This straight up seems like begging to explode and destroy the surrounding area. If it's renewable then we can wait until we see how much we might need to make something for Gaerig to smack people around with before we start trying to blast it with moon magic right?
[] This is incorrect. This... This slavery will not be allowed to continue! Drive out the oppressors, free the spirit and his people. (???)
It is I, Gaerig!
Awe rolled 13
Jailers stupefied
Break the Shackles!
Avatar rolled 10
3 degrees of success; Disc 3/4
BRAVEHEART!
Leadership rolled 11
Minor Success; Ice-boys turn on jailers!
Go away moon lady! (Rune vs Gaerig : Rune vs Ice-boys)
Melee rolled 13, 6, 3, 8 vs 10 AND 14, 15 vs 19, 7
Minor Success! Children of the Rune temporarily dispersed; Tie! Trade damage (Ice Avatar causes additional harm)!
Break the Shackles!
Avatar rolled 11
4 degrees of success; Disc 1/4
Call Freedom!
Leadership rolled 7
Minor Failure
Stahp moon lady! (Rune vs Gaerig : Rune vs Ice-boys)
Melee rolled 8, 10, 9 vs 5 AND 10(-2), 8(-2) vs 16, 6
Minor Failure! Unwounded; Major I Success! Let some experts break it!
Oh Shit this is bad
Leadership rolled 7
Minor Failure! Children of the Rune in retreat!
I. AM. FREE!
Leadership rolled 16
Mass revolt, Children of the Rune overwhelmed
Well Met, Stranger, Savior!
Perform + Awe rolled 18 vs 14
Tie>[Gratitude]>Major Success; I am Keshketev, I will follow you!
No, this will not stand. With a flourish and sudden transformation, you reveal yourself. "I am Gaerig, and know that none shall dare enslave man under my dominion!"
The guards are stunned into stupefaction, giving you time to go at the disc with all your might... but it is rather sturdy. Seeing your intent, the Children of the Rune once more turn their hands against you, and you punish them thoroughly their transgressions, seeing the two ice-men get their fair share of attacks in, now that their patron is near to being freed.
The guards dispersed for now, you rain blows upon the disk, spidering cracks and chipped pieces falling away. Your efforts renew the vigor of the defending Rune Children and you are nearly overwhelmed, but the Ice-men have slain their opponents, rushing to the disc and crushing it with their simple tools.
Newly freed, the spirit within seems to gain incredible vigor in moments, it's formerly frail body bulging with cords of muscle and coated in a thin layer of frost. With a furious howl, he tears one of the Ice-men's tools from him and leaps into the fray with you, scattering the Children in fear. He does not let up the chase, and when he drives them out of the shrine, bellows up the basin "I AM FREE, MY CHILDREN! SLAY THE MURDERERS TO A MAN! KILL THEM ALL!"
The sounds of the dying Children of the Rune echo for several minutes, blissful music to your ears, and the spirit, along with his Ice-Men, greets you properly. "Who are you, stranger, to save me from my torment?"
"I am Gaerig," you say simply. "I have bested the Crone and claimed her place as mistress of the Geshtaf."
The spirit grins widely. "Splendid! Splendid," he repeats, gesturing to his Ice-men. "These are my sons, Norte and Morte. I am Keshketev. I once had many more names, but the witch stripped me of them and shackled my people, forcing them to create symbols of her power over me and others. It... It has been so long, I had feared I would die. I owe you my life, Gaerig, now unto the end of my days."
He bows before you. It is... good.
Gained Spirit of Mischief, Strongly added Lesser Goddess of Freedom to turn Fear Buy.
This isn't a trade with Saiga, this is a request, because you're not actually giving him anything
Leadership (for coordination) rolled 9
A bit clumsy, but it does help (minimal boost to Saiga's growth efforts)
(At this point I'm just fucking confused because the vote devolves into a confused mass of things in near-random order, in some cases repeated, some of which don't even belong under certain umbrella votes. If you're not getting exactly what you hoped for, tough beans because I'm guessing my way through this.)
Saitev tells of the Imprisoned One
Trade rolled 18
What he knows...
Trade with Saitev
Trade rolled 11
Saitev is amenable to this trade
Spirit Encounter
Fear rolled 6
Gained 2 Legend
Saitev's new shrine is outside of his effective influence radius, you must pay 1 ambrosia to complete it by next turn or the deal is void and Saitev will be upset.
Meet the Fox
I demand... A rematch!
Trickery rolled 19 vs 12
Minor Failure
Perform + Awe rolled 9 vs 11
Moderate Success; Is... interested.
Spirit Encounter
Fear rolled 7
Gained 4 Legend
Play with Seski
Craft (Stoneworking) rolled 17
Seski creates a Simple Woodwind with an amber mouthpiece; Perform (Crude Instrument) becomes Perform (Flute)
Seski gains 2 Legend
Seski spends 2 Legend; gains Perform (Flute) 3, Craft (Stoneworking) 3
SMother Ghette
Trickery rolled 10
Ghette moved to Saiga village Creche
Improve Saiga Village Shrine
Shrine + Quality rolled 16
5 of 3 successes
Improved to Tier 3
2 of 4 successes; insufficient, flow to Creche
Creche completed
Rolled 11: Gained Fear 6 (auto-discount 2 legend; totally forgot that last time...)
38 Vehemence remaining; Legend rolled 11 (sufficient for double buy)
Rolled 20: Gained Fear 7
Gained Fear 7
Gained Spirit of Mischief
When you return, it is to the accidental death of your new breed of Pixie, their apparently capricious nature being... poorly suited to their normal mating and hunting habits. Disappointing, but not a serious setback.
Your plans for the year complete themselves, and your coordination with Saiga... leaves something to be desired, though it works well enough. Hopefully, people will return to your villages soon. In the meanwhile, you try to figure out something new with your silver pieces, and Seski crafts a curious bit with amber and wood, sticking it into a flute. The amber vibrates in some impressive way when she plays, producing a beautiful, perfect set of tones. You encourage her to play further, and so distracted are you by her efforts, that you do not notice when the silver changes suddenly, becoming a beautiful deep blue powder, which a cursory test of reveals it to be an excellent pigment!
More of your time is spent in contemplation of the world itself. You discover that Silver, in particular the powdery crystals you possess, is a catalyst. When properly formed (if only you knew what proper was or how to do it), it can form nearly perfect reflections, having transmutative effects on other elements. You even figure out what the bubble was! Apparently, your body is so grand it presses against the weakening fabric of all things about you, and you can take this private space and use it however you will! What fun!
When you try to play with Ghette, you soon discover that very young babies are boring little creatures. He wails over nothing and barely lifts his head. You do not know how to play with such a child! You are petrified of trying to care for the creature, so you leave it in your other shrine and wander the earth, hoping to find more things. You spot a few of the strange furry beasts, but the things are especially difficult to goad into doing what you want. The males are all busy rutting each other, even! Ridiculous animals, they make no sense!
You approach Saitev in your travels, and an idea strikes you for a trade. He agrees, but you are unable to follow through on the deal... You may have a problem carrying out your end of the bargain.
Frustrated, you go to the fox instead, who immediately gives you a sense that it is time for a rematch, his pride impinged.
You are... defeated. In a fit, you level an angry stare at the smug little beast, who bows with mock politeness, saying "I would be delighted if you'd come again next year, clever friend!"
Equations Noted for this turn's income: (Rite Income = 4*[(17+[Fear/2]+Pop Modifier)/15] = 7 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 3.6 DE per Vehemence, rounded up)
Equations Noted for next turn's income: (Rite Income = 4*2.25*[(17+[Fear/2]+Pop Modifier)/15] = 11 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 8 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: -2 of -26 minimum, was -9 last turn (+5 Personal Efforts, +2 Saiga's efforts)
Lost 2 Obsidian chunks
Lost 1 Silver
Gained 5 Ultramarine (the color pigment, not the Spess Mehren chapter)
Divine Actions
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, Omen Reading, Mysticism, Navigation, Perform (Trickery), Fishing, Leadership, Innovation, Survival.
-[] 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, Survival.
-[] 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. Inspirations are naturally stronger than Blessings, but affect a more limited number of people. Inspirations can target individuals of choice and grant specific skills. Costs: 5 DE
[] Control Waters*** - You have innate lordship of water and all it's forms, but you have especially strong ties to The Sea. Costs: 10 DE
-[] Command Water [How]
-[] Command Sea [How]
[] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 12 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: 20 DE
-[] In your territory
-[] Over an enemy's territory
[] Silver Moon* - The silver moon, gray and dull upon an indigo night, colored to better contrast the stars and reveal their incredible secrets. Very strongly alters Astrology actions and empowers Wind Influence acts. Costs: 25 DE
-[] In your territory
-[] Over an enemy's territory
[] Blue Moon* - The blue moon, rare and beautiful, shining down upon the seas and casting out cool winds. Strengthens all Water and Weather Influence acts. Costs: 25 DE
-[] In your territory
-[] Over an enemy's territory
[] Blood Moon* - The bloody red moon, eclipsed by the earth and denied the light of the sun, casts curses and suffering upon the earth in spite. Transforms the Flesh and induces Bestial Madness. Costs: 25 DE
-[] In your territory
-[] Over an enemy's territory
[] Blacken* - You are the Goddess of the Night and the Dark, Lady of the Moon, Knower of Countless Hidden Secrets. Blanket the nights in cloying darkness, a veil that only the Nox Arcana can pierce, heavily penalizing all mysticism-based actions for the turn for those who do not possess the Affinity, and greatly enhancing the range and power of Divine Acts and Influence for the turn for those who do. Costs: 40 DE, 2 Ambrosia. WARNING: Cannot currently Manifest Darkness, effect has a higher DC threshold.
[] Form Divine Realm - You feel something curious, a spilling, a bubble upon creation. Costs: 20+ DE, 5+ Ambrosia
Avatar Actions (26/40) [] Form Avatar (12 Ambrosia) (Avatar already formed!)
[] Suffer Avatar (<X>, up to 11 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
[] Sire a Divine Creature, using [Life form] as a base
-[] Contribute <5X> unspent Legend for each sire in the litter, <X> Ambrosia for Attributes of the litter, and <4X> or <9X> sustenance for random or specific traits of the litter
[] Experiment with Unknown Materials
-[] Strange Metal
[] Innovate something!
-[] Silver
-[] Obsidian
-[] Amber
-[] Low-Tier Materials (infinite limit)
-[] Ultramarine
[] Use Items
-[] Equip an item
-[] Gift an item
-[] Consume an item
-[] Destroy an item
[] Chase down the Crone to her next hiding place! She will bow or she will die! Costs: 12 DE, 3 sustenance.
[] Personally Incite - Travel onto the cold earth and indulge in sowing chaos and terror in your domain. Costs: 3 DE
[] Personally Incite (Distant) - Travel onto the cold earth and indulge in sowing chaos and terror elsewhere. Costs: 10 DE
[] 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.
[] 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. (Highly Enhanced Effectiveness of all sub-actions)
-[] 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, including direct mechanical bonuses with high enough success, and warn you of potential dangers in future turns. Costs: 8 DE
-[] Study Rituals - Cast your gaze to the sky, where patterns reveal themselves and show you secrets. Develop a new specific trait ritual or two random rituals. Costs: 12 DE
-[] Develop Ritual of The Alluring Singer. Costs: 12 DE
[] Study Omens - Study the thrown bones, the light of the sun upon the clouds, and the entrails of the dead that will explain to you the results of your choices.
-[] Read the Bones - Read the best way to do the things you wish done with the crafted bones. Will aid you in a number of ways during the turn, and reduce potential backlash. Costs: 8 DE
-[] Read the Entrails - Look into the entrails spilled upon the earth. As all life consumes earth's bounty and is returned as new bounty, you can learn from the transition. Helps develop rituals. Costs: 12 DE
-[] Develop Ritual of The Alluring Singer. Costs: 12 DE
[] Study World - Examining the signs and functions of the world, you may determine how things are they way they are.
-[] Study [Material]. Costs: 10 DE
-[] Divine the Purpose (Aids in divine item creation). Costs: 15 DE
-[] Refine 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)
[] Perform Ritual
-[] Minor Ritual of the Alluring Singer. Costs: 30-80 DE, 4-7 Ambrosia OR 20-50 total Tiers of appropriate Amber Crafts (?)
Commune Actions (26/40)
[] Issue Decree - You take form, or manifest your avatar in order to issue a decree about the right way to live and how to worship you correctly. Maximum Decrees: 2/7
-[] 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."
-[] Alter the Decree of Appeasement - + or - 2 Fear to affect the degree of the decree (Cannot reduce written Fear to 0).
[] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 7
[] 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 3/5.
-[] 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 another Creche (T2 Limited).
-[] Expand Traveler's Alters (T3 Common): Grants bonus DE from Trickery, Survival, Navigation, and Trade blessings.
-[] Expand a Tomb of Divines (T3 Limited): Grants an additional significant legend reward when Ur-Spawn and special characters die.
-[] Expand the Chamber of Change (T3 Grand): A room filled with reflective surfaces, and space for the light of the sun or moon to shine through, granting ???.
[] Build a Temple - You are a Goddess! You are deserving of an incredible edifice to your divinity! Maximum Temples 0/1. Costs: 1 Ambrosia, 10 DE, Significant amount of materials (uses T0 materials for construction if not provided personally).
-[] Improve [name shrine] into a temple.
-[] Create a temple anew at [location]. [] 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 about him (Current circa turn 13)
-[] Learn more about Niogg (has a maximum limit on successes)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Meet with Saitev. Costs: 0.5 Sustenance per option, 5 DE (One time)
-[] Learn about him
-[] Learn more about Niogg (has a maximum limit on successes)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Meet with Keshketev. Costs: 0.5 Sustenance per option, 7 DE (One time)
-[] Learn about him
-[] Learn more about Niogg (has a maximum limit on successes)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Meet with the Fox Spirit, who will probably demand a contest when you meet him. Costs: 0.5 Sustenance, 5 DE (One time)
-[] Learn about him
-[] Learn more about Niogg (has a maximum limit on successes)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific 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.
AS A LOCAL GODDESS, MANY NEW OPTIONS ARE AVAILABLE TO YOU, AND SOME ARE CLOSED. FEAR LOCAL GODS COUNT THEIR VEHEMENCE AS 50% GREATER WHEN DETERMINING MAXIMUM SPENDING.
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)
Aspects
Aspect of the Fish (+2 Trade, +3 Navigation, +2 Survival, Faster water travel, can command fish directly): 15 (15) Legend
Aspect of the Crustacean (+3 Melee, +2 Fishing, +2 Perform (Dance), Increased wound threshold, can command crustaceans directly): 15 (15) Legend
Aspect of the Walrus (+3 Fishing, +2 Survival, +2 Awe, Increased maximum sustenance, can command walrus and sea lions directly): 15 (16) Legend
Aspect of the Octopus (+2 Fishing, +3 Survival, +2 Perform (Dance), Limited ability to mask or disguise Avatar, can command octopodes directly): 15 (15) Legend
Aspect of the Snowy Owl (+3 Survival, +2 Awe, +2 Perform (Sing), Grants a free degree of success when attacking a divine of equal tier from ambush, can command owls directly): 15 (16) Legend
Aspect of the Ox (+2 Awe, +3 Melee, +2 Survival, Grants a strong modifier when defending or asserting dominance, can command oxen directly): 15 (16) Legend
Aspect of Humanity (+2 Leadership, +3 Innovation, +3 Trade, 2 accumulating Legend discount to next Faith Attribute purchase): 13 Legend
Spirits
Spirit of the Sea (+3 Fishing, +2 Navigation, +3 Trade, gain the ability to speak directly with and negotiate with sea creatures): 15 (15) Legend
Spirit of Exploration (+3 Survival, +3 Navigation, +1 Trade, Expanded exploration range, greatly reduces detection risk when exploring): 18 (21) Legend
Spirit of the Stars (+3 Astrology, +2 Omen Reading, +2 Navigation, gain the ability to Shift Stars): 18 (20) Legend
Spirit of Premonitions (+3 Omen Reading, +2 Astrology, +2 Survival, gain the ability to Twist Fate): 18 (21) Legend
Spirit of Mysteries (+2 Mysticism, +2 Magic (First), +2 Magic (Second), gain strange senses): 18 (16) Legend
Spirit of Motherhood (+3 Leadership, +2 Perform (Sing), reduces Sustenance cost to add random and specific traits by 1 and 1 when siring, grant one additional specific trait when siring): 18 (21)
Spirit of Death (+3 Melee, +2 Omen Reading, gains an automatic success against mortals when acting to kill them, gains a Strong Bonus against any Ur-Spawn or any Spirit one tier lower than you when acting to kill or disperse them): 18 (18)
Spirit of Destruction (+3 Melee, +2 Ranged, gains an automatic success when destroying structures, gains an automatic success when destroying enemy items): 18 (21)
Spirit of Madness (+3 Omen Reading, +2 Fear, 6 accumulating Legend discount to next Fear Attribute purchase): 18 (21) Legend
Goddess
Lesser Goddess of Freedom (+2 Trade, +1 Faith, greatly weakens the effects of domination by and against you): 20 Legend
Elemental Affinities
Classical Element - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 2 (4) Legend Classical Element - Earth (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 2 (4) Legend Inherent Lockout Classical Element - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 2 (4) Legend Inherent Lockout
Elemental Affinity (Tier 2) - Lake (Stagnation save the ripple of action upon it): 5 (7) Legend
Elemental Affinity (Tier 3) - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 8 (9) Legend
Elemental Affinity (Tier 3) - Sky (The sky is part of your natural domain as Lady of the Night): 8 (5) Legend
Elemental Affinity (Tier 3) - Cold (The chill of the night, the smoke of the breath): 8 (5) Legend
Elemental Manifestation (Tier 2) - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 5 (2) Legend
Elemental Manifestation (Tier 2) - Darkness (You are one with the dark places, granting you power over shadow): 5 (2) Legend
Elemental Manifestation (Tier 3) - Tidal Waves (Push and Pull, Rise and Fall, yours is the domain of the water that reclaims even the high earth): 8 (9) Legend
Elemental Manifestation (Tier 3) - Sun (The Moon in the Sun! The Moon in the Sun!!): 8 (10) Legend
Elemental Manifestation (Tier 3) - Ice (The dread chill that saps even the hardiest fire of warmth): 8 (5) Legend
Focused Manifestation (Nox Arcana) - Yellow Moon (You have a special affinity with the night moon): 8 (3) Legend
Focused Manifestation (Nox Arcana) - Harvest Moon (You have a special affinity with the orange moon of fall): 8 (3) Legend
Focused Manifestation (The Deep) - Obsidian (Black as night, hiding a deadly edge): 5 (2) Legend
Focused Manifestation (The Deep) - Silver (Divine Silver, whose light even hints at darkness): 8 (3) Legend
Focused Manifestation (Lord of the Sky) - Rain (What the sun takes, the sky returns): 5 (7) Legend
Focused Manifestation (Lord of the Sky) - Snow (Beautiful flakes in geometric patterns, or haphazard clumps, driven in blizzards): 5 (7) Legend
Focused Manifestation (Lord of the Sky) - Storms (Whip with furious wind, scour with pelting water): 8 (10) Legend
Focused Manifestation (Lord of the Orbits) - Eclipse (The Moon in the Sun! The Moon in the Sun!!): 20 (15) Legend
Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 5 (4) Legend
Elemental Avatar - Silver (3 accumulating Legend discount to next Avatar Attribute purchase, can transmute silver, +2 Awe): 5 Legend
Elemental Avatar - Shadow (3 accumulating Legend discount to next Avatar Attribute purchase, can perform shadow teleportation within linked domains, gain Ethereal, gain Vulnerability towards light/fire based attacks): 5 Legend
Divine Enhancements
Inscrutable One (A natural evolution of capriciousness, you are not merely fickle, your motives are utterly incomprehensible. +2 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): (8) 14 Legend
Divine Mystery (As spirits grow to godhood, secrets are revealed to them that are unsuited to mortal minds. +2 Mysticism, may elect to swap current Focus Attribute using a basic ritual): 8 (9) Legend
Lesser Bless (Your blessings are slightly improved, and you gain access to specialized blessings apart from Sacrifice and Growth, based on the skills you possess): (3) 9 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
So with this giving us a faith score if we get it would it then put the equivalent of awesome and fearsome on the table because we'd have both faith and fear? Also how do we keep this on the fear table if we don't have any more chances to free things?
...Oh yeah we can improve to tier 4 now. We should do that with our main shrine, get the increased strong boost going and 2 improvements for the creche =D
-[] Expand Traveler's Alters (T3): Grants bonus DE from Trickery, Survival, Navigation, and Trade blessings.
-[] Expand a Tomb of Divines (T3): Grants an additional significant legend reward when Ur-Spawn and special characters die.
-[] Expand the Chamber of Change (T3): A room filled with reflective surfaces, and space for the light of the sun or moon to shine through, granting ???.
...Darnit, that common alters is not actually all that useful Well...depending on how strong it is...any chance you could give us a general idea of how much the boost is? a free success worth (so base 1.4/1.1, instead of 1.2/1.0?)? Something more? less?
With the common not a general "free DE income", i'd prefer the Chamber of Change, honestly...its literally a shiny and i feel like a hypocrite, but i dont hink we'll use the blessing boost enough, unless it makes a very big difference.
...AMBROSIA!!!! *Shakes fist angrily*
Speaking of, this turn we should really try to trade amber or silver or something to...everyone we can, in exchange for an ambrosia to build saitev a shrine, because otherwise our deal breaks...
Wait...is the +1 faith supposed to be crossed out? or would this give us faith in addition to fear? I'm assuming its just a "PowerofMind didn't hve the time/energy to check this"--same for the lack of "Greater spirit of mischief" or the like?
If we weren't the current pantheon head I would agree completely. As is if we have plans to draft/trick people into our pantheon (and I honestly think this is one of the best things we could do) then it is pretty terrible for us.
Wait...is the +1 faith supposed to be crossed out? or would this give us faith in addition to fear? I'm assuming its just a "PowerofMind didn't hve the time/energy to check this"--same for the lack of "Greater spirit of mischief" or the like?
Yeah I feel that too. The best leader would be one specked to handle all the matters of a pantheon, but that falls into the problem of the fact that they can become as tyrannical as the Crone.
And I really like Goddess of Freedom. Based on what it does as a lesser trait I would bet that the full trait would make us effectively immune to dominance in exchange for not being able to to dominate, which is actually find considering that Gaerig is really not specked for rule.
[] Protoplan: Ninjafish
[] 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, Omen Reading, Mysticism, Navigation, Perform (Trickery), Fishing, Leadership, Innovation, Survival.
-[] Expend <3> DE on petitioners for Fishing.
[] Control Waters*** - You have innate lordship of water and all it's forms, but you have especially strong ties to The Sea. Costs: 10 DE
-[] Command Water: Give Blizzards and frigid rain to the crone's people. x2
[] 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: 20 DE
-[] Over an enemy's territory (The Crones Territory)
[] Blue Moon* - The blue moon, rare and beautiful, shining down upon the seas and casting out cool winds. Strengthens all Water and Weather Influence acts. Costs: 25 DE
-[] Over an enemy's territory (The Crones Territory)
[] Blood Moon* - The bloody red moon, eclipsed by the earth and denied the light of the sun, casts curses and suffering upon the earth in spite. Transforms the Flesh and induces Bestial Madness. Costs: 25 DE
-[] Over an enemy's territory (The Crones Territory.)
[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be. (Highly Enhanced Effectiveness of all sub-actions)
-[] 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, including direct mechanical bonuses with high enough success, and warn you of potential dangers in future turns. Costs: 8 DE X2
[] Cancel appeasement.
[] Play with Seski
[] Mother Ghette
[] Meet with Saiga. Costs: 0.5 Sustenance per option
-[] Free him from the obligations placed upon him by the crone, Tell him That that awful witch has no power over him anymore and that he is free to roam and hunt as he pleases.
-[] Trade something: Offer him some of our Silver in Exchange for Ambrosia.
just a proto plan, were a bit limited right now.
and I do not want give the crone any time to build up unchecked.
Electrum is immediately above it. I think Gold/Sliver is too, though I'm not sure. Was Gold/Sliver the same tier as Amber, or the same tier as Electrum?
Ok, so things i consider essential this turn:
-Either go attack one of the crone's villages again, for DE return, or do more blessings and good things at home for growth and DE
-Go to saiga, release him from his bindings, in exchange for an ambrosia.
-Use that ambrosia to build saitev his shrine, so we get ours.
-Don't go exploring, or making babies, or any of that shit, because we are short on DE, sustenance, and ambrosia at the moment
-study stars to read the future...but probably just the one, and likely not even omen reading; dont have the DE to spare...and if we did we should do a second study stars, because that is a hell of a lot stronger and might give us ambrosia