Turn 12 Results
Powerofmind
In Madness Fallen
- Location
- United States
[X] Plan Playing With the Bling
-[X] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exahange for more offerings. Current Skills that can be blessed: Astrology, Navigation, Perform (Trickery), Fishing, Leadership, Innovation.
--[X] Expend 14 DE on petitioners for Astrology
--[X] Expend 14 DE on petitioners for Navigation
-[X] Moonlight* - The moon shines bright this night, revealing things that hide in the dark. Can cause Weird, also empowers a number of relevant actions (Astrology, Perform (Trickery), Water-element Influence Actions, etc.). Costs: 15 DE
--[X] In your territory.
-[X] Harvest Moon* - Shine down the light of the orange moon, the moon of plenty and change where one thing becomes another; stone to ash, bone to gems, lead to gold. Costs: 20 DE
--[X] Self - Transmute minerals and baser metals into more valuable, more powerful things.
---[X] Try out on Saiga's Bone Figurine(and any other objects you manage to trade from him) as well as any materials gathered by your demands
-[X] Form Avatar (4 Ambrosia) (Avatar dispersed, most actions disabled)
-[X] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
--[X] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
--[X] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE
-[X] Experiment with Unknown Materials Costs: 1 Sustenance x3
--[X] Precious Silver! x3(If less than 3 experiments possible put the balance into experimenting with the Strange Stone)
---[X] It's sparkly, so maybe you could use the silver dust to make things look like stars?
-[X] Play with your daughter.
--[X] That thing she did with the shell was great, do it more!
-[X] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE
--[X] Reserved for Punishment
-[X] Make Demand - You have need of something and you will tell people what you want. Costs: 0.5 Sustenance. Issues per turn: 4
--[X] Gather the finest bones and shells in both villages and bring them to your shrine.
-[X] Improve a Shrine - Invest a great deal of materials and ornaments to make [Apostate Village Shrine] grander. Costs: 5 DE.
--[X] Expand the Painted Stars (T1 Grand): A map of stars will be painted upon the skins inside a single shrine, granting ???.
-[X] Meet with Saiga. Costs: 0.5x3 Sustenance
--[X] Learn more about Niogg (has a maximum limit on successes)
--[X] Trade something
---[X] Silver dust for any carvings he has.
---[X] Offer to use Harvest Moon on his carvings next year if he would pay us the DE to power it and trade us a portion of the carvings.
--[X] Invite him to join you in your material experiments
-[X] Demand Appeasement - You will have regular sacrifices! You demand it, even, or all under you will suffer! Costs: 5 DE (one time), 1 Decree slot (Must reserve an action, divine or avatar, as punishment for lack of appeasement)
--[X] Reserve Lure for punishment.
-[X] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exahange for more offerings. Current Skills that can be blessed: Astrology, Navigation, Perform (Trickery), Fishing, Leadership, Innovation.
--[X] Expend 14 DE on petitioners for Astrology
--[X] Expend 14 DE on petitioners for Navigation
-[X] Moonlight* - The moon shines bright this night, revealing things that hide in the dark. Can cause Weird, also empowers a number of relevant actions (Astrology, Perform (Trickery), Water-element Influence Actions, etc.). Costs: 15 DE
--[X] In your territory.
-[X] Harvest Moon* - Shine down the light of the orange moon, the moon of plenty and change where one thing becomes another; stone to ash, bone to gems, lead to gold. Costs: 20 DE
--[X] Self - Transmute minerals and baser metals into more valuable, more powerful things.
---[X] Try out on Saiga's Bone Figurine(and any other objects you manage to trade from him) as well as any materials gathered by your demands
-[X] Form Avatar (4 Ambrosia) (Avatar dispersed, most actions disabled)
-[X] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
--[X] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
--[X] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE
-[X] Experiment with Unknown Materials Costs: 1 Sustenance x3
--[X] Precious Silver! x3(If less than 3 experiments possible put the balance into experimenting with the Strange Stone)
---[X] It's sparkly, so maybe you could use the silver dust to make things look like stars?
-[X] Play with your daughter.
--[X] That thing she did with the shell was great, do it more!
-[X] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE
--[X] Reserved for Punishment
-[X] Make Demand - You have need of something and you will tell people what you want. Costs: 0.5 Sustenance. Issues per turn: 4
--[X] Gather the finest bones and shells in both villages and bring them to your shrine.
-[X] Improve a Shrine - Invest a great deal of materials and ornaments to make [Apostate Village Shrine] grander. Costs: 5 DE.
--[X] Expand the Painted Stars (T1 Grand): A map of stars will be painted upon the skins inside a single shrine, granting ???.
-[X] Meet with Saiga. Costs: 0.5x3 Sustenance
--[X] Learn more about Niogg (has a maximum limit on successes)
--[X] Trade something
---[X] Silver dust for any carvings he has.
---[X] Offer to use Harvest Moon on his carvings next year if he would pay us the DE to power it and trade us a portion of the carvings.
--[X] Invite him to join you in your material experiments
-[X] Demand Appeasement - You will have regular sacrifices! You demand it, even, or all under you will suffer! Costs: 5 DE (one time), 1 Decree slot (Must reserve an action, divine or avatar, as punishment for lack of appeasement)
--[X] Reserve Lure for punishment.
???
??? rolled 9
Blessing Sacrifices
Astrology rolled 13, 8, 16, 8, 17. 13, 11, 8, 7, 4. 5, 11, 11, 11
Navigation rolled 11, 13, 6, 11, 18. 7, 10, 19, 13, 13. 4, 7, 17, 10
Gained 34 DE
Moonlight
Influence rolled 5
Orange Moon
Influence rolled 13
Bone to Obsidian
Convert (all) Bone material to Obsidian
Fear rolled 11
Gained 4 Legend
Study Stars
Future Astrology rolled 16
Past Astrology rolled 9
Gained +1 Astrology
Gained a Lead (The Alluring Singer)
Minor Legend
Fear rolled 5
Gained 1 Legend
Experiment with Silver
Innovation rolled 16, 14, 18
Gained +1 Innovation
Bonding over screwing with people
Trickery rolled 4, 4
Seski gains 1 legend
Innovation rolled 14
Seski spends 1 legend; gains 1 Perform (Primitive Instrument)
Punishment Lure
Trickery rolled 18
Gained 1 Perform (Trickery)
Demand Beauty
Fear rolled 6
Gained 4 units of workable bone
Expand the Painted Stars
Shrine + Materials rolled 12
Needed for instant completion ([3 units obsidian OR ???] AND [4 units bone OR 2 units silver])
Costs met, Painted Stars enabled
((The Painted Stars is a misnomer, having been produced from a mosaic of obsidian and silver chunks, chipped to fit together and stuck to large skins using animal fat. It is a grand endeavor that displays as much of the night sky as possible, and in configurations representing as many seasonal skies as possible. Grants 1 Bonus Strong Modifier to Astrology rolls at Shrine Tiers 1, 4, 7, and 10. Obsoletes with Era - Copper))
Fear rolled 12
Gained 4 Legend
Meet with Saiga (Niogg Learning ; Discover together)
Trade rolled 7
Limited Success
Innovation rolled 8
Moderate help
Trade with Saiga
No Gift Phase
Social Dominance - Fair (no tricks)
Perform + Awe rolled 16 vs 11
Minor Failure
Negotiation - Fair
Trade + Prior Successes rolled 17 vs 12
Major Failure - Saiga controls negotiation
Saiga does not agree to first condition (silver for carvings)
Saiga agrees to second condition (Harvest he pays for to enhance his works, some of which you receive)
Spirit Interaction
Fear rolled 5
Gained 0 Legend
FEAR BUY - Vehemence (6)
Gained Lesser Spirit of Mischief (+3 Perform (Trickery), +1 Survival, Limited ability to mask or disguise Avatar, grants a small chance of escaping disadvantaged encounters)
Gained 1 Perform (Trickery)
Gained 1 Survival
??? rolled 9
Blessing Sacrifices
Astrology rolled 13, 8, 16, 8, 17. 13, 11, 8, 7, 4. 5, 11, 11, 11
Navigation rolled 11, 13, 6, 11, 18. 7, 10, 19, 13, 13. 4, 7, 17, 10
Gained 34 DE
Moonlight
Influence rolled 5
Orange Moon
Influence rolled 13
Bone to Obsidian
Convert (all) Bone material to Obsidian
Fear rolled 11
Gained 4 Legend
Study Stars
Future Astrology rolled 16
Past Astrology rolled 9
Gained +1 Astrology
Gained a Lead (The Alluring Singer)
Minor Legend
Fear rolled 5
Gained 1 Legend
Experiment with Silver
Innovation rolled 16, 14, 18
Gained +1 Innovation
Bonding over screwing with people
Trickery rolled 4, 4
Seski gains 1 legend
Innovation rolled 14
Seski spends 1 legend; gains 1 Perform (Primitive Instrument)
Punishment Lure
Trickery rolled 18
Gained 1 Perform (Trickery)
Demand Beauty
Fear rolled 6
Gained 4 units of workable bone
Expand the Painted Stars
Shrine + Materials rolled 12
Needed for instant completion ([3 units obsidian OR ???] AND [4 units bone OR 2 units silver])
Costs met, Painted Stars enabled
((The Painted Stars is a misnomer, having been produced from a mosaic of obsidian and silver chunks, chipped to fit together and stuck to large skins using animal fat. It is a grand endeavor that displays as much of the night sky as possible, and in configurations representing as many seasonal skies as possible. Grants 1 Bonus Strong Modifier to Astrology rolls at Shrine Tiers 1, 4, 7, and 10. Obsoletes with Era - Copper))
Fear rolled 12
Gained 4 Legend
Meet with Saiga (Niogg Learning ; Discover together)
Trade rolled 7
Limited Success
Innovation rolled 8
Moderate help
Trade with Saiga
No Gift Phase
Social Dominance - Fair (no tricks)
Perform + Awe rolled 16 vs 11
Minor Failure
Negotiation - Fair
Trade + Prior Successes rolled 17 vs 12
Major Failure - Saiga controls negotiation
Saiga does not agree to first condition (silver for carvings)
Saiga agrees to second condition (Harvest he pays for to enhance his works, some of which you receive)
Spirit Interaction
Fear rolled 5
Gained 0 Legend
FEAR BUY - Vehemence (6)
1-10: Shrine 4
6-25: Influence 3
26-30: Fear 5
31-35: Avatar 5
36-45: Perform (Trickery)
46-50: Navigation
51-60: Astrology
61-65: AA - Stars
66-70: AA - Silver Moon
71-80: OA - Waves
81-85: Minor Spirit of the Stars
86-90: Lesser Spirit of Mischief
91-95: Lesser Aspect of Humanity
96-99: Lesser Bless
100: Stargazer
Rolled 88: Lesser Spirit of Mischief
Vehemence exhausted, buy complete
6-25: Influence 3
26-30: Fear 5
31-35: Avatar 5
36-45: Perform (Trickery)
46-50: Navigation
51-60: Astrology
61-65: AA - Stars
66-70: AA - Silver Moon
71-80: OA - Waves
81-85: Minor Spirit of the Stars
86-90: Lesser Spirit of Mischief
91-95: Lesser Aspect of Humanity
96-99: Lesser Bless
100: Stargazer
Rolled 88: Lesser Spirit of Mischief
Vehemence exhausted, buy complete
Gained 1 Perform (Trickery)
Gained 1 Survival
Sensing a rare flux in your supply of ambrosia, you swiftly mold it to reform your body, missing for so long. As your consciousness is funneled into the vessel you've crafted once more, you note a change in the quality and consistency of the prayers directed to you, of the obedience of your attendants. Even the scent of burning fat is more appetizing, now. At the same time, you can tell that your presence doesn't inspire the same terror it once did.
Wasting little time, you appear in the apostate village shrine, where your daughter Seski has taken to living. Now that you can see her properly for the first time, you note her appearance as a child of three years. Her hair is of spun gold, with inquisitively wide pale blue eyes. She is dressed in the finest white furs of the bear, but instead of the skirts most females prefer, she has taken to trousers that split at the waist. You recall this is so she can dash about without tripping on the furs.
Immediately upon seeing you, she lets loose a delighted squeal, running to you and running circles about your legs. Nobody has noticed your return yet, so you pick her up to look her in the eye. "Seski, do you still have that shell from last year?" you ask. A twinkle in her eyes, she nods, giggling again. "Yes mama."
Overall, your efforts to go about the village scaring people with loud noises from the shell go poorly, as the shell doesn't have the same effect outside of your shrine. Perhaps it was the building's shape? Despite your failure of intent, Seski's blowing into the shell creates a pleasant, even tone. You implore her continue, and it isn't long before she has come up with a simple rhythm with the two or three tones she can easily make with the shell. Naturally, she uses it to draw the attentions of people towards her as you offer false praises to watching drummers and singers to join her in making music.
Fun had, you go back to blessing the people for little things, and take a good long look at the future and the past, having been unable to do so in several years. You see that success will be typical this year and the next, but a pall hangs over the stars on the third year, clouding your expectations. You should be prepared for whatever the future brings... And for the first time in quite a while, you look to the past, seeking knowledge to perhaps aid you in your difficult time. A collection of stars forms a constellation in your mind's eye, of a woman reaching out across the stars, head tilted back and mouth agape in soundless song. You will likely have a much easier time discovering more, should you try again.
As the moon rises and sets, you eventually decide upon a course of action, first claiming for yourself all of the finest workable bone and tusk, a pittance, and you suspect you've been held out on. Then, you meet with Saiga once again to discuss your idea, and learn more of his stories. As you lay alongside him, he goes on about his ally Saitev some more, describing the bird's size as towering nearly twice again his own impressive height, and going into some detail on their past battles, before Saiga had finally convinced him that they could both benefit from an alliance. You poke and prod for what he knows of the Crone, but it seems he doesn't even realize the spirit has imprisoned a secret, fourth member of their Geshtef. He can only tell you that Attrouska has occasionally lain with men, producing very odd children very much like herself.
When you broach the topic of the silver bits, and your power to change the nature of one thing to another, Saiga seems interested, but wary. The two of you pound at the silver with some of Saiga's hardest stones, which chip even as they bend the larger pieces, and the dust is impossible to work. Your greatest efforts come when you try to work the silver after heating it, the heat somehow making it more pliable, but not nearly enough to shape properly.
He does not see the value in the silver that you work with him when you offer it for some of his crafts, having too hard a time shaping it and being unable to form the dust into anything of note. However, reduced as it is when you cannot coax the moon to shine as brightly, when you display your power to him, the bone you'd collected and the tusk figurine he'd gifted you turn black, become stronger, and gain a sheen in the light, even reflecting his visage on the flats, he agrees immediately to let you borrow of his strength to change the things he has made when your strength returns, the gifts he has lamented as insufficient for you surely being improved by the magic at work to something more befitting you.
Taking the blackened bones and shells along with a few silver pieces, you instruct your people to craft the night sky onto a large skin canvas. With your expert eye, the tapestry of black stone and shimmering silver is completed mostly to your specifications, and will surely serve as an excellent aid in your efforts to read the stars.
Interspersed throughout the year was your threat to the people for not giving you what you desired, and you drew many a man to brash foolishness on the rocks of the shore and shoal. Perhaps next time they will be more respectful of you!
You end your year on a bittersweet note, as the Silver Men appear to be sterile. You could try to lay with a few of them to strengthen the line, but without any abilities especially tailored to fertility, you probably won't be able to gift them anything to stem the decay. In the sea, however, your brood of animal children has become noted by the people, who call them Sea Pixies, for their curious ability to transform their bodies into a simulacrum of a very small person with silvery hair. You, being more able to follow them about, know that this is not their only transformation, merely the one they've discovered works best when they travel near the surface to eat from shallow pools and the shoals. Their actual skills are far more extensive, as they are able to imitate completely inert stone and even simple plant growths in order to lull food into a sense of safety before catching their prey. What clever little creatures!
[Voting opens 2 hours after the update. Voters who are unsure if they will be capable of voting within approximately one day may enact proxy votes early.]
Divine Resources Available
89 - 89 (Expended) = 0 + 6 (Blessing error refund) + 34 (Blessings) + 4 (Rites) + 36 (6 Vehemence) + 7 (PB) = 87
Holy Place Condensation -5
Gained 1 Ambrosia
Remaining: 82
Equations Noted for this turn's income: (Rite Income = 4*[(15+[Base Fear/2]+Pop Modifier)/15] = 4 DE) /// (Income per Vehemence = 4*[(10+[Base Fear*2]+Pop Modifier)/10] = 6 DE per Vehemence, rounded up)
Equations Noted for next turn's income: (Rite Income = 4*2.25*[(15+[Fear/2]+Pop Modifier)/15] = 10 DE) /// (Income per Vehemence = 4*[(10+[Fear*2]+Pop Modifier)/10] = 5.6 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: 0 of -18 minimum, was -3 last turn (+3 Growth [Saiga] (includes rollover growth that I forgot to account previously))
Holy Place Condensation -5
Gained 1 Ambrosia
Remaining: 82
Equations Noted for this turn's income: (Rite Income = 4*[(15+[Base Fear/2]+Pop Modifier)/15] = 4 DE) /// (Income per Vehemence = 4*[(10+[Base Fear*2]+Pop Modifier)/10] = 6 DE per Vehemence, rounded up)
Equations Noted for next turn's income: (Rite Income = 4*2.25*[(15+[Fear/2]+Pop Modifier)/15] = 10 DE) /// (Income per Vehemence = 4*[(10+[Fear*2]+Pop Modifier)/10] = 5.6 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: 0 of -18 minimum, was -3 last turn (+3 Growth [Saiga] (includes rollover growth that I forgot to account previously))
0 + 1 (Condensation) - 1 (Sate Hunter) = 0
84 + 4 + 4 + 1 = 93 total legend
26 + 9 - 5 = 30 unspent legend
26 + 9 - 5 = 30 unspent legend
4 units of Bone <Converted to> 4 units of Obsidian
1 Moderate quality Bone Figurine <Converted to> 1 Moderate quality Obsidian Figurine
Lost 3 units of Silver (Experimentation)
Lost 2 units of Silver (Shrine Extension)
Lost 3 units of Obsidian (Shrine Extension)
1 Moderate quality Bone Figurine <Converted to> 1 Moderate quality Obsidian Figurine
Lost 3 units of Silver (Experimentation)
Lost 2 units of Silver (Shrine Extension)
Lost 3 units of Obsidian (Shrine Extension)
Divine Actions (Actions marked with asterisks can only be performed a number of times per turn equal to the number of asterisks present)
[] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exahange for more offerings. Current Skills that can be blessed: Astrology, Navigation, Perform (Trickery), Fishing, Leadership, Innovation.
-[] Expend <X> DE on petitioners
[] Bless Petitioner for Growth - Expend some of your DE to empower those who come to your shrine or pray to you, granting them a bounty of life-giving things. Current Skills that can be blessed: Navigation, Fishing.
-[] Expend <X> DE on petitioners
[] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. At 2 Influence, Inspirations are somewhat random in their effects but are stronger than Blessings. Costs: 5 DE
[] Control Waters*** - You bend the waves to your command, directing them to rise or quiet at your leisure, to punish your enemies, or reward your friends. Costs: 4 DE
-[] Whip Waves.
-[] Calm Seas.
[] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 6 DE
-[] Call Fish.
-[] Drive Fish Away.
[] Moonlight* - The moon shines bright this night, revealing things that hide in the dark. Can cause Weird, also empowers a number of relevant actions (Astrology, Perform (Trickery), Water-element Influence Actions, etc.). Costs: 15 DE
-[] In your territory.
-[] Over an enemy's territory.
[X] Harvest Moon* - Shine down the light of the orange moon, the moon of plenty and change where one thing becomes another; stone to ash, bone to gems, lead to gold. Costs: 20 DE (0 DE)
-[X] (LOCKED) Self - Transmute minerals and baser metals into more valuable, more powerful things.
-[] Enemies - Transmute minerals and metals into weaker, brittler forms, collapsing buildings and dulling weapons.
Avatar Actions (18/20)
[] Form Avatar (4 Ambrosia) (Avatar dispersed, most actions disabled)
[] Suffer Avatar (<X>, up to 3 Ambrosia) (Restores avatar with a variable sustenance value - can include negative values if the fraction of Ambrosia committed is too low compared to current Avatar, which causes violent rampages until hunger is sated to at least 10)
[] Drink deeply of the Ambrosia of creation, reveling in the heady sensation and forgetting what you do not care for. Forget [skill].
-[] Expend <X> Ambrosia reveling
[] Produce a mortal child
-[] Contribute <X> Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
-[] Contribute <4X> Sustenance per trait or <9X> Sustenance to choose a trait
[] Lay with <[Animal]>
-[] Contribute a rank of Avatar to sire an Ur-beast
-[] Contribute <4X> Sustenance per trait or <9X> Sustenance to choose a trait
[] Experiment with Unknown Materials
-[] Strange Stone
-[] Precious Silver!
-[] Strange Metal
[] Personally Incite - Travel onto the cold earth and indulge in sowing chaos and terror. Costs: 3 DE.
[] Travel elsewhere - Visit one of the villages you've discovered and mess with them! Costs: 8 DE - Fox Village, 10 DE - Crone Village, 8 DE - Saitev's Village, 12 DE - Imprisoned Settlements
[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[] Explore the Land - Pick your way about the surface that you haven't explored. There is more to the land than a single people by the sea, and you must know it. Costs: 10 DE. WARNING: Lacking Survival, exploration will be more difficult. Navigation provides very limited benefits overland.
[] Guide Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
[] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE
[] Give Bounty - Seek fish and sea creatures to capture and give to mortals. Costs: 8 DE
[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
-[] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 14 DE (reserves two uses of Calm Seas)
-[] Develop Ritual of The Alluring Singer. Costs: 12 DE
[] Perform Ritual
-[] Minor Ritual of the Alluring Singer. Costs: ? DE, ? Ambrosia OR ? appropriate Amber Crafts (?)
Commune Actions (18/20)
[] Issue Decree - You condense into a roiling mass just barely capable of overwhelming, booming speech in order to address those beneath you and issue a decree about the right way to live and how to worship you correctly. Maximum Decrees: 2/4
-[] Alter the Decree of Attendance - "Each blood family must offer a single beautiful young adult to attend you and your shrines each year, or they will benefit from neither your blessings nor protections on the sea."
-[] Alter the Decree of Appeasement - + 2 Fear to affect the degree of the decree (Cannot reduce written Fear to 0).
[] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 4
[] Despise Trait - You do not like how the mortals view you and your powers. Remind them what you truly represent and how you truly are! Costs: (Must reserve no destructive acts associated with the forgotten trait)
-[] Despise <X>
[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Maximum shrines 2/2.
-[] Specify a shrine to Leave to Ruin
[] Improve a Shrine - Invest a great deal of materials and ornaments to make [name shrine] grander. Costs: 5 DE.
-[] Dedicate <X> materials for progress.
-[] Expand a Creche (T2 Limited): Grants bonus protections and growth speed for a single Ur-Child or Ur-Beast that is marked as living in the shrine.
-[] Expand Sacrificial Bowls (T2 Common): Grants a small amount of DE/turn based on total Shrine Tier.
-[] Expand the Shadowed Shrine (T2 Grand): Collect many skins, covering over the icons and ornaments of the shrine, and defacing the outside of the shrine, granting ???.
[] Demand Appeasement - You will have regular sacrifices! You demand it, even, or all under you will suffer! Costs: 5 DE (one time), 1 Decree slot (Must reserve an action, divine or avatar, as punishment for lack of appeasement)
[] Meet with Saiga. Costs: 0.5 Sustenance per option
-[] Learn more about him
-[] Learn more about Niogg (has a maximum limit on successes)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Lay with him for a spirit child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for traits
[] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exahange for more offerings. Current Skills that can be blessed: Astrology, Navigation, Perform (Trickery), Fishing, Leadership, Innovation.
-[] Expend <X> DE on petitioners
[] Bless Petitioner for Growth - Expend some of your DE to empower those who come to your shrine or pray to you, granting them a bounty of life-giving things. Current Skills that can be blessed: Navigation, Fishing.
-[] Expend <X> DE on petitioners
[] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. At 2 Influence, Inspirations are somewhat random in their effects but are stronger than Blessings. Costs: 5 DE
[] Control Waters*** - You bend the waves to your command, directing them to rise or quiet at your leisure, to punish your enemies, or reward your friends. Costs: 4 DE
-[] Whip Waves.
-[] Calm Seas.
[] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 6 DE
-[] Call Fish.
-[] Drive Fish Away.
[] Moonlight* - The moon shines bright this night, revealing things that hide in the dark. Can cause Weird, also empowers a number of relevant actions (Astrology, Perform (Trickery), Water-element Influence Actions, etc.). Costs: 15 DE
-[] In your territory.
-[] Over an enemy's territory.
[X] Harvest Moon* - Shine down the light of the orange moon, the moon of plenty and change where one thing becomes another; stone to ash, bone to gems, lead to gold. Costs: 20 DE (0 DE)
-[X] (LOCKED) Self - Transmute minerals and baser metals into more valuable, more powerful things.
-[] Enemies - Transmute minerals and metals into weaker, brittler forms, collapsing buildings and dulling weapons.
Avatar Actions (18/20)
[] Suffer Avatar (<X>, up to 3 Ambrosia) (Restores avatar with a variable sustenance value - can include negative values if the fraction of Ambrosia committed is too low compared to current Avatar, which causes violent rampages until hunger is sated to at least 10)
[] Drink deeply of the Ambrosia of creation, reveling in the heady sensation and forgetting what you do not care for. Forget [skill].
-[] Expend <X> Ambrosia reveling
[] Produce a mortal child
-[] Contribute <X> Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
-[] Contribute <4X> Sustenance per trait or <9X> Sustenance to choose a trait
[] Lay with <[Animal]>
-[] Contribute a rank of Avatar to sire an Ur-beast
-[] Contribute <4X> Sustenance per trait or <9X> Sustenance to choose a trait
[] Experiment with Unknown Materials
-[] Strange Stone
-[] Precious Silver!
-[] Strange Metal
[] Personally Incite - Travel onto the cold earth and indulge in sowing chaos and terror. Costs: 3 DE.
[] Travel elsewhere - Visit one of the villages you've discovered and mess with them! Costs: 8 DE - Fox Village, 10 DE - Crone Village, 8 DE - Saitev's Village, 12 DE - Imprisoned Settlements
[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[] Explore the Land - Pick your way about the surface that you haven't explored. There is more to the land than a single people by the sea, and you must know it. Costs: 10 DE. WARNING: Lacking Survival, exploration will be more difficult. Navigation provides very limited benefits overland.
[] Guide Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
[] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE
[] Give Bounty - Seek fish and sea creatures to capture and give to mortals. Costs: 8 DE
[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
-[] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 14 DE (reserves two uses of Calm Seas)
-[] Develop Ritual of The Alluring Singer. Costs: 12 DE
[] Perform Ritual
-[] Minor Ritual of the Alluring Singer. Costs: ? DE, ? Ambrosia OR ? appropriate Amber Crafts (?)
Commune Actions (18/20)
[] Issue Decree - You condense into a roiling mass just barely capable of overwhelming, booming speech in order to address those beneath you and issue a decree about the right way to live and how to worship you correctly. Maximum Decrees: 2/4
-[] Alter the Decree of Attendance - "Each blood family must offer a single beautiful young adult to attend you and your shrines each year, or they will benefit from neither your blessings nor protections on the sea."
-[] Alter the Decree of Appeasement - + 2 Fear to affect the degree of the decree (Cannot reduce written Fear to 0).
[] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 4
[] Despise Trait - You do not like how the mortals view you and your powers. Remind them what you truly represent and how you truly are! Costs: (Must reserve no destructive acts associated with the forgotten trait)
-[] Despise <X>
[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Maximum shrines 2/2.
-[] Specify a shrine to Leave to Ruin
[] Improve a Shrine - Invest a great deal of materials and ornaments to make [name shrine] grander. Costs: 5 DE.
-[] Dedicate <X> materials for progress.
-[] Expand a Creche (T2 Limited): Grants bonus protections and growth speed for a single Ur-Child or Ur-Beast that is marked as living in the shrine.
-[] Expand Sacrificial Bowls (T2 Common): Grants a small amount of DE/turn based on total Shrine Tier.
-[] Expand the Shadowed Shrine (T2 Grand): Collect many skins, covering over the icons and ornaments of the shrine, and defacing the outside of the shrine, granting ???.
[] Meet with Saiga. Costs: 0.5 Sustenance per option
-[] Learn more about him
-[] Learn more about Niogg (has a maximum limit on successes)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Lay with him for a spirit child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for traits
AS A FEAR SPIRIT, YOU CANNOT ENTER QUIESCENCE. THE FOLLOWING LIST INCLUDES ALL POTENTIAL TRAITS THAT CAN BE EARNED IN THE FEAST ON TERROR TABLE, BASED ON A NUMBER OF FACTORS EACH TURN.
Divine Attributes: Current base level plus one cost per point (i.e. Avatar 2 -> 3 costs 3 Legend, Influence 0->1 costs 1 Legend)
Attribute Accumulated Discounts: Faith 2 (currently locked), Fear 2/5
Aspects
Minor Aspect of the Fish (+1 Trade, +1 Navigation, Faster water travel): 2 (2) Legend
Minor Aspect of the Crustacean (+2 Melee, Increased wound threshold): 2 (2) Legend
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 2 (3) Legend
Minor Aspect of the Octopus (+1 Fishing, +1 Survival, Limited ability to mask or disguise Avatar): 2 (3) Legend
Lesser Aspect of Humanity (+2 Leadership, +1 Innovation, +2 Trade,2 accumulating Legend discount to next Faith Attribute purchase): 5 Legend
Spirits
Spirit of Mischief (+4 Perform (Trickery), +2 Survival, Common ability to mask or disguise Avatar (False Mortality), grants a small chance of escaping disadvantaged encounters): 9 (8) Legend
Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade): 6 (6) Legend
Minor Spirit of Exploration (+1 Survival, +1 Navigation, +1 Trade): 3 (5) Legend
Minor Spirit of the Stars (+2 Astrology, +1 Navigation): 3 (5) Legend
Elemental Affinities
Astral Affinity - Yellow Moon (You have a special affinity with the night moon): 6 (8) Legend
Astral Affinity - Blood Moon (You have a special affinity with the moon spurned the light of the sun): 6 (8) Legend
Astral Affinity - Blue Moon (You have a special affinity with the strange moon): 6 (8) Legend
Astral Affinity - Silver Moon (You have a special affinity with the moon that shows itself in the waning light of day): 6 (8) Legend
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 3 (5) Legend
Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 3 (5) Legend
Ocean Affinity - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 9 (8) Legend
Ocean Affinity - Rain (What the sun takes, the skies return): 3 (5) Legend
Ocean Affinity - Waves (Push and Pull, High and Low, forever lapping at the earth and reclaiming the land into the sea): 3 (1) Legend
Classical Affinity - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (5) Legend
Classical Affinity - Earth (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (5) Legend Inherent Lockout
Classical Affinity - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (5) Legend Inherent Lockout
Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 4 (3) Legend
Elemental Avatar - Silver (3 accumulating Legend discount to next Avatar Attribute purchase, can transmute silver, +2 Awe): 5 Legend
Divine Enhancements
Inscrutable One (A natural evolution of capriciousness, you are not merely fickle, your motives are utterly incomprehensible. +2 Perform (Trickery), FEAR ONLY (Faith only locked): Traits may be despised without normal limitations, are always despised successfully, and the last (Shrine Attribute) despised traits can be manually restored for no cost in Legend): (8) 11 Legend
Stargazer (You are a natural reader of the stars and their omens. Astrology no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Astrology actions): 8 (10) Legend
Lesser Bless (Your blessings are slightly improved, and you gain access to specialized blessings apart from Sacrifice and Growth, based on the skills you possess): (3) 6 Legend
Personal Skills:
Improve Skill: 1 Legend per Level (i.e Melee 2->3 costs 1 Legend, Melee 2->4 costs 2 Legend, etc.) Max Rank: 10
Purchase New Skill: 2 Legend for a new Skill
Divine Attributes: Current base level plus one cost per point (i.e. Avatar 2 -> 3 costs 3 Legend, Influence 0->1 costs 1 Legend)
Attribute Accumulated Discounts: Faith 2 (currently locked), Fear 2/5
Aspects
Minor Aspect of the Fish (+1 Trade, +1 Navigation, Faster water travel): 2 (2) Legend
Minor Aspect of the Crustacean (+2 Melee, Increased wound threshold): 2 (2) Legend
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 2 (3) Legend
Minor Aspect of the Octopus (+1 Fishing, +1 Survival, Limited ability to mask or disguise Avatar): 2 (3) Legend
Lesser Aspect of Humanity (+2 Leadership, +1 Innovation, +2 Trade,
Spirits
Spirit of Mischief (+4 Perform (Trickery), +2 Survival, Common ability to mask or disguise Avatar (False Mortality), grants a small chance of escaping disadvantaged encounters): 9 (8) Legend
Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade): 6 (6) Legend
Minor Spirit of Exploration (+1 Survival, +1 Navigation, +1 Trade): 3 (5) Legend
Minor Spirit of the Stars (+2 Astrology, +1 Navigation): 3 (5) Legend
Elemental Affinities
Astral Affinity - Yellow Moon (You have a special affinity with the night moon): 6 (8) Legend
Astral Affinity - Blood Moon (You have a special affinity with the moon spurned the light of the sun): 6 (8) Legend
Astral Affinity - Blue Moon (You have a special affinity with the strange moon): 6 (8) Legend
Astral Affinity - Silver Moon (You have a special affinity with the moon that shows itself in the waning light of day): 6 (8) Legend
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 3 (5) Legend
Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 3 (5) Legend
Ocean Affinity - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 9 (8) Legend
Ocean Affinity - Rain (What the sun takes, the skies return): 3 (5) Legend
Ocean Affinity - Waves (Push and Pull, High and Low, forever lapping at the earth and reclaiming the land into the sea): 3 (1) Legend
Classical Affinity - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (5) Legend
Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 4 (3) Legend
Elemental Avatar - Silver (3 accumulating Legend discount to next Avatar Attribute purchase, can transmute silver, +2 Awe): 5 Legend
Divine Enhancements
Inscrutable One (A natural evolution of capriciousness, you are not merely fickle, your motives are utterly incomprehensible. +2 Perform (Trickery), FEAR ONLY (Faith only locked): Traits may be despised without normal limitations, are always despised successfully, and the last (Shrine Attribute) despised traits can be manually restored for no cost in Legend): (8) 11 Legend
Stargazer (You are a natural reader of the stars and their omens. Astrology no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Astrology actions): 8 (10) Legend
Lesser Bless (Your blessings are slightly improved, and you gain access to specialized blessings apart from Sacrifice and Growth, based on the skills you possess): (3) 6 Legend
Personal Skills:
Improve Skill: 1 Legend per Level (i.e Melee 2->3 costs 1 Legend, Melee 2->4 costs 2 Legend, etc.) Max Rank: 10
Purchase New Skill: 2 Legend for a new Skill
Astrology
Navigation
Perform (Trickery)
Fishing
Leadership
Innovation
Navigation
Perform (Trickery)
Fishing
Leadership
Innovation
Instead of rituals having variable costs without development, rituals now have an unknown cost without development that is steadily revealed as development is done. Regardless of what is written in a ritual's costs, it will always cost the same number of resources to perform.
There are two main components to developing a ritual; Accuracy and Precision. An accurate ritual reduces the chance of catastrophic failure or random performance of different rituals. A precise ritual displays a smaller and smaller 'range' of possible costs. Spending too much can be as dangerous as spending to little; a ritual underpaid will likely fizzle out, wasting resources, or draw on resources you don't have, while a ritual overpaid wastes resources from the other direction, and can cause damaging feedback to the performing spirit.
The final accuracy and precision of the ritual performed has a moderate effect on the ritual's chance of success.
Accuracy is primarily raised through Omen Reading, while Precision is primarily raised through Astrology. Mysticism is less effective, but equal in both categories, and raises the success chance of the ritual directly when performing it.
There are two main components to developing a ritual; Accuracy and Precision. An accurate ritual reduces the chance of catastrophic failure or random performance of different rituals. A precise ritual displays a smaller and smaller 'range' of possible costs. Spending too much can be as dangerous as spending to little; a ritual underpaid will likely fizzle out, wasting resources, or draw on resources you don't have, while a ritual overpaid wastes resources from the other direction, and can cause damaging feedback to the performing spirit.
The final accuracy and precision of the ritual performed has a moderate effect on the ritual's chance of success.
Accuracy is primarily raised through Omen Reading, while Precision is primarily raised through Astrology. Mysticism is less effective, but equal in both categories, and raises the success chance of the ritual directly when performing it.
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