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

[X] Plan: Parsing the Histories
[X] Plan: Flower Shop AU
[X] The Priestess of Piety

[X] Plan: Rebelious daughter, yearing for dance
-[X] Felicia Brentwood
-[X] Female
-[X] Appearance: A young adult, fresh out of university. Regal, with raven locks and constantly narowed gray eyes. Always with a sour mood and a scowl to match, untill the drums start.
-[X] Great Britain
-[X] Manager of her Fathers Esate firm
-[X] Beautiful
-[X] Silver Tongued
-[X] Intuitive:
-[X] Old Money
-[X] Addicted
-[X] Compromised
-[X] Your eyes glow slightly, only seen on the darkest nights
 
[X] The Priestess of Piety
-[X] Mahina Hale
-[X] Female
-[X] Lightly tanned skin, you have Hawaiian ancestry, and it shows in both your natural athleticism and your luscious black hair. You have Hazel eyes that seem amber or gold when the light reflects off them. faint lines already mark your face from a lifetime of smiling- forced or otherwise- and you have an unconscious habit of smiling kindly at others. Your hair is shoulder length, and often kept up in either a bun or ponytail. Your facial features are soft, giving you a gentler and more comforting presence than most.
-[X] USA
-[X] Matron of an Orphanage
-[X] Beautiful: Heads turn when you walk past them and you are well versed in using that. (+2 Intrigue, +5 when trying to seduce other creatures, or just be pleasant)
-[X] Silver Tongued: Complicated words to impress the simple minded, complicated arguments to impress the wise. You know well how to weave them. (+3 to Diplomacy)
-[X] Well Read: You are fond of libraries and the smell of well worn books. (+2 Learning, +5 when attempting to decipher or learn from books and texts)
-[X] Intuitive: You have a knack for understanding the world and its more esoteric tricks. (+2 Piety, +5 when performing rituals or summonings)
-[X] Farmers: They work the soil and ensure the people are fed. They know of old ways, habits and tricks that most city folk would scoff at. They've taught you these ways even if your more mundane education was a bit worse. (+2 Piety, +1 Martial, -1 Learning)
-[X] You were promoted: Lieutenant, not soldier. Manager, not clerk. There is a hierarchy in this world, and you climbed a step through hard work, not birthright (Start with a better paying job, albeit more demanding. You will have better access to what your cult is after)
-[X] You realized you're well liked: The folks around you gather and hang on to your every word, you're a local informal leader. (+1 Diplomacy, start with a good relationship with the locals)
-[X] Frightened: Trauma, or a weakness that you were born with? It doesn't quite matter as you're simply weaker than most. (-10 to Personal Combat, +1 coin)
-[X] Scarred: You survived, but not untouched. (-1 Health, +1 coin)
-[X] Compromised: Something happened, you overstepped or just pure bad luck. Your cult bailed you out. (You have a personal debt to the master of your cult, +2 coins)
-[X] Your eyes glow slightly, only seen on the darkest nights (+4 Learning, +5 to learn the secrets that are within an object, other effects will be revealed with time)
 
[X] Plan: Spymaster, actual job edition

Though, I'm curious. If Piety is the ritual stat (which I assume it is, given Inuitive's effect), why go for the Knock trait (Intrigue) over Forge (Piety) if it's supposed to be a summoner build? Do the 'weird' traits affect what Lore we start with?
 
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Though, I'm curious. If Piety is the ritual stat (which I assume it is, given Inuitive's effect), why go for the Knock trait (Intrigue) over Forge (Piety) if it's supposed to be a summoner build? Do the 'weird' traits affect what Lore we start with?
That's mostly to compound the Intrigue from the special fingers, and to as the name implies, also serve as a spymaster. I'm assuming having the Knock trait will help in advancing Knock lore or in Knock rituals, as the trait advances, especially if we develop it in that direction. With job edition you also get some Piety from the Librarians.
 
That's mostly to compound the Intrigue from the special fingers, and to as the name implies, also serve as a spymaster. I'm assuming having the Knock trait will help in advancing Knock lore or in Knock rituals, as the trait advances, especially if we develop it in that direction. With job edition you also get some Piety from the Librarians.
Gotcha gotcha.

Librarians don't provide Piety though?
[] Librarians: Those who keep text and ensure words never die. Books were always scattered about the house. They've imparted the most basic lesson, how to learn. (+2 Learning, +1 Intrigue, -1 Martial)
 
Well that was a misread on my part. Welp, at least learning is a good skill in general to improve lores and study books for rituals. And there's still the piety bonus from intuitive, although I do agree that the build could have been more optimized in that regard. But I also wanted it to have some narrative cohesion, as well as offer the dual role of spymaster and summoner, since I think becoming a loremaster would have been a waste with that +4 intrigue.
 
I don't want to say anything bad about the currently leading plan, but isn't the priest's plan more interesting in its essence?
This creates a completely unique priest dynamic in the superhero world. In a world where everything is saturated with despair, we will carry uncompromising hope that we will kindle in hundreds of hearts. We will not just be a disciple of the master, but at the same time a pastor for our parishioners, and the best of them will become our disciples themselves. We will be able to work miracles and heal diseases by eventually showing our followers the gate to eternal life.
Doesn't all this sound more interesting than just being a detective?
 
One of my primary motivations for the plan was to hopefully help us advance in and explore the Mansus, especially the implications of the shards on the Manus. What do the existance of the Shards mean for the Hours in this crossover world? I want to climb higher in the House of the Hours and unearth its secrets, with Knock being a key way to both find the path and open the doors.

The detective job is just a means to an end, a way to help the cult and make money for our expeditions. In my view there are plenty of quests that explore the mortal world, especially the world of Worm, but very few if any that explore the deeper lore of Cultist Simulator.
 
One of my primary motivations for the plan was to hopefully help us advance in and explore the Mansus, especially the implications of the shards on the Manus. What do the existance of the Shards mean for the Hours in this crossover world? I want to climb higher in the House of the Hours and unearth its secrets, with Knock being a key way to both find the path and open the doors.

The detective job is just a means to an end, a way to help the cult and make money for our expeditions. In my view there are plenty of quests that explore the mortal world, especially the world of Worm, but very few if any that explore the deeper lore of Cultist Simulator.
No matter how many cultist simulator quests I've seen (it's at least more than 3) the focus on masnus has never been any significant.
If the Cult of Knock had won, then maybe I would believe that people are interested in exploring mansus, but the Cult of Heart gives a completely different focus. So most likely the character you create will spend most of his time doing anything but mansus.
 
Doesn't all this sound more interesting than just being a detective?

It also sounds like an AP sink and an open invitation for people to be intensely interested in our personal lives. Religious leaders are right up there with celebrities and politicians when it comes to "people the press would love to get some dirt on". Especially in the Worm setting since the moment we got connected with something eldritch or were suspected of being a little too charismatic people would start making Fallen noises.

Dang masters ruining supernatural charisma for the rest of us...
 
It also sounds like an AP sink and an open invitation for people to be intensely interested in our personal lives. Religious leaders are right up there with celebrities and politicians when it comes to "people the press would love to get some dirt on". Especially in the Worm setting since the moment we got connected with something eldritch or were suspected of being a little too charismatic people would start making Fallen noises.

Dang masters ruining supernatural charisma for the rest of us...
That's not how Heart cult and Heart cultists work. In CS Heart is the Lore you use for PR, defence and Heart cultists are just generally good people and good at people-ing. While Grail is the convincing people Lore Heart is the actually being social Lore. Plus being the very well regarded leader of the local church means we'll be fine and it'll be up to us how much additional effort we place into the church. Hell if we pick recruiter as our role in the cult then the APs we put into the church are basically the same as the one for the job.

Also, a Heart Master and thus cult is either going to be obsessed with patching up the wards, 'healing' the world or something similar so not really all that similar to the Fallen thus no comparisons about that.

Also, also, If we do decide to become a Knock Long then we'd need at least 7 HP for the ascension under the Mother of Ants. The Priest plan gives us a starting 6.

I do have to admit the idea of the himbo priest tickles me pink.
 
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It also sounds like an AP sink and an open invitation for people to be intensely interested in our personal lives. Religious leaders are right up there with celebrities and politicians when it comes to "people the press would love to get some dirt on". Especially in the Worm setting since the moment we got connected with something eldritch or were suspected of being a little too charismatic people would start making Fallen noises.

Dang masters ruining supernatural charisma for the rest of us...
How fortunate that it is the cult of the heart that has the ability to destroy a bad reputation. It even works with Suppression Bureaus that know what to look for, so it should work with the PRT as well.
The Priest plan gives us a starting 6
This is also an important aspect, unlike the previous character, it will not die so easily. At least the dice will have to play so dishonestly this time that it will simply cause a change in the game mechanics.
 
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