Journeys

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Journeys are long-term quests your character can go on, either alone or with a Coterie.

Journey mechanics

Journey button in the sidebar

Journeys can be started either via the "Journeys & Coteries" button in the sidebar, or via character interaction.

Journeys start with a Planning Phase, where you passively gain progress based on the Journey's Planning Speed. Unlike Schemes, Journeys progress at a constant rate each month, with no randomness involved.

You can only be on one Journey at a time. If you start a new Journey while planning another one, that Journey will be paused. You can then resume it at a later time while keeping all your progress.

Once the Planning Phase is done, you can choose to start the Travel Phase. Unless the Journey targets your own capital, this will involve physically traveling to the target location.

There is a game rule for adjusting the cost of Journeys (0x, 0.5x, 1x, 2x).


Journeys

Hunt in your Capital

Requirements: Be a Vampire

Cost: Depends on the type of mortal chosen

Planning Speed: Based on a game rule (default: 10%)

After the Planning Phase is finished:

You will be presented with a selection of mortals. You can select one of them to feed from. The character you select will stay at your court, the other ones will disappear.

Characters with the Discern the Aura perk (Auspex) can immediately see the mortals' resonance. Ventrue can see who fits their feeding restrictions.

When feeding, there is a checkbox that lets you automatically start another Journey to hunt the same type of mortals.


Train with your Pack

Requirements: Be a Werewolf with at least 1 other member in your Pack

Cost: Free

Planning Speed breakdown:

  • Base: 1.5
  • + 0.075 per Coterie Martial skill (additive, skill capped at 50)
  • + 0.075 per Coterie Prowess skill (additive)

After the Planning Phase is finished:

You get various choices on how to train: gain experience, gain Prowess, or reduce development in your domain. Coterie skills will affect the outcomes.

If your Pack has 5 members, you can choose a Pack totem.

The training event has a checkbox that lets you automatically start another Journey to train with your Pack.


Learn New Abilities

Requirements:

  • Disciplines can be learned by characters with vampiric blood (Vampires, Ghouls, Revenants)
  • Fae Arts can be learned by fae-blooded characters (True Fae, Changelings, Kinain)
  • Slivers can be learned by Inanimae
  • Wu Tan can be learned by Hsien
  • Lament can be learned by Ghouls and any character who isn't immortal
  • Sorcery can be learned by anyone
  • Psychic Powers can be learned by non-supernatural characters only (Mortals and Hunters)
  • Theurgy can be learned by characters whose faith doesn't consider Magick a crime OR is based on Abrahamic religions (Road of Heaven, Ashirra, Blood Gnosticism, Witch-Hunters, Constantinians)
  • Demonology can be learned by anyone, as long as you started on a bookmark where Demons exist on the map

Cost:

Base cost:

  • 500 Prestige for common Disciplines, common Arts, and Numina
  • 1000 Prestige for rare Disciplines, rare Arts, noble Arts, Kith Arts, Slivers, and Wu Tan
  • 2000 Piety for Demonology

If you start a Journey of this type, the cost of future Journeys of this type increases by 500 Prestige.

Planning Speed breakdown:

  • Base: 1
  • + 0.01 per Coterie Learning skill (additive, skill capped at 50)
  • + 0.1 per Aptitude level of your Court Tutor (additive, to a maximum of + 0.3 at Excellent Aptitude)
  • + 25% per Coterie member who already knows the ability you're trying to learn (multiplicative)

After the Planning Phase is finished:

You find the location of the nearest eligible teacher who knows the ability you're trying to learn.

Eligible teachers are landed characters of Count-tier or above who have at least 0 opinion of you.

If no eligible character exists, a random province will be selected.

Upon arrival, you and any present Coterie members will learn the ability. You might have to go through a little event chain first, to practice your newfound powers.


Realm Mastery

Requirements: Be fae-blooded (True Fae, Changeling, Kinain) and play on a bookmark where Fae exist on the map

Cost: 1000 Prestige

Planning Speed: Same as Learn New Abilities

After the Planning Phase is finished:

You will select the location of the nearest freehold (any fae-only special building). This can also select your own capital. Doing this Journey multiple times will select a different freehold each time.

Upon arrival, you will choose how to petition the Fae Nobles. This uses your Coterie's skills. Petitioning with Stewardship costs gold, petitioning with Diplomacy costs prestige, and petitioning with Learning costs piety.


Great Journeys

Learn to Master your Beast

Requirements: You are a Vampire who doesn't yet know about Golconda.

Cost: 500 piety

Planning Speed breakdown:

  • Base: 1.5
  • + 0.015 per Coterie Learning skill (additive, skill capped at 50)

After the Planning Phase is finished:

You will find the location of the nearest character who knows about Golconda.

Upon arrival, they will give you a rundown on Golconda mechanics. You will unlock the Journey to Make Peace with your Beast.


Make Peace with your Beast

Requirements: You are a Vampire who knows about Golconda, but hasn't achieved it yet. Knowing about Golconda means one of the following:

  • Having completed the Learn to Master your Beast Journey
  • Being a Salubri
  • Owning the Consolation of Philosophy artifact
  • Having a Coterie member who fulfills any of the above conditions, or has the Golconda or Golconda Seeker trait

Cost: 1000 piety

Planning Speed breakdown:

  • Base: 0.5
  • + 0.005 per Learning skill (additive, skill capped at 50). Note that this uses your character's Learning, not that of your Coterie
  • + 0.25 for each Coterie member with the Golconda trait (additive)
  • + 0.1 for each Coterie member with the Golconda Seeker trait (additive). Note that this counts your character as well
  • + 0.05 for each Aptitude level of each Touchstones Court Position (additive, to a maximum of + 0.75 with 3 Touchstones with Excellent Aptitude)
  • + 0.1 for having each of the following traits: Confider, Journaller, Reclusive (additive)
  • + 0.15 for owning the Consolation of Philosophy artifact (additive)
  • - 0.25 for being a diablerist (additive)
  • - 0.15 for following a faith with the doctrine Conviction & Instinct or Self-Control & Instinct (additive)

After the Planning Phase is finished:

Your character will gain stress and between 3 and 7 experience in the Golconda Seeker trait track.

Based on your Golconda Seeker trait experience, you have a random chance of making a breakthrough and unlocking the Suspire as a Journey.

This Journey is repeatable. Keep in mind that it stays available even after unlocking the Suspire, so you can keep improving your trait experience if you want to.


Notes on Golconda mechanics

Once your character reaches 20 trait experience as a Golconda Seeker, they can mentor other characters, making them Golconda Seekers as well.

Committing inhuman acts like murder or theft will make a character "fall out" of Golconda. This will abandon all Golconda Journeys (whether running or paused) and reset Golconda Seeker trait experience back to 0.

The following acts are considered murder for the purposes of Golconda:

  • Any type of murder that makes a character show up in your kill list
  • Any type of "indirect" murder (e.g. using Dominate to make someone commit suicide, or hiring the Web of Knives)
  • Most character interactions that involve murder in-universe (e.g. covering up the Masquerade by killing everyone)

The following acts are considered theft for the purposes of Golconda:

  • The "Steal Artifact" scheme
  • The "Extort Subjects" decision
  • Raiding
  • Most event choices that involve theft (the event will warn you appropriately)

These acts are also considered inhuman:

  • Diablerie
  • Torture

In addition, a character who has yet to achieve Golconda can still frenzy, which will also reset your progress. Frenzy is easier to resist the higher your Level of Devotion is.


The Suspire

Requirements: You are a Vampire who has made a breakthrough in the Journey to Make Peace with your Beast.

Cost: 2000 piety

Planning Speed: Instant

After the Planning Phase is finished:

You will confront your Beast. Who knows what might happen?

Your trait experience as a Golconda Seeker will determine the chance of success at the end of the event chain. If you fail, your character becomes a Wight and gets deposed. If you succeed, you achieve Golconda.


Reveal yourself to the Vatican

Requirements: Can be changed via game rule.

  • Default Restrictions: You need to be a Vampire, have the Arrogant trait, have your captal in Europe, and follow a faith related to Christianity (Road of Heaven or Blood Gnosticism)
  • Any Vampire: You need to be a Vampire
  • Any Supernatural: Anyone (aside from Mortals and Hunters) can do the Journey

Cost: 10,000 prestige. Caelestius can do the Journey for free

Planning Speed: Instant

After the Planning Phase is finished:

You will travel to Rome and commit a massacre to reveal your supernatural nature and get the Vatican's attention.

Caelestius gets a slightly different version of the event chain.

Arriving in Rome will make you Forever Infamous (stuck permanently at Masquerade Exposure 5, -100% monthly prestige, -50% hostile scheme resistance, -50% stress loss, -50 general opinion, considered a crime by every religion).

Once you have gotten the Vatican's attention, the Inquisition will mobilize. This makes the Age of the Inquisition start early, along with all its canonical consequences (meaning an early Anarch Revolt, Antediluvian Hunt, and Camarilla/Sabbat formation).

On your way out of Rome, you will be hunted. Good luck.


Targeted Journeys

These Journeys aren't started from the "Journeys & Coteries" window in the sidebar, but rather as a character interaction.

Hunt

Requirements: You are either a Vampire, Kuei-Jin, or Bane Mummy.

Target requirements: Your target is unlanded, a valid hunt target (Mortal, Hunter, Ghoul, Revenant, Kinfolk, Kinain, Changeling, Kuei-Jin, or Dhampyr), and isn't the same type of supernatural creature as you

Cost: Free

Planning Speed: Same as Hunt in your Capital (changeable via game rule)

After the Planning Phase is finished:

You will travel to your victim's location and drink their blood.


Find Hiding Place

Requirements: Anyone can start this Journey

Target requirements: Your target is in torpor. Note that this Journey can be started regardless of diplomatic range

Cost: Free

Planning Speed breakdown:

  • Base: 2
  • + 0.02 per Coterie Intrigue skill (additive, skill capped at 50)
  • - 0.02 per Intrigue skill of your target (additive, skill capped at 50). The target gets an additional bonus equivalent to 10 Intrigue to offset the penalty from being in torpor

After the Planning Phase is finished:

You will travel to your target's location and try to find their hiding place. If you bring your Coterie with you, they will assist during skill checks.

When the target is found, there are several options depending on your splat. Vampires can diablerize the target. Characters with vampiric blood, Demons, and Black Spiral Dancers can attempt to recruit the target. Anyone else can kill their target.


Find Lair

Requirements: You are a Hunter, or your faith has the Vengeance of Nut tenet or the Constantinian Agenda doctrine

Target requirements: Either Vampire or Kuei-Jin

Cost: Free

Planning Speed breakdown:

  • Base: 3
  • + 0.03 per Coterie Intrigue skill (additive, skill capped at 50)
  • - 0.03 per Intrigue skill of your target (additive, skill capped at 50)
  • - 0.15 per title rank of the target (additive)
  • - 0.3 if the target is over 200 years old. - 0.6 if the target is over 400 years old. - 0.9 if the target is over 1000 years old (additive, not cumulative)
  • + 0.15 for each level of Masquerade Exposure of the target (additive)
  • - 0.15 each if the target knows Obfuscate or Chimerstry (additive)
  • - 0.3 each if the target knows Obfuscate Advanced or Chimerstry Advanced (additive)
  • * 125% if your dynasty has the Shared Intelligence dynasty legacy perk (multiplicative)
  • * 200% if you own the fully upgraded Cloisters of San Michele (multiplicative)

After the Planning Phase is finished:

You will travel to your target's location and try to hunt them down. If you bring your Coterie with you, they will assist during skill checks.

On a success, you will kill your target and gain some piety, prestige, renown, and True Faith experience, based on your target's age.

On a mixed success, you can choose to succeed at a cost, or give up the hunt.

On a failure, you will die.