Time of the Gods: Into the Amber Age

Vote Tally : Original - Time of the Gods: Into the Amber Age | Page 192 | Sufficient Velocity
##### NetTally 1.7.4
[X] Minimizing the Aftermath
No. of Votes: 14
[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.
No. of Votes: 8
[X]Plan Pandemon
No. of Votes: 1
Total No. of Voters: 23
Well.

This seems to be pretty much a landslide.
 
Annotated Results -- Turn 9
Annotated Updates Archive/Mechanics Post Link
Stats at start of turn:​
Attributes
-Fear 1
-Avatar 3
-Influence 2
-Shrine 1
Traits (4/4)
-Inherent CA - Water
-Minor Spirit of the Sea
-Minor Spirit of Mischief
-OA - Seas
-AA - Moon
Skills (4/4)
-Astrology 4
-Navigation 4
-Perform(Trickery) 3
-Fishing 2

Bless
(Not sure if these get skill modifiers or not... i'll do <base value list> -> <With skill mod list>())
Astrology rolled 12, 18, 9, 18, 7 (64, 97, 36, 97, 21 -> 72, 105, 44, 105, 29)
Trickery rolled 11, 10, 15, 5, 17 (55, 45, 85, 10, 94 -> 61, 51, 91, 16, 100)
(Without skill modifier: 3/4/1/4/1 flat successes for Astrology, 2/2/4/0/4 flat success for Trickery. Total: 13 + 12 = 25. Avg: 2.5)
(With skill modifier: 3/5/2/5/1 flat successes for astrology, 3/2/4/0/5 flat successes for Trickery. Total: 16 + 14 = 30. Avg: 3)
(This is a good example of how even small skill levels can have a good effect overall; 4 and 3 skill pushed us over a success threshold 5/10 times)

Gain 15 DE (PoM says blesses usually return 1-1.5x; we had some really good rolls here and got 1.5x.)
(Theory: Either blessings can go higher than 1.5x return without crits, or i believe it likely that we do get the skill mod, since getting the max listed return with avg 2.5 successes seems unlikely, since thats equivalent to a 50...)


Inspiration
Influence rolled 9
(36 + 4 = 40, 2 flat successes)

Call Fish
Fishing rolled 6
Minor Failure
(15 + 4 = 19...so very close; also suggests that call fish is DC 20)
Moonlight
(This happening now suggests that blessings/inspires and call fish don't benefit from it, even if the blessings/inspires are astrology)
Influence rolled 7
Minor Failure
(21 + 4 = 25, 1 flat success, suggests that Moonlight is DC 40)
Bear Ur-child: 6 Legend
Base 1 + Paid 1 = 2 random traits
Spirit of Mischief: 1-2
Spirit of the Sea: 3-4
Classical Affinity - Water: 5-7
Ocean Affinity - Sea: 8
Astral Affinity - Moon: 9
Random Known Trait: 10

Rolled 6, 9: Classical Affinity - Water, Astral Affinity - Moon
Evens (F)and Odds (M) rolled: 3
(Our inherent trait gets 30%, 20% each for our spirits...because these are simpler in concept? lower level? Can't be that they're closer to our inherent trait, or sea would be higher)
Bear Ur-child: 3 Legend
Base 1 + Paid 1 = 2 random traits
Spirit of Mischief: 1-2
Spirit of the Sea: 3-4
Classical Affinity - Water: 5-7
Ocean Affinity - Sea: 8
Astral Affinity - Moon: 9
Random Known Trait: 10

Rolled 2, 7: Spirit of Mischief, Classical Affinity - Water
Evens (F)and Odds (M) rolled: 6

Bear monster child
Base 0 + Paid 1 = 1 random trait
Spirit of Mischief: 1
Spirit of the Sea: 2
Classical Affinity - Water: 3-4
Ocean Affinity - Sea: 5-6
Astral Affinity - Moon: 7
Parent Bonus: Aspect of the Octopus: 8-9
Random Known Trait: 10

Rolled 1: Spirit of Mischief
(Monsters add a "parent bonus" that displaces some of the other traits. OA - Sea is up to 20%, likely due to it being a sea creature, though SotS still went down...)
Wander
Navigation rolled 11
Moderate Success
(55 + 8 = 63, 3 flat successes. Implies that Wander is DC 40)
Read the Future
Astrology rolled 17
+1 Astrology
(And that makes the sixth or seventh astrology roll of 17. This is seriously becoming a theme.)
(94 + 8 = 102, 5 flat successes)
(Still confused but pleased that 17's are giving us skill ups...perhaps its any roll that exceeds a Major Success (that is, achieves 4 degrees of success above the DC, which in this case is 40)?)

Minor Legend
Fear rolled 11
Gained 2 Legend
(55 + 2 = 57, 2 degrees of success -> 2 legend...which is interesting, since last turn we got 2 legend with 3 degrees of success on the same roll (the "minor legendx2" that was actually one roll. Hmm...It's possible PoM either read this one too high, or that one too low?)
Meet with Saiga (Learn Him : Learn Area)
Trade rolled 6
Minor Success
(Untrained: 6 -> 5 : 10 ...which means there are modifiers--likely a +10 or more for being a friendly spirit who is in his pantheon and also his wife? If its the usual DC of 40, then +30 from those...)
Trade rolled 13
Major Success
(Untrained: 13 -> 12 : 64. So the modifiers are such that 10 + Mod is over a minor success threshold, and that 64 + mod is over the major success threshold; if the threshold starts at 20, then 10 <= Mod > 16. If it starts at 40, then 30 <= Mod > 36)
Spirit Encounter
Fear rolled 17
Gained 4 Legend
(94 + 2 = 96, 4 flat successes for 4 legend)
Reflecting Pool
Calm Seas rolled 9, 12 (Uses influence: 36 + 4 = 40, 64 + 4 = 68. 2 and 3 flat successes)
Astrology rolled 15 (85 + 8 = 93, 4 flat successes)

Second Magic prerequisites not met
Wild Magic rolled 14 - The Black Star (79 + Mod, assuming this isn't just a selection out of a table.)
--- rolled 21 (...still not sure how exactly to handle exploding die conversions... over a 100, if nothing else)
(-- is likely Mysticism or a related trait?)

Ritual of the Black Star
Astrology rolled 18 (97 + 8 = 105, 5 flat successes)
Drain 15 DE, Drain 2 Ambrosia
(...Not sure if rolling that high made it more effective and costly, or made it cheaper. I'm betting cheaper, since we still "only" got fear 2 from fear 1)
(Fairly cheap for a 2 point trait on an accidental ritual, to be honest...so yeah, that really high astrology roll was rather helpful i'd say!)

Not enough Ambrosia, Drain 45 DE
Not enough DE, Cannibalizing Holdings
Avatar cannibalized for 30 DE
Apostate village shrine cannibalized for 10 DE
Saiga's village shrine cannibalized for 10 DE
(15 DE to make up for 1 Ambrosia in ritual)
(Avatar worth 10*Avatar)
(Shrines presumably each worth 10 * Shrine-Tier)

Ritual Cost met
Gain Fear 2
(Woot!)
Explosion at the Shrines
Child rolled 6
First Ur-child dies in shrine explosion
(Alas, i wanted to see what moon let him do)
Child rolled 13
Second Ur-Child survives!
Child rolled 7
Child gained 3 Legend
Child immediately pays out investment, gain 5 legend?
(Sweeetttt...how is this calculated again? We gave her 3 legend and 2 traits, so threshold of 3...do we gain threshold + (# traits)? is this 5 gross or 5 net?)
That was very impressive... and very scary
Fear rolled 22! (...Still don't understand how exploding values work: at least 102 value, so at least 5 flat successes...a 30! is worth 1000 value iirc, so likely at least another success or 2? Might be a multiplier, so its worth 200, or 10 successes?)
Gained 20 Legend
(At most 4 legend per success, maybe as low as 2 per success...)


(Our actions: Moderate blessing for sacrifices, 1 inspire, call fish (failed), moonlight (faied), study stars, reflecting pool (with calm seas), impromptu ritual, exploding shrine/avatar, 3 kids, with humans and an octopus, demand to improve our shrine)

FEAR BUY - Vehemence (17)
(Vehemence>10*Fear)
Legend rolled 13 (72 + (Legend Mod))
(Need a legend roll to get glut/affect glut?)

Major Glut - Must spend at least (17) Legend
(72 + L is enough for full use of vehemence)
(...Also, holy shit! The first firestorm proto-glut in AA gave us 29 legend worth of traits, but that was...you know, burning a large swath of forest, killing hundreds, and on turn 75, instead of turn 9!)

Table 1
1-35: Shrine 2
36-50: Fear 3
51-55: Influence 3
56-60: Avatar 4
61-70: Astrology
71-80: Minor Aspect of Humanity
81-85: Minor Aspect of the Octopus
86-90: OA - Waves
91-95: AA - Silver Moon
96-100: Capricious One
(35%: Shrine. 15%: Fear. 10%: Astrology, Humanity. 5%: Influence, Avatar, Octopus, Waves, Silver Moon, Capricious One. )
Table 2
1-25: Shrine 3
26-40: Fear 3
41-45: Influence 3
46-55: Avatar 4
56-65: Astrology
66-75: Aspect of Humanity
76-80: Aspect of the Octopus
81-90: OA - Waves
91-95: AA - Silver Moon
96-100: Capricious One
(25%: Shrine. 15%: Fear.10% Avatar, astrology, Aspect of Humanity, Waves 5%: Influence, Octopus, Silver Moon, Capricious One)
Rolled 24: Shrine 2 (2 Legend)
15 Vehemence remaining, replace Shrine 2 with Shrine 3, see Table 2
Rolled 75: Minor Aspect of Humanity (2 Legend)
13 Vehemence remaining, replace Minor Aspect of Humanity with Lesser Aspect of Humanity, See Table 2
Rolled 84: Ocean Affinity - Waves (5 Legend)
8 Vehemence Remaining, replace Ocean Affinity - Waves with Ocean Affinity - Tides, See Table 1
Rolled 36: Fear 3 (3 Legend)
5 Vehemence Remaining, See Table 1
Rolled 60: Avatar 4 (4 Legend)
2 Vehemence Remaining, See Table 1
(This should be 1 Vehemence remaining)
Rolled 40: Fear 4 (4 Legend)
Vehemence Exhausted, Glut complete
(20 total legend spent, nice!)
Population rolled 17 (94 + <Population mod>? - at least 4 successes. If there is a pop mod, it's likely just the actual pop mod which is 0 atm)
-3 Population Modifier (additional); Major Glut penalty
(Apparently our shrines exploding after a major event is really demoralizing (plus probably killed some people))
Gained Shrine 2
Gained Fear 4
Gained Avatar 4
Gained Minor Aspect of Humanity
Gained Ocean Affinity - Waves
Gained Leadership 1
Gained Innovation 1
(Very nice haul!)
Your year is far more busy now, though it's easy enough to grant your divine blessing on the people when they ask your aid. You selectively grant some of your cleverness and knowledge to the especially devout, and leave them to return with proper sacrifices, and once again gift a divine inspiration to a sleeping person. They wake, but seem to not have been as heavily affected by your inspiration. How rude!

The stars have especially interesting information for you this year, telling you that you must take certain action as quickly as possible, lest the seeds you've sown are washed away...(A bit confused as to what it's referring to here...) You're a touch worried about what the stars imply, but they also imply you go find some men to lay with, so it's probably okay. You start with Saiga, of course, but you know that you'll have to save your strength for your other conquests, a sentiment Saiga thankfully agrees with, for now. Upon your temporary marriage bed, he tells you a little of himself, often distracting his stories of himself with stories of his explorations. (Results of minor success) You learn that for a long time now, Attrouska has seen terrible futures, so Saiga and Saitev - a raven spirit and apparent close friend of Saiga's - have been careful not to overextend themselves for many years. His stories of his exploits in recent times have been understandably dull, where he keeps a close eye on the horizon for a Dread Thing from the sea. He seems especially glad that you will be with him now, in a form of flesh though he'd traveled your waters for decades, to make his lonely vigil more exciting. (Results of major success)

You ignore pointing out that you came from the sea, and that you've done many terrible things to the people since your awakening.

Your first mortal conquest is a fine-looking young man from Saiga's village, who you take into the bones of your new shrine to bed under cover of night. There is a feeling of purpose and power within you and you nurture it a little before you leave, bidding Saiga a temporary farewell. Your second comes from one of your own people, as you draw him towards your shrine at night, away from his wife. You nurture another purpose within you, feeling pleased that you will have children now.

You end up traveling rather far soon after, your wanderlust having gone unsated for too long, and in the time you spend away, you get a better sense for the shore for a few miles, a curiously round crescent that your good sense of distance tells you seems to center around the great pit near the sunken village. In your travels, you find a curious little creature with many tentacles, so small as to fit in your hand. In a fit of curiosity, you decide to also add it to your list of conquests! The logistics are tricky, but you eventually manage to coax it to give you another child.

Your third child, poor thing, doesn't seem to have the same kind of power the first two did, but it's okay, you like it more anyway since it can swim and live underwater with you; something you get the feeling your other children can't share with you... While you wait to bear your secret children, and your abdomen swells like the mothers on the land, you try to experiment with your newest powers, pouting when nobody seems to notice that you'd even used them! You know you made the moon glow brighter... a little... And there were more fish in your shoal, though you could never really count them anyway... (Alas, our failures make her pout...come to think of it, if no one noticed, we should still get first time legend gain when we use them next =D) Bah! At the least, your children will still be born soon, and you will figure out how to do those new things better next time.

Your first birth, though the final child you'd taken, is kept secret in your shoal. (Interesting...Is this just octopus gestation time? however long that is? or do Ur-children take longer? or Monsters take less?) A small number of tiny eggs, maybe a dozen, free themselves from you suddenly, and you sequester them away near the bottom of your Holy Place, around the depth you'd found them at so they grow as best as they can! (Not actually just one child! Good to know...) The second child, and first you'd taken into yourself, is born later, in your shrine. The birth is painful, more than once you snap at the old women who remain by your side to try to help you birth it, but eventually the child comes out, and his sister shortly after. (Not a secret child anymore at all, i'd say :p) There is some light bowing and praising when the women see the children for the first time; your son has strange eyes that do not match, one blue, one silver, while your daughter has only bright blue ones on her pudgy little smiling face.

And then the Long Night arrives. You still the waters as the moon peaks over the horizon at the apex of the stars' path, and, with greater care, peer deeply into the reflection...

You catch a flicker. It comes again, but it has been twice now that the strange body has been only barely seen. Seeing it fills you with desire, with terror-joy-love-anguish-a pinnacle! The reflection of your eyes shows them dilate and shift from phase to phase, and you lick your lips, feeling unnaturally dry despite your innate form. With trembling hand, you reach out for the hollow place in the sky, and cup the still water in your hands, bringing it close to your lips as you take one little sip...

Quite suddenly, everything is wrong. Already low on strength from the year's near-end, you feel a pull from the sky as you are both empowered to greater heights and drained to a low you have never felt before. Your shrines, anointed with your power, implode suddenly as you feel your domain shrivel and shrink. Your body emaciates itself, and for a split second there is only a terrible, terrible hunger before it bloats and explodes, joining your shrines as they bring daylight to the long night, and as the earth shudders near each separate ground zero, panic overtakes everyone in amounts you've never felt before, never comprehended before.

The waters of the shoal buck and heave as you try to shudder without a body, to moan in ecstasy without a mouth. You fall into a contented haze, basking in the power you've gained, and all you can think of is the color Black. (COLORS. IT BEGINS AGAIN)

Divine Resources Available
(This means we caused -1 pop mod aside from the ritual...and i'm really not sure why? o_O unless it was -1 from <actions that caused the ritual> and -3 from <shrines exploding, causing glut>? Hmm...)
74 - 73 (Expended) - 45 (Wild Magic Ritual) + 50 (Cannibalized) = 6 + 4 (Rites) + 82 (17 Vehemence) + 7 (PB) = 99
(...Wait. Our 15 DE from the blessings isn't here. We should have 114 DE, condensing down to 79 (cap is 87 with PB able to go over), a total of 4 ambrosia.)
Holy Place Condensation - 5
Overflow Condensation - 20
Remaining: 74

Equations Noted for this turn's income: (Rite Income = 4*[(15+[Fear/2]+Pop Modifier)/15] = 4 DE) /// (Income per Vehemence = 4*[(10+[Fear*2]+Pop Modifier)/10] = 4.8 DE per Vehemence, rounded up)
(Rite: 4(15 + 0.5 + 0)/ 15 = 4.1, turns into 4)
(Vehemence: 4(10+2+0)/10 = 4.8)

Equations Noted for next turn's income: (Rite Income = 4*[(15+[Fear/2]+Pop Modifier)/15] = 3 DE) /// (Income per Vehemence = 4*[(10+[Fear*2]+Pop Modifier)/10] = 5.6 DE per Vehemence, rounded up)
(Rite: 4(15 + 2 + -4)/15 = 3.46, rounds to 4? Vehemence: 4(10 + 8 + -4)/10 = 5.6)

CURRENT POPULATION MODIFIER: -4 of -16 minimum, was 0 last turn

1 - 1 (Sated Hunger) + 3 (Condensation) = 3
Ambrosia Condensation -3
Condense 1 Amber
Remaining: 0
(As said above, should be 1 - 1 + 4 - 3 = 1)
36 + 29 - 9 = 58 total legend
43 - 6 - 3 - 20 = 14 unspent legend
(2 (Moonbeam) + 4 (Spirit Encounter) + 5 (Ur-Child return) + 20 (Ritual + Shrine explosion) = 31 gained legend, not 29)
(9 total and unspent legend given to ur-children; 6 lost for good)
(The total, 58, is correct, but the equation is wrong; thanks @Raising Kittens for point that out)
(20 legend spent in glut)
(The unspent legend is calculated and listed correctly if confusingly; we had 12 unspent legend at start of turn, 12 + 31 - 9 - 20 = 14)
(Can you write out the unspent legend calculation fully in the future please?)


Divine Actions (Actions marked with asterisks can only be performed a number of times per turn equal to the number of asterisks present)
[] 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.
-[] Expend <X> DE on petitioners
[] 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.
-[] Expend <X> DE on petitioners
[] 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
[] 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
-[] Whip Waves.
-[] Calm Seas.
(Still the same cost...presumably stronger with Waves?)
[] Call Wave* - You twist and churn the waters, making them rise and rise to batter even the high land with the relentless, consuming sea. Costs: 14 DE
(New, espensive but powerful ability!)
[] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 6 DE
-[] Call Fish.
-[] Drive Fish Away.
[] 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
-[] In your territory.
-[] Over an enemy's territory.
(No decreases in costs from unlocking waves)

Avatar Actions (No avatar, greatly reduced options)

[] Form Avatar (4 Ambrosia) (Avatar dispersed, most actions disabled)
[] Suffer Avatar (<X>, up to 3 Ambrosia) (Restores avatar with a variable sustenance value - can include negative values if the fraction of Ambrosia committed is too low compared to current Avatar, which causes violent rampages until hunger is sated to at least 10)
(I like this!)
[] Drink deeply of the Ambrosia of creation, reveling in the heady sensation and forgetting what you do not care for. Forget [skill].
-[] Expend <X> Ambrosia reveling
[] Produce a mortal child
-[] Contribute <X> Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
-[] Contribute <4X> Sustenance per trait or <9X> Sustenance to choose a trait
[] Lay with <[Animal]>
-[] Contribute a rank of Avatar to sire an Ur-beast
-[] Contribute <4X> Sustenance per trait or <9X> Sustenance to choose a trait

[] Experiment with Unknown Materials
-[] Strange Stone
-[] Strange Metal

[] Personally Incite - Travel onto the cold earth and indulge in sowing chaos and terror. Costs: 3 DE.
[] Disrupt Saiga's fishermen to the south. Costs: 5 DE (must reserve at least one destructive act) WARNING: Outside of effective influence range; divine powers will have reduced effectiveness. Turns remaining: 1
[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[] Explore the Land - Pick your way about the surface that you haven't explored. There is more to the land than a single people by the sea, and you must know it. Costs: 10 DE. WARNING: Lacking Survival, exploration will be more difficult. Navigation provides very limited benefits overland.
[] Guide Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
[] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE
[] Give Bounty - Seek fish and sea creatures to capture and give to mortals. Costs: 8 DE
[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[] 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
-[] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE
-[] 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)

(No changes in cost from lack of shrines, but thats likely cause PoM didn't update them yet sincethey're all locked)
Commune Actions (No avatar, greatly reduced options)
[] Issue Decree - You take form within your shrine or via avatar to address those who you can reach and issue a decree about the right way to live and how to worship you correctly. Maximum Decrees: 0/2
[] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 2

[] Despise Trait - You do not like how the mortals view you and your powers. Remind them what you truly represent and how you truly are! Costs: (Must reserve no destructive acts associated with the forgotten trait)
-[] Despise <X>
[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Maximum shrines 0/2.
(...Can we only build one shrine per turn? I assume we use subvotes to say where? And this doesn't cost DE or require an avatar?)
-[] Specify a shrine to Leave to Ruin
[] Demand Appeasement - You will have regular sacrifices! You demand it, even, or all under you will suffer! Costs: 5 DE (one time), 1 Decree slot (Must reserve an action, divine or avatar, as punishment for lack of appeasement)
[] Meet with Saiga. Each selection costs 0.5 Sustenance. Costs: 5 DE
-[] Learn more about him
-[] Learn more about Niogg (has a maximum limit on successes)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Consummate your marriage, but refuse a child for now
-[] Consummate your marriage, contributing <X> Ambrosia for Attributes and <4X> Sustenance for traits or <9X> Sustenance to choose traits, in order to bear a Spirit Child

[] Temporary (Dispersed only): Call to Saiga from beyond. Costs: 10 DE
-[] Aid in Restoring Avatar (Pool Husband's Ambrosia next turn)
(Very useful! Though "Pool Husband's Ambrosia" is...confusingly written. I assume that means either we get access to his ambrosia pool next turn, or that we combine our pools and both can draw from that combined pool next turn?)

AS A FEAR SPIRIT, YOU CANNOT ENTER QUIESCENCE. THE FOLLOWING LIST INCLUDES ALL POTENTIAL TRAITS THAT CAN BE EARNED IN THE FEAST ON TERROR TABLE, BASED ON A NUMBER OF FACTORS EACH TURN.

Divine Attributes: Current base level plus one cost per point (i.e. Avatar 2 -> 3 costs 3 Legend, Influence 0->1 costs 1 Legend)
Attribute Accumulated Discounts: Faith 2 (currently locked) (So this does show up still)

Aspects
Minor Aspect of the Fish (+1 Trade, +1 Navigation, Faster water travel): 3 (2) Legend
Minor Aspect of the Crustacean (+2 Melee, Increased wound threshold): 3 (2) Legend
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 3 Legend
Minor Aspect of the Octopus (+1 Fishing, +1 Survival, Limited ability to mask or disguise Avatar): 3 Legend (New)
(These all went up by 1, due to MAoH. Octopus, like walrus, does not gain the -1 from spirit of the sea)

Lesser Aspect of Humanity (+2 Leadership, +1 Innovation, +2 Trade, 2 accumulating Legend discount to next Faith Attribute purchase): 5 Legend (New)

Spirits
Lesser Spirit of Mischief (+3 Perform (Trickery), +1 Survival, Limited ability to mask or disguise Avatar, grants a small chance of escaping disadvantaged encounters): 6 Legend
Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade): 6 (5) Legend (No boost from waves)
Minor Spirit of Exploration (+1 Survival, +1 Navigation, +1 Trade): 5 Legend

Elemental Affinities
Astral Affinity - Yellow Moon (You have a special affinity with the night moon): 7 Legend
Astral Affinity - Blood Moon (You have a special affinity with the moon spurned the light of the sun): 7 Legend
Astral Affinity - Blue Moon (You have a special affinity with the strange moon): 7 Legend
Astral Affinity - Harvest Moon (You have a special affinity with the moon of plenty): 7 Legend
Astral Affinity - Silver Moon (You have a special affinity with the moon that shows itself in the waning light of day): 7 Legend
(None of these increased in cost with us getting Waves, since waves is a T2, these are T3...i think? Tiers are weird for affinities...)
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 6 Legend
(Went up with purchase of waves)
Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 6 Legend
(Went up with purchase of waves)
Ocean Affinity - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 9 (8) Legend
(No change, different tier from Waves)
Ocean Affinity - Rain (What the sun takes, the skies return): 6 Legend
(Increased cost from waves)
Ocean Affinity - Tides (Your affinity for the rolling waves has expanded to include even the tide itself): 7 Legend (New)
(...I think this is the base? Unless Moon was the same tier, in which case base is 6? ...hmm)

Classical Affinity - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 6 Legend
Classical Affinity - Earth (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 6 Legend Inherent Lockout
Classical Affinity - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 6 Legend Inherent Lockout
(All increased in cost from waves...which means waves/rain/frost/etc are all the same tier as the basic elements??? That's weird...)
Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 4 (3) Legend

Divine Enhancements
Capricious One (You are a being of arbitrary cruelty, as well as sudden magnanimity, whose actions are as inscrutable as the path of an arrow in the wind. All failures to enact constructive efforts or destructive efforts produce slightly more Fear Value, 2 legend discount to next Fear Attribute purchase): 5 (4) Legend
Stargazer (You are a natural reader of the stars and their omens. Astrology no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Astrology actions): 8 (7) Legend (New)
(Oooh, very nice! Discounted by...Moon probably? It's a new trait, so i can't say whether its base cost is 8, or if its been increased by anything. I think that would only happen if we got a divine enhancement, so 8 is likely the base cost)

You've unlocked Avatar 4! Avatar 4 gives a bonus skill slot. Continue raising avatar, for the next special unlock at Avatar 7.
You've unlocked Demand Appeasement! Demand Appeasement consumes a decree slot and reduces your Fear score by 2 to give a large bonus modifier to your Rite income. You can increase the value of the Appeasement by reducing your Fear score by further increments of 2 (maximum 8).
You've created a burgeoning Monster race brood. Monsters have slightly expanded natural habitats compared to their base component, and the effect of aspects on their form is increased. Breed additional monsters with the same traits to increase their dissemination into the area. Within a number of years based on the monster's base birth-rate and fertility, it will stabilize and become a new local species.
You've unlocked your first Shrine Extension. You can have one additional type of extension to improve your shrines with every even Focus score, so choose your extensions wisely!
(Very Good: Skill cap is now Avatar + 2! Also, Shrine extensions! we've unlocked 2, now that we're at Fear 2...I don't remember what else caps shrine extensions though...tier of a shrine i think affects their power? Does fear affect both how many types we have unlocked and how high-level the types we can unlock are? hmm)

Keep a close eye on changes and apparent errors for me, I very likely missed upwards of half a dozen different things given the sheer amount of crap you guys screwed with this turn.

(Don't worry, i got your back :p)

Character Sheet

Gaerig (Literally: Endless Water)
Devotional Energy: 74
Population Modifier: -4
Ambrosia: 0/2
Legend: 14:58

Ruined Garment - aprox. 10 units unknown material (metallic)
Condensed Energy - 1 unit unknown material (stone)
Accumulated Attribute Discounts: 2 Faith (Focus Lockout)

Faith: 0
The locals are subjugated to you and pray to you, but you gain no special power from their mutterings as they pray for safety upon the water.

Fear: 4
You have done something great and terrible, shown your thoughtless abandon for secrets and power.

Avatar: 4
You have acquired an avatar, a simulacrum of a young woman who died in your waters, pale and blue-lipped. Your avatar is perpetually dripping wet, and when it speaks, water comes with it's words. It is garbed in tattered furs, draped and bound with seaweed. It's irises and pupils have been replaced by images of the moon, hypnotically changing in phase.

Influence: 2
Your influence extends roughly a half-mile in all directions from your Holy Place and Shrines, an area of the strait just off the island where fish abound, and currents are fickle. Your influence overlaps with the coast and a local village.

Shrine: 2
You possess a Holy Place, after accidentally destroying your other shrines.
Maximum Shrines: (0/2, equal to Influence)
Teeth of the Sea [Confluence Effect: Moonbeam - Gain Minor Legend from all Major+ Successes in Astrology]
None
Inherent Traits - Regular Traits

Minor Aspect of Humanity (+1 Leadership, +1 Innovation, 2 accumulating Legend discount to next Faith Attribute purchase)

Minor Spirit of Mischief (+2 Perform (Trickery), Limited ability to mask or disguise Avatar)
Minor Spirit of the Sea (+2 Fishing, +1 Navigation)

Astral Affinity - Moon
Ocean Affinity - Waves, Sea

Classical Affinity - Water
Astrology 5
Navigation (3) 4
Perform (Trickery) (1) 3
Fishing (0) 2
Leadership (0) 1
Innovation (0) 1
Ur-Children
Born Turn 9
Minor Spirit of Mischief (+2 Perform (Trickery), Limited ability to mask or disguise Avatar)
Classical Affinity - Water

Perform (Trickery) (0) 2

Legend Threshold Hit! (Granted you 5 Legend)
Unspent : Current // Threshold : Ascension Requirement
3:3 // 3:44
Monsters
Spawned Turn 9
Minor Spirit of Mischief (+2 Perform (Trickery), Limited ability to mask or disguise Avatar)

SPECIAL FEATURES:
None yet matured enough for Special Features.

Perform (Trickery) (0) 2

Dissemination: 0%
Fertility bonuses: 0
Predator bonuses: 1
Survival bonuses: 1
Born Turn -119
Known Attributes-
Faith ?
Avatar ?
Influence 3
Shrine ?

Known Traits-
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 3 Legend
Aspect of the Polar Bear (+3 Melee, +2 Survival, +2 Fishing, Can communicate with and command Bears, Reduce Wound Threshold of enemies by one degree)
Aspect of Humanity (+2 Leadership, +3 Innovation, +3 Trade, 2 accumulating Legend discount to next Faith Attribute purchase)

Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade)
Lesser Spirit of Exploration (+3 Survival, +1 Navigation, +1 Trade, Expanded exploration range)

Wanderlust (Drawn forever to new and strange places, you must discover, you must see! Navigation and Survival merged into Discovery (Survival/Navigation provide 0.5 Discovery per point), enables enhanced exploration actions)

Known Skills-
Awe
Innovation
Fishing
Melee
Discovery
Craft (Bonecarving)
Craft (Woodworking)

----
Born ???
Known Attributes-
Focus ?
Avatar ?
Influence ?
Shrine ?

Known Traits-
Aspect of the Raven (+1 Survival, +3 Perform (Sing), +3 Omen Reading, Avatar gains Flight, Can communicate with and command some Birds)

Known Skills-
Survival
Perform (Sing)
Omen Reading
Trade

---
Born ???
Known Attributes-
Focus ?
Avatar ?
Influence ?
Shrine ?

Known Traits-
Lesser Aspect of Humanity (+2 Leadership, +1 Innovation, +2 Trade, 2 accumulating Legend discount to next Faith Attribute purchase)

Spirit of Law (+3 Leadership, +3 ???, +2 Art (Painting), Can impose 2 additional Decrees)

Known Skills-
???
Leadership
Art (Painting)
Astrology

Known Additional Titles: The Keeper of Secrets
 
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[X] Remake plan to fit our actual DE/Ambrosia available

For anyone not intent on reading my full post, if i'm reading the update right, PoM messed up both the DE calculations (forgetting our blessing DE) and the DE cap, so we should actually have 79 DE and 1 Ambrosia, instead of 74 and 0.

Also:
So long as it's appropriate, it buffs it. Moonlight isn't super effecting for fishers (who tend to fish on the long-day period of the year).

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.

Good catch. And moonbeam was already rolled in (it's the Minor Legend immediately after your astrology check).

Not quite additive, but having two does give you a greater bonus and unlock certain traits.
Speaking of trait synergies, you said before you would be willing to document any such synergies we actually have unlocked, since that info is relevant to decisions about despising, and isn't as ridiculous as listing synergies for all unlocked traits or hte like. When you next update the character sheet, can you include those? I think we know about Spirit of the Sea boosting our water actions (or at least control waters), but not any others--i assume waves also improves control waters (or at least whip waves), but i'm not sure, since its unwritten...


Edit: Also, would it be possible for you to list increases to costs as parentheticals for upgrades?
That is,
Aspects
Minor Aspect of the Fish (+1 Trade, +1 Navigation, Faster water travel): 3 (2) Legend
Minor Aspect of the Crustacean (+2 Melee, Increased wound threshold): 3 (2) Legend
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 3 Legend
Minor Aspect of the Octopus (+1 Fishing, +1 Survival, Limited ability to mask or disguise Avatar): 3 Legend
Lesser Aspect of Humanity (+2 Leadership, +1 Innovation, +2 Trade, 2 accumulating Legend discount to next Faith Attribute purchase): 5 Legend

Would become
Aspects
Minor Aspect of the Fish (+1 Trade, +1 Navigation, Faster water travel): 2 (2) Legend
Minor Aspect of the Crustacean (+2 Melee, Increased wound threshold): 2 (2) Legend
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 2 (3) Legend
Minor Aspect of the Octopus (+1 Fishing, +1 Survival, Limited ability to mask or disguise Avatar): 2 (3) Legend
Lesser Aspect of Humanity (+2 Leadership, +1 Innovation, +2 Trade, 2 accumulating Legend discount to next Faith Attribute purchase): 5 Legend


To show that all the minor aspects have base cost of 2, but modifiers result in different actual costs.


Double Edit: Also, just to be clear, you haven't changed the skill modifiers from +2 to +3 yet, right? If/when you do, can you let us know? Also, if you're still deciding and want a chart like i made earlier to show the differences, let me know; i got partway to making one last night before i found some bugs in my code, but if you need it i can fix it tonight.
 
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@Abby Normal, 58 total legend is correct. 36 + 31- 9 = 67 - 9 = 58, it's just an annotation error.

In addition, I believe the DE was burnt through by the ritual? Not totally sure, though. Lemme double check...

Yeah, it says right there by costs, it nabbed the 15 DE we got for Blessings, but it didn't have enough Ambrosia, so it turned to DE; except we didn't have enough of that, so it exploded things.
 
@Abby Normal, 58 total legend is correct. 36 + 31- 9 = 67 - 9 = 58, it's just an annotation error.

In addition, I believe the DE was burnt through by the ritual? Not totally sure, though. Lemme double check...

Yeah, it says right there by costs, it nabbed the 15 DE we got for Blessings, but it didn't have enough Ambrosia, so it turned to DE; except we didn't have enough of that, so it exploded things.
The first part is right.
And my reading of that was that it was:
"Cost: 15 DE, 2 Ambrosia"
"Not enough ambrosia, updating costs to replace inefficiently with DE: 15 + 2 * 30 (conversion rate) = 45 total DE"
Plus, if it works your way, then replacing ambrosia with DE in a ritual is 22.5DE/ambrosia, which is a really weird rate, and it means that blessing DE, and ONLY blessing DE, can be used out of income to help with in-turn expenses--our Rites weren't used, our PB wasn't used, our Vehemence-Before-Ritual wasn't used, etc. And i think the Blessing DE wasn't either.
And the equation at the end seems to support that;
74 - 73 (Expended) - 45 (Wild Magic Ritual) + 50 (Cannibalized) = 6 + 4 (Rites) + 82 (17 Vehemence) + 7 (PB) = 99
So the total cost of the ritual was 45. It didn't just say "+ 5 (left over from ritual cannibalization)", so it seemingly is writing everything out. With your argument i'd expect it to say "- 60 (Wild Magic Ritual) + 15 (Blessing DE) + 50 (Cannibalized)" or " - 60 (wild magic ritual) - 65 (Cannibilized)"
If nothing else, there's atypo, and i'll wait for PoM to tell us more...


For now, @Pandemonious Ivy why wouldn't you call on Saiga for help with Ambrosia? Without help, we can't fully form our avatar no matter how much DE we get; we'll have to attempt with 2/4, and likely go on a minor rampage...
 
"Cost: 15 DE, 2 Ambrosia"
"Not enough ambrosia, updating costs to replace inefficiently with DE: 15 + 2 * 30 (conversion rate) = 45 total DE"
Plus, if it works your way, then replacing ambrosia with DE in a ritual is 22.5DE/ambrosia, which is a really weird rate, and it means that blessing DE, and ONLY blessing DE, can be used out of income to help with in-turn expenses--our Rites weren't used, our PB wasn't used, our Vehemence-Before-Ritual wasn't used, etc. And i think the Blessing DE wasn't either.
And the equation at the end seems to support that;
74 - 73 (Expended) - 45 (Wild Magic Ritual) + 50 (Cannibalized) = 6 + 4 (Rites) + 82 (17 Vehemence) + 7 (PB) = 99
So the total cost of the ritual was 45. It didn't just say "+ 5 (left over from ritual cannibalization)", so it seemingly is writing everything out. With your argument i'd expect it to say "- 60 (Wild Magic Ritual) + 15 (Blessing DE) + 50 (Cannibalized)" or " - 60 (wild magic ritual) - 65 (Cannibilized)"
If nothing else, there's atypo, and i'll wait for PoM to tell us more...

It does seem to support that, you're quite right. Wait and see, indeed. Hopefully he's not completely flooded with pings and alerts when he gets back on.

Since when do we have Fear 4?

This last update was a real doozy. Fear 2 from a surprise ritual, then Fear 3 and Fear 4 from the Glut that resulted from the explosions caused by actually paying for said ritual.
 
Since when do we have Fear 4?
Check the Glut again, we got Fear 4 at the end and PoM missed it when summarizing/calculating the first time around.

Also, @Powerofmind if i am right and you missed the blessing DE, a suggestion: in the interests of a second update, maybe just push those sacrifices off until next turn and give us the DE this coming turn? Maybe the fluff would be "the sacrifices were delayed due to the explosions"? :p

[X] Plan Minimizing the Aftermath
 
[jk] Plan double the updates double the fun.
[jk] plan maximize aftereffects extra explosions addition

[X] Plan minimize aftermath
 
We should keep in mind that we caused quite a ruckus last turn, so the Crone is definitely aware of our presence now. Laying low and being as non-threatening as possible will help a lot in case she decides to investigate. Randomly blowing up the island is bad enough, but it would be an even poorer first impression if Saiga has to explain to her that is new wife is unavailable for a chit chat because she is busy murdering the mortals for fun.
 
Born Turn -119
Known Attributes-
Faith ?
Avatar ?
Influence 3
Shrine ?

Known Traits-
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 3 Legend
Aspect of the Polar Bear (+3 Melee, +2 Survival, +2 Fishing, Can communicate with and command Bears, Reduce Wound Threshold of enemies by one degree)
Aspect of Humanity (+2 Leadership, +3 Innovation, +3 Trade, 2 accumulating Legend discount to next Faith Attribute purchase)

Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade)
Lesser Spirit of Exploration (+3 Survival, +1 Navigation, +1 Trade, Expanded exploration range)

Wanderlust (Drawn forever to new and strange places, you must discover, you must see! Navigation and Survival merged into Discovery (Survival/Navigation provide 0.5 Discovery per point), enables enhanced exploration actions)

Known Skills-
Awe
Innovation
Fishing
Melee
Discovery
Craft (Bonecarving)
Craft (Woodworking)
Saiga has an interesting build, and we get a look at the T3 Bear/Human/Exploration trait
Bear is highly offensive, with the ability to add a strong modifier to damage outcomes and a large Melee/stealth bonus. Do not fight a bear(but we should know that)

Human adds Innovation and Trade at T3, but it's unclear what else the trait actually does. However, granting a monster Leadership, Innovation and Trade is an essential part of being sapient(if not a full person that can worship).

Exploration adds +2 Survival at T2, and boosts the distance you can wander. Pretty cool overall, but now that we know it, I think it's probably not a very good investment for us.
Born ???
Known Attributes-
Focus ?
Avatar ?
Influence ?
Shrine ?

Known Traits-
Aspect of the Raven (+1 Survival, +3 Perform (Sing), +3 Omen Reading, Avatar gains Flight, Can communicate with and command some Birds)

Known Skills-
Survival
Perform (Sing)
Omen Reading
Trade

---
Raven reads omens, flies and sings. Very tasty trait for us, as far as animal traits are concerned.
Born ???
Known Attributes-
Focus ?
Avatar ?
Influence ?
Shrine ?

Known Traits-
Lesser Aspect of Humanity (+2 Leadership, +1 Innovation, +2 Trade, 2 accumulating Legend discount to next Faith Attribute purchase)

Spirit of Law (+3 Leadership, +3 ???, +2 Art (Painting), Can impose 2 additional Decrees)

Known Skills-
???
Leadership
Art (Painting)
Astrology

Known Additional Titles: The Keeper of Secrets
Spirit of Law comes with Art, and a hidden skill. So that's probably a hybrid skill there.

They claim an evil thing has cast them out and threatens the peace you had worked so hard to create. You will go next year, to see the truth of their claims, and perhaps call upon the Geshtef if the threat proves too great for you to handle.
You know, I just realized that if we had just smashed Saiga with a Roil we'd be facing down the whole pantheon.
The time may at last be here, and when it is gone, you will be free to explore again.
Ordered not to go wander around.

I wonder if we could spend the extra DE to invite him to show us his discoveries. Overland exploration + the waifu surcharge?
True... 50% of unspent only? It would certainly make it a scary effort to contribute to... Or maybe minimum 10... Idk.
I'd point out that for Fear spirits it means you'd have trouble generating them at all, unless you can bank your way to minimum over multiple turns
I was more thinking breeding with the ritual pool mid wildmagic ritual. We make the BEST decisions
Shove the liquid from our Secret Place into our other Secret Place? Lewd.
I would be absolutely unsurprised if the rules about adultery re: fishermen, sailors, etc. become very very fluid in the future.
They tended to be. Seafarers are basically the textbook infidelity source. Both the sailor and his wife.
Not inferior, just tinier. It was a very seductive octopus.
Octopusbaby has two stacking abilities to change it's appearance.
Perform Trickery is used for seduction.

It really was.
I will Harzivan you.
You will <Simultaneously Impregnate an entire village>?!
When in reality my plan was safer... and we still exploded.
Now, I actually did make it clear. Your plan was more likely to explode.

My plan was less likely to explode, but if it did, it would be big explosion
So we can't just slap Aspect of Humanity on an octopus crossbreed and get cephalids out of it? Well, very, very tiny cephalids, given that our available octopi are tiny and adorable. But I'd be cool with a race of six-inch octopus people. I had thought that putting humanity aspects into animals would make them intelligent, but perhaps I've misunderstood the inheritance system.

If Water humans just get super-lungs, could we stack additional water-related traits on them to make them truly aquatic without going into animal traits? It'd be more expensive, but well within our abilities to stack Ocean Affinity and/or Spirit of the Sea on top of Classical-Water. At some point they've got to get so much water in them that living there exclusively becomes feasible.
It's something for God tier spawn apparently.

It's like...a Monster has no capacity to lead, to innovate, to discourse, to understand give and take. It is not stupid, in fact, many monsters are quite cunning, but it's flatly incapable of faith. Aspect of Humanity lets it have the ability to do SOME of these things, but it cannot learn like a human would, only within the scope of it's domain.

Less an animal, more like...Siri. It can learn but only within a given scope. It can pretend to be, but it's not human.
They'd still be monsters at this point, which measn animal-level intelligence. Likely they'll reach the level of chimps, but they're still unlikely to count as a useful worship-base.

I think we need something like Chimera. That should make the combination of Octopod and Human more fluid and thus make them more humanlike.
Naw, already mentioned. Local God gating.
Chimera just lets you make a really monstrous human, which is to say, going at the problem from the opposite direction.
Meet with Saiga (Learn Him : Learn Area)
Trade rolled 6
Minor Success
(Untrained: 6 -> 5 : 10 ...which means there are modifiers--likely a +10 or more for being a friendly spirit who is in his pantheon and also his wife? If its the usual DC of 40, then +30 from those...)
Trade rolled 13
Major Success
(Untrained: 13 -> 12 : 64. So the modifiers are such that 10 + Mod is over a minor success threshold, and that 64 + mod is over the major success threshold; if the threshold starts at 20, then 10 <= Mod > 16. If it starts at 40, then 30 <= Mod > 36)
Probably the modifier for having sex with him earlier.
Fear rolled 22! (...Still don't understand how exploding values work: at least 102 value, so at least 5 flat successes...a 30! is worth 1000 value iirc, so likely at least another success or 2? Might be a multiplier, so its worth 200, or 10 successes?)
Dice explode when we roll 10,10. Which gives us a 100+Success from doubles
Then we rolled 1,1, which gives us a 10 + success from doubles.
So we get a bbase result of 22+2 successes.

Incidentally that means:
-We exploded from ritual.
-We exploded the dice.
-We exploded from too many traits

So when we speculated we should have guessed All Of The Above.
The stars have especially interesting information for you this year, telling you that you must take certain action as quickly as possible, lest the seeds you've sown are washed away...(A bit confused as to what it's referring to here...)
The seeds we've sown refers to the conflict with Saiga, where we established a pattern and he was basically trapped in the "getting a wife" narrative thread instead of the "slay monster" narrative.
We fucked him, so the deal is complete

Then we exploded.
(*Saiga looks at Little Saiga suspiciously*)
 
Dice explode when we roll 10,10. Which gives us a 100+Success from doubles
Then we rolled 1,1, which gives us a 10 + success from doubles.
So we get a bbase result of 22+2 successes.
Actually, i'm pretty sure we just roll 1 extra d10; one of the earlier posts had it happen, to my knowledge, and the example PoM gave to explain how to value it was that a 30 (that is 10 + 10 + 10, so three dice total) is an order of magnitude greater than a nat 20. So i'm assuming its "multiply the value before exploding with the cumulative chance value of the extra die/10"--in this case: [nat 20 on 2d10] * [bonus d10 roll 2], which is 100 * 2 = 200, which is consistent with [nat 20 on 2d10] * [bonus d10 roll 10] being 100 * 10 before the extra die?
 
A double update, you say? Wheee.

[X] Pandemonious Ivy

I retroactively declare my vote for you in that much tinier quest is because of this.:V
 
If it's good and better than minimize aftermath i'll vote for it but don't get your hopes up because the current plan seems like a good one.
Nah, was just trying to get a rise out of Pandemonium, but he never showed so ._.

@Powerofmind So...
Vote Tally : Original - Time of the Gods: Into the Amber Age | Page 192 | Sufficient Velocity
##### NetTally 1.7.5
[X] Plan 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.
No. of Votes: 28
Plan: ◈Minimizing the Aftermath
Plan: ◈minimize aftermath

Abby Normal
Athas
Azel
Calanor
Dormin
Dream Logic
Dunkelzahn
Edkose
lioli
MrGazzer
ninjafish
Olgol2
Omegahugger
Pandemonious Ivy
Raising Kittens
redzonejoe
rex754
Romv
Rungni Khazadson
Shadowhope
StellarMonarch
Terrabrand
TheCrownedVassal
TotallyNotEvil
TSNLollipops
veekie
Void Stalker
zeusthemoose
[X]Plan Pandemon
No. of Votes: 1
Plan: ◈Pandemon

Quest
Total No. of Voters: 29
please no, we have a chance of getting a double update.
:p
 
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