With two exceptions, failing a cult job or other dangerous task results in a 30% death rate.Grail is capped at 70% seducing an "annoyance" Moth is capped at 70% success for destroying evidence. They generally represent 30-70-100% success. There are success thresholds at almost everything a 1, 5, and 10 in a skill.Just a few summary points for those who don't know. ![]() First, how good/bad are their exalted? Second, What side-reasons would I have to pick that cult, if any? Finally, (for heart) how bad are their disciples compared to exalted. There's only a few key facets on what makes a cult good/bad. ![]() I'm not giving any extra weight to Forge for repairs, for example, because you can repair in almost 100% safety with a Disciple and repairs are later than the window of "I can only afford my own disciples". This guide is not about cultists, but about cults. You shouldn't read this until you've played around a while.Īs a caveat, I've made heavy use of the JSON to confirm facts here.
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