Time of the Gods: Into the Amber Age

I meant if we wanted to tell Gaelte about the sea creatures in the area AND give him a bunch of baby animals from the region that is just one action right?
OR you could ask me to change it to give Gaelte lots of baby animals. Mama Gaerig takes in loads of kids without parents, Gaelte should follow in our footsteps:p

(Seriously, not completely stuck with the option, so I'm amicable to changing it if people want.)
Look how majestic these kitties are!

They can even get rid of local "pests" >.>


kittehs are teh best! So is that a yes?
But don't you see? Cats hate water. We're safe in the ocea-
Oh Sweet Summer Child~

─=≡Σ((( つ><)つ
 
OR you could ask me to change it to give Gaelte lots of baby animals. Mama Gaerig takes in loads of kids without parents, Gaelte should follow in our footsteps:p
I was probably going to end up doing that if we could not do both things. If we can regale Gaelte with tales of all the creatures we know AND give him a baby wolf though, well obviously that is even better.
 
@Powerofmind Sustenance Questions.

Does Empowering the Divine Realm cost Sustenance?
Do all actions involving the Divine Realm cost Sustenance?
Does Creating a God-Child cost .5 Sustenance on top of what we feed the child?
Does Dedicating Materials cost additional Sustenance?
 
Divine Realm acts cost sustenance normally, for now.
I don't think I asked properly.

Do these actions costs Sustenance?
Divine Realm Actions (31/40) (Next Turn Upkeep - 22/40)
[] 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.

Question about Figurines. What was the description per passing DC 20 DC 40 etc?
 
I'm officially gonna put a bullet in my brain. I don't think I can wait for the next big 'play shift' to simplify things to a manageable degree with how bogged down I'm getting on this. I'll probably end up trying to shuffle stuff around so actions are a little less... extensive.
 
I'm officially gonna put a bullet in my brain. I don't think I can wait for the next big 'play shift' to simplify things to a manageable degree with how bogged down I'm getting on this. I'll probably end up trying to shuffle stuff around so actions are a little less... extensive.
High levels of detail make it harder for both the players and GM, we saw this in Academia nut's version of this game as well. It even makes the game harder to follow for the lurkers and peanut gallery.
 
Well the work I had finished vanished, so bleh on that. I'm contemplating a straight redo of the previous turn using a vastly simpler system (as soon as I have it figured out enough), seeing as I now have nothing to work off of.
 
If you want to help or offer critique of new ideas, I've set up a Google Doc with the new rules, and I'm pretty sure that if you sign in, you can leave comments on the rulesheet that I can read at my convenience (or you could just try to catch me on the doc chat).
Doc in Progress
 
The key of it, PoM, is just limit player action, roll them up.

Actions, as it were, determine workload.
 
Simplified Rules: Redo turn 28 vote
Into the Amber Age: Rules 3.0
The System in General - As a general rule, assume that any action out of your Domain requires a die roll, any craft action requires a die roll, and any contested action requires dice rolls. Uncontested actions in your own territory, E.G. a Blessing or Augmenting Divine Power used in your territory, are generally dice-free and grant a preset reward or bonus based on your skills, traits, or attributes. Dice rolled are 1d100, enhanced by +5 points per appropriate skill point, trait, or attribute, with degrees of success separated by 10's.


General Uncontested Check - There will be dozens upon dozens of potential situations during the course of a game where the divine's skill will be tested against the world. The General Uncontested Check is a simple 1d100 check, enhanced by applicable skills, traits, and/or attributes.


Types of Uncontested Checks: Using a Divine Power for the first time (until it succeeds), gaining legend, performing Craft acts, etc.


General Contested Check - Just as the divine will be tested by the world, it will also be tested by other divines, mortals, and other strange creatures. The General Contested Check is 1d100 rolled for the divine and each other party involved that can act on the same level as the divine, enhanced by applicable skills, traits, and/or attributes.


Types of Contested Checks: Using a Divine Power that affects another divine's Domain or Shrines, Sneaking, Thievery, etc.


General Social Check - General Social Checks occur when one or more creatures who use Divine Rules for interaction choose to have a peaceful interaction. There are several subtypes of Social Check, but all of them use Social Skills or traits that benefit social interactions. Social Checks can be ignored if the involved parties are in naturally subordinate/superior relationships.


Dominance Tests: Each party rolls Awe+Perform or Trickery+Perform, whichever is higher. The Perform skill used must be unique or, barring that, higher than the other party's identical Perform skill, otherwise no Perform will be added for that party. The winner proves social dominance and superiority in the eyes of worshippers, an effective tool for cowing other divines without physical violence. Awe-based dominance successes both increase the winner's Independence and reduces the loser's, while Trickery-based dominance successes either only harm the loser or only help the winner, though the effectiveness is increased.

Demand Tests: Each party rolls Awe+Perform or Trickery+Perform, whichever is higher. The Perform skill used must be unique or, barring that, higher than the other party's identical Perform skill, otherwise no Perform will be added for that party. The winner, by whatever means, convinces the other party to accept their demand.


General War Check - General War Checks occur when one or more creatures are in open conflict with one another, and supercede Social Checks while the conflict continues. Typically, War, Melee, and Ranged are used exclusively in War Checks, with some exceptions.


One-on-One Combat: Simple fights between two individuals where one or both parties may benefit from special rounds afforded by traits or circumstances. In addition to basic Combat skills, Awe and Trickery can also be used to force the other party to retreat, or possibly to initiate a surprise attack round.

One-on-Many Combat: Fights between a party and an individual on equal footing are similar to One-on-One, but after the two highest checks are compared, half of the check value of each other member of a party is added together and checks against the lone fighter again. The High/High check can only damage the lone party or does no damage. The High/Group check damages the poorest checking member of the group with a bonus to the lowest member's personal result, or the lone party with a penalty to their result (the bonus modifier is 5*number of members in the group). In the case where the lone party wins one but not the other check, it is a tie, and both parties take a small amount of damage.
Attributes in General - Attributes range from 0 to 10, providing increasingly effective bonuses per point. Attributes can be brought above 10 through some conditional bonuses or Trait effects, but not all Attribute bonuses continue increasing after the 10th point.


Focus (Faith/Fear) - The divine's Focus attribute defines the depth of reverence the divine receives from their chosen focus. A Faith focus improves the effectiveness of mortal ritualism and sacrifices, while a Fear focus improves the effectiveness of emotionally charged events and sacrifices.


Provides (Faith):

You receive Devotional Power every turn equal to half of your Faith Attribute Score rounded down, capping at two times your Faith Attribute Score.

You receive additional Devotional Power equal to one and a half, rounded down, per Blessing you perform in a turn.

You receive Fugue every turn equal to Population Damage you deal or restore, up to a maximum of twice your Faith Attribute Score. Not affected by External Faith.


Provides (Fear):

You receive Devotional Power equal to half of your Fear Attribute Score rounded down for every point of Population Damage you do in a turn, capping at two times your Fear Attribute Score.

You receive additional Devotional Power equal to one and a half, rounded down, per Blessing you perform in a turn.

You receive a random Trait, Skill Point, or Attribute Point every turn, but you can Improve Odds for a given upgrade, increasing the chance of getting it by three times your Fear Attribute. Not affected by External Fear.


Avatar - The divine's Avatar attribute defines the solidity and might the divine's form has in the physical realm. Raising Avatar improves the durability of the divine's avatar, as well as increasing skill capacity.


Provides:

You have hit points equal to your Avatar Attribute Score, plus an additional hit point per divine tier.

You receive Action Points every turn equal to half your Avatar Attribute Score, and can spend up to two units of Ambrosia to receive additional Action Points equal to half of your Avatar Attribute Score per Ambrosia spent.

You can have up to ten times your Avatar Attribute Score in Base Skill Points, plus an additional ten Base Skill Points per divine tier. Not affected by External Avatar.


Influence - The divine's Influence attribute defines the breadth and saturation of it's domain. Influence increases the distance the divine can act at, as well as the number of shrines and the number of Divine Powers the divine can use in a turn.


Provides:

Your Domain is one-fourth of a mile from your Shrines per Influence Attribute Score, doubled at each divine tier after the first.

You have an amount of Independence equal to your Influence Attribute Score, which is gained or lost when performing dominance tests with other divines.

You can possess a number of Shrines equal to your Influence Attribute Score. Not Affected by External Influence.


Shrine - The divine's Shrine attribute defines how ornate and extensive their personal legend and worship is. Shrine attribute allows you to improve the overall protective power of your shrines, store more records and depictions of your form and stories, and generates Ambrosia.


Provides:

You receive one third of a success per Shrine Attribute Score, rounded up, when defending the immediate area around your shrines.

You generate Ambrosia per turn equal to one half of your Shrine Attribute Score, plus one per divine tier after the first.

Your Trait Capacity is increased by two per Shrine Attribute Score, plus two per divine tier. Not affected by External Shrine.
Resources in General - Resources are stockpiled every turn and have varying maximum storage capacities. There are a number of different types of Resources, each with different uses.


Devotional Power (DP) - DP is accumulated every turn based on the divine's Focus Score, and in conjunction with Action Points and Influence Score, dictates how many and what kinds of actions the divine can take in a given turn. DP specifically enhances actions, granting a +1d10 modifier when added, but most Divine Power actions need DP to be performed at all. When capacity is exceeded, the excess becomes half-units of ambrosia.


Capacity: Focus Score*2


Action Points (AP) - AP is accumulated every turn based on the divine's Avatar Score, and in conjunction with Devotional Power and Influence Score, dictates how many and what kinds of actions the divine can take in a given turn. AP is used for Avatar Actions and Communal Actions, consuming 1 AP per action taken, but Divine Powers also consume 1 AP each if performed outside of your Domain. When capacity is exceeded, the excess is wasted.


Capacity: Avatar Score*2


Ambrosia - Ambrosia is a rare resource gained every turn that can be used for a number of special abilities and is especially helpful when bearing children, removing Traits or removing Skill Points. Ambrosia can also be specifically used to grant additional AP in a turn. When Ambrosia Capacity is exceeded, it becomes the Amber Material.


Capacity: Shrine Score*1+Temple Count*5


Legend - Legend is a basic resource acquired whenever the divine performs impressive feats or does a new thing for the first time, as well as anytime the divine trades with, makes children with, or tests dominance with another divine. Ur-spawn generate legend over time and, when they have enough, grant some legend to their parent.


No Maximum Capacity


Population - Population is a resource that each village in your Domain uses to determine how large they are as well as how resilient they are to divine interference. Population is tracked on a per-village basis.


No technical maximum capacity, but population is limited by a number of technological advancement factors and available resource factors.

Refers both to actual, physical count of people as well as that peoples' general ability to deal with divine interference before simply leaving for greener pastures or reforming society to completely deny that particular type of interference.


Materials - Materials cover a wide array of potentially useful materials that can be crafted with or used in art. There are a number of different classes of material, as well as tiers within those classes. This will be covered in more detail in Crafting.


No Maximum Capacity


Inventory and Equipment - The divine's inventory and equipment cover crafted items, ranging from consumables to permanent gear.


No Maximum Capacity for Consumables or Unworn Equipment

The divine can equip a maximum of one item in each of the following slots:

Head, Torso, Cloak, Legs, Feet, R.Hand, L.Hand

The divine can equip additional Trinket items, such as necklaces and rings, but only a total of three such items can be equipped at a time.
Skills in General - Skills are wide-ranging talents the divine can possess to give them different options to grow or deal with opposition. The Effective Skill Cap is ten for any particular skill, and you can't have more Base Skill Points overall than your Avatar Score allows, or more Base Skill points in a given skill than ten. Skills that the divine has less than two Base Skill Points in are only half as effective as skills with at least two Base Skill Points. Some traits allow you to exceed the Effective Skill Cap. External Skill Points do not count against the Base Skill Point Cap.


Effective Skill Cap: 10

Base Skill Point Cap per Skill: 10

External Skill Point Cap: None

Base Skill Point Cap Overall: (Avatar+Tier)*10


Combat Skills - Combat Skills (Melee, Ranged, and War) grant benefits in combat encounters. Combat Encounters typically obey the GM's discretion as to duration and exactly which skill is used in a given check.


Social Skills - Social Skills (Awe, Trickery, Trade, Leadership, and the Perform Skills) grant benefits in social encounters. Social Encounters are slightly more structured than combat, but there is still an element of GM's discretion.


Creation Skills - There is one Creation Skill related to each class of material, as well as the Artistry Skill, which serves as an additional bonus to general crafting acts. Creation skills allow the divine to use base materials to create items it can make use of, such as equipment. The full list of material-specific Creation skills is below:


Bonecarving

Leatherworking

Weaving

Painting

Woodworking

Stoneworking

Gemcutting

Soft Metalwork

Hard Metalwork


Low Skills - Low Skills (Hunting, Fishing, Farming, Herbalism, Animal Handling, Navigation, and Discovery) are physically demanding skills used by the majority of mortals. There are typically very few good uses of Low Skills for Divines other than to Inspire mortals with them and some lower-tier Avatar Actions.


High Skills - High Skills (Writing, Innovation, Astrology, Omen Reading, Mysticism, and the Magics) are mentally demanding skills used by the higher castes in most mortal societies. Most High Skills have immediately obvious uses for Divines wishing to use them.
Traits in General - Traits are limited by the divine's Shrine Attribute Score, but within the umbrella are a number of small exceptions. Faith and Fear divines react to traits in different ways, and there are a number of basic types of trait.


Trait Components: A trait component is a skill point, atypical bonus, or attribute point. Full External Attribute points use two trait components, and some atypical bonuses can take up more than one component space as well.

Trait Costs: All traits you buy in the same category and tier (Lesser Aspect, Minor Spirit, etc) increase the cost of all other traits in that category and tier by 1.

Trait Capacity: If a divine exceeds their trait capacity, they become Formless and cannot have an avatar until they are below their capacity again. Being Formless grants a technical +2 Influence score and increases Devotional Power capacity by 50%, but makes Avatar actions impossible without specific Enhancement traits.


Focus Attributes and Traits - Fear divines gain traits semi-randomly every turn from a list of traits that cost as much as one quarter of the divine's currently unspent Legend resource, while Faith divines gain traits when they choose to rest. Both can attempt to 'despise' a trait from themselves if they don't like it, but it's a costly choice.


Quiescence: Faith divines can spend all of their Fugue to enter quiescence for several turns. While Quiescent, the divine is only peripherally able to act, but some traits can improve this ability. The amount of time spent quiescent is equal to Legend Spent divided by Fugue Spent, rounded up.

Empowerment: Fear divines, based on their actions in the recent past, especially during the previous turn, roll on a table to determine which trait, skills, or attributes they gain. Some traits naturally help push other traits onto this table. By spending an Ambrosia during the turn, the divine can increase the chance of a particular option by three times their Fear Attribute Score.

Despising: All divines can 'despise' a trait, attempting to force mortals to believe the trait is antithetical to their domains. This is easier to do when a divine already has many traits, as the 1d100 general test to despise a trait receives a 5 point penalty per empty trait slot, or a 20 point bonus if there are no empty slots. It costs two Ambrosia to despise a trait.


Aspect Traits - Aspect traits represent physical forms, such as the owl, the lion, or Man, and are uniquely available to Spirit and Local God tiers only. Aspect traits usually grant a means of controlling the creature in question as well as a notable element of the aspect's mythology. When inherent, aspect traits dictate the base form of the divine.


Minor Aspect: Three components, 2 Legend

Lesser Aspect: Six components (one is a command bonus), 5 Legend

Aspect: Nine components (at least two total components must be atypical), 8 Legend


Spirit Traits - Spirit traits represent sapient ideologies, sometimes of a location, sometimes of a concept. They are uniquely available to Spirit and Local God tiers only. Spirit traits usually enable a unique action in the Divine Powers category, but a few enable Avatar or even Communal acts. When inherent, spirit traits strongly affect the base personality of the divine.


Minor Spirit: Three components, 3 Legend

Lesser Spirit: Six components (at least one atypical or attribute bonus), 6 Legend

Spirit: Nine components, 9 Legend


God Traits - God traits represent more complex ideas and concepts than simple locations and basic social ideologies. God traits are uniquely available to Local Gods, Regional Gods, and National Gods. God traits very strongly affect the overall development of patron societies, grant impressive amounts of skills, attributes, or other bonuses, and sometimes grant empowered or unique actions. When made inherent, god traits can create overwhelmingly powerful blindspots, but also grant other boons to the divine's awareness of things that function along lines these traits are focused on.


Lesser God(dess): Six components (at least one attribute bonus), 20 Legend

God(dess): Twelve components (many atypical or attribute bonuses), 30 Legend

Major God(dess): Eighteen components (Regional god or higher only), 40 Legend

High God(dess): Twenty-four components (National god only), 50 Legend


Elemental Traits - Elemental traits represent the base elements of the world in mythic terms. Elemental traits are available at all levels except Global God. Elemental traits enable and empower Divine Powers exclusively, making them more able to do harm or healing to Populations and other divines.


Classical Affinity: Earth, Fire, Air, and Water grant access to very basic, small-scale manipulations of the associated element, allowing the divine to manipulate forces on a personal scale, 4 Legend

Elemental Affinities: Elemental affinities allow the divine to perform larger-scale manipulations of an element or elemental concept, 6-8 Legend

Elemental Manifestations: Elemental manifestations give the divine a unique ability to manifest a particular effect or event more effectively and cheaply, 6-8 Legend

Grand Affinities: Grand affinities take a number of component affinities and attach them under an umbrella, consuming only a single trait slot. They often grant uniquely powerful Divine Powers, 15-40 Legend


Avatar Enhancements - Avatar enhancements represent a set of specialty traits that alter the form of the divine in especially useful or powerful ways. Avatar Enhancements are available at all tiers. Typically elemental in origin, they are unable to be made inherent.


Avatar Forms: Aside from Shapeshifter's Avatar and Chimeric, all Avatar types cost 10 Legend and provide roughly five to six components, and instead of increasing the cost by 1 per Enhancement, increase the cost by 3 per Enhancement.

Shapeshifter Line: Shapeshifter's Avatar and it's improvements cost 10, 15, and 20 Legend, and counts as a single trait for cost increases.

Chimeric Line: Chimeric traits cost varying amounts of legend, but all of them have linearly increasing legend costs when purchased multiple times, and counts as a single trait for cost increases.


Divine Enhancements - Divine enhancements represent a set of specialty traits that don't quite fit with mortal concepts and ideologies that would normally mark them as Spirit or God traits. Divine Enhancements are available at all tiers, but some traits will lock out or unlock at certain tiers. Generally, divine enhancements represent particular personality quirks of a given divine.


Divine Enhancements: Divine enhancements cost variable amounts of legend and provide interesting benefits, and instead of increasing the cost by 1 per Enhancement, increase the cost by 3 per Enhancement.

Divine Talent: Divine Talents cost 5, 10, and 15 Legend, consume a single slot, and are treated as a single Divine Enhancement for cost increases. They only unlock when a divine has Base Skill 10 in a given skill.
Actions in General - There are four main categories of actions; Blessings, Divine Powers, Avatar Actions, and Communions. You are limited in the number of possible actions you can take per turn by both DP and AP.


Blessings - Blessings are unique, basic actions that cost 1 DP each and grant very simple, no die-roll returns.


Blessings: Blessings simply grant one and a half DP next turn per blessing performed.

Inspirations: Inspirations enhance a particular mortal with one of your Skill levels to perform a task for you, or when left undirected, can lead to technological advancements in the relevant field.


Divine Powers - Divine Powers cost varying DP to perform and are unlocked mostly by purchasing additional traits.


General Divine Powers: Divine Powers typically do one of three things; deal Population Damage, heal Population Damage, or Augment other actions that turn. Augmenting powers do not have a die roll attached, and so are more reliable than adding DP. Healing and Damaging powers will usually have a die roll to determine their effectiveness, benefited by the divine's Influence if they are in their Domain.

Divine Realm Actions: Divine Realm actions allow a Local God or better to manipulate their personal realm(s). Taking a Divine Realm Turn costs 2 DP and causes a miniturn to take place that can sometimes have other rewards.


Avatar Actions - Avatar actions rarely cost DP outright, but can generally be enhanced by spending DP on them. Things like exploration, hunting, and crafting are Avatar actions, and unless otherwise specified, all Avatar Actions cost 1 AP.


All actions that do not require the aid of another character are Avatar Actions, though some Avatar Actions can benefit from aid requested during a Communion.


Communions - Communions cost 1 each of AP and DP, and specifically deal with interpersonal relations between the divine and other parties.


Command Mortals (Demand and Decree): Commanding mortals can only be done up to Focus Attribute Score times per turn. Demands of mortals are instant, one-turn events that sometimes require general checks, but Decrees are long-term behaviors a divine requires of their supplicants. A divine can manage up to their Influence Attribute Score in decrees at once. For the purposes of mechanics, a use of Command Mortals is consumed to interact with Ur-spawn individually.

Commune with Divines: The divine can commune with up to one other divine in a given turn, prompting a miniturn in some circumstances.

Bear Children: The divine, if their Avatar Score is three or higher, may bear children with mortals, beasts, or other divines. If the divine is also Local God or higher, they may attempt to spawn a Divine Creature or Divine Litter.
Bloodline and Brood Growth - Bloodlines and Broods can grow and eventually overtake their mundane counterparts in a society or ecosystem. They are spawned from a divine directly with penalties, or can be brought about by the offspring of an Ur-spawn. A 100% disseminated Bloodline or Brood would take concerted efforts by a divine and it's supplicants to push to extinction.


Bloodlines: Disseminate 2-5% per turn, half value without a patron Ur-child, after at least 14 years have passed from initial birthing. Bloodlines have an especially difficult time disseminating if there are more bloodlines than half the number of villages in the divine's Domain.

Broods: Disseminate 4-8% per turn, half value without a patron Ur-spawn, after a variable number of years have passed from initial birthing. Broods disseminate even more quickly if they possess supernatural talent for Combat or Low skills and range farther if they have Perform skills.


Attributes in Mortals and Ur-Spawn - Sometimes, whole Attribute points will make their way to particular bloodlines, broods, or direct descendants. Attributes have unusual effects when utilized by non-divine beings.


Faith: Ur-spawn with Faith will passively generate a very small amount of DP that they can personally use. Mortals with Faith are slightly magically talented and can aid in some rituals.

Fear: Ur-spawn with Fear can cause suffering in others to gain DP that they can personally use. Mortals with Fear are slightly resistant to Population Damage and Population Healing.

Avatar: Ur-spawn with Avatar grow quite tall and gain additional hit points. Mortals with Avatar are taller and gain additional hit points.

Influence: Ur-spawn with Influence are treated fully as divines by other divines. Mortals with Influence are slightly magically talented and can aid in some rituals.

Shrine: Ur-spawn with Shrine generate extra personal legend until they ascend and their parent can grant them DP to use for Divine Powers. Mortals with Shrine are especially knowledgeable and have slightly higher general skill caps (normal mortal cap is 5).


Devotional Power: 20/20
Action Points: 5/20
Ambrosia: 12/14
Unspent Legend: 75 // Spent Legend: 336 // Total Legend: 411
Gaerig's Fishing Village: 4/4
Gaerig's Hunting Village: 4/4
Gaerig's New Village: 2/2

Saiga's Fishing Village: 4/4
Saiga's Hunting Village: 4/4

Saitev's Home Village: 4/4
Saitev's Hunting Village: 4/4

Keshketev's Basin Town: 6/6

Crone's Home Village: 4/4
Crone's New Village: 2/2

Unaligned Hunter's Village: 3/3
Ruined Garment - approx. 10 Units Copper (Hard Metal)
Silver - approx. 4 Units (Soft Metal)
Obsidian - 6 Units (Stone)
Amber - 35 Units (Stone)
Precious Gems - approx. 5 Units (Gem)
Hard Crystal - 9 Units (Gem)
Colored Crystals - approx. 1 Unit (Gem)
Malachite Green - approx. 6 Units (Pigment)
[/color]
(2) Bone Figurines (1 Okay, 1 Moderate)
(3) Gemmed Figurines (1 Okay, 1 Moderate, 1 Good)
(7) Amber Figurines (4 Good, 3 Great)
(2) Many-Faceted Amber Figurines (2 Poor)
The Sleeping Brew (Tier X Drink) - Grants Spirited Dreams
Sight Upon Sea (Tier X Art) - Grants Legends of the Sea
Faces of the Moon (Tier X Mask) - Grants Shapeshifting Tier 2 [Mortal/Immortal Guise]
Equipped:
R/L. Hands: Resonance Spear (Tier X Weapon) - Disorients enemies between rounds by contesting War rolls with Perform (Sing) at a -1 Strong Modifier penalty, +2 External Perform (Sing)
Cloak: Waterskin Cloak (Tier 2 Clothing) - Grants Resistance to Water Influence, +2 External Navigation
Trinket 1: Songstress' Amulet (Tier 2 Jewelry) - Grants +2 External Perform (Sing)

Divine Realm Effects Unchanged; Upkeep converted to 3 DP/turn
Divine Realm fully reset, Divine Realm miniturn will occur automatically and for free this turn
Current Stability: 3
Current Stored Devotional Power: 10
Current Upkeep: 3/Turn
Base Skill Points Used/Total: 64/120
External Skills still free
Melee 9 (10)
Trickery 10 (14)
Leadership 0 (1) (Half Effectiveness)
Perform (Singing) 3 (7)
Craft (Painting) 4
Hunting 3 (5)
Fishing 3 (5)
Discovery 3 (5)
Navigation 5 (8)
Astrology 10 (15)
Omen Reading 9 (16)
Mysticism 4 (6)
Innovation 1 (2) (Half Effectiveness)
Magic (First) 0 (2) (Half Effectiveness)
Magic (Second) 0 (2) (Half Effectiveness)

Changes Noted: Split Survival in half to Hunting and Discovery; First Magic, Second Magic, Leadership, and Innovation halved in effectiveness.
Minor Aspect of Humanity (+1 Leadership, +1 Innovation, 2 accumulating Legend discount to next Faith Attribute purchase)

Spirit of Mischief (+4 Trickery, +2 Hunting, Common ability to mask or disguise Avatar (False Mortality), grants a small chance of escaping disadvantaged encounters)
Minor Spirit of the Sea (+2 Fishing, +1 Navigation)
Spirit of the Stars (+3 Astrology, +2 Omen Reading, +2 Navigation gain the ability to Shift Stars)
Spirit of Premonitions (+3 Omen Reading, +2 Astrology, +2 Discovery, gain the ability to Twist Fate)
Spirit of Mysteries (+2 Mysticism, +2 Magic (First), +2 Magic (Second), gain strange senses)
Spirit of Death (+3 Melee, +2 Omen Reading, gains an automatic success against mortals when acting to kill them, gains a Skewed Modifier against any Ur-Spawn or any Spirit one tier lower than you when acting to kill or disperse them)

Classical Element - Water

Elemental Affinity (Tier 2) - Darkness
Elemental Affinity (Tier 3) - Night, Sky, Ice

Elemental Manifestation (Tier 2) - Stars
Elemental Manifestation (Tier 3) - Moon, Cold

Focused Manifestation (Nox Arcana) - Silver Moon, Blood Moon, Blue Moon, Harvest Moon, Yellow Moon

Grand Affinity - Nox Arcana

Capricious One (You are a being of arbitrary cruelty, as well as sudden magnanimity, whose actions are as inscrutable as the path of an arrow in the wind. You receive 2 DP (Fear only) or 1 Fugue (Faith only) when you fail to deal or restore Population Damage, 2 legend discount to next Fear Attribute purchase)

Excellence of Astrology (You have mastered all man can comprehend of the stars and their motions. You must go further. Unlocks >10 Astrology bonuses)
Excellence of Trickery (You have mastered all man can comprehend of clever ploys and misdirection. You must go further. Unlocks >10 Trickery bonuses)

Changes Noted: Stargazer removed; replaced with Full Spirit of the Stars. Frost Removed, replaced with Ice. Capricious One altered to fit new rules
Born Turn 9
Minor Spirit of Mischief (+2 Trickery, Limited ability to mask or disguise Avatar)
Classical Affinity - Water

Trickery 6 (8)
Perform (Flute) 7
Craft (Stoneworking) 6
Trade 3
Hunting 5
Discovery 2

PI
Waterskin Cloak (Tier 3 Clothing) - Grants Resistance to Water Influence, Water Breathing, +2 External Navigation
1 Simple Wooden Flute

Legend Threshold Hit! (Granted you 5 Legend on turn 9)
Ascension Threshold Hit! (Will Ascend upon death in Gaerig's Fishing Village)
Unspent : Current // Threshold : Ascension Requirement
27:51 // 3:44
Born Turn 16 [In Gaerig's Fishing Village Creche]
Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade)
Elemental Manifestation - Moon
Focused Manifestation - Silver Moon
Grand Affinity - Nox Arcana
Capricious One

Faith 2 (Weakly grants occasional Divine Magic)

Astrology 10
Omen Reading 9
Mysticism 1
Fishing 0 (3)
Navigation 5 (7)
Trade 5 (6)
Leadership 2

PI
None

Legend Threshold Hit! (Granted you 53 Legend on turn 27)
Unspent : Current // Threshold : Ascension Requirement
2:32 // 30:98
Born Turn 19 [Saiga's Fishing Village Creche]
Minor Spirit of the Sea (+2 Fishing, +1 Navigation)
Classical Affinity - Water
Elemental Affinity - Sea
Focused Manifestation - Silver

Fishing 6 (8)
Navigation 4 (5)
Leadership 3
Animal Handling 6

PI
None

Legend Threshold hit! (Granted you 18 Legend on turn 22)
Unspent : Current // Threshold : Ascension Requirement
7:25 // 10:173
Spawned Turn 22
Lesser Aspect of the Spider (+2 Hunting, +1 Craft (Weaving), +1 Perform (Dance), Gains Poison, gains Webbing)
Lesser Aspect of the Octopus (+2 Melee, +2 Trickery, +1 Perform (Dance), Limited ability to mask or disguise Avatar)
Minor Aspect of the Shark (+2 Hunting, Deals damage to opponents or weapons when successfully attacked in melee)
Minor Aspect of the Frog (+1 Trickery, +1 Perform (Sing), Gains Poison)
Minor Aspect of the Salamander (+2 Awe, Gains Fire Resistance)

Classical Element - Earth
Elemental Affinity - Clay

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

Melee 8 (10)
Awe 4 (6)
Trickery 0 (3)
Perform (Sing) 0 (1)
Perform (Dance) 0 (2)
Craft (Weaving) 3 (4)
Hunting 6 (10)

13 away from Legend Threshold.
Unspent : Current // Threshold : Ascension Requirement
3:20 // 33:217
Born Turn 20
Attributes
Fear 1
Avatar 1
Influence 1
Shrine 0

Traits-
Aspect of the Polar Bear (+3 Melee, +2 Hunting, +2 Fishing, Can communicate with and command Bears, Deal an additional point of damage when dealing damage)

Elemental Manifestation - Moon
Focused Manifestations - Blood Moon, Harvest Moon

Skills-
Melee 3 (6)
War 3
Awe 5
Hunting 2 (4)
Fishing 3 (5)
Astrology 3
Omen Reading 3

Names: Kar, Kin, Sol, San
Seski Survival converted to Hunting and Discovery, Rashelki Survival converted to Hunting and Trickery, skills adjusted, Frauma Skills adjusted
Born Turn 21
All - Classical Affinity - Water

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

Females - Minor Spirit of Mischief (+2 Trickery, Limited ability to mask or disguise Avatar)

SPECIAL FEATURES:
Male-Female Dichotomy (Males only receive Male traits, Females only receive Female traits)

+1 Max Leadership
+1 Max Innovation
+2 Max Trickery

Faith 1 (Weakly magical)

Dissemination: 10%
Fertility bonuses: 0
Social bonuses: 3
Survival bonuses: 1
Transmuted Turn 11
Focused Manifestation - Silver

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

+1 Max Melee
+2 Max Trickery

Dissemination: 77%
Fertility bonuses: -1
Social bonuses: 1
Survival bonuses: 1
Spawned Turn 9
Minor Aspect of Humanity (+1 Leadership, +1 Innovation, 2 accumulating Legend discount to next Faith Attribute purchase)

Minor Spirit of Mischief (+2 Trickery, Limited ability to mask or disguise Avatar)

Focused Manifestation - Silver
Focused Manifestation - Yellow Moon

SPECIAL FEATURES:
Lesser Shapeshifter - Can transform into another object of similar size to it's natural size (approx. 4 inches). Preference: Human.
Domesticated - Known as pets and fishing aides. (When Disseminated, passively add half of own Fishing to General Mortal Fishing and passively add half of own Trickery to General Mortal Trickery) Reduced ecological weight
Small - Reduced ecological weight

Leadership 1 (2)
Innovation 2 (3)
Trickery 4 (6)
Fishing 4

Disseminated on turn 27! (Ecological weight: <I I I I I X I I I>) (Stable)
Fertility bonuses: 1
Predator bonuses: 2
Survival bonuses: 4
Spawned Turn 25
Lesser Aspect of the Spider (+2 Hunting, +1 Craft (Weaving), +1 Perform (Dance), Gains Poison, gains Webbing)
Lesser Aspect of the Octopus (+2 Melee, +2 Trickery, +1 Perform (Dance), Limited ability to mask or disguise Avatar)
Minor Aspect of the Shark (+2 Hunting, Deals damage to opponents or weapons when successfully attacked in melee)
Minor Aspect of the Frog (+1 Trickery, +1 Perform (Sing), Gains Poison)
Minor Aspect of the Salamander (+2 Awe, Gains Fire Resistance)

Classical Element - Earth
Elemental Affinity - Clay

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

SPECIAL FEATURES:
Asexual: Procreation is mostly internalized for this brood, and they slowly create additional eggs that they control the laying of.

Melee 0 (2)
Awe 0 (2)
Trickery 0 (3)
Perform (Sing) 0 (1)
Perform (Dance) 0 (2)
Craft (Weaving) 0 (1)
Hunting 0 (4)

Dissemination: 6%
Fertility bonuses: -1
Predator bonuses: 3
Survival bonuses: 5
Minor Skill adjustments
Members of the Geshtaf (Gaerig's Pantheon) 4/4 Pantheon Enhancements
Born Turn -119
Known Attributes-
Faith 4
Avatar 6
Influence 5
Shrine 4

Traits-
Lesser Aspect of the Walrus (+2 Fishing, +2 Hunting, +1 Awe, Can consume a third Ambrosia per turn for action points)
Aspect of the Polar Bear (+3 Melee, +2 Hunting, +2 Fishing, Can communicate with and command Bears, Deal an additional point of damage when dealing damage)
Aspect of Humanity (+2 Leadership, +3 Innovation, +3 Trade, 2 accumulating Legend discount to next Faith Attribute purchase)

Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade)
Spirit of Exploration (+3 Discovery, +3 Navigation, +1 Trade, Expanded exploration range, greatly reduces detection risk when exploring)
Spirit of the Hunter (+3 Hunting, +1 Discovery, +2 Ranged, Gain a Skewed Modifier against spirits with inherent T2 or T3 animal aspects, Gain an automatic success against spirits with inherent T2 or T3 animal aspects)

Divine Charisma (This divine is preternaturally talented even among it's kind as a charismatic being. +2 Leadership, +2 Trade, Increases successes in Social Interactions initiated by the divine by variable amounts based on relationship)

Skills-
Melee - 7 (10)
Ranged - 7 (9)
Awe - 6 (7)
Leadership 0 (4)
Trade - 5 (12)
Craft (Bonecarving) - 8
Craft (Woodworking) - 5
Fishing - 5 (12)
Hunting 3 (10)
Discovery - 10 (14)
Navigation 10 (15)
Innovation - 4 (7)

Titles: The Monster Hunter, The Wanderer, The Protector
Pantheon Enhancement: Adventurous Hero (Grants a +10 bonus when exploring, battling known outsider spirits, or when encountering new spirits peacefully)
Born Turn -102
Known Attributes-
Faith 5
Avatar 6
Influence 4
Shrine 4

Traits-
Aspect of the Raven (+1 Trickery, +3 Perform (Sing), +3 Omen Reading, Avatar gains Flight, Can communicate with and command some Birds)
Aspect of the Snowy Owl (+3 Hunting, +2 Awe, +2 Perform (Sing), Grants a free degree of success when attacking a divine of equal tier from ambush, can command owls directly)
Aspect of the Reindeer (+2 Hunting, +4 Awe, +1 Omen Reading, Grants a free supply of Tier 2 Bone materials, can command deer directly)

Spirit of Premonitions (+3 Omen Reading, +2 Astrology, +2 Discovery, gain the ability to Twist Fate)

Giant Avatar (Increases size by an additional foot per Avatar level, Increases total wounds by 50%, Increases damage dealt by 2, Reduces maximum action points to 1.5 times Avatar Score)

Excellence of Omen Reading (You have mastered all man can comprehend of the rolled bones and spilled entrails. You must go further. Unlocks >10 Omen Reading bonuses)

Skills-
Melee 10
War 4
Trickery 6 (7)
Perform (Sing) 6 (11)
Trade 8
Craft (Bonecarving) 6
Hunting 10 (15)
Omen Reading 10 (17)
Astrology 5 (7)
Mysticism 5

Pantheon Enhancement: Companion Spirit (Has a small chance to spontaneously aid other pantheon members when they are using the Explore action)
Born Turn -88
Attributes-
Faith 6
Avatar 5
Influence 5
Shrine 5

Traits-
Lesser Aspect of Humanity (+2 Leadership, +1 Innovation, +2 Trade, 2 accumulating Legend discount to next Faith Attribute purchase)
Lesser Aspect of the Snake (+1 Melee, +1 Trickery, +2 Perform (Dance), Gain poison, Resists Independence loss by one when failing)

Spirit of Law (+3 Leadership, +3 Writing, +2 Craft (Painting), Can impose 2 additional Decrees)
Minor Spirit of Motherhood (+1 Leadership, Every second Ambrosia spent to grant a trait for a chiild gives an additional random trait)
Lesser Spirit of Premonitions (+3 Omen Reading, +1 Astrology, +2 Discovery)
Minor Spirit of Mysteries (+1 Magic (First), +1 Magic (Second))
Lesser Spirit of the Land (+2 Farming, +2 Hunting, Gain power over plants)

Classical Element - Fire
Elemental Manifestation - Light
Elemental Affinity - Warmth

Mystic (Mysticism no longer requires Astrology and Omen Reading as prerequisite skills)
Excellence of Mysticism (You have mastered all man can comprehend of the rolled bones and spilled entrails. You must go further. Unlocks >10 Omen Reading bonuses)

Skills-
Melee 0 (1)
War 4
Trickery 5 (6)
Leadership 4 (10)
Trade 0 (2)
Perform (Dance) 8 (10)
Craft (Painting) 8 (10)
Farming 0 (2)
Hunting 0 (2)
Discovery 0 (2)
Writing 7 (10)
Innovation 0 (1)
Astrology 5 (6)
Omen Reading 5 (8)
Mysticism 10
Magic (First) 2 (3)
Magic (Second) 2 (3)

Known Additional Titles: Grandmother, The Scribe
Born Turn -54
Attributes-
Faith 2
Avatar 4
Influence 2 (3)
Shrine 2 (3)

Known Traits-
Spirit of Crafting (+2 Craft (Highest 3 Crafts), +1 Shrine, Crafting has a small chance not to consume materials)
Spirit of the Glacier (+4 Craft (Stoneworking), +1 Influence, Can craft using ice as though it was a T2 Stone Material, 2 Accumulating Legend discount to next Shrine Attribute Purchase)

Classical Affinity - Fire, Water
Elemental Manifestation - Ice

Excellence of Stoneworking (You have mastered all man can comprehend of chipping and whittling away at stone. You must go further. Unlocks >10 Craft (Stoneworking) bonuses)

Skills-
Melee 4
Leadership 4
Craft (Bonecarving) 5
Craft (Leatherworking) 5
Craft (Weaving) 5 (7)
Craft (Woodworking) 5 (7)
Craft (Stoneworking) 10 (16)

Known Additional Titles: He that Creates, The Potter
Pantheon Enhancement: The Gentle Potter (Has a small chance to innovate while crafting using the same roll result, Crafting for mortals produces 20% better results.)
Members of the Usko (Eastern Neighboring Pantheon) (Shosho'an Leads)
Born ???
Known Attributes-
Faith ?
Avatar ?
Influence ?
Shrine ?

Known Traits-
Elemental Affinity - Fire

Elemental Avatar - Fire (3 accumulating Legend discount to next Avatar Attribute Purchase, gain a Flame Aura that deals damage to enemies in melee, with Elemental Affinity - Fire mimic Full Shapeshifting, doubles water-based influence damage received)
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)

Known Skills-
Awe
Perform (Dance)

Known Additional Titles: None
Pantheon Enhancement Unknown
Born ???
Known Attributes-
Faith 7
Avatar 4
Influence ?
Shrine ?

Known Traits-
Aspect of the Fox (+3 Trickery, +2 Hunting, +2 Melee, Always informed when being observed, can command Foxes directly)

Lesser Spirit of Mischief (+3 Trickery, +1 Hunting, Limited ability to mask or disguise Avatar (False Mortality), grants a small chance of escaping disadvantaged encounters)

Known Skills-
Trickery 10 (??)
Perform (Flute)

Known Additional titles: None
Pantheon Enhancement Unknown
Members of the Kaketor (Westerly Neighboring Pantheon) Unknown Head
Born ???
Known Attributes-
Focus ?
Avatar ?
Influence ?
Shrine ?

Known Traits-

Known Skills-
Melee 10 (??)

Known Additional Titles: None
Pantheon Enhancement Unknown
Skills and traits have been adjusted
Blessings
[] Bless Petitioners - Expend some of your DP to empower those who come to your shrine or pray to you in exchange for more offerings.
-[] Expend <X> DP on petitioners
[] Inspire Petitioner - Expend DP to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. Inspirations grant a useful Skill tier to a mortal of your choice.
-[] Expend <X> DP on petitioners

Divine Powers
[] Moonlight - The moon shines bright this night, revealing things that hide in the dark. Empowers a number of relevant actions (Avatar actions using Astrology, Omen Reading, or Mysticism, as well as Divine Powers). Costs: 1 DP
[] Darken - Artificially draw away the light, strongly enhancing Melee, Ranged, War, Trickery, and Hunting skill tests. Costs: 1 DP
[] Shift Stars - Affect the courses of fate and destiny, strongly penalizing those you dislike. Costs: 2 DP, 1 AP
-[] Choose type (penalize specific act, general, or situational) and target
[] Twist Fate - Affect the courses of fate and destiny, strongly enhancing you in particular settings. Costs: 2 DP, 1 AP
-[] Choose type (enhance specific act, general, or situational) and target
[] Control Waters - Allows control of Water on a personal level. Allows control of Ice on grand scale. Costs: 1 DP/Personal, 3 DP/Grand
[] Deep Chill - Greatly chills areas in your domain. Costs: 2 DP
[] Silver Moon - Enhances Magic, Magic-Based Rituals, and Air-based Divine powers. Costs: 1 DP
[] Blue Moon - Enhances Weather and Water-based Divine powers. Costs: 1 DP
[] Blood Moon - Enhances Birthing and causes violence. Costs: 1 DP
[] Harvest Moon - Transforms one material into another (either a different class or one tier higher) and enhances Fire-based Divine powers. Costs: 1 DP
[] Yellow Moon - Enhances Blessing Actions and restores a small amount of Population to the weakest location. Costs: 1 DP
[] Blacken - Count Influence as double when determining range of Divine Powers this turn, enhance Divine Powers this turn, and penalize Astrology/Omen Reading/Mysticism/The Magics of enemy divines in your natural influence radius. Costs: 3 DP, 2 Ambrosia

Divine Realm (10 DP Stored/3 DP Consumed per Turn)

[] 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 - Store <X> DP in the realm to keep it stable.
[] Exert Will - Pay 2 DP to take a Divine Realm miniturn, shaping it more to your liking.

Avatar Actions
[] Form Avatar (12 Ambrosia)
[] Drink deeply of the Ambrosia of creation, reveling in the heady sensation and forgetting what you do not care for. Forget a level of [Skill].
-[] Expend <X> Ambrosia reveling
[] 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: 2 Ambrosia per Trait
-[] Despise <X>
[] 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 <X> Ambrosia per two random traits, or <X> Ambrosia per specified trait
[] Lay with [Animal]
-[] Contribute a rank of Avatar to sire an Ur-beast
-[] Contribute <X> Ambrosia per two random traits, or <X> Ambrosia per specified 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 <X> Ambrosia per two random traits, or <X> Ambrosia per specified trait 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: 3 AP

[] Personal Attack - Appear and violently destroy things until you're satisfied. Causes Population Damage. AP cost doubled outside of your Domain.
[] Cause Mischief - Wander about playing cruel tricks on mortals. May cause Population Damage, rewards materials. AP cost doubled outside of your Domain.
[] Make Music - Use your knowledge of Performance to compose music. May create Trait discounts. Not usable outside of your Domain.
[] Create - Driven by the threads of inspiration, you craft a useful item. Intent, Material type, and Tier each play major parts in effect and quality.
-[] Optionally spend 1 Ambrosia and 1 additional AP to attempt ritual enchantment using Mysticism.
[] Go on a Hunt - Traverse the earth in search of grand kills to help feed your supplicants. Restores Population Damage. Costs: 2 AP
[] Give Bounty - Seek schools of fish and great leviathans of the deep and grant them to your supplicants to feed them. Restores Population Damage. Costs: 2 AP
[] Explore - Go out and explore lands you have not been to before. Costs: 2 AP
[] Search the Depths - With your knowledge of Navigation, explore the sea and the sea floor. Costs: 2 AP
[] Practice Innovation - Your skills with mental discovery are the product of accidents and blind guessing. Develop your creative mind.
[] Study Stars - Read the night sky for records of the near past and near future. Can grant bonuses to specified actions during the turn or grants advance knowledge.
-[] Choose type and target
[] Study Omens - Read the bones and entrails for nature's knowledge of ideal timing. Can grant bonuses to specified actions during the turn or reduces odds of being surprised.
-[] Choose type and target
[] Study World - Comprehension of interactions obtained, you can simply sit and observe the course of reality to glean it's secrets. Can grant knowledge of the use of certain materials or information on other divines.
-[] Choose type and target
[] Study First Magic - Your talent with magic is poor and artificial at best. Develop your skills with the magic of Sound.
[] Study Second Magic - Your talent with magic is poor and artificial at best. Develop your skills with the magic of Light.

[] Guide Ships - Your nature as a Sea Spirit compels you to aid and lead fishers and sailors. May restore Population Damage.
[] Develop Ritual (Stars) - Devise a ritual for a known trait or at random, or develop the Precision of a ritual you already know.
-[] Devise or refine
[] Develop Ritual (Omens) - Devise a ritual for a known trait or at random, or develop the Accuracy of a ritual you already know.
-[] Devise or refine
[] Develop Ritual (Mysticism) - Devise a ritual for a known trait, determine if a particular non-trait ritual is possible, or develop the Precision and Accuracy of a ritual you already know.
-[] Devise, test, or refine
[] Sense Magic - Sense the trails of magic in the world and follow them to natural confluences or sites of power. Costs 1 DP, 2 AP
[] Soul Collection - Go about and slay mortal beings to gather up their souls for your use. Causes Population Damage, grants additional DP. Costs: 1 DP, AP cost doubled outside of your Domain.
-[] Attempt to collect Ur-spawn Souls or Take from divines, choose a target

[] Perform a known ritual - Test Omen Reading at a penalty or Mysticism to perform a ritual. Check DC lowers with Precision.
-[] Minor Ritual of the Alluring Singer (10/10 Accuracy, 4/10 Precision). Costs: 5 DP and 5 Ambrosia; OR 40 total Tiers of appropriate Amber Crafts (?)
-[] Ritual of Unknowable Bodies (2/10 Accuracy, 10/10 Precision). Costs: 5-20 DP, 1-12 Ambrosia OR 40-80 total Tiers Many-Faceted Amber Crafts (DC 60)
-[] Ritual of the Deep Expanse (7/10 Accuracy, 2/10 Precision). Costs: 9-12 DP, 8-11 Ambrosia OR 50-90 total Tiers of appropriate (?) crafts (?)

Special Category
[] FOCUS ONLY: Prefer Empowerment - Attempt to focus your Empowerment this turn towards something specific. Increases the chance of your preferred choice by 30%. Costs 1 DP, 1 AP, and 1 Ambrosia
-[] Focus efforts on which Attribute, Skill, or Trait?
[] LOCATION SPECIFIC: Create the Reflecting Pool - Attempt to formulate the reflecting pool once more to harness it's mystical powers. Costs: 4 DP, 1 AP
[] VISION-GRANTED: Induce Dread Winter - Using incredible powers granted you by Destiny, blast the earth with wintery chills, terrible blizzards, and coverings of absolute frost. Causes massive Population Damage, can injure divines, can destroy villages, can spill into or out of your domain. May reduce Independence against ??? until The Appointed Time has passed. Costs 3 DP, 1 AP (AP doubled outside of Domain)
[] TEMPLE-GRANTED: Choose a Water-Aligned Trait to become innate. Can only be selected one time. Has no costs.

Communions
[] Command Mortals - You take form or manifest in order to issue a decree, make a demand, or interact with your Ur-spawn. Maximum Commands per turn: 10. Maximum Decrees: 6/8. Costs: 1 DP, 1 AP each
-[] Choose type (Decree, Demand, Interaction) and a specific action (Current decrees are below)
--[] 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."
-[] Have a Shrine built or have all of your shrines improved. Maximum Shrines 5/8. Additional Costs: 1 DP
--[] Dedicate which materials?
--[] Begin work on an extension? (Prompts miniturn)
-[] Have a Temple built - Maximum Temples 1/3. Additional Costs: 1 DP, 1 Ambrosia
--[] Dedicate which materials?
--[] Begin work on an extension? (Prompts miniturn)
-[] Demand Appeasement - You will have regular sacrifices! You demand it, even, or all under you will suffer! Uses 1 Decree slot (Must reserve an action, divine or avatar, as punishment for lack of appeasement)
[] Commune with another divine (Prompts miniturns). Specify a Stance (Friendly, Dominant, Bring Gifts)
-[] Saiga - Your husband, the Hunter. Opinion: Spouse
-[] Saitev - The Raven. Opinion: Wary
-[] Keshketev - The Craftsman. Opinion: Devoted
-[] Attrouska - The Grandmother. Opinion: Grateful
-[] Mo'sagao - The Fox. Opinion: Wary
-[] Shosho'an - The Flame. Opinion: Threatened
-[] The Bloodied Man - Opinion: Unknown

AN: I believe this covers everything appropriately. To reiterate, the previously locked vote has been canceled, assume this takes place at the end of the previous turn and plan the new version of Turn 28 accordingly. I will still be willing to take suggestions on corrections and alterations if people bring things up, and this vote will probably extend for a really long-ass time because I'm going on a ski trip at the start of the weekend.
 
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Hm, lots of changes and stuff to read.

@Powerofmind Two things I noticed on my first read-through:

I believe you forgot to apply some of Saiga's external skill bonuses. His Leadership should be 0(4) from Aspect of Humanity and Divine Charisma. His Trade should be 5 (12). I will check the rest on my second read through.

Is it no longer possible to create god-children?
 
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