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.