My plan also has us investigating the Ruined Garment that OOC we know is Copper as well as the Blue Skin that we painted for any potential magical properties that they may have. Powerofmind already stated that regular pieces of copper found on the ocean floor are mostly green and unusable yet the armor managed to remain mostly intact. So there may be some protection on it (potentially runes, but I doubt it would that easy).
The Blue Skin is to create a coat for Seski and may have properties of it's own( because really, when has anything Gaerig made not be magic?)
My plan also has the most growth out of all the plans so that we can get that -1 pop mod into the positives to get DE more easily. This is the equation for how much DE we can get per Fear Action
(Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10]
So having a higher Pop mod means more more DE, more chances to cause Fear without scaring people away and if we continue to attack outside sources like Attrouska's village, we can more easily make cap each turn with less DE input and thus have more DE to spend on rituals, monster creation, all sorts of things.
Potential but unconfirmed side effects means that if we can help push long enough, the villages could become overcrowded in which case two things can happen, we fulfill our obligation as a Fear God and cut down the numbers for likely Glut, or we push them to create more villages thus more possible Fear Sources.
Having more Growth could also means that people are happy and more willing to put up with Gaerig's demands like building a Temple for several years when they see the benefit of listening to her.
Well, I desperately want monsters, but I don't think your plan actually provides them. It just tosses a bit of aspect of humanity into the sea pixies, and let's be real, that is not a goddamn monster. It's a random fun animal that floats around our territory being cute and useless. When I say I want a monster I want something that will either be a cool monster that might eventually ascend, or a creature race that will eventually be useful for something without a dozen modifications, or both in one go. I don't want to be tacking on aspects to the pixies forever in some horrible sunk cost fallacy situation.
Long story short, this is just about the last demispirit I am interested in making for quite some time. It does what we absolutely need to have happen for a decent aquatic conversion and makes sure we will actually have good reason to pick up more and more water traits. Once the temple is up it should be easy to pop out divine beasts due to having the ambrosia to make them worthwhile. We will also be able to make a monster next time we build up the sustenance.
Ultimately I might have considered your plan if it had a real monster, rather than a distraction pixie change, but I think future sea people is far more interesting than cosmetic octopi.
Well, I desperately want monsters, but I don't think your plan actually provides them. It just tosses a bit of aspect of humanity into the sea pixies, and let's be real, that is not a goddamn monster. It's a random fun animal that floats around our territory being cute and useless. When I say I want a monster I want something that will either be a cool monster that might eventually ascend, or a creature race that will eventually be useful for something without a dozen modifications, or both in one go. I don't want to be tacking on aspects to the pixies forever in some horrible sunk cost fallacy situation.
Long story short, this is just about the last demispirit I am interested in making for quite some time. It does what we absolutely need to have happen for a decent aquatic conversion and makes sure we will actually have good reason to pick up more and more water traits. Once the temple is up it should be easy to pop out divine beasts due to having the ambrosia to make them worthwhile. We will also be able to make a monster next time we build up the sustenance.
Ultimately I might have considered your plan if it had a real monster, rather than a distraction pixie change, but I think future sea people is far more interesting than cosmetic octopi.
Sure, never mind the fact that the only scource of octopus we have is 4 istart. Have to start somewhere.
Monater is monster is monster. How else are we to get the different animal aspect we need to get truly horrifying monsters? How else are we to start on the path toward Chimera if we don't try to produce at least some sort of monster as often as we can?
Monater is monster is monster. How else are we to get the different animal aspect we need to get truly horrifying monsters? How else are we to start on the path toward Chimera if we don't try to produce at least some sort of monster as often as we can?
Well, there are ways to create fun and terrifying monsters without Animal or Chimeric Aspects.
Basalisk, Kraken and Island Turtle are all templates that are easily available with just a few traits, and Gaerig already has the prerequisites to make one hell of a Moon Fey with Capricious One and all of the Moons/Nox Arcana. True, Chimera makes it a lot easier to get a great variety in offspring, but it's far from the only path to fun.
Also, to answer your question of how we get Chimera without bedding animals, the easiest answer is "Rituals".
Yeah, I know what you mean, however you have to admit it's the easiest and most useful ones, since it provides us with the ability to fuse animal aspects, which all can be rather useful and not only for making monsters,
I mean just look at the Walrus Aspect for example which permanently increases our Sustance,
If we had that we could take more actions per turn without risking a loss of control when it drops to low and not to mention how we could use more Sustance when creating children/monsters/Divine creatures, resulting in greater quality creations
I mean just look at the Walrus Aspect for example which permanently increases our Sustance,
If we had that we could take more actions per turn without risking a loss of control when it drops to low and not to mention how we could use more Sustance when creating children/monsters/Divine creatures, resulting in greater quality creations
Not a very good example I think, since the main limiter on Sustenance is the efficacy of conversion from ambrosia, and our ability to retain ambrosia. It does help by basically giving us an additional point of ambrosia store I suppose, but it also makes it harder for us to retain enough ambrosia for divine actions because we would be spending and eating more.
However:
-Crustacean - Increased Wound Threshold means higher effective Avatar for the purpose of resisting damage. At Avatar 9, Crustacean means functionally Immune to mortals with Conventional Weaponry, as we would remove half avatar(4) and then the crustacean bonus. It also means losing less sustenance when we get in a fight, which is nice, but rareish.
-Octopus - Innate shapeshifting may enable the Shapeshifter Avatar at last...and more importantly, shapeshifting is an important trait to have for a Chimera to avoid mutations that make it nonfunctional, such as if we're breeding chimeras.
-Owl - Flight, and the ability to sneak attack peers. But mostly the ability to breed flight.
-Humanity - Intelligent Monster package. Still evil, but smart.
I'm only favorable to (eventually) acquiring the Aspects of the Owl and the Octopus, which are respectively the mysterious creatures of the night and the depths, and, honestly, much more refined than the other two choices.
I don't feel either Walrus or Crustacean properly embody the essence of Lady Gearig of the Endless Waters, Night Mother and God Empress of Niogg
The politically correct term for that is "morally challenged". It is not nice to judge people because they wipe a few villages off the map. Poor Gearig just doesn't know any better.
[X] Plan Temple Raising Festivities
-[X] Bless Petitioner for Sacrifices
--[X] Astrology x18
--[X] Trickery x18
-[X] Inspire Petitioner
--[X] Astrology x2
--[X] Trickery x2
---[X] One to Seski
-[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: 25 DE x2
-[X] Harvest Moon*
--[X] In your territory
---[X] Transmute Obsidian.
-[X] Control Waters***
--[X] Command Water [How] x1
---[X] Reserve to support our rematch with the Fox with a timely rain. Or just rain on him. Whichever!
--[X] Command Sea [How] x2
---[X] Roil the seas
----[X] Could you make music with the waves?
-[X] Produce a mortal child with the Silver Men
--[X] Contribute 18 Sustenance to grant Minor Spirit of the Sea and Classical Affinity - Water
--[X] Contribute 10 Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
-[X] Create Art
--[X] Cast paints upon a canvas of hide and fur
-[X] Explore the Land
-[X] Study Stars
--[X] Read the Future
-[X] Study Omens
--[X] Read the Bones
-[X] Study World
--[X] Divine the Purpose (Aids in divine item creation). Costs: 15 DE
---[X] Ultramarine Skins
-[X] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE x2
--[X] Reserve for the Fox contest if relevant.
-[X] Build a Shrine
--[X] At a spot overlooking Keshketev's village, preferably near one of those hot water pools. Go with Keshketev's recommendation if he has a preference, to minimize conflict. Spend 1 Ambrosia if it's enough. If not, skip.
-[X] Improve a Shrine
--[X] Saiga's Fishing Village
--[X] Gaerig's Fishing Village
-[X] Issue Decree
--[X] Bring me your finest carvings.
--[X] The bodies of the Silver Men will belong to me in death.
-[X] Make Demand
--[X] Demand that they tell you of strange places, like where they found the crystal for you.
-[X] Meet with Saiga. Costs: 0.5 Sustenance per option
--[X] Trade something
---[X] Gift him a piece of amber, and bargain for his assistance with constructing your Temple at your Holy Place.
-[X] Meet with Saitev. Costs: 0.5 Sustenance per option, 5 DE (One time)
--[X] Learn about him
--[X] Learn more about Niogg (has a maximum limit on successes)
---[X] About Attrouska's villages, if possible
--[X] Trade something
---[X] Gift him a piece of amber, and bargain for his assistance with constructing your Temple at your Holy Place.
-[X] Meet with Keshketev. Costs: 0.5 Sustenance per option, 7 DE (One time)
--[X] Learn about him
--[X] Learn more about Niogg (has a maximum limit on successes)
---[X] About Attrouska's villages, if possible
--[X] Trade something
---[X] Gift him a piece of amber, and bargain for his assistance with constructing your Temple at your Holy Place.
-[X] Meet with the Fox Spirit, who will probably demand a contest when you meet him. Costs: 0.5 Sustenance, 5 DE (One time)
--[X] Test dominance
--[X] Learn about him
--[X] Learn more about Niogg (has a maximum limit on successes)
-[X] Take Ghette stargazing
-[X] Take Seski on your travels
--[X] Gift her a replacement Amber for the one you broke
Harvest Moon
Influence rolled 15
Epic II; transmute 10 units of Obsidian to Precious Gems (Overflow to Saiga)
Rain of Fox's Parade
Influence rolled 15
Epic II
Aquacustics?
Influence rolled 8, 6
Minor/Moderate
Subtotal VE: 27
Avatar Acts
Bear Ur-Child: 10 Legend
Base 1 + Minor Spirit of the Sea + CA - Water = 1 random
Spirit of Mischief: 1
Spirit of the Stars: 2
Aspect of Humanity: 3
EA - Sea: 4
EA - Stars: 5
EA - Night: 6
EA - Sky: 7
EM/FM - Moons: 8-9 (subroll)
GA - Nox Arcana: 10
Capricious One: 11
Random Known Trait: 12
Rolled 4: EA - Sea
Inherent Parent core trait? rolled 17: Inherits FM - SIlver
Evens (F) and Odds (M) rolled: 9
Create Art!
Art (Painting) rolled 7
Not so good...
Explore Earth (Flight!)
Survival rolled 13
Epic I; Discovered the rest of the Crone's hiding places
Read Future; Read Bones
Astrology rolled 12
Epic I Success
Omen Reading rolled 7->[Reroll]->15
Major Success
Study World
Mysticism roll 13
3 Degrees
Lure (no, it would not be relevant)
Trickery + Sing rolled 16, 17
Epic I/Epic II
Trickery +2
Improve Shrine [Saiga's Fishing Village]
Shrine - No Crafts rolled 14
3 of 4 needed successes
Incomplete; 1 success stored
Improve Shrine [Gaerig's Fishing Village]
Shrine - No Crafts rolled 8
0 of 4 needed successes
Next time dedicate materials.
Decree
Fear rolled 15
Immediate reward - (2 Poor, 1 Okay, 1 Moderate Bone Figurines)
Decree of Gift Offerings I - (may add or subtract decree slots to this decree, increases payout/turn) "Give me finery and images of my perfection."
Decree
Fear rolled 9
Immediate reward (none)
Decree of Taking - (Consumes 2 Decree slots) "Return unto the sea they who I have blessed."
Shimmering Stones - 1 Crystals
Demand
Fear rolled 7/[8]
Minor Success; Learned of Black Floe
Meet Saiga
Trade + Gift rolled 5
Saiga cannot help, he is too busy getting his explore on
Meet Saitev
Trade (learing) rolled 7, 12
Failure/Minor
Trade (deal) + Gift rolled 11
Minor Success; gives you some advice
Meet Keshketev
Trade (learning) rolled 11, 16
Minor/Major Successes
Trade (deal) + Gift rolled 7
Keshketev cannot help, he is too busy rebuilding his home village
Meet the Fox (Rematch!)
Trickery rolled 16 vs 9
Major Failure
Perform rolled 11 vs 14
Moderate Success->[Tie]
Trade (learning) rolled 12, 9
Minor/Failure
Spirit Encounter
Fear rolled 17
Gained 7 Legend
Read the Stars with Ghette
Ghette rolled 13
Ghette spends 2 legend; Gains Astrology 4
Wander with Seski->[Catch Seski!]
Runaway rolled 12 vs 13
Moderate Success
Epic IV critical Trickery Inspiration vs you rolled 4
Seski escapes you!
Seski gains 10 Legend
Seski spends 2 legend; Gains Survival 3, Trickery 6
Subtotal VE: 2
FEAR BUY - Vehemence (34) (Boosted 51)
1-10: Shrine 5
11-15: Influence 7
16-20: Fear 8
21-35: Avatar 10
36-38: Perform (Sing)
39-41: Trickery
42-44: Omen Reading
45-47: Mysticism
48-55: Excellence in Astrology
56-65: Elemental Manifestation - Frost
66-75: Elemental Affinity - Cold
76-85: Elemental Manifestation - Darkness
86-90: Spirit of the Stars
91-100: Lesser Goddess of Freedom
Rolled 40: Trickery
Auto-additional Buy
Rolled 73: EA - Cold
Legend rolled 4; bonus random skill buy from known skill list
Rolled (1d12) 2: Mysticism
This year you put a great deal of energy into your blessings of the people, and even choose to inspire a few of them to greater things. One of them, the clever person from before, garners the blessings of both you and Saiga, traveling out across the sea once more. You grant him some knowledge of the stars as well, so he might not lose his way. Another you take for yourself, a silver man with a sharp tongue and quick wit, providing you some pleasure.
As you're granting dreams and visions of clever ideas and the meaning of the stars, one of them is given to Seski. The following day, your little girl disappears from your shrine, so you follow after her and catch her, pack brimming with her favorite belongings and a good deal of stolen venison. "I want to go see the birdy again, mama," she says, eyes dreadfully large and pleading. "I can walk myself, now!"
You acquiesce, knowing she's old enough to make the trip easily and clever enough to avoid any trouble. Only, when you visit Saitev yourself, she hadn't stayed to wait for you! Saitev laughs uproariously, of course. "The little one is smart, she is," he tells you. "Doubled back into the woods after sneaking more food and furs, dragging one of my younger hunters off for an adventure. Just like her difficult mother, hmm?"
But... Seski! She's still only 11 years old and such a good girl, dragging off a boy on a grand adventure... Where could she have gotten that idea from? You are interrupted from your musing by the crow once more. "I have seen what you will ask me, as well. A word of advice," he warns. "There will be much trouble and tiring if you wish to continue on this path, Gaerig of the Night. The time for what you wish is not yet right."
You harrumph and storm back to your village to blow off steam, riling up the waters, trying to make music like Seski and failing terribly when a few poor boatsmen keep hollering as you toss them to and fro. You change the nature of things as well, reforming Obsidian to something better, and the result, an assortment of fine smokey gems replacing the baser stone, almost lets you forget how upset and worried you are.
You examine the stars and the bones, seeking clues. You visit Keshketev, who shrugs unknowing as he restores his village to it's former glory. You visit Saiga, who sits in mostly mute silence, pondering other things. You even go to visit the horrid fox, who embarrasses you again, and even he does not know where Seski has gone!
In a fugue, you have a shrine put up in Keshketev's basin, hamhandedly 'improving' a few of your other shrines as well. You take and demand of your people, and seeing your strangeness, they comply easily. You slap some charcoal and ultramarine on a fur and the tangled mess just looks more depressing. For hours, you look at the richly blue hide you'd made, contemplating all the nice things you could have made for Seski with it. With the right efforts at the right time, you could have had it stitched together to protect her from the cold, from water...
Eventually, you take to spending inordinate amounts of time with Ghette and pointing out the constellations to him, between drawing the foolhardy and needy into the woods and hidden rocks upon the shore with sweet tones and sweeter forms. You bear a healthy son, and call him Gaelte, Water Man, when your attendants must constantly pull him from the water basin in your shrine.
You miss Seski...
[Voting is locked for 2 hours following the initial posting.]
Equations Noted for this turn's income: (Rite Income = 4*[(17+[Fear/2]+Pop Modifier)/15] = 5 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 10 DE per Vehemence, rounded up)
Equations Noted for next turn's income: (Rite Income = 4*[(17+[Fear/2]+Pop Modifier)/15] = 5 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 9.6 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: -2 of -26 minimum, was -1 last turn (-2 Vehemence Damage, +1 Saiga's efforts)
Gained 1 Crystal
Gained 4 Amber
Gained (4) Bone Figurines (2 Poor, 1 Okay, 1 Moderate)
Gained 5 Precious Gems
Lost 5 Obsidian
Lost 1 Ultramarine
Lost 4 Amber
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, The Cold and The Sky. Costs: 11 DE
-[] Command Water [How]
-[] Command Sea [How]
-[] Command Clouds [How]
-[] Command Ice [How]
[] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 14 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, Trickery, Water-element Influence Actions, etc.). Costs: 25 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: 30 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: 30 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: 30 DE
-[] In your territory
-[] Over an enemy's territory
[] Harvest Moon* - The orange moon of change, wealth and transformation, cast by the turning of the seasons. Transforms the Inanimate and empowers Fire Influence acts. Costs: 30 DE
-[] In your territory
-[] Over an enemy's territory
[] Yellow Moon* - The shine of the Full Moon in all it's glory, timed with the fertility of the woman and the greatest virility of the man. Greatly increases Fertility and empowers Blessings. Costs: 30 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: 50 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, 4+ Ambrosia
Avatar Actions (31.5/40) [] 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
-[] Simple Crystals
-[] Precious Gems
-[] Amber
-[] Ultramarine
-[] Low-Tier Materials (infinite limit)
[] Create Art
-[] Cast paints upon a canvas of hide and fur
[] Use Items
-[] Equip an item
-[] Gift an item
-[] Consume an item
-[] Destroy an item
[] Attack the Crone's closest village. Costs: 6 DE, 3 Sustenance
[] Attack the Crone's farthest village. Costs: 9 DE, 3 Sustenance
[] Find Seski! Costs: 10 DE, 2 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 (31.5/40)
[] 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: 5/7
-[] Alter the Decree of Attendance I - "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 Shimmering Stones I - + or - 1 Decree slot to affect the degree of the decree.
-[] Alter the Decree of Gift Offerings I - + or - 1 Decree slot to affect the degree of the decree.
-[] Alter the Decree of Taking II - "Return unto the sea they who I have blessed."
[] 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 5/6.
-[] 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)
-[] 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
-[] Learn about him
-[] 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
-[] Learn about him
-[] 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
-[] 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 (16) Legend
Spirit of Exploration (+3 Survival, +3 Navigation, +1 Trade, Expanded exploration range, greatly reduces detection risk when exploring): 18 (24) Legend
Spirit of the Stars (+3 Astrology, +2 Omen Reading, +2 Navigation, gain the ability to Shift Stars): 9 (9) Legend
Spirit of Premonitions (+3 Omen Reading, +2 Astrology, +2 Survival, gain the ability to Twist Fate): 18 (24) Legend
Spirit of Mysteries (+2 Mysticism, +2 Magic (First), +2 Magic (Second), gain strange senses): 18 (19) 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 (24)
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 (21)
Spirit of Destruction (+3 Melee, +2 Ranged, gains an automatic success when destroying structures, gains an automatic success when destroying enemy items): 18 (24)
Spirit of Madness (+3 Omen Reading, +2 Fear, 6 accumulating Legend discount to next Fear Attribute purchase): 18 (24) 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 (9) Legend Inherent Lockout
Classical Element - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 2 (9) Legend
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 (10) 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 2 - Light (A being of the sky, you are naturally drawn to the light): 5 (7) 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 (10) Legend
Elemental Manifestation (Tier 3) - Sun (The Moon in the Sun! The Moon in the Sun!!): 8 (11) Legend
Elemental Manifestation (Tier 3) - Ice (The dread chill that saps even the hardiest fire of warmth): 8 (6) 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 (11) Legend
Focused Manifestation (Lord of the Sky) - Dread Storm (The winds scour the earth, the rain drives through the skin; this is The Hurricane, cleanser of all that dare crawl upon the earth): 11 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 Influence Attribute purchase, can perform shadow teleportation within linked domains, gain Ethereal, gain Vulnerability towards light/fire based attacks): 5 Legend
Elemental Avatar - Light (3 accumulating Legend discount to next Influence Attribute purchase, gain Ethereal, gain a free success when performing any light or heat-based Influence Act, all light and heat-based Influence Acts gain bonus damage): 5 (10) Legend
Shapeshifter's Avatar (gain Full Shapeshifting, granting the ability to display only a specific set of traits (disables penalties of forms you possess, but also disables bonuses), grants the ability to perform a ritual to shift inherent traits onto other inherent slots, Imparting specific traits to sired spawn now costs Base Sustenance Cost + 1): 10 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
Divine Excellence
Excellence of Astrology (You have mastered all man can comprehend of the stars and their motions. You must go further. Unlocks >10 Astrology bonuses): 5 Legend
Excellence of Trickery (You have mastered all man can comprehend of clever ploys and misdirection. You must go further. Unlocks >10 Trickery bonuses): 5 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