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

We also figured out that she is a combat monster. Or possibly a cape. Given her cool non lore enhanced +30 personal combat.

Huh it went down after she was trying to run
She could be a parahuman so Conflict engine is a possibility. Or she lost some kind of bonus. She was shooting tinkertech bullets afterall and tinkertech is not reliable. More I see of her more she seems like one of Lionsmiths. She is confrontational, ingenious and lively.

Still that could have gone better. But we still wounded her. Plus she probably won't have many connections around so that is another thing on our side. We could takeover the police investigation or dump it on PRT since there was tinkertech used.
 
Well then, our Corrivalry started out with a bang.

edit: Should we perhaps take some measures for our own home defense? We have been told to expect reprisals
 
Wolf Exile Ending said:
Think of the Corrivality as a fire. It warms, and then it burns. So my Foe and I warm the world around us, and then eventually it burns. But we're a wandering fire. So the world burns not in one place, but many. And we're not alone. There are other wandering flames. And another thing a fire does: it spreads, as long as it finds fuel. The world is our fuel. One day, then, sooner than you think, the world will be all aflame. And a final function of fire: if you've ever cooked meat, you'll know it brings out the juices. So when the flame burns down, the Wolf and all the wandering flames will feast. My mouth is watering already.
This does sound remarkably fitting for Earth Bet.
 
Hah, and the fun thing is, we'll need to genuinely try to kill her, but also, if we kill her, we might lose some power if we fully lean into this.
 
Hah, and the fun thing is, we'll need to genuinely try to kill her, but also, if we kill her, we might lose some power if we fully lean into this.
As far as I understand the concept of Corrivality, this will not reduce our strength. Since Corrivality is not a game of giveaway, it is a rivalry of equals where two sides colliding with each other erase the irregularities becoming sharper and more deadly.
If one side turned out to be weak, then this is only its problem. The winner will go further.
 
Considering she has access to tinkertech ammo alongside a decent combat modifier and our rolls in combat tend to be quite shitty I'd rather we learn how to call upon an Influence before going after her again.
 
So guys, how do we plan on explaining our shotgun wounds at work?
Someone wanting to off the guy who got Wraith? It fits a pretty convincing narrative.

Considering she has access to tinkertech ammo alongside a decent combat modifier and our rolls in combat tend to be quite shitty I'd rather we learn how to call upon an Influence before going after her again.
So wait for the Master to give the second circle, climb the Mansus to find it or look it up in the Wake?

I think the fastest way would be to climb, but there is the price of the White Door(1 Health in the game).
 
As far as I understand the concept of Corrivality, this will not reduce our strength. Since Corrivality is not a game of giveaway, it is a rivalry of equals where two sides colliding with each other erase the irregularities becoming sharper and more deadly.
If one side turned out to be weak, then this is only its problem. The winner will go further.
No.
In Corrivality, what stops both sides from deciding to continue on without killing another is the fact they actually hate each other too much.
They both know if one dies, both die. They don't care. Even if they are smart, or polite, or even genuinely sympathize with each other, they just hate too much to stop, even knowing the winner will also die.
At least it is like that on the Dyad level. If you don't care about being an Edge Long, or maybe if you actually manage to rise higher, you don't need a worthy opponent to survive. But an Edge Long can't exist without one, and the only opponent worthy enough is another Edge Long.
 
My unsolicited take on "corrivality" is more that it is a self-executing idea. Not that it is some eldritch fuel, but rather that it is the result of the action of the dyads.

In the sense that a corrivality is nothing more than an eternal "arms race" between the two dyads. The two dyads want to kill each other, and each knows the other side wishes the same, so they are eternally getting stronger or amassing more assets to try to one-up the other.

Of course, I am not the QM, and I don't know how the QM might interpret such a concept in this world.

But if you stop and think about it we already are in a (very mild) corrivality of sorts. It's called a grudge. We know our Foe is in town, our foe knows we operate here, and we just exchanged blows. We are now both interested in getting stronger to make sure we win the second fight, so that we won't have to meet for a third.
We don't need some eldritch fuel or metaphysical motivation to do this. We have already fallen on this trap. And come next turn, every action we spend "getting stronger" or "preparing a counter-attack" is an action that is aligned to a corrivality, of sorts.

To put it in very few words "it is the dyads cause the corrivality, and not the corrivality that cause the dyads".

Granted, a "true" corrivality, upheld and encouraged by Hours, probably has a bit more "whomp" to it. But I still think the same concept applies:
-You have two sides who want to kill each other
-You have two sides who KNOW they are motivated to get stronger so they can kill/one-up/not die to the other
-And the exception is that a "true" corrivality has the two dyads so obsessed with each other that, if one of them wins, that side also "dies"... because they no longer have a reason to live. And since (as the Lionsmith taught us) "The opposite of battle is death", then to lose your dyad is to lose yourself.

Never forget that Edge, and the Colonel, existed before the Lionsmith. Never forget the Colonel TRAINED the Lionsmith. And in my mind, the Hour defined by "conflict" and "cunning" made all of that (including the betrayal from the Lionsmith) happen on purpose.

The Colonel knew the best way to stay on top of his game was to have an opponent who very much wants to kill him. So, he groomed the Lionsmith into that position, and upgraded his status-quo into the more efficient "corrivality" modal.

After all, if you read the ending blurbs of the Exiled DLC, the Colonel-aligned dyad says he wouldn't like to kill his opponent, since the engine would stop. But the Lionsmith-aligned one relishes that idea. And I am pretty sure their patron Hours share that sentiment.



Ah, this turned into a rant. Apologies.



TL-DR: The corrivality is something we do, not something that happens to us. But that's just my opinion. Who knows what direction QM wants to take this enmity.
Also, I am glad she escaped. Would've been weird to lose our "foe" malus so early and so easily.
 
Another History: Turn 5
It had been a while since you'd last been shot, and you were quickly reminded of why you preferred it that way. Gritting your teeth, you carefully removed the shell fragment from your shoulder, the pain sharp but familiar. As you looked at the jagged bit of metal, you grimaced. This wasn't something that would go away with a few painkillers and a bit of antiseptic. It was going to take more than that.

You inspected the wound more thoroughly, trying to gauge the damage. Thankfully, it wasn't quite as bad as it had felt in the heat of the moment. A decent chunk of your shoulder was missing, yes, but it wasn't deep enough to reach the bone. The grinding sensation you'd felt earlier? That was more from the awkward way you'd hit the ground rather than a direct hit to the bone itself. A quick, painful jerk had popped everything back into place, but your arm still throbbed with a dull ache.

With a sigh, you tossed the blood-soaked paper towels aside, reaching for another handful to press against the wound. The sharp sting made you hiss through your teeth, but you held the pressure firm. There was no way you were going to a hospital with this kind of injury. Gunshot wounds had a way of drawing attention, and the last thing you needed was the PRT breathing down your neck with too many questions. No, you'd have to handle this yourself.

Fortunately, you'd been prepared for situations like this. You had the necessary supplies—needle, thread, antiseptic—all neatly tucked away for emergencies. Using your good arm, you pulled out the needle and thread, clamping the paper towels between your neck and shoulder to keep pressure on the wound. You could feel the warmth of blood still seeping out, dripping onto the floor, but you ignored it. There were more important things to worry about.

Carefully, you started stitching the wound closed. You'd done this before—plenty of times, in fact—but it never got easier. The pain was sharp, but your training and knowledge kicked in, guiding your hands. Thanks to the Lores you'd studied, you had an even better understanding of how the body worked, and that made the process go quicker than it might have otherwise. You kept your breathing steady, forcing yourself to remain calm, even as every pull of the thread sent a fresh wave of pain through your arm.

When you were done, you sat back momentarily, eyeing your work. It wasn't pretty, but it would hold. More importantly, it would keep you out of a hospital where too many questions would be asked. PRT consultants showing up with gunshot wounds had a way of attracting unwanted attention, and you didn't need that right now.

Rising slowly, you discarded the bloody paper towels and made your way to the bathroom. The next thing on the agenda, your ribs. The vest had taken most of the impact from the shotgun blast, but you'd felt something shift, and now it was time to figure out if you were dealing with more than just a few bruises.

You pulled up your shirt, wincing as you saw the mottled purple and yellow bruising already forming across your torso. Gently, you probed the area with your fingers, testing for any sharp pain or movement. Each touch sent a flare of discomfort, but nothing screamed broken. You pressed a bit harder, going through the tests you remembered from your training, checking for any signs of internal injury. Breathing in deeply, you waited for the telltale stab of pain that would indicate a cracked or broken rib, but nothing came.

It seemed like you'd gotten lucky—no broken bones, at least not this time. You sighed in relief, pulled your shirt back down, and made your way over to the couch. As you sat down, you couldn't help but lean back, closing your eyes for a moment to catch your breath. The pain still lingered, but it was manageable. For now, you just need to rest and let your body recover.

There were still a lot of things to figure out. Alicja had gotten away, which was not good. You needed to regroup, reassess your plan. And then there was the looming threat of an Endbringer attack, which always put you on edge. It was assumed they'd attack next month, which meant all hands on deck to keep the city stable during that turmoil.

This was a mess, no doubt about it. But you'd keep moving forward like you always did.

Ai has gained more friends among politicians. Actions involving them will receive +6 as they aid you.

Jane has recruited even more people. Some actions will receive +4 as they aid you.

An Awareness of Appetite has faded


I'll be trying something new, please observe a one hour moratorium before voting

Vote by plan

Possible Actions: You have 4 Actions each month, more can be gained by spending less time at work.

Current Funds: 544
Income: 100 Funds/Month


[] You are injured (You currently have two wounds. You'll make a roll at +5 against a DC of 70. You must select one of the below)
-[] Rest and recover (Cost zero actions, roll one recovery dice.)
-[] Take a break here and there (Costs one action, roll two recovery dice. 0/-15)
-[] Sit down, take time to care for yourself (Costs two actions, roll three recovery dice 0/-15/-30)
-[] You're near death, you have to slow down (Costs three actions, roll four recovery dice 0/-15/-30/-45)
-[] Even breathing hurts, you'll just use your mind (Costs three actions, roll four recovery dice 0/-15/-30/-45/-60)
–-[] Your body will heal on its own terms (Costs nothing)
–-[] The medicine is dark black, it's easy to think you've been poisoned (Costs 30 Funds, one recovery dice will automatically succeed)
–-[] A touch here and there of something a bit stronger (Costs 60 Funds, two recovery dice will automatically succeed)
–-[] A stay at home nurse, to tend to your wounds and the more unpleasant tasks they require (Costs 90 Funds, three recovery dice will automatically succeed)
–-[] His services don't come cheap and his silence is even more expensive (Costs 120 Funds, four recovery dice will automatically succeed)
–-[] Potions may sound like fantasy, but this kind of healing comes with power (Costs 150 Funds, five recovery dice will automatically succeed)

[] On work and the challenges it entails. (There will likely be an Endbringer attack next month, so all hands will be on deck)
-[] You'll work your hours and no more (Gain no extra actions, default)
-[] You'll cut a few corners here, leave a bit early (Gain an extra action, will not be noticed if not done often. Your work is slightly less likely to notice your wounds)
-[] You've got sick days, use them (Gain two extra actions, will be noticed by your direct superior, although the full extent is unknown. Your work is less likely to notice your wounds)
-[] Something has come up and you'll be out of the office for a week (Gain three extra actions, may be noticed by the Director although the response is not known. Your work is significantly less likely to notice your wounds)
-[] You can't even step foot in the office this month (Gain four extra actions, you will be called out on this. Your work will not to notice your wounds)

[] On your Foe, and the danger she wields
-[] Attack her, finish this (This is Assaulting an Opponent Expedition)
-[] Tail her, keep an eye on what she does (Doing this yourself will be less effective then sending somebody else)
-[] Go see Gunsmith, try and pry out anything he knows about her
-[] Keep an eye open and stay on guard (This will make it harder for Alicja to assault, spy on you, etc)
-[] Do something about her, talk to her, trick her, hurt her (Write in your objective)

[] On promotion and improvement (The below actions improve your chance of being selected as Director should Carol be unable to perform her duties.)
-[] You'll stay and work longer hours
-[] You'll put the work in and bust a few gang operations
-[] There are capes out on the streets, you'll put them behind bars
-[] Keep guard on Wraith, ensure that nobody breaks him out of prison
-[] Request some help from Ai, she'll do her best to make sure Carol isn't fit to do her job

[] On the goal. (All of the following options are suspicious. This only applies if you are caught)
-[] Do some research, watch some tapes of the fighting (Minor suspicion)
-[] Ask around, start seeing what folks know (Minor suspicion)
-[] Dig into the files, take a peek at confidential information (Major suspicion)
-[] Ask a few capes if they'll be willing to answer some questions after the next Endbringer fight (Moderate suspicion)

[] On furthering the cause.
-[] Train the fodder, get them up to snuff
-[] Search out the talented, teach them Edge
-[] Build up the loyalty of the cult, ensure they'll listen to you if need be
-[] Assist somebody else in their task
--[] Arch, the Loremaster
---[] Arch is always in need of funds for his books (Write in the amount you'll give him, must be at least 50 Funds. Does not cost an Action)
---[] Arch could use some money for items he may find (Write in the amount you'll give him, must be at least 100 Funds. Does not cost an Action)
--[] Who? (Write in)
-[] Items and strange artifacts, go search for them. They could be useful

[] On learning the Lores.
-[] Search for books
--[] In the local libraries and bookstores
--[] Stranger and more hidden places
--[] Online, from places abroad (Will cost 10 Funds per book in shipping)
-[] You Master is willing to teach, request a lesson
--[] What lore? (Write in, she is willing to teach all Lores, except Heart, up to level 2. You will gain 1 scrap of that lore)
-[] The cult's library has a few texts, go read up on them
--[] The manuscript on Heart (You will gain 1 scrap of Heart)
--[] The manuscript on Lantern (You will gain 1 scrap of Lantern)
-[] You've got your own books now, just read them
--[] Write in (Pick two books, can have been bought this turn)

[] On Rites, Rituals and the things inbetween
-[] You'll cast The Attention of the Laws (Write in Lore, the first cast is a Free Action)

[] The Mansus, a place of contradictions. It calls to you, reach out.
-[] Explore the Woods and it's many secrets
--[] Explore the Luster-Drowned Well
-[] Climb higher, Glory awaits

[] A fleeting opportunity (rumor mills spin, opportunities come and go. These actions might never be available again)
-[] Take over the Alicja case (Cannot be taken with bury it)
-[] Bury the Alicja case (Cannot be taken with taking the case)

[] On matters outside the cult.
-[] Spend time with somebody
--[] Who? (Write in)
-[] Get to know somebody
--[] Who? (Write in, somebody from work, a low level person inside the cult, a random joe on the street etc)

[] Something else? (Write in, must be approved by QM)
 
Now to balance slaughtering our rival with our duties to the cult...

@Witherbrine26 there is going to be an endbringer attack soon, can we not use that as an excuse for digging into them and their abilities?

Speaking of which. Do we want to arrange an escort for our Master to the endbringer fight? Do they want that?

I am sure they could find their own means and everything, but minions exist to let her focus on more important things than "arranging a ride"
 
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