Fledgling Deity Quest

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Turn 5 Results Part1: Plan Purchases
Given how it wasn't that difficult to find the Senshi in terms of at least general location, what with the raw magic even their dormant states possessed, you'd be planting a 'less visible' Blessing on the Senshi. Both in the metaphorical sense because this wasn't as easily noticed as the Empowerment-based ones, and in the sense that they'd literally be harder to find for malicious entities.

Three main focuses, as you began your second year. Preparation for and then restoring the bodies of the Magical Girls to them, further improving the Empowerment methods, mostly via boosting Divinity and Soul to bolster everything else, and raising some infrastructure, partially to boost your Staves of Leto production to the point of automation so all your Followers are up to par, and partially to aid in finding various supernatural energies and associated points of interest.

Faith was spent like water for the first 2 points on the agenda, with some more minor investments for the last.

[X] Plan Digging In
-[X] Invest Faith in chosen Domains
--[X+Omake] Body 335

Obviously, the best Domain for reconstructing bodies would be Body, right? That just made sense. So you invested roughly a quarter of your Faith into Body. Indeed, it seems to be highly effective on this front. Sure enough, roughly 200 bodies were available every 3 months would be enough for, well, 200 embodiments without any active effort. Active effort would be far more potent.

Obtained Body 1.

Bodies of High Priests function noticeably better. Speed, strength, intelligence, training of physical skills such as combat training, every aspect enjoys some improvement. Lifespans extended 5 years.

Blessed gain a slight benefit from Body, from superior dexterity, to greater mental plasticity and healing rates, to slightly reduced risk of cancer.

Moderate improvement to ability to construct, modify, and repair bodies. Simple bodies can be constructed relatively easily, and sufficient understanding has been gained to explain them to others, even if they have no significant knowledge of biology.

A blank body for a given individual can be constructed as a temporary home for fallen Magical Girls, provided the Soul Gem is cleansed. Similar entities with anchored spirits but no bodies can be accommodated similarly.

Body 2.

High Priest bodies are somewhat improved. Speed, strength, intelligence, training of physical skills such as combat training, every aspect enjoys improvement. Lifespans extended 10 years.

Blessed receive noticeable benefits, from superior dexterity, to greater mental plasticity and healing rates, to slightly reduced risk of cancer. Lifespan is increased 5 years.

Followers are granted slight boosts to everything from digestion, to production of tears, to length of time before the appendix explodes.

Further improvement to ability to construct, modify, and repair bodies. Less simple bodies can be constructed relatively easily, and sufficient understanding has been gained to explain them to others, even if they have no significant knowledge of biology.

A blank body for a given individual can be constructed as a permanent home for fallen Magical Girls, provided the Soul Gem is cleansed. Similar entities with anchored spirits but no bodies can be accommodated similarly.

Body 3.

High Priest bodies are significantly improved. Speed, strength, intelligence, training of physical skills such as combat training, every aspect enjoys improvement. Lifespans extended 15 years.

Blessed receive somewhat benefits, from superior dexterity, to greater mental plasticity and healing rates, to slightly reduced risk of cancer. Lifespan is increased 10 years.

Followers are granted noticeable boosts to everything from digestion, to production of tears, to length of time before the appendix explodes. 5-year life-extension.

Further improvement to ability to construct, modify, and repair bodies. Moderately complex bodies can be constructed relatively easily, and sufficient understanding has been gained to explain them to others, even if they have no significant knowledge of biology.

5 'blank' bodies may be passively constructed, which will take on the form of the first soul/consciousness implanted therein. Additionally, bodies may take on decidedly odd forms, such as hybrids of spiders and mermaids, though biological feasibility is still an issue.

Body 4.

High Priest bodies are further improved. Speed, strength, intelligence, training of physical skills such as combat training, every aspect enjoys improvement. Lifespans extended 20 years.

Blessed receive significantly benefits, from superior dexterity, to greater mental plasticity and healing rates, to reduced risk of cancer. Lifespan is increased 15 years.

Followers are granted somewhat boosts to everything from digestion, to production of tears, to length of time before the appendix explodes. 10-year life-extension.

Great improvement to ability to construct, modify, and repair bodies. Fairly complex bodies can be constructed relatively easily, and sufficient understanding has been gained to explain them to others, even if they have no significant knowledge of biology.

10 bodies in a 'blank' state can be made passively per Turn, taking on the form of the first entity placed within.

Body 5.

High Priest bodies are greatly improved. Speed, strength, intelligence, training of physical skills such as combat training, every aspect enjoys improvement. Lifespans extended 25 years.

Blessed receive further benefits, from superior dexterity, to greater mental plasticity and healing rates, to reduced risk of cancer. Lifespan is increased 20 years.

Followers are granted significant boosts to everything from digestion, to production of tears, to length of time before the appendix explodes. 15-year life-extension.

Great improvement to ability to construct, modify, and repair bodies. Fairly complex bodies can be constructed relatively easily, and sufficient understanding has been gained to explain them to others, even if they have no significant knowledge of biology.

100 'blank' bodies may be constructed passively. They will take on the form of the first soul/consciousness placed within them and can be repurposed for a different individual one time. Repurposing of other biomass in favor of construction of bodies is eased.

Body 6.

High Priest bodies are immensely improved. Speed, strength, intelligence, training of physical skills such as combat training, every aspect enjoys improvement. Lifespans extended 30 years.

Blessed receive great benefits, from superior dexterity, to greater mental plasticity and healing rates, to reduced risk of cancer. Lifespan is increased 25 years.

Followers are granted further boosts to everything from digestion, to production of tears, to length of time before the appendix explodes. 20-year life-extension.

Immense improvement to ability to construct, modify, and repair bodies. Complex bodies can be constructed relatively easily, and sufficient understanding has been gained to explain them to others, even if they have no significant knowledge of biology.

200 'blank' bodies may be constructed passively. They will take on the form of the first soul/consciousness placed within them and can be repurposed for a different individual twice. Repurposing of other biomass in favor of construction of bodies is significantly eased.

5/135 for Body 7.


--[X+Omake] Hide 320

To be frank, if even half of what Kyubey says is true, Galaxia showing up at this juncture would be what game developers call an instant loss condition. So, preventing her from showing up is by far your best bet. To that end, Hiding would be used to keep Earth boring-looking. In addition, some of the Magical Girls had been complaining about how much harder it was to find their fellows than to hide. The advancement of this Domain more or less resolved that issue, at least as far as fellow Followers were concerned. As of the tenth level, any concerns over technological means or piercing by sensory-focused mystics were dramatically reduced.

Hiding 4 revealed.

High Priests see a major improvement to their hiding abilities, the effectiveness of hiding, what is considered hiding, and the further improvement of effectiveness of concealment in acting as cover.

Blessed gain a large improvement to their hiding abilities, efficiency of hiding, the bar for being hidden, and the medium improvement of concealment where cover is concerned.

Followers receive a significant bolstering of hiding skills, their ability to hide, and what counts as hiding, with a somewhat boosted ability for their concealment to act the part of cover.

Hiding 5.

High Priests see an even further improvement to their hiding abilities, the effectiveness of hiding, what is considered hiding, and the major improvement of effectiveness of concealment in acting as cover. For instance, they can effectively turn off object permanence for most people, at least regarding them, meaning simply covering their face can hide their identity or outright lead to them being ignored, even if absolutely nothing else changes.

Blessed gain a major improvement to their hiding abilities, efficiency of hiding, the bar for being hidden, and the large improvement of concealment where cover is concerned.

Followers receive a medium bolstering of hiding skills, their ability to hide, and what counts as hiding, with a significantly boosted ability for their concealment to act the part of cover.

Followers now gain an IFF for Hiding, where they are only hidden from fellow Followers if they want to be.

Hiding 6.

High Priests see their hiding abilities improved further still, as is the effectiveness of hiding, what is considered hiding, and the even further improvement of effectiveness of concealment in acting as cover.

Blessed gain a further improvement to their hiding abilities, efficiency of hiding, the bar for being hidden, and the major improvement of concealment where cover is concerned.

Followers receive a large bolstering of hiding skills, their ability to hide, and what counts as hiding, with a mediumly boosted ability for their concealment to act the part of cover.

Hiding 7.

High Priests have their hiding abilities greatly improved, as is the effectiveness of hiding, what is considered hiding, and the improvement of effectiveness of concealment in acting as cover further still.

Blessed gain an even further improvement to their hiding abilities, efficiency of hiding, the bar for being hidden, and the further improvement of concealment where cover is concerned.

Followers receive a major bolstering of hiding skills, their ability to hide, and what counts as hiding, with a largely boosted ability for their concealment to act the part of cover.

Hiding 8.

High Priests have their hiding abilities immensely improved, as is the effectiveness of hiding, what is considered hiding, and the greater improvement of effectiveness of concealment in acting as cover.

Blessed have their hiding abilities improved further still, efficiency of hiding, the bar for being hidden, and the even further improvement of concealment where cover is concerned.

Followers receive a further bolstering of hiding skills, their ability to hide, and what counts as hiding, with a majorly boosted ability for their concealment to act the part of cover.

Hiding 9.

High Priests have their hiding abilities impressively improved, as is the effectiveness of hiding, what is considered hiding, and the immense improvement of effectiveness of concealment in acting as cover.

Blessed gain an even greater improvement to their hiding abilities, efficiency of hiding, the bar for being hidden, and the further still improvement of concealment where cover is concerned.

Followers receive an even further bolstering of hiding skills, their ability to hide, and what counts as hiding, with a further boosted ability for their concealment to act the part of cover.

Hiding 10.

High Priests have their hiding abilities drastically improved, as is the effectiveness of hiding, what is considered hiding, and the impressive improvement of effectiveness of concealment in acting as cover.

Blessed gain an immense improvement to their hiding abilities, efficiency of hiding, the bar for being hidden, and the greater improvement of concealment where cover is concerned.

Followers receive a further bolstering of hiding skills, their ability to hide, and what counts as hiding, with a majorly boosted ability for their concealment to act the part of cover.

Sensors can be more directly manipulated than the mark 1 eyeball, not only hiding if there's anyone there, but their number and strength. This includes even dedicated sensory abilities in mages, psychics, etc., as well as both technology and magitech. For example, completely disappearing the entire planet might well be more suspicious than the planet gradually gaining mystical strength where Galaxia is concerned, so simply hiding that any major magical shenanigans are happening would likely be safest, and this Domain can now do so passively, though it is still dependent on Follower presence to do so.

20/95 for Hiding 11.


--[X] Divinity 100

Consider how much of a benefit and how many benefits Divinity provided last time, you were quite confident that this was a good investment. Nothing new appeared, but everything from before was improved upon.

Obtained Divinity 2.

Faith may now be spent at a 1:2 ratio, up to a maximum of 200%. Meaning, spending 100 Faith triples the effective potency of a Marvel.

Faith threshold lowered. Additional 1d200 Follower gain will be rolled for all following Turns. Interference with Follower connections is more massively hardened against. High Priest threshold has dropped from 1/5,000,000 to 1/2,500,000.

Gain another Action.

Actions are more powerful and have their DCs lowered more. Additionally, countering or shutting them down via enemy action is even more difficult.

Triple simultaneous Blessing and Empowerment numbers. Currently, this is a jump from 200 to 600, and 20 to 60.

Your Legend strength is further improved. All Followers have Legend strength further improved, including on Legends they already possess. Additionally, special and/or unique Legends are even easier to unlock.

Spark of Creation further strengthened. Further improved abilities when facing other energy beings or otherwise contesting entities who can actually strike at you directly.

Threshold to recover Leto's past memories lowered. Risk of mental contamination has dropped significantly.

0/150 for Divinity 3.

Currently: Upgrades, People, Upgrades. When upgrading an existing device, baseline difficulty is reduced by half, rounding to the lower multiple of 5 for ease of calculation, and then dropping an additional step. For example, upgrading Miko's videogame consoles would have been reduced to 12.5, rounded down to 10, then dropped to 5, then the reduction from Domains would have dropped it to -10, meaning two additional success tiers had this action been taken then. This applies to Artifacts, not Marvels.

Previously: Upgrades, People, Upgrades. When upgrading an existing device, baseline difficulty is reduced by half, rounding to the lower multiple of 5 for ease of calculation. For example, upgrading Miko's videogame consoles would have been reduced to 12.5, rounded down to 10, then the reduction from Domains would have dropped it to -10, meaning two additional success tiers had this action been taken then. This applies to Artifacts, not Marvels.

Currently: Pure Hearts. Passive purification rate gains 150% acceleration. Applies to mystical and mundane elements. Additionally, larger scope is reduced 60% as an issue.

Previously: Pure Hearts. Passive purification rate doubled. Applies to mystical and mundane elements. Additionally, larger scope is halved as an issue.


--[X] Souls 100

Similarly to Divinity, Souls being upgraded seemed likely to be more than worth the effort. Much like Divinity, Souls second level strengthened all of it's prior effects, though no new ones arose.

Gained Soul 2.

Follower connections are drastically empowered. It is immensely more difficult to sever or weaken the connection Leto has with his Followers. Theft of Follower Souls is made much, much more difficult.

Soul-based modification are greatly eased.

Empowerments are drastically improved. Supernatural energy is universally tripled in strength and reserves among all Followers.

Specific benefits for other Empowerment Domains are as follows: Magic is instead improved by five times it's original strength, as is Aura. Qi enjoys vastly accelerated training rates, due to 'soul training' being more accessible and easier to accomplish. 2 additional Domains may be selected for Psi among all Followers. Essence's benefit is that a more complete internal world is generated in the depths of the user's soul, distinct from the Reality Marble/Internal Realm they can impose upon reality at higher tiers, Psi's Mindscape, and Heart's Dive to the Heart, which a clever individual can exploit in all sorts of ways, and which acts as stronger ablative armor against instant-death/personality-wiping/soul-destroying/existence-erasing attacks. Heart's main benefit at early levels, Social Links, may now have three Links per Tarot Card, Major and Minor. Mundane's skill buff is improved two steps, meaning that Mundane 1 functions like Mundane 3, Blessed training at 30 points out of 300 per AP instead of 10 out of 100. Heroism now provides 2 additional Talents to all Followers, doubling Skill Caps and learning rates for that Skill, and Heroic Talents can now unlock the full Skill if used on Psi Skills. Wonder now provides tripled benefits, each level providing High Priests, Marvels, and special Blessed types unlocked by Heroism, with 60% improvement of benefits. Must have a given Empowerment for the benefits to apply, obviously.

0/150 Faith to Soul 2.


--[X+Omake] Mind 60

It's not clear how much of their time as Witches the Magical Girls will remember, and many of them come from immensely different times and cultures. Some level of mental health issues are to be expected, which this Domain should help with. Also, you expect this Domain to help with customizing their new brains to match up with them.

Researched Mind 1

All aspects of the mind are enhanced. High Priests gain an effective 10 IQ points. Similar buffs to memory, creativity, and sensory feedback, etc. Blessed gain roughly 5 IQ points and slight buffs to their minds.

Moderate improvement to ability to construct, modify, and repair minds. Simple minds, akin to VIs, can be constructed relatively easily, and sufficient understanding has been gained to explain them to others, even if they have no significant knowledge of psychology, neurology, etc.

A blank mind for a given body or energy conducive to such can be constructed. This also makes the granting of sentience easier.

Mind 2.

All mental aspects are further enhanced. Effective +20 IQ for High Priests, and 10 for Blessed. Buffs are also emplaced on things like psychological health, resistance to mental manipulation, sense of time, etc.

Significant improvement to ability to construct, modify, and repair minds. Moderately complex minds, akin to advanced VIs, can be constructed relatively easily, and sufficient understanding has been gained to explain them to others, even if they have no significant knowledge of psychology, neurology, etc.

A blank mind for a given body or energy conducive to such can be constructed to control machines and the like. This also makes the granting of sentience easier.

15/45 for Mind 3.


--[X] Time 50

Your Divinity, Action, and Heart Domains do this in small amounts, manipulating time to the benefit of you and your Followers. However, you lack any real ability to contest or even sense temporal anomalies that may not be so benevolent in nature, nor are you capable of much in the way of active chronological manipulations. This Domain should rectify that issue.

Time 1 has arrived.

Leto and Followers gain 1 AP.

Time may be manipulated, at least on the local scale. Acceleration, slowing, reversion, even outright jumps, though only short ones.

Chronal manipulations can be detected. Combined with Magic, Perception, Detection, and Seeking, something odd can be detected near Pluto. Additionally, a number of smaller distortions can be detected on Earth.

Followers are more resistant to hostile temporal effects, such as being chucked to the end of time, or aged artificially, and can integrate alternate timelines of themselves more easily and with less risk of personality drift, which is generally the biggest risk when a Follower's timeline is massively changed without outright killing them.

0/100 for Time 2.


--[X+Omake] Essence 125

The accelerated learning of Essence is one of the major reasons it's on tap, but the main one is so that Followers receive a 'system memory backup' for their souls, making them revivable where that would normally be impossible. Not to mention all the unique abilities that can be derived from Essence, and how actually teaching Essence-related abilities becomes easier as it rises.

Essence 2 granted.

Essence may be infused into Followers with significantly greater potency, granting them increased importance in the metaphysical sense, which translates into effects similar to increased power in the physical realm, as well as more potent conceptual effects and more 'spell slots' for them. Standardized education is somewhat lowered in difficulty, though it's still nearly impossible to teach beyond a very general education in Essence's working and nature.

Offense, Defense, Utility, everything is bolstered by Essence. High Priests gain 100% to physical and mental parameters. Learning receives a 2.0 multiplier, which currently translates to a flat +40 to Skill training per AP. Development of unique techniques in Essence(so, basically all of them) is accelerated, and numerous techniques are unlocked.

Blessed gain a default 50% improvement of physical and mental parameters, and a 1.5 multiplier to learning rates, or +15.

Soul synergy generates a more complete inner world which serves as both representation of and backup for their existence. It eases resurrection and resuscitation of personality, and makes attacks which inflict True Death more difficult to inflict. Higher tiers of Essence can create a Reality Marble/internal universe. The former is essentially a representation of the current you, the later is what you aspire to make of yourself and the world. The current level can persist a few minutes even with the soul destroyed, which is most relevant for Magical Girls, allowing for resuscitation even from that.

Essence 3.

Essence may be infused into Followers with vastly greater potency, granting them significantly increased importance in the celestial bureaucracy, which translates into effects similar to increased power in the physical realm, as well as more potent conceptual effects and more 'spell slots' for them. Standardized education is significantly lowered in difficulty, though it's still incredibly difficult to teach beyond a very general education in Essence's working and nature.

Offense, Defense, Utility, everything is bolstered by Essence. High Priests gain 150% to physical and mental parameters. Learning receives a 3.0 multiplier, which currently translates to a flat +80 to Skill training per AP. Development of unique techniques in Essence(so, basically all of them) is accelerated, and numerous techniques are unlocked.

Blessed gain a default 75% improvement of physical and mental parameters, and a 2.0 multiplier to learning rates, or +30.

Soul synergy generates a more complete and 'filled out' inner world which serves as both representation of and backup for their existence, and even has mooks to defend it in case of invasion not unlike Witch Familiars. It eases resurrection and resuscitation of personality, and makes attacks which inflict True Death more difficult to inflict. Higher tiers of Essence can create a Reality Marble/internal universe. The former is essentially a representation of the current you, the later is what you aspire to make of yourself and the world. The current level can persist a few minutes even with the soul destroyed, which is most relevant for Magical Girls, allowing for resuscitation even from that.

0/100 to Essence 4.


--[X] Aura 50

Essence and Aura worked to preserve the Magical Girls should something happen to their Soul Gems, Still, only a few minutes of survival were guaranteed by Essence, and Aura currently only allowed what was effectively a zombie to persist a few minutes more. Combine that with the strong protective qualities of Aura, and pushing it further was worth several pounds of cure.

Gained Aura 2.

The light of one's soul can be used to empower them further at your behest, and searching for individuals is eased, as they can be recognized from greater distances with greater ease.

High Priests gain an ablative shell of soulstuff, defaulting to a white light that appears when they take a hit, which they can redistribute for an improvement to physical parameters and protection, or the reverse for stealth, up to an including concentrating it all into a fist for a supercharged punch meant to level buildings, or concentrate on the physical boost or protection at the cost of the other. Additionally, they can use it in place of, or in addition to, Magic energy. Default improvement is a rough increase of 100% of physical and mental parameters and tripling of defensive strength even if Aura is knocked out. When facing conceptual attacks, defenses are tripled again. With Aura, injury is effectively impossible without what would be massive overkill against their normal self, and though this is ablative armor, is regenerates reasonably quickly. As Miko put it, Followers with this Empowerment effectively have a second health bar.

Blessed gain a similar, if weaker, benefit. Their shell is weaker, and slower to regenerate, but a 50% bonus to physical and mental performance and 25% to defenses if the shell is broken is nothing to scoff at, given how hardy the human body was under most circumstances. They can redistribute their Aura for improved physical parameters and protection, at the cost of weakening it in other areas as it's spread thin.

Magical Girls with this Empowerment have their Auras act as backup Soul Gems, allowing them to get roughly thrice as far from it before collapsing. Though if the Gem is shattered, they'll be living on borrowed time, as they will deplete it rapidly with their soul itself no longer present.

Power and reserves quintupled by Soul. Aura now degrades in the place of the inner world provided by Essence, extending the timeframe before True Death to about 20 minutes on average.

0/75 Faith for Aura 2.


--[X] Blessings 20

While they were much less permanent, Blessings could dramatically empower a Follower regardless of their Empowerment, and hiding the biggest draw for Galaxia, the Senshi, would have Blessings as a stopgap, though Hiding would certainly make it easier to cloak them either way. Not to mention combat applications Blessings had.

Blessings 1 granted.

Blessings length doubled to two weeks as a default.

Blessings potency is doubled. Blessing numbers increased from 600 per Action to 1200 as the default.

Blessings are more difficult to disrupt via enemy action.

0/40 for Blessings 2.


--[X] Followers 20

There was no sugarcoating it. Your Followers represented 99% of your power base. Domains has passive effects when they hit a high enough level, sure, but they depended on your Followers to actually do any of that, just as you depended on them to remain anchored in time and space, and in turn, act. Not to mention their actions represented a massive portion of your ability to influence the world, since their sheer numbers relative to yourself allowed them to enact a huge number of smaller projects you'd never really have a very firm handle on unless they started to approach crisis levels. Strengthening them and their ability to act only made sense.

Gained Followers 1.

Followers receive various across the board boosts to all parameters. Strength, healing, adaptability, intelligence, everything. Empowerments and Blessings slightly bolstered in effect.

Faith threshold slightly lowered. Disruption of Blessings, Empowerments, soul connections, etc. slightly raised in difficulty.

Followers gain 1 AP. Follower Action increased in effectiveness, with their DCs reduced.

Radius of passive Domain effects expanded.

0/40 for Followers 2.


--[X] Ritual 15

Prayers, specific invocations, priestly rituals, places of worship, all of these could be considered rituals. It probably wouldn't have the impact of Faith where that threshold was concerned, but it ought to have significant impact on efforts to more directly invoke his power, or allow him to do so.

Ritual 1 sanctified.

Rituals, prayers, and invocations empowered. This effectively lowers the Faith threshold somewhat, though the broadness of this Domain doesn't do so enough to add significant Follower numbers, instead bolstering the ability to maintain the connection.

Churches, temples, shrines, etc. enjoy improved benefits, such as being able to ease maintenance of Blessings and Faith beyond the norm. Priests of the mundane variety may further bolster these effects.

Theurgy and common Rituals enabled. Normally unlocked at Divinity or Soul 3, Theurgy allows Followers to use divine lore. This type of spell calls on Leto more directly, essentially trading some precision and specificity of effect for greater power and scope without risking miscast. Even extremely dangerous spells can have their risks mitigated in this manner. However, this usually requires complicated rituals, even for High Priests or dedicated 'mundane' Priests, and brute-forcing it via increased ritual effectiveness has further increased the relative difficulty. This means that ritual abilities are largely on-paper unless strongly specced into or deliberately prepared beforehand. In other words, dedicated 'Priest-Class' or Clerics are necessary unless you have a large degree of enemy cooperation such as a fort that the enemy must take and will therefore know exactly where they'll be and who you're dealing with and hours of notice beforehand.

On the other hand, normal rituals, while less potent in general, have fewer issues with this. Either way, the more materials, energy, and prep time a ritual uses, the more potent the end result, especially if there are relevant Domains bolstering it. Any of the three can compensate for the others to some degree, though it's extremely inefficient at this point. A High Priest enjoys further strengthened effects, and not just because they have more energy to work with. For example, a ritual meant to imbue a cell phone with electricity resistance sufficient for it to ignore a power outage while plugged into the wall that took three days and a gold bar but only a tiny mote of magic could instead have a High Priest's power dumped into it in exchange for a finger's worth of gold instead. Or the time could be reduced to three hours in exchange for a significant portion of Fort Knox's holdings. This will become more efficient as Ritual is improved, both because the rituals grow stronger so the cost is less ruinous for the same effect, and because the ritual cost for a given effect, in addition to how easily a different resource can be traded in for an increase to one growing with the Domain. Divinity and Soul 3 expanding their conceptual purviews will also cause similar effects.

0/30 for Ritual 2.


--[X] Geomancy 90

Senshi relied upon the collective magical energy of their celestial bodies. This was the basics of how their powers worked. However, Kyubey had told tales of how races had attempted to create these networks or harness them artificially, including one that seems to have done so for thousands of systems at minimum before being wiped out in a cataclysmic war. This was a magitechnological process known as Geomancy. A Domain in such ought to be of use in cases involving the Senshi. From the scraps Kyubey had been able to identify, a network operating at full capacity could accomplish effects of comparable potency to a Senshi at their peak, such as moving entire planets, though that was quite some way off.

Established Geomancy 1.

Able to directly manipulate a planet's energies. Generally, this defaults to Magic and Aura on planets with Star Seeds, and just the former in general. If Geomantic Nodes are set up with relevant Marvels, they will automatically have the other Empowerment Domain energies added.

Marvels currently correspond to their level squared in terms of Nodes they control. 1 controls 1, 2 controls 4, 3 controls 9, etc. Each tier of this Domain should improve this. Marvels currently lack the durability to be made on the sun's surface to corral the Sun's.

Geomantic networks can be used to dramatically empower Senshi of the relevant celestial bodies, though obviously they need to be corralled first. It can also be used to empower other individuals and mystical constructs, particularly magitech ones, which it's nature causes it to excel at. This is similarly capped by the amount active, and further capped at 5 with this level.

Earth has a bizarrely developed network, as does the Moon. Your Domain tells you they should respectively cap out at 78125 and 3125, the former being the average for a geologically and mystically active planet with a sapient and ensouled population, the former for being an uninhabited geologically dead moon, and then moving up a tier because of their Star Seeds. Roughly 28.4 nonillion for both, with serious dimensional muckery happening to make this possible at all even with every mile above and below ground, even the atmosphere, having available nodes, at least eleven dimensions involved, possibly as many as 23, something you could only discern at all with the aid of your various Empowerment senses and Geomancy having such a strong focus on the Waypoints that serve as anchors for Geomantic Nodes. This should be utterly, unfathomably, impossible. This is equal to over sextillion normal planets, which should be especially impossible for the moon, and is far more than the 21.6 sextillion planets in the Observable Universe would possess, and a noticeable portion of nodes 324 octillion planets would possess, approximately 980 nonillion. Even the Sun should only be at 78125 even with the Star Seed of it's own. Something is definitely off, which Kyubey confirms from their own research. This is honestly the closest to outright shock you've ever seen from them.

In addition, chunks of the Geomantic Nodes on Earth are extremely odd. Several appear to be... moving at speeds noticeably to a normal human rather than geological movements, not to mention the ones that, of all things, seem to be from the other celestial bodies, including some that seem to be from the sun, which ought to have obliterated the planet, nevermind leaving it habitable, seeing as the only conceivable way that could have happened that you know of is a stellar ejection on par with a nova hitting Earth directly as thought deliberately triggered, though admittedly Geomancy 1 is by no means the be all end all of Geomantic knowledge.

Geomancy 2.

Improved ability to directly manipulate a planet's energies.

Marvels currently correspond to their level increased by one and then multiplied by themselves a number of times equal to themselves in terms of Nodes they control. 1 controls 4, 2 controls 27, 3 controls 256, 10 controls roughly 285 billion, etc. This is before Marvel and Wonder kick in. Marvels currently lack the durability to be made on the sun's surface to corral the Sun's Geomantic energy unless they are at least level 5 and made in one shot.

Geomantic networks can be used to dramatically empower Senshi of the relevant celestial bodies, and ease conceptually broader uses of their powers, though obviously they need to be corralled first. It can also be used to empower other individuals and mystical constructs, particularly magitech ones, which it's nature causes it to excel at. This is similarly capped by the amount active, and further capped at 10 with this level.

Geomancy 3.

Slightly improved ability to directly manipulate a planet's energies.

Marvels currently correspond to their level increased by two and then multiplied by themselves a number of times equal to themselves in terms of Nodes they control. 1 controls 27, 2 controls 256, 3 controls 3125, 10 controls roughly 8.916 trillion, etc. This is before Marvel and Wonder kick in. Marvels currently lack the durability to be made on the sun's surface to corral the Sun's Geomantic energy unless they are at least level 4 and made in one shot.

Geomantic networks can be used to dramatically empower Senshi of the relevant celestial bodies, and ease conceptually broader uses of their powers, though obviously they need to be corralled first. It can also be used to empower other individuals and mystical constructs, particularly magitech ones, which it's nature causes it to excel at. This is similarly capped by the amount active, and further capped at 15 with this level.

Geomantic connections between celestial bodies are eased due to greater conceptual breadth, as the dead space between planets and star systems is less relevant once they've had a Geomantic system set up.

0/60 for Geomancy 4.

New Grand Goal: Investigate What The Actual Hell Is Going on With Earth and the Moon's Geomantic Networks! Not millions, not billion, not trillions, nonillions of nodes are present on both the Earth and Moon. This shouldn't be possible. What you know of Geomancy and Magic tells you it is impossible. What is happening?!? More Geomancy, Soul, Empowerment Domains especially Magic, and investigative Domains will be key.


--[X] Factory 15

The simple fact of the matter was, your Followers were growing in number more quickly than you could supply them with Artifacts, despite the rising scope of the actions taken. Not to mention any mass-production in general, say, of clothes, which was the domain of specialist Domains, like Factory.

Factory 1 produced.

10% improvement to the quantity and quality of items and Artifacts produced by Factories with Followers nearby, and at all times for Marvels.

10% increase to durability and floorspace of factories.

5% reduction in material and energy costs, wear and tear, and time necessary to make the items.

Factory 2.

20% improvement to the quantity and quality of items and Artifacts produced by Factories with Followers nearby, and at all times for Marvels.

20% increase to durability and floorspace of factories.

10% reduction in material and energy costs, wear and tear, and time necessary to make the items.

0/15 for Factory 3.


--[X] Divination 15

The massive swing in the fortunes of your Followers is definitely doing well to mitigate any disasters before they occur, but there are limits to blind luck. Further empowerment is also of help, but at the end of the day, information is the king of the game. Hiding from Galaxia is a top priority, perhaps the top priority considering how dead your Followers will be if she arrives any time soon and how likely an entity on her level can hurt you if anyone in this universe can, and knowing if she's found you is important. Gaining information on other threats will also be of great use.

Of course, seeing into the future is somewhat hit-and-miss, even with your unmoored state and Time to help out, and that's to say nothing of any protections. Such as those on whatever's happening with Pluto. The past was easier, mostly because it was mostly set in stone without active time travel, though the temporal anomalies pointed towards that not being as difficult as one might think.

Received Divination 1.

Able to take Actions to foresee up to a 6 months in the future reliably with Time's help. Automatically foresee threats next Turn. Modifies RER so that natural 1s will have at least a Turn of prep time before they erupt, unless the enemy has anti-divination countermeasures.

Able to take Actions to hindsight up to 5 years back from the present, due to Time and the past's lesser malleability compared to the future despite all the temporal anomalies. Able to discern the last 6 months of most entities automatically, though countermeasures do exist.

Passive defenses conferred to Leto and Followers against Divination. Mostly drawing from Hiding and related Domains for obfuscation at present.

0/30 for Divination 2.


--[X+Omake] Rune 35

When the word 'Rune' comes up, two thought come to people's minds. Dwarven Runes, and Nordic Runes, though considering how Dwarves play a substantial role in Norse mythology, it would be wrong to say there's no connection. Especially since it was generally agreed that Runes were a mystic script of sorts, generally a sort of conceptual language used to associate an object with a concept to accomplish an effect. You believe some circles refer to a spoken equivalent called Enuncia. Something to look into at some point perhaps.

Carved out Runes 1.

A singular Rune can be emplaced upon an Artifact, at which point it must be activated. Marvels may have 3. These may be emplaced and activated by Followers or yourself. Runes require Domains of the requisite concepts to be emplaced. They may be doubled up on to double the effects, though this will obvious take up a second slot. Geomantic Marvels have a number of slots added equal to the Geomantic network Magnitude, though if the connection is lost for whatever reason, the excess Runes will deactivate immediately without appropriate actions taken to keep them active.

10% improvement to the activation ease, potency, and longevity of a Rune's effects.

5% reduction in energy cost, time necessary to carve/activate it, and Skill in Runecarving and associated Domain to carve them.

Rune 2.

2 Rune can be emplaced upon an Artifact, at which point it must be activated. Marvels may have 5. They may be tripled up on to triple the effects, though this will obvious take up three slots. Geomantic Marvels have a number of slots added equal to the Geomantic network Magnitude.

20% improvement to the activation ease, potency, and longevity of a Rune's effects.

10% reduction in energy cost, time necessary to carve/activate it, and Skill in Runecarving and associated Domain to carve them.

Runes 3.

3 Rune can be emplaced upon an Artifact, at which point it must be activated. Marvels may have 7. They may be quadrupled up on to quadruple the effects, though this will obvious take up four slots. Geomantic Marvels have a number of slots added equal to the Geomantic network Magnitude.

30% improvement to the activation ease, potency, and longevity of a Rune's effects.

15% reduction in energy cost, time necessary to carve/activate it, and Skill in Runecarving and associated Domain to carve them.

5/20 for Runes 4.


--[X] Phones 5

Communication is key. Particularly good communication. Phones are one of the best means to facilitate this until spatial manipulation allows for face-to-face chatting to occur from anywhere in the world, and even then, there will be times when talking over the phone is still easier and quicker.

Phones 1 collected.

10% improvement to range, clarity, and durability of phones.

5% reduction in energy cost, interference, and interception success rate. The last generally translates to interceptions cutting out more frequently.

Extremely simple Phones are understood well enough to be explained to laymen.

0/10 for Phones 2.


AN: This would have been out sooner, but there was an incident with an automatic restart while I'd had it saving the file as I went to the bathroom, and I lost about 5K words of work. Luckily for me, I was paranoid because I'd had similar incidents a couple times before so I only lost about a third of what I'd written up instead of the whole thing to file corruption. As I'm sure you can imagine, this was the opposite of motivating. So, this is the first third or so, since I'm probably going to skimp on the non-Domain sections of the purchases to save time.
 
New Grand Goal: Investigate What The Actual Hell Is Going on With Earth and the Moon's Geomantic Networks! Not millions, not billion, not trillions, nonillions of nodes are present on both the Earth and Moon. This shouldn't be possible. What you know of Geomancy and Magic tells you it is impossible. What is happening?!? More Geomancy, Soul, Empowerment Domains especially Magic, and investigative Domains will be key.
...So it seems that Earth is pretty much the center of importance, I mean, Earth and the moon having so much geomancy spots it probably matches the rest of the galaxy INDAVIDUALLY is just crazy.
Factory 1 produced.

10% improvement to the quantity and quality of items and Artifacts produced by Factories with Followers nearby, and at all times for Marvels.

10% increase to durability and floorspace of factories.

5% reduction in material and energy costs, wear and tear, and time necessary to make the items.

Gained Followers 1.

Followers receive various across the board boosts to all parameters. Strength, healing, adaptability, intelligence, everything. Empowerments and Blessings slightly bolstered in effect.

Faith threshold slightly lowered. Disruption of Blessings, Empowerments, soul connections, etc. slightly raised in difficulty.

Followers gain 1 AP. Follower Action increased in effectiveness, with their DCs reduced.

Radius of passive Domain effects expanded.
And factories, along with followers look to be real useful domains, factories to make more and better items, along with the space and resource/time efficiency, and Followers for the buffing everything our standard followers can do. We might want to invest in similar domains, such as hospitals...
 
@ilbgar123, would tripling down on Purity runes be more, less or equally efficient than synergizing Purity, Grief and Restoration, for example?

Less, though the 5 adds 5 to the Artifact and 10 to the Wonder count, and 10 and 15 do double and triple that, respectively, so by the time you hit 15, you'll be sporting 45 Rune slots on the Artifacts, and even more for the Marvels. Not to mention the Geomancy slots.
 
Hiding 5.

High Priests see an even further improvement to their hiding abilities, the effectiveness of hiding, what is considered hiding, and the major improvement of effectiveness of concealment in acting as cover. For instance, they can effectively turn off object permanence for most people, at least regarding them, meaning simply covering their face can hide their identity or outright lead to them being ignored, even if absolutely nothing else changes.

Hiding 10.

High Priests have their hiding abilities drastically improved, as is the effectiveness of hiding, what is considered hiding, and the impressive improvement of effectiveness of concealment in acting as cover.
We may have reached meme stealth levels here.
We could just go full hog hide/spy investments and have our followers pull some insane stealth feats. :D

And we haven't really got much of the supplementary domains yet!:lol::rofl:
 
...So it seems that Earth is pretty much the center of importance, I mean, Earth and the moon having so much geomancy spots it probably matches the rest of the galaxy INDAVIDUALLY is just crazy.

No, the truly crazy thing is that every other planet and/or moon in the system should also have the same number of nodes, and the only reason most dwarf planets like Ceres and Sedna wouldn't/don't is because they hadn't been discovered or in the public consciousness when Sailor Moon came out.
 
No, the truly crazy thing is that every other planet and/or moon in the system should also have the same number of nodes, and the only reason most dwarf planets like Ceres and Sedna wouldn't/don't is because they hadn't been discovered or in the public consciousness when Sailor Moon came out.
Not yet known. But yeah, it is almost certain that the geomancy weirdness is thanks to the silver millennium, so we likely got about 10 planets with ludicrous comparable to the galaxy numbers, possibly A LOT MORE if all of the moons also count...
 
Not yet known. But yeah, it is almost certain that the geomancy weirdness is thanks to the silver millennium, so we likely got about 10 planets with ludicrous comparable to the galaxy numbers, possibly A LOT MORE if all of the moons also count...

Well, all the actually round moons likely count, wonder if the rings of the two worlds that have them count, also does Jupiter have a ratio of nodes compared to Earth as it does size?

@ilbgar123 ,is Ascension a potential domain?
 
Not yet known. But yeah, it is almost certain that the geomancy weirdness is thanks to the silver millennium, so we likely got about 10 planets with ludicrous comparable to the galaxy numbers, possibly A LOT MORE if all of the moons also count...
Specifically, Earth and the Moon have the Gold and Silver crystals which are significantly more significant than standard star seeds. So it's probably mostly just those two.
 
Specifically, Earth and the Moon have the Gold and Silver crystals which are significantly more significant than standard star seeds. So it's probably mostly just those two.

It's just this really.

Well, all the actually round moons likely count, wonder if the rings of the two worlds that have them count, also does Jupiter have a ratio of nodes compared to Earth as it does size?

@ilbgar123 ,is Ascension a potential domain?

Hm, yes and no. It's not going to have much effect until Divinity gets higher.
 
So, debating Experience benefits. Going to bump up Skills regardless of pass or fail on the Checks, but I'm debating the secondary and tertiary benefits.

Experience is absolutely perfect for introducing a level-up mechanic, especially since the Skill up mechanic is already very similar, but that seems kind of OP for a 5 Domain.

Then, there's the tertiary benefit. I'm thinking accelerated Wisdom life experience accumulation, but the first benefit can be argued as technically being 2. What do you guys think?
 
Well, I sort of assumed experience would speed up Wisdom experience since it allowed you to accumulate more than your age. As for the level-up system, if you feel that a 5 point domain isn't enough for it, you could say the level-up system is made of several Domains, with Experience contributing a little bit, with higher point thematic Domains contributing more.
 
Warminds(Potential Wonders)(+50 Faith)
I assure you there is no mistake in the name, the Warminds are indeed weapons of war. But it's a defensive war they fight, not an offensive war. They are not a sword meant to bring destruction but a shield meant to protect the innocent. Ever vigilant sentinels to stand against the unknown dark.
-Leto.

I am Parabellum, first of the Warminds and Guardian of the sol system. I prepare for war, so that all may know peace.
-Parabellum, Eldest of the Warminds.
Warminds are powerful military Ais created by Leto to protect the Sol system from Galaxia and other stellar threats. They are the mighty bulwark against all the unknown dangers of a vast and diverse universe. A network of military installations and satellites unites the Ai and allows them to swiftly coordinate with each other. When the people were finally able to reach beyond their cradle, it was under the safety of the Warminds. To this day, the aegis of the Warminds remain strong as no foe has yet to be broken. Yet, for such powerful machines, their origin was rather more simple than people would expect

Originally, the Warminds were inspired from the games Leto would play with his High Priestess. Leto saw the potential of an adapting defense system for the solar system. However, many ideas had to be shelved during the faith's early days and the Warminds were one of them. When the faith was finally able to step out of the shadows and new threats emerged from beyond the stars, the Warminds' project was revisited again. Countless designs and schematics were drawn, redrawn, or thrown away until finally Leto was satisfied. Numerous resources and a copious amount of manpower was expended to make the Warminds a reality.

The Ai of Warmind is a masterful fusion exotic technology and magitech that are more works of art than mere machinery. Only specially designed facilities called Fortresses are capable of containing the dense "mind" of a Warmind and allow them to utilize their full potential. They possess advanced predictive algorithms that can rival all but the most powerful precogs in accuracy. These algorithms along with their vast understanding of warfare makes even a single Warmind a force to be reckoned with. They're so complex that only the most powerful of precogs can "perceive" them without issue. It's with these two advantages that make the Warminds the mighty defenders of the Sol system.

In conclusion, the Warminds are truly the greatest defence system created by Leto. So far, there are only four Warminds in existence but there are plans for more in the future. The idea of Warminds being built on every new colony brought peace of mind to many people. Others think it's best that Warmind placement/production should be focused on the most important colonies and locations. Whatever the decision may be, mankind will have their protectors there with them for the unseen future. Forever being Leto's aegis against the ever encroaching dark of the universe.

A/N: just finished this hoped it turned at well
 
Also, Milestone would be a good Domain for level-ups, as it would explain why gaining an arbitrary amount of experience would empower them.
 
So, debating Experience benefits. Going to bump up Skills regardless of pass or fail on the Checks, but I'm debating the secondary and tertiary benefits.

Experience is absolutely perfect for introducing a level-up mechanic, especially since the Skill up mechanic is already very similar, but that seems kind of OP for a 5 Domain.

Then, there's the tertiary benefit. I'm thinking accelerated Wisdom life experience accumulation, but the first benefit can be argued as technically being 2. What do you guys think?
Also, Milestone would be a good Domain for level-ups, as it would explain why gaining an arbitrary amount of experience would empower them.
...Honestly, experience being a domain that enables faster/more growth makes sense, though also, having milestone being part of what makes a level up system also makes sense, since level up systems empowers mostly at the milestones that is referred to as levels...
Maybe enhance the learn by doing perhaps for experience?
 
The Melkut Ymaryn Empire and the Duel Crown: Research Paper(Assessment)(+50 Faith)
The Melkut Ymaryn Empire and the Duel Crown
Research Paper​
They both are deeply tied to the Middle east, the home of the ancient empire that managed to destroy the greatest nomad force ever assembled. But in the Process they were left broken, and that is where the the stories diverged. The one which would become Duel Crown led by the manufactories whom used their population and production to get food any way possible, and unfortunately lost much of the practical knowhow while desperately trying to restabilize themselves. They then proceeded to leverage diplomacy, negotiation, along with their manufactories and acadamies to create strong ties and peaceably expand. In this time they started to develop a strong scholarly tradition after they rediscovered the wealth of knowledge long stored in the great libraries in the core, which also lit the powder keg due to lost religious texts and records of why those texts that were suppressed for reasons that were later found heretical themselves. And naturally, due to the newly spawned reformist movement being opposed to an ally of one of the Ymaryn's enemies, they decided to pile up the powder kegs with their own support in the form of asylum, training, weapons and mercenaries. But in spite of their efforts, being surrounded by potential threats and lacking the forces to defend their holdings, they decided to bend the knee to the Guylrev.

Then, they worked to form deeper ties with the Gulrev until they essentially were one and the same while continuing to diplomatically outmaneuver their enemies while securing non-enemies, and they became the Duel Crown. They also founded the Duel Crown Bank, which became the most premier bank of the world. Though it had a bit of a rocky start between the impressive amount of defaults resulting in an impressive amount of land going to the institution, which was resolved through some degree of trial and error. One particular case leading to a Tortun prince benefiting from ymaryn administration, which ended that particular way to repay defaulted loans due to others seeing it as a way to 'buy' financial advisors and inevitably caused the Tortun emperor to freak out and nearly declare war at the 'attempt to steal my subjects away from me!' Though once again, the general idea behind that short-lived method once again proved to be sufficient to set things on fire, as the idea of contractual relationships led to a popular revolt by the newly formed United Provinces of Mahaxia whom weren't happy about their overlord, the Halvyni king selling them off. The Ymaryn sowed further chaos by sending angry philosophers to europe, and taking advantage of the chaos to formalize their union with Gyluv. The revolutions though got out of hand with a regicidal newly formed republic popping up and when conflict erupted, Duel Crown faced a humiliating defeat, pushing great emphasis on army reform to better prepare for a type of war the old system was poorly suited to fight.

There was one legendary convention where somehow everyone involved in writing the constitution drank pretty much all of the alcohol in the kingdom somehow, which also led to the government accidentally effectively shutting down for the length of the one month long convention. The Guild systems faced a major blow when some were replaced with Crown Corporations, spearheaded by members of the precision guilds whom saw time marching on, and saw that they would be doomed if they didn't adopt the new technology, which the Guilds as a while fiercely resisted. Though the king and crown prince was killed by an explosion at the convention started to resolve the open clashes between the corporations and the guilds, leaving the now legendary Nokly the first to navigate the turbulent times. Nokly then built a memorial for those lost in an earlier conflict partly planned by his precursor. And the monument happened to be key in the complete unraveling the ochruhr plan to orchestrate a second string of republican uprisings to crush after they take out the local governments. With the main goal being to take over themselves. And well, with Nokley quickly spreading the information to people as fast as possible, the uprisings were either diffused or blunted due to forewarnings that came just in time. The ochruhr found it a complete failure and things didn't end well for them since everyone knew what they tried to do. And then, in the conference over the fate of the conquered ochruhr, Nokly managed to maneuver things to secure part of the duel crown's border. The Duel crown had been quite invested trying to save the very arrogant and unaware Hung from their own hubris, though in doing so, they managed to panic the Nohon, whom was stringing them along into wiping out the Hung's fleet, starting a war. And while somewhat 'embarasing', Nokley has shown great cleverness when he decided to openly recognize the coalition of tribes that were fending off UPM agression. Which eased off the risk of other conflict breaking out as the Hespranxer seeing an opportunity to take advantage of the weakness of their wayward colony, which is much less likely to escalate than the ally of the Duel Crown they were eying. And then the world economy imploded as one nation took out funds to fund an invasion which flopped, and considering said nation was banking on paying off the loans by seizing the rich gold mines, defaults happened and their economy broke under the debt, and it quickly spread around the world. But the moment it hit the Duel Crown, things went a little strange. For well, when businesses failed, the crown bank seized assets and put them back to work, using the similarity to the crown corporations to slot them into it. Which, shows the foresight of king Nokly as he was the reason the crown corporations hadn't been sold off yet, as the only hit Duel Crown felt of the disaster was the depressed exports of glassware while the world was pretty much on fire. In the chaos, the ochruhr and a new radical group surged into power taking advantage of the global depression, which faced off against the Duel Crown, doing well at first, but the ochruhr was pushed to the negotiation table where they were able to get some of their old land back, at the cost of taking no new land, and the radicals were ground to nothing as they found enemies in their supply lines and things just went downhill from there. While the Nohon peaced out, it was the beginning of a very expensive process of trying to keep the Hung from collapsing on itself in its own corruption and stupidity.

While they may lack the farming and land tending expertise due to lost practical knowledge, they are still really good at organizing. They had honed their skills in the subtle art of diplomacy, which when combined with their elite army, ensures they are able to protect their interests from pretty much any threat. While also enduring tumultuous time at least partially of their own creation. Though they notably have a much more martial mindset fostered by the quite extensive training pretty much everyone there goes through which seems to be a thing to make up for the lack of the banners.

The Resurgent Melkut Ymaryn Empire, on the other hand, financed their survival with the biggest fire sale the world has ever seen. Flooding the markets of the world with Ymaryn-made goods, including Canons with them developing a bit of a reputation for selling guns to anyone they could to finance their survival and reconquest. Choosing to rely more on diplomacy and the guilds, keeping to their principles even when on the verge of disaster very much was a risky move, but one that proved beneficial for them in the long run. The city of Txolla was the first to join back into the fold, whom were very much in a precarious position themselves. With them facing the Black Sheep nomads whom were interested in taking over with force, and reuniting the Ymaryn under their rule. In that era, there was also unprecedented room for mobility as the army started accepting anyone capable of command in officer roles alongside recruiting anyone able to do numders, read and write to staff the crippled administration. The preisthood also mobilized everything to contain the hotbed of diseases the Core had become thanks to the infrastructure in the war, starting a massive organized effort to contain and deal with the diseases. The gutted Bureaucracy preformed a miracle, preforming a full census somehow, smoothly enough that they managed to do so in a way that didn't seem like thy were as crippled as they really were, preserving the vital confidence on the nation's institutions. After they clawed themselves from certain death with the wealth of the guilds, the bond with the Txolla, their premier medical system, and the idea of the Ymaryn. The people had looked to reunite the kingdom, while looking to not make the mistakes of the past which put them in the situation in the first place.
The Melkut Ymaryn then marched to war against the Hellas, whom used Ymaryn Cannons from the fire sale to take a city from the Hathytta province. In order to take back the city, they made a deal with the Khemetri in order to get the naval support needed. But, while they weren't at risk of immediately collapsing, they had very little money, and with so much to do and maintain leading them to sell to pretty much anyone that would be willing to buy their guns and cannons while not causing too much diplomatic harm. And then things got interesting back home as new discoveries of the solar system greatly enflamed tensions among the priests, only contained by the king's actions. Even then, it was a lengthy and quite bloody debate/conflict, with the Geocentrists deciding to try and revolt in response to becoming irrelevant. The first banner of the resurging empire, the Iron Flower, known for it's pike and shot tactics, using crossbows then guns to put the hurt on the enemy, with pikemen to protect them from reprisal. The force was inspired by the last stand of the Red Banner and the Blood Rain Banner against the Khans forces. The Ymaryn also cemented a reputation as healers by spreading the knowledge of how to fight various diseases, starting with cholora over the years. Around that time, Bedwyr, the leader whom navigated the nation through the most unstable of times, died, leaving Balthazar to finish the job.

There was a time where the Melkut Ymaryn had interest in the idea of personal property, but that was ground into nothing by seeing the annoyances and horrors of management other powers had to deal with. After bringing Tinshore back into the fold, the kingdom showed how traitors would be treated as they directly punished the nobility whom bent a knee to the khans by stripping them of their titles and cosigning them to half-exile. They also released the Tin Tribes from control by Tinshore. Shortly afterward, when Hellas tried to take the rich tin mines for themselves, the newly formed Banner of knights known as the Heaven's Hawks, alongside the Iron Flower Banner crushed the Hellas forces. Hellas aggression was swiftly ended as the mighty Ymaryn levies walked through their lands, with no fortification being able to fend off their artillery. Forcing Hellas to sue for peace. When the Ymaryn demanded the Styrmyr give back the lands they had taken, they refused, thus starting a war. The Styrmyr tried to rally a city levy to face them but failed, forcing them to give up Greenshore to not get their army torn apart by sheer numbers. Instead of pressing the attack to conquer them, the Ymaryn decided to just defend the retaken territory. During the conflict, The West wall, fearful of the resurgence of the Core they left for dead when the Khan attacked, tried to assassinate the leadership to stop the retribution they knew was coming. When the Styrmyr overextended and had their army crushed by the dragon general, they finally accepted the peace deal that was being pushed for once Greenshore fell.

Then, the ultimatum was issued to both the Black sheep and western wall. The latter replied with an insult, cementing a war. The former, not wanting a war with the resurgent empire, tried to negotiate an integration, where the nomad lords would keep their power. But the fact their demands would involve instituting private property in the realm, which was not acceptable. So, the legendary Mass Levy was called, a force a million strong, enough that even the Hung would respect, to march on the Western Walls and Black sheep along with the Banners. The Highlanders sought to take advantage of the distraction, but the reserve was able to stop them from achieving much. Then, the Hellas, seeing a 3 front war decides to hop in, turning it into a 4 way and stretching the famed Ymaryn administration to it's breaking point, even as they try to maintain the the mass levy. They managed to peace out of the war with Hellas in spite of what seems to be the intended nature of the deal, greatly reliving the pressure in the administration. During the conflict, which was going rather well, the Khem threatened war if the Ymaryn didn't submit and offer a small tribute to establish the KMTs superiority. Having learned the lessens of the past, the king submitted instead of dooming the Ymaryn to a war they simply weren't prepared to fight on top of the other three.

Then, a peace deal was worked out between the Black sheep and the Ymaryn, with them becoming a part of the soon to be restored empire. Thus freeing up much needed manpower to finish reunification quickly to enable the process of standing down the mass levy before problems have set in. And well, western wall was crushed by raw numbers, allowing the demobilization process to begin, along with full effort being put to rebuilding the reunified empire. Then, following tradition, they let loose the land conquered by the Western Wall, which also follows the precedent of the tin tribes. When the Khem decided to build a canal, the Ymaryn, despite the likely intention behind it decided to go all in supporting the venture. Which got to the point where the peacock party, realizing that the current leadership was going to ignore the humiliation at the hands of the khem, decided to try and force a replacement heir. Only to find themselves torn apart as a party due only the traders offering any support. And then with full effort turned to reform, Balthazar, known as Balthazar the Humble, died, leaving Brynn, later known as Brynn the Reformer to finish what he started.

The Melkut Ymaryn held on to the idea they are stewards of the land, which, would be very problematic if they lost any. Which was likely why they only retook what was once Ynaryn, and not a yard more. Since the leaders understood that they needed to only take land they are confidant on holding, or they would court the fall of the empire. Which when combined with their rather unique long-term view leads to an extension of the general policy of only legitimizing their own conquests, and choosing to forgo conquest and only use diplomacy to avoid having to deal with furious locals. They also share strong beliefs in fighting disease which is a big motivator to spread their knowledge. They also have very strong belief that if you do something, you should do it right, which is both why they started reforming the banners, and also why one of their things are trying to teach people to farm good.

The Melkut Ymaryn have better preserved institutional knowledge, especially with the benefits of not having their stewardship of nature slip long enough for deviations of the environment to render the information on it's care largely unhelpful. Which has led to a much larger prevalence of coal in the Duel crown, therefor leaving the Melkut ironworks superior in quality due to the vast knowledge of charcoal and how to use in the makings of steel. Duel Crown though has shown a much better understanding and use of the power of diplomacy throughout their history. Both seem quite mysterious to outsiders, the Melkut Ymaryn acts in ways baffling to outsiders due to their very different philosophy and values, and Duel Crown similarly, though more in trying to prevent a repeat of the Great collapse.
A/N: This omake became quite monstrous in size...

Though I probably should have seen it coming considering I was very much pulling from two pretty big quests for it.
The central idea was the two alternates of the same nation wound up connected due to temporal stuff. With a scholar looking to explore the unique situation presented, by investigating both alternates and seeking to understand how events shaped the two. And also, they both have their own brands of BS. The Melkut being able to produce what is essentially nanotube infused metal level stuff, even if it is only able to be done somewhat reliably by the greatest smiths of each generation. The Duel crown has developed a reputation of sheer brilliance through their diplomatic maneuverings, alongside their respectable administration and their extremely capable military. And also, the Ymaryn kind of have a thing for accidentally and 'accidentally' spreading information that screws people over, starting with the incident where maths led to the complete obliteration of the enemy forces by meteorite! Both settings kind of have magic, considering WOG on the original quest stated that the playerbase managed to miss any confirmation on magic, meaning info on it if there is any is rather limited. While there were the spirit talkers which leaned heavily into mysticism, it didn't exactly help them not get wrecked by the nomads, even if it may have been at least partly because of the possibly magical artifact forged from a meteorite by the Ymaryn...
As far as points, not sure if I want to do Bureaucracy, organization, or administration, as that is the core of both civs.
Edit: I cleaned things up a bit, including making things a bit less wall of texty.
 
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The Melkut Ymaryn Empire and the Duel Crown
Research Paper​
They both are deeply tied to the Middle east, the home of the ancient empire that managed to destroy the greatest nomad force ever assembled, but were broken in the Process. But that is where the the stories diverged. The one which would become Duel Crown led by the manufactories whom used their population and production to get food any way possible, and unfortunately lost much of the practical knowhow while desperately trying to restablize themselves. They then proceded to leverage diplomacy, negotiation, along with their manufactories and acadamies to create strong ties and peaceably expand. In this time they started to develop a strong scholarly tradition after they rediscovered the wealth of knowledge long stored in the great libraries in the core, which also lit the powder keg due to lost religious texts and records of why those texts that were suppressed for reasons that were later found heretical themselves. And naturally, due to the newly spawned reformist movement being opposed to an ally of one of the Ymaryn's enemies, they decided to pile up the powder kegs with their own support, in the form of asylum, training, weapons and mercenaries. But in spite of their efforts, being surrounded by potential threats and lacking the forces to defend their holdings, they decided to bend the knee to the Guylrev.
Then, they worked to form deeper ties with the Gulrev until they essentially were one and the same while continuing to diplomatically outmaneuver their enemies while securing non-enemies, and they became the Duel Crown. They also founded the Duel Crown Bank, which became the most premier bank of the world, which had a bit of a rocky start between the impressive amount of defaults resulting in an impressive amount of land going to the institution, which was resolved through some degree of trial and error, with one particular case leading to a Tortun prince benefiting from ymaryn administration, which ended that particular way to repay defaulted loans due to others seeing it as a way to 'buy' financial advisors and inevitably caused the Tortun emperor to freak out and nearly declare war at the 'attempt to steal my subjects away from me!' Though once again, the general idea behind that short-lived method once again proved to be sufficient to set things on fire, as the idea of contractual relationships led to a popular revolt by the newly formed United Provinces of Mahaxia whom weren't happy about their overlord, the Halvyni king selling them off, and the Ymaryn sowed further chaos by sending angry philosophers to europe, and taking advantage of the chaos to formalize their union with Gyluv. The revolutions though got out of hand with a regicidal newly formed republic popping up and when conflict erupted, Duel Crown faced a humiliating defeat, pushing great emphasis on army reform to better prepare for a type of war the old system was poorly suited to fight. There was one legendary convention where somehow everyone involved in writing the constitution drank pretty much all of the alcohol in the kingdom somehow, which also led to the government accidentally effectively shutting down for the length of the one month long convention. The Guild systems faced a major blow when some were replaced with Crown Corporations, spearheaded by members of the precision guilds whom saw time marching on, and saw that they would be doomed if they didn't adopt the new technology, which the Guilds as a while fiercely resisted. Though the king and crown prince was killed by an explosion at the convention started to resolve the open clashes between the corporations and the guilds, leaving the now legendary Nokly the first to navigate the turbulent times. Nokly then built a memorial for those lost in an earlier conflict partly planned by his precursor. And the monument happened to be key in the complete unraveling the ochruhr plan to orchestrate a second string of republican uprisings to crush after they take out the local governments so they could take over. And well, with Nokley quickly spreading the information to people as fast as possible, the uprisings were either diffused or blunted due to forewarnings that came just in time, and the ochruhr found it a complete failure and things didn't end well for them since everyone knew what they tried to do. And then, in the conference over the fate of the conquered ochruhr, Nokly managed to maneuver things to secure part of the duel crown's border. The Duel crown had been quite invested trying to save the very arrogant and unaware Hung from their own hubris, though in doing so, they managed to panic the Nohon, whom was stringing them along into wiping out the Hung's fleet, starting a war. And while somewhat 'embarasing', Nokley has shown great cleverness when he decided to openly recognize the coalition of tribes that were fending off UPM agression, easing off the risk of other conflict breaking out as the Hespranxer seeing an opportunity to take advantage of the weakness of their wayward colony, which is much less likely to escalate than the ally of the Duel Crown they were eying. And then the world economy imploded as one nation took out funds to fund an invasion which flopped, and considering said nation was banking on paying off the loans by seizing the rich gold mines, defaults happened and their economy broke under the debt, and it quickly spread around the world. But the moment it hit the Duel Crown, things went a little strange. For well, when businesses failed, the crown bank seized assets and put them back to work, using the similarity to the crown corporations to slot them into them. Which, shows the foresight of king Nokly as he was the reason the crown corperations hadn't been sold off yet, as the only hit Duel Crown felt of the disaster was only the depressed exports of glassware while the world was pretty much on fire. In the chaos, the ochruhr and a new radical group surged into power taking advantage of the global depression, which faced off against the Duel Crown, doing well at first, but the ochruhr was pushed to the negotiation table where they were able to get some of their old land back, at the cost of taking no new land, and the radicals were ground to nothing as they found enemies in their supply lines and things just went downhill from there. While the Nohon peaced out, it was the beginning of a very expensive process of trying to keep them from collapsing on itself in its own corruption and stupidity.
While they may lack the farming and land tending expertise due to lost practical knowledge, they are still really good at organizing, and had honed their skills in the subtle art of diplomacy, which when combined with their elite army, ensures they are able to protect their interests from pretty much any threat, while enduring tumultuous time at least partially of their own creation. Though they notably have a much more martial mindset fostered by the quite extensive training pretty much everyone there goes through which seems to be a thing to make up for the lack of the banners.
The Resurgent Melkut Ymaryn Empire, on the other hand, financed their survival with the biggest fire sale the world has ever seen, flooding the markets of the world with Ymaryn-made goods, including Canons with them developing a bit of a reputation for selling guns to anyone they could to finance their survival and reconquest. Choosing to rely more on diplomacy and the guilds, keeping to their principles even when on the verge of disaster very much was a risky move, but one that proved beneficial in the long run. The city off Txolla was the first to join back into the fold, whom were very much in a precarious position themselves, facing the Black Sheep nomads whom were interested in taking over with force, and reuniting the Ymaryn under their rule. In that era, there was also unprecedented room for mobility as the army started accepting anyone capable of command in officer roles alongside recruiting anyone able to do numders, read and write to staff the crippled administration. The preisthood also mobilized everything to contain the hotbed of diseases the Core had become thanks to the infrastructure in the war, starting a massive organized effort to contain and deal with the diseases. And the gutted Bureaucracy preformed a miracle, preforming a full census somehow, smoothly enough that they managed to do so smoothly enough that it didn't seem like thy were as crippled as they really were, preserving the vital confidence on the nation's institutions. After they clawed themselves from certain death with the wealth of the guilds, the bond with the Txolla, their premier medical system, and the idea of the Ymaryn. The people had looked to reunite the kingdom, while looking to not make the mistakes of the past which put them in the situation in the first place. The Melkut Ymaryn then marched to war against the Hellas, whom used Ymaryn Cannons from the fire sale to take a city from the Hathytta province, and in order to take back the city, they made a deal with the Khemetri in order to get the naval support needed. But, while they weren't at risk of immediately collapsing, they had very little money, and so much to do and maintain leading them to sell to pretty much anyone that would be willing to buy their guns and cannons. And then things got interesting back home as new discoveries of the solar system greatly enflamed tensions among the priests, only contained by the king's actions, and even then, it was a lenghy and quite bloody debate/conflict. The first banner of the resurging empire, the Iron Flower, known for it's pike and shot tactics, using crosbows then guns to put the hurt on the enemy, with pikemen to protect them from reprisal, inspired by the last stand of the Red Banner and the Blood Rain Banner against the Khans forces. The Ymaryn also cemented a reputation as healers by spreading the knowledge of how to fight various diseases, starting with cholora over the years. Around that time, Bedwyr, the leader whom navigated the nation through the most unstable of times, leaving Balthazar to finish the job. There was a time where the Melkut Ymaryn had interest in the idea of personal property, but that was ground into nothing by seeing the annoyances and horrors of management other powers had to deal with. After bringing Tinshore back into the fold, the kingdom showed how traitors would be treated as they directly punished the nobility whom bent a knee to the khans by stripping them of their titles and cosigning them to half-exile, while also releasing the Tin Tribes from control by Tinshore. Shortly afterward, when Hellas tried to take the rich tin mines for themselves, the newly formed Bannar of knights known as the Heaven's Hawks, alongside the Iron Flower Banner crushed the Hellas forces, coordinating between each other to more devastating affect than they could have alone. Hellas aggression was swiftly ended as the mighty Ymaryn levies walked through their lands, with no fortification being able to fend off their artillery, leaving them to sue for peace. When the Ymaryn demanded the Styrmyr give back the lands they had taken, they refused, thus starting a war. The Styrmyr tried to rally a city levy to face them but failed, forcing them to give up Greenshore to not get their army torn apart by sheer numbers, but instead of pressing the attack to conquer them, decided to stick to defend the retaken territory. During the conflict, The West wall, fearful of the resurgence of the Core they left for dead when the Khan attacked, tried to assassinate the leadership to stop the retribution they knew was coming. When the Styrmyr overextended and had their army crushed by the dragon general, they finally accepted the peace deal that was being pushed for once Greenshore fell. Then, the ultimatum was issued to both the Black sheep and western wall. The latter replied with an insult, cementing a war, the former, not wanting a war with the resurgent empire, tried to negotiate an integration, where the nomad lords would keep their power. But the fact their demands would involve instituting private property in the realm, which was not acceptable. So, the legendary Mass Levy was called, a force a million strong, enough that even the Hung would respect, to march on the Western Walls and Black sheep along with the Banners. The Highlanders sought to take advantage of the distraction, but the reserve was able to stop them from achieving much. Then, the Hellas, seeing a 3 front war decides to hop in, turning it into a 4 way and stretching the famed Ymaryn administration to it's breaking point, even as they try to maintain the the mass levy. They managed to peace out of the war with Hellas in spite of what seems to be the intended nature of the deal. During the conflict, which was going rather well, the Khem threatened war if the Ymaryn didn't submit and offer tribute to establish the KMTs superiority, and having learned the lessens of the past, the king submitted instead of dooming the Ymaryn to a war they simply weren't prepared to fight on top of the other three. Then, a peace deal was worked out between the Black sheep and the Ymaryn, with them becoming a part of the soon to be restored empire, freeing up much needed manpower to finish reunification quickly to enable the process of standing down the mass levy before problems have set in. And well, western wall was crushed by raw numbers, allowing the demobilization process to begin, along with full effort being put to rebuilding the reunified empire. Then, following tradition, they let loose the land conquered by the Western Wall, which also follows the precedent of the tin tribes. When the Khem decided to build a canal, the Ymaryn, despite the likely intention behind it deciding to go all in supporting the venture, to the point where the peacock party, realizing that the current leadership was going to ignore the humiliation at the hands of the khem, decided to try and force a replacement heir, only to find themselves torn apart as a party due only the traders offering any support. And then with full effort turned to reform, Balthazar, known as Balthazar the Humble, died, leaving Brynn, later known as Brynn the Reformer to finish what he started.
The Melkut Ymaryn held on to the idea they are stewards of the land, which, would be very problematic if they lost any, hence why they only retook what was once Ynaryn, and not a yard more, since the leaders understood that they needed to only take land they are confidant on holding, or they would court a death spiral, which when combined with their rather unique long-term view leads to an extension of the general policy of only legitimizing their own conquests, and choosing to forgo conquest and only use diplomacy to avoid having to deal with furious locals. They also share strong beliefs in fighting disease which is a big motivator to spread their knowledge, and they also have very strong belief that if you do something, you should do it right, which is both why they started reforming the banners, and also why one of their things are trying to teach people to farm good.

The Melkut Ymaryn have better preserved institutional knowledge, especially with the benefits of not having their stewardship of nature slip long enough for deviations of the environment to render the information on it's care largely unhelpful. Which has led to a much larger prevalence of coal in the Duel crown, therefor leaving the Melkut ironworks superior in quality due to the vast knowledge of charcoal and how to use in the makings of steel. Duel Crown though has shown a much better understanding and use of the power of diplomacy throughout their history. Both seem quite mysterious to outsiders, the Melkut Ymaryn acts in ways baffling to outsiders due to their very different philosophy and values, and Duel Crown similarly, though more in trying to prevent a repeat of the Great collapse.
A/N: This omake became quite monstrous in size...
Though I probably should have seen it coming considering I was very much pulling from two pretty big quests for it.
The central idea was the two alternates of the same nation wound up connected due to temporal stuff, and a scholar looking to explore the unique situation presented, by investigating both alternates and seeking to understand how events shaped the two. And also, they both have their own brands of BS, the Melkut being able to produce what is essentially nanotube infused metal level stuff, even if it is only able to be done somewhat reliably by the greatest smiths of each generation, and the Duel crown has developed a reputation of sheer brilliance through their diplomatic maneuverings, alongside their respectable administration and their extremely capable military. And also, the Ymaryn kind of have a thing for accidentally and 'accidentally' spreading information that screws people over, starting with the incident where maths led to the complete obliteration of the enemy forces by meteorite! Both settings kind of have magic, considering WOG on the original quest stated that the playerbase managed to miss any confirmation on magic, meaning info on it if there is any is rather limited. While there were the spirit talkers which leaned heavily into mysticism, it didn't exactly help them not get wrecked by the nomads, even if it may have been at least partly because of the possibly magical artifact forged from a meteorite by the Ymaryn...
As far as points, not sure if I want to do Bureaucracy, organization, or administration, as that is the core of both civs.

:o:o:o:o

Dear {gosh}!!! It's a wall'o text, with run on sentences, no paragraphs, and no discernible formating.
 
Turn 5 Results Part 2: Omake Purchases Part 1
--[Omake] Competence 10

With how much you'd been adding to the demands on their time if they wanted to become competent with their various Empowerment methods, raising the 'floor' of their skills seemed only fair. It wasn't much, but universal competence with all skills was very valuable.

Gained Competence 1.

'Floor' of 5 set for all Skills for all Followers. This constitutes only the barest of skill or experience, such as someone who has worked at a job for less than a full day, but this applies to all Skills, and does not degrade. Still, universal possession of even a tiny amount of Skill across all possible skillsets invites numerous cross-applications, and Psi's recently-unlocked universal bar of 10 for unchosen Domains was partially filled in by this.

Debuffs applied to Follower Skills cannot drive them below 5, and have the debuffs reduced by 5. To illustrate, a Follower with Skill 50 in Pistols, hit with a -50 debuff would only fall to an effective 5. Alternatively, a debuff of -5 would be ignored. A debuff of 15 would only reduce them to 40.

0/20 to gain Competence 2.


--[Omake] Magitech 70

The first thing to understand about Magitech as a Domain was that it was something of a misnomer, where Magi- used Magic as a sort of slang term for 'supernatural energy' sort of like Mana did. The second thing to understand was that any sufficiently advanced Magic was likely to qualify, as it became more scientific, though the nature of Magic would prevent 100% treatment as a science from allowing for total mastery. The point was that Clarke's Third Law applied in reverse here, sufficiently understood Magic was essentially technology. Though, approaching the issue from the other direction was likely swifter. Substituting lines of code for mystical script to more easily allow for responses to magic would make an AI Magitech. Making the power source Magic would make it Magitech, and it was literally impossible to have Geomancy that wasn't Magitech. In fact, Magitech and Geomancy were Domains that worked very well together, much like Hope and Despair did for Magical Girls.

Produced Magitech 1.

Marvels and Artifacts utilizing Empowerment energies enjoy 10% increased performance.

Fusion of Magic and Technology is eased, and doing so successfully allows the 10% benefit to apply.

10% improvement to Geomantic function. Marvels control more Nodes, and the Network provides greater benefits. 11% at Mag 1, 44% at Mag 2, 99% at Mag 3, 1100% at Mag 10, etc.

Magitech 2.

Marvels and Artifacts utilizing Empowerment energies enjoy 20% increased performance.

Fusion of Magic and Technology is eased, and doing so successfully allows the 20% benefit to apply.

20% improvement to Geomantic function. Marvels control more Nodes, and the Network provides greater benefits. 12% at Mag 1, 48% at Mag 2, 108% at Mag 3, 1200% at Mag 10, etc.

25/45 for Magitech 3.


--[Omake] Faith 120

Your biggest bottleneck for growth was Faith. More ability to act could be purchased, as could effectiveness of those Actions, via Faith. Even your Followers, Marvels, and Artifacts could be enhanced both directly and indirectly. Therefore, lowering the difficulty of worship, and thus the 'cost' of joining up which would entice more people more easily. As a salaryman who'd managed to weasel the secret out of his Magical Girl daughter had noted, in many ways Faith was something like a business transaction, with time and energy spent on it in return for the comfort provided by the idea of a benevolent figure watching out for you. Empirical proof was enough to convince him, especially with the demonstrable Empowerment granted in return for some prayers, but the point remained.

The number of people who would worship with miracles or 'miracles' on display was far higher than those who would take a chance on a religion that was not established without some serious and almost definitely unhealthy manipulation or desperation, but until the numbers hit the million+ range, it was not a guarantee that anyone would be close enough to do a demonstration, and they'd essentially be taking a chance on it. From there, strenuous requirements would only further hinder recruitment for his Follower base, and the Magical Girls were largely focused on combat, not preaching. The sheer variety of Wishes and the subsequent focus of their power ensured that at least some Puella had that sort of thing as a focus or a relatively simple sidegrade of their abilities, a music-based Puella having some crossover with a charismatic speaker for example, but it was by no means guaranteed.

Therefore, purchase of Faith as a Domain that would lower the requirements to be a Follower would immensely improve Faith growth, and that was definitely the case.

Accumulated Faith 1.

Major lowering of the threshold for a person to be a Follower, and the connection is more easily maintained if they end up dipping below that threshold afterward.

Combined with Follower's effects. +250 Followers per Turn, and +5d100 to rolled-for Followers.

Faith 2.

Dramatic lowering of the threshold for a person to be a Follower, and the connection is much more easily maintained if they end up dipping below that threshold afterward.

Combined with Divinity and Follower's effects. Additional +500 Followers per Turn, and +10d100 to rolled-for Followers.

Faith 3.

Drastic lowering of the threshold for a person to be a Follower, and the connection is far more easily maintained if they end up dipping below that threshold afterward.

Combined with Divinity and Follower's effects. Yet another +750 Followers per Turn, and +15d100 to rolled-for Followers.

0/80 for Faith 4.


--[Omake] Learning 55

With the massive, ridiculous number of Skills available for Followers to pick up, learning them faster was of great use. However, Learning also applied to investigative efforts, because when you got right down to it, the entire point of them was learning a specific piece of information. Then, there was learning from your mistakes. The basis of almost all practical tests and apprenticeships. Something Learning also excelled at.

Even if they had extreme learning issues, Learning of a sufficient magnitude would allow anyone to learn almost anything, as even the most convoluted of learning mechanisms could be accommodated more easily.

Learned Learning 1.

Flat +10 and +10% to Skill training, which compounds upon itself. Learning is eased. This translates to a weakening of demerits.

Investigative Actions are improved for Leto and Followers.

+5 to Skills for every 25 failed Skill Checks, which improves the Skill cap simultaneously.

Learning 2.

Flat +20 and +20% to Skill training. Learning is slightly eased.

Investigative Actions are slightly improved for Leto and Followers.

+10 to Skills for every 24 failed Skill Checks, which improves the Skill cap simultaneously.

Learning 3.

Flat +30 and +30% to Skill training. Learning is somewhat eased.

Investigative Actions are somewhat improved for Leto and Followers.

+15 to Skills for every 23 failed Skill Checks, which improves the Skill cap simultaneously.

Learning 4.

Flat +40 and +40% to Skill training. Learning is significantly eased.

Investigative Actions are significantly improved for Leto and Followers.

+20 to Skills for every 22 failed Skill Checks, which improves the Skill cap simultaneously.

5/25 for Learning 5.


--[Omake] Teaching 140

If learning was the basis of advancing in skill, Teaching was the basis of advancing civilization. Whether it was oral tradition, writing, or a demonstration, in order to maintain what existed and rise higher, teaching the knowledge and skills was absolutely imperative. Of course, the issue was that since learning differs from individual to individual, teaching affinities will also differ from individual to individual, to say nothing of their ability to teach in the first place. Geniuses struggling to teach their skills to others is a well-known problem. Not to mention people who can't understand each other won't be able to teach much of anything. You wouldn't expect Azathoth to teach well, would you?

This Domain focuses as much on making Teaching easier for more individuals as it does on improving the effectiveness of Mentors.

Self-taught Teaching 1.

People in possession of 100 90 Skill or 50 45 points in excess of another person's Skill can become Mentors to that person or people, whichever is higher. This includes Equipment bonuses, hence schools working. They provide a flat +5 +10 and +5% +10% to their learning rate.

Mentors require a certain level of compatibility with their students to tutor effectively. Generally, valid SL targets will also be valid Mentors as well. Compatibility is increased.

Teaching is generally eased. Generally, this translates to AP requirements for either or both ends of the relationship being reduced while retaining or improving on benefits. It also lowered penalties for larger groups, as when the number of students increases to over a dozen per teacher, efficiency starts to drop because individual problems start to become more difficult to address.

Teaching 2.

People in possession of 80 Skill or 40 points in excess of another person's Skill can become Mentors to that person or people, whichever is higher. They provide a flat +15 and +15% to their learning rate.

Compatibility is slightly increased.

Teaching is slightly eased.

Teaching 3.

People in possession of 70 Skill or 35 points in excess of another person's Skill can become Mentors to that person or people, whichever is higher. They provide a flat +20 and +20% to their learning rate.

Compatibility is somewhat increased.

Teaching is somewhat eased.

Teaching 4.

People in possession of 60 Skill or 30 points in excess of another person's Skill can become Mentors to that person or people, whichever is higher. They provide a flat +25 and +25% to their learning rate.

Compatibility is significantly increased.

Teaching is significantly eased.

Teaching 5.

People in possession of 50 Skill or 25 points in excess of another person's Skill can become Mentors to that person or people, whichever is higher. They provide a flat +30 and +30% to their learning rate.

Compatibility is moderately increased.

Teaching is moderately eased.

Mentors provide a +50 to the Skill Cap, which persists if they achieve that cap.

Teaching 6.

People in possession of 40 Skill or 20 points in excess of another person's Skill can become Mentors to that person or people, whichever is higher. They provide a flat +35 and +35% to their learning rate.

Compatibility is mediumly increased.

Teaching is mediumly eased.

30/45 for Teaching 7.


--[Omake] Wisdom 80

Wisdom, much like common sense, was in an unfortunately low supply. Unlike the latter, Wisdom is not ironically so, as Wisdom is not something one is normally born with. Indeed, Wisdom is often either hard won through time and experience, or gained by seeking it out from individuals who have already undergone such a struggle, and they are not always willing to part with it so easily. However, there was no law that said Wisdom had to be in short supply. At least, nothing your Empowerment Domains or Divinity had made known to you. Law might tell you otherwise, but if the rule was that obscure, then whoever enforced it needed to get more involved in the world they were arbitrarily ordering about.

The point was, now your Followers would endlessly improve upon their Skills simply by continuing to live their lives.

Obtained Wisdom 1.

General competence of thought improves over time. Followers will find themselves making fewer mistakes as time passes.

For each 25 year span of life experience, grant a +5 to all Skills. A 50-year-old Follower would have a +10 to all Skills. This ignores the cap, and can increase without upper limits.

Wisdom 2.

General competence of thought improves slightly over time. Followers will find themselves making slightly fewer mistakes as time passes.

For every 24 years of life experience, grant a +10 to all Skills, ignoring the cap. A 48-year-old would accrue a bonus of 20 to all Skills.

Wisdom 3.

General competence of thought improves significantly over time. Followers will find themselves making significantly fewer mistakes as time passes.

Every 23 years of life experience grants a +15 to their Skills, disregarding the cap. Followers who have lived for 46 years will obtain a +30 for their Skills.

Wisdom 4.

General competence of thought improves significantly over time. Followers will find themselves making significantly fewer mistakes as time passes.

Every 22 years of life experience grants a +20 to their Skills, disregarding the cap. Followers who have lived for 46 years will obtain a +30 for their Skills.

Wisdom 5.

General competence of thought improves significantly over time. Followers will find themselves making significantly fewer mistakes as time passes.

Every 20 years of life experience grants a +30 to their Skills, disregarding the cap. Followers who have lived for 40 years will obtain a +60 for their Skills.

5/35 Faith for Wisdom 6.


--[Omake] Experience 15

Experience was more or less learning by doing. The difference between it and Learning as a Domain was that the former considered both success and failure in it's calculations. That would mean at least double the speed for most people.

Earned Experience 1.

Every 25 Skill Checks advances the relevant Skill's current and maximum by 5 points, regardless of pass or fail.

One section of Level up mechanics obtained. ??? remaining.

10% acceleration of Wisdom life experience accumulation.

Experience 2.

Every 24 Skill Checks advances the relevant Skill by 10, regardless of pass or fail.

Upon unlock, Level ups happen more 20% more quickly.

20% acceleration of Wisdom life experience accumulation.

0/15 for Experience 3.


--[Omake] Life 15

One might be confused about the difference between Life and Body, especially when they offered many of the same benefits. However, there was a very important difference. Life actively extended lifespan and increased how difficult killing someone was. The latter might sound akin to Body's effects, but rather than an increase to durability, it was an increase to difficulty, an increase in HP rather than a rise in Defense/Vitality.

Another interesting facet was just how 'life' was quantified. Any living organism qualified, but it seemed like Magic, able to use many difference sources as qualifications, and accept any of them as valid. See, a video game NPC didn't have a conventional body, merely data that simulated it, and so it wasn't affected by Body until level 3 expanded the Domain to include simulated bodies, but life was a much fuzzier subject. It was the difference between a true AI and a mass of code, for one thing. So, various digital entities registering as alive according to the Life Domain was as solid proof as was possible.

Bought Life 1.

Various minor benefits conferred to living Followers. The most major benefit is a 20-year life extension.

Assembling and modifying living things eased.

Training of Qi is eased.

Blank body creation rate doubled.

Discovery and tracking of digital entities possessing sentience due to pinging Life is eased.

0/15 for Life 2.


--[Omake] Crystals 20

Given the crystalline nature of Soul Gems, this seemed like a very important Domain. They were literally souls, so durability boosts would be important, and Soul was the only Domain liable to more impactful for them. Given it cost 10 times as much and was much less focused, this was probably the simplest method to dramatically improve them.

Formed Crystals 1.

5% boost to durability of, mystical significance of, control over, power of, resistance to mystical effects, and regeneration of all crystals for Followers. Cumulative bonus is significant.

Magical Girls gain doubled benefits, and the nature of their Soul Gems causes these benefits to extend to themselves as well. Ie, 10% boosted durability, magical power and resistance, regeneration, etc.

5% boost to cleansing rate of Soul Gems and Grief Seeds. The former is increased to a daily cleansing rate of 25%, and the latter can be accomplished in 4 years. Additionally, mass cleansing of Grief Seeds via active efforts can be accomplished at twice the previous rate.

Crystals 2.

10% boost to durability of, mystical significance of, control over, power of, resistance to mystical effects, and regeneration of all crystals for Followers. Cumulative bonus is significant.

Magical Girls gain doubled benefits, and the nature of their Soul Gems causes these benefits to extend to themselves as well.

10% boost to cleansing rate of Soul Gems and Grief Seeds. The former is increased to a daily cleansing rate of 30%, and the latter can be accomplished in 3 years and 3 months. Additionally, mass cleansing of Grief Seeds via active efforts can be accomplished at twice the previous rate.

5/15 for Crystals 3.


--[Omake] Mana 75

While Mana tended to refer to Magic specifically, it could be used as a term for any supernatural energy. That was the basis of this Domain's effects. While the effects were individually minor, their breadth where the mystical was concerned was notable. Enough that Leto was confident in it's worth.

Gathered Mana 1.

5% boost to perception of, reserves of, control over, power of, resistance to, and regeneration of all mystical energies for Followers. Cumulative bonus is significant.

Various unique/difficult spells and effects eased by greater affinity for mystical energies, which is compounded by the previous effect.

Significantly improved influence and ability to work with mystical energies in projects, such as geomancy.

Mana 2.

10% boost to perception of, reserves of, control over, power of, resistance to, and regeneration of all mystical energies for Followers. Cumulative bonus is significant.

Various unique/difficult spells and effects significantly eased by greater affinity for mystical energies, which is compounded by the prior effect.

Largely improved influence and ability to work with mystical energies in projects, such as geomancy.

Mana 3.

15% boost to perception of, reserves of, control over, power of, resistance to, and regeneration of all mystical energies for Followers. Cumulative bonus is significant.

Various unique/difficult spells and effects further eased by greater affinity for mystical energies, compounded by the prior effect.

Greatly improved influence and ability to work with mystical energies in projects, such as geomancy.

Conceptual domain of Mana has expanded to include extremely exotic 'mundane' energies, such as dark energy.

Mana 4.

20% boost to perception of, reserves of, control over, power of, resistance to, and regeneration of all mystical energies for Followers. Cumulative bonus is significant.

Various unique/difficult spells and effects even further eased by greater affinity for mystical energies, compounded by the prior effect.

Massively improved influence and ability to work with mystical energies in projects, such as geomancy.

Mana 5.

25% boost to perception of, reserves of, control over, power of, resistance to, and regeneration of all mystical energies for Followers. Cumulative bonus is significant.

Various unique/difficult spells and effects greatly eased by greater affinity for mystical energies, compounded by the prior effect.

Immensely improved influence and ability to work with mystical energies in projects, such as geomancy.

Followers now absorb small amounts of mana, that is, supernatural energy, from their environment. In most instances, this mostly just boosts regeneration of them by an additional 10%. However, it also functions as a form of damage reduction, converting a small amount of each supernatural attack they're struck by into the relevant mana type. This is often crippling to curses and the like, as it actively drains them, and makes negative effects beyond immediate damage more difficult to inflict, though it's much less effective against things like using magic to blow up a gas main and inflicting the ensuing explosion on the true target, as the flames are wholly natural, despite the cause not being so.

0/35 for Mana 6.


--[Omake] Memory 60

Memory was of interest to you for a number of reasons. There was of course the issue of your own, but human memory was incredibly unreliable for something they relied on so much. To the point most court systems dramatically favored physical evidence over testimony, and not because they were worried about active lying. Not only did perceptions influence the memories, so two people present at an event, within each other's personal space even, could have completely different recollections, but people could themselves alter their own memories after the fact. This was the basis behind much of psychological manipulation and gaslighting and the like. There were strict rules in court to avoid coaching witnesses, because it was that easy to make someone doubt or outright misremember their own memory. It was somewhat unsettling, really, how shoddy the meatware was, and perhaps a Brain Domain was worth looking into. That was all ignoring issues with neurological diseases or mystical maladies.

To really understand the effects, a bit of a breakdown on the workings of memory was in order. Most people thought of memory as two major sections. Short-term and long-term. The disconnect between them being one of the major issues with committing something to memory. No matter how many times someone might find that they did not, in fact, remember the list, it always seemed to surprise them.

This was only partially correct. First, there was sensory memory, then the short and long-term sets, and the latter was, due to it's more permanent nature, much more complex.

Sensory memory only encompassed what the five senses immediately received, being the first sorting mechanism for what memories were deposited into long-term storage. This depends on the number of the basic five senses that register the event and how intense the sensations are, hence pain being a valid method to teach a person to avoid something, known as negative reinforcement. Normally, these memories last less than a minute even at the most intense, and usually they fade within a quarter second.

Short-term memory, or working memory, contrary to popular belief, short-term memory is not like a computer desktop recycling bin with the caveat that it automatically dumps the files every five minutes or so. Memories stored here often degrade within 30 seconds, with 5-9 slots depending on the person and the amount of information, an upper limit apparently being something to do with the brain's ability to process information.

Long-term memory could be divided into the conscious and unconscious sets, the former being experiences, facts, concepts, and events, and the latter being skills and tasks. Conscious memory was everything from your earliest memory of meeting someone, to the various dates you memorized in history and then never used again, to the various ideas that seemed to define the Domains like how one immediately associated the sun with light and heat. Unconscious memory involved things like tasks done repeatedly until they could be done automatically. How one would never forget how to ride a bicycle, or how a martial artist might automatically counter a move they'd seen enough times.

The human brain could hold roughly one zettabyte of information, more than a quarter of all extant information on the planet, which meant that most people would have no issues with thinking themselves to death unless they had a lifespan measured in the millennia, and even someone with 'perfect memory' ought to be alright for centuries.

Memory 1 claimed.

+10% to length of memory retention, amount of memory available, ability to recall/repair memories, and the difficulty in modifying or erasing them for Followers and Leto.

Lowers the effectiveness of various psychological manipulation and gaslighting tactics.

Time and effort to commit something to memory is reduced by 10%, as is the rate at which memories are lost. This effectively improves the learning rate and cap on Skills by 10%.

???

Memory 2.

+20% to length of memory retention, amount of memory available, ability to recall/repair memories, and the difficulty in modifying or erasing them for Followers and Leto.

Slightly lowers the effectiveness of various psychological manipulation and gaslighting tactics.

Time and effort to commit something to memory is reduced by 20%, as is the rate at which memories are lost. This effectively improves the learning rate and cap on Skills by 20%.

???

Memory 3.

+30% to length of memory retention, amount of memory available, ability to recall/repair memories, and the difficulty in modifying or erasing them for Followers and Leto.

Somewhat lowers the effectiveness of various psychological manipulation and gaslighting tactics.

Time and effort to commit something to memory is reduced by 30%, as is the rate at which memories are lost. This effectively improves the learning rate and cap on Skills by 30%.

???

0/40 for Memory 4.


--[Omake] Despair 50

Considering the efforts about to be made to restore a large number of Fallen Magical Girls, it only made sense to push Despair up to it's fifth tier. From what you could tell, the despair sense had been the special unlock, as had similarly been the case with Hope. Strange. Hard to tell if it was some kind of quirk of the Emotion Domains, the result of the large amount of Puella Followers, or something deeper going on though.

Speaking of the Puella, with the new benefits, they ought to be very difficult to turn into Witches unless they actively attempted to burn through all their magic.

Despair 5.

Majorly improved ability to break enemies with despair, and influence those closely tied to it such as Witches, blinding them to better options. May somewhat reduce allied despair. 2.0 multiplier to ability to withstand despair for High Priests, 1.75 for Blessed, 1.5 for Followers, and 1.25 for non-Followers. Active Blessings can increase these to 15, 12.5, 10, 7.5, and 5.

Difficulty of removing the despair of High Priests and Followers with close connections to Despair such as Magical Girls even further reduced. This allows for reduction of Magical Girl Grief corruption.

Magical Girl stamina is improved by a major amount by virtue of reduced rates of Grief production.

Grief accumulation is significantly truncated, and Grief Seeds and Soul Gems alike are purified at a significant rate. 35% of their maximum per day for the latter, and over the course of 3 years for the former.

Despair sense improved for Followers. Accuracy and range gain slight buffs.

25/35 for Despair 6.


--[Omake] Robotics 10

As someone who... watched people play a lot of RTS games, if you wanted chaff you could absolutely ignore the casualties of, undead and robots were the way to go, and people were going to be okay with robots a lot more often than undead. At least until the first AI rebellion. Then there were all the uses in industry. Construction, engineering, mining, all things entities that didn't need to worry about 'air' or 'poisonous chemicals' were much better suited for. Having the workers able to manually check on the undersea mining drill would be very helpful, for example.Still, unusually, the Faith scrounged up for it wasn't quite enough for the first level of the Domain.

10/15 for Robotics 1.

--[Omake] Programming 25

Programming was absolutely crucial to the running of the modern world, in much the same way electricity was, as it was what kept computers, well, functioning. As something one did with code, it was a low-cost Domain, but one that was used at all times in every city in the world. Really, the places it wasn't were deliberate choices, and they were tiny fractions of a percentage of all settlements and populations, in part because a city of a million would require immensely capable administrators, nevermind the 25 million+ megalopolises of the modern era. Several of the Japanese islands and entire sections of the American coastline were consumed by continuous cities, for example. Tokyo alone had a population of about 14 million, something that would have been impossible to manage without delegating some of the administration to entities incapable of boredom and unbothered by working 24/7, which in turn necessitates programming them. Machines or undead are really the only viable candidates, and the former were much more palatable and easier to make.

Of course, programming was, while not as complicated as it was usually regarded, still fairly complex, and bugs and glitches were fairly frequent even with good programming. Though there were instances of positive bugs and glitches, and on occasion programmers could even learn from them, the vast majority were not. Something Programming could change.

Programmed in Programming 1.

+10% to programming function and programming ability of Followers.

5% reduction in negative bugs and glitches when used by Followers.

+10% to functioning of computers in passive Domain range due to a mix of lowered negative bugs, and heightened programming performance.

Programming 2.

+20% to programming function and programming ability of Followers.

10% reduction in negative bugs and glitches when used by Followers.

+20% to functioning of computers in passive Domain range due to a mix of lowered negative bugs, and heightened programming performance.

10/15 for Programming 3.


--[Omake] Skill 15

At the end of the day, Skills are the building blocks upon which all your Followers' efforts are built, and with the rash of new Skills unlocked by Empowerments this is only made more important. Of course, this does mean that this Domain increases in value as Skill numbers and caps increase.

Learned Skill 1.

+10% to the effective Skill and 5% reduction of the threshold to accomplish effects for High Priests. Additionally, +10% to the training rate and cap of the Skills. Thus, the current 400 would move up to 440, and at that point, a High Priest would be passing Skill checks theoretically at 510.

Skill 2.

+20% to the effective Skill and 10% reduction of the threshold to accomplish effects for High Priests. Additionally, +20% to the training rate and cap of the Skills. Thus, the current 400 would move up to 480, and at that point, a High Priest would be passing Skill checks theoretically at 640.

+10% to the effective Skill and 5% reduction of the threshold to accomplish effects for Blessed. Additionally, +10% to the training rate and cap of the Skills. Thus, the current 300 would move up to 330, and at that point, a Blessed would be passing Skill checks theoretically at 380.

Skill 3.

+30% to the effective Skill and 15% reduction of the threshold to accomplish effects for High Priests. Additionally, +30% to the training rate and cap of the Skills. Thus, the current 400 would move up to 520, and at that point, a High Priest would be passing Skill checks theoretically at 790.

+20% to the effective Skill and 10% reduction of the threshold to accomplish effects for Blessed. Additionally, +20% to the training rate and cap of the Skills. Thus, the current 300 would move up to 360, and at that point, a Blessed would be passing Skill checks theoretically at 430.

+10% to the effective Skill and 5% reduction of the threshold to accomplish effects for Followers. Additionally, +10% to the training rate and cap of the Skills. Thus, the current 200 would move up to 220, and at that point, a Follower would be passing Skill checks theoretically at 250.

0/20 foe Skill 4.


--[Omake] Deception 30

There was a difference between hiding something and deception. Hiding actively attempted to prevent the truth from being discovered. Deception put up a front to hide it. Lying could be considered deception, but so could hiding. It was a multi-faceted thing. As long as you sought to obscure something, and to avoid anyone realizing that you were trying to obscure that thing, you could be considered to be deceiving people. People knowing you were hiding from them was a minor failure in that effort, as it dramatically increased the difficulty of hiding, for example.

This would make carrying out and discovering cover-ups of various shapes easier. Both improving the odds that Earth could be kept hidden

Deceived by Deception 1.

Bonus to all attempts at deception. This applies to any time you would be hiding something and attempting to avoid notice that you were hiding something. Hiding, Stealth, Lying, Masquerade, Intrigue, etc. all receive bonuses.

Resource costs of deceptions reduced, both in terms of time and effort, and in terms of the damage it does to their relationships. Teamwork bonuses gained when Followers are attempting to carry out a deception as a group. Magical Girls with friend groups can more easily coordinate to hide their magical moonlighting, for example.

Enemy deceptions will be more easily uncovered. Lies, stealthed units, cover-ups, etc.

15/30 for Deception 2.


--[Omale] Stealth 20

Stealth was different from hiding in two simple ways. Hiding could apply to objects and buildings. Stealth tended to be a lot more active. Stealth aircraft, stealthy infantry units and scouts, etc. Secondarily, stealth was generally more along the lines of being difficult for sensors to detect or army camoflage making them more difficult to pick out from the jungle, rather than outright being impossible to see or outright hidden. A sniper or an invisible soldier would be hiding, by contrast. This made it more specific, but it was also far, far better at it's job.

Perhaps Stealth just popping up as one of your Domains when you Blessed the Senshi was only proper.

Obtained unnoticed, Stealth 1.

Units attempting to avoid notice have their efforts improved 10%. Similarly, the effectiveness of stealth techniques and materials is improved by 10%.

Instances where stealth and hiding are treated as the same thing improved.

Enemy stealth is weakened.

10/20 for Stealth 2.


--[Omake] Empowerment 55

There really wouldn't ever be a time when Empowerment wasn't of use. Especially when it would make the Staff of Empowerment more efficient. Twice as much so, given the Domain level was doubling.

Empowerment 2 achieved.

All Empowered Followers gain 40% greater benefits from Empowerments.

Empowerments are now applied up to 40 people per Action. Tripled by Divinity to 120.

Blessings are now applied to up to 400 people per Action. Tripled by Divinity to 1200. Doubled by Blessings to 2400.

Follower connections are improved.

15/60 for Empowerment.


--[Omake] Emotion 10

One might call emotions the engine behind the actions carried out by people. Certainly, logic was a strong motivator, but emotion trumped it in most cases. Few people could be objective on even the most meager of topics, like what kind of glasses were most appealing, nevermind topics of import like their family. Given the choice between the world burning and their family dying, many would choose the former, and there would be many who wouldn't entirely blame them for it. It was a topic of discussion in much of fiction. In some games, special attacks are fueled by bars literally called Rage or the like. In comic books, it was frequently the source of powers.

Still, it was taken on for less philosophical reasons. You suspected this to be less efficient than the individual emotions of Hope and Despair in combatting Witchification in Puella Magi, but better for guaranteeing emotional wellbeing. You were pleasantly surprised this was not the case. Fear has close ties to Despair, while Will has close ties to hope, for starters. Given the ties they have, Emotion was able to join the club of Domains the improve the daily cleansing by 5%.

Felt Emotion 1.

Benefits equal to one-half level of Hope and Despair in regards to their regular effects on Puella Magi, and similar effects on other Emotion Domains. This includes driving the daily purge of Grief from Soul Gems to 40%, and reducing the timeframe on cleansing Grief Seeds passively to 2.5 years. Also doubles the number that can be cleansed at once.

Leto's understanding of the human psyche and how to deal with various emotions is improved. The same is true of his Followers. In turn, they can more healthily deal with their emotions. This is now applied and amplified with levels in an Emotion or psyche-relation Domain such as Mind or Memory, as Emotion's encapsulation of the emotional state allows one to, for example, more easily work through the seven stages of grief.

Emotional maturity and health of Followers improved, reducing social and relationship strife.

0/20 for Emotion 2.


--[Omake] Legends 20

Legends were very interesting abilities, varying from sidegrades to unique abilities, but they were also rare. They were hard to unlock, and only grew moreso, but they were immensely valuable, and could effectively turn someone into a Hero Unit even if they weren't a High Priest or even a Blessed. Someone who built up Legends around being a good sniper could achieve legendary feats with comparatively weak Skills and physical abilities, or perhaps turn a weak power into something terrifying.

Legends 1

Extremely impressive feats can now unlock Legends independently of Legend rank-ups. This is defined by their specific power and skill, ie, a High Priest and an Unblessed Follower would have about as much difficulty.

Legends are improved for Leto and Followers alike. Special and unique Legends are more easily unlocked.

At Legend Rank 5, choose an additional Legend.

0/40 for Legends 2.


--[Omake] Symbols 15

Symbols were very important. Religions, nations, ideologies, they all placed great importance on symbols. Flags, for example, were often regarded as representative of the entire nation, as the banners of a nation were generally agreed to be one of the things most closely tied to that nation. Of course, there were downsides, such as having one's symbols coopted, or deliberately defaced.

Take the Leviathan cross, a double cross over an infinity sign, a Satanist symbol... as of 1966 when the organization appropriated it, where before it was alchemical symbol(something Leto could see being a problem since Magitech included alchemy) for sulfur in the 16th century, as a stand-in for the soul/combustability. Corrupting a symbol was even easier in the modern age. All someone had to do was think a symbol looked cool, post it alongside something incongruous to it's original meaning online, have a bunch of people agree with either the symbol looking interesting or the idea and spread it around, and that was really it. The symbol would start to become tied to that idea.

Of course, symbols only had any real power when tied to something. Most people didn't associate, say, a simple circle with anything particularly sinister, but if that circle were drawn in blood, and people would start to avoid it, regardless of if the circle itself had any deeper meaning.

Displayed Symbols 1.

Symbols resist efforts to corrupt them 10% more, and can be recovered 10% more easily. This applies to both corruption of the symbol's tied concepts, and the corruption of the symbol towards other ends. The old classic of inverting a cross to make it a demonic symbol, for example, including how that was originally Peter's Cross, as in Jesus' disciple, before becoming such a symbol. Wonders automatically considered Symbols in addition to their normal effects.

Symbols may now produce passive Domain effects completely independently of Followers, if at 5% of normal range.

Symbols can be used to ease Theurgy and Rituals. In extreme cases, they make it possible.

0/30 for Symbols 2.


--[Omake] Temples 25

Temples were a very important part of any religion, serving to centralize it in a region or township in olden times, making it easier to manage their flocks and collect money for the purpose of maintaining the building as well as a training ground for new priests in some cases. As you don't particularly have dedicated Priests, your more interested in it as a location for centraliztion

Built Temples 1.

10% boost to durability and ease of construction of Temples, as well as their special Faith effects.

All Temples Empower 10 Followers per Turn. Divinity multiplies this to 30.

All Temples pass out 100 Blessings per Turn. Blessings and Divinity multiplies this by 6 to 600.

Visiting a Temple counts towards Faith maintenance, and further boosts prayer doing so.

Temples 2.

20% boost to durability and ease of construction of Temples, as well as their special Faith effects.

All Temples Empower 20 Followers per Turn. Divinity multiplies this to 60.

All Temples pass out 200 Blessings per Turn. Blessings and Divinity multiplies this by 6 to 1200.

Visiting a Temple slightly counts towards Faith maintenance, and further boosts prayer doing so.

10/15 for Temples 3.


--[Omake] Magical Girls 5

Much like Crystals before it, this was a very important Domain for your Followers. Unlike Crystals, this had other major benefits. From what Kyubey had told you, you were confident that Senshi qualified as Magical Girls. Perhaps moreso than Puella did, given they were closer to the common ideal than the psuedo-Lichdom of a Puella.

Generally, there were three major characteristics. The Magical Girl was empowered by some sort of cutesy animal to fight some form of negative-energy-powered foe. They end up with at leasdt one teammate, possibly a former enemy, and their bond makes them stronger than the sum of their parts. A time-consuming(well, usually it was more or less instant from an outside perspective, but it was well-known to be a method to slice at least 30 seconds off of what the animators had to do per episode) transformation with a lot of ribbons and beautiful clothing, with an optional hair styling/dying.

Puella Magi fit this more or less completely as long as the darker implications were not examined, but only because Kyubey deliberately followed along with a system that seemed to pre-exist. It bore thinking on. Did the Senshi follow this system as well, or were they the cause of this system? Star Seeds apparently predated any known life, so the first Senshi might well have encoded something like this into being. Perhaps a more self-aware planet had generated some kind of avatar that would appeal to it's intended host as a tutor or something along those lines. It was likely that further development of Soul or Magical Girl as Domains would be necesary to have any real chance of finding out, but you didn't think it was a bad theory.

Cast Magical Girls 1.

High Priests, Greater Blessed of the Magic Empowerment, and Heroic Blessed now have the option of becoming Magical Girls for dramatically increased power and improved purification and teamwork abilities, as well as an inherent resistance to mind control and most forms of corruption. This is easier for girls due to ??? causing Magic to be something girls naturally have an affinity for, though Magical Boys are in theory possible.

10% boost to the performance of a Magical Girl across all parameters.

45% daily cleansing of Soul Gems, and passive cleansing of a Grief Seed in roughly 2.25 years. Number that can be passively cleansed at once doubled.

0/10 for Magical Girls 2.


--[Omake] Witches 15

While Witch meant something else to Puella Magi, and were often associated with dark figures otherwise, in modern times, they could essentially be considered the feminine form of wizard, and that meant they had an affinity for things like rituals and alchemy. Still, the darker interpretations bled through despite your best efforts. Witches would always be more vulnerable to corruption and mind control effects than even normal people without active defenses, even if they were stronger and had more abilities than their Magical Girl counterparts.

Cursed Witches 1.

Witches now available as a counterpart to Magical Girls, with similar requirements. Greater power and utility, but inverted affinities for purification, mind control, and corruption. Teamwork ability remains intact, because of Witch covens, but only with other Witches. Generally mutually exclusive at the moment.

10% boost to 'Dark Magical Girls' and any spellcaster strongly associated with dark magic, rituals, potions, negativity, etc.

50% daily cleansing of Soul Gems, and passive cleansing of a Grief Seed in roughly 2 years. Number that can be passively cleansed at once doubled. Witches, Familiars, and people bearing the Witch's Kiss can more easily be discovered and respectively, put down, destroyed, and healed.

Witches 2.

Requirements to become a Witch lowered.

20% boost to 'Dark Magical Girls' and any spellcaster strongly associated with dark magic, rituals, potions, negativity, etc.

55% daily cleansing of Soul Gems, and passive cleansing of a Grief Seed in roughly 2 years. Witches, Familiars, and people bearing the Witch's Kiss can slightly more easily be discovered and respectively, put down, destroyed, and healed.

0/15 for Witches 3.


--[Omake] Regeneration 75

Regeneration was a passive process. Something the human body, most living things really, could do on their own. Generally, it took catastrophic damage such as losing a limb, or, on the cellular level, exploding from a virus using you as a virus bomb, as they were too small and simple for destruction of an organelle to be something it couldn't fix. Flames and acids often served to further limit any self-healing, either by blocking it or by actively doing more damage, depending on the substance.

Puella had utterly insane regenerative abilities, as a consequence of their lichdom. So long as they had remaining magic and their Soul Gem was intact, they could come back. Having one's head cut off was more inconvenient than lethal if you understood how it worked. A Puella with enhanced regenerative abilities, such as one who Wished to have someone healed, could shrug off the loss of limbs in seconds. Having some of that available without having your soul ripped out was of interest. Plus, the Puella would also get their healing boosted.

Recovered Regeneration 1.

10% boost to speed and extent of healing, without any resource cost increases. Genetic defects, such as mishappen limbs, are 'corrected' somewhat by this healing. This works off the baseline rate they possessed, so Puella are most likely to notice immediately.

5% reduction to the effectiveness of flames, acids, and various regeneration-suppressing mystical effects on Follower regeneration.

Synergizes with healing effects, from stem cells to healing spells.

Regeneration 2.

20% boost to speed and extent of healing.

10% reduction to the effectiveness of flames, acids, and various regeneration-suppressing mystical effects on Follower regeneration.

Synergizes slightly with healing effects, from stem cells to healing spells.

30/45 for Regeneration 3.


--[Omake] Healing 15

Unlike Regeneration, Healing was an active effect. Something done by doctors and use of mystical energies to cast healing abilities. Therefore, it could heal things like lost limbs the body simply wasn't designed for, and in many cases without overtly risking the person in question.

Cured Healing 1.

10% boost to effectiveness of Healing spells and the like, including technological means.

5% reduction in dangers caused by side effects of such efforts, and in effectiveness of healing-debilitating effects like curses. The Regeneration Domain further bolsters this.

Due to their nature, Puella regeneration counts both as this and Regeneration, allowing them to double-dip.

0/30 for Healing 2.


--[Omake] Spirits 25

Spirits were, in essence, the spiritual manifestations of various concepts. A Spirit of Fire might manifest as a raging bonfire, or a campfire, depending on it's mood, but would always be a permutation of such. Less physical things, like courage, had similarly metaphysical and difficult to parse manifestations. This was the reverse of what you were, an energy being that extruded itself into various concepts. An interesting dichotomy.

Regardless, Spirits offered a third option for the problem of delegating work, a machine-spirit being ready made to aid in the work of machines for instance, and could do much more conceptual and empheremal things much more easily, such as increasing wisdom or courage.

Bound Spirits 1.

May create Spirits, which are essentially mystical AIs associated with a specific concept. Spirits must be attached to an extant Domain, with the number limited by Spirits+Souls Domain number.

Spirits are maintained by their concepts, so they require little in the way of maintenance beyond a general population that acknowledges their concept, but are more finicky and in some ways more limited. Barring special circumstances, Spirits cannot change, learn, or grow as easily as an AI might. On the other hand, this means an outright spirit rebellion is more difficult to pull off than an AI rebellion, and they are less unpleasant than Undead, though some degree of general chaos is likely at any given time.

Spirits may be made as blanks, to be bound to an individual as a helper, like Link's fairy companion, though currently ther are liable to annoying demerits and a certain amount of single-mindedness.

10/15 for Spirits 2.
 
I think it was already previously confirmed that there were Domains that were more than one word. Just not many were known. Nice to see how far we've pushed the daily soul gem cleansing, though.

Kind of worried about the mystery box options in the Domains, specifically Memory. Mostly in that we don't know what's there, if it makes us more noticeable or what. Putting more points towards Divinity for that mental corruption handling seems prudent. Given the particular of both easing recovery of Leto's memories and the risk of mental contamination being lessened are right next to each other, same paragraph on the relevant character sheet listing.
 
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