Time of the Gods: Into the Amber Age

I find this amusing.

Harzivan was a Faith spirit closely associated with lions and the sun, who had a tendency to send massive waves of flame in order to handle a target.

Gaerig is a Fear spirit closely associated with the (or will soon be associated with) octopodes and the moon, who has a tendency (or will) to send massive waves of water in order to handle a target.

And both go insane in color.
 
Mechanically I think we're supposed to look for Rituals to upgrade our inherent elemental traits or add to them.
Sorry; I can't accept that. The system can't depend mechanically on rituals, since rituals a niche thing that not everyone uses or knows.

Lower tier elemental traits do provide notable increases to the strength of their associated elemental powers. If you were to pick up ocean and tide, you could start dropping actual tidal waves on the island that could cause damage up to a mile or so inland.
Alrightee then. I guess elemental affinities are just expensive in terms of trait slots - when compared to T3 traits/attributes, anyways.

I just hope you give the high-end elemental traits enough "omph". The low level traits are justified by their versatility, even if they somewhat lack power - but the high level ones should really be at least on par with the divine traits.

I look forward to seeing what you come up with.
 
Of course.

What we need to do is to revel and burn away one of our skills, then somehow spend 2 legend to learn Mysticism...

...We can't shape fearbuys into this.

Ugh.

Spam Astrology actions and hope we can sidebuy our way into a Mysticism trait?
We cannot buy Mysticism because we're missing Omen Reading, it's other half.

Same reason when we do Second Magic rituals we don't learn the skill. We're missing the necessary Art skills(which is one reason to keep Innovation, so that we can discover some forms of Art before we ditch Innovation, we'd need to ditch Fishing and Leadership first though to make room)
 
I don't think we're "supposed" to gather up inherent Traits. GEtting one involves permanently altering your soul, it is not a decision to take lightly.
 
Yes you is.
Jeez.

Though that would be good for fear glut and kicking over enemy targets, that sounds hilariously expensive. And also liable to wipe out the target audience after one big hurrah of fear.
You'd have 5 enhancing traits, plus spirit of the sea, with Influence 2. It'd be costly, and you'd have to combo out Whip waves with Call Waves for synergy, but this is what happens when you've focused down one path and picked up a bunch of boosting elements. It's your firestorm.
Sorry; I can't accept that. The system can't depend mechanically on rituals, since rituals a niche thing that not everyone uses or knows.
This is correct. It is really prohibitively expensive to ritualize for inherent trait gains, like, entire turn's budget expensive to start refining it down. Elements are a little easier to pass inherents up the line with, but you can't really expand the number of inherents you get outside of special quest rewards or major kills/Holy Place captures.
 
We cannot buy Mysticism because we're missing Omen Reading, it's other half.

Same reason when we do Second Magic rituals we don't learn the skill. We're missing the necessary Art skills(which is one reason to keep Innovation, so that we can discover some forms of Art before we ditch Innovation, we'd need to ditch Fishing and Leadership first though to make room)
So.... kill some fish and read their entrails?

Make random omens until something sticks? The Crone has Omen Reading, and likely Mysticism, Leadership and possi le Astrology, I suspect.
 
Alrightee then. I guess elemental affinities are just expensive in terms of trait slots - when compared to T3 traits/attributes, anyways.

I just hope you give the high-end elemental traits enough "omph". The low level traits are justified by their versatility, even if they somewhat lack power - but the high level ones should really be at least on par with the divine traits.

I look forward to seeing what you come up with.
As far as I can tell it goes:
-Animal Aspects - Powerful early on, but diminishing returns until you get Chimera or Excellencies unlocked. They give lots of skills, but the benefits are largely personal to your Avatar. Summoning packs of the animal isn't as useful either until you get Animal Handling.

-Spirit of <Skill/Social Status> - Relatively weak in conflict, but they provide substantial Growth options in general, especially for upteching your civilization and adapting to the burdens of a bigger and richer culture.

-Spirit of <Biome> - Basic Biome dominance option, which gives you all the skills you need to thrive in that biome, but ultimately pidgeonholes you into that area if you focus into it. May lead to biome warfare.

-Elemental Affinity - Weak early on, they scale up rapidly as you stack them, get more Influence and more DE to pour into them. Devastating as well on pantheon conflicts, as they kill human populations very easily, which is fatal to cultures.

@Pandemonious Ivy

Doublechecking, are you spending all the DE? We could probably churn some into more Growth Blessings if there's any left over
 
Same reason when we do Second Magic rituals we don't learn the skill. We're missing the necessary Art skills(which is one reason to keep Innovation, so that we can discover some forms of Art before we ditch Innovation, we'd need to ditch Fishing and Leadership first though to make room)
Well, the good thing is that in this system having traits is more important than maxing them (before excellencies), so whatever we can do with 10 Innovation we can do with 1 Innovation as well, though it would take about 2x as many tries.
 
As far as I can tell it goes:
-Animal Aspects - Powerful early on, but diminishing returns until you get Chimera or Excellencies unlocked. They give lots of skills, but the benefits are largely personal to your Avatar. Summoning packs of the animal isn't as useful either until you get Animal Handling.

-Spirit of <Skill/Social Status> - Relatively weak in conflict, but they provide substantial Growth options in general, especially for upteching your civilization and adapting to the burdens of a bigger and richer culture.

-Spirit of <Biome> - Basic Biome dominance option, which gives you all the skills you need to thrive in that biome, but ultimately pidgeonholes you into that area if you focus into it. May lead to biome warfare.

-Elemental Affinity - Weak early on, they scale up rapidly as you stack them, get more Influence and more DE to pour into them. Devastating as well on pantheon conflicts, as they kill human populations very easily, which is fatal to cultures.

@Pandemonious Ivy

Doublechecking, are you spending all the DE? We could probably churn some into more Growth Blessings if there's any left over

Animal Aspects can allow you to create entire new half-human species. That has to be counted as an advantage. It's at least as big of an advantage 'Spirit of Skill' since it too can be used to 'uptech' a civilization in a sense. People adapting for their environments.
 
As far as I can tell it goes:
-Animal Aspects - Powerful early on, but diminishing returns until you get Chimera or Excellencies unlocked. They give lots of skills, but the benefits are largely personal to your Avatar. Summoning packs of the animal isn't as useful either until you get Animal Handling.

-Spirit of <Skill/Social Status> - Relatively weak in conflict, but they provide substantial Growth options in general, especially for upteching your civilization and adapting to the burdens of a bigger and richer culture.

-Spirit of <Biome> - Basic Biome dominance option, which gives you all the skills you need to thrive in that biome, but ultimately pidgeonholes you into that area if you focus into it. May lead to biome warfare.

-Elemental Affinity - Weak early on, they scale up rapidly as you stack them, get more Influence and more DE to pour into them. Devastating as well on pantheon conflicts, as they kill human populations very easily, which is fatal to cultures.

@Pandemonious Ivy

Doublechecking, are you spending all the DE? We could probably churn some into more Growth Blessings if there's any left over

I literally copypasted your expenditure from the vote idea you put up. If the math is right, all the DE is gone.

Kewl. Let's start on it, then.

I'm all for it.
 
We're into turn 9 and we're quite capable of rekting a T9 Harzi into oblivion in short order.

SV.

Shivers.
 
I don't think we're "supposed" to gather up inherent Traits. GEtting one involves permanently altering your soul, it is not a decision to take lightly.
Well, I'm personally highly enthused with the idea of Inherent Moon, but it can wait.
Read the Past until we learn how to do rituals. GM said so a page or two ago.
Ways to acquire Omen Reading:
-Open skill slot. We cannot learn or even unlock it without any room. This is required for all of them.

-Learn it from someone who knows and is friendly. Saiga's pantheon mates would probably not be a very wise decision, since they won't like us. At all.
-Learn it from an Ur-child. If our daughter figures it out we can learn from her.
-Discover it by studying the past. If we look back often enough we'd see the previous civilization do rituals, and thus figure out what they are looking at.
-Discover it by chance when spending time in avatar form around the mortals, observing various things.
 
We could Despise Fishing, I think. No need for it.

Then spam the look into past option as much as possible for that turn, shape the fearbuy hard.
 
We could Despise Fishing, I think. No need for it.

Then spam the look into past option as much as possible for that turn, shape the fearbuy hard.

That wouldn't work, unfortunately. Since it's the traits (Like Spirit of the Sea, which unlocked Fishing) that have us by the throat, not the skills within them.
 
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