I think the only wrong decision we made was not to give Alicja to the Master. In other cases we calculated the risks and acted reasonably without getting too paranoid.Ugh, sure we made some bad decisions but it's still a pain that we pretty much just ended up losing due to horrible dice luck.
Or choosing an Enemy in the first place, that was what caused all of this to happen after all.I think the only wrong decision we made was not to give Alicja to the Master.
No. Over my dead body.
Your dead body could be a highly relevant parts of rites and research.
Ugh, sure we made some bad decisions but it's still a pain that we pretty much just ended up losing due to horrible dice luck.
[Michael: 56+48(Personal Combat)+10(Attention of the Laws)-10(Outnumbered) = 99]
[Alicja: 43+25(Personal Combat) = 68]
[Guard 1: 59+9(Personal Combat) = 68]
[Guard 2: 49+9(Personal Combat) = 58]
[Current overflow (damage occurs on 50): Michael – 31, Alicja – 0, Guards - 0, 0]
Oooo, yea I'd like to second this ideaThe idea of a high level SH cultist with Knock in Wormverse is more interesting to me. The starter goal of the SH cultist could be to figure out why the bloody hell all of these Demi-Histories became real all of a sudden and so on. Full on dimensional walking mass teleports and so on
Maybe, I'm still settling on what I plan to do next though.@Witherbrine26 I was thinking maybe to avoid similar situations in the future when unfair dice kill us you could take the Fate Points system from your Brilliant Road quest.
I mean it could even be justified canonically after all, the story is an agreement that Hour creates through arguments and treaties, discarding everything unnecessary at the end. So Fate Points could be a measure of how much Hour considers our death to be a realistic event.
Thank you! I really liked writing this, and thankfully(maybe?) you guys haven't poked all to deep into the lore so I can keep using that.Unfortunately, the dice gave us, whatever this was. All possible credit and admiration to @Witherbrine26 for writing an engrossing setting, your character writing is top-notch, I'd be very happy to participate in future quests provided you get some new dice.
Not necessarily, but this is the position where we unlock the full potential of knock. In theory, of course, we could become intriguers because of his knock property to open locks and cook poisons, but that was just using secondary properties.I mean, the cult can be knock, but we don't have to be the lorekeeper. Knock subverts all lores save Secret Histories.
This is not such a vague goal. At the end of his journey, the priest becomes the gateway to the Mansus open to his followers, not ascending himself, but helping others to ascend.The end goal would be to get a wounds of every lore and use that to some nebulous goal.