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dom6:pretenders [2025/10/14 19:27] wigglefig |
dom6:pretenders [2025/10/14 21:48] (current) wigglefig rewording immortality section |
| In the Pretender design interface, chassis are organised according to their base dominion strength, which is either 1, 2, 3 or 4. Chassis of dominion strength 1 are typically humanoid mages who can inexpensively purchase new magic paths. Chassis of dominion strength 2 are typically monsters (dragons, great serpents, etc.) which are physically powerful from the beginning of the game, but can only purchase new magic paths at great expense. Chassis of dominion strength 3 are "titans", giant humanoid creatures which are often more flexible than monsters but less durable at the baseline. Chassis of dominion strength 4 are typically immobile statues or monuments, which are very durable and can purchase new magic paths at moderate cost, but cannot move on their own. Note that there are exceptions in each category. | In the Pretender design interface, chassis are organised according to their base dominion strength, which is either 1, 2, 3 or 4. Chassis of dominion strength 1 are typically humanoid mages who can inexpensively purchase new magic paths. Chassis of dominion strength 2 are typically monsters (dragons, great serpents, etc.) which are physically powerful from the beginning of the game, but can only purchase new magic paths at great expense. Chassis of dominion strength 3 are "titans", giant humanoid creatures which are often more flexible than monsters but less durable at the baseline. Chassis of dominion strength 4 are typically immobile statues or monuments, which are very durable and can purchase new magic paths at moderate cost, but cannot move on their own. Note that there are exceptions in each category. |
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| In Dominions 6, certain chassis also alter the limits on [[#scales]], which can usually only be increased or decreased by 2 from the default for that nation. For example, choosing the ??Great Mother?? for the chassis of your pretender allows you to take up to {{scales>G3}}, instead of only {{scales>G2}}. The lower limit moves up in tandem; in the ??Great Mother?? example, the Growth scale could go to at most {{scales>De1}}, up from {{scales>De2}}. Changes to scale limits from Pretender chassis do not stack with national scale limit changes. For example, choosing the ??Void Lord?? (which usually allows taking +1 Magic scale) on [[r-lyeh-la|LA R'lyeh]] (which natively allows +1 Magic limit) still results in a maximum magic scale of {{scales>Ma3}}. | In Dominions 6, certain chassis also alter the limits on [[#scales]], which can usually only be increased or decreased by 2 from the default for that nation. For example, choosing the ??Great Mother?? for your pretender allows you to take up to {{scales>G3}}, instead of only {{scales>G2}}. The lower limit moves up in tandem; in the ??Great Mother?? example, the Growth scale could go to at most {{scales>De1}}, up from {{scales>De2}}. Changes to scale limits from Pretender chassis do not stack with national scale limit changes. For example, choosing the ??Void Lord?? (which usually allows taking +1 Magic scale) on [[r-lyeh-la|LA R'lyeh]] (which natively allows +1 Magic limit) still results in a maximum magic scale of {{scales>Ma3}}. |
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| The base paths and scale limit changes of each pretender can be made visible by pressing TAB on the Chassis select screen. | The base paths and scale limit changes of each pretender can be made visible by pressing TAB on the Chassis select screen. |
| ====Magic Paths==== | ====Magic Paths==== |
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| Additional magic paths over the baseline for a chassis may be purchased using design points. Purchasing higher levels in magic over a chassis' default for that path costs 8 × level of path over default. The exception is purchasing the first level of a totally new path, which costs 10 to 80 points depending on chassis. | Additional magic paths over the baseline for a chassis may be purchased using design points. Purchasing higher levels in magic over a chassis' default for that path costs increasing amounts of design points: each new level of magic costs 8 × level of path over default. The exception is purchasing the first level of a totally new path, which costs 10 to 80 points depending on chassis. |
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| | This increasing cost means that it is significantly cheaper to purchase a high level of a particular path if the pretender chassis begins with that path by default. |
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| ^Additional Path Level ^ Additional Cost ^ Total Cost ^ | ^Additional Path Level ^ Additional Cost ^ Total Cost ^ |
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| ===Bless Points=== | ===Bless Points=== |
| //See [[Blesses]] for more information.// | //See [[Bless|Blesses]] for more information.// |
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| Every level of skill a pretender has in a magic path over 1 provides 1 bless point. Bless points can be used to purchase blesses that the pretender's magic paths and scales fulfil the prerequisites for. | Every level of skill a pretender has in a magic path over 1 provides 1 bless point. Bless points can be used to purchase blesses that the pretender's magic paths and scales fulfil the prerequisites for. |
| Dominion strength represents how fervently your pretender is worshipped by their people. | Dominion strength represents how fervently your pretender is worshipped by their people. |
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| The dominion strength of a pretender can be increased over the baseline for that chassis using design points. Each point of dominion strength costs 7 × additional dominion strength over default. This means that it gets more expensive to purchase dominion as it increases. Chassis that begin with dominion strength 4 are usually preferable if very high dominion strength (9-10) is desired. | The dominion strength of a pretender can be increased over the baseline for that chassis using design points. Each point of dominion strength costs an increasing amount of design points: 7 × additional dominion strength over default. This means that it gets more expensive to purchase dominion as it increases. Chassis that begin with dominion strength 4 are usually preferable if very high dominion strength (9-10) is desired. |
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| Dominion strength determines how many [[sacred|sacreds]] you are able to recruit in any one province. It also increases the likelihood that your pretender's dominion will spread into lands which already contain enemy dominion, better spreading your pretender's influence through the world. | Dominion strength determines how many [[sacred|sacreds]] you are able to recruit in any one province. It also increases the likelihood that your pretender's dominion will spread into lands which already contain enemy dominion, better spreading your pretender's influence through the world. |
| The six scales represent the character of the pretender's dominion, and how the worship of that pretender influences the provinces it has dominion over. For example, a pretender whose dominion is strong in Growth and Productivity will cause provinces it has dominion in to grow more rapidly and provide many resources for building units. On the other hand, a pretender whose dominion is strong in Death and Misfortune will cause its provinces to not grow, or even lose population, and experience more unfortunate events. | The six scales represent the character of the pretender's dominion, and how the worship of that pretender influences the provinces it has dominion over. For example, a pretender whose dominion is strong in Growth and Productivity will cause provinces it has dominion in to grow more rapidly and provide many resources for building units. On the other hand, a pretender whose dominion is strong in Death and Misfortune will cause its provinces to not grow, or even lose population, and experience more unfortunate events. |
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| By default, scales can be increased or decreased by 2 at most. Increasing a scale improves its benefits but costs 40 design points, while decreasing a scale causes penalties but grants 40 design points. Certain nations, and certain pretender chassis, will alter these increase/decrease limits, allowing them to be increase or decreased more. | By default, scales can be increased or decreased by 2 at most. Increasing a scale improves its benefits but costs 40 design points, while decreasing a scale causes penalties but grants 40 design points. The temperature scale is an exception; both decreasing and increasing the scale away from default grants 40 design points. Certain nations, and certain pretender chassis, will alter these increase/decrease limits, allowing them to be increased or decreased more. |
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| ====Awakening==== | ====Awakening==== |
| ====Death and Recall==== | ====Death and Recall==== |
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| {{:pretenders:fountain_of_blood.png?nolink |}}If a pretender dies it is not permanently dead; instead, it can be recalled using priests. To bring back a Pretender God which has died, around 50 priest-level turns must be spent using the Call God command to recall them. The amount of recall points generated is [Holy level + 1d3 -2] according to [[user:loggy:callgod | Loggy's tests]]. Priests with an Elegist bonus receive additional priest levels for this purpose. | {{:pretenders:fountain_of_blood.png?nolink |}}If a pretender dies, it is not permanently dead; instead, it can be recalled using priests. To bring back a Pretender God which has died, around 50 priest-level turns must be spent using the Call God command to recall them. The amount of recall points generated is [Holy level + 1d3 -2] according to [[user:loggy:callgod | Loggy's tests]]. Priests with an Elegist bonus receive additional priest levels for this purpose. |
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| In [[Disciples]] games, the priests of the Pretender God can assist in recalling any dead Disciple God on their team. Any Disciple nation's priests can also help recall the main Pretender God, but not other Disciples than their own nation's. | In [[Disciples]] games, the priests of the Pretender God can assist in recalling any dead Disciple God on their team. Any Disciple nation's priests can also help recall the main Pretender God, but not other Disciples than their own nation's. |
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| Although Pretenders can be recalled from death, it can still have consequences. Unless the god is immortal (and wasn't killed by Soul Slay) or its nation is Ur/Uruk, death can result in the potential loss of one level of a magic path to a limit of 0, biased or the loss of a point of Dominion, to a base level of 1. The chance of losing a magic path is [50% + 10% / level of Nature] (in tests 80% with any nature paths). If the pretender had no magic paths, it will automatically lose one point of dominion strength. Nature magic is the most likely to be lost (~80-90%), death the least likely. There is also about a 20% chance for a pretender to gain either {{path>D1}} Death, {{path>S1}} Astral, or {{path>B1}} Blood magic on recall, in addition to any other effects. | Although Pretenders can be recalled from death, it can still have consequences. Unless the god is immortal (and wasn't killed by Soul Slay) or its nation is Ur/Uruk, death can result in the potential loss of one level of a magic path, to a limit of 0, or the loss of a point of Dominion, to a base level of 1. The chance of losing a magic path is [50% + 10% / level of Nature] (in tests 80% with any nature paths). If the pretender had no magic paths, it will automatically lose one point of dominion strength. Nature magic is the most likely to be lost (~80-90%), death the least likely. There is also about a 20% chance for a pretender to gain either {{path>D1}} Death, {{path>S1}} Astral, or {{path>B1}} Blood magic on recall, in addition to any other effects. |
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| Your Pretender God once recalled will always appear in your capital province. If you own the province the Pretender will spawn inside the fort - even if your capital is under siege. If you have lost your capital province the pretender will spawn outside the walls. | On recall, the Pretender will spawn in your capital province. If you own the province, the Pretender will spawn inside the fort - even if your capital is under siege. If you have lost your capital province, the pretender will spawn outside the walls. |
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| Upon a Pretender God's return, a heal check is rolled against any [[Afflictions]] they picked up, including Disease, but not the Cursed status or [[Horror Mark|Horror Marks]]. | Upon a Pretender God's return, a heal check is rolled against any [[Afflictions]] they picked up, including Disease, but not the Cursed status or [[Horror Mark|Horror Marks]]. |
| ==Immortality== | ==Immortality== |
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| <WRAP column 40px centeralign>{{ :abilities:immortal.png |}}</WRAP>Pretenders with the [[Immortal]] trait respawn automatically after a while and **cannot** be recalled. The latter can be a boon on nations with weak priests or a curse on nations with strong priests. If their soul is destroyed, they are treated as normal gods, meaning they may lose paths and must be recalled. | <WRAP column 40px centeralign>{{ :abilities:immortal.png |}}</WRAP>Pretenders with the [[Immortal]] trait respawn automatically after a while and cannot be recalled. The latter can be a boon on nations with weak priests or a curse on nations with strong priests. If they are killed by a soul-slaying effect that would normally prevent immortal units from respawning (e.g. ??Soul Slay??, ??Ethereal Crossbow??), they are treated as a normal pretender and must be recalled to return to life. |
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| ==Ur/Uruk Pretenders== | ==Ur/Uruk Pretenders== |