Time of the Gods: Into the Amber Age

[X] Minimizing the Aftermath

[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), Fishing, Leadership, Innovation.
--[X] Expend 20 DE on petitioners for Navigation
[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, Fishing.
--[X] Expend 17 DE on petitioners for Navigation
[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] 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] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Maximum shrines 0/2.

20 + 17 + 10 + 15 + 12 = 74 DE and only one Shrine being built, so Saiga can continue building one for us.

E: Changed Astrology Sacrifices to Navigation Sacrifices
 
Last edited:
So things I want: mysticism and second magic.
More Astral affinities
More ocean affinities
Create new races of worshipers - merfolk and deep ones
Guardian beasts- ones that will live and work with our undersea worshippers

Merfolk and deep ones could setup in the ocean and give us a worship base that is hard for land spirits to reach and let us form underwater villages to claim more of the season.
 
So things I want: mysticism and second magic.
More Astral affinities
More ocean affinities
Create new races of worshipers - merfolk and deep ones
Guardian beasts- ones that will live and work with our undersea worshippers

Merfolk and deep ones could setup in the ocean and give us a worship base that is hard for land spirits to reach and let us form underwater villages to claim more of the season.

Then you've come to the right place for that, since a sizable amount of us can agree with (if not outright want) all of those.

Once we get Mama Gaerig back on her feet, then we can see what's next. Mysticism/Second Magic/Omen Reading seems to be the plan of the day, since this is not the first time we've done some weird ritual by accident. Might as well dedicate a lot of actions to figuring out what the fuck is going on.
 
If I'm reading things right, it's either 15 minutes or an hour and 15 minutes before votes open.

But I have to get ready for work and all, so I'm putting X's on the plan for those whom it appeals to.
 
-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.
I like your second insight - that the available aspects all give Skills and Avatar bonuses. I hadn't noticed that, and it is a really interesting things.

On the other hand, I'm not quite on board with the diminishing returns part. Well, each category has diminishing returns because of the increasing price mechanic, but I mean other than that.

-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.
I wouldn't split up the groups; rather, I think the general purpose of Spirit of X is to unlock civilization options related to X. The higher the tier of the trait, the more options it unlocks - or so I assume, anyways. That and, of course, it gives you the appropriate skills.

-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.
I'd say that the main feature of Elemental Affinities is that stack with just about anything applicable, including each other. Celestial affinities like Moon / Sun (and probably Stars) even do this stacking directly, by giving us a "boost" action. Other affinities stack together more seamlessly, often upgrading other options.




If I had to assign categories of upgrades to each attribute, they would go like this:
  • Avatar is represented by Aspects and Avatar Enhancements; they improve our physical Avatar and its ability to do things.
  • Focus is represented by Spirits; they improve our ability to interact with and boost our civilization.
  • Influence is represented by Elemental Affinities; they improve our abilities to directly manipulate the world via our power.
  • Shine is... well, not particularly well represented. Divine Enhancements are the best fit, in that they give us interesting miscellaneous playstyle enhancements, but that is somewhat forced.
 
Speaking of our children

Our kid ended up getting Legend? Why? @Powerofmind
The little troublemaker managed to crawl away from where people were paying attention, and was found miraculously alive and giggly hiding between some rocks near the coast.

In the process of updating your character sheet some more with new categories, Demis, Monsters, and Spirits!
 
[X] Minimizing the Aftermath
So things I want: mysticism and second magic.
More Astral affinities
More ocean affinities
Create new races of worshipers - merfolk and deep ones
Guardian beasts- ones that will live and work with our undersea worshippers

Merfolk and deep ones could setup in the ocean and give us a worship base that is hard for land spirits to reach and let us form underwater villages to claim more of the season.
I want to highlight that creating a truly aquatic race is difficult at this point. Pure monster bases are animals, and unintelligent save for whatever aspects we add. They cannot worship. Pure demispirit bases don't have easy access to waterbreathing, since our GM had stated that Water aspect humans would basically have the breath holding ability of a dolphin, enough to go out to sea for long stretches, but not enough to exclusively live underwater.

Probably more practical for demigods.
I like your second insight - that the available aspects all give Skills and Avatar bonuses. I hadn't noticed that, and it is a really interesting things.

On the other hand, I'm not quite on board with the diminishing returns part. Well, each category has diminishing returns because of the increasing price mechanic, but I mean other than that.
Diminishing returns in the sense that Avatar actions are eclipsed by Influence actions as you move on. They are most excellent for incremental growth, but your personal presence is quite limited. They are extremely useful in direct spirit conflict and of course I had the qualifier on Excellencies and Chimera trait(which is a trait slot independent means of picking up personal combat power, which is REALLY terrifying on a fear spirit)...

...but they just don't play on the civ level. It's like comparing skill bonuses to Holy Place bonuses it matters but the scale is mismatched.
I wouldn't split up the groups; rather, I think the general purpose of Spirit of X is to unlock civilization options related to X. The higher the tier of the trait, the more options it unlocks - or so I assume, anyways. That and, of course, it gives you the appropriate skills.
That's a given, but the biome traits are particularly notable:
-Forest grants extremely good Forest bonuses and strongly promote pushing Forests everywhere, in which your followers are ninjas in a forest of traps set up in their favor, and where the trees crap out food and craft materials.
-Grasslands does the same, by generating beneficial and highly agricultural terrain, the Grassland spirit will have higher population and better development of missile weaponry than any others, on an open ground with animals they can ride.
-Sea, we've not seen a lot of, but it grants you the power of an elemental trait without the escalating costs of an elemental trait, while greatly boosting means of obtaining a livelihood from the sea. At the higher tier, you might see the sea march against the land if it grants similar terrain superiority to Grasslands.

And of course, the compels of all these biomes make you somewhat crazy about protecting and advancing them.
Hence the differences Genius Loci vs Awoken Hero.
 
As a side note, can I just mention that we, an elemental spirit that started with 2 Influence and 1 Shrine as our highest stat, now have Influence and Shrine tied for lowest as our two weakest stats.

Who would have thought?
 
The little troublemaker managed to crawl away from where people were paying attention, and was found miraculously alive and giggly hiding between some rocks near the coast.
At least she had fun.

...we're going to be inflicting a 1-2 year old on the village who can disguise as any 1-2 year old and also delights in pranking people. Who can hold her breath for hours and swim naturally.

The villagers are going to go BALD.
Vehemence from inflicting a baby on them when? :p
 
At least she had fun.

...we're going to be inflicting a 1-2 year old on the village who can disguise as any 1-2 year old and also delights in pranking people. Who can hold her breath for hours and swim naturally.

The villagers are going to go BALD.
Vehemence from inflicting a baby on them when? :p

Well... we DID agree to not harm them. Never said anything about our baby.
 



Things that happened today:
Gaerig asploded doing a magic-powered ritual (like she should have the first time you tried it).
All of Gaerig's shrines asploded feeding the ritual.
Gaerig accidentally procced a Glut from all the asplosions.

Now I have to figure out how to describe this series of events, because what the f*** is that?
I only just managed to finish working through all the pre-fluff rolls and all the shit you did to your action list/upgrade list. Now actually trying to write this nonsense.

Huh. It turns out that magically fucking an exploding octopus spills a lot of ink...

Wait, wasn't this the plot of Watchmen?



I guess we should figure out what Reflecting Pool do before we use it again.

"Poke it until something surprising happens" is the essence of empirical investigation.



Now I wonder, are we in breach of contract? From my impression, our SHRINES exploded with great force, so EVERYONE but the people out at sea got fucked.

Which is to say, Saiga got his wish, we didn't kill any of his fishers.

Just everyone else.

Whelp, that's one way to get Capricious. We have also mastered the Neolithic Spirit Bomb.
 
Diminishing returns in the sense that Avatar actions are eclipsed by Influence actions as you move on. They are most excellent for incremental growth, but your personal presence is quite limited. They are extremely useful in direct spirit conflict and of course I had the qualifier on Excellencies and Chimera trait(which is a trait slot independent means of picking up personal combat power, which is REALLY terrifying on a fear spirit)...

...but they just don't play on the civ level. It's like comparing skill bonuses to Holy Place bonuses it matters but the scale is mismatched.
So your argument is that Aspect actions have diminishing returns because the entire Avatar Attribute has diminishing returns?

Not sure I buy it. Yes, basic economy churn leans more towards Influence than it does Avatar. Yes, Avatar actions are inherently narrower in scope. However, that doesn't mean Avatar actions are less important - it just means that Avatar actions happen on a smaller scale, which is balanced out by the fact that Avatar actions happen at a higher tier. Most Avatar actions concern Spirits directly - crafting, trading, socializing, fighting, etc. Yes, an Influence specced spirit can drown your civ under a swarm of locusts (or whatever the case may be, depending on their affinities) - but an Avatar specced spirit can walk into your lands, wreak your shrines, and then force you to submit to them or die. Point being, just because Aspects support the latter playstyle and not the former doesn't mean that they are weaker in the long run.
 
So your argument is that Aspect actions have diminishing returns because the entire Avatar Attribute has diminishing returns?

Not sure I buy it. Yes, basic economy churn leans more towards Influence than it does Avatar. Yes, Avatar actions are inherently narrower in scope. However, that doesn't mean Avatar actions are less important - it just means that Avatar actions happen on a smaller scale, which is balanced out by the fact that Avatar actions happen at a higher tier. Most Avatar actions concern Spirits directly - crafting, trading, socializing, fighting, etc. Yes, an Influence specced spirit can drown your civ under a swarm of locusts (or whatever the case may be, depending on their affinities) - but an Avatar specced spirit can walk into your lands, wreak your shrines, and then force you to submit to them or die. Point being, just because Aspects support the latter playstyle and not the former doesn't mean that they are weaker in the long run.
Even as gods grow more and more physically imposing, only the most insanely focused titanic beings are able to compete with Regional God-grade influence bombs. It's why the setting is kind of grimdark; once the gods get powerful enough, they start accidentally wiping out developed civilizations with MAD-style influence attacks, basically killing themselves on their peers.
 
Even as gods grow more and more physically imposing, only the most insanely focused titanic beings are able to compete with Regional God-grade influence bombs. It's why the setting is kind of grimdark; once the gods get powerful enough, they start accidentally wiping out developed civilizations with MAD-style influence attacks, basically killing themselves on their peers.
*Harzivan waves*
 
@Powerofmind so what did the barely successful ritual do other than cannabalize our stuff and give us a fleeting thought about the color black?

Or was the sunlight not part of the cannibalization?
It gave you Fear 2. You accidentally stumbled into an attribute ritual, done the wrong way, but basically forced through using your second magic engine.

Also, I have completed your character sheet, covering the new demi, monster brood, and spirits you know stuff about!
 
@Powerofmind minor discrepancy

43 - 6 - 3 - 20 = 14 unspent legend

This doesn't include the 5 we got from Kalahira (what I'm calling her until she's named in game)

Does this mean we should've had another roll for the Glut or...?
 
Back
Top