Time of the Gods: Into the Amber Age

It will be interesting to see what kind of monsters we can actually pop out if we keep on avoiding animal aspects. I am sure we will be able to make something, and with our ambrosia set up I expect us to do it pretty quick after hitting avatar 3, but I have no idea how that will actually manifest with our traits.
Probably "just" a larger version of the base creature with either some watery traits or natural concealment. Water Affinity, Sea Affinity and Spirit of the Sea are pretty similar in terms of abilities, so the most likely outcome would be something like a bass that churns the waters to crush prey or a human with webbed limbs that naturally thrives in salt water.

We need more Traits for the really interesting monsters to pop up~
 
We need more Traits for the really interesting monsters to pop up~
Moon kraken when?
I want to know if we can make an alternate sky and constellations and celestial bodies as our brood to illuminate the dark sea. Would be badass.

Like maybe we got a big Lunar Kraken for the Moon, then we get a shoal of Star Tuna and some Octopi for the inky black of night to be properly mirrored in our waters.
 
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When we:
  1. Obtain Avatar 3
  2. Obtain Moon Affinity
  3. Find cephalopods within range
  4. Either obtain Shapeshifter or get lucky enough with the dice to spawn one
Step 1 and 2 are likely to be completed sometime soon, so it should be possible. Though personally I wouldn't call anything made with just 1 Ambrosia for a "Kraken". Unless you're german, that title deserves something more.

EDIT: Maybe we need Giant Avatar as well, though that one is likely much harder to get.
Though admittedly being large as the sea is somewhat fitting.

I'm personally hoping we never get any animal aspects, though statistically speaking we're gonna get at least one eventually.
Breeding monsters is likely to increase our chances of getting Aspects, so part of me is hoping we'll get one.

Plus, you know, Chimera is love, Chimera is life.
 
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Why ME?

Not that I mind...;)



thanks....:cry:





Use Calm to get Sigas people farther out, and then Lure em...

Also depending on the weather:
using calm can be really terrifying in itself.. like in the middle of a winter storm, and suddenly the water is dead still...

would be a AWE-some way to make an entry...

Edit: like during a storm making the water still... and wait until people gather around the shore to witness the "miracle" then we emerge... Will also imprint hard into these puny villagers that we OWN the ocean.
I think some variation of this would be the best use of our "first calm" on new villages... they will not dare enter still waters ever again.
I am resisting the urge to make a joke about this. I really, really want to, though.

Welcome to the fun, sorry for the jokes at your expense, though I imagine with that username we aren't the first.
@Powerofmind you still need to update the character sheet
Fixed it.
Probably "just" a larger version of the base creature with either some watery traits or natural concealment. Water Affinity, Sea Affinity and Spirit of the Sea are pretty similar in terms of abilities, so the most likely outcome would be something like a bass that churns the waters to crush prey or a human with webbed limbs that naturally thrives in salt water.

We need more Traits for the really interesting monsters to pop up~
Elemental Affinities have less effect for demispirits, generally just giving them a curious expertise or an increased resistance, but for monsters, they receive a small DE allowance during a turn to make use of their affinities' natural powers.
 
Suddenly I am really hoping we roll avatar 3 soon. It basically becomes a matter of 10 DE to pop out a monster. That is dirt cheap and should make racial creation amazingly simple.
 
Also I just had an idea for what we can issue as next challenge for when Saiga returns with a present
He will capture an animal alive and bring it to us as a present, I consider actually sealions as choosen animal
Reasons: fairly rare in our region, difficult to capture alive, are sea based creatures and thus can be kept alive by us, as predators might count as another fear income if we declare them as out and to be protected by us, will give us an in sight whether Aspekt of the sealion has Awe or not (and thus whether they are Worth to believe kept alive or not) and killing them after giving Saiga the trouble of getting them for us should count as a point towards the capricious one
Might be interesting to have them hanging around as dangerous pets savaging people for animal aspect buys, though we are unlikely to have the animal handling skill to make it lucrative for a long while.

Personally I prefer more material gains from his gifts than animals which we can't use yet.
It will be interesting to see what kind of monsters we can actually pop out if we keep on avoiding animal aspects. I am sure we will be able to make something, and with our ambrosia set up I expect us to do it pretty quick after hitting avatar 3, but I have no idea how that will actually manifest with our traits.
I'm leaning towards birthing demispirits and monsters alternately, as soon as we have the Avatar for it and don't actually run low on satiation.

Currently I think we can breed used car salesmen, succubi and conmen within a few traits. Picking up Trade at this point is very likely after all.
Probably "just" a larger version of the base creature with either some watery traits or natural concealment. Water Affinity, Sea Affinity and Spirit of the Sea are pretty similar in terms of abilities, so the most likely outcome would be something like a bass that churns the waters to crush prey or a human with webbed limbs that naturally thrives in salt water.
Water elementals. We could probably breed with our affinity traits after all.
We need more Traits for the really interesting monsters to pop up~
Not strictly necessary. What we need is the ability to jam more trait rolls in than we have traits to make the really interesting monsters come out. The best stuff is when you roll until the trait roll upgrades PAST what we have!

We'd have some difficulty tapping into the life chain at this point though. Avatar 3 should help, as consistently making a child every year should unlock the Fertility/Motherhood chain(once we dump our demispirits on our worshippers they could associate being a mother with dread).

Elemental Affinities have less effect for demispirits, generally just giving them a curious expertise or an increased resistance, but for monsters, they receive a small DE allowance during a turn to make use of their affinities' natural powers.

I suppose making a waterbreathing intelligent race that way is a little too easy...
 
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though we are unlikely to have the animal handling skill to make it lucrative for a long while.

Why not?
in the old game we only needed it to keep the animals from harming others, which is the opposite of what we want from them here
After all it's not like they need much maintenance if they life in our holy place


@veekie what has this world done to you, that you are willing to unleash this kind of horror upon it :p

Water elementals. We could probably breed with our affinity traits after all.

They would also most likely make really good servants for our holy palace, excuse me I mean place :D

they could associate being a mother with dread).

Everybody with a mother-in-law should have no problems with doing so :p

I suppose making a waterbreathing intelligent race that way is a little too easy...

We might still get it, if we dump enough Ocean-affinity traits into our children
 
Why not?
in the old game we only needed it to keep the animals from harming others, which is the opposite of what we want from them here
After all it's not like they need much maintenance if they life in our holy place
More that they don't actually add a lot of fear unless we do more with them, and they actually just clutter up the fearbuy list with tertiary focus animal affinities when we try to shoot for affinities needed to solve immediate problems.
 
I suppose making a waterbreathing intelligent race that way is a little too easy...
It would make them aquatic in much the same way as your average sea mammal, give them a long breath. You can expect the passive benefits of an affinity to be given over to demispirits, the monsters just get the actives.
 
It would make them aquatic in much the same way as your average sea mammal, give them a long breath. You can expect the passive benefits of an affinity to be given over to demispirits, the monsters just get the actives.
Hmm, that is immensely useful(makes them slightly harder to drown, but we'd have more options by the time we reach even second generation demispirits, so even if we're still relying on drowning then they'd not resist well enough), but no underwater cities. If we manage to stack up enough water traits they might have enough pressure resistance to mine the deeps, but no more.

Monsters not having the actives might be a little odd though.
 
Water elementals. We could probably breed with our affinity traits after all.
Water Elementals need Water Avatar to properly count. What we get with out affinities are more like Water Types.

Not strictly necessary. What we need is the ability to jam more trait rolls in than we have traits to make the really interesting monsters come out. The best stuff is when you roll until the trait roll upgrades PAST what we have!
True, lots of Mischief would probably be interesting. Still, for me the really fun stuff comes from various combinations, which is difficult for us to achieve when we basically only have 2½ Traits.

We are more certain of what we actually get this way, though.
 
Hmm, that is immensely useful(makes them slightly harder to drown, but we'd have more options by the time we reach even second generation demispirits, so even if we're still relying on drowning then they'd not resist well enough), but no underwater cities. If we manage to stack up enough water traits they might have enough pressure resistance to mine the deeps, but no more.
We just need all the water/sea/ocean traits. Underwater cities will be built, dammit!
 
And

[X] Plan Ease off on Locals, Keep Kicking Foreigns.

I really wanna try calm + lure on Saiga's village, don't need to kill em to breed fear, and with calm waters it should make for more opportunists as more people are on or near the water...
 
Meh, I'm not feeling veekie has the right of it. Rewarding your people and tricking outsiders isn't Capricious, it's called being Human. Punishing people for not doing things perfectly is being strict and hardhanded and helping Navigation with Calm is simply mollycoddling for a Fear Spirit. Let's read the description for Capricious One,
"You are a being of arbitrary cruelty, as well as sudden magnanimity, whose actions are as inscrutable as the path of an arrow in the wind"
That's saying you're going to help someone out and suddenly pull them under and promising to Lure someone for their mistakes only to reward them with Calm Seas. Not at all what veekie says he's doing. And honestly I don't think we need Capricious One right now, it gives us more DE for failures and discount on Fear 2, when what we really need is higher Avatar, Influence, perform(Trickery), and more water traits. Powerofmind said that we do in fact have one more year before Fear Vehemence goes down when they grow used to it so I really want to milk it for all it's worth before we quiet down and leave them wondering.

[X] Plan Empty Waters
-[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: 4 DE
---[X] x2
----[X] Reserve for Disrupt
-[X] QUEST: LABOR OF THE MOON-SPHERE - You will return to the Moon-Sphere's resting place and retrieve it for yourself. Costs: 12 DE. (Note: may need to be taken multiple times) Turns left: 2
--[X] x2
-[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] x3
---[X] Reserve for Disrupt
-[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] Make Demand - You have need of something and you will tell people what you want.
--[X] Demand that your people find out more about Attrouska.

Two years ago we started with a single Lure, people began to disappear and Saiga did nothing. One year ago we double on Lure and when people tried to escape Whipped the Waves until they disappeared under our sea. Now we should escalate even further, make it so they can't even go near the water before they start hearing voices. When no one that goes into the water seems to come back and shattered canoes appear on the shore. Make them doubt Saiga and lose their Faith in him and his protection. They can' grow accustomed if things are getting worse.

We haven't hit Maxed DE yet, but I believe this is how we do it and best increases our chances of getting Lesser Spirit of Mischief and Ocean Affinites.
 
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@Powerofmind - reading the math, I had a couple of questions/comments.

First, a general note. Your equations are written out as
0.4*[(10+Fear)+Shrine+Pop]*V and
0.4*[(10+Faith)*1.5+Shrine+Pop], with "mismatched" spirits only getting 2/3 of the DE (naturally calculated with the missing Fear/Faith attribute at 0). Is that a correct summary?


Second, I can't figure out what you mean by this:
(vehemence is half value of Fear, Rites are one third value of Faith)


Third, I just wanted to confirm: this system HUGELY nerfs both Faith/Fear and SHrine advancement. In AN's original system, the second value of Faith/Fear/Shrine gave you a +100% increase, (x1 -> x2), the next level gave you a 50% increase (x2 -> x3), the next gave you a 33% increase, and so on. Even at high levels the gains were higher than 10%. In your previous system, getting from level 1 to level 10 raises your multiplier from x1 to x4, so if we linearize for convenience, that is about a .33 bonus to multiplier each turn; at the start that is a 33% (1->1.33) bonus and at the end it is just under a 10% bonus (3.66 -> 4).

In the new system, your BEST case scenario is a 10% bonus, and and the end it goes down to something like 3% per point, relatively speaking. To put it another way, a Fear spirit with maxed stats only has 2x the income of a newborn Fear Spirit. Is that intentional?

Now, I'm not saying that this is bad, but was it what you meant to do? You've VASTLY reduced the influence of Shrine/Fear/Faith on DE, to the point where the contribution is almost negligible. Furthermore, this is a huge nerf for these stats. Shrine can probably take it since you've linked it to Trait Cap, but this leaves Fear/Faith without much of a domain.



Fourth. You mentioned that Faith & Fear are roughly balanced with the application of ~1VE. Is that a good point to peg things to? At this rate, our previous turn's 9VE is supposed to be worth about a DECADE of stand income. Just want to make sure things are aligned properly.



Final question. From what you've said (and just looking at the equations), Faith DE (or Fear DE with 1VE/turn) maxes out around 15DE/turn, give our take. That seems low. Really low. Am I missing something here?
 
I think we should ease up on people this round. We have been hitting Saiga's people with Lure in the last two rounds, and out tricks will soon start to lose effectiveness.
Actually,
This is true. You can generally get at least two turns out of unrestricted terror-sowing - more depending on the reach of your actions - before people start to catch on, alter their culture and taboos to represent the threat you pose. Start luring the strong young men to their doom while they're off fishing, and they'll start plugging their ears or bringing along women to do the actual navigation, or use other, potentially effective defenses against you (and you might be pretty good at luring, but those kinds of things will make it have less Vehemence for a given roll).
We do in fact have a bit more time. We have a chance to create even more Fear and maybe even max DE without omakes(Since I don't think we're going to have any this turn:() before people grow accustomed to it.
Fear.. we could eat people alive if we really wanted to boost DE.
Then why not have the sea do it for us? Vote Plan Empty Waters for maximum horror!:p
 
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