From A Broken World: God Quest

This is why when you make a new plan even if its a small change you should make the name a little different. the tally system isnt the best.
 
Alright, vote is closed, I will get the update out tonight.-[x] Paths 32/??

-[x] Artifacts 50/50
-[x] Attempt to use the Transformation and Artifacts Domains to improve an Artifact.
--[x] Unbreakable Helm
-[x] Control Monsters.
--[x] Protect the people from other monsters.
-[x] Search for Artifacts.

2 successes, 0 successes, 2 successes.
notbirdofprey threw 12 6-faced dice. Reason: Actions Total: 39
5 5 6 6 3 3 3 3 2 2 3 3 1 1 2 2 5 5 3 3 2 2 4 4
notbirdofprey threw 3 6-faced dice. Reason: More Actions Total: 11
4 4 4 4 3 3
notbirdofprey threw 1 20-faced dice. Reason: Transformation Total: 18
18 18
notbirdofprey threw 1 20-faced dice. Reason: Random Event Roll Total: 11
11 11
 
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Season 4 Results
You decide to try something new, and expand not just the strength of your divine power but its scope as well. Your people's lives are constrained by their surroundings, and so you take up a power which would allow you to control it somewhat. You could have gained dominion over caves, but the thought is...distasteful, you doubt you will do it unless you have some pressing need. The caves form paths, and so it is paths you will gain power over.

Gained Paths 2. Can modify, control, or create paths of good quality and stability, but not too esoteric levels.

You also invest some strength in gaining power over artifacts as well.

Gained Artifacts 2. Better skill with artifacts.


Transform Artifact – 2 successes out of 10. Quality Roll: 18


The first thing you try to do, using a bundle of divine power you are not really familiar with is transforming the helm into something more useful. You are not quite sure how to make it more useful, at least not how to do so in a genuinely useful manner that will immediately help your people. So you start by basically throwing a big old ball of divine power at it and seeing what happens. You can immediately see the shape of what will result: a suit of nigh-unbreakable armor that will cover the wearer at their command, although never for more than an hour and will require a period of rest equal to its use. You approve greatly, although regrettably, it will take much more work. At least future efforts will bring in your skill at Protection.

Control Monsters, 1 success, Thresholds at 1,3,7.

You face the same problem you did last season: there are just too many monsters and not enough time for you to control every single one. Though many are turned away from your people to attack other threats by your will, and many too badly injured by the resulting fights, some still get through, and even if none of the attacks succeeded it still tires and distracts your people.

Find Artifacts: 3 successes. Thresholds at 2, 3, 5, 10.

You also take care to bless your people's efforts at finding new artifacts for their use and for you to alter, and this time your blessing proves potent indeed, as you find the Path to hidden caches of such things. Unfortunately, hidden does not mean intact, but your people find at least one useful item thanks to your blessings.

Random Event Roll: 11+5 = 16.

Your blessings this season have not been as potent as they could have been, but they took what could have been a fatal attack and turned it into merely a severely wounding one, and fortune truly smiled upon your people, for not two days before they found a strange machine of metal and wire that seemed to inject something into people which helped heal their wounds. It seems damaged, and sparks constantly come from it, but for the time being it is an amazing aid.
 
hmmm maybe next turn get a power that can help repair or maintain equipment/supplies?
Artifacts can do that.
And maybe Transformation too.

Cool, we can bring the power of three domains down on improving the Helm!

We may need to focus on stopping the monsters next season using Protection and Monsters. Maybe even Paths to keep them away.
 
Season 5
The broken artifact seems close to failing, the sparking growing ever more frequent, but it kept people alive for long enough. The monster attacks continued, but you were close to gaining another way to help them by changing the artifact, and you suspect there would be ways to make that stronger or more versatile or more reliable than throwing divine power at something and seeing what shape it took…



As you consider how to help your people, it occurs to you that it has been more than a year since you came into being. You hope that you will have many more years to help and strengthen them, although you cannot imagine any reason you would not.


You have 56 faith to spend on buying or upgrading domains.

[K]Transformation 3 (0/??) (Great Domain) (Will not actually upgrade yet)
[]Protection 3 (0/100)
[]Artifacts 2 (0/75)
[]Monsters 3 (0/60)
[] Paths 2 (2/30)
[]Write-in

You have three actions

[] Protect from monsters
[] Search for artifacts
[] Protect from hunger
[] Control monsters
-[] To do what
[] Write-in, must be related to domains
 
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we should get repair, or something as a domain...

i mean Paths alone costs like what 2 faith? or is it 75?

anyway i suggets repair domain, protect from monsters, control monsters, and search for artifacts.
 
[X] Plan: RAMP up
-[x] Restoration (30/??)
-[x] Artifacts 2 (19/75)
-[x] Monsters 3 (5/60)
-[x] Paths 2 (4/30)
-[x] Attempt to Restore the broken Artifact using the Domains of Artifacts, Transformation, and Restoration.
-[x] Change the Unbreakable Helm into the Unbreakable Armour, Using the Domains of Transformation, Artifacts, and Protection.
-[x] Protect from Monsters using the Domains of Protection, Paths, and Monsters to keep them away from our people.

With this distribution of Faith we can Rank up Artifacts or Monsters next turn if we need to.

Now, I see no reason Artifacts and Transformation can't be used to restore the broken machine. We are Restoring an Artifact, Transforming it into a better state.

We got confirmation on the armour last turn.

As for the Protection thing, I'm hoping we can ward them away from our people while leading them around in circles using our ability to change the paths they walk.

Edit: slightly edited Plan in regards to typo. I'll keep the original up, altered to match.

[X] Plan: AMPed
-[x] Artifacts 2 (20/75)
-[x] Monsters 3 (8/60)
-[x] Paths 2 (30/30)
-[x] Attempt to restore the broken Artifact using the Domains of Artifacts, and Transformation.
-[x] Change the Unbreakable Helm into the Unbreakable Armour, Using the Domains of Transformation, Artifacts, and Protection.
-[x] Protect from Monsters using the Domains of Protection, Paths, and Monsters to keep them away from our people.
 
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[X] Plan: AMPed
-[x] Artifacts 2 (20/75)
-[x] Monsters 3 (8/60)
-[x] Paths 2 (30/30)
-[x] Attempt to restore the broken Artifact using the Domains of Artifacts, and Transformation.
-[x] Change the Unbreakable Helm into the Unbreakable Armour, Using the Domains of Transformation, Artifacts, and Protection.
-[x] Protect from Monsters using the Domains of Protection, Paths, and Monsters to keep them away from our people.
 
[X] Plan: AMPed
-[x] Artifacts 2 (20/75)
-[x] Monsters 3 (8/60)
-[x] Paths 2 (30/30)
-[x] Attempt to restore the broken Artifact using the Domains of Artifacts, and Transformation.
-[x] Change the Unbreakable Helm into the Unbreakable Armour, Using the Domains of Transformation, Artifacts, and Protection.
-[x] Protect from Monsters using the Domains of Protection, Paths, and Monsters to keep them away from our people.
 
Restoration seems like a good idea. Not so sure about trying to modify our artifact so soon however. It would stink if we break it at this point.
 
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