Time of the Gods: Into the Amber Age

Really Helpful Rule Thingy
Time of the Gods Mechanics Cheatsheet
Or: How the hell does this game work again?


Powerofmind is using a (frankly) really weird but kind of clever system (for most of the rolls anyway; some rolls don't follow this pattern, but most do). He's mapping 1d100 results onto 2d10's, but not in the normal way. Instead, each 2d10 roll result is converted into a value out of 100 based on the cumulative probability that that result was rolled. That is, there's a 1% chance of rolling a 2, a 2% chance of rolling a 3, and a 3% chance of rolling a 4. Thus, a roll of a 4 on the 2d10 scale is worth (1+2+3) = 6 points on the d100 scale. This allows the dice to represent the full range of 1d100 without extraneous one digit differences (specifically, PoM doesn't like how little difference there is between, say, a 43, a 44, and a 44. In this system, all of those values (and more) fall under one roll-a 10 on the 2d10 scale represents a 45, while a 9 represents a value of 36.) without messing with the overall probability (See fig 1). The base results of these rolls can be found in table 1 below (Criticals will be covered later).
<Fig 1>

Now that we know how to convert the base 2d10 rolls to their value, we need to look at how those values translate into game terms. This is done via Degrees of Success. Every normal roll in the game has a DC assigned to it by PoM. These DCs are normally multiples of 20, and a moderate difficulty roll (like reading the future, or many of our influence actions) is DC 40. If the modified value of our roll (we'll cover modifiers shortly) matches or exceeds the DC, then that is (at least) a "Minor Success". For every 20 points above the DC our roll is, we get another (degree of) success. That is, if the DC is 40, than any roll with a modified value of 80-99 would be a Moderate Success (that is, 2 successes). Successes are notated as Minor Success (1), Moderate Success (2), and Major Success (3), with any successes above 3 being represented by roman numerals added to Major Success (that is, a roll earning 5 successes would be a Major Success II).

Now let's talk modifiers. Most rolls have a skill or attribute listed next to the roll (for example "Fear rolled 5"). This is the modifying skill/attribute for the roll. That is, the calculated value of our roll receives a bonus based on that skill/attribute. For most things, this modifier is +2*[Level of modifier]. For example, a roll of "Fear rolled 5", rolled by a spirit with Fear 3, would result in a base value of 10, modified by 3*2 =6, for a total/modified value of 16. These sorts of modifiers are referred to as Weak Modifiers, meaning they directly affect the value of the roll. Sometimes there is more than one modifying skill/attribute, and both apply—though depending on the roll some can have a lower modifier. For example, blessings receive only +1 * skill level, and in dominance struggles, Awe and Perform(Trickery) (Outside of special trickery rounds) only provide +1*SL, while a unique perform skill provides +2. Another type of modifier is Strong Modifiers or Written Modifiers, which affect the underlying 2d10 roll. For example, a Strong Modifier of +2 would change a roll of 10 (value: 45) to a roll of 12 (value: 64). Due to the nature of the rolling system, these matter most for average rolls (going from a 10 to 11 is a difference of 55-45 = 10 value. Going from a 3 to a 4 is a difference of 10-6 = 4 value. Going from a 19 to an 18 is a difference of 99 – 97 = 2 value). This lets the modifiers have large effects on average without also making very high or low rolls pointless either way. The most common example of a strong modifier is the Untrained Penalty. If you don't have any of the skills involved in a skill check, you take a -1 Strong Penalty. Another example is the Shrine Defense Bonus, which provides +Shrine Strong Bonus to a spirit in their main shrine.

However, there are more ways the rolls can change. Whenever the two dice come up the same number, that roll is a critical, and grants a bonus success. These are shown in the updates via underline (that is, a "12" is any roll that adds up to 12 other than two sixes, worth 15 base value. A "12" is a roll of 2 sixes, and a critical, worth 15 base value and an extra success on top of the normal result). Snake Eyes, however, is a critical failure, and tends to reverse the intended effect of a roll. Benevolent actions become destructive, while destructive actions fissile and do little, or even nothing. A natural 20 (double 10's), however, is an exploding critical. With an exploding critical (which I think PoM said also occurs on most other dice if they roll their maximum value, on the rare occasions other dice are used), another die is rolled (that is, one more 1d10, not a full 2d10). If that die rolls max (that is, a 10), then it explodes as well. This continues until a non-max value is rolled. Value calculations change slightly in this case, with the roll value being 100 multiplied by the extra rolled value(s). For example, a 23 (10 + 10 + 3) has a value of 300, while a 31 (10 + 10 + 10 + 1) would have a value of 1000. There can be additional bonuses when the total die-roll is a double itself (22, 33, etc). However, these rolls do not calculate successes normally. Instead, PoM works out narratively what sort of effect they should have, using the values (which represent roughly how rare that roll is) to gauge how powerful an effect it should have. For example, on our first turn, we rolled a 33 (10 + 10 + 10 + 3) for "Something curious occurs?"—this is a value of 3000, plus another doubles bonus. Accordingly, our bonus was very large—an opportunity to get a free ritual that ended up giving us an Avatar, and could have done anything from given us DE and Legend to helping us learn a ritual to spawning a new spirit.

For anyone knew to this quest system, this is a modified version of the system used in Academia Nut's Into the Amber Age quest (which is awesome, go read it in the link in my signature).

We are a spirit, born from thoughts and beliefs of sapient mortals. When enough humans (or other mortals of at least near-human intelligence) have strong enough beliefs, good or bad, about a place, ancestor, animal, force of nature, or other concepts, then a spirit may form, depending on the circumstances. Populations that already have a spirit are less likely to create spirits, unless their existing spirit(s) don't cover important aspects of their life. For example, a village with a spirit that blessed hunters and warriors and ignored or hindered the women and their crafts and farming might spawn a spirit dedicated to the harvest--and to opposing the first spirit.

Our spirit has to deal with a few resources. The most important are Devotional Energy (DE), Sustenance, Ambrosia, and Legend. Devotional Energy is energy formed by the beliefs, faith, fear, and wonder of mortals. Spirits use DE to fuel most of their abilities, as well as to sustain an Avatar outside of their shrines. DE is gained via passive income based on equations shown in the Amberpedia, and by active income in the form of either Vehemence (energy generated by active fear and awe of a spirits actions) or sacrifices from benevolent actions and blessings (things done to help mortals directly). DE can be gained in other ways as well, including human sacrifice. Spirits use sustenance to feed their avatar. Each turn, a spirit consumes Avatar/2 sustenance, plus more for avatar actions. It is also used to create demispirit/monster children with mortals. If sustenance gets too low (10 out of a base cap of 20), then it needs to be replenished by ambrosia (1 Ambrosia = 10 Sustenance), or the spirit may go on a rampage to sate their hunger. Ambrosia is used to form and feed Avatars, and in the original quest was used to bless objects with power, creating talismans or blessed weapons. It is likely that this will still be the case, should we ever learn how to craft anything. Legend represents the, well, legend of a spirit--how well known they are, and how great their story is. It is increased by impressive actions, including first successful uses of abilities, great victories or successes, interactions with other spirits, and so on. It is spent in order to improve the abilities and capabilities of a spirit.

Each spirit has 3 main abilities that determine who/what they are (that can be changed in gameplay at least): Attributes, Traits, and skills. Attributes are the high level attributes of a spirit, describing the nature and strength of the faith or fear mortals have of them, the physical avatar the spirit possesses, their ability to influence the world outside their shrines, and their connection to their shrines. Traits describe what aspects of the world a spirit reflects, embodies, or can affect, and how they do so. Traits can unlock actions, provide bonuses to skills, discounts to attributes, special modifiers to actions, and more. Skills describe what a spirit can do, and how well--things like Melee, or Survival, or Astrology, or Perform (Sing). I'll eventually add spoilers going more in depth on each of these.

There are a lot of ways to modify these aspects. Skills, in particular, can be increased by rolling high on skill checks, training with other spirits, and so on. In general, a spirit can increase their abilities in <> ways: Quiescence, Fear Buys/Gluts, Rituals, Quests, and Spiritual Combat. Quiescence is an option available to Faith spirits, wherein they sleep, spending 1 Legend per turn to purchase attributes/skills/traits. Fear Buys are available to fear spirits instead. Each turn, actions taken by a fear spirit contribute to a Vehemence score, representing how destructive and terrifying it was. This score determines Vehemence income and fear buys. Based on the actions of the turn, a table of appropriate purchases (for example, if you destroy a village with waves, ocean and water related traits would be more likely) is generated and rolled upon to determine what upgrade(s) the spirit receives that turn. The legend cost of said upgrades can not exceed the vehemence value for the turn. Rituals are ways of influencing mortal believe and channeling DE, Ambrosia, and mystically significant materials and actions in order to improve a spirit. They are found and improved by the Astrology, Omen Reading, and Mysticism skills, and can be very dangerous and imprecise without proper care. Completing Quests can provide options to immediately gain or discount attributes or traits. When warring with another spirit, destroying shrines of the enemy spirit may cause it to lose traits. Sometimes, especially if you have a low number of traits compared to your trait cap and the traits are within your portfolio, you will gain those traits.

Spirits operate on a number of tiers-in the original quest, these included Spirit, Local God, and Regional God. At each tier, new mechanics unlock, as do new levels of traits and skills. Additionally, existing abilities are generally strengthened, and opposed rolls against lower tiered beings ("Mortal" is a tier as well) gain bonuses. To ascend these tiers, a being needs to ascend, which for spirits is generally a long process. To ascend as a spirit in the original quest, you needed two attributes at 5 or higher, as well as a high level (T3) trait. Depending on their traits, a spirit will have various ascension traits to choose from, at varying costs. An ascension trait by default would cost at least 20 legend (and thus turns), but could be decreased with a large number of related, high level traits. During ascension, skills and attributes are lowered or lost, and traits unrelated to the ascension traits taken can be lost as well. It is currently unknown how much of this is true in this quest.

Effects of Attributes​
Faith/Fear:
-Affects income:
--DE/Turn from Rites: 4*[10 + Faith*2 + Pop-mod]/10 OR 4*[15 + Fear/2 + Pop-mod]/15
--DE/Vehemence Score: 4*[15 + Faith/2 + Pop-mod]/15 OR 4*[10 + Fear*2 + Pop-Mod]/10
-Used for Legend-gain rolls
-Every 2 levels, unlocks a new tier of Shrine Expansions (1 Grand, 1 Limited, 1 Common), allowing us to pick one to unlock.
Avatar:
-Increases base sustenance cost/turn: Avatar/2
-Increases cost to reform avatar: Avatar level in ambrosia
-Increases skill cap: Tier + Avatar (Exceptions: Gain an extra skill point at Avatar 4, none at avatar 7)
-Increases Sustenance cap: +10 at Avatar 7, +10 at Avatar 10.
-Increases Wounds (???)
-Increases Wound-Threshold (???)
Influence:
-Shrine cap: 1 shrine/influence (Holy Places don't count, main shrine may not either)
-Influence Zone: (???, 0.5 Miles at influence 2)
-Max Population Mod (???)
Shrine:
-Non-inherent Trait Cap: (Tier + Shrine) * 2
-Ambrosia Capacity: Shrine
-Maximum Shrine Tier for each shrine: Shrine Level
-Shrine Defense Bonus (+[Shrine/2, round up] Strong Bonus in main shrine, less in secondary shrines. Holy Places get +1)

DE Income/Cap/Condensation:​
Income:
-Sacrifice Blessings are rolled out (gaining +1/skill modifier), then averaged to calculate the average success level, calculated separately for each skill used. They gain 1.2 DE/blessing return at DC 40, +0.2 per degree of success higher. They can increase pop mod, but only with a lot at high success levels.
-Growth Blessings work the same way, with 1.0 DE/Blessing at DC 40, +0.2 per degree of success. They also provide population mod, at a base of +1 for 10 blessings at DC 40, +1 per level of success.
-Other blessings: "most successes on anything other than blessings will either have significantly better DE return (1.5 minimum, 2.0 or better typically), significantly more versatile uses, or significantly better growth generation." (Per PoM)

DE Cap
Our DE is capped at 2 * (Highest Attribute * 2nd Highest Attribute), currently 80 from Fear 4 and Avatar 4. When we earn enough DE to exceed this cap, we start to condense. Note, however, that bonus DE from Omake and Participation bonuses do not count for the cap. On a turn with +4 PB and an 80 DE cap, we could have 83 or 84 DE without condensing, but not 85 or higher.
Condensation:
When our DE exceeds our cap, it starts condensing into ambrosia at a rate of 10 DE to 1 ambrosia, until our DE is under/at our cap. For example, if we had 100 natural DE and 80 cap, we'd condense 2 ambrosia for 20 DE, ending with 80 DE. If we had 101 natural DE, we'd condense 3 ambrosia, ending with 71 DE. Additionally, we have a holy place, which will condense an ambrosia at the better cost of 5 DE, so long as we end the turn with at least 10 DE.
When our ambrosia exceeds the cap, it will condense as well, into Amber. Ambrosia condenses at a rate of 3 ambrosia to 1 amber.
Sustenance:​
Sustenance is that value listed [??/20] beside the Avatar Actions and Commune Actions headers in the actions spoiler.
Sustenance Costs:
-Default per turn: Avatar/2
-Action in the Avatar Actions section: 1, unless otherwise stated. (Known Exception: Explorations that crit and go far can spend extra)
-Action in the Commune Actions section: 0.5, unless otherwise stated
Recovering Sustenance:
Sustenance is recovered by way of consuming ambrosia at a rate of 1 Ambrosia = 10 Sustenance, usually. When sustenance goes below 10, we will try to consume ambrosia. We will automatically do this at the end of a turn up to between the maximum sustenance cap and 10 below that cap (currently between 10 and 20). However, we can only eat ambrosia once in the middle of a turn. So if we have 14 and spend 6, and have a free ambrosia, we can get an extra 10 in the middle of the turn and be safe. However, if we spent 16, then we'd go on a rampage at sustenance 8, even if we had a second ambrosia available.
Note: The action to spend less ambrosia than our avatar to reform is strictly worse than the full reform. We will end up with less sustenance at best, so trying to exploit the system by spending 3 ambrosia to suffer a level 4 avatar and saving a 4th ambrosia to eat mid-turn is a bad idea. That said, reforming an avatar normally starts us off with full sustenance.
Negative Events:
When sustenance goes below 10, and we can't consume ambrosia, we might go on a rampage. Even if we do consume ambrosia, we might act on compulsions (from traits and nature of our spirit) if we haven't already fulfilled them. So going below 10 with a free ambrosia is safer on a turn we are destructive than on a blessing turn​

Other reminders:​
-If we are demanding appeasement, we must reserve a destructive act as punishment if people don't obey--this is any turn we have DA active, not just the first.
-Picking a shrine expansion unlocks that expansion (locking the other two away forever*) and builds it as appropriate. Grand expansions can only be built in one shrine at a time, and each shrine can only have one grand expansion. Limited expansions can be built in every shrine, but only one limited expansion can be built in any given shrine. Picking this choice builds *one* of these, and the option must be picked again to build one in another shrine. A shrine can have one grand and one limited expansion. Common expansions are automatically built in all current shrines as well as all future shrines as they are built, for no extra cost. Additionally, a shrine can have any number of common expansions.
*With a couple rare exceptions that I don't think we can do manually
-Skills get skillups with rolls exceeding 100, but not for blessings.
Shrine Expansions​
There are two main limiters on Shrine Expansions: Expansion Unlock Slots, and Shrine Expansion Slots. Expansion Unlock Slots are gained by way of Focus (Fear or Faith) score. Every even level of Focus a spirit gains 1 Expansion Unlock Slot of Tier <Focus / 2>, and gains a choice between 3 expansion options (1 Common, 1 Limited, and 1 Grand) of Tier <Focus /2>. When those choices are selected, the Unlock Slot is filled with that expansion, and the other two expansions cannot be chosen unless you somehow lose access to the chosen expansion entirely. Depending on the type of expansion chosen, the build option will do something different. Building a Grand or Limited expansion choice will start building one of that expansion in a chosen shrine (remember to specify). Building a Common expansion choice will build that expansion in every shrine, as well as make it so that any future shrines automatically include that expansion. Each shrine has 1 Grand Expansion slot, 1 Limited Expansion slot, and unlimited Common expansion slots. A Grand expansion can only every be built in one shrine, while limited expansions can be buid in as many shrines as you have so long as it is the only 1 Limited Expansion in the shrines in question.

Building Shrine Expansions requires a Shrine Check. As described by PoM:
"Shrine expansion has set success requirements that can be 'instantly' completed by meeting certain unique material requirements. You needed 6 for the grand, which you didn't meet immediately so were able to go to the preset material payment. You needed 6 to complete the Creche with no requirements, which you pulled off literally on the nose. If you don't complete one instantly, you get the accumulated successes -1 (for not having the materials) towards the next check, until it's finally finished."

Shrine Tier​
Shrine tier provides 2 main benefits: Increased influence range from that shrine (T3 at Influence 2 emanates almost a full mile away, while a T1 shrine at influence 2 emanates a range of ~half a mile.) and improvements to Expansions in that shrine (for example, our Painted Stars Grand Expansion gains an extra +1 Strong bonus if/when we upgrade our Apostate Village Shrine to Tier 4.

To improve Shrine Tier, you must use materials or figurines, rolling a Shrine + Quality check. As mentioned in the next section, figurines provide <Quality Tier> * <Material Tier> as a modifier to the check. Then, you gain 1 progress for every degree of success over DC 0 that check rolls. To improve to a higher shrine tier, you need <Current Tier> + 1 progress. For example, going from Tier 1 to Tier 3 requires 2 Progress to get to tier 2, and 3 more to get to tier 3, for a total of 5.

There are a lot of materials, with different uses and abilities. So far we only know a tiny amount.
Each material has a Tier level, which affects their use in shrines and the effects of figurines made with them.
Known Tier Levels: (Materials in <> are ones that are almost certainly that tier, but may not be)
T1: Bone, <Wood>
T2: Obsdian, Silver
T3: ??? (Copper, maybe?)

When crafting figurines (and presumably other art pieces), you roll a <Crafting Skill> Check with a DC of 0. The resulting figurine is of quality T(<# of successes rolled>). For example, a modified roll of 25 would produce a T2 figurine, while a roll of 80 would produce a T5 figurine.
There are 10 tiers of figurine quality, with the following names known:
T1 [DC 00]: Crude
T2 [DC 20]: Very Poor
T3 [DC 40]: Poor
T4 [DC 60]: Okay
T5 [DC 80]: Moderate
T6 [DC 100]: Good

A figurine, when used to improve shrines, provides <Quality Tier> * <Material Tier> Points as a modifier to the "Quality + Shrine" Roll. For example, a Moderate Quality Obsidian Figurine provides +10 points to the roll (or half a success), while a Poor Bone Figurine provides +2)
Skill Success Chance:​
These charts and graphs show the likelihood of hitting a given DC, with a given skill level. The left set of charts and graph is for things like blessings that provide +1%/level, while the right set are for the usual +2. Note that most DCs are multiples of 20, so those rows are bolded and given their own chart. Also note that these charts don't take the untrained penalty into account, which would shift the chances for skill level 0 down significantly. They do, however take criticals into account, with Snake Eyes counting as an automatic failure, and a Nat 20 counting as an automatic success.

These only cover skill 1-10, but here is a chart and graph for up to skill 25. This is for the usual +2% modifiers, with the same rules on criticals and untrained penalties.




This spoiler will cover things like Shrine Expansions that people often forget/misunderstand

This is where i'll put little tidbits of info from PoM

This is something i started doing in the middle of turn 8's updates. Each update I go through and annotate in red, showing the calculations of rolls, speculating on what those rolls mean ("we got X successes and Y legend, so this action was probably worth Y-X Legend" "We won with a 93 modified value vs his 72 + mod, and ties are within 10 for opposed checks, so he can't have more than 5 <Skill>"), pointing out connections between the fluff and results, important or interesting things mentioned, changes in actions and upgrade choices, etc. I also archive the character sheet each turn, putting a simple version at the start of an update, and the official version at the end, to help anyone catching up.

Note: Turns 1-8 were done in a quicker and lesser style, and were done with a lot less knowledge of the game and system. Take anything within with a grain of salt.
Turns 1-4
Turns 5-7
Turn 8 (All Updates)
Turn 9 is the first proper annotated update
Turn 9
Turn 10
Turn 11
Turn 12
Turn 13
Turn 14 Part 1: Quest of Amber and the Ages
Turn 14 Results
<Missing Turn 15 and 16>
Turn 17 Part 1: The Law of Slaves
Turn 17 Results
Turn 18
Turn 19

-Being out of influence range/in opposed influence range gives narrative penalties, not mechanical ones.
-Spirits without an appropriate elemental ability can't directly oppose offensive elemental attacks; the influence range narrative penalty is all that applies
-EA - Stars gives +5 weak mod to star gazing actions
-Most EA's don't give mechanical boosts, "just" narrative ones
-Moonlight gives +5 weak bonus per degree of success. This stacks fully with a second moonlight. The eclipse moon from weirds gives +10 on top of this.
Edits:
12/3: Added Amber Age Basics, Cheatsheet for Planners, and Equations (currently just Attribute equations). Edited Basic Roll System slightly, added a slight amount to statistics, including some pictures.
12/4: Added information on Shrines and Crafting/figurines
12/15: Fixed incorrect shrine defense equation, added some currently unsorted bonus information
Character Sheet

Gaerig (Literally: Endless Water)
Devotional Energy: 182
Population Modifier: -10/-20
Ambrosia: 0/3
Legend: 68:166

Current Title:
Current Pantheon Enhancement: The Goddess Sought (All spirits of the pantheon must pass a Survival or Navigation (whichever is higher) check against your Perform (Trickery) in order to contact you (does not apply if you seek out others). If they fail, you gain legend. If they succeed, they gain legend.)

Ruined Garment - approx. 10 Units unknown material (Hard Metal)
Amber - 7 Units (Stone)
Silver - approx. 5 Units (Soft Metal)
Obsidian - approx. 1 Unit (Stone)
(2) Obsidian Figurines (1 Okay, 1 Moderate, 1 Good)
(6) Bone Figurines (2 Very Poor, 1 Okay, 2 Moderate, 1 Good)
The Sleeping Brew (Tier X Drink) - Grants Spirited Dreams
Faces of the Moon (Tier X Mask) - Grants Shapeshifting Tier 2 [Mortal/Immortal Guise] (Free)
Accumulated Attribute Discounts: 2/1 Faith (Focus Lockout), 2/5 Fear

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 are a mighty, terrible being of both beauty and cruelty, a Goddess in all but your position in the eyes of the mortals who worship your pantheon.
The Painted Stars (Grand Tier 1 Extension) - Grants +1 Strong Modifier on all Astrology rolls. Improves at 4, 7, and 10 Shrine Tier.
Creche (Limited Tier 2 Extension) - May attach one Ur-Spawn youth. Grants the Ur-Spawn the ability to spend 1 additional legend per year on skills at Shrine Tier 1, 4, 7, and 10. Grants an additional +1 Strong Modifier on rolls tied to the Ur-Spawn's survival at Shrine Tier 2, 4, 6, 8, and 10. Ur-Spawn are removed from the Creche when they posses at least 20 skill points or at least 3 skills ranked 5 or higher.))

Avatar: 7
You are a goddess, and your form reflects this elegance and power. Hair as black as the night sky, pockmarked with specks of white like the stars and eyes that glow solidly the color of silver and black like a shifting moon, you are the picture of celestial radiance and mystery. From your eyes and mouth pours an infinite stream of clear, perfect water, and cloaked about your body are skins of supple ebony, rimmed with white. Standing tall at 11 feet, you are imposing and intimidating, even to most spirits, and your earlier girlish charm has changed, a more mature, calculating gaze replacing your earlier glint of mere mischief.

Influence: 5
Your influence extends nearly two miles in all directions from your holy site and shrines. Your hilltop shrine's influence extends nearly three miles in all directions. Your influence is so grand you are capable of sensing the Fox Spirit's shrine within it.

Shrine: 3
You possess a Holy Place and a pair of shrines, displaying tokens and pictograms of your past.
Maximum Shrines: (2/5, equal to Influence)
Teeth of the Sea [Confluence Effect: Moonbeam - On an astrology check of 16 or greater, condense a free ambrosia.]
Saiga's Fishing Village (T 1/3)
Gaerig's Fishing VIllage (T 3/3) - The Painted Stars (Grand) - Creche (Limited)
Inherent Traits - Regular Traits

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

Lesser Spirit of Mischief (+3 Perform (Trickery), +1 Survival, Limited ability to mask or disguise Avatar, grants a small chance of escaping disadvantaged encounters)
Minor Spirit of the Sea (+2 Fishing, +1 Navigation)

Classical Element - Water

Elemental Affinity (Tier 2) - Sea, Stars
Elemental Affinity (Tier 3) - Night

Elemental Manifestation (Tier 3) - Moon

Focused Manifestation (Nox Arcana) - Silver Moon

Grand Affinity - Nox Arcana

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)
Astrology 10
Omen Reading 4
Mysticism 2
Navigation 4 (5)
Perform (Trickery) 6 (9)
Awe 1 LOCKED
Fishing 0 (2)
Leadership 0 (1)
Innovation 1 (2)
Survival 2 (3)
Ur-Children
Born Turn 9
Minor Spirit of Mischief (+2 Perform (Trickery), Limited ability to mask or disguise Avatar)
Classical Affinity - Water

Perform (Trickery) 4 (6)
Perform (Primitive Instrument) 2
Craft (Stoneworking) 1
Trade 1
Survival 1

PI
1 Amber
1 Crude Wooden Horn

Legend Threshold Hit! (Granted you 5 Legend on turn 9)
Unspent : Current // Threshold : Ascension Requirement
18:25 // 3:44
Bloodlines
Transmuted Turn 11
Metal Affinity - Silver

SPECIAL FEATURES:
Poach Material - Silver (Flaying the corpses of these people produces small amounts of silver, though the act is despicable).
Quicksilver - Increases maximum Perform (Trickery) by 2, Increases maximum Melee by 1.

Perform (Trickery) +2
Melee +1

Dissemination: 13%
Fertility bonuses: -1
Social bonuses: 1
Survival bonuses: 1
Monsters
Spawned Turn 9
Minor Spirit of Mischief (+2 Perform (Trickery), Limited ability to mask or disguise Avatar)
Metal Affinity - Silver

SPECIAL FEATURES:
Lesser Shapeshifter - Can transform into another object of similar size to it's natural size (approx. 4 inches). Preference: Human.

Perform (Trickery) 1 (3)
Fishing 1

Dissemination: 26%
Fertility bonuses: 0
Predator bonuses: 2
Survival bonuses: 2
Members of the Geshtaf (Gaerig's Pantheon) 2/2 Pantheon Enhancements
Born Turn -119
Known Attributes-
Faith 4
Avatar 6
Influence 3
Shrine 4

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)
Spirit of the Hunter (+2 Survival, +2 Melee, +3 Ranged, Gain a Strong bonus against spirits with inherent T2 or T3 animal aspects, Gain an automatic success against spirits with inherent T2 or T3 animal aspects)

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)

Skills-
Awe - 6
Innovation - 4 (7)
Fishing - 8 (14)
Melee - 7 (12
Discovery - 7 (12.5)
Trade - 5 (10)
Craft (Carving) - 7
Craft (Woodworking) - 5

Titles: The Hunter, The Wanderer, The Fool Usurped
Born ???
Known Attributes-
Faith 5
Avatar 6
Influence 4
Shrine 4

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

Spirit of Premonitions

Giant Avatar (Increases size by an additional foot per Avatar level, Increases total wounds by 50%, Increases wound threshold, Increases sustenance demand per turn by 2)

Omenseer (Omen Reading no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Omen Reading actions)

Known Skills-
Survival
Perform (Sing)
Omen Reading
Trade
Melee
Astrology
Mysticism

---
Born ???
Known Attributes-
Focus ?
Avatar ?
Influence 5
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)
Minor Spirit of Motherhood (+1 Leadership, reduces Sustenance cost to add random and specific traits by 1 and 1)

Mystic (Astrology and Omen Reading merged into Mysticism (Astrology/Omen Reading provide 0.5 Mysticism per point), enables enhanced Mystical actions)

Known Skills-
???
Leadership
Art (Painting)
Perform (Dance)
Mysticism

Known Additional Titles: The Keeper of Secrets
Pantheon Enhancement: High Elder (Enhanced effectiveness of Mystical actions, can impose 2 additional decrees, gains 1 legend per turn)
 
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Bloodlines
Transmuted Turn 11
Metal Affinity - Silver

SPECIAL FEATURES:
Poach Material - Silver (Flaying the corpses of these people produces small amounts of silver, though the act is despicable).
Quicksilver - Increases maximum Perform (Trickery) by 1, Increases maximum Melee by 1.

Perform (Trickery) +1
Melee +1

Dissemination: 8%
Fertility bonuses: -1
Social bonuses: 1
Survival bonuses: 1
Gonna do the annotation before i go to bed, but first, look what PoM hid in the character sheet! Bloodline!
 
@Powerofmind
Can we direct our blessings/curses specifically towards specific bloodlines?

If Gaerig mates with a silver person, is the metal - silver affinity retained or replaced?

edit:
What exactly does dissemination represent? The formation of a new species, or the replacement of the old one?
Can multiple bloodlines be at 100% dissemination at once (and if so will they combine to form a new bloodline), or are they mutually exclusive?

I just reread the hint. Apparently they just make a new species
 
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Navigation rolled 2, 8, 15, 9, 14.
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.
Mortal: "Fuck this I'm out." *zooms into the distance*
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...
Naughty girl.

We approve!
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!

Oh god my sides are bursting.
So an eclipse buffs our blessings and Water powers in the day by turning it into night.

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.
Yummy!

I think our dudes are going to have some psychological issues at this rate. Or else grow numb to acts of random terrorism.

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!
SILVER!!!

We want this used to bling our shrine!

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.
Oh my, those are some cool blessings.
Did we turn them into demihumans by accident?

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.
Halp, I'm dying of laughter here.
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!
See? Growth event!

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!
Is that a fox or a racoon?
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.
That'd be Ms Constellation Heart there.
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.
Saiga's buddy the bird. He's omen reading and he likes what he saw of us?
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.
Oh...someone stuck Formless and then abused from there by being turned into some kind of ritual prop.
 
CURRENT POPULATION MODIFIER: -4 of -18 minimum, was -2 last turn (+2 event, +1 natural growth [weak], -3 Vehemence exhaustion, -2 Mass Poisoning)

Hmm, so if you take out the Vehemence Exhaustion, you'd see the 'natural' population modifier is actually -1, an improvement.

They're just too scared to be much more scared.

You can assume them gone immediately, but your actions might be a little weaker than usual.

How much sustenance do we assume in that case?
 
[] 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.

Is this correct? Seems like it should say Silver Moon instead of Harves Moon based on the description.

The moon turned green before the growth event.
 
The Night in the Day
Fear rolled 12
Gained 8 Legend
Somewhere in the distance, someone is screaming in impotent fury

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.

These things seem to be connected. Are there any methods to mess with the rolls of other spirits? The Crone might have cursed Gaerig with living through interesting times.
 
Okay, so we can reform and ease off on the moon terror for a bit, or we can activate Harvest Moon on Moonshine to make even more bling to play with.

Which do we prefer?

Also traits:
Minor Spirit of the Stars (+2 Astrology, +1 Navigation): 3 (5) Legend
Handy, though we don't need it immediately or anything, it's nice.

Ocean Affinity - Waves (Push and Pull, High and Low, forever lapping at the earth and reclaiming the land into the sea): 3 (1) Legend
Despised traits are easy to reroll. It's cool.

Elemental Avatar - Silver (3 accumulating Legend discount to next Avatar Attribute purchase, can transmute silver, +2 Awe): 5 Legend
Shiny and chrome. Enabling silver transmutation at this stage is pretty big, though we can apparently do it with the Harvest Moon, though less predictably.

1 - Moon of Beasts - Unverified
2 - Moon of Transmutation - Confirmed, material transmutation.
3 - Moon of Life - Confirmed, Bless Fertility
4 - Moon of the Earth - Confirmed, Bless Soil
5 - Moon of Wild Tide - Unverified
6 - Moon of Secrets Revealed - Confirmed, boost to astrology.
7 - Moon of Wrath - Unverified
8 - Moon of Darkness - Unverified
9 - Moon of Shifts - Unverified
10 - Moon in the Sun - Solar eclipse. Boost to Blessings and Water abilities. Generates terror roll.

Well okay, people get terrified regardless.
 
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@Powerofmind
Can we direct our blessings/curses specifically towards specific bloodlines?

If Gaerig mates with a silver person, is the metal - silver affinity retained or replaced?
What exactly does dissemination represent? The formation of a new species, or the replacement of the old one?
Can multiple bloodlines be at 100% dissemination at once (and if so will they combine to form a new bloodline), or are they mutually exclusive?
Yes.
Retained (usually), there is a small chance it gets pushed out, this also works with monster broods (it's how you can inject new traits into a not-yet disseminated population).
Dissemination represents it's lasting power, how strongly the population has either replaced or integrated itself with the local ecosystem. More powerful creatures and people species disseminate more violently with the pre-existing ecosystem.
Yes. They are generally exclusive with each other when fully disseminated and true cross-breeding needs a helping hand.
So much for a nice, calm and boring turn.
You can't push the moonlight button and expect your turn to make sense.
How much sustenance do we assume in that case?
Full.
 
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