Once more, scrawled in seemingly random places scattered across the sect, familiar blocks of frantic and messy yet somehow legible handwriting can be seen with snippets of information fragmented throughout, like shrapnel from an explosive.
Wuyin's Declassified Sect Survival Guide Part 2: Congratulations! You survived!
Greetings fellow Disciples! The first month has passed, and with it, comes the consequences of our actions! Some of us did well, some us did alright, some of us did nothing, and some of us did poorly. But regardless, both the Elders and the Cosmic Hand in the Sky have seen fit to grant us what they believe we are due. But what do we do what we are due? Do you know what to do with these dues? Do I ever! Allow this humble and not quite sensical Wuyin to explain!
I've fallen and I can't get up!
The whims of heaven go many ways, and these ways have a way of breaking one's bones! Now, as cultivators, we are far more resilient than the average human, but we also tend to face threats that can injure us quite severely. So, if you happen to find yourself on the wrong end of one of these threats, what happens?
If a Disciple is injured, their actions suffer a -3 modification on any dice rolled for said action until the injury is healed. As one might imagine, this is rather painful, and not just due to your aching flesh wounds!
Luckily, any Disciple can spend their action on recovering from an injury. In this case, the Disciple rolls their Body stat plus any relevant techniques, without the penalty from their injury! If the Disciple rolls enough successes, then the injury is removed, and they no longer suffer the injury penalty on any non-recovery rolls.
There are other ways to heal injuries as well. One could seek treatment from a professional healer, likely for a price, or otherwise enlist help from one's fellow Disciples to treat one's wounds, assuming said Disciples are willing to help.
And of course, there exist certain medicine which can be consumed to heal injuries. But wait a minute...
Do drugs! Or don't? Drugs!?
Amongst cultivators, there exist a wide variety of fantastical medicines, capable of a variety of effects. So many in fact, that I cannot possibly list them all down. So instead, I'll cover the main 2 you're likely to see both for sale and as rewards from our Elders.
The first is the Body Tempering Elixir. This can be consumed to grant 1 extra die during Base Cultivation (Organ Tempering!). You can only consume one of these per month, not unless you want to poison yourself! Still, they are a significant aid in progressing ones cultivation!
The second, and more powerful, is the Pure Essence Pill. These can be consumed to gain 1 Success during Base Cultivation. Yes, you heard me. Not an extra die. An extra success. Guaranteed, no rattling of cosmic dice threatening to render your meager effort useless in an uncaring world!
And unlike elixirs, multiple Pure Essence Pills can be consumed in a single turn! Exactly how many!? Well, how lucky are you feeling Disciple? For while you could theoretically temper an entire organ guaranteed by consuming a large quantity of these pills, you increase your risk of poisoning yourself for each additional pill you consume! So consume wisely!
Now, both of these medicine are quite potent, particular for us Disciples who stand at the lowest rungs of cultivation. And thus, they cannot be obtained easily or regularly, not with the Red Dew Sect in the state it is currently in. Normally, these medicine can only be received as rewards from performing tasks for the Elders. But there does exist another means to acquire them...
It's the Economy, Disciple!
Money! Though we are cultivators, we still very much require means to exchange value. And there are three primary mediums for these exchanges!
The first is good old fashion barter. Trade things for other things! This will likely take an action to complete, unless you're swapping things with a cooperating fellow Player Disciple! Then you can just swap things for free!
The second is Silver, or more properly Silver Tals. A single Silver Tal represents about a week's wages for a skilled mortal Artison. These can be spent to purchase mortal goods in Roaring Furnace City! While many might look down on dealing in mortal things, remember that we fresh disciples are not so distant from mortals, and that many treasures originate from mortal crafts.
Finally, the third medium of exchange for Cultivators, and the one primarily used by Cultivators, are Spirit Stones! These come in different realms, but for us Outer Disciples, we'll primarily be dealing in Peasant or Soldier Realm stones. These stones are unique, because they are not just used as currency, but can be consumed to restore Qi, although this can only be done once a Disciple has Tempered their Lungs. A single Peasant Realm stone is worth 1,000 silver tals! Quite the eye-watering sum for many of us!
Now, as I mentioned above, Spirit Stones can be used to purchase medicines. For Elixirs, this will run you around 5-6 Peasant Realm stones per Elixir, depending on the deal you manage to strike. Sadly, there are no shops which provide an easy means to arrange such deals, so you'll have to spend an action to actually seek out and seal such an exchange. Pills currently lack a price as well. Additionally, Spirit stones can also be spent in Roaring Furnace City to trade for Cultivator grade equipment or goods via the Rogue Cultivators who produce such goods in the city.
Speaking of our fellow Cultivators...
Reputations for the Reputative and Reputable Repetitively!
No man is an island, and we cultivators are no different! Even our esteemed Elders find themselves a part of a greater world of cultivation that we lowly Disciples barely touch on, and yet all touch this world regardless!
Still, for more practical purposes at our level, us Outer Disciples ought concern ourselves with how our peers view us! There's over 8,000 of us after all!
Reputation primarily goes from 0 to 10 for a given group, and all Disciples start at 0. When performing actions that endear you to a group, in our case our fellow Outer Disciples, we can earn reputation among this group! For every 5 reputation, our fellow Disciples will be willing to lend assistance to our endeavors, granting a +1 on one's dice if our fellow Disciples are capable of lending their aid!
Certain particularly notable actions can exceed the reputation cap of 10 for a group, so this bonus can be quite powerful indeed, if properly cultivated!
Thus, do not be afraid to go out there and make some friends!
Parting Thoughts, or The Things that didn't Quite Fit Anywhere Else
I wonder if anyone will read this section.
Things seem to be in somewhat of a flux, as the Giant Hand in the Sky weighs many decisions on it's fingers. Not to mention that much is happening here, at the Sect, even though we Outer Disciples can only ever get glimpses into the complexities of them. But one way another we will be caught up in things greater than ourselves, like so many leaves flying in an autumn storm.
So I will use this section to provide advice, for anyone with the patience to read this far.
We are but ants in this frightening world filled with giants. But ants are never alone.
Work together with your fellow Disciples. Reach out to our Senior Outer Disciples, or Inner Disciples. Seek the ears of our Elders, wherever they may be inclined to lend them.
If we are willing acknowledge that we are all but single drops of rain, then we may yet be able to navigate this vast ocean we found ourselves in, together.
Otherwise, we risk being swept away by the whims of Heaven.
Good luck, and may you find the strength in each other to defy the weight of the dice rolling upon our heads.