Time of the Gods: Into the Amber Age

I like doing the Moon things, ambivalent on the issue of a mortal child, not sure about the monsters, but we can throw the votets a bone. I would like some Inspiration with the Moonlight, because that sounds fun, and getting it on with Saiga should be part of any plan, because we need the guy firmly in our camp. Say no to unplanned spirit pregnancy though.
 
DE: 74-15(Moon)-4(Calm Seas)-8(Future)-14(Mirror)-10(Inspire)-18(Bless)-5(Saiga) = 0/74
Ambrosia: 1-1(sustenance) = 0/1
Sustenance 16-12(baby)-2(Study Stars)-2(Saiga)+10(ambrosia) = 10/20

[X] Plan Moongazer Baby
-[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] 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. x3
--[X] Calm Seas. x3
---[X] Two reserved for Reflecting Pool and already paid
-[X] 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 x2
-[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).
--[X] Expend 8 DE on petitioners for Astrology
--[X] Expend 5 DE on petitioners for Trickery
-[X] 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.
--[X] Expend 5 DE on petitioners for Navigation

-[X] Produce a mortal child
--[X] Contribute 6 Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
--[X] Contribute 8 Sustenance for 2 random traits
-[X] Produce a mortal child
--[X] Contribute 3 Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
--[X] Contribute 4 Sustenance for 1 random traits
-[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] 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)
-[X] Meet with Saiga. Each selection costs 0.5 Sustenance. Costs: 5 DE x2
--[X] Learn more about him
--[X] Consummate your marriage, but refuse a child for now
-[X] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 2
--[X] Demand that your mortals decorate your shrine.

Alright then. This should do the trick. Going to leave it like this and formally vote it in the morning, since I'll be walking dead at work if I stay awake any longer.
Will adjust to account for any suggestions then.

2 years of quiet child raising. Then we can raise hell again!
Remember, monsters may be breach of contract if we made one that killed fishermen before the deal is sealed! But an Ur Child needs time to grow up, so the two years of quiet is perfect for caring for the kid.

Moon Reflecting Pool is also to reflect that for now we have nobody to sate our wrath on, so it'd be difficult to build up the charge needed to both Weird Moon and Reflecting Pool while our Inspired and Blessed mortals take notes on the future.
EDIT: On second thoughts, making it checked in for now. It's not too far off open time
 
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Fuck elves though.

at anyrate

Plan: Marriage makes Gaerig Giddy, and finding new Sea Beasties.

[X] Bless Petitioner for Sacrifices - Astrology.
-[X] Expend 20 DE on petitioners
[X] 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
[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. Costs: 4 DE
-[X] Calm Seas.
[X] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 6 DE
-[X] Call Fish.
[X] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
-[X] Attempt to Find new creatures of the ocean. x2
[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
Need a plan name
[X] ninjafish
 
It wouldn't be us that killed them, so it wouldn't be a breach of contract.

What would a trickster spirit be without some rules lawyering?
One that didn't wait to get the rewards before already acting against it. A Monster is a big investment, especially prior to a Bless heavy turn, because it weakens your ability to bless, create children, and personally act.

Get the rewards first, then we can rules lawyer liberally. Otherwise we'd just lose out on both.
 
[X] Veekie


AFAIK you just lose your weakest skill (in our case, Fishing). In what way are we weakened?
Only for fishing purposes, if you wanted to bless that. Might help with Calm Seas for fishing purposes, not sure, I'm hoping to discover some skill we might drop Fishing for though, we're going to need Awe or Trade to continue winning those social contests steadily.

EDIT: Wait, yeah, losing an Avatar rating to Monster making means we lose the ability to have children until the monster is dead. Not good time for it.
 
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Only for fishing purposes, if you wanted to bless that. Might help with Calm Seas for fishing purposes, not sure, I'm hoping to discover some skill we might drop Fishing for though, we're going to need Awe or Trade to continue winning those social contests steadily.

EDIT: Wait, yeah, losing an Avatar rating to Monster making means we lose the ability to have children until the monster is dead. Not good time for it.

I thought that was either/or?
 
I thought that was either/or?
Making a Ur-Child costs us Legend. We currently have significant extra Legend(which is going to be gone in a hurry, since Fear Spirit, it'd be lucky to last the turn), which we'd recoup over time. 12 is a pretty big amount of unspent Legend for a fear spirit of our age really, unless we get lucky on the Astrology rolls and recoup that via moonshine. Ur-Children would take time to grow up, but they can specialize into the skills we don't, which is very useful for us. They don't pay out a lot of Legend, but fortunately at this point, if they make it to adulthood, we'd get the cashback already.
Generally speaking, we should make Ur-Child when we have an unusually high amount of Legend and are at the Trait cap. This increases the chances of us fearbuying Fear/Shrine/Influence/Avatar when our more costly traits are off the table.

Making an Ur-Beast costs us a level of Avatar. We do not currently have excess of Avatar rating, so doing so will remove our ability to spawn lesser monsters and demihumans when our Avatar hits 2 again. Ur-Beasts are great for cashing out Legend when they die, so despite the costs, they're very valuable for Legend generation later on. Once we can sustain one and still have kids anyway
 
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Made a few editions to my plan, used some more DE, added moonlight. consummated with saiga, no kid.

as seen here

Plan: Marriage makes Gaerig Giddy.

[X] Plan: Marriage Makes Gaerig Giddy
[X] Bless Petitioner for Sacrifices - Astrology.
-[X] Expend 5 DE on petitioners
[X] Bless Petitioner for Sacrifices - Trickery
-[X] Expend 5 DE on petitioners
[X] 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
[X] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 6 DE
-[X] Call Fish.
[X] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
-[X] Attempt to Find new creatures of the ocean. x1
[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] 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)
[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] Meet with Saiga. Each selection costs 0.5 Sustenance. Costs: 5 DE
-[X] Learn more about him
-[X] Learn more about Niogg (has a maximum limit on successes)
-[X] Consummate your marriage, but refuse a child for now.
[X] Lay with <[Antarctic Octopus]>
-[X] Contribute <4> Sustenance
[X] Produce a mortal child
-[X] Contribute <6> Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
-[X] Contribute <4> Sustenance per trait or <9X> Sustenance to choose a trait
X] Produce a mortal child
-[X] Contribute <3> Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
-[X] Contribute <4> Sustenance per trait or <9X> Sustenance to choose a trait
[X] Make Demand - The mortals are to improve your shrine.

@Sivantic Any objections?
 
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(until then, you cannot harm any mortal fishers
Just to clairfy. We can't hurt the fishers.

Can we hurt the walrus hunters?

Can we harm them emotionally?

Can we sit on the chest of some random villager while he sleeps, and stay there just as he's waking up?

Can we whisper false prophesies of their doom into their ears?

Can we pretend to be some pretty stranger and make their husbands cheat on them? Do they have monogamy?

Can we still cause fear without causing harm, is what I'm asking, what are the loopholes, do I have any right?
 
Just to clairfy. We can't hurt the fishers.

Can we hurt the walrus hunters?

Can we harm them emotionally?

Can we sit on the chest of some random villager while he sleeps, and stay there just as he's waking up?

Can we whisper false prophesies of their doom into their ears?

Can we pretend to be some pretty stranger and make their husbands cheat on them? Do they have monogamy?

Can we still cause fear without causing harm, is what I'm asking, what are the loopholes, do I have any right?
You just can't mess with the ones on boats, or trying to catch other assorted sea critters. You could go all Kaiju on the villages directly, or go around grabbing children to drown, but you can't screw with the people getting food from the sea.
 
Can we still cause fear without causing harm, is what I'm asking, what are the loopholes, do I have any right?
Already explained previously. We can cause fear without causing harm, but if you're doing that you might as well just churn Blessings for DE, since they are more efficient when you aren't causing direct harm.

As for the rest, we're specced for harassing people at sea. People on land we're somewhat low on options for now.
Might as well do two full blessing turns to build up the Pop modifier for when we make our comeback.
 
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