Time of the Gods: Into the Amber Age

That's really good, but the crescent is inward, not outward. That's omake-nice, actually, if slightly off (and if you made another I'd be all for offering bonuses again). Good a time as any to say that yes, the space between was hit by a meteor, so the crescent resulted from everything getting blown out between that space of land.
...somebody used the Super Shift Stars meteor strike?

...wait, we saw this "deep pit" over at the Great House didn't we?
Is that the impactor point? Because I'm thinking we have some cool shit to explore once we got the ball recovered.
 
Any chance you can move things around and end up with a study stars in there? I like the safety net involved in reading the future
Unfortunately not this time. It would be nice, but it'd eat up 8 DE, which is one and a half Lure/Roils. Which well...even if we roll well, one Lure is hardly that scary. We'd have no DE next turn.

@Powerofmind how hard would it be to gather up all/some of the corpses we've been making and display them in the shallows? Perhaps while making the waters crystal clear. For extra fun, in a location where theyd be illuminated by moonlight
Going for fearbuy of Death traits?
 
That would require a pretty significant amount of extra effort, at least a full Whip Waves dedicated to it, and it wouldn't include the bodies you've already made. Tides and currents are good at pushing things out or tossing them on land.
what about just making a point to hold onto newly made corpses? collecting them with our avatar then weighting them down with a rock or a rope or something ... actually that might make a nice demand: a heavy weight with nets of nonrotting material attached, so we can display our collection.

Can our avatar actively tip boats via muscle power?

Also, can we grant "blessings" of longer survival to drowners so that they can suffer longer? Things like resistance to hypothermia and maybe swimming down to give them mouth to mouth air transfer even as they are dragged deeper
 
...somebody used the Super Shift Stars meteor strike?

...wait, we saw this "deep pit" over at the Great House didn't we?
Is that the impactor point? Because I'm thinking we have some cool shit to explore once we got the ball recovered.
Sometimes things just happen. Given the story you read regarding the village's dead god, however, this probably isn't one of those times.
 
what about just making a point to hold onto newly made corpses? collecting them with our avatar then weighting them down with a rock or a rope or something ... actually that might make a nice demand: a heavy weight with nets of nonrotting material attached, so we can display our collection.

Can our avatar actively tip boats via muscle power?

Also, can we grant "blessings" of longer survival to drowners so that they can suffer longer? Things like resistance to hypothermia and maybe swimming down to give them mouth to mouth air transfer even as they are dragged deeper
You can do that, but bothering to drag bodies back to your shoal is a time-consuming process that takes away from actually creating bodies.

The avatar can physically mess with boats and such, but people who are out on boats have weapons, even if it's just simple stone knives for cutting nets. You'd be going against mortals, but the act carries risks.

The act of dragging out a kill doesn't add much FV per dedicated DE.
 
So the turn before last, we both guided/'guided' and calmed/'calmed', to middling effect.

Last turn, we only did blessings for our people, and 'guided' our opponents, no Roil.

This turn... Roil + 'Guide' Saiga's villagers, definitely. But next turn! Next turn, double-triple calm his Villagers. Perfectly still waters don't allow for much of anything to be done, and may end up - over enough time (multiple turns of various effects and chaos) - resulting in sails. Calm water? Still Windy, phew.

That's... 5+5+6 = 16 DE. It's 17 DE just to move the Moon Sphere, totaling 33, leaving 7. I'm thinking just calming our villagers waters this time, then nothing next turn - we'll be too busy screwing with Saiga's to bother with ours (5 (Disrupt) + 15 (Calm x3) = 20 + 17 (Moon Sphere) =37 + Read the Future = 45) - then maybe Guide the turn after. So 5 for calm, + 33, = 38; two remaining.

I don't quite have enough to fit a Read the Future in there...

So, have the ridiculously slight variation on @veekie's plan. It's attempting to get Capricious One, if not now then over time, due to well-planned 'Random' actions. Wait, that doesn't sound right...

[X] Plan Capricious Round 1
-[X] Disrupt Saiga's fishermen to the south. Costs: 5 DE (must reserve at least one destructive act) WARNING: Outside of effective influence range; divine powers will have reduced effectiveness.
-[X] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE
--[X] Reserve for Disrupt.
-[X] 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.
--[X] Whip Waves. Costs: 5 DE
---[X] Reserve for Disrupt.
-[X] 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.
--[X] Calm Seas. Costs: 5 DE
-[X] QUEST: LABOR OF THE MOON-SPHERE - You will return to the Moon-Sphere's resting place and retrieve it for yourself. Costs: 17 DE. (Note: may need to be taken multiple times) Turns left: 3
-[X] Make Demand - You have need of something and you will tell people what you want.
--[X] Demand that your people find out more about Saiga.

DE: 2/40
Sustenance: 20 - 6 = 14
Ambrosia: 1/1

[] Plan Capricious Round 2
-[] 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
-[] Disrupt Saiga's fishermen to the south. Costs: 5 DE (must reserve at least one destructive act) WARNING: Outside of effective influence range; divine powers will have reduced effectiveness.
-[] 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.
--[] Calm Seas. Costs: 5 DE x3
---[] Reserve for Disrupt. Waters as still as glass, locking the boats in place.
-[] QUEST: LABOR OF THE MOON-SPHERE - You will return to the Moon-Sphere's resting place and retrieve it for yourself. Costs: 17 DE. (Note: may need to be taken multiple times) Turns left: 3

DE Min: 8 + 5 + 15 + 17 = 45
Sustenance Cost: 5.
Ambrosia: Likely to be spent.
 
Not being at cap DE makes me anxious.

We know (according to the Amerpedia) that blessings are DE-positive actions, with the additional positive side effect of growth - so "churning" DE via blessings produced both surplus DE and extra growth, although the second factor is smaller than for a corresponding Faith spirit. Accordingly, not having DE to churn means we are missing out on a "free" benefit. The size of our DE pool is an asset, and underutilizing means we are losing out.

I'd give numbers, but apparently we have never blessed for growth. So... uh. Well.
 
Not being at cap DE makes me anxious.

We know (according to the Amerpedia) that blessings are DE-positive actions, with the additional positive side effect of growth - so "churning" DE via blessings produced both surplus DE and extra growth, although the second factor is smaller than for a corresponding Faith spirit. Accordingly, not having DE to churn means we are missing out on a "free" benefit. The size of our DE pool is an asset, and underutilizing means we are losing out.

I'd give numbers, but apparently we have never blessed for growth. So... uh. Well.
Fortunately this coming turns sounds like it might be a bit of a bloodbath, what with us actually comboing our deadly powers to full effect on a population we haven't decided to protect. With any luck we will find our cap this way.
 
Not being at cap DE makes me anxious.

We know (according to the Amerpedia) that blessings are DE-positive actions, with the additional positive side effect of growth - so "churning" DE via blessings produced both surplus DE and extra growth, although the second factor is smaller than for a corresponding Faith spirit. Accordingly, not having DE to churn means we are missing out on a "free" benefit. The size of our DE pool is an asset, and underutilizing means we are losing out.

I'd give numbers, but apparently we have never blessed for growth. So... uh. Well.
Shhh, don't remind them they're not being optimal! The longer they don't think about that the more time I have to refine the possibility I'm waffling on including (though I am leaning to the original rule of 10*top two attributes).
 
Not being at cap DE makes me anxious.

We know (according to the Amerpedia) that blessings are DE-positive actions, with the additional positive side effect of growth - so "churning" DE via blessings produced both surplus DE and extra growth, although the second factor is smaller than for a corresponding Faith spirit. Accordingly, not having DE to churn means we are missing out on a "free" benefit. The size of our DE pool is an asset, and underutilizing means we are losing out.

I'd give numbers, but apparently we have never blessed for growth. So... uh. Well.

It's important to note that Blessings are explicitly the worst way to gain DE in this quest, and it remains that way until Awesome and Fearsome, which is almost always found at Local God+. The synergies for them have also been greatly reduced (no stacking x2 effects, over and over).

On the other hand, yeah, we haven't Blessed for Growth. We haven't been totally starved of DE yet, nor have we wanted to 'Save up' for a big turn - something Fear Spirits are said to do... which sounds like a damn fine way to power the Raid. We find a good target, then set everything up in a few turns, complete with retreat to Saiga's village, or disappearing completely into the night (depending upon rolls). Hopefully we have Survival then, so we can include Blessings for that purpose. Maybe it'll stack with Trickery for stealth purposes?

Peak DE so far was on turn 4. We had 69 DE on turn 4. Our max two stats on turn four were 2 and 2.

10*(2+2) = 40 < 69.

???

Omake and Participation bonuses don't count.
 
I find myself starting to look forward to your commentary on the updates. Very insightful and you always end up pointing out something that I completely missed. I'm glad you joined our little ferngully of anarchy.
Ah, thank you! I'm glad you find my ramblings useful, since your plans and ideas are always a delight to read!

...Holy, that's a beautiful representation of what we know. How'd you make that!?

Since voting's just started, there's really only the one plan, but I should consider both. As always, I prioritize getting the Moon Sphere, and trying to tune the turn's actions to buying Mischief. Looking at the available plans, Raising Kittens' is veekie's but replacing one Lure with Calm. I think the double Lure would increase the probability of buying Mischief, and count towards unlocking Siren, so I'll vote for that.

[X] Plan Unstoppable Lure
 
It's important to note that Blessings are explicitly the worst way to gain DE in this quest, and it remains that way until Awesome and Fearsome, which is almost always found at Local God+.
Could you link a source for that, please? I assume one exist since you explicitly used the word "explicitly", but I haven't been following the non-story posts so I would have missed it.

Omake and Participation bonuses don't count.
Okay. If we count only pre-bonus-DE values, we haven't hit that particular cap.
 
Could you link a source for that, please? I assume one exist since you explicitly used the word "explicitly", but I haven't been following the non-story posts so I would have missed it.
Believe it was this:
All divine acts are derivatives of awesome displays. Some of them (blessings) benefit more from higher faith, but all of them funnel into Fear Value when calculated. Fear spirits can bless, but it's notably less effective at generating multiplier than actual destructive acts.
The long and short of it is that blessings are always the least effective, baseline means of acquiring additional DE unless you pick up Awesome and Fearsome.
 
Just a random thought, but if we are interested in Frost it might be worth it to straight up kidnap a few people and either drag them out to a rock by our holy place to die slowly of exposure, or dump them into the icy area and keep them from leaving. A few deaths like that really ought to put frost on the table, and seeing how cold the region is that seems like a pretty solid fear power.
 
Last edited:
It's important to note that Blessings are explicitly the worst way to gain DE in this quest, and it remains that way until Awesome and Fearsome, which is almost always found at Local God+. The synergies for them have also been greatly reduced (no stacking x2 effects, over and over).

On the other hand, yeah, we haven't Blessed for Growth. We haven't been totally starved of DE yet, nor have we wanted to 'Save up' for a big turn - something Fear Spirits are said to do... which sounds like a damn fine way to power the Raid. We find a good target, then set everything up in a few turns, complete with retreat to Saiga's village, or disappearing completely into the night (depending upon rolls). Hopefully we have Survival then, so we can include Blessings for that purpose. Maybe it'll stack with Trickery for stealth purposes?
You guys have been especially thrown by the sphere quest, which is screwing with the way your turns are being done. If a quest doesn't alter the lens you view your turns and expenses through, it's not a very difficult quest, and I wouldn't bother presenting it to you.
Could you link a source for that, please? I assume one exist since you explicitly used the word "explicitly", but I haven't been following the non-story posts so I would have missed it.
I can confirm. Blessings are, assuming any other divine act/avatar action is used with at least no direct anti-synergy, the lowest net DE action per DE point (at 1 fear, sacrifice blessings get you ~1 FV per 4 DE put in, with fractional increases for doubles/crit results). The second thing is also true, omakes and PB don't push the cap.
 
can confirm. Blessings are, assuming any other divine act/avatar action is used with at least no direct anti-synergy, the lowest net DE action per DE point (at 1 fear, sacrifice blessings get you ~1 FV per 4 DE put in, with fractional increases for doubles/crit results).
Thanks for the info.

That said, I had a question about DE. This turn, we got 5*1*2*2 as our main DE income. I assume 5 is how scary we were overall, and according to the front page the 1*2*2 should represent a combination of our Fear attribute, our Shrine attribute, and our population level. But... the first two of those are 1s, so I'm not sure where 1*2*2 is coming from.



Also, a further question. Your previous description suggested that blessings increase our fear-value multiplier by a constant amount. Is that really the mechanic you want to be using here? For one thing, I'm not sure it makes sense to put blessings under FV thematically, especially for Faith spirits. For another thing, I can't imagine that would scale. For example, according to that logic, doubling our multiplier (e.g. by raising Shrine from 1 to 2) would double our gross income (and MUCH more than double our net returns) for blessings.
 
Back
Top