User Tools

Site Tools


pretenders

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
pretenders [2022/04/06 20:57]
tlagnoj Changed from -1{{path<X1}} to -{{path>X1}} because the former showed up as -1(path)1
pretenders [2024/07/31 08:20] (current)
arco [Awakening]
Line 18: Line 18:
 </WRAP> </WRAP>
  
-{{:pretenders:father_of_winters.png?nolink |}}Pretender Gods may either appear Awake, be taken Dormant, where they will appear between turns 10 and 15, or  Imprisoned, appearing between turn 30 and 42. For Trinity Pretenders, all three will awaken at the same time.+{{:pretenders:father_of_winters.png?nolink |}}Pretender Gods may either appear Awake, be taken Dormant, where they will usually appear between turns 11 and 14, or  Imprisoned, appearing between turn 29 and 42. For Trinity Pretenders, all three will awaken at the same time.
  
 The arrival of the first Dormant and first Imprisoned Pretender God is always announced to the world on the exact turn they appear, although which God has awoken is not stated. The arrival of the first Dormant and first Imprisoned Pretender God is always announced to the world on the exact turn they appear, although which God has awoken is not stated.
Line 67: Line 67:
 Death comes with a price though. 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. Death comes with a price though. 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.
  
-Pretender God that is recalled will appear outside the walls of the [[Fort]] of its own capital if it is under siege, regardless of its level of mobility.+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.
  
 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]].
pretenders.1649278664.txt.gz ยท Last modified: 2022/04/06 20:57 by tlagnoj