Time of the Gods: Into the Amber Age

Here's what I'm thinking:

So much DE that we have spillover.
We fill our personal tank of Ambrosia.
The rest will convert to Amber, BUT instead-
Half is stored in our Divine Realm before it's condensed.

I'm thinking it can also include a bit where it auto-converts some of the Ambrosia into the Stability, thus raising it every time we store Ambrosia and reducing Upkeep.
Yeah uhh that seemed a little far.

A simple Ambrosia cap raise is fine
 
That effect is ridiculously powerful and I'll honestly decree it not legal, namely because it A. allows permanent ignorance of the ambrosia cap, and B. the only cap it can have is 'Stability=Infinity'.

I was thinking a passive income, maybe just a cap increase? If you still want that particular brand of effect, the upkeep will be brutal, and a lot of the effects will get stripped away straight up.

How about an effect where we can store 50% of the total Ambrosia we can hold on our person? A lot less broken but still gives us something.
 
Hrm.

What would an effect that caused ambrosia to congeal into materials other than amber cost?

Like, hard crystals, or precious gems, or silver.
It'd have a low upkeep. A 1:1 would cost maybe 2-3 in upkeep, and it would be an action, rather than an automatic (so you couldn't just shunt off to other materials instead of amber, you'd still have to pay from pocket).
@Powerofmind, could we get a Divine Realm effect to make reforming easier more directly? Say, a reduction in ambrosia cost? (preferably that our pantheon could tap.)
I... suppose...
A manual conversion at about 20:1 DE to ambrosia wouldn't be out of the question. Upkeep of maybe 2 or 3?
though with the telekinesis bit in veekie's realm plan we might be able to communicate more with our allies while dispersed instead of our only interactions being demand/give ambrosia/DE. @Powerofmind ?
Yes.
How about an effect where we can store 50% of the total Ambrosia we can hold on our person? A lot less broken but still gives us something.
Straight cap would be a multi-tiered effect, giving... 25% of your cap, additive per tier of the effect. It'd have an upkeep of maybe 5-7, I need some time to consider it seriously.
 
All upkeep increases are by 50% or 100%. That one would be 50%, yes.
Oh, and it would round as I always do, estimate to the nearest integer. At 10 cap, that would be 3 for the first tier.
Cool--so right now with Shrine 7, taking one level would get us +2 for a total of 9, and taking 2 would get us +4 for a total of 11.
And from what you said, 2 upgrades would cost somewhere between 8 and 11 DE, and once we hit shrine 10 ensure we can always reform?

Hmm. I think i still like veekie's current plan; that will let us do a lot more in the meantime, and we wont be able to even hit ambrosia cap for another couple turns at best. So i think we should push for
Next Turn: Pour all of our resources (minus upkeep for realm) into blessings and inspires to get back to cap, shoot for at least 3 ambrosia over if possible, do one influence action to get a tiny bit of VE* for fear buy
-If we failed at the above, keep going until we have 3 ambrosia and are at DE cap.
First turn with cap + 3 or more ambrosia: Boost the realm up to Stability 3 and purchase the first level of extra ambrosia storage. If we're lucky enough to have 7 ambrosia, go to stability 4. If not, shoot to have at least 4 ambrosia overflow the next turn to get to stability 4 after that
At that point all we need to do is get a bunch of DE overflow, and we'll be in range to form our avatar without much risk, even if we failed all the "Demand ambrosia from subjects" rolls and were back to avatar 10.

*Actually, PoM, a couple questions:
-Do we get the VE Rashelki generates? I think last turn suggested we do.
-The Marriage contract bit about not generating destructive VE, how does that work? How does it apply to our need to reserve a punishment for demand appeasement and what are the penalties for breaking it? If we get Rashelki's VE, does that mean we auto break it?
-Can we choose an effect or gateways the same turn we improve realm stability?
-Do you have a hard formula for how realm stability reduces upkeep cost?
 
Cool--so right now with Shrine 7, taking one level would get us +2 for a total of 9, and taking 2 would get us +4 for a total of 11.
And from what you said, 2 upgrades would cost somewhere between 8 and 11 DE, and once we hit shrine 10 ensure we can always reform?
Yes.
-Do we get the VE Rashelki generates? I think last turn suggested we do.
-The Marriage contract bit about not generating destructive VE, how does that work? How does it apply to our need to reserve a punishment for demand appeasement and what are the penalties for breaking it? If we get Rashelki's VE, does that mean we auto break it?
-Can we choose an effect or gateways the same turn we improve realm stability?
-Do you have a hard formula for how realm stability reduces upkeep cost?
Yes.
You can reserve punishments, which are required actions and are faulted on the mortals, not yourself. Attempting to cause destructive VE voluntarily can lead to a dominance contest, one that Saiga would have a very strong modifier towards winning, and not just because you've dispersed. Basically Punishments and Ur-Beasts generate VE semi-independently of you, and are in the clear.
Whenever you wish to add more effects or gateways, you pay some extra DE (it's not too huge, just 5 per choice). You can 'save' stability space for effects for a big vote, or you can opt to get them filled in immediately, it's mostly up to you.
Realm Stability doesn't reduce upkeep costs. Realm Stability is just a measure of how many effects you can push on your realm before it breaks.
 
Whenever you wish to add more effects or gateways, you pay some extra DE (it's not too huge, just 5 per choice). You can 'save' stability space for effects for a big vote, or you can opt to get them filled in immediately, it's mostly up to you.
Ahh cool-so our interactions with our realm:
-Store DE for upkeep (Costs however much DE we want to put in, can store up to Stability * 20 DE)
-Contribute Ambrosia to increase stability (Costs Ambrosia equal to the new stability level, no DE)
-Select a new effect or gateway (Costs 5 per choice, can do same turn we increase stability up to new stability cap for effects)
-Remove an existing effect or gateway (Costs ???)

Did i miss anythign other than the costs on the last bit?
Realm Stability doesn't reduce upkeep costs. Realm Stability is just a measure of how many effects you can push on your realm before it breaks.
Errr, you might want to fix the primer for realms then:
Upkeep goes down when Stability increases or when restrictions are imposed.

You can reserve punishments, which are required actions and are faulted on the mortals, not yourself. Attempting to cause destructive VE voluntarily can lead to a dominance contest, one that Saiga would have a very strong modifier towards winning, and not just because you've dispersed. Basically Punishments and Ur-Beasts generate VE semi-independently of you, and are in the clear.
I assume destructive VE by way of crit failing also doesn't count?
 
Definitely liking the idea of that first ambrosia cap raising trait, honestly. Means we can get Stability higher before we need to start mooching off our pantheon.
 
[X] Dark Pool Gateway (Physical) - A physical gate to Svettensog exists within Gaerig's Holy Sites. Upkeep (Holy Sites).
[X] Rainbow: The waters of your realm become as paint with time. Generates a unit of a random known pigment per turn. Upkeep 3.
[X] Better Rainbow: The dew of the night sky and the melts of ice within your realm are as good as mortal paints, better, even. Creating painted arts in your realm grants access to strange and rich colors. Upkeep 8.

Don't want an afterlife quite yet.

Though, PoM, what would have been the cost and effect for a reincarnation-lite system?
 
Did i miss anythign other than the costs on the last bit?
Nope.
Errr, you might want to fix the primer for realms then:
Yeah, I had a slightly different idea when I originally posted, it changed just a touch when I finally picked some upkeep values.
I assume destructive VE by way of crit failing also doesn't count?
Not voluntary, thus not counted.
Though, PoM, what would have been the cost and effect for a reincarnation-lite system?
Actually impossible for now.
 
[X] Dark Pool Gateway (Physical) - A physical gate to Svettensog exists within Gaerig's Holy Sites. Upkeep (Holy Sites).
[X] The Veil Lifted - Svettensog is a place where the physical and ethereal are one in the same, and those with the intent may interact as though they are either, granting the Formless and Dispersed a form of telekinesis. Upkeep 4.
[X] The Starry Nights - The stars within Svettensog are always bright and sparkling, improving Mystical acts in the realm. Upkeep 4.
 
You're math-y. Calculate how much Pop Mod the 55 base growth you contributed to the turn's growth adds. Then take some potshot guesses at how much everyone else contributed.
Hmm-iirc it was 4-1 ratio for "between 0 and a quarter of min value"
Min value was, iirc, 12 + fear *2, or 32. So -8 to 0 is 32 growth. Iirc judging from how much damage we did the other turn, the ratio is higher than 4-1 below -8, so the other 23 growth is probably worth about 4 pop mod. So we alone likely took us from -13 to ~-2 at least. ...Damn that's awesome.
 
Turn 24 Results
[X] Dark Pool Gateway (Physical) - A physical gate to Svettensog exists within Gaerig's Holy Shites. Upkeep (Holy Sites).
[X] The Veil Lifted - Svettensog is a place where the physical and ethereal are one in the same, and those with the intent may interact as though they are either, granting the Formless and Dispersed a form of telekinesis. Upkeep 4.
[X] The Starry Night - The stars within Svettensog are always bright and sparkling, improving Mystical acts in the realm. Upkeep 4.
Divine Acts
Bless Sacrifices
Astrology rolled 18, 18, 9, 17, 10. 12, 12, 13, 11, 10.. 12, 7, 14, 13, 16. 4, 14, 12, 7, 6.. 15, 5, 11, 13, 8. 13, 11, 10, 15, 8.. 19, 11, 16, 11, 15. 5
4 Degrees: Gained 61 DE, Gained 4 Growth
Sing rolled 9, 12, 9, 10, 12
3 Degrees: Gained 8 DE, Gained 0 Growth

Bless Growth
Survival rolled 11, 15, 8, 17, 17. 18, 6, 8, 18, 11.. 14, 13, 10, 5, 12. 18, 13, 10, 2, 9.. 11, 11, 7, 9, 9. 6, 8, 13, 6, 10.. 12, 8, 13, 11, 8
3 Degrees: Gained 35 DE, Gained 13 Growth

Inspire Petitioners
Survival rolled 7, 18, 14, 13, 6. 7, 11, 14
2/5/5/4/1/2/3/5 Degrees: Gained 27 DE, Gained 19 Growth
Developed The Bow
Astrology rolled 9, 19, 7, 4, 5. 9, 17, 12
3/6/2/2/2/3/6/4 Degrees; Gained 28 DE, Gained 19 Growth
Developed The Sundial

Direct Fish (Punishment)
Fishing rolled 12
Epic I Success; 4*1.5=6

Darken (Nox, Night, Stars)
Influence rolled 11
Major Success; 3*1.5=4.5, increase applicable skill checks by 0.6 successes

Yellow Moon
Influence rolled 6
Minor Success; Growth increased to 125% normal value, add 0.25 successes to all blessings

Form Divine Realm
Costs: 20 DE and 2 Ambrosia
2 Ambrosia extra->+2
Forms at Stability 2; miniturn to build the realm.
Fools wander in rolled (Ghette)
Fear rolled 8
Gained 6 Legend

Subtotal VE: 11
Avatar Acts
Seski's music
Perform (Flute) rolled 12
Seski gains 2 legend
Seski spends 1 legend; gains Perform (Flute) 7

Ghette's sight
Astrology/Omen Reading rolled 8
Ghette spends 3 legend (5 in the hole); gains Omen Reading 3, Navigation 5

Gaelte's minions
Animal Handling rolled 12
Gaelte gains 2 legend
Gaelte spends 2 legend; gains Fishing 4, Animal Handling 3

Rashelki's Rampage!
Survival rolled 19 vs 12
Moderate Failure; Saiga engages once more!
Melee rolled 6 vs 17
Epic I Failure! Saiga 5/7
Avatar rolled 12 vs 13
Saiga not poisoned!
Melee rolled 16 vs 13
Major Success! Rashelki 4/6 - Saiga 4/7
Avatar rolled 14 vs 16
Saiga not poisoned!
Melee rolled 10 vs 14
Major Failure! Saiga 3/7
Avatar rolled 12 vs 8
Saiga not poisoned!
Saiga retreats! Rashelki deals 4 VE (retreat) + 4 VE (personal attacks)
Rashelki gains 8 legend
Rashelki spends 4 legend; gains Melee 4, Survival 5, Awe 1

Subtotal VE: 8
Communal Acts
Decrees
Stones - 2 Hard Crystal
Gifts - (2) Bone Figurnines (1 Okay, 1 Moderate)
Taking - None

Keshketev takes a hint
Leadership (initiative) rolled 11
Takes the ambrosia left for him

Keshketev crafts for you
Craft (Carving) rolled 16, 15, 14, 5, 10. 7, 12, 14, 12, 14. 17, 17
6/5/5/2/3/2/4/5/4/5/6/6; (12) Amber Figurines (2 Very Poor, 1 Poor, 2 Moderate, 4 Good, 3 Great)

Saiga offers to you (Gained VE may not be Destructive the following turn as per marriage contract)
Craft (Carving) Stored 8, 12, 16
Gained (3) Gemmed Figurines (1 Okay, 1 Moderate, 1 Good)

Subtotal VE: 0

FEAR BUY - Vehemence (19) (Boosted 29)
1-25: Shrine 7
26-40: Influence 9
41: Perform (Singing)
42: Survival
43-46: Mastery of Astrology
47-50: Excellence of Trickery
51-60: Spirit of the Stars
61-70: EA - Cold
71-80: EA - Sea
81-90: Omenseer
91-95: Divine Mystery
96-100: Inscrutable One

Rolled 4: Shrine 7
Legend rolled 13; buy complete
Gained Shrine 7

You fill out the emptiness of your realm with ideas and concepts. Things that are and things that might be are one in the same, the stars shine brightly and it is the act of reaching for the sky to swirl them as water and send ripples across the moon. You are marveling at the sensation of having no body and at the same time touching, feeling, smelling, seeing, when you realize something weird. Some parts of your realm, your Svettensog, are slightly more rigid, subtly conforming just a bit more to the natural realm than the rest. You go to check that out...

Ghette falls into your realm!
Ghette rolls 22!
Ghette experiences strangeness
1: Some Power?
2: Some Time?
3: Some Talent?
4: Some Object?

Rolled 1 - Some Power? Gained Faith 2

Figure out how to leave
Astrology rolled 8
Minor Success

Traversing the crests of earth
Omen Reading rolled 5
Danger! Navigation rolled 9
Minor Success

Hello Bears!
Trade rolled 13
Major Success!

Ghette gets something before he goes?
Rolled 2
A bad sickness of chills and fever

Surviving the chills
Ghette rolled 13
He lives!

Ghette gains 15 Legend
Ghette spends an additional 4 Legend; Gained Omen Reading 5, Leadership 2

And there is Ghette, swimming close at the flank of your Frauma, who leads him to the hole you'd made that leads back to the mortal realm. How did he get in here? He grows a little ill from the chill waters, but there is some difference in him that helps him survive the swim to shore from the Teeth, some force of will that takes him home to rest and recover. What a good boy.

Much of your remaining year is spent in isolation, pleasantly hidden away in your private realm. You take note of a force shackling you for some time and peek out to see Saiga shouting his requests and offering you stuff. Silly husband, you weren't really expecting to do much smashing anyway. While you're out, you take note of a number of pretty amber figures made for you by Keshketev, and also note that he'd taken his agreed on price right out from under you. At least he didn't complain that you didn't give it to him directly.

At least you have a fun place to do stuff in considering the otherwise boring year...

[Voting is locked for 2 hours following the initial posting.]

Divine Resources Available
242 - 242 (Expended) = 0 + 159 (Blessings and Inspirations) + 8 (Rites) + 23 (19 Vehemence) + 5 (PB) = 195 DE
Holy Place Condensation -5
Gained 1 Ambrosia
Remaining: 190

Equations Noted for this turn's income: (Rite Income = 4*6*[(17+[Fear/2]+Pop Modifier)/15] = 8 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 1.2 DE per Vehemence, rounded up)
Equations Noted for next turn's income: (Rite Income = 4*6*[(17+[Fear/2]+Pop Modifier)/15] = 32 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 7.2 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: 2 of -32 minimum (Extinction Threshold -21), was -13 last turn (+ 80 (Natural Growth + You + Saiga + Saitev + Keshketev) - 6 (VE Damage) = 74 Final Growth; becomes +15 Pop Modifier)
5 + 1 (Condensation) - 1 (Keshketev's Bargain) - 4 (Svettensog Created) = 1
306 + 6 = 312 total legend
10 + 6 - 7 = 9 unspent legend
Gained 2 Hard Crystal
Gained (2) Bone Figurines (1 Okay, 1 Moderate)
Gained (3) Gemmed Figurines (1 Okay, 1 Moderate, 1 Good)
Gained (12) Amber Figurines (2 Very Poor, 1 Poor, 2 Moderate, 4 Good, 3 Great)

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: See your known Skills.
-[] 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
[] Twist Fate** - You are capable of warping the course of fate, making a moment of critical importance favor you, or strongly disfavor one you dislike. Costs: 60 DE
-[] Self
-[] Another [Which?]
[] 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: 13 DE
-[] Command Water [How]
-[] Command Clouds [How]
[] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 18 DE
-[] Call Fish.
-[] Drive Fish Away.
[] Deadly Chill** - Suck the warmth from the earth and from all life, coating it in frost. Costs: 13 DE
-[] Freeze [What?]
[] Darken** - Artificially draw away the light, strongly enhancing Melee, Ranged, War, Trickery, and Survival skill tests. Costs: 13 DE
-[] In your territory
-[] Over an enemy's territory
[] Moonlight** - The moon shines bright this night, revealing things that hide in the dark. Can cause Weird, also empowers a number of relevant actions (Avatar actions using Trickery, Astrology, etc. and Influence Acts excluding Blessings or Inspirations). Costs: 30 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: 35 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: 35 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: 35 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: 35 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: 35 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: 60 DE, 2 Ambrosia.


Divine Realm Actions (20/40) (Next Turn Upkeep - 11/40)
[] Increase Stability of the Realm - Pay <X> Ambrosia equal to the level of stability you wish to purchase (costs are cumulative; Stability 2->4 is 3+4=7 Ambrosia).
[] Empower Realm - Pay <X> DE to reserve more energy for upkeep.
[] Exert Will - Pay <5X> DE per effect or gateway added to your realm.
[] Rebound - Pay <X> DE equal to five times the Upkeep of effect or gateway you wish to remove.

[] Choose an Avatar Action and perform it (usable only while Dispersed or Formless). Cost: See action.
[] 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

Avatar Actions (No Avatar, Greatly Limited)

[] Form Avatar (12 Ambrosia)
[] 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 [X] 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
[] Change your Divine Form - Take on the appearance of a mortal creature or strange elemental manifestation to camouflage yourself, or speak directly to mortals. Costs: 5 Sustenance

[] Innovate something!
-[] Silver
-[] Electrum
-[] Colored Crystals
-[] Hard Crystals
-[] Precious Gems
-[] Amber
-[] Ultramarine
-[] Malachite Green
-[] 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

[] 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
-[] Follow the strands of Magic. Costs: 20 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 16 DE (reserves one use of Control Waters)

[] 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 (No Avatar, Greatly Limited)

[] 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: 6/10
-[] 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."

-[] Alter the Decree of Appeasement IV - + or - 2 Fear to affect the degree of the decree (Should not reduce below 1 Fear)
[] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 10
[] 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 5/8.
-[] 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 1/3. 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].
-[] Continue work on [Keshketev's Basin] temple (4 successes stored).
[] 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)

[] Commune with Saiga. Costs: 5 DE (One Time)
-[] 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)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with Saitev. Costs: 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)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with with Keshketev. Costs: 5 DE (One Time)
-[] Learn about him (Current circa turn 21)
-[] 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)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with Attrouska. Costs: 8 DE (One Time)
-[] Learn about her (Current circa turn 22)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from her (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)

-[] Share <X> Ambrosia (sets of 2)
-[] Siphon Ambrosia to reform (dominance test)
[] Meet with the Fox Spirit, who will probably demand a contest when you meet him. Costs: 0.5 Sustenance per option, 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
[] Meet the Bloodied Man? Costs: 0.5 Sustenance per option, 5 DE (One time)
-[] Test dominance (personal)
-[] Treat with pantheon head
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 Shark (+4 Melee, +3 Awe, Deals damage to opponents or weapons when successfully attacked in melee, can command sharks 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 the Polar Bear (+3 Melee, +2 Survival, +2 Fishing, Can communicate with and command Bears, Reduce Wound Threshold of enemies by one degree): 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 (22) Legend
Spirit of Exploration (+3 Survival, +3 Navigation, +1 Trade, Expanded exploration range, greatly reduces detection risk when exploring): 18 (30) Legend
Spirit of the Stars (+3 Astrology, +2 Omen Reading, +2 Navigation, gain the ability to Shift Stars): 9 (11) 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 (30) Legend
Spirit of Fertility (+3 Farming, +2 Fishing, enhances growth generated by growth blessings, may hold births to add more sustenance and ambrosia): 18 (30) Legend
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 (28)
Spirit of Destruction (+3 Melee, +2 Ranged, gains an automatic success when destroying structures, gains an automatic success when destroying enemy items): 18 (30)
Spirit of Madness (+3 Omen Reading, +2 Fear, 6 accumulating Legend discount to next Fear Attribute purchase): 18 (30) Legend
Spirit of the Leader (+3 Leadership, +2 Awe, +1 Influence, 3 accumulating Legend discount to next Faith Attribute Purchase, gain new options when dealing with subordinates): 18 (30 Legend)

Goddess
Lesser Goddess of Freedom (+2 Trade, +1 Faith, greatly weakens the effects of domination by and against you): 20 Legend
Lesser Goddess of Knowledge (+2 Mysticism, +2 Writing, +1 Faith): 20 (17) 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
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 (8) Legend
Elemental Affinity (Tier 2) - Sea (All the waters of the world converge, and spill into the sea): 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 (11) Legend
Elemental Affinity (Tier 3) - Cold (The chill of the night, the smoke of the breath): 8 (6) Legend

Elemental Manifestation (Tier 2) - Light (A being of the sky, you are naturally drawn to the light): 5 (8) 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 (11) 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 (1) 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 (5) Legend
Focused Manifestation (Lord of the Sky) - Snow (Beautiful flakes in geometric patterns, or haphazard clumps, driven in blizzards): 5 (5) Legend
Focused Manifestation (Lord of the Sky) - Storms (Whip with furious wind, scour with pelting water): 8 (8) 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 (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
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): 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
Lord of the Realms I (You are skilled in the creation and maintenance of Divine Realms. Combined upkeep is reduced by 10%, +1 Maximum Divine Realms): 5 (11) 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
Lesser Inspiration (Your inspirations are slightly improved, and you gain access to specialized inspirations apart from basic skill inspirations, based on the skills you possess): 4 (10)
Omenseer (Omen Reading no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Omen Reading actions): 8 (13) Legend
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)

Divine Excellence
Mastery of Astrology (You have mastered all man can comprehend of the stars and their motions. You must go further. Unlocks >10 Astrology bonuses, +1 Strong Modifier for all Astrology Checks): 10 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 (8) 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
Astrology (MAXED OUT)
Omen Reading
Mysticism
Navigation
Perform (Sing)
Trickery (MAXED OUT)
Melee
Fishing
Leadership
Innovation
Survival
 
New Traits unlocked

Spirit of the Leader (+3 Leadership, +2 Awe, +1 Influence, 3 accumulating Legend discount to next Faith Attribute Purchase, gain new options when dealing with subordinates): 18 (30 Legend)

Lord of the Realms I (You are skilled in the creation and maintenance of Divine Realms. Combined upkeep is reduced by 10%, +1 Maximum Divine Realms): 5 (11) Legend

Now I want Lord of The Realms badly

Edit: overlooked something
this is alos new
Lesser Inspiration (Your inspirations are slightly improved, and you gain access to specialized inspirations apart from basic skill inspirations, based on the skills you possess): 4 (10)
 
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