Point, and we have previously. My question now is, where is the DE surcharge for the act? And where is the enemy we're supposed to be hitting?
Even 'just' the other side of the icy shore should impose a hefty surcharge, as we don't actually know where our target is, just that it exists.
And yes, that is the purpose of your scry; that doesn't alter the costs the extra range should impose, nor does it change the missing information of 'which enemy' or 'what enemy'.
Well, even if the surcharge is 15 DE, would you not think it worth it? To be able to keep Vehemence high without ruining our own population?
Also note
There is one issue, however. The pair you'd blessed with dreams followed along after an especially foolish young man, traveling around the ice shelf to the east and provoking a fight with the people on the other side before they returned, bloody, but alive.
The village was walking distance away, something we can't even do with Saiga's village but yes here?
It's probably not as far as we think, just unknown.
He did go through the trouble of crossing out every single little thing and alter the text to show that our actions have changed. By itself implies that Gaerig can strike outside her influence.
: /
Then were else do you suggest we build it? Teeth of the Sea won't be viable for long time and we would be wasting them if just let them sit there unused.
@Powerofmind Quick question: What's the dominance modifier again? it's "Awe + Unique/higher perform", but is it the normal +2/level mod for both, or is one or both counted half like in the original? And if they are counted half, then is the one you have counted full if you only get to apply one?
Edit: Also, having realized i completely fucked up in my calculation of that table*, i'm gonna do a better bit of code that will include critical calculations. How do critical failures work exactly? -1 success? -2? automatic failure? narrative, like with the calm seas? something else?
Dominance is perform + half value awe. Perform is always full value. 2's generally do the complete opposite of what you want them to do, which for nice things means they do bad things, and for bad things means you do very little or no things.
It's a joke plan. The only real problem with it, however is that mischief remains on the accidental despise table (if that's a thing when despising on purpose), and that we're directing fish, blessing for fishing, and guiding ships in person when we lack an Avatar.
I swear he's trying to get us Aspect of the Fish so we remain over our cap. The innovation blessings, on the other hand, may result in +1 innovation, meaning we can drop aspect of humanity in the short term, as we'd have Innovation.
1. This is the same group who were willing to spite vote for "all DE into Blessings, do nothing else" for no reason other than being contrary.
2. If things went batshit, people would've shunted the blame onto you, meaning it was an easy way to get a "wild" turn that the major plan makers are unlikely to ever commit to.
3. The other current plans are efficient but boring as hell, to be frank.
@Powerofmind Who is this referring to?
-[] 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
--[] Over an enemy's territory.
Well someone covered this one for me, so... yeah.
Basically, you get to pick a Wonder, which can't be used in other shrines even if you want it to, a cheapo weak improvement that, when chosen, is built in 'all' shrines automatically, or a semi-costly improvement that is the only improvement you can stick in the shrine in question.
And the only reason you can't pick a T2 improvement is because you have to have T1 first.
And with all that, locking with... uhh... getting a body again I think? Yes.
Well, even if the surcharge is 15 DE, would you not think it worth it? To be able to keep Vehemence high without ruining our own population?
Also note
The village was walking distance away, something we can't even do with Saiga's village but yes here?
It's probably not as far as we think, just unknown.
I think it would be worth if it was backed by multiple other actions in the area, to trigger the weird so we could see what the other options do.
Walking distance for Humans does not equal 'in range' for anything else. Twenty miles is one days walking distance - Influence 2 can just barely support Avatar actions out that far, and with a significant surcharge tacked on.
I have no problems with the action in general - as soon as we find the place? Pick up Waves again, then do a Moonshine + 3x Whip Waves + Wave. Hopefully we'll have another point or two of influence by then, too.
And then we follow it up with a Trickery-backed Raid! Or vice-versa.
Dominance is perform + half value awe. Perform is always full value. 2's generally do the complete opposite of what you want them to do, which for nice things means they do bad things, and for bad things means you do very little or no things.
Does Trickery act as a 'full' Perform skill or is it more like Ranged, in that if you're using it past the opening 'free shots' rounds, it's working at a disadvantage?
Basically, you get to pick a Wonder, which can't be used in other shrines even if you want it to, a cheapo weak improvement that, when chosen, is built in 'all' shrines automatically, or a semi-costly improvement that is the only improvement you can stick in the shrine in question.
Could these be labeled on the Shrine Expansion options for next turn?
Based on my understanding:
[] Expand the Painted Stars (T1): A map of stars will be painted upon the skins inside a single shrine, granting ???.
-Wonder - One shrine only. Does not lock out other improvements from the shrine. Can it be rebuilt if broken or moved to a different shrine later?
[] Expand a Pool of Endless Fish (T1): Grants free growth based on Shrine Tier per turn.
-Dedicated - Applies to one shrine per action taken, but blocks the shrine from building other improvements due to the attention hog nature of it.
[] Expand Sacrificial Bowls (T1): Grants a small amount of DE/turn based on total Shrine Tier.
-Common - Applies to all shrines when chosen, unless the shrine is blocking other improvements for some reason.
Dominance is perform + half value awe. Perform is always full value. 2's generally do the complete opposite of what you want them to do, which for nice things means they do bad things, and for bad things means you do very little or no things.
Basically, you get to pick a Wonder, which can't be used in other shrines even if you want it to, a cheapo weak improvement that, when chosen, is built in 'all' shrines automatically, or a semi-costly improvement that is the only improvement you can stick in the shrine in question.
That semi-costly improvement, is that the only improvement in the shrine at all, or just among semi-costly improvements? (i.e. would the cheap auto-expansions apply to a shrine with a semi-costly one? and/or can you build a wonder in a shrine with a semi-costly improvement?)
Does Trickery act as a 'full' Perform skill or is it more like Ranged, in that if you're using it past the opening 'free shots' rounds, it's working at a disadvantage?
Could these be labeled on the Shrine Expansion options for next turn?
Based on my understanding:
[] Expand the Painted Stars (T1): A map of stars will be painted upon the skins inside a single shrine, granting ???.
-Wonder - One shrine only. Does not lock out other improvements from the shrine. Can it be rebuilt if broken or moved to a different shrine later?
[] Expand a Pool of Endless Fish (T1): Grants free growth based on Shrine Tier per turn.
-Dedicated - Applies to one shrine per action taken, but blocks the shrine from building other improvements due to the attention hog nature of it.
[] Expand Sacrificial Bowls (T1): Grants a small amount of DE/turn based on total Shrine Tier.
-Common - Applies to all shrines when chosen, unless the shrine is blocking other improvements for some reason.
Still half. Posing fantastically is only so useful when your engagement is partly dictated by how mortals view skills' effects on their own interactions (dancers are respected, singers are given special privileges, etc.).
That semi-costly improvement, is that the only improvement in the shrine at all, or just among semi-costly improvements? (i.e. would the cheap auto-expansions apply to a shrine with a semi-costly one? and/or can you build a wonder in a shrine with a semi-costly improvement?)
Just among semi-costly improvements. Generally you want one, two of those, tops, for variety, and everything else should be a combination of instant-cheap spam or wonders.
Just among semi-costly improvements. Generally you want one, two of those, tops, for variety, and everything else should be a combination of instant-cheap spam or wonders.
The Night in the Day
Fear rolled 12
Gained 8 Legend Somewhere in the distance, someone is screaming in impotent fury
STRANGE TRANSMUTATION!
SALT BECOMES SILVER *laughs uproariously in the background*
Gained 4 Legend
Trickery functions at half with direct dominance. If you have a real perform it's always used preferentially.
Sure, I suppose. No it does not lock out if it's a wonder. Yes it can be rebuilt if you accidentally asplosions again.
Yes that's accurate.
Basically read the common improvement as 'reads all shrine tiers together for it's bonus'.
Yes.
Still half. Posing fantastically is only so useful when your engagement is partly dictated by how mortals view skills' effects on their own interactions (dancers are respected, singers are given special privileges, etc.).
Just among semi-costly improvements. Generally you want one, two of those, tops, for variety, and everything else should be a combination of instant-cheap spam or wonders.
If we so chose, can we take a second T1 choice instead of a T2? I can't imagine we would, but if for some reason we decided we didn't want any of the T2 options, we just wanted Fishing Pools/Painted Stars (whichever we don't choose at T1), can we theoretically use our T2 choice on it? Also, is there anyway to undo such a choice? For example, if we took Painted stars, and found out that at T2 there are no growth expansions available, would there be a way to get rid of Painted Stars and choose Endless Fish Pools as our T1?
I'll continue on with the controlled insanitty. I mean, it's not like we need any help exploding. 70% sane, 30% nuts.
Question is whether we want to fuck a bird first, or to spawn aquatic demihumans. We can do the former and still afford to experiment with Amber and Silver(silver is on a clock, since it tarnishes until we get more magic or glass coatings), but the latter basically takes all of our Sustenance.
...wait, that's going to make us fearbuy Silver Moon isn't it? Exceeding the trait cap. Again.
What part of Weirds are controlled, again? rofl: oh yes... The part where they're triggered by actions influenced by Moonlight. Like Perform (Trickery), Calm Seas, any astrology action, etc.
On the other hand, I wanted to see what might happen, so I didn't bring it up!
Edit: After a double-check, only some of the above is true.
At least Shrine should be between 40-50% of the table this turn.
Does anyone remember if the Shrine Bonus to our actions in our shrine (The strong/written +2, from shrine tier + holy place, at the moment) applies solely to our main shrine, or to all our shrines? I'm writing up a Mechanics Cheatsheet and i can't remember, and PoM is writing or i'd ask him
Edit: Something interesting about the way this system works:
Average flat successes, ignoring crits and with no modifiers, is ~2.16, because while the average roll is higher than 2.16*40, it doesn't matter unless you break a multiple of 20. This is slightly higher than a flat 1d100 system, just because of how the numbers break down (avg for 1d100 is 2.05 successes). With crits, but ignoring 2/1 and 20/100 because they are outliers, the average is ~2.235 Successes/roll, 3.235 at 10 skill/attribute for a normal roll.
What part of Weirds are controlled, again? rofl: oh yes... The part where they're triggered by actions influenced by Moonlight. Like Perform (Trickery), Calm Seas, any astrology action, etc.
On the other hand, I wanted to see what might happen, so I didn't bring it up!
Edit: After a double-check, only some of the above is true.
At least Shrine should be between 40-50% of the table this turn.
I fully understood that Weirds was going to happen and intentionally provoked it. It's going to generate interesting results which aren't that harmful to the big picture after all.
Controlled insanity is:
-Ensuring we can continue to act freely next turn.
-Avoiding locking out our options when a better option is within near reach.
-Avoiding doing too much damage to our foundation.
-Ensuring that our foundation will grow
Does anyone remember if the Shrine Bonus to our actions in our shrine (The strong/written +2, from shrine tier + holy place, at the moment) applies solely to our main shrine, or to all our shrines? I'm writing up a Mechanics Cheatsheet and i can't remember, and PoM is writing or i'd ask him
Does anyone know how to make tables with SV's system? I swear i've seen them used in quests before, and i don't want to just do linked images like i'll do for the excel charts and graphs, but i can't find a button for it...
[X] Plan Towards getting a body again
-[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 5 DE on petitioners for Navigation
--[X] Expend 10 DE on petitioners for Perform(Trickery)
-[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 11 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
---[X] Navigation x1
-[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] 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] 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)
--[X] Despise Ocean Affinity - Waves
-[X] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be. x2
--[X] Scry Distant Places - View the places you have not seen, the places you cannot go. Costs: 15 DE x2
---[X] Take a look at those people your explorers found
-[X] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Costs: 10 DE. Maximum shrines 1/2.
--[X] Rebuild the shrine in Apostate Village
-[X] Issue Decree - You condense into a roiling mass just barely capable of overwhelming, booming speech in order to address those beneath you and issue a decree about the right way to live and how to worship you correctly. Costs: 15 DE. Maximum Decrees: 0/4
--[X] LOCKED: Decree that families who send one of their beautiful members to attend your shrines for a time will be spared your wrath. Costs: 15 DE
Seski the Scamp
Trickery rolled 13
Gained 1 legend!
Spent 1 legend for 1 Perform (Trickery)
Guess what time it is?
1 - Moon of Beasts
2 - Moon of Transmutation
3 - Moon of Life
4 - Moon of the Earth
5 - Moon of Wild Tide
6 - Moon of Secrets Revealed
7 - Moon of Wrath
8 - Moon of Darkness
9 - Moon of Shifts
10 - Moon in the Sun
Rolled 10 - Moon in the Sun (13)
Rolled 2 - Moon of Transmutation (15)
Rolled 4 - Moon of the Earth (9)
The Night in the Day
Fear rolled 12
Gained 8 Legend Somewhere in the distance, someone is screaming in impotent fury
STRANGE TRANSMUTATION!
SALT BECOMES SILVER *laughs uproariously in background*
Fruit of the Frozen Places
Minor Growth Event
Population rolled 4
+2 Population Modifier
Gained 6 Legend
FEAR BUY - Vehemence (20)
1-40: Shrine 3
41-50: Influence 3
51-65: Fear 5
66-70: Avatar 5
71-75: Perform (Trickery)
76-80: Navigation
71-80: Astrology
81-85: AA - Harvest Moon
86-90: AA - Silver Moon
91-95: Lesser Spirit of Mischief
96-100: Stargazer
Rolled 85: AA - Harvest Moon
13 Vehemence Remaining
Legend rolled 12, bonus buy (Harvest moon replaced by Silver Moon, (L) Spirit of Mischief expanded to 86-95).
Rolled 2: Shrine 3
Double purchase, buy complete
Your year begins, as it has in the recent past, with you giving out a few lesser blessings on the mortals, your previous experiences showing you it works well enough to keep your strength up. Almost immediately one of them takes his kayak and goes off into the distance, never to be heard from again. Oh well, his loss.
You continue calming the waves on the sea and in your shoal to make the fishers jobs easier, but it's just not having much effect for them, their years subsisting on fishing leaving them experienced enough that a waveless sea doesn't affect their work all that much. Maybe you could do something else at the same time?
Your old shrines are all finally back, and you spend an inordinate amount of time simply hovering over the little waddling thing that is your daughter. You wish to pinch her cheeks, or make silly noises; it seems to entertain the women in the villages enough with all their new children, but you have no body, so that will have to wait... You feel a swelling of pride as Seski fools the attendants you've taken, when she hides behind a skin and speaks into a strangely-shaped shell, imitating your booming voice. "I will get you and eat you!" she says, smiling cutely and giggling loudly when the attendants run away. You still have to scold her, however, seeing as those were the attendants you wanted because they were pretty...
And then you reach out to the moon and brighten it once more... except this time it responds strangely, moving in an odd pattern before finally coming to rest right in front of the sun for nearly an hour, bathing the land in unnatural darkness during the long day. That... that's actually very helpful for you, you note, as your blessings have even further increased effect, and your power over the tides grows even greater, allowing you to nudge about the boats even on still seas to speed them along. There is terrified screaming, however, that ruins your industrious work, and more than one person rends their clothes apart as they burst into your shrines begging you return the sun. Silly mortals, you can't do that! You have no idea how you did this in the first place!
Eventually the moon's path takes it away from the sun once more, and your moment of power in the daylight fades. There is a bunch of crying and completely unexpected deep joy that you drink of, so everything seemed to work out great for everybody in the end. And then a few months later the moon shines orange in the sky.
At first, people write the event off as minor. The moon turns orange sometimes, but never that particularly bright. Then the fish they catch have unnatural coloring, seeming almost muted gray. You check on your little brood, and sure enough, those who still remain in your domain have become an oddly grey color! Then, the poeple start going blind, the color of their eyes changing to blue-gray even for those whose eyes were green or brown. Some of them turn blue-gray in patches on their skin, especially their tongues. Others still turn entirely from head to toe, even their nails and hair changing to gray-white. Eventually, enough of them crowd into your and Saiga's shrines that you resonate with something... they have silver in them! You communicate this as best you can, and it doesn't take much longer for people to discover that the salts they used for preserves had become silver dust! You immediately have the discovery hoarded into your shrines, seeing as they hardly seem to need it and you want more silver you want it!
The poisoning seems, thankfully, relatively minor, but those whose tongues have been suffused with silver seem to take especially well to your blessings of cleverness, and those whose bodies have turned seem oddly canny and flexible, at least, those who didn't die or go blind first. And then the moon turns green. People seem to have grown utterly terrified of doing anything that season, for some reason, and Saiga coordinates with the village leaders on several occasions to check everything he can get his hands on. Their efforts end up wasted when a number of plants start to grow, completely out of season, with especially heavy and bountiful edible parts. A small share of them go to becoming burned sacrifices for you, and everybody seems pleased with the end result. You helped!
You decide to finish off an excellent year by drawing conclusions from the stars, catching sight of many things and places. Across the ice, several miles out of your way, you see the village your people spoke of before, and a curious-looking land creature that seems to be stuck in a knowing grin, furry and bushy-tailed. He looks to the sky, and for a moment you think he has somehow seen you seeing him! You look away, and see another village a few miles inland, where an exceedingly angry-looking old woman throws a tantrum with the most unusual dance. You look away, and see... a massive bird! A raven, bedecked with a few skins upon his back and head, with baubles ornamenting his beak. He spits bones of animals, and, seeing something within them, caws several times, reminiscent of a laugh. You look away, and see... you recoil in horror as your gaze falls upon a few settlements near the great frozen mass, on the edge of a water-filled valley that hisses with a vapor as the water bubbles. There is a grand structure here, with many settings for displays, all ransacked and ripped away. [The Imprisoned One] is trapped within, as hulking figures with painful squiggles etched into their leathers lead balding, powerful-looking men inside with ropes and bindings, only for them to be slain before an alter as a pair of brothers, crafted from the ice itself, slave over tables of stones and leathers and unmelting ice, all as [he] screams in agony, formless, powerless, chained.
That such an existence can even be grinds against your very core. You want to hurtpainkill something, even if it is to end the nails of suffering driven into your mind!
[Voting opens 2 hours after the update. Voters who are unsure if they will be capable of voting within approximately one day may enact proxy votes early.]
Equations Noted for this turn's income: (Rite Income = 4*[(15+[Fear/2]+Pop Modifier)/15] = 5 DE) /// (Income per Vehemence = 4*[(10+[Fear*2]+Pop Modifier)/10] = 6.4 DE per Vehemence, rounded up)
Equations Noted for next turn's income: (Rite Income = 4*[(15+[Fear/2]+Pop Modifier)/15] = 4 DE) /// (Income per Vehemence = 4*[(10+[Fear*2]+Pop Modifier)/10] = 6 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: -3 of -18 minimum, was -2 last turn (+2 event, +2 natural growth [weak], -3 Vehemence exhaustion, -2 Mass Poisoning)
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.
[] 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.
[] Harvest Moon* - Shine down the light of the orange moon, the moon of plenty and change where one thing becomes another; stone to ash, bone to gems, lead to gold. Costs: 20 DE
-[] Self - Transmute minerals and baser metals into more valuable, more powerful things.
-[] Enemies - Transmute minerals and metals into weaker, brittler forms, collapsing buildings and dulling weapons.
Avatar Actions (No Avatar, greatly reduced actions)
[] 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)
[] 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
-[] Precious Silver!
-[] Strange Metal
[] Personally Incite - Travel onto the cold earth and indulge in sowing chaos and terror. Costs: 3 DE.
[] Travel elsewhere - Visit one of the villages you've discovered and mess with them! Costs: 8 DE - Fox Village, 10 DE - Crone Village, 8 DE - Saitev's Village, 12 DE - Imprisoned Settlements
[] 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)
Commune Actions (No avatar, greatly reduced)
[] Issue Decree - You condense into a roiling mass just barely capable of overwhelming, booming speech in order to address those beneath you and issue a decree about the right way to live and how to worship you correctly. Maximum Decrees: 1/4
-[] Alter the Decree of Attendance - "Each blood family must offer a single beautiful young adult to attend you and your shrines each year, or they will benefit from neither your blessings nor protections on the sea."
[] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 4
[] 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 2/2.
-[] Specify a shrine to Leave to Ruin
[] Improve a Shrine - Invest a great deal of materials and ornaments to make [name shrine] grander. Costs: 5 DE.
-[] Dedicate <X> materials for progress.
-[] Expand a Pool of Endless Fish (T1 Limited): Grants free growth based on Shrine Tier per turn.
-[] Expand Sacrificial Bowls (T1 Common): Grants a small amount of DE/turn based on total Shrine Tier.
-[] Expand the Painted Stars (T1 Grand): A map of stars will be painted upon the skins inside a single shrine, granting ???.
[] 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. Costs: 0.5 Sustenance per option
-[] 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)
-[] Lay with him for a spirit child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for traits
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), Fear 2/5
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
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 (5) Legend
Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade): 6 (5) Legend
Minor Spirit of Exploration (+1 Survival, +1 Navigation, +1 Trade): 3 (5) Legend
Minor Spirit of the Stars (+2 Astrology, +1 Navigation): 3 (5) Legend
Elemental Affinities
Astral Affinity - Yellow Moon (You have a special affinity with the night moon): 6 (8) Legend
Astral Affinity - Blood Moon (You have a special affinity with the moon spurned the light of the sun): 6 (8) Legend
Astral Affinity - Blue Moon (You have a special affinity with the strange moon): 6 (8) Legend
Astral Affinity - Silver Moon (You have a special affinity with the moon that shows itself in the waning light of day): 6 (8) Legend
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 3 (5) Legend
Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 3 (5) Legend
Ocean Affinity - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 9 (8) Legend
Ocean Affinity - Rain (What the sun takes, the skies return): 3 (5) Legend
Ocean Affinity - Waves (Push and Pull, High and Low, forever lapping at the earth and reclaiming the land into the sea): 3 (1) Legend
Classical Affinity - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (5) Legend Classical Affinity - Earth (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (5) Legend Inherent Lockout Classical Affinity - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (5) Legend Inherent Lockout
Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 4 (3) Legend
Elemental Avatar - Silver (3 accumulating Legend discount to next Avatar Attribute purchase, can transmute silver, +2 Awe): 5 Legend
Divine Enhancements
Inscrutable One (A natural evolution of capriciousness, you are not merely fickle, your motives are utterly incomprehensible. +2 Perform (Trickery), FEAR ONLY (Faith only locked): Traits may be despised without normal limitations, are always despised successfully, and the last (Shrine Attribute) despised traits can be manually restored for no cost in Legend): 11 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 (10) Legend
Personal Skills:
Improve Skill: 1 Legend per Level (i.e Melee 2->3 costs 1 Legend, Melee 2->4 costs 2 Legend, etc.) Max Rank: 10
Purchase New Skill: 2 Legend for a new Skill