[X] Plan Literal Cultivator
-[X] Alchemist (+2 Mind, +2 Soul, gain alchemy, poison, and herbalism skills)
-[X] Pill Forging (You are unusually talented at the creation of pills.)
-[X] Divine Luck ( You have incredible luck. Truly the mark of a protagonist but it will draw antagonists. +10 to all rolls. )
-[x] Yang (+2 Soul, +20 Power, gain skills related to cultivation)
--[X] Wood
-[X] Secret Technique (Cross-Cultivation) - You have learned the secret techniques of the cross-cultivator clans, specifically how they can cultivate Brawn, Finesse, and Constitution. You can improve these baseline attributes while you cultivate raw power. This does not double your cultivation, however, it merely improves it to 120% of the normal rate. (i.e. 60% Brawn/Finesse/Constitution, 60% Power in comparison to normal)
-[X] Secret Technique (Horticulture) - You have a set of techniques for farming plants that have been mutated by spirit energy. This allows you to generate more bountiful and valuable crops than other men.
-[X] Spy Network - You have a network of informants throughout the family holdings as well as the lands of your traditional allies and enemies. You can expect to hear important news from these areas before it becomes general knowledge and will have a chance to learn secret knowledge (including cultivation techniques, spirit treasures, and other useful things). Of course, if your spies are caught....well...that would be a problem for you politically speaking.
-[x] War Band - You are not satisfied with the regular family troops and have systemically gathered a loyal war band of skilled warriors who are personally loyal to you. While they number a mere twenty, their elite skills and equipment make them a match for a company of regular troops. This unlocks elite troop options now since you have solid core to build upon.
-[x] Alchemy Hall - Drawn by the spirit herbs and monster parts available in the nearby wilderness, a guild of alchemists has established a base in your town. Gain increased revenue as well as a local source of cultivation aids and various pills.
-[X] Spirit Grain Farm - Your ancestors managed to pacify a stretch of land saturated with magical energy (Spirit Density 2) and turn into a farm for spirit grain. A regular diet of spirit grain speeds cultivation, making it quite the valuable commodity. Gain +10 to Cultivation attempts as well as a decent source of revenue. Of course, your rivals envy this particular asset and would seek to take it from you.
-[x] Spirit Herb Garden - Your ancestors managed to wall of a valuable plot of land with a Spirit Density of 3 and turn it into a garden for growing alchemical ingredients. This represents both a source of income and a source of alchemical of ingredients. It has good synergy with the Alchemy Hall but that combination would be coveted by your rivals.
-[X] Adventurer's Guild - The reckless adventurers who hunt rare monster parts and herbs in the surrounding wilderness and sometimes raid the ancient tombs that dot the landscape, have established a base in your territory. Gain a source of adventurers willing to defend the fief from monsters and maybe even take quests on your behalf. But they'll also hang around partying and causing trouble between missions.
-[x] Normal - You get the normal number of picks. Adventures will come your way every few years and your fief will have the usual minor troubles But pressing emergencies not of your own making will be rare and as long as you can avoid making enemies you should be able to pursue your own ambitions to your heart's content. The Civil War will happen on time unless you take action to postpone and/or stop it such as assassinating various rivals for the throne. However, you stand a good chance of being able to avoid the whole mess by staying neutral if you wish.
[X] Plan: Death has come with Scythe in hand
-[X] Yin (+2 Mind, +20 Power, gain skills related to cultivation)
-- [X] Death x2
-- [X] Soul x2
-[x] Mage-Knight (+2 Brawn, +20 Power, gain skills related to battle tactics and war strategy)
-- [X] Scythe X2
-[X] Enchanted Weapon - You have inherited a mid-grade enchanted weapon.
-- [X] Scythe +40 Power and +4 to rolls that involve that weapon.
- [X] Spy Network - You have a network of informants throughout the family holdings as well as the lands of your traditional allies and enemies. You can expect to hear important news from these areas before it becomes general knowledge and will have a chance to learn secret knowledge (including cultivation techniques, spirit treasures, and other useful things). Of course, if your spies are caught....well...that would be a problem for you politically speaking.
- [X] War Band - You are not satisfied with the regular family troops and have systemically gathered a loyal war band of skilled warriors who are personally loyal to you. While they number a mere twenty, their elite skills and equipment make them a match for a company of regular troops. This unlocks elite troop options now since you have solid core to build upon.
-[X] Secret Technique (Cross-Cultivation) - You have learned the secret techniques of the cross-cultivator clans, specifically how they can cultivate Brawn, Finesse, and Constitution. You can improve these baseline attributes while you cultivate raw power. This does not double your cultivation, however, it merely improves it to 120% of the normal rate. (i.e. 60% Brawn/Finesse/Constitution, 60% Power in comparison to normal)
-[X] Hidden Village - A small clan of these deadly mage-assassins have served your clan for generations and their home base is located within your domain. Gives you improved espionage resources but will also draw increased attention from enemy agents. They may not know where the hidden village is but they certainly have narrowed it down to your corner of the world.
-[X] Cultivator Sect (Minor) - You have a minor sect of cultivators within your domain. They are mostly Rank 1 (10-99 Power) with a few Rank 2 (100-199 Power) and a single Rank 3 (200-299 Power) who serves as the sect's head.
-[X] Great Spirit Maze - Your borders are protected by a great maze that requires cultivator guides to guide people safely through the maze and into your territory proper. An excellent defense against raids and conventional armies. However, powerful cultivators (Rank 3+) will be able to find their way through it quite easily.
-[X] Cultivation Resort - Your ancestors found a site of powerful Qi in the nearby wilderness, where mages from the Bai clan or allied clans can go to cultivate. Gain increased revenue and a Spirit Density 6 cultivation site, but you'll always have visiting cultivators poking around and causing trouble.
-[X] Prodigious Cultivation Talent ( You 10% cultivate faster than normal.)
-[X] Indomitable Will ( You are immune to mental assault up to your current cultivation. )
-[X] Divine Luck ( You have incredible luck. Truly the mark of a protagonist but it will draw antagonists. +10 to all rolls. )
-[X] Leader (+4 Charm, gain skills useful for leading your followers)
-[X] Demon Blooded (+40 Power, +2 Corruption, creates availability of certain secret techniques, penalty to some social interactions)
-- [X] Death
-- [X] Life
-[X] Secret Technique (Death Cultivation) - Technically forbidden but difficult to prove. When you personally kill someone, you can take some of their power for your own. In open battle, the yield is small but with a properly prepared ritual chamber such ritual sacrifices can yield amazing gains. That said, this technique deals Corruption damage equal to the victim's Soul so you will need to be careful in how you use it. Requires Demon Blooded.
-[X] Nightmare - You get eight extra picks from any combination of the above lists but you will most definitely need them. The Civil War will be unavoidable, you will be drawn into it, and a period of open strife and warfare will take place far faster than you'd like. That said, troubled times also come with unique opportunities that would not otherwise be available to you and if you happen to pick Death Cultivation you might very well come out on top. Of course you might get blown away by an immortal who is out of your league before you can get there. High risk, high reward but I would strongly suggest the most broken pick combination you can come up with.
[x] Great Spirit Maze - Your borders are protected by a great maze that requires cultivator guides to guide people safely through the maze and into your territory proper. An excellent defense against raids and conventional armies. However, powerful cultivators (Rank 3+) will be able to find their way through it quite easily.
[x] Plan Merchant
-[x] Yang (+2 Soul, +20 Power, gain skills related to cultivation)
--[x] earth
-[x] Merchant (+4 Mind, gain bartering, merchandising, and trading skills)
-[x] Steward (+2 Mind, +2 Charm, gain management and administrative skills)
-[x] Array Crafting (You are unusually skilled at crafting Arrays)
-[x] War Band - You are not satisfied with the regular family troops and have systemically gathered a loyal war band of skilled warriors who are personally loyal to you. While they number a mere twenty, their elite skills and equipment make them a match for a company of regular troops. This unlocks elite troop options now since you have solid core to build upon.
-[x] Wizard's Staff - You have inherited a mid-grade enchanted staff that is keyed to an element
-[x] Healing Talisman - You have a talisman that can heal most injuries at a speed mere mortals can only dream of.
-[x] Shroud Talisman - You have a talisman that hides you from mortals and other cultivators, it is powerful but not unlimited.
-[x] Alchemy Hall - Drawn by the spirit herbs and monster parts available in the nearby wilderness, a guild of alchemists has established a base in your town. Gain increased revenue as well as a local source of cultivation aids and various pills.
-[x] Beast Ranch - A ranch that breeds and trains minor spirit beasts for use as mounts, familiars, and weapons of war. While these beasts are of the first rank (i.e. Power 10-99), that is still more dangerous than your average soldier. Gain increased revenue as well as a steady supply of spirit beasts you can employ.
-[x] Blacksmith Hall - A guild of minor magicians who serve as blacksmiths and churn out high quality arms and armor produced by them and their apprentices. You might even commission the occasional spirit treasure. This represents a decent sourve of revenue.
-[x] Conventional Mines - Local mines that produce iron ore and coal. gain increased revenue as well as raw materials used for forging arms and armor. Gain increased revenue.
-[x] Normal - You get the normal number of picks. Adventures will come your way every few years and your fief will have the usual minor troubles But pressing emergencies not of your own making will be rare and as long as you can avoid making enemies you should be able to pursue your own ambitions to your heart's content. The Civil War will happen on time unless you take action to postpone and/or stop it such as assassinating various rivals for the throne. However, you stand a good chance of being able to avoid the whole mess by staying neutral if you wish.
[x] Call your Witcher
-[x] Mage-Knight (+2 Brawn, +20 Power, gain skills related to battle tactics and war strategy)
--- [x] Sword x2
-[X] Alchemist (+2 Mind, +2 Soul, gain alchemy, poison, and herbalism skills)
-[X] Indomitable Will ( You are immune to mental assault up to your current cultivation. )
-[x] Secret Technique (Cross-Cultivation) - You have learned the secret techniques of the cross-cultivator clans, specifically how they can cultivate Brawn, Finesse, and Constitution. You can improve these baseline attributes while you cultivate raw power. This does not double your cultivation, however, it merely improves it to 120% of the normal rate. (i.e. 60% Brawn/Finesse/Constitution, 60% Power in comparison to normal) x2
-[X] Enchanted Weapon - You have inherited a mid-grade enchanted weapon.
-[x] Alchemy Hall - Drawn by the spirit herbs and monster parts available in the nearby wilderness, a guild of alchemists has established a base in your town. Gain increased revenue as well as a local source of cultivation aids and various pills.
-[x] Blacksmith Hall - A guild of minor magicians who serve as blacksmiths and churn out high quality arms and armor produced by them and their apprentices. You might even commission the occasional spirit treasure. This represents a decent sourve of revenue.
-[x] Spirit Herb Garden - Your ancestors managed to wall of a valuable plot of land with a Spirit Density of 3 and turn it into a garden for growing alchemical ingredients. This represents both a source of income and a source of alchemical of ingredients. It has good synergy with the Alchemy Hall but that combination would be coveted by your rivals.
-[X] Cultivation Resort - Your ancestors found a site of powerful Qi in the nearby wilderness, where mages from the Bai clan or allied clans can go to cultivate. Gain increased revenue and a Spirit Density 6 cultivation site, but you'll always have visiting cultivators poking around and causing trouble.
-[X] Normal
[x] Nightmare - You get eight extra picks from any combination of the above lists but you will most definitely need them. The Civil War will be unavoidable, you will be drawn into it, and a period of open strife and warfare will take place far faster than you'd like. That said, troubled times also come with unique opportunities that would not otherwise be available to you and if you happen to pick Death Cultivation you might very well come out on top. Of course you might get blown away by an immortal who is out of your league before you can get there. High risk, high reward but I would strongly suggest the most broken pick combination you can come up with.
[x] Cultivator Sect (Minor) - You have a minor sect of cultivators within your domain. They are mostly Rank 1 (10-99 Power) with a few Rank 2 (100-199 Power) and a single Rank 3 (200-299 Power) who serves as the sect's head.
[x] Spirit Grain Farm - Your ancestors managed to pacify a stretch of land saturated with magical energy (Spirit Density 2) and turn into a farm for spirit grain. A regular diet of spirit grain speeds cultivation, making it quite the valuable commodity. Gain +10 to Cultivation attempts as well as a decent source of revenue. Of course, your rivals envy this particular asset and would seek to take it from you.
[x] Beast Ranch - A ranch that breeds and trains minor spirit beasts for use as mounts, familiars, and weapons of war. While these beasts are of the first rank (i.e. Power 10-99), that is still more dangerous than your average soldier. Gain increased revenue as well as a steady supply of spirit beasts you can employ.x2
[x] Secret Technique (Beast Taming) - Spirit beasts are a powerful addition to any clan's arsenal and you just happen to know how to raise and tame these beasts. It allows you to punch above your weight to a degree given you can tame beasts at an equal cultivation level to your own. That said, it is not without risk and it is quite expensive to maintain spirit beasts so one should be careful about collecting too many as they require care and attention.x2
[x] Secret Technique (Cross-Cultivation) - You have learned the secret techniques of the cross-cultivator clans, specifically how they can cultivate Brawn, Finesse, and Constitution. You can improve these baseline attributes while you cultivate raw power. This does not double your cultivation, however, it merely improves it to 120% of the normal rate. (i.e. 60% Brawn/Finesse/Constitution, 60% Power in comparison to normal)
[x] War Band - You are not satisfied with the regular family troops and have systemically gathered a loyal war band of skilled warriors who are personally loyal to you. While they number a mere twenty, their elite skills and equipment make them a match for a company of regular troops. This unlocks elite troop options now since you have solid core to build upon.x2
[x] Alchemy Hall - Drawn by the spirit herbs and monster parts available in the nearby wilderness, a guild of alchemists has established a base in your town. Gain increased revenue as well as a local source of cultivation aids and various pills.