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The Divine deal in many things: votes, influence, favors, etc., and ambrosia. Ambrosia is the term mortals use for the food and drink of the gods, and it is commonly used by mortals to describe very good food and drink in general. To the Divine, however, is the slang used for the way they enumerate their power in points. Points are the cost, unless it is stated that it gives them instead.

The biggest yearly cost is answering prayers, which average at about 1 billion ambrosia. If they go unanswered, a Divine will lose followers. Average gains from followers are about 1.5 billion ambrosia.

Recommended bank of ambrosia: 5 billion

*Basics*:
  • Existence: a Divine must consume 50,000 ambrosia per year to survive comfortably; 10,000 or less per year will kill a Divine in two years; 75,000 ambrosia or more per year will cause the Divine to grow in strength
  • Shem membership: the Arbiter charges each Divine 80,000 ambrosia per Age
  • Pantheon membership: one must pay dues to be part of a pantheon; 10,000 ambrosia per Age, 12,000 ambrosia if it was your Age
  • Legal fees: every minor legal issue decided in the Arbiter's Court costs 10,000 ambrosia
  • Salaries: every member of one's Court gets at least 1,000 ambrosia per year, often in the form of answered prayers
  • Keeping up appearances: a Divine usually has to spend ambrosia to maintain their Court through various costs, the average expenditure for this is about 100,000 ambrosia a year
  • Aspect cost: cost of embodying an aspect is 100,000 an Age
  • Aspect gain: the frequency, potency, and prominence of a Divine's aspect in the Mortal Realm reaps benefits at a rate of (n+x+y)*50 per year, where n is the frequency, x is the potency, and y is the prominence on a scale of 0 to 25
  • Subaspect cost: every major, identified subaspect costs 10,000 an Age
  • Subaspect gain: the frequency, potency, and prominence of a Divine's subaspects in the Mortal Realm reaps benefits at a rate of (n+x+y)*10 per year, where n is the frequency, x is the potency, and y is the prominence on a scale of 0 to 25
  • Paradox: a Divine's Paradox is the source of their power; a Paradox generates about 500,000 ambrosia a year
  • Loans: the Arbiter's Court can loan ambrosia to Divines in need, at an interest rate of 1% per year
  • Favors: Divines trade favors for ambrosia; an unspecified favor is considered worth 10,000 ambrosia
  • Votes: a single vote-point in Parliament is worth 5,000 ambrosia (so a Divine's vote is worth 100,000 ambrosia)
*Hierarchy*:
  • Messiah: impossible to make; gives Divine 500,000 ambrosia
  • Gerent: free if the Divine chooses themselves; 100,000 ambrosia if they select someone else
  • Trickster / Broker: impossible to make; + or - 100,000 ambrosia depending on their roles
  • Witness: impossible to make; can give or take 100,000 ambrosia to or from Divine
  • Speaker: 80,000 ambrosia
  • Emissary: 75,000 ambrosia
  • Offerant: impossible to make; gives Divine 75,000 ambrosia
  • Vicegerent: 60,000 ambrosia
  • Marshall: 50,000 ambrosia
  • Prophet: impossible to make; gives Divine 50,000 ambrosia
  • Paragon: 45,000 ambrosia
  • Consort: 45,000 ambrosia; gives Divine 20,000 per Age they are together (retroactive as well)
  • Trinity: 45,000 ambrosia
  • Steward: 40,000 ambrosia
  • Champion: impossible to make; gives Divine 30,000 ambrosia; subsphere Champions give Divine 10,000 ambrosia; another 100,000 ambrosia is earned if the Champion Transcends their Age
  • Nemesis: impossible to make; gives Divine 20,000 ambrosia if the Champion defeats the Nemesis
  • Chosen: 25,000 ambrosia
  • Dedicate: impossible to make; gives Divine 25,000 ambrosia, but also makes the Divine more responsible for answering prayers, etc.
  • Warden: impossible to make; gives Divine 20,000 ambrosia
  • Apostle: impossible to make; gives Divine 20,000 ambrosia
  • Hand: costs Champion 10,000 ambrosia; gives Divine 8,000 ambrosia - required for Champion (Champion usually takes out a loan from their Divine for this)
  • Vahana: 10,000 ambrosia
  • Herald: 15,000 ambrosia
  • Harbinger: impossible to make; can give Divine up to 15,000 ambrosia
  • Secretary / Ascendant / Symbiont: 7,500 ambrosia - Symbiont required
  • Lieutenant / Vassal / Ferine: 7,000 ambrosia
  • Messenge / Seeker / Enchirdant: 6,000 ambrosia
  • Bailiff / Retainer / Incultant: 5,000 ambrosia
  • Consul / Myrmidon: 4,500 ambrosia
  • Proctor: impossible to make; gives Divine 4,500 ambrosia
  • Keeper: 4,000+ ambrosia; depends on how much of the Paradox is put into it
  • Custodian: costs Champion 750 ambrosia; gives Divine 4,000 ambrosia
  • Tutelar: 4,000 ambrosia
  • Attendant / Jument: 3,500 ambrosia
  • Servant: impossible to make; gives Divine 3,500 ambrosia
  • Disciple: costs Immortal 3,000 ambrosia for the first one, 300 for the rest (must start at 3,000 again if all of them die off)
  • Servitor: costs Champion 3,000 ambrosia; gives Divine 300 ambrosia
  • Minion: 3,000 ambrosia
  • Partisan: impossible to make; gives Divine 3,000 ambrosia
  • Exemplar: impossible to make; gives Divine 2,500 ambrosia
  • Savant: impossible to make; costs nothing, gives nothing unless they also fit another category
  • Martyr: impossible to make; gives Divine 2,000 ambrosia
  • Saint: impossible to make; gives Divine 1,500 ambrosia
  • Villein: 1,500 ambrosia
  • Agent / Helot: 1,000 ambrosia
  • Fiduciary: 500 ambrosia
  • Walker of the Path: impossible to make; unique amongst faithful in that it does not give Divine any ambrosia, nor take it
  • Adherent: impossible to make; gives Divine 250 ambrosia per year
  • Serf: 250 ambrosia
  • Ward: 200 ambrosia
  • Thrall / Durant: 150 ambrosia
*Manifests*:
  • Manifest Prime: 5,000 ambrosia - required for Divine
  • Manifest Dragon: 6,000 ambrosia - required for Divine; if more than one Dragon subrace per Aspect is had, other Manifests are 24,000 ambrosia
  • Manifest Basic: 6,000 ambrosia (dreams, vox, angels, demons, spirits, living metals, elementals, hands, simple organisms)
  • Manifest Simple: 5,000 ambrosia (normal animals, normal plants, normal fungi, normal diseases, haltijas, wormfolk)
  • Manifest Common: 6,500 ambrosia (humans, elves, nymphs, dryads, dwarves, gnomes, asterians, doppelgangers, trolls, goblins, gigans, yetis, ogres, cyclopes, gargoyles, gondals, cephalans, merfolk, arthropodals, caninians, felinians, minotaurs, centaurs, carnivoids, herbivoids, rodentoids, reptiloids, ophidians, avians, harpies, nightingales, halflings, shellen, footpads, revels, therianthropes, wild talents, psionists, molluscoids, saurians, talking animals)
  • Manifest Higher: 7,000 ambrosia (lunarians, athaks, ka'ar, shapeshifters, tythes, empaths, magical omniary)
  • Manifest Elite: 7,500 ambrosia (shemir, watchers, thaumar, cocidians, akka, islanders, valkyries, brightanes, brannish, gysylltiads, wathites, hiver, faeries)
  • Manifest Greater: 8,000 ambrosia (archoses, etherions, djinn)
  • Manifest New: 12,000 ambrosia (races that don't fit into any category yet determined)
  • Manifest Supreme: 15,000 ambrosia (shepherds, abominations, destroyers, hyperfauna, judges) - every being killed by an abomination or destroyer gives the Divine 10 ambrosia; judges garner 100 ambrosia as "court fees" when they invoke judgments; shepherds and hyperfauna create 10 ambrosia per miracle they perform
  • Manifest Undead: between 5,000 and 8,000 ambrosia, depending; vampires are required for evil Divines
  • Subsequent: if a special Subsequent is made, it is 1,000 ambrosia less than the Manifest
  • Consequent: once a Consequent occurs, it costs the Divine an automatic amount of ambrosia equal to that of the Manifest
*Races*:
  • Prime: 10,000 ambrosia - required for Divine
  • Dragon: 25,000 ambrosia - required for Divine; if more than one Dragon subrace exists in an Aspect, each additional Dragon subrace after the first is 100,000 ambrosia
  • Basic: 75,000 ambrosia (dreams, vox, angels, demons, spirits, living metals, elementals, hands, simple organisms)
  • Simple: 50,000 ambrosia (normal animals, normal plants, normal fungi, normal diseases, haltijas, wormfolk)
  • Common: 60,000 ambrosia (humans, elves, nymphs, dryads, dwarves, gnomes, asterians, doppelgangers, trolls, goblins, gigans, yetis, ogres, cyclopes, gargoyles, gondals, cephalans, merfolk, arthropodals, caninians, felinians, minotaurs, centaurs, carnivoids, herbivoids, rodentoids, reptiloids, ophidians, avians, harpies, nightingales, halflings, shellen, footpads, revels, therianthropes, wild talents, psionists, molluscoids, saurians, talking animals)
  • Higher: 75,000 ambrosia (lunarians, athaks, ka'ar, shapeshifters, tythes, empaths, magical omniary)
  • Elite: 80,000 ambrosia (shemir, watchers, thaumar, cocidians, akka, islanders, valkyries, brightanes, brannish, gysylltiads, wathites, hiver, faeries)
  • Greater: 100,000 ambrosia (archoses, etherions, djinn)
  • New: 120,000 ambrosia (races that don't fit into any category yet determined)
  • Supreme: 150,000 ambrosia (shepherds, abominations, destroyers, hyperfauna, judges) - every being killed by an abomination or destroyer gives the Divine 10 ambrosia; judges garner 100 ambrosia as "court fees" when they invoke judgments; shepherds and hyperfauna create 10 ambrosia per miracle they perform
  • Undead: between 10,000 and 100,000 ambrosia, depending; vampires are required for evil Divines
*Gifts*: max 20, min 20 - required
  • Basic Gift: 10,000 ambrosia
  • Gifted Sword: 50,000 ambrosia
  • Gifted Set: 7,500 ambrosia per item
  • Gifted Ring: 25,000 ambrosia
  • Gifted Armor: 25,000 ambrosia
  • Token: 12,000 ambrosia - required
  • Pantheon Token: 12,000 ambrosia to make; gives back 1,000 ambrosia for every individual who owns it
*Religions*: every Adherent gives their Divine 50 ambrosia, but facets of the faith give or take other amounts

Major types :
  • Hierarchical religion: a church, basically; gives 1,000 ambrosia
  • Hierarchical high pontiff: gives 100 ambrosia
  • Secular religion: a form of a religion that is more accepting of other religions, but still believes it is right; gives 1,000 ambrosia
  • Secular leader: gives 100 ambrosia
  • Scholastic religion: a religion that has no real hierarchy, but focuses on teachers indoctrinating others with the faith; gives 1,000 ambrosia
  • Scholastic leader: gives 100 ambrosia
  • Philosophical religion: a religion that focuses on the philosophy embodied by a Divine more than the Divine; takes 100 ambrosia
  • Philosophical leader: takes 10 ambrosia
  • Expectational religon: a religion based on the expectation of an event (coming of a Messiah, the end of the world, etc.); gives 1/nth of 1,000 ambrosia, where n is the number of Divines worshiped
  • Expectational leader: gives 1/nth of 100 ambrosia, where n is the number of Divines worshiped
Cults
  • Subaspect cult: gives 200 ambrosia
  • Subaspect cult leader: gives 75 ambrosia
  • Subaspect Adherent: gives 10 ambrosia
  • Main aspect cult: gives 1,000 ambrosia
  • Main aspect cult leader: gives 100 ambrosia
National :
  • Cultural religion: a religion that is ingrained in a culture; gives 500 ambrosia
  • Cultural leader: gives 75 ambrosia
  • Patroned Nation: gives 3,000 ambrosia
  • Governmental religion: a religion that is the government of an area; gives 1,000 ambrosia
  • Governmental leader: gives 100 ambrosia
  • Caste religion: a religion that dictates a social hierarchy; gives 1,000 ambrosia
  • Caste leader: gives 100 ambrosia
Old :
  • Traditional religion ("pagan"): a religion based on certain traditions of polytheistic views; gives 1/nth of 1,000 ambrosia, where n is the number of Divines in the tradition
  • Traditional leader: gives 1/nth of 100 ambrosia, where n is the number of Divines in the tradition
  • Folk religion: a religion rooted in the lore of an area or people; gives 1,000 ambrosia
  • Folk leader: gives 100 ambrosia
  • Mythological view: a view of religion as an explanation for how things have unfolded with focus on legendary figures and a traditional narrative; gives 1,000 ambrosia
  • Mythological leader: gives 100 ambrosia
  • Hero/legend worship: worship of legendary figures or heroes, such as from myths; gives 100 amrbosia if a Divine is involved
Splits :
  • Schism: a split in a religion; halves the ambrosia given if the schism results in conversion or rejection; if the schism simply creates a subaspect cult, then the Divine gets the ambrosia for the creation of the cult; if the religion dies, Divine loses 3,000 ambrosia; if a whole new religion is formed, then ambrosia given is equal to whatever that religion normally gives
  • Sects: a group of religions that have similar dogma, but certain differences keep them apart, the parts created in protest to a greater religion; gives 100 ambrosia per sect
  • Sect leaders: gives 75 ambrosia
  • Denominations: somewhere between a sect and a full hierarchical religion; gives 100 ambrosia per denomination
  • Denominational leaders: gives 75 ambrosia
  • Ecumenical view: a religion that tries to encompass all the religions of a particular Divine, or all the sects or denominations of a particular religion; gives 1,000 ambrosia
  • Ecumenical leader: gives 100 ambrosia
  • Reformations: a religion perceived by the mortals who found it to be correcting parts of a previous religion; gives 500 ambrosia if accurate, takes 500 ambrosia if not
  • Revitalizations: a religion perceived by the mortals who found it to recreate an older religion; gives 500 ambrosia if accurate, takes 500 if not
  • Revisionist religion: a religion that "corrects" a previously held viewpoint of a religion by saying that the previous viewpoint never existed; gives 500 ambrosia if right, takes 500 ambrosia if wrong
  • Revisionist leader: gives or takes 75 ambrosia
Spiritual :
  • Animism: the belief that all things are infused with spirits or the aspect of a Divine; gives 1,000 ambrosia
  • Animist leader: gives 100 ambrosia
  • Ancestral religion: a religion that involves respect for or worship of ancestors as vessels of or embodiments of a Divine; gives 1,000 ambrosia
  • Ancestral leader: gives 100 ambrosia
  • Shamanistic religion: gives 1,000 ambrosia
  • Shamanistic totem: 50 ambrosia, limited to 5 per Divine
  • Shaman: gives 75 ambrosia
  • Spiritual view: a view of religion as a metaphor for or guidance of the self's path; gives 1,000 ambrosia
  • Spiritual leader: gives 100 ambrosia
Grouped :
  • Cyclical religion: a religion wherein Divines are worshiped in a specific order; gives 1/nth of 1,000 ambrosia, where n is the number of Divines in the cycle
  • Cyclical leader: gives 1/nth of 100 ambrosia, where n is the number of Divines in the cycle
  • Inclusive religion (Circles): a religion that worships a set of Divines that is not a full pantheon but all Divines are seen as equal; gives 1/nth of 1,000 ambrosia, where n is the number of Divines in the circle
  • Circle leader: gives 1/nth of 100 ambrosia, where n is the number of Divines in the circle
  • Witches: being chosen as one Divine in a given Witch's circle gives a Divine 12 ambrosia
Ascetics :
  • Monastic religion: monks and nuns or their cultural equivalents; gives 1,000 ambrosia if not part of another religion
  • Monastic leader: gives 100 ambrosia
  • Asceticism: a religion based on a large degree of self-sacrifice in honor of the Divine; gives 1,000 ambrosia
  • Ascetic leader: gives 100 ambrosia
  • Religious orders: a special group in a religion focused on a particular subaspect of the religion, but still part of the religion; gives 100 ambrosia
  • Order leader: gives 10 ambrosia
Theisms :
  • Monotheistic religion: belief in only one Divine and a rejection of the existence of other Divines; gives 5,000 ambrosia
  • Monotheistic leader: gives 500 ambrosia
  • Pantheistic view: worship of a Divine along with every other Divine; gives 13 ambrosia
  • Pantheistic leader: gives 1 ambrosia
  • Mortalism: the belief in improving mortality and rejecting the Divine; takes 13 ambrosia from every Divine
  • Nontheism: the belief in a set of principles, traditions, rituals, etc., but with no Divine involved; does not affect the Divine
  • Atheism: the belief that there are no Divines; does not affect Divines
  • Deism: the belief that the gods are non-Interventionist, thus not worshiped; does not affect Divines
  • Agnosticism: the belief that the existence of the gods is unprovable; does not affect Divines
  • Apathy: a lack of interest in Divines; does not affect Divines
  • Universalist view: the idea that all religions are equally true; gives 1 ambrosia
  • Universalist leader: gives half an ambrosia
  • Multifaith religion: a religion that involves multiple faiths, but not all; gives 1/nth of 1,000 ambrosia, where n is the number of Divines worshiped
  • Multifatih leader: gives 1/nth of 100 ambrosia, where n is the number of Divines worshiped
  • Polytheistic religion: belief in multiple Divines, but worship of only some; gives 1/nth of 1,000 ambrosia, where n is the number of Divines worshiped
  • Polytheistic leader: gives 1/nth of 100 ambrosia, where n is the number of Divines worshiped
  • Syncretic religion: a religion that synthesizes multiple religions; gives 1/nth of 1,000 ambrosia, where n is the number of Divines worshiped
  • Syncretic leader: gives 1/nth of 100 ambrosia, where n is the number of Divines worshiped
  • Presumptive religions: religions that merely presume the existence of a specific Divine; gives 1 ambrosia per Adherent
Focuses :
  • Naturalistic religion: a religion that focuses on the natural as opposed to supernatural aspects of the religion; gives 1,000 ambrosia
  • Naturalistic leader: gives 100 ambrosia
  • Occultism: a religion with the focus on the supernatural elements of a religion; gives 1,000 ambrosia
  • Occult leader: gives 100 ambrosia
  • Esoteric religion: a religion that focuses on the more obscure aspects of a Divine; gives 1,000 ambrosia
  • Esoteric leader: gives 100 ambrosia
*Religious et cetera*:
  • Symbols: 10 ambrosia per symbol, capped at 100 symbols per Divine
  • Belief: the acknowledgement of the existence of a Divine; does not affect Divines
  • Worship: following and honoring a Divine; gives or takes ambrosia from Divines
  • Devotion: loyalty to Divines, gives ambrosia to Divines
  • Faith: an Adherent's trust in a Divine; gives ambrosia to Divines
  • Prayer: a mortal speaking to a Divine; answering prayers costs the Divine (n-x)*100, where n is the difficulty the Adherent is rolling faith against and x is the faith score of the Adherent; if the result is a negative number, the cost is 1 ambrosia
  • Supplication: a mortal putting themselves completely in the hands of a Divine, often as part of a prayer; if answered, cost is n*10 ambrosia, where n is the difficulty the Adherent is rolling faith against
  • Dedication: performing an action or creating something in honor of a Divine; gives the Divine n*50 ambrosia, where n was the difficulty of the action or the quality of the work
  • Sacrifice: giving up something in honor of a Divine; gives the Divine n*50 ambrosia, where n is the value of the sacrifice
  • Ritual: a symbolic set of actions in honor of a Divine; gives the Divine n*5 ambrosia, where n is the significance of the ritual
  • Penance: performing an action to regain the good graces of a Divine; gives the Divine (n*5)-(x*10) ambrosia, where n is the value of the action and x is the heinousness of the sin
  • Grace: the good favor of a Divine; costs 1 ambrosia per Adherent
  • Virtue: an action or characteristic valued by the Divine
  • Totem: an animal chosen as a symbol of a Divine (see Symbol)
  • Missionaries: people who spread a religion to other parts of the world; gives 75 ambrosia
  • Pilgrims: people who travel for the purpose of religious sacrifice, dedication, or devotion; gives 75 ambrosia
  • Pilgrimage: the act of traveling to a sacred place to honor a Divine; gives the Divine (n*100)+(x*10) ambrosia, where n is the importance of the location traveled to and x is the difficulty of making it there
  • Conversion: convincing someone to worship a Divine; gives 1 ambrosia per convert
  • Religious community: a community of support amongst Adherents; gives the Divine n*100 ambrosia, where n is the value of the community's unity
  • Ordination: recognition as a leader in a religion; costs 25 ambrosia
  • Indoctrination: teaching religion to another
  • Consecration: making a place sacred to a Divine; costs 100 ambrosia, earns ambrosia from pilgrimages
  • Heightened states: an Adherent entering a state of hyperawareness of the Divine; costs 5 ambrosia
  • Ecstasy: the supreme heightened state; costs 100 ambrosia
  • Scripture: writings detailing a religion
  • Dogma: the basic principles of a religion
  • Folklore: the mythology of a folk religion
  • Amulets: symbols used to focus one's faith; holy symbols
  • Relic: an object of religious significant; costs n*25 ambrosia, where n is the power of the relic - Champion's relics are a special case
  • Artifact: objects of religious interest from a previous Age; costs n*25 ambrosia where n is the power of the relic per Age the relic exists
  • Icon: a work of art representing the Divine or some figure or aspect of the Divine; gives 25 ambrosia
  • Guidance: a Divine's directions to an Adherent; costs 10 ambrosia
  • Visions: a symbolic representation of Guidance; costs 5 ambrosia; costs the Divine 500 ambrosia to appear in a Vision
  • The Sacred: things important to a Divine
  • Incarnation: a Divine becoming Mortal (permanently or temporarily); costs 50,000 ambrosia
  • Avatar: a living figure that represents the Divine or the form a Divine takes; a living figure gives the Divine 100 ambrosia, the forms a Divine takes cost 250 ambrosia for each form chosen (but not each time used)
  • Intercession: a Divine affecting the Mortal Realm; costs n*100 where n is the difficulty of the action
  • Miracle: an Intercession done without prompting or a prayer answered when the faith of the Adherent was not worthy; costs n*500 where n is the difficulty of the action
  • Afterlife: where Adherents go when they die; costs 100,000 ambrosia - required
  • Salvation: a state of permanent Grace; costs 5,000 ambrosia, but earns 500 ambrosia for every Age a mortal is in this state
  • Reincarnation: returning a Mortal to the Mortal Realm in a new life; costs 500 ambrosia, but increases the chances of that person once more being an Adherent
  • Damnation: the state of permanent lack of Grace; costs 500 ambrosia
  • Apotheosis: becoming Divine; costs 5,000,000 ambrosia
  • Inquisition: the fight against heretics and frauds; can affect Adherents' faith
  • Inquisition leader: gives 75 ambrosia
*Negative religious et cetera*:
  • Doubt: an Adherent momentarily losing trust in a Divine; does not affect the Divine unless it gets worse
  • Blasphemy: rejection and disrespect to a Divine; takes 1/nth of 100 ambrosia from a Divine, where n is the number of Divines blasphemed against
  • Heresy: beliefs that run counter to a religion; takes 1/nth of 500 ambrosia from a Divine, where n is the number of Divines affected
  • Desecration: ruining something Sacred; takes 100 ambrosia from a Divine
  • Sin: an action or characteristic a Divine specifically has rules against
  • Fraud: falsely claiming faith, worship, belief, or devotion to a Divine; costs n*500 ambrosia, where n is how much faith the fraud professes
  • Disenchantment: loss of faith; costs the Divine whatever was gained from the Adherent previously
  • Persecution: the ill treatment of members of a religion because of their religion; can affect the faith of Adherents
  • Pogrom: killing members of a religion because of their religion; costs the Divine those who died; can affect the faith of Adherents
  • Discrimination: treating members of a religion differently based on their religionl; can affect the faith of Adherents
  • The Profane: things that are negative toward the Divine
*Stats*: the personal stats of a Divine must be maintained
  • Prowess: nx*500 where n is the number of points and x is how well the power fits the Divine's aspect
  • Athleticism: nx*500 where n is the number of points and x is how well the power fits the Divine's aspect
  • Strength: nx*500 where n is the number of points and x is how well the power fits the Divine's aspect
  • Awareness: nx*500 where n is the number of points and x is how well the power fits the Divine's aspect
  • Will power: nx*500 where n is the number of points and x is how well the power fits the Divine's aspect
  • Rogue: nx*500 where n is the number of points and x is how well the power fits the Divine's aspect
  • Skills: nx*750 where n is the number of points and x is how well the power fits the Divine's aspect
  • Powers: nx*1,000 where n is the number of points and x is how well the power fits the Divine's aspect
  • Special cases: varies by case
*Other*:
  • Bastion: 10,000 to 100,000 ambrosia
  • Granting powers, skills, stats: n*1,000 ambrosia where n is the value of the power
  • Plane: 1,000,000 ambrosia
  • Age: failed Age costs 75,000 ambrosia; successful Age gets a bonus 10,000 on top of the Transcended Champion ambrosia
Topic revision: r4 - 20 Feb 2012, BillyRayStupendous
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