Shard
One and Many
- Location
- Malaysia
I think with some luck on the Fearbuys we could reach Fear God soon.Welcome to the explosive growth of Fear Spirits. Do note how we're one turn away from exploding and have been for a while.
I think with some luck on the Fearbuys we could reach Fear God soon.Welcome to the explosive growth of Fear Spirits. Do note how we're one turn away from exploding and have been for a while.
Is that you Octodad ?Had to make a slight fix to Aspect of the Octopus (the melee was supposed to be T2):
''Minor Aspect of the Octopus (+1 Fishing, +1 Survival, Limited ability to mask or disguise Avatar): 3 Legend''
Limited ability to mask or disguise Avatar
Octopus
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 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.-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 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.-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'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.-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.
This is where I tell you that Gaerig, as a component of Saiga's prayers for basically all of recent history, is a culturally generated blindspot for him.
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.
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.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.
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)...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.
That's a given, but the biome traits are particularly notable: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.
At least she had fun.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?![]()
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.
I guess we should figure out what Reflecting Pool do before we use it again.
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.
So your argument is that Aspect actions have diminishing returns because the entire Avatar Attribute has diminishing returns?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.
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.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.
*Harzivan waves*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.
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.@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?