Time of the Gods: Into the Amber Age

There is no universe where "I didn't feel like reading and also missed how the options are HIGHLIGHTED or SHADED based on availability meaning this doesn't even come down to reading I'm just derpin hard" is an excuse to complain
??
..
?!
*facepalm*
actually it comes down to 'using a different style chooser who doesn't make a visible difference between the options'

So yeah apparently I should use a different style in the future

Sorry @Powerofmind, I didn't see the different shades, so I misinterpreted your post
 
[X] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exchange for more offerings. Current Skills that can be blessed: Astrology.
-[X] Expend 5 DE on petitioners
[X] Calm Waters - You calm the waves and direct the currents for those under your care, ensuring the boats that travelyour surface are safe and see greatersuccess in their endeavors. Costs: 5 DE
 
[X] Roil Waters - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
[X] Calm Waters - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success intheir endeavors. Costs: 5 DE

Time to try for Mystery Spirit! And we're in a good place to pick up moon/stars/water/wind stuff, too. I like this.
 
[X] Roil Waters - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
[X] Calm Waters - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greatersuccess intheir endeavors. Costs: 5 DE

The Tidemaker! :V
 
@Powerofmind Does our character comprehend whats going on enough that both calming and roiling the waters will target the right people? (that is, calm the waters for those who pray to the Endless Water and roil them for those who don't?) I'm gonna vote for blessing and calming anyway, but i'm curious if we would just be doing it randomly or if we actually can/will target them that way.
Yes. If you had any faithful or fearful, it would definitely target or not target them specifically.
 
[X] Roil Waters - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
[X] Calm Waters - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE

I think this means that those who pray to us are safe, but those who don't are going to sink.
Very good incentive!
 
...is that "if" saying that we *don't* have any at the moment, or that we don't know in character, or...?
You have faithful in the same way a superstition produces a sort of undirected belief in something. Spilling salt requires you toss it over your shoulder to avoid 'bad luck'. Putting three notches into the bow of your canoes so the waters stay calm. It's not specifically directed at you, but because it's a ritual focused on something, you take DE from it. This is your Influence rating at work. Now, if those notches were made while an elder said a mantra, so that Gaerig doesn't become furious that man are on his waters, then it's directed faith or fear, and would be represented by a Faith/Fear rating.
 
[X] Roil Waters - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
[X] Calm Waters - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE

Seeing as we don't currently have any upkeep this plan doesn't seem that risky.
 
The most likely result of roil and calm would be appeasement. You roil the waters, they freak out and maybe perform a very impressive appeasement sacrifice (more likely with an inspiration) and then you calm the waters to grow faith that you're not just random acts of the world.
 
The most likely result of roil and calm would be appeasement. You roil the waters, they freak out and maybe perform a very impressive appeasement sacrifice (more likely with an inspiration) and then you calm the waters to grow faith that you're not just random acts of the world.
Or we could start with calm to lower their guard before slamming them with roil for we are a terrific Spirit:mad:
 
Or we could start with calm to lower their guard before slamming them with roil for we are a terrific Spirit:mad:
It's mostly dice. So yes, that's also on the table. But basically doing both could go very good or very bad. You're not a human spirit, you have no idea how to apply these divine powers to get the best result, so I'll be rolling for how you choose to experiment more than how effective they are.
 
The most likely result of roil and calm would be appeasement. You roil the waters, they freak out and maybe perform a very impressive appeasement sacrifice (more likely with an inspiration) and then you calm the waters to grow faith that you're not just random acts of the world.
Nice. I like it. Almost certainly going to grant us a decent chunck of starting legend; if there's one way to make ourselves known to people who are maybe only supersticious as best, this is it. Works well for either faith or fear, too. Now they'll know we're there, and they'll know we're capable of malice, or something near enough anyways.

[X] Roil Waters - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
[X] Calm Waters - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE

edit
It's mostly dice. So yes, that's also on the table. But basically doing both could go very good or very bad. You're not a human spirit, you have no idea how to apply these divine powers to get the best result, so I'll be rolling for how you choose to experiment more than how effective they are.
Oh. That's less cool, but whatever. Go dice go?
 
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[X] Roil Waters - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
[X] Calm Waters - You calm the wavesand direct the currents for those under your care, ensuring the boats that travelyour surface are safe and see greatersuccess in their endeavors. Costs: 5 DE

Good idea @Terrabrand
 
[X] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exchange for more offerings. Current Skills that can be blessed: Astrology.
-[X] Expend 5 DE on petitioners
[X] Calm Waters - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE
 
You know, i wish i could say i was surprised that its looking like our first turn will be spent betting on 2 separate dice rolls both going our way, but i'm really not XD

Edit: to clarify, not like angry or anything about this, and while i prefer my vote (obviously :p) i think the roil + calm vote will be very interesting to read so i'd be happy for it to win too, i just find it amusing how the very first regular vote is (looking like it will end up) scorning gradual/minor improvements in favor of the shiny, cool option--like almost all of Amber Age votes of course :p
 
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You know, i wish i could say i was surprised that its looking like our first turn will be spent betting on 2 separate dice rolls both going our way, but i'm really not XD

Well, we aren't a pure faith spirit now, so us botching rolls and getting either collateral damage or entirely too much credit for being a sweetheart still works our in our favor!

Tl;dr: Unless we really screw things up, with Roil then Calm, we should still come out ahead. Either through tears or through thanks.
 
You know, i wish i could say i was surprised that its looking like our first turn will be spent betting on 2 separate dice rolls both going our way, but i'm really not XD
If the village gets messed with, we get fear energy. If they get helped, we get faith. If they figure out who we're hitting, that turns out well for both of us.

Two dice rolls, but lots of different possible successes.
 
You know, i wish i could say i was surprised that its looking like our first turn will be spent betting on 2 separate dice rolls both going our way, but i'm really not XD
More than two, but you're also not betting on everything going perfect. You're experimenting. What happens when you capsize the boat with fish in it? What happens when you calm the new boat that came from beyond the southern coastline? Things like that.
 
[X] Roil Waters - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
[X] Calm Waters - You calm the wavesand direct the currents for those under your care, ensuring the boats that travelyour surface are safe and see greatersuccess in their endeavors. Costs: 5 DE

I actually like the capricious new water spirit experimenting idea. It would mesh with the story of a newborn spirit, who doesn't understand anything, and tries to work out what is actually happening, what are those small things upon it, and what can it do.
 
Just to give people an idea of how it's going
Vote Tally : Original - Time of the Gods: Into the Amber Age | Page 17 | Sufficient Velocity
##### NetTally 1.7.4
[X] Roil Waters - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
[X] Calm Waters - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE
No. of Votes: 12
Terrabrand
chocolote12
Dream Logic
Ian Drash
mc2rpg
Pandemonious Ivy
Raising Kittens
redzonejoe
Romv
Sivantic
TheCrownedVassal
veekie
[X] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exchange for more offerings. Current Skills that can be blessed: Astrology.
-[X] Expend 5 DE on petitioners
[X] Calm Waters - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE
No. of Votes: 8
Abby Normal
Calanor
Kingofbooks
masterofmadness
Olgol2
pheonix89
Void Stalker
Walkin' Man
[X] Calm Waters - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE
[X] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exchange for more offerings. Current Skills that can be blessed: Astrology.
-[x] Expend 2 DE on petitioners
No. of Votes: 2
MrGazzer
nixter
[X] Inspire Petitioner
[X] Roil Waters
No. of Votes: 2
Van Ropen
egexxx
[X] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exchange for more offerings. Current Skills that can be blessed: Astrology.
-[X] Expend 4 DE on petitioners
[X] Calm Waters - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE
No. of Votes: 2
Dirk93
notanautomaton
[X] Roil Waters - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
No. of Votes: 1
sidestory
Total No. of Voters: 27
 
We should probably take the 'look at the stars' avatar action. If it goes well it'll give us a solid bonus to our other actions, or something.
 
[X] Roil Waters - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
[X] Calm Waters - You calm the wavesand direct the currents for those under your care, ensuring the boats that travelyour surface are safe and see greatersuccess in their endeavors. Costs: 5 DE

For science!
 
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