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dom6:pretenders [2025/10/14 20:44] wigglefig |
dom6:pretenders [2025/10/14 21:48] (current) wigglefig rewording immortality section |
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| ====Magic Paths==== | ====Magic Paths==== | ||
| - | Additional magic paths over the baseline for a chassis may be purchased using design points. Purchasing higher levels in magic over a chassis' | + | Additional magic paths over the baseline for a chassis may be purchased using design points. Purchasing higher levels in magic over a 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. | ||
| ^Additional Path Level ^ Additional Cost ^ Total Cost ^ | ^Additional Path Level ^ Additional Cost ^ Total Cost ^ | ||
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| Dominion strength represents how fervently your pretender is worshipped by their people. | Dominion strength represents how fervently your pretender is worshipped by their people. | ||
| - | 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: |
| Dominion strength determines how many [[sacred|sacreds]] you are able to recruit in any one province. It also increases the likelihood that your pretender' | Dominion strength determines how many [[sacred|sacreds]] you are able to recruit in any one province. It also increases the likelihood that your pretender' | ||
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| The six scales represent the character of the pretender' | The six scales represent the character of the pretender' | ||
| - | 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/ | + | 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/ |
| ====Awakening==== | ====Awakening==== | ||
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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, 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> | 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> | ||
| - | 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. | + | 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. |
| 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]]. | ||
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| ==Immortality== | ==Immortality== | ||
| - | <WRAP column 40px centeralign> | + | <WRAP column 40px centeralign> |
| ==Ur/Uruk Pretenders== | ==Ur/Uruk Pretenders== | ||