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

Meanwhile the Master gets even more angry because instead of encouraging self-destructive behaviour in the Cult we are making our friends feel better and want more good things in their lives. Truly the worst of betrayals in a Wolf Cult.
 
Maybe if we keep spending action points on Arch we will get an opportunity to turn him into a confidante. I think that would be more useful than getting another close friend, given that confidantes' give an extra action point.

Edit: Confidantes can also be taken on expeditions as companions, unlike friends or close friends
 
Last edited:
I'd say it's about services and mutual actions, partnership if you will. The Cult is supposed to be able to leverage manifold skills to handle a wide variety of situations, whatever one member can't deal with another member will have a better angle. This works best when all involved at least trust each other, even if we're not gonna sit around a campfire making s'mores and listening to Master tell spooky Wolf Stories.

I'd really like to get Ai and Jane on board so we have full access to the social network they're building, if and when we make Director we'll see a serious effectiveness multiplier if our connections to the rest of the city are already in place, we can hire our own Edge students as troopers, and so on and so forth.
 
Meanwhile the Master gets even more angry because instead of encouraging self-destructive behaviour in the Cult we are making our friends feel better and want more good things in their lives. Truly the worst of betrayals in a Wolf Cult.
I wonder if the Wolf can be subverted by Knock? :V

I'd really like to get Ai and Jane on board so we have full access to the social network they're building, if and when we make Director we'll see a serious effectiveness multiplier if our connections to the rest of the city are already in place, we can hire our own Edge students as troopers, and so on and so forth.
So if I'm getting this right, Anatoly is the Steward, Arch is the Loremaster, and Jane and Ai share the Spymaster and Diplomat? Yeah, having both of them on board will be useful.
 
Another History: Turn 5 - Results, Part 2
[X] Plan The Lone Wolf Got Shot, Don't Go Poking Strange Wells Until You're Better
-[X] 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)
--[X] Take a break here and there (Costs one action, roll two recovery dice. 0/-15)
---[X] A touch here and there of something a bit stronger (Costs 60 Funds, two recovery dice will automatically succeed)
-[X] On work and the challenges it entails. (There will likely be an Endbringer attack next month, so all hands will be on deck)
--[X] 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)
-[X] On promotion and improvement (The below actions improve your chance of being selected as Director should Carol be unable to perform her duties.)
--[X] Keep guard on Wraith, ensure that nobody breaks him out of prison
--[X] Assist somebody else in their task
---[X] Arch, the Loremaster
----[X] Arch could use some money for items he may find (200 funds, ask for a weapon)

-[X] On learning the Lores.
--[X] You Master is willing to teach, request a lesson
---[X] What lore? (Grail)
-[X] A fleeting opportunity (rumor mills spin, opportunities come and go. These actions might never be available again)
--[X] Bury the Alicja case (Cannot be taken with taking the case)
-[X] On matters outside the cult.
--[X] Spend time with somebody
---[X] Arch (Give him the books, spend some time together)
-[X] On Rites, Rituals and the things inbetween
--[X] You'll cast The Attention of the Laws (Grail)

You were returning to the bar, ready to delve deeper into the succulent Lore of the Grail. Stepping out of your car, you paused for a moment, absentmindedly fiddling with your tie. It was a habit you couldn't shake—an unconscious ritual that ensured you were always impeccably dressed unless something drastic demanded otherwise. After a brief adjustment, you set your shoulders and made your way inside.

The bar was dimly lit, the usual haze of cigarette smoke and clinking glasses filling the air. You nodded at Anatoly, who was behind the counter serving drinks. He acknowledged you with a subtle nod of his own, but something about him seemed off. You couldn't place it immediately—maybe he was moving less fluidly or speaking even more quietly than usual. There was something subdued in his presence, something different that tugged at the edges of your mind, but you decided to tuck that observation away for later. You had more pressing matters to attend to.

As you ascended the stairs, the atmosphere seemed to shift subtly. The temperature dropped ever so slightly, sending a shiver up your spine, that odd sensation of someone walking over your grave. You ignored it, used to it now, only taking the mental effort to push the feeling aside, and pressed on, entering the cult's meeting room with an air of quiet resolve.

To your surprise, the Master was already there. She sat on the windowsill, her back to you, fingers weaving a new crown of flowers. The one she currently wore had clearly been discarded, and the new one was almost finished. You hesitated for a second, taking in the sight. There was something almost… childlike about her in that moment. She appeared smaller, more like the youthful form she wore rather than the ancient and dangerous entity you knew her to be.

"Good morning," you greeted, your voice calm and respectful as you stepped closer. Despite the tremor of fear that lingered in the back of your mind, you maintained your composure, offering her a polite nod. The Master didn't respond immediately, continuing to work on her flower crown. Eventually, she finished, placing it carefully atop her head, her fingers weaving the stems into her long hair. Only then did she turn to look at you.

Though not burning with the usual intensity, her eyes still held that unsettling depth, like staring into the abyss of something far greater than yourself. You felt her gaze assessing you as though she was peeling away layers of your soul with a single glance. You swallowed but kept your stance firm.

"I wish to learn more about Grail," you said, your voice steady though your heartbeat quickened. The Master's gaze lingered on you for a moment longer before she gestured for you to sit. Her silence was unnerving, but you complied, lowering yourself into a chair across from her.

For a brief moment, she simply studied you, her expression unreadable. Then, she spoke.

"Very well. I will teach you about pain today," she said softly, almost tenderly, though the weight of her words struck you like a physical blow. Before you could fully process what she meant, she was already moving, stepping closer with her hands outstretched. Instinctively, every muscle in your body tensed, and that familiar, primal fear flared to life once more

You remained still, frozen under her touch as one of her sharp nails traced a line up the side of your neck. The sensation was deceptively light, almost gentle—until it wasn't. A searing, fiery pain bloomed along the path of her nail as it sliced into your skin, your blood immediately welling up in the fresh wound. You gasped but didn't dare move. Her other hand came up, grasping your head with surprising strength, making it impossible for you to retreat.

Your breath hitched as you felt a nail graze your flesh once more, this time lifting a single drop of blood from your neck. She held it before your eyes, and for reasons you couldn't quite explain, you felt your heart race faster, your mouth suddenly dry. The sight of that single, ruby-red drop captivated you, and before you knew it, a wave of hunger washed over you. A deep, visceral hunger that gnawed at the very core of your being.

"You're hungry, aren't you?" she whispered, her voice low, the words sinking into your skin like a brand. And she was right. God, she was right. You didn't know why, but you craved that drop of blood more than anything in that moment. It didn't matter that it was your own—it was as if that single drop held the key to quenching a thirst you hadn't known existed until now.

Your body trembled with the effort of restraining yourself, yet the hand wrapped over your head and digging slightly helped you focus. Every fiber of your being wanted to reach out, to seize that drop and claim it as your own. But you didn't. You couldn't. Because you knew—if you did, if you so much as moved an inch toward her offering, she would crush your skull without hesitation.

The pain was unbearable. It grew, swelling in your chest, spreading like a wildfire through your veins until your entire body ached with the desire for that single drop. The temptation was maddening, and yet, you remained frozen in place, trapped between agony and yearning.

Just when you thought you couldn't endure it any longer, the Master released you. The pain subsided as quickly as it had come, and you slumped back, gasping for breath as the blood drop was flicked casually out the window. Instinctively, you lunged forward, reaching out in a futile attempt to catch it. But before you could even get close, her hand grabbed the back of your shirt, halting your movement with an iron grip.

"Now you know of pain," she whispered into your ear, her voice sending shivers down your spine as your mind realigned, knowing who she was. You shuddered, your mind still reeling from the experience. Slowly, you straightened yourself, smoothing down your clothes as you tried to regain your composure. The wound on your neck had already scabbed over, though the ache still lingered, a reminder of what had just transpired.

"What was that?" you asked, your voice shaky as you touched the dried blood on your neck, the remnants of the pain still fresh in your mind.

"Desire," the Master answered simply, returning to her seat by the window. "Brought to its peak, only to be denied."

"I see," you said even though you didn't, not truly. However as you slowly left the bar you did understand, you knew the reddest desires were painful but that didn't mean they weren't still wondrous to behold.

Your Master has shown you the middle point of desire and how it warps into pain, yet she did not show you how it can return to desire. Not yet. Gain 1 scrap of Grail.

Grail lore is now level 2
 
GRAIL
Perks:
+5 when attempting to convince someone of something

-Level 0: You have heard whispers that there is never any wrong in accepting one's own nature. Your rationality denied such a thing, and yet your body agreed. There might be some deeper knowledge to that. (+1 when attempting to convince someone of something)

-Level 1: You have supped of crimson blood, partaking in one of the worst crimes, minorly at least. You know now that their is power in such unspoken crimes, in the reddest of desires. (Further +4 when attempting to convince someone of something)

-Level 2: Desire is a painful thing, wanting so much can strain the heart, mind and soul. You know that pain will only provoke deeper desires as it settles and is stoked anew. (Further +5 when attempting to convince someone of something)

The total level hasn't been updated to +10 when attempting to convince someone despite the further +5 from level 2. I thought we would also get a diplomacy +1 from level 2 grail, if it was following the pattern of edge?
 
The total level hasn't been updated to +10 when attempting to convince someone despite the further +5 from level 2. I thought we would also get a diplomacy +1 from level 2 grail, if it was following the pattern of edge?
Eh I would split diplomacy in parts the darker side would go to Grail and other 'pure' diplomacy to Hearth. Of course the Edge would be aplicable too since diplomacy is strife between two sides to gain advantage over the other.

So all in all I say principles are too broad to be tied to one field even if it seems that way at the begining. But this in not my quest so QM decides how to do this.
 
Eh I would split diplomacy in parts the darker side would go to Grail and other 'pure' diplomacy to Hearth. Of course the Edge would be aplicable too since diplomacy is strife between two sides to gain advantage over the other.

Given that there are more lores than stats, I could see some lores offering the same stat bonuses. It would make sense for both moth and knock to give a +1 to intrigue, for example.
 
And another lesson is behind us. Master has been doing a lot for us lately, hasn't she? But what have we done for her since the last meeting? Maybe we should take at least one action — looking for Endbringer clues or training the chaff or something similar.

I bet we will get a task during that incoming Endbringer fight.
 
Eh I would split diplomacy in parts the darker side would go to Grail and other 'pure' diplomacy to Hearth. Of course the Edge would be aplicable too since diplomacy is strife between two sides to gain advantage over the other.
Real diplomacy is based on understanding desires. Even if you don't use the part of the grail that controls other people's desires, it still helps to understand other people's desires.
Much more in this regard, I am confused by the heart. There is nothing in its subject matter that hints at its social aspect, but still it is its cultists who are engaged in PR.
As for the Edge, I will say that if you allow him to engage in diplomacy, it means that you allow this aspect to do anything.
For example, healing, summoning, changes, etc. can be interpreted as a struggle.
 
Honestly, the +1 to a stat from the Lore is clunky as a concept especially with Piety being a stat here.
Lores +1 stat bonus can be considered a subtle shift in the person. the +5/10/etc are the knowledge of the stat allowing you to do something better. The stat bonus is how that Lore effects you in a much lesser scale, just a small shift separate from the level 3 bonus.

Now Piety isn't strictly speaking the knowledge or how pious a character is. It's how they connect to the supernatural, how their own perception transforms to fit. This is most easily expressed in rituals and rites, it's much easier to dance around a circle and heal wounds if you truly believe that it will work which is what Piety measures.

In simple words it's the stat how much you truly believe and think about magic. Somebody with a high piety would live and breath with the Lores even if they don't really understand them.

Much more in this regard, I am confused by the heart. There is nothing in its subject matter that hints at its social aspect, but still it is its cultists who are engaged in PR.
Heart is a bludgeoning aspect of sorts, Grail is how you understand desire while Heart is just refusing to back down. The both of them are important to Diplomacy.

@Witherbrine26 By the way, what does the characterization of piety do?
As said above it's essentially the casting magic stat (in contrast to Learning being the academic understanding) along with being used heavily in the Mansus.
 
Was idly thinking about the implications of having Edge and Grail be our highest Lore currently. It's like holding a blade in one hand while persuading someone - the knife is surely carrying some work in the persuasion there!

Also, I was thinking about the Worms - no, not that ones, I mean the Worms in the Woods. Could it possibly be that they are bits of Shards? Like, I was thinking that the noosphere equivalent of the body of the Thinker may be in the Mansus - and if it's somewhere higher up, bits and pieces of it could be breaking apart and falling into the Woods and getting dyed in Moth, then infesting some of the denizens of the Woods.
 
Was idly thinking about the implications of having Edge and Grail be our highest Lore currently. It's like holding a blade in one hand while persuading someone - the knife is surely carrying some work in the persuasion there!
It's funny how in Cultist Simulator "cult business" with Edge and Grail followers has the same results. A new prisoner and some low-level random stuff.
Also, with how Grail works, knife may actually be useful for seducing people who really dip in it.
 
Sorta bummed that the voters didn't pick a forge cult in creation cause I wanted to see King Crucible show Behemoth what a real inferno looks like.
 
Another History: Turn 5 - Results, Part 3
[X] Plan The Lone Wolf Got Shot, Don't Go Poking Strange Wells Until You're Better
-[X] 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)
--[X] Take a break here and there (Costs one action, roll two recovery dice. 0/-15)
---[X] A touch here and there of something a bit stronger (Costs 60 Funds, two recovery dice will automatically succeed)
-[X] On work and the challenges it entails. (There will likely be an Endbringer attack next month, so all hands will be on deck)
--[X] 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)
-[X] On promotion and improvement (The below actions improve your chance of being selected as Director should Carol be unable to perform her duties.)
--[X] Keep guard on Wraith, ensure that nobody breaks him out of prison
--[X] Assist somebody else in their task
---[X] Arch, the Loremaster
----[X] Arch could use some money for items he may find (200 funds, ask for a weapon)
-[X] On learning the Lores.
--[X] You Master is willing to teach, request a lesson
---[X] What lore? (Grail)

-[X] A fleeting opportunity (rumor mills spin, opportunities come and go. These actions might never be available again)
--[X] Bury the Alicja case (Cannot be taken with taking the case)
-[X] On matters outside the cult.
--[X] Spend time with somebody
---[X] Arch (Give him the books, spend some time together)
-[X] On Rites, Rituals and the things inbetween
--[X] You'll cast The Attention of the Laws (Grail)

"Good afternoon, Mr. Nelson," you said, leaning back in your chair. It wasn't the kind of call you'd usually make from home—normally, business like this would be handled from your office, where things were more contained and professional. But today, you needed privacy. The situation was too delicate, and you couldn't risk any further scrutiny, especially with the ongoing war between you and Alicja. If anyone looked too closely, it might draw unwanted attention—not just to her, but to you as well, and that was something you had to avoid at all costs.

"Ah, Mr. Donovan, it's always a pleasure to hear from you," Nelson replied, his tone warm and familiar, though you could hear the undercurrent of wariness beneath his friendly chuckle. He wasn't exactly anyone special—a mid-level bureaucrat with a few ties to the local police. But what made him valuable was his quiet membership in your "Pool Club," a convenient front for the cult. He wasn't fully in the know, but he knew enough to be useful when the time came.

"How's the missus?" you asked, keeping the tone light as if this were just another routine call between acquaintances.

"Good, good! It's her birthday next week, actually. I'm planning on taking her to this new steakhouse downtown," he replied, his voice brightening with genuine excitement. You could almost picture him smiling on the other end of the line. It was hard to say what had drawn him into the cult—maybe curiosity, maybe something deeper. But whatever it was, you knew he'd come in handy sooner or later.

"That sounds wonderful. You'll have to let me know how it goes," you said, indulging him for a moment before shifting the conversation. "Listen, Nelson, I do have a bit of a request if you don't mind."

There was a pause on the other end, and the atmosphere shifted. "This a personal request, or something from the club?" he asked, his voice more cautious now, clearly weighing the potential consequences.

"A personal one," you clarified, leaning forward slightly, your tone dropping just a fraction. "There's that case that came up recently, the one about the motel. I need it buried."

The line went silent for a beat, and you could almost hear Nelson thinking it over, probably running through the possible fallout in his mind. Then, he let out a long, drawn-out sigh. "That's a tricky one," he admitted, his tone a bit more guarded now. "I can talk to a few people, see what strings I can pull, but I can't promise anything. You know how things are right now—everyone's on edge."

"I appreciate whatever you can do," you replied smoothly, already mentally preparing yourself for what you might have to do next if this didn't pan out. "Have a good day, Nelson. And give my regards to the missus."

You hung up before he could respond, the tension in your shoulders easing just slightly as the call ended. Running a hand through your hair, you exhaled deeply. The day was only getting started, and you had a lot more to deal with. You picked up the phone again and dialed another number. Today needed to be productive—more than productive, in fact. You needed that case buried so deep it wouldn't resurface, not even as a whisper.

[Burying the Case: DC 30/60]

[Roll: 5+8(Intrigue)+10(GRAIL)+10(Attention of the Laws)+6(Politicians) = 39]

It had been some time since you had started trying to bury the case and it had been sitting in the back of your mind. It was almost relieving when you heard your phone ring and see that it was Nelson.

With that, you hung up, rising from your chair and beginning to pace, your hands clasped behind your back. The news wasn't unexpected, but it was still inconvenient. You'd hoped the chief would look the other way this time, given everything going on, but evidently, he hadn't.

You paused by the window, staring out at the city below, the lights flickering on as evening began to settle in. There was still time to adjust your approach, still options to consider. But it was clear you'd have to be more careful. If this case wasn't buried soon, it would attract the wrong kind of attention, and that kind of attention you did not want.

Unfortunately, you couldn't bury the case; the police chief wants to be doing something in the wake of such a successful PRT bust. However, your attempt cannot be traced back to you, so it is likely that they will be going after Alicja first.



"You doing okay?" Fred asked as you walked past him, his voice filled with casual concern. "I heard you were out with a cold," he added, glancing up from his paperwork.

You nodded slightly, maintaining the facade. The cold was the perfect cover, simple and unremarkable—exactly the kind of excuse people wouldn't question. "I am, thanks. Feeling much better now," you replied, offering a polite smile. It wasn't exactly a lie, but it wasn't the truth either. People had bought the story without much hesitation, and that was all you needed.

Fred smiled back, his expression friendly as he gave your shoulder a light pat. The moment his hand made contact, you felt a dull ache flare up beneath your skin—a reminder of the injury you were still nursing. You bit back the hiss of pain that threatened to escape, instead giving him a small wave before continuing on your way.

You made your way towards the holding cells, the sound of your footsteps echoing faintly in the quiet corridor. The sharp scent of disinfectant lingered in the air, a stark contrast to the stale atmosphere that seemed to settle in these lower levels. As you approached the cells, the guard on duty noticed your arrival and straightened up, offering a respectful salute.

"Evening. How's our prisoner?" you asked.

"He's pretty annoyed, sir," the guard replied with a wry grin. He turned to open the small metal slit in the heavy door—the one used for passing food through. You bent down slightly to peer inside, your eyes landing on Wraith, still bound tightly to the wall. The mask covering most of his face didn't hide much of his frustration. He looked uncomfortable in the straightjacket that was a bit too large but had been tied with precision, keeping him secured. It also ensured he couldn't slip free with his powers.

"Good. Keep up the work," you ordered with a nod, satisfied with the guard's work. There were adjustments you'd make later and some advice to offer to improve things, but you trusted your men to handle the situation for now. You couldn't be everywhere at once, and with your injury slowing you down, delegation was more important than ever.

[Playing defense]

[Your roll: 79+18(Martial) = 97]

[Their roll: 1+??(???) = ???]

[Overwhelming Victory]

The faint buzz of your desk phone pulled you from your thoughts. Not your personal one, but the official line. Frowning slightly, you picked it up and raised it to your ear.

"We had a break-in," came the voice of the guard on duty, his tone clipped but steady. "A group tried to break Wraith out of prison."

Your grip on the receiver tightened slightly. Lips thinning, you turned the information over in your mind. A break-in? Wraith's network was smaller now, scattered, so who would take such a risk to free him? Whoever it was, they had more resources than you'd anticipated. Still, the fact that they had been caught spoke volumes about their level of skill—or lack thereof.

"I see. Did they tell you why they attempted to break him out?" you asked, keeping your voice calm, even though your mind was already processing the implications.

"They were paid," the guard replied, a note of surprise in his voice. "They offered the information freely, even handed over business cards."

That was curious. Mercenaries, then—hired hands with no real loyalty to Wraith, just following orders for a paycheck. It wasn't unusual, but it was unfortunate that they'd accepted this particular contract. You considered your options. Trying to extract more information from them might lead to something useful, but they were already on the PRT's radar. Getting them out without raising more alarms would be costly and time-consuming, and it would be more trouble than it was worth at this point.

"Understood," you said after a moment. "Good job. Make sure they're secured, and keep a close watch on them."

With that, you hung up the phone and leaned back in your chair, exhaling a slow breath. The immediate threat had been neutralized, and hopefully, Wraith would be out of your hair soon. Small victories, you reminded yourself.

Glancing at the stack of paperwork on your desk, you sighed and leaned forward, beginning to sift through the files. There was always more to do, more fires to extinguish. With practiced efficiency, you started typing, pushing the break-in to the back of your mind for the time being. Wraith could wait—there were other matters that required your attention now.

While a group of mercenaries attempted to break Wraith out of prison, they failed miserably and have been placed in the same holding cells that they had attempted to free him from; they will be booked and shipped out before the month's end.

In addition, Wraith has been sentenced and shipped off to prison, where he will be spending a long time. Unless something exceptional happens, you are next in line for Director, assuming she doesn't have any plans for her replacement, of course.




You heard a sharp rapping on your door, the brisk, quick beat immediately drawing your attention. Rising to your feet, you strode over and opened it up.

"Morning, Michael. Mind if I come in?" Arch greeted you with a casual grin, though your eyes were immediately drawn to the bundle tucked under his arm. It was wrapped tightly, its contents obscured by a rough, cloth material, but something about the way he held it made you curious.

You stepped aside to let him in, and he stumbled slightly as he crossed the threshold, adjusting his grip on whatever he was carrying. The door clicked shut behind him as you turned back toward him, raising an eyebrow at the mysterious object under his arm.

"Thanks," Arch said, a bit breathless, as he unwrapped the bundle. His hands worked quickly to reveal what lay beneath three large quills reminiscent of feathers plucked from the wings of some massive bird. Except these weren't natural. As you bent down to get a closer look, you noticed the sheen of metal running along their length, cold and unyielding beneath your fingertips. They were forged, not grown, and from a quick touch, you could tell they'd been made hastily—although not carelessly.

"The guy I bought these from said his grandfather picked them up off some guy back in the '20s. Supposedly, they were plucked from vultures, but—" Arch started to explain, but you interrupted him as you picked one up, holding it with delicate precision.

"They're fragile," you murmured, turning the quill over in your hand, inspecting it more closely. "Meant to be thrown. The head will shatter inside someone's body, making it nearly impossible to heal, like a barbed arrowhead. And that's not even considering the potency I can feel lingering on them."

You ran a hand gently along the edge, feeling a faint hum of energy beneath the cold metal. There was something about these quills, something dangerous and volatile. They were not just weapons—they were meant to cause lasting damage, to wound in a way that left scars both physical and magical. You shifted into a mock throwing stance, testing the weight, and frowned slightly. They weren't balanced well. If you were going to use them effectively in combat, you'd need a proper quiver and training. You might have tried to alter the quills yourself, but looking at them instantly told you that you didn't have the skill.

Still, they were useful—very useful.

"Thank you, Arch," you said, clapping him on the back with a grin. "This is very helpful."

"No problem, man. Just trying to do my part," Arch replied with a faint laugh. "Anyway, I can't stay long, just thought I'd drop these off. Have fun with your new toys."

He gave you a quick wave as he headed toward the door, his footsteps fading as he left. You stood there for a moment, looking down at the quills in your hand, your mind already turning over the possibilities. These would be more than just weapons—they were tools, ones that would maim Alicja.

Yes, you thought to yourself with a thin and vicious smirk, you would have plenty of fun with your new toys.

You have received a potent Edge weapon and the full sum you gave Arch was spent to buy it. In addition he has analyzed it and as such you know its special properties. The details are below.

EDGE Level 3
"A roll of barbed quills the length of your forearm. When struck by them, the wound refuses to close until forced shut by a vast quantity of stitches and even then the wound weeps.
Appraised Cost: 200 Funds
Special properties: Wounds dealt with this artifact require two successes to heal. After dealing three wounds this artifact is expended.
 
Last edited:
Back
Top