Готовый перевод Ложь Тысячелетия / Lies of the Millennium: Ход 21
Turn 21
"Time passes, the shadow on the sundial moves..."
Souvenirs (Requires 95): 32 Nothing.
Faction Interest (???) (Requires 35): 57 Nothing.
Decreasing Growth Burst (Requires ??? and ??? or ???): 63 => Trait reduced to Fading Growth Burst (+ 5 to body enhancement exercise rolls, lasts 10 turns).
Desire for Action (Requires 20): 34 Nothing yet.
Despite the ongoing conflict in the city, which would much more appropriately be called a gang war if it weren't for the involvement of state and community-supported organizations like the PRT, Protectorate, and New Wave, your little "hobby club" is doing quite well.
Your personal affairs are generally favorable as well. Of course, if you don't take into account some rather frustrating failures last week... Maybe you should pick up the pace. After all, Forge is a principle closely associated with passion; there's a reason its Highs are called none other than the Furious!
Lately, your once cozy room is beginning to feel cramped and musty, and as you know, what's outside is inside. Stagnation leads only to ruin, for Ascension is a race against time. Slow down and you grow old, stop and you die.
A little forcing of events should do you good, especially now that your body isn't in danger of snapping in half with every sneeze. Learning the Limits of Mansus, acquiring new Knowledge and ingredients from suspicious places, and even a small victorious battle or practice in artifact creation, can all be the next step on the path to Greatness and Immortality.
It's time to act.
* * *
It's a hot summer, and even though you no longer feel the warmth that once enveloped you during this period, it is still capable of delighting you with opportunities. It's the season for slim shirts and short skirts.
You have four body actions (B), four mind actions (M), and four passion actions (P). Cultists can now perform two actions from the special section. You have 36 funds at your disposal (all available accumulation).
Influences:
- Visible Vitality - Heartbeats like thunder! (+15 to body rolls) 3 Lv.
Work:
[X] (B) This body is my 4.
Requires 4 passes, 50% chance of success. (On completion of +1 body action, increase vitality)
[] (B) Mastering the Edge. Body and Blade. Mr. Fisher (aka Martin) has decided that you are ready to move on to the next stage of training. The club above the training room doesn't have color-coded belts to indicate rank but on the other hand, working with short-bladed weapons on vulnerable points of the human body is also not taught formally anywhere else. Nine passes are required, with a 55% chance of success. (On completion will improve the trait combat statistics, + open access to the next stage ? (variable))
[] (B) Sparring on the Edge. Not long after creating your first artifact, you had an idea of how you could experience the saturation of its Edge influence to unleash the full potential of this peculiar weapon. To do so, all you have to do is offer the regulars on the upper floor of the hall to place small bets on their victory from a series of sparring matches, as an added motivation to compete... Requires 1 pass and 1 unit of funds (bet), odds of success 70/30%.
[X] (P) The creation of art.
It takes 1 pass, and the chances of success are 80%/60%/40%/20%/5%
[] (B) Creation of Things. Now, after a long study of creation methods, acquiring the Knowledge of the Forge, and dedication to the Principle of Flame Transfiguration, you finally consider yourself qualified to create artifacts! Not the most powerful ones, of course, but can you transform fragments of the power-bearing Principles into a new, functional whole? Yes, it's up to you! Requires 1 pass, the chances of success depend on the complexity of the product. (The ordinary tools you assemble in your garage are enough to work with raw materials of power level 4. The skill is insufficient for working with metal. Selecting the item will attempt to combine 2 materials of the same principle into a functional whole, or turn 1 of the materials with a reduced chance into an artifact. Recipes and omakes in the comments may or may not affect the choice of materials and the resulting item, because Creation is a creative process!)
[] (M) Mining of Funds. Looking for unskilled work in Brockton Bay is a dead end. Even practically square dockworkers from the dockworkers' union are getting by on casual earnings, let alone a scrawny teenager? But you could try considering your options. For example, freelancing or something. Try being a part-time cashier, or writing articles praising the government? PR has always paid well. Summer jobs are both easier and harder to find... 1 pass required, 40%/20%/5% chance of success.
Dream:
[] (M) Rest for the mind. You're not hurt, you're not sick, and even though the past week has been pretty stressful, you don't need much rest. Though the thoughts in your head are worth piecing together. 1 pass required, 95% chance of success (There is a chance of new actions, as well as bonuses to rolls from a good rest).
[] (P) Way: The Wood. I've learned the path to the Wood, tangled darkness that grows around the walls of the Mansus (thought the Mansus has no walls). I can Dream with this to return to the Wood. Requires 1 pass, 90% chance of success.
[] (B) Way: The White Door. I know the road that leads through the borders to the White Door. However, many dead men gather on this road. To escape the piercing cold of dead flesh, I will need health. One pass is required, with a 90% chance of success.
[] (M) Way to the Deer Door. I know the road that leads through the borders to the White Door. If my desire is strong enough, perhaps I can find my way through the labyrinths of the confines of the Deer Door, described in the writings of Illopoli. It also mentions a certain guardian that sets riddles, like a sphinx. Requires 1 pass, 50% chance of success (no modifiers).
[] (P) Watching the moths. After capturing your picture in front of your inner eye, you'll fall asleep and hear the familiar rustling of wings again the next morning. Requires 1 pass, 80% chance of success. (If successful, the Moth's Buzzing in the Brain influence will be gained. Cannot be used if there is already a higher-order Moth influence, if equal, the influence will be increased by 1 step. Regardless of the result of the roll, it takes 2 turns to reload the action, as the impressions should fade)
[] (P) Smoldering Echoes. Influence is the hushed echo of a powerful Principle that reshapes the world to suit itself. Weak Influence is almost imperceptible, but mighty Influence bends reality around its bearer like wet cardboard. It won't last long, but if you don't let it unleash its power, you might try to keep that power dormant for a while longer. Requires 1 pass, 80% chance of success. (No influence will be applied this turn. If there is more than one Influence, usually the strongest is kept.) No Influence.
Study:
[] (M) School attendance.
[] (M) Examining the suitcase. Now that the Predecessor's belongings are disassembled, it's a good idea to study the suitcase. You still remember how the suitcase, locked without a key, opened on its own, having previously drunk blood. On top of that, it has lain forgotten for almost a century, preserving its contents. This is clearly not a simple object. Requires 1 pass, 15% chance of success.
[] (M) Books are immortal memory.
- The Manner in which the Alchemist was Spared - old book on the language Vak.
Requires knowledge of the Wak language, for prior translation.
- On What Is Contained By Silver - a bestiary by 'Poemander'.
It is written in Greek. It would be nice to know Greek, at least at a basic level.
- History of the Ancient Metallurgy of Eastern Europe by E.N. Chernykh, translated by S. Thurroughs. Same as it says on the cover. At least at first glance. Requires 1 pass, 60%/15% chance of success.
- The Secret of the Lantern - An article written by the Predecessor for a certain Doctor Ibn al-Adim (probably a pseudonym). Contains encrypted secret knowledge. Requires 1 pass, 80%/60% chance of success.
[] (M) Mysterious fragrance. Not long ago you purchased an interesting item on the market, namely, a scented candle. You can clearly feel the presence of the Moth aspect from it, and you wonder what caused it. More importantly, how can it be replicated? Requires 1 pass, 50% chance of success/?
[] (R) The Silenced Instrument. Not long ago you purchased an interesting thing on the market. Namely: A small tambourine. It gave off the vibrations of the Heart aspect, and that's why it seemed valuable, if only as an ingredient for recycling rather than an artifact. But when you returned home and examined your purchase carefully, you noticed that the instrument was very well made - its frame was carved from skillfully joined fragments of deer antler, and adorned with fine carvings. The only problem is the membrane, which is completely rotten and frayed, and the pattern is almost indistinguishable. If a suitable replacement can be found, the instrument will last for decades to come. One pass required, 40% chance of success.
[] (M) Shortcut. In another mad rush of Enlightenment, you somehow made it home from school earlier than theoretically possible.
Moreover, overnight you created a strange map of the city, nearly four square meters in area, covered entirely with strange markings. Perhaps this strange moving process can be repeated if I can make sense of my notes. Two passes are required, 50% chance of success
[] (M) Spooky House. While eavesdropping on school rumors, you recently learned of a certain house with a bad reputation that may or may not have some treasure in it. It's worth investigating the matter further, just to know if it's worth getting into. Requires 1 pass, 60% chance of success.
[] (M) That name sounds familiar! The article you studied mentioned that the customer was one Poppy (Penelope) Lossels. And you've heard that name before, very recently. It's worth investigating more... 1 pass required, 55% chance of success
[] (P) Admiration of Art 3. Your attempts to expand the possibilities of sensory cognition have gone quite far, but still eventually hit a certain limit. Ordinary means to continue development are no longer enough, you need something more... Requires 9 passes, 50% chance of success. (On completion of +1 passion action, creativity boost) It will require something more to start with...
[] (M) There is knowledge in words 3. A mind is a useful tool. Especially when the path to greatness involves comprehending the Secret Knowledge. To better understand them, to mosaic them, decipher them, and perhaps to find new ones, one must keep this tool sharply honed. It takes something more than ordinary tools to push back the limits of ordinariness. Requires 9 passes, 50% chance of success. (On completion +1 mind action, increase in erudition.) It will take more than that to start...
[] (P) Oratorial Courses: A Flaming Approach. You've watched politicians talk nonsense on TV many times and everyone believes them, just because they're charismatic. You will learn to do the same, and to hell with abstruse reasoning! Four passes required, 30% chance of success.
[] (T) Masterinf of the Craft, Principles of the Forge. It will take more than arcane knowledge alone to make complex items. In a high-level craft, one cannot do without knowledge of metalworking. Of course, you can always leave crafts to people who have their hands in the right place... When you have them among your followers. In the meantime, all you have to do is learn the skill yourself. Requires 1 pass, 55% chance of success. (The point of crafting will improve upon completion.)
[] (M) Looking into the Light. Among those who practice the invisible arts, the saying goes, "Glory comes to a house without walls. Now is the time to learn more about Glory. Requires 1 pass, 70% chance of success. (Two fragments of the Lampshade Knowledge will turn into one - more powerful "1D6 => 2D6")
[] (R) Reveal revealing knowledge. There are gap spells in which the pauses between words are as important as the words themselves. When something is revealed, we learn its essence. Now is the time to learn more about the Knock. Requires 1 pass, 70% chance of success. (Two fragments of Knock Knowledge will turn into one - more powerful "1D6 => 2D6") There are no matching fragments of Knowledge.
[] (P) To listen to the rustling of wings in the night. "We hear these words as the breath turns black on the glass, as the fog cools our skin, as the trees make their way through the snow." It's time to learn more about the Wood. Requires 1 pass, chance of success ??%. (Two Moth Knowledge fragments will turn into one - more powerful "nD6 => n+1D6") There are no matching Knowledge fragments.
[] (P) Follow the rhythm. "There are lessons to be learned by the anatomist, the dancer, and the shaman. It's time to learn more about the rhythm of the Unceasing Knowledge. Requires 1 pass, 60% chance of success. (Two fragments of Knowledge of the Heart will turn into one - a more powerful "2D6 => 3D6")
[] (P) "..." These words cool the air and make me go pale. However, this is the only way to invoke the Ravaged Knowledge. Requires 1 pass, 70% chance of success. (Two fragments of the Knowledge of Winter will turn into one - the more powerful "1D6 => 2D6") There are no appropriate fragments of Knowledge.
[] (M) Histories. Lesser Knowledge. A clue found in dreams doesn't necessarily lead to one place. It can also be knowledge of two things, or even more... Of course, the pieces of the Story are smaller than the whole, but sometimes that's exactly what's needed. Requires 1 pass, 70% chance of success/?? (One fragment of Knowledge of Histories will turn two - less mysterious, but more intimate)
Conversation.
[] (P) Conversation about... Your friend, Sparky, has a talent for the arcane arts. Not that you approve of the Principle he harbors a penchant for... A full initiation requires a cult, and until you are united by a common oath, it is dangerous to entrust him with Secret Knowledge, but it would not prevent you from discussing the general situation with him. Perhaps Sparky will be able to give some good advice... And perhaps it will be more useful than the last one. It takes 1 pass, chances of success ??? %.
[] (M) Parental advice. It came as a surprise that your mother (who combines her usual business with her role as your follower), Linda, was already a member of some cult (or rather a branch of some cult focused on recruiting prospective followers) when she was young. Perhaps she can remember more of these encounters, or even pick up old connections... 1 pass required, odds of success???
[] (M) A cold trail. The things in the attic belonged to someone. But to whom? Your father seems to know something about it. Or knows someone who does. It would be a good idea to clear this up by calling or writing him. It takes one pass, chance of success 25%/???
[] (P) Candidate Recruitment. Among some of the people you know, there are worthy candidates for recruitment. It's worth getting to know them better, or better yet, getting them interested in working with you.
- Emma Barnes (Edge?). A student at Winslow High School, one of the "Queen bees" of the school. Acts as the engine of conflict when it comes to bullying Hebert, otherwise ceding the "honor" of leading to her friend ( lover?) Hess. Requires 1 pass, 50%/10% chance of success.
- Howard Wetley (Lantern?). A mathematics teacher at Winslow High School. Mr. Whetley, with a great passion for his subject, could probably find a better job if it weren't for his borderline obsessive habit of looking for hidden meanings in numbers. As well as a love of trying to discover new uses for formulas and equations, or to prove the validity of once-denied mathematical theories. For these strange habits, he has become known as an annoying but generally harmless quiet lunatic. Requires 1? pass, 70%/13% chance of success.
[] (P) Interesting rumors. Going back to school, you can't help but wonder how many potential followers are within its inhospitable walls. And, of course, it never hurts to know what kind of relationship the factions are arriving in right now. Listen to the chatter here, ask a few leading questions there... there's a chance to learn something interesting. Requires 1 pass, 65% chance of success/???%. School is closed for the vacations. Both schools.
[] (B) Ball Game. As it has come to your mind before, playing together will not only help you get along with Donovan's cult, but it may also help you learn news, rumors, or even some of your little secrets... At worst, it will just be a game, well what could go wrong? Requires 1 pass, 70% 50% chance of success (It's harder to meet Donovan's people and himself on vacation. Either they meet less often, or they are preparing for something).
[] (M) Eyes and ears. Trust is great, of course, but it doesn't hurt to get more information about who exactly you're going to trust. That means you have to gather as much information as you can about the cult in action. Where their base is located, how many members are in the organization, what their leanings are to principles, what resources the cult has at its disposal... So much to do, so much to do! Requires 1 pass, chance of success. 50% 30% (It's harder to meet Donovan's people and himself on vacation. Either they meet less often, or they are preparing for something).
[] (P) Talk to a pawn. You could learn more about your new acquaintance's cult and its activities by asking one or more of his minions. Of course, you have to be careful, because Donovan probably won't like your meddling in his affairs. And if he thinks you're trying to turn his man... It won't end well. It takes 1 pass, the chance of success is 50%. 30% (On vacations it is harder to meet Donovan's people and himself. Either they meet less often or they are preparing for something.)
[] (M) Bargaining and Exchange. The Cult of the Heart, or as Donovan officially calls them, "Bráithreachas an Chroí," (he's the only one who can pronounce it) have Knowledge and values. So do you. Why not negotiate an exchange? Requires 1 pass, 75% chance of success. 55% (It's harder to meet Donovan's people and himself on vacation. Either they meet less often, or they are preparing for something).
[] (M) A heart-to-heart talk. Donovan knows more about the occult than you do. It's hard to tell how much from his speech, but the fact that your knowledge of the underworld is at least nine decades out of date speaks for itself. You know something of the local situation now, but there's always more. No information is superfluous. 1 pass required, 70% chance of success. 50% (It is harder to meet Donovan's men and himself on vacation. Either they meet less often, or they are preparing for something).
[] (P) Conversation with Mr. Fisher. After all the time you've spent training, it might be time to learn more about this very entertaining man. He's unlikely to be turned into a follower (though who knows...), but even so, he can be quite useful in many ways. Requires 1 pass, 50% chance of success.
Travel:
[] (B) Search the city. Lively avenues by day and foggy labyrinths by night. Set out to roam the streets in search of mysteries until your legs give out. Requires 1 pass, chances of success ??? %.
[] (R) A trail of crumbs. Dreams of Mansus reveal to you Knowledge of a certain detail that has been ripped from the coherent story of the world... You use this Knowledge to discover a special place in the vicinity of the city in question. Requires 1 pass, 80% chance of success (Expends Knowledge of Histories, incompatible with the item "Histories. Lesser Knowledge").
[] (P) Looking for special items. The Lord Street flea market is the biggest flea market in town. Among the junkies selling off the last items and the gang members selling stolen goods and drugs under the table, you might find something of interest... It takes 1 pass, and the chances of success are variable. There is a chance to find something with an aspect, suitable as an ingredient, or even an artifact, but they will definitely be worth something.
[] (B) Spooky House (Expedition). While eavesdropping on school rumors, you recently learned of a certain house with a bad reputation that may or may not have some treasure in it. Why don't you grab a few useful items and head over there? (You can go alone, choosing just that item, or you can bring a follower helper with you using the appropriate cult action.) Requires 1 pass, 70% chance of success.
[] (B) Old Tunnels (Expedition). From the diary of a digger bought from a suspicious follower of the Winter aspect at the market, you learn of a network of tunnels burrowing beneath the city. These old passages stretch underground for miles, intersecting with storm drains, forgotten basements, smugglers' havens, and who knows what else. Also, the case is clearly not without mysticism. You'll go into the depths of the earth to uncover secrets that haven't seen the light of the sun! Requires 1 pass, 75% chance of success.
[] (B) Way to the Horizon! (Expedition Beyond the City). Inside the box in the Progenitor's chest was not the mighty artifact you thought it was, but a strange device resembling a winding compass that reeked with the power of the Secret History. Fortunately, when you look at it soberly you find that it does point in a certain direction, just with adjustments for the time of day (and the viewer's point of view). All that remains is to find what it points to, but judging by the shifting of the arrows as you move, the path is definitely outside the city. One pass is required, with a 50% chance of success.
[] (M) A secure place. To organize a cult requires a secure and, most importantly, a secret refuge. It is difficult to take seriously rituals performed in one's bedroom. Need to find a more secluded place, or better several: having a choice among several possible shelters is better than not having one. Requires 1 pass, 50%/25%/5% chance of success.
[] (B) Go to a bar. "Two-Fourths" is a diner where the sludge of local society gathers. Not yet bottom, but pretty close. Here you can hear rumors about events in town or hire people who don't ask too many questions. It's also where they pour without asking for ID. Requires 1 pass, 75%/50%/25% chance of success.
[] (R) Visit the Rorri Boockstore. A mysterious bookstore opens its doors to anyone who can find it. For a modest fee, you can find volumes and folios that hold hints and clues to secret knowledge.
The ancient shopkeeper seems to be no ordinary person (or, for that matter, no ordinary occultist), and it would be nice to discuss a few things with him, but alas, you don't even know his name. Requires 1 pass, 70%/?% chance of success.
[] (B) The Search for the Silent Gravediggers. You happen to know of several occult groups in town. One of them is the Cult of Winter, at least that's what you can infer from the rumors of silent pale men appearing in the cemetery. It's worth finding out more about them. Requires 1 pass, 40%/4% chance of success.
[] (B) The Search for the Mottled Moths. You happen to know of several occult groups in town. One of them is the Cult of the Moth, at least that's what you might infer from rumors of gatherings of people with matching symbols disappearing into the woods. Those who venerate the powers of the Wood are prone to cause unexpected problems. It's worth learning more about them. Requires 1 pass, 37%/3% chance of success.
[] (P) A stroll along the waterfront. Walk through the tourist center of Brockton Bay, and gaze at the ship's graveyard and the power-domed Protectorate headquarters on a tower in the middle of the bay. See how the visiting bigwigs spend your family's monthly income at a time in brand-name boutiques and trendy cafes. Or just breathe the sea air in pleasant surroundings. Requires 1 pass, 75% chance of success. (can bring a positive influence, giving an increase in some dice in the next turn, random encounters are possible)
Cult Affairs:
[] (Linda, Lantern) Divination. Your adept may try to determine the time and place where some power will be available for your purposes, but there is always danger in matters concerning Mansus. Requires 1 pass, 50% chance of success.
[] (Adam, Lantern) Divination. Your adept may try to determine the time and place where some power will be available for your purposes, but there is always danger in matters concerning Mansus. Requires 1 pass, 50% chance of success.
[] (Sparky, Grail). Prisoner enticement. Your neophyte can try to entice a sacrifice for us. Human sacrifice is useful for...many things. At times even necessary. Requires 1 pass, 30% chance of success.
[] (Taylor, Secret Histories) Finding Inconsistencies. Taylor will go to the library or archives to find a lacuna in the fabric of history. This may prove useful. Requires 1 pass, 30% chance of success.
[] (Sparky, Grail) Ascension. Kneeling as a neophyte, your follower will rise as an adept. You will personally take his oath. (Thanks to Masterpiece Forge, ascension from neophyte to adept is possible at no cost.) Requires 1 pass, 99% chance of success
[] (Adam, Lantern) Ascension. Kneeling as a neophyte, your follower will rise as an adept. You will personally take his oath. (Thanks to Masterpiece Forge, ascension from neophyte to adept is possible at no cost.) Requires 1 pass, 99% chance of success.
[] (Taylor, Secret Histories) Ascension. Kneeling as a neophyte your follower will rise as an adept. You will personally take her oath. (Thanks to Masterpiece Forge, ascension from neophyte to adept is possible at no cost.) Requires 1 pass, 99% chance of success.
[] (Any follower) Search the city. Lively avenues by day - and mist-clad labyrinths by night. You'll send your followers off in search of interesting places and useful acquaintances. Requires 1 pass, chances of success ???%.
[] (Linda, Sparky, Adam, Taylor) Spooky House (Expedition). You become aware of a certain house with a bad reputation that may or may not contain some treasure. You send your followers to explore it in search of useful items and information. Requires 1 pass, 70% chance of success.
[] (Linda, Sparky, Adam, Taylor) Old Tunnels (Expedition). From the diary of a digger bought from a suspicious follower of the Winter aspect at the market, you learn of a network of tunnels under the city. These old passages stretch underground for miles, intersecting with storm drains, forgotten basements, smugglers' havens, and who knows what else. Also, the case is clearly not without mysticism. You'll send your followers out to explore the dungeons in search of useful items and information. Requires 1 pass, 75% chance of success.
[] (Candidate) Initiation. One of the people who have expressed an interest in our activities will now have the honor of becoming a neophyte of your cult. The ceremony will require some preparation, including the processing of the candidate.
There are no worthy candidates.
[] (HQ Hidden Warehouse) Ignition. By spending a negligible amount of money on burning fuel, you could summon the influence of the Forge. Minor, of course, but sometimes it's enough. Requires 1 pass (+3d2 funds), chance of success 90% /?
[] (All) Lay low. Order your men not to do anything strange this week, not to attract attention, and to masquerade as ordinary everyday people. If they're looking for you, it might help to throw the hunters off the trail. If not, well, you can't be too careful. (Incompatible with most other cult activities.)
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