Earth Bet: House of the Sun (Cultist Simulator/Worm)

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[X] He spoke about life, and how it inevitably leads to death. About stories, and how they inevitably lead to endings. And how all of that was so very beautiful. But whenever you tried to recall his words, you realized he didn't speak much at all. (WINTER is the principle of endings, cold, beauty and silence. It encompasses all things that have already ended and waits patiently for all things that will end. But one knowledgeable on its ways might figure out how to work around endings, and perhaps death itself.)
 
[X] He spoke about the history of this world, and how it sometimes looks more like a knot than a straight line, and about how sometimes it even contradicts itself. It is a commonly held belief that the present can go towards many futures, but is it also possible for the present to be connected to many pasts? (SECRET HISTORIES is the principle of the world itself. It is the study and knowledge of the frailty of cause and effect, and of the secret places where more than one possibility took place.)
 
[X] He spoke about knowledge, and about how some realizations can be so shocking that normal people might even shy away from trying to discover them. He wondered aloud about how people could claim to know so much and yet not even be able to answer a question as simple as "From where do powers come from?" (LANTERN is the principle of knowledge and of its light that is both illuminating and unkind. It entails secrets that are held by oracles, even if they do not realize it, and scholars, even if they later regret it.)

Guess I'm the only one who thinks knowledge is power?
 
[X] He spoke about secrets, about how the world hides its own in the most unusual of ways, and about how those secrets change and transform while the world isn't looking. He didn't talk in circles, but he didn't talk in a straight line either, and at the end of it you were left with the irrevocable impression that something was in the wrong shape. Although you couldn't tell if it was the world, or yourself. (MOTH is the principle of unreason, secrecy and change. It understands chaos by understanding nothing at all and can only be learned by following your own whims. But inevitably, it leads you to where you truly desire to be.)

I LOVE MOTH.
Let's be weird!!
 
[x] He spoke about life, and its unceasing energy and continuity. About how all creatures seem to be dancing a grand dance in pace with the heartbeat of the world itself. Neither his words nor his smile stopped for even a moment, and during the whole conversation her fingers kept beating against the bar top. The rhythm was almost hypnotizing. (HEART is the principle of life, preservation and protection, as well as of the dance that must never cease. It is known, even if subconsciously, by any creature that knows happiness and perseverance in the face of adversity, and it is put into practice by dancers.)
 
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Winning Vote:
[X] He spoke about life, and how it inevitably leads to death. About stories, and how they inevitably lead to endings. And how all of that was so very beautiful. But whenever you tried to recall his words, you realized he didn't speak much at all. (WINTER is the principle of endings, cold, beauty and silence. It encompasses all things that have already ended and waits patiently for all things that will end. But one knowledgeable on its ways might figure out how to work around endings, and perhaps death itself.)
Scheduled vote count started by Witherbrine26 on Oct 29, 2024 at 9:37 AM, finished with 27 posts and 16 votes.

  • [X] He spoke about life, and how it inevitably leads to death. About stories, and how they inevitably lead to endings. And how all of that was so very beautiful. But whenever you tried to recall his words, you realized he didn't speak much at all. (WINTER is the principle of endings, cold, beauty and silence. It encompasses all things that have already ended and waits patiently for all things that will end. But one knowledgeable on its ways might figure out how to work around endings, and perhaps death itself.)
    [X] He spoke about life, and its unceasing energy and continuity. About how all creatures seem to be dancing a grand dance in pace with the heartbeat of the world itself. Neither his words nor his smile stopped for even a moment, and during the whole conversation her fingers kept beating against the bar top. The rhythm was almost hypnotizing. (HEART is the principle of life, preservation and protection, as well as of the dance that must never cease. It is known, even if subconsciously, by any creature that knows happiness and perseverance in the face of adversity, and it is put into practice by dancers.)
    [X] He spoke about how dry and dull the world truly was, even if nobody was willing to admit it. About how nothing new is ever created by people, only maintained, and about how the world itself seems to have forgotten about what can be learned from the satisfaction of desire. Your eyes almost didn't leave his while she spoke, to the point where you almost didn't listen to what he was saying. (GRAIL is the principle of desire, seduction and thirst. It knows about all things succulent and treats both charisma and seduction as the most pleasant of tools.)
    [X] He spoke about change, and its necessity. After all, it is not enough to keep a tool sharp for it to be useful, sometimes it is necessary to smelt it down and forge a new one. And about the fact that, surely, that must also hold true for greater principles. Perhaps even the world itself, no? (FORGE is the principle of transformation, fire and destruction, and of reshaping on all levels, be them physical or spiritual. It holds the secrets that both blacksmiths and rebels share deep down in their cores).
    [X] He spoke about the history of this world, and how it sometimes looks more like a knot than a straight line, and about how sometimes it even contradicts itself. It is a commonly held belief that the present can go towards many futures, but is it also possible for the present to be connected to many pasts? (SECRET HISTORIES is the principle of the world itself. It is the study and knowledge of the frailty of cause and effect, and of the secret places where more than one possibility took place.)
    [X] He spoke about knowledge, and about how some realizations can be so shocking that normal people might even shy away from trying to discover them. He wondered aloud about how people could claim to know so much and yet not even be able to answer a question as simple as "From where do powers come from?" (LANTERN is the principle of knowledge and of its light that is both illuminating and unkind. It entails secrets that are held by oracles, even if they do not realize it, and scholars, even if they later regret it.)
    [X] He spoke about secrets, about how the world hides its own in the most unusual of ways, and about how those secrets change and transform while the world isn't looking. He didn't talk in circles, but he didn't talk in a straight line either, and at the end of it you were left with the irrevocable impression that something was in the wrong shape. Although you couldn't tell if it was the world, or yourself. (MOTH is the principle of unreason, secrecy and change. It understands chaos by understanding nothing at all and can only be learned by following your own whims. But inevitably, it leads you to where you truly desire to be.)
 
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Character Creation New
[X] He spoke about life, and how it inevitably leads to death. About stories, and how they inevitably lead to endings. And how all of that was so very beautiful. But whenever you tried to recall his words, you realized he didn't speak much at all. (WINTER is the principle of endings, cold, beauty and silence. It encompasses all things that have already ended and waits patiently for all things that will end. But one knowledgeable on its ways might figure out how to work around endings, and perhaps death itself.)

That was how everything had started, a conversation in a bar and a few words that drew you in. That's why you were waking up early today, heading out to go to a cult meeting when you normally would be sleeping in.

Being part of a cult had been strange. The words had stuck in the back of your throat. It didn't feel like a cult; you didn't worship the Endbringers like the most well-known cult.

In the end, though, you accepted that title; in the land of the blind, the one-eyed man was king. Yet that man who saw would be decried as a heretic. So a cult you were, and you were content with that.

However that's not all that you were, washing your face in water you look up and into a mirror.

What do you see? Vote by plan

[] Name (Write in)
[] Male
[] Female
[] Appearance (Write in or image)

You currently live in the United States, but did you always live here?

[] What country are you from? (Write in, +2 to a stat and +1 to a different stat of your choice)

You have four coins. Everything costs a coin unless stated otherwise

[] Well Built: You are robust and tower half a head over most people. (+2 Martial, +5 on tests that require physical strength, and personal combat)

[] Beautiful: Heads turn when you walk past them and you are well versed in using that. (+2 Intrigue, +5 when trying to seduce other creatures, or just be pleasant)

[] Silver Tongued: Complicated words to impress the simple minded, complicated arguments to impress the wise. You know well how to weave them. (+3 to Diplomacy)

[] Attentive to Details: You have a spreadsheet for your finances and your wallet thanks you. (+2 Stewardship, +5 when negotiating a commercial deal)

[] Well Read: You are fond of libraries and the smell of well worn books. (+2 Learning, +5 when attempting to decipher or learn from books and texts)

[] Healthy: Your heart beats louder and your skin is more resilient. (+1 Health)

[] Naturally Talented: You are just a bit faster, a bit sharper and a bit more well built. Some people are simply better. (+1 to all stats) Costs two coins


Your parents? (This gives you a few contacts you can call upon as well as your backstory) Pick one


[] Normal folk: The lifeblood of the world, people who live and die without doing much, without meaning much. Yet they raised you as well as they could and love you. (Default) Costs zero coins

[] Soldiers: Nobody fancy, just grunts who fought in wars across the globe. Yet they have imparted those lessons on you, through rigorous physical exercise. (+2 Martial, +5 personal combat, -1 Stewardship)

[] Librarians: Those who keep text and ensure words never die. Books were always scattered about the house. They've imparted the most basic lesson, how to learn. (+2 Learning, +1 Intrigue, -1 Martial)

[] Merchants: The give and take of goods, people who always got the best deal and their customers walked away happy. They've taught you how to do that, and always get an extra bit of cash. (+2 Stewardship, +1 Diplomacy, -1 Intrigue)

[] Travelers: Vagabonds, people who wander the world with nothing more than the items on their backs. You've been taught tricks and tips, even the more illegal ones. (+2 Intrigue, +1 Diplomacy, -1 Learning)

[] Old Money: You never wanted for anything, as the red carpet for life was rolled out for you.. Your parents never taught you much, they were never around after all. (Start out with a well paying job, good contacts and servants to perform a single free action each turn) Costs two coins

A major event in your life?


[] You were promoted: Lieutenant, not soldier. Manager, not clerk. There is a hierarchy in this world, and you climbed a step through hard work, not birthright (Start with a better paying job, albeit more demanding. You will have better access to what your cult is after)

[] You left society: More mundane and stable society, you fled from that for some time. It has scarred you, both in your mentality and in what you hold close. (+1 Martial. Start with weapons and combat gear)

[] Overperformed at work: A heroic deed, a failure into a success. Whatever happened you reached above your station and have been rewarded. (Start with two months worth of funds)

[] Helped bust a gang operation: A bit of eavesdropping turned into proper stalking and before you knew it you had a case on your hands. (+1 Intrigue, start with contacts in local law enforcement)

[] You realized you're well liked: The folks around you gather and hang on to your every word, you're a local informal leader. (+1 Diplomacy, start with a good relationship with the locals)

[] You forged connections with suppliers: The people who keep the city running, shipers, truckers and many more. (+1 to Stewardship, start with contacts among merchants)

[] You graduated: A rarity among most, despite the importance placed on it. You also met a few fellow scholars. (+1 to learning, start with contacts among scholars)


And the complications?

[] Married: You have a spouse and a wonderful daughter, they demand your attention and time. If something were to happen to them you don't know what you would do (+1 coin)

[] Addicted: There is something you adore, something you just can't go without. (Reduce personal income by a quarter, +1 coin)

[] Frightened: Trauma, or a weakness that you were born with? It doesn't quite matter as you're simply weaker than most. (-10 to Personal Combat, +1 coin)

[] Scarred: You survived, but not untouched. (-1 Health, +1 coin)

[] Enemies: There is somebody out there, this somebody has a bone to pick with you. (You start with an enemy, +1 coin)

[] Compromised: Something happened, you overstepped or just pure bad luck. Your cult bailed you out. (You have a personal debt to the master of your cult, +2 coins)

When you look in the mirror you see something else, noticeable not with a first glance, but with a second. (Replaces the nationality stat bonuses, you can only take one, costs two coins)

[] Your heart beats louder, audible to those who care to listen (+2 Health, +5 when resisting things that would harm your body, other effects to be shown with time)

[] Your skin is flush, it always is (+4 Diplomacy, +5 when trying to convince somebody of something, other effects will be revealed with time)

[] You cannot be denied, not without effort (+4 Martial +5 to Personal Combat, other effects will be revealed with time)

[] Your fingers are long, nimble, and triple jointed (+4 Intrigue, +5 when attempting to open something, other effects will be revealed with time)

[] Your skin is inhumanly pale, when you exhale mist emerges (+4 Stewardship, +5 when resisting things that would harm your mind, other effects will be revealed with time)

[] Your eyes glow slightly, only seen on the darkest nights (+4 Learning, +5 to learn the secrets that are within an object)
 
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[X] We recruited John Wick. Apparently.
-[X] Michael Donovan
-[X] Male
-[X] Polish
-[X] A well dressed man with raven black hair. Sharp hazel eyes and a face that is thin like a knife.
-[X] Well Built: You are robust and tower half a head over most people. (+2 Martial, +5 on tests that require physical strength, and personal combat)
-[X] Healthy: Your heart beats louder and your skin is more resilient. (+1 Health)
-[X] Soldiers: Nobody fancy, just grunts who fought in wars across the globe. Yet they have imparted those lessons on you, through rigorous physical exercise. (+2 Martial, +5 personal combat, -1 Stewardship)
-[X] You were promoted: Lieutenant, not soldier. Manager, not clerk. There is a hierarchy in this world, and you climbed a step through hard work, not birthright (Start with a better paying job, albeit more demanding. You will have better access to what your cult is after)
-[X] You left society: More mundane and stable society, you fled from that for some time. It has scarred you, both in your mentality and in what you hold close. (+1 Martial. Start with weapons and combat gear)
-[X] Compromised: Something happened, you overstepped or just pure bad luck. Your cult bailed you out. (You have a personal debt to the master of your cult, +2 coins)
-[X] Enemies: There is somebody out there, this somebody has a bone to pick with you. (You start with an enemy, +1 coin)
-[X] You cannot be denied, not without effort (+4 Martial +5 to Personal Combat, other effects will be revealed with time)

Someone to commit violence on behalf of the cult, and collect the bodies needed for winter rituals.
 
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[X] Plan: Exiled CUI Academic
-[X] Fan Xue
-[X] Female
-[X] With a pale complexion, black hair, and deep brown eyes, you were always a little taller than average. You were lovely, once, but time and travail have weathered away the beauty of your youth, leaving behind a solid stature and average mien.
-[X] China (CUI)

-[X] Well Read: You are fond of libraries and the smell of well worn books. (+2 Learning, +5 when attempting to decipher or learn from books and texts)
-[X] Naturally Talented: You are just a bit faster, a bit sharper and a bit more well built. Some people are simply better. (+1 to all stats) Costs two coins

-[X] Normal folk: The lifeblood of the world, people who live and die without doing much, without meaning much. Yet they raised you as well as they could and love you. (Default) Costs zero coins

-[X] You graduated: A rarity among most, despite the importance placed on it. You also met a few fellow scholars. (+1 to learning, start with contacts among scholars)

-[X] Compromised: Something happened, you overstepped or just pure bad luck. Your cult bailed you out. (You have a personal debt to the master of your cult, +2 coins)

-[X] Your skin is inhumanly pale, when you exhale mist emerges (+4 Stewardship, +5 when resisting things that would harm your mind, other effects will be revealed with time)

A woman who had just finished her graduate degree and was looking at a promising future in academia, before the CUI took over. Her parents, members of the previous administration, were jailed, and their wealth confiscated. She was forced to flee with help from the cult, leaving her in personal debt to them for providing her illegal passage out of the country and into the USA. The cruelty she suffered at the hands of the CUI's enforcers, the stress of travel, and the loss of her family has taken its toll, but the cult has always been there to help.
 
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Plan: Exiled CUI Academic
Two things, the plan is not being coutning as is. You'll need to format it like this
[] Plan name
-[] Choice 2
-[] Choice 2
-[] Etc

The second as that the costs don't add up, the overall cost of the build is 9 coins and you only have 2 extra coins. You'll need to take drawbacks equal 3 more coins for the build to be valid.

Also not an issue but something to note, when taking Your skin is inhumanly pale, when you exhale mist emerges you don't gain any stats from the nationality portion
 
I just realized we could take more than one major event. Huh.

@Witherbrine26 is there any advantage to taking "You left society" if we are a soldier?

I imagine our JOB being to have weapons and combat gear might make that a touch redundant.
 
[X] Plan: Ice Queen
-[X] Emily Morgan
-[X] Female
-[X] UK
-[X]
-[X] Your skin is inhumanly pale, when you exhale mist emerges (+4 Stewardship, +5 when resisting things that would harm your mind, other effects will be revealed with time)
-[X] Beautiful: Heads turn when you walk past them and you are well versed in using that. (+2 Intrigue, +5 when trying to seduce other creatures, or just be pleasant)
-[X] Old Money: You never wanted for anything, as the red carpet for life was rolled out for you.. Your parents never taught you much, they were never around after all. (Start out with a well paying job, good contacts and servants to perform a single free action each turn) Costs two coins
-[X] You graduated: A rarity among most, despite the importance placed on it. You also met a few fellow scholars. (+1 to learning, start with contacts among scholars)
-[X] Compromised: Something happened, you overstepped or just pure bad luck. Your cult bailed you out. (You have a personal debt to the master of your cult, +2 coins)

The end is beautiful so we can put this statement into practice

[X] We recruited John Wick. Apparently.
 
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@Witherbrine26 is there any advantage to taking "You left society" if we are a soldier?

I imagine our JOB being to have weapons and combat gear might make that a touch redundant.
You don't own your weapons if it's your job, you can't just keep them or do with them what you want. If you take "You left society" you would have personal combat gear to do with as you wished.
I relized I didn't explcitly state it but you can only take one of the bottom choices, so you can't have both "Your skin is flush, it always is" and "Your skin is inhumanly pale, when you exhale mist emerge" That's been added to the text.
In addition even taking away one of those your build is still one coin over, so you'll need to take at least one drawback.
 
In addition even taking away one of those your build is still one coin over, so you'll need to take at least one drawback.
I have removed the blessing of the Grail, but I do not understand where the debt came from.
Initially, we had 4 points, I also took the disadvantage for 2 more, so it turned out to be 6.
2 of them go to the blessings of Winter, 2 to a rich family, and thus we have 2 more left. Or am I wrong about something?
 
According to my calculations, my plan has one coin left. Therefore, I will take Beautiful in order to replace the blessing of the grail and keep the theme of the plan the same.
@Witherbrine26 Is everything right?
 
I have removed the blessing of the Grail, but I do not understand where the debt came from.
Initially, we had 4 points, I also took the disadvantage for 2 more, so it turned out to be 6.
2 of them go to the blessings of Winter, 2 to a rich family, and thus we have 2 more left. Or am I wrong about something?
I must have miscounted, well since everything costs a coin you have 1 left over that you can spend
 
[] What country are you from? (Write in, +2 to a stat and +1 to a different stat of your choice)
Could you explain this point?
Do we have to highlight a separate line, what characteristics are the bonus allocated to, or does it happen automatically when choosing a country?

If the first is the case, what characteristics do we have at all?
 
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