N5}} Pretender dies and comes back:
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   - There's a 50% chance to lose {{path>N1}}. It's not because he has {{path>N5}}, though that level does prevent "Candle" loss; it's just because he has //any// Nature magic at all. Coming back from the dead is unnatural, so Nature has a heads-or-tails chance to look at him weirdly after this.   - There's a 50% chance to lose {{path>N1}}. It's not because he has {{path>N5}}, though that level does prevent "Candle" loss; it's just because he has //any// Nature magic at all. Coming back from the dead is unnatural, so Nature has a heads-or-tails chance to look at him weirdly after this.
   - Otherwise, the path lost is random. That means there should be a 25% chance to lose {{path>F1}}, a 25% chance to lose {{path>S1}}, a 25% chance to lose {{path>D1}}, and a 25% chance to lose {{path>N1}}... right? Well, actually, Death doesn't leave him easily. He has to roll Death **twice** for it to actually be threatened; thus, there's actually a 31.25% (5/16) chance to lose {{path>F1}}, a 31.25% chance to lose {{path>S1}}, a 6.25% (1/16) chance to lose {{path>D1}}, and a 31.25% chance to lose {{path>N1}}.   - Otherwise, the path lost is random. That means there should be a 25% chance to lose {{path>F1}}, a 25% chance to lose {{path>S1}}, a 25% chance to lose {{path>D1}}, and a 25% chance to lose {{path>N1}}... right? Well, actually, Death doesn't leave him easily. He has to roll Death **twice** for it to actually be threatened; thus, there's actually a 31.25% (5/16) chance to lose {{path>F1}}, a 31.25% chance to lose {{path>S1}}, a 6.25% (1/16) chance to lose {{path>D1}}, and a 31.25% chance to lose {{path>N1}}.
-  - Let's say he loses {{path>D1}}: there's a sizeable chance that he **doesn't** lose {{path>D1}}, due to the whole insight on dying and coming back. A 1d12 is rolled; if that is **less than** his Death level before the path loss (or 10, whichever's lower), he effectively doesn't lose that level. In his case, since he has {{path>D3}}, there's a 25% chance that he doesn't lose the {{path>D1}} he was slated to lose.+  - Let's say he loses {{path>D1}}: there's a sizeable chance that he **doesn't** lose {{path>D1}}, due to manipulating the Underworld enough for a relaxing stay. A 1d12 is rolled; if that is **less than or equal to** his Death level before the path loss (or 10, whichever's lower), he effectively doesn't lose that level. In his case, since he has {{path>D3}}, there's a 25% chance that he doesn't lose the {{path>D1}} he was slated to lose.
   - Finally, there's one more element: he could have learned something from the afterlife.   - Finally, there's one more element: he could have learned something from the afterlife.
       - If he didn't lose {{path>D1}}, there would normally be a 15% chance that he **gains +{{path>D1}}** from the Underworld, but this can't bring him over {{path>D3}} so he gains nothing.        - If he didn't lose {{path>D1}}, there would normally be a 15% chance that he **gains +{{path>D1}}** from the Underworld, but this can't bring him over {{path>D3}} so he gains nothing. 
-      - If/since he didn't gain from the Underworld, there would normally be a 1% chance that he **gains +{{path>S1}}** from Heaven (or the Void, or that weird near-death experience) if he didn't lose {{path>S1}}; but again, this can't bring him over {{path>S3}}, so that's out of the window. +      - Since he didn't gain from the Underworld, there would normally be a 1% chance that he **gains +{{path>S1}}** from Heaven (or the Void, or that weird near-death experience) if he didn't lose {{path>S1}}; but again, this can't bring him over {{path>S3}}, so that's out of the window. 
-      - Lastly, if/since the above two don't apply, there's a 1% chance that he **gains +{{path>B1}}** from Hell. This //also// can't bring someone above {{path>B3}}. This is the only avenue of path growth available to him from dying and coming back, due to his path spread.+      - Lastly, since the above two don't apply, there's a 1% chance that he **gains +{{path>B1}}** from Hell. This //also// can't bring someone above {{path>B3}}, and it //also// doesn't kick in if {{path>B1}} is lost. This is the only avenue of path growth available to him from dying and coming back, due to his path spread.
  
 In summary, the probability of each of the possible outcomes for this specific guy is: In summary, the probability of each of the possible outcomes for this specific guy is:
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   * 0.78125% chance of losing nothing (1/128)   * 0.78125% chance of losing nothing (1/128)
   * 1% chance of gaining {{path>B1}} (**independent of the above**)   * 1% chance of gaining {{path>B1}} (**independent of the above**)
 +
 +The maximum chance you can get for losing absolutely nothing upon recall is 5-in-6, by having {{scales>Dom1}} and {{path>D10}} with no other paths. {{scales>Dom2}} or higher makes the chance 5-in-12 instead. Alternatively, you could play as [[ur-ea|Ur]] or [[uruk-ma|Uruk]], to neither lose **nor gain** from your experience.
dom6/pretender-god.1718291968.txt.gz · Last modified: 2024/06/13 15:19 by fenrir