Time of the Gods: Into the Amber Age

KK. What was the math for Growth blessings again? 0.8x return, +0.1x per degree of success, right? And 0.1x growth, +0.1x per degree of success?

Also, as per the above discussion, is the penalty for not having a punishment "just" a reduction in VE generated, and so mostly doesn't matter on a turn we dont care about/don't want VE?

Edit: Also, does yellow moon no longer give direct growth, just the bonuses to blessings?
Yes.

It doesn't reduce VE you create, it just straight damages growth.

It would if you lucked into a weird booster.
 
What are the actual consequences? Because leaving it out is a deliberate choice on my part, and unless the mechanical consequences are big, not having it fits with narrative of this plan. Gaerig has consistently showed herself to be a bit scatterbrained and hyperfocused, so forgettting about punishing people is well within her character. On the other hand if it causes big problems in the future, I can put it in, because crippling yourself is not fun either.
It damages growth, so pretty necessary actually.
 
As for my plan...

[X] Plan Hopefully Stop Breaking Things
-[X] Bless Petitioner for Sacrifices [Total Cost 41 DE]
--[X] Expend 36 DE on petitioners for Astrology
--[X] Expend 5 DE on petitioners for Perform (Sing)
-[X] Bless Petitioner for Growth [Total Cost 35 DE]
--[X] Expend 35 DE on petitioners for Survival
-[X] Inspire Petitioner [Total Cost 80 DE]
--[X] Survival x8
--[X] Astrology x8
-[X] Direct Fish**[Total Cost 18 DE]
--[X] Drive Fish Away.
---[X] Reserve for punishment
-[X] Darken**[Total Cost 13 DE]
--[X] In your territory
-[X] Yellow Moon* [Total Cost 35 DE]
--[X] In your territory
-[X] Form Divine Realm [Total Cost 20 DE, 4 Ambrosia]
--[X] Use 20 DE, 4 Ambrosia
-[X] Reserve 1 Ambrosia for Kesh, as per our deal

Darken is there to get a handful of VE, so we can fearbuy a small thing. With our current bonuses, we have an 87% chance of 2 successes, so call it 3+ VE, which should be enough for a small thing but nothing big. Only gets us ~4+ DE, though (Speaking of, @Powerofmind the DE/VE rate this turn should be 1.2, not 1, right? 4*(12 + 2*2 - 13)/10 = 4*3/10 = 1.2.). Fish is for punishment, which i think means it doesn't do anything either way? I'll have to double check, but not including it hurts growth so thats a no-go.

Looking at last turn, inspires get full Skill*2 bonus, and get 3 DE and 0.25 growth per success. With 10 Survival and 15 Astrology, we can expect ~2.5 success average for survival and ~3 successes average for astrology, for a total of 165 DE return, and with 20 rolls that should be a fairly confident guess (also like 18ish growth return)

Since i'm focusing on inspires, not enough blessings to justify a yellow moon. Instead, astrology sacrifices, since those get 1.4x return pretty reliably, sing sacrifices which should get 1.2x return but mostly are there for the off chance we get a nat 100 on them, and to put singing on the fearbuy list, since we need that for domination, and 40 survival growth blessings since thats our best skill for growth. should get about 1.1x return, but even at 1x return we should be good.

8 DE (Rites) + 4 DE (Darken) + 132 DE (Inspires) + 50.4 DE (Astrology Sacrifices) + 14 (Sing Sacrifices) + 38.5 (Survival Growth) = 246.9, enough to get to cap and a little bit more. Since i try to use pretty safe guesses, we should get a bit higher than that, especially if yellow moon rolls high.
Costs: 51 + 40 + 100 + 18 + 13 + 20 = 242 DE, and 4 + 1 = 5 Ambrosia

Edit: veekie pointed out that yellow moon should bless our allies growth, so i'm gonna add that in. It gives 0.25 Successes to blessings (but not inspires) and 25% higher growth (from at least blessings and inspires) for each success, so i'll be doing assumptions with the 87% chance of 2 successes. That doesn't do much for the blessings DE return, though. +10 doesn't make 8 degrees of success likely enough for my taste. It means that with exactly average rolls, we'd have 4 degrees of success for astrology, but i like to base my guesses on about 10->10.5 average rolls. It does make me confident in giving 3 degrees of success to both sing sacrifices and survival growth, for 1.4x and 1.1x return respectively.
 
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Quick browse and a few guesses at what MonsterChild's liable to do based on it's traits.

Lesser Aspect of the Spider (+2 Melee, +1 Craft (Weaving), +1 Perform (Dance), Gains Poison, gains Webbing)
Lesser Aspect of the Octopus (+2 Melee, +2 Survival, +1 Perform (Dance), Limited ability to mask or disguise Avatar)

Our two higher tier animals. Spiders tend to be solitary and Octopi are also liable to be. Very likely going to be a trap monster waiting for it's prey.

Minor Aspect of the Shark (+2 Melee, Deals damage to opponents or weapons when successfully attacked in melee)
Minor Aspect of the Frog (+1 Survival, +1 Perform (Sing), Gains Poison)
Minor Aspect of the Salamander (+2 Awe, Gains Fire Resistance)

All either aquatic or amphibious. Still a melee monster(pun intended) but between the frog and shark it's hide is very very much meant to be a deterrent. As tough as it is, it's also made mostly of animals that are both prey and hunter.

Classical Element - Earth
Elemental Affinity - Clay

As others have stated, this is going to be interesting. It can weave clay and is in fact liable to if it was left alone. Certainly it should have utility if it pursues the potential of trapping.

Giant Avatar
Adaptive Avatar
Clay Avatar
Greater Chimera I (Extra Head)

Mostly this opens up it's capability to kill really really large prey and murder-ify any humans. This also serves to reinforce that it cannot breed naturally, hence the asexual reproduction.

Hypothesis: Rashelki is going to be a solitary-ish animal. Likely seeking out a home where it can pick off individuals and breed a brood. I would not expect the brood to be dense both due to size and the animals but I'd expect they will spread out around the wilds semi-evenly.

As for skills Rash will probably fill out Melee and Survival before weaving as it's third. The ability to use Clay and earth for it's webs will certainly be useful and I doubt that it will go for fishing to get it's meals. Sing would be the other option and I would expect it to begin luring people and animals if it shows any form of intelligence.
 
I might have to change the plan by making it 4 Ambrosia instead of 5. A deal is a deal, and Kesh is a nice guy. He gives Gaerig shiny things.
Also, please add the
[X] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 18 DE
-[X] Drive Fish Away.
--[X] for appeasement.
Powerofmind has confirmed that it damages growth otherwise, and this is our least damaging action right now.
 
@Abby Normal

Meet Saiga (Learn Saiga; Coordination; Teach Saiga)
Trade (learning) rolled 15
Leadership rolled 11
Trade (teaching) rolled 12
3 degrees/Minor/3 degrees; Character sheet updated, Success in blessing coordination, Saiga may perform unique actions next turn

Yellow Moon is currently promised from last turn. Saiga will be blessing on the assumption that we will be running Yellow Moon. So will the rest of the pantheon.
It's otherwise a good plan
[X] Gaerig Calls for Aid
-[X] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exahange for more offerings. Current Skills that can be blessed: See your known Skills.
--[X] Expend <189> DE on petitioners for Astrology and Trickery
-[X] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 18 DE
--[X] Drive Fish Away.
---[X] for appeasement.
-[X] 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: 35 DE
There
@Sivantic
Not Growth blessings at all?
 
[X] Gaerig Sulks

The name is good enough that I'm actually voting for it! Also, all that math, and you guys still got blown up? For shame!
 
[X] Gaerig Sulks
-[X] Form Divine Realm - You feel something curious, a spilling, a bubble upon creation. Costs: 20+ DE, 2+ Ambrosia
--[X] 100 DE, 5 Ambrosia
-[X] Commune with Saiga. Costs: 5 DE (One Time)
--[X] Complain about the people being ungrateful and insisting on not staying alive even when you help them.
@Ian Drash

While a protest vote is a protest vote. We have commitments man.
Meet Saiga (Learn Saiga; Coordination; Teach Saiga)
Trade (learning) rolled 15
Leadership rolled 11
Trade (teaching) rolled 12
3 degrees/Minor/3 degrees; Character sheet updated, Success in blessing coordination, Saiga may perform unique actions next turn
Yellow Moon is promised to our pantheon, with consequences if not met.
We need their assistance to reform, so actually following through on promises is important
Meet Keshketev (Trades; Coordination)
Trade rolled 8
Leadership rolled 18
1 Degree/Major; Haggles 6 Amber to work with crystal silver, promises figurines at end of following turn but wants 1 ambrosia for it by then, adjusts turn plan to accommodate blessings
Also you need to dedicate 1 ambrosia on top of that.
 
@Ian Drash

While a protest vote is a protest vote. We have commitments man.

Yellow Moon is promised to our pantheon, with consequences if not met.
We need their assistance to reform, so actually following through on promises is important

Also you need to dedicate 1 ambrosia on top of that.
Looking at the update...where does it say that yellow moon is promised? I just see "coordinate for blessings"? If our yellow moon boosts allied blessings, its still prolly a good idea (and i'd like @Ian Drash to at least dump extra DE into blessings, so we have more than half our budget to work with next turn if it wins), of course. I'll see how i want to change around my plan (87% chance of 2 successes on yellow moon -> 0.5 successes to blessings (but not inspires) and 1.5x growth (from at least blessings and inspires, maybe everything), which is useful but not too good for DE return honestly...
 
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Looking at the update...where does it say that yellow moon is promised? I just see "coordinate for blessings"? If our yellow moon boosts allied blessings, its still prolly a good idea (and i'd like @Ian Drash to at least dumb extra DE into blessings, so we have more than half our budget to work with next turn if it wins), of course. I'll see how i want to change around my plan (87% chance of 2 successes on yellow moon -> 0.5 successes to blessings (but not inspires) and 1.5x growth (from at least blessings and inspires, maybe everything), which is useful but not too good for DE return honestly...
We have confirmation that Yellow Moon boosts allied blessings, based on the last time I tried to scam a trade advantage from Keshketev by bribing him with something we were going to do anyway. Currently that affects every spirit in the pantheon.

Since they can massively out growthbless us, it's a good idea overall to get out of the pit.

[X] Plan Hopefully Stop Breaking Things

Voting for it for now anyways though. The Growth situation is REALLY bad.
 
Yeah you already did your coordination.
To confirm, our yellow moon boosts allied blessings and growth, right? and boosts any source of growth, on the off chance they are using influence actions to help?

@veekie check over this, please--i think i did the math right but i'm a bit distracted so i might have missed a number <3
As for my plan...

[X] Plan Hopefully Stop Breaking Things
-[X] Bless Petitioner for Sacrifices [Total Cost 41 DE]
--[X] Expend 36 DE on petitioners for Astrology
--[X] Expend 5 DE on petitioners for Perform (Sing)
-[X] Bless Petitioner for Growth [Total Cost 35 DE]
--[X] Expend 35 DE on petitioners for Survival
-[X] Inspire Petitioner [Total Cost 80 DE]
--[X] Survival x8
--[X] Astrology x8
-[X] Direct Fish**[Total Cost 18 DE]
--[X] Drive Fish Away.
---[X] Reserve for punishment
-[X] Darken**[Total Cost 13 DE]
--[X] In your territory
-[X] Yellow Moon* [Total Cost 35 DE]
--[X] In your territory
-[X] Form Divine Realm [Total Cost 20 DE, 4 Ambrosia]
--[X] Use 20 DE, 4 Ambrosia
-[X] Reserve 1 Ambrosia for Kesh, as per our deal

Darken is there to get a handful of VE, so we can fearbuy a small thing. With our current bonuses, we have an 87% chance of 2 successes, so call it 3+ VE, which should be enough for a small thing but nothing big. Only gets us ~4+ DE, though (Speaking of, @Powerofmind the DE/VE rate this turn should be 1.2, not 1, right? 4*(12 + 2*2 - 13)/10 = 4*3/10 = 1.2.). Fish is for punishment, which i think means it doesn't do anything either way? I'll have to double check, but not including it hurts growth so thats a no-go.

Looking at last turn, inspires get full Skill*2 bonus, and get 3 DE and 0.25 growth per success. With 10 Survival and 15 Astrology, we can expect ~2.5 success average for survival and ~3 successes average for astrology, for a total of 165 DE return, and with 20 rolls that should be a fairly confident guess (also like 18ish growth return)

Since i'm focusing on inspires, not enough blessings to justify a yellow moon. Instead, astrology sacrifices, since those get 1.4x return pretty reliably, sing sacrifices which should get 1.2x return but mostly are there for the off chance we get a nat 100 on them, and to put singing on the fearbuy list, since we need that for domination, and 40 survival growth blessings since thats our best skill for growth. should get about 1.1x return, but even at 1x return we should be good.

8 DE (Rites) + 4 DE (Darken) + 132 DE (Inspires) + 50.4 DE (Astrology Sacrifices) + 14 (Sing Sacrifices) + 38.5 (Survival Growth) = 246.9, enough to get to cap and a little bit more. Since i try to use pretty safe guesses, we should get a bit higher than that, especially if yellow moon rolls high.
Costs: 51 + 40 + 100 + 18 + 13 + 20 = 242 DE, and 4 + 1 = 5 Ambrosia

Edit: veekie pointed out that yellow moon should bless our allies growth, so i'm gonna add that in. It gives 0.25 Successes to blessings (but not inspires) and 25% higher growth (from at least blessings and inspires) for each success, so i'll be doing assumptions with the 87% chance of 2 successes. That doesn't do much for the blessings DE return, though. +10 doesn't make 8 degrees of success likely enough for my taste. It means that with exactly average rolls, we'd have 4 degrees of success for astrology, but i like to base my guesses on about 10->10.5 average rolls. It does make me confident in giving 3 degrees of success to both sing sacrifices and survival growth, for 1.4x and 1.1x return respectively.
 
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