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

[X] Plan: Goal and Setup
-[X] On work and the challenges it entails.
--[X] You'll cut a few corners here, leave a bit early (Gain an extra action, will not be noticed if not done often)
-[X] On your Foe, and the danger she wields
--[X] Keep an eye open and stay on guard (This will make it harder for Alicja to assault, spy on you, etc)
--[X] Tail her, keep an eye on what she does (Doing this yourself will be less effective then sending somebody else) (Have Combatants tail her)
-[X] On furthering the cause.
--[X] Search out the talented, teach them Edge
-[X] On Rites, Rituals and the things inbetween
--[X] You'll cast The Attention of the Laws (Grail, give it to Ai)
-[X] The Mansus, a place of contradictions. It calls to you, reach out.
--[X] Explore the Woods and it's many secrets
-[X] Something else? (Search for a paralytic to coat your quills with)

We train combatants and have them tail her. She was in our home and it is best to stay on guard. I know other Plans plan to attack her, but just to argue the other side, we can probably ensure better chances of victory if we have another artifact next turn. We explore the Woods and search for a paralytic to make sure she won't escape next time. To upgrade acquaintance to a friend does not usually require an action, so we will give our free AotL to Ai to do so.

Next turn, we should be ready to end Alicja.
 
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And we already have some actionable intelligence regarding Endbringers to appease the Master with: they can be harmed by time manipulations. We don't need more info on that front for now.
 
Why are we not exploring the Mansus at all?

That seems fairly important.
I don't know about the others, but I don't include this in my plans (although I really want to) because of the presence of an enemy. Mansus is a pretty dangerous place and if it fails, it can injure us and impose debuffs. I am one hundred percent sure that if we become weakened, Alicja will attack without delay.
 
I doubt the Woods have that many useful rewards for exploration at this point given that we already have a source for scraps up to level 2 (the master and manuscripts). If we can reach Lantern 2 and move on to the White Door, there we may find some powerful influences (probably +20) or higher level scraps.
We haven't explored the well yet, given that the two Hours consider it sacred to them, it will probably yield more than a simple trek through the woods.
 
We haven't explored the well yet, given that the two Hours consider it sacred to them, it will probably yield more than a simple trek through the woods.
In cultist simulator lore (although this quest could be different) the Well only offers lores of the lowest level as rewards. On top of that, exploring the Mansus has the opportunity cost of an AP that could be used to get a guaranteed lore from the master (or do any other action), as well as the risk of gaining nothing or being injured. To make those costs worthwhile, the reward table would need to be higher, ie +20 influences or level 3/4 scraps.
 
In cultist simulator lore (although this quest could be different) the Well only offers lores of the lowest level as rewards. On top of that, exploring the Mansus has the opportunity cost of an AP that could be used to get a guaranteed lore from the master (or do any other action), as well as the risk of gaining nothing or being injured. To make those costs worthwhile, the reward table would need to be higher, ie +20 influences or level 3/4 scraps.

Does the Well have cool golden bits in the game?
 
[x] [] On work and the challenges it entails. -[] You'll cut a few corners here, leave a bit early (Gain an extra action, will not be noticed if not done often) [] On Rites, Rituals and the things inbetween --[] You'll cast The Attention of the Laws (EDGE) [] On furthering the cause. -[] Search out the talented, teach them Edge [] On the goal. (All of the following options are suspicious. This only applies if you are caught) -[] Ask the returning Heroes some questions, see what they learned (No suspicion) [] On matters outside the cult. -[] Spend time with somebody --[] Invite William to help develop and rehearse new battle tactics that utilize his power. [] On your Foe, and the danger she wields -[] Tail her, keep an eye on what she does (Doing this yourself will be less effective then sending somebody else [] On your Foe, and the danger she wields -[] Attack her, finish this (This is Assaulting an Opponent Expedition) --[] Take the Combatants with you
 
[X] Plan Friends and Obligations
-[X] On work and the challenges it entails.
--[X] You'll work your hours and no more (Gain no extra actions, default)
-[X] On furthering the cause.
--[X] Search out the talented, teach them Edge
--[X] Assist somebody else in their task
---[X] Ai
-[X] On learning the Lores.
--[X] The cult's library has a few texts, go read up on them
---[X] The manuscript on Secret Histories (You will gain 1 scrap of Secret Histories)
-[X] On matters outside the cult.
--[X] Spend time with somebody
---[X] Anatoly
-[X] On Rites, Rituals and the things inbetween
--[X] You'll cast The Attention of the Laws (Grail)

I once more implore you all to check in on the barkeep who looks more depressed and gone each turn. Dude is working, if not also living, every day in the same building as the Wolf Name of Suicide.
 
[X] Plan Friends and Obligations

I once more implore you all to check in on the barkeep who looks more depressed and gone each turn. Dude is working, if not also living, every day in the same building as the Wolf Name of Suicide.

Sure, I'll give it a whirl, we can go drink hard liquor made mostly from potatoes and contemplate how things don't seem quite so shit when you have someone to smoke a cigarette with.
 
[X] Plan Friends and Obligations

Anatoly is this Quests Copper. I don't want a repeat of that situation. Either this turn or next, we need to social him and start providing an outlet that lets him relax and rest from The Master. If anything, it'll boost us by closing yet another loose thread that she could use to drag us into an occult war against each other. Not to mention netting us an easier time using the connections he forms.

Then there's the Grail that She teaches. All about hunger and agony and desire unfulfilled. It's the most personally painful interpretation of the Lore of Grail I've seen. Providing some level of non-Wolf interaction and hopefully non-Wild Grail will help with the issues he' the man is dealing with…

[X] Plan: Steady Development SH Edition

This is the most likely to be immediately helpful in tracking her down. It'll boost any other search actions we perform, and is likely our best option. Plus, as stated previously, Lantern isn't guaranteed to be used this turn- maybe next turn. SH has a higher chance of being useful immediately, and Lantern can be obtain next turn to no real narrative or mechanical detriment. Heck, maybe we could get Arch to teach us HIS interpretation of Lantern? Regardless, the main point remains.

SH helps with searching and finding. That's what we need to catch Alicja in the short term. Lantern can wait, for now.
 
[X] Plan: Steady Development SH Edition

[X] Plan Friends and Obligations

I am approval voting the assault that at least makes us more likely to find the target. She doesn't have a permanent home like us, after all.
 
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