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Dice Exalted Essence: The Young Exalts and the Sea OOC

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Dramatic as it'd be, still likely not as much if we set sail without a cat or two on board.

Longfang is just the term for a one handed spear / javelin. It uses the medium template with the artifact tag and balanced tag buffs.
 
Mars above, this is going to cause some drama. What's our group tolerance for PC conflict? 😆 I don't know how Sojiro feels about the Order, but at the very least attacking Realm troops is likely to go over extremely poorly. There is likely to be some desire to beat some sense into Tulak, but that may be put on hold by the more pressing concern of a giant flying whale attack.
Eh, he's outcaste he doesn't have to care about your damn dead puppet empress
 
He certainly doesn't, but we need a reason why our characters would want to work together rather than exchange sharp words about the Empress (who Ijara would reserve a few choice words of her for own if she could find her Scarletness) and part ways forever 😆. If Destiny says Ijara needs you then so be it, but that doesn't help Sojiro.
 
I'm unsure how many in the house at large (and thus Sojiro) are aware of the parties involved with the sabotage and downfall of the house. Surely Ijara has access to more privileged information than Sojiro, so that one's not a stretch in the least.
 
Sorry, yes, it was mostly the fighting with legionaries and monks that would be problematic, I suspect, especially if Tulak had killed many. A few bruises isn't so hard to forgive, but doesn't exactly positively dispose one. Drama is fine with me! I just want to make sure we're all on the same page that characters as outlined may not get along, and if Tulak has been killing legion soldiers... well it could easily come to blows if Ijara learns about it.
 
Sorry, yes, it was mostly the fighting with legionaries and monks that would be problematic, I suspect, especially if Tulak had killed many. A few bruises isn't so hard to forgive, but doesn't exactly positively dispose one. Drama is fine with me! I just want to make sure we're all on the same page that characters as outlined may not get along, and if Tulak has been killing legion soldiers... well it could easily come to blows if Ijara learns about it.
Tulak definitely has blood on his hands but see's the monster as more of a threat than the realm at the moment. He's got no problem with biting his tougue when he needs to
 
Unfortunately, most canon gods I find associated with the West/Sea are of Celestial Rank (Siakal and the Ocean Father), I may just be looking in the wrong place. I did find Baxishun, the Lord of the Surf with other titles including Man of the Sea and the Wise Crab.

I haven't picked up either of the antagonist anthologies for 3E so any info I have is likely outdated anyway.
 
Okay... let me try this Summoning Venture thing.

Ijara is going to attempt to summon a Garuda in her Manse in Yu-Shan. She will first gather a Fortuitous Fellowship of helpful elemental experts from the Bureau of Seasons, and weave them an ascending destiny as Scholars (2m). They will add their five dice, two for being a Tertiary Merit and three for this being their area of expertise, one of which will always be a success due to their destiny. Her Pattern Spider from Efficient Secretary will add its two successes by poring through all the texts on elementals in the libraries of Yu-Shan and summarizing the most relevant information. She will use the Sagacity Excellency (1m). She will weave an ascending Destiny for herself of a powerful Sorcerer (1m).

In total that's:
Force 4 + Sagacity 5 + Excellency 5 + Teamwork 5 + Stunt 2 = 21 dice [2 of which must be successes from Destiny, so really 19 dice] + 2 teamwork successes

A summoning venture has 4 obstacles, so I'll roll 19 dice four times (Ijara regenerates like 5 motes per scene in her Manse, and only spends 1m per roll after the lavish 4m on the first, so that's not an issue) and add 4 successes to each. You can tell me my net successes (if any, but given these pools I think I'll clear everything just fine, Teamwork is great) and I'll spend them on Advantages.

Buckets of dice time!

9 hits
10 hits
11 hits
8 hits

Well, those rolls were abysmal, but I think that should still do it.
 
Random Word Random Word
Is it a Garuda or a Garda Bird you want to summon? Also, just because I want to confirm; are the two bonus successes from Destiny the result of both Ijara and her Fortuitous Fellowship applying the bonus success they each get from Ijara's uses of Weaving Destiny?

In terms of obstacles, I have the following:
  • Creating Summoning Circle (difficulty 3) - 6 extra successes
  • Obtaining And Using Appropriate Ritual Items (difficulty 3) - 7 extra successes
  • Detailing the Nature of Service (difficulty 5) - 6 extra successes
  • Binding the Garda Bird (difficulty 3 for elemental) - 5 extra successes
You have 24 extra successes in total. How do you wish to spend them?
 
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Hey all. Will give your characters a look over tomorrow, and hopefully get the game going.
 
Random Word Random Word
Is it a Garuda or a Garda Bird you want to summon? Also, just because I want to confirm; are the two bonus successes from Destiny the result of both Ijara and her Fortuitous Fellowship applying the bonus success they each get from Ijara's uses of Weaving Destiny?

In terms of obstacles, I have the following:
  • Creating Summoning Circle (difficulty 3) - 6 extra successes
  • Obtaining And Using Appropriate Ritual Items (difficulty 3) - 7 extra successes
  • Detailing the Nature of Service (difficulty 5) - 6 extra successes
  • Binding the Garda Bird (difficulty 3 for elemental) - 5 extra successes
You have 24 extra successes in total. How do you wish to spend them?
Oops. Clearly my character was better at naming elementals than I was 😆.

Yes, the two successes were from using the two Destiny's once per scene powers together. I believe that's acceptable, but Fortuitous Fellowship is a homebrew Sidereal mode by one of the writers on the 3e Sidereals book (Crumplepunch), so exactly how Destiny interacts with Followers and Teamwork is not clear.

Now that I look it up, traditionally you can't summon Garda Birds in 3e because they're too high Essence - in... well... Essence, do we waive things like that, and assume you can summon lower Essence variants of any elemental since you're creating it from scratch? If not, do you have a suggestion for another fun elemental to summon? I think Thunderbirds had lower Essence. I'll have to try to find a list of elementals somewhere. They're always scattered all over the place. I might get myself in trouble with an elemental court for the hubris of creating a Garda Bird, but that could be fun 😄.

24 points! Let's see if I can even legally spend all that.

Common advantages: Increase Ally’s dice pools upon success (1 success, maximum +3); increase service time (3 successes per story, maximum +2 increases); allow for free materialization (3 successes); summoned entity has additional qualities (5 successes, maximum +2 qualities)

Okay. Let's buy +3 to all dice pools (wow, this thing is almost like a second circle demon) for 3 successes. Materialization isn't an issue, so skip that one. Service time sounds useful, so let's buy two more stories for 6 successes. That leaves 15. I can spend 10 more on two Qualities, and then I've run out of things to buy with successes. I'll leave it up to you jaydude jaydude for what happens with the remaining 5 successes, if anything.

Huh. Adding Qualities is hard. It's really not clear which of these are okay to pick. What sort of Qualities are fair to add to a Garda Bird?

Nice for carrying stuff.
Enormous Size: Withering attacks by individuals against this character suffer a two-success penalty. Knockback, knockdown, and pull gambits increase their cost by 1.

This one just seems silly.
Legendary Size: This character is gigantic. Extras cannot hurt this character, and they cannot suffer more than 1 damage per turn from any attack unless supple- mented by magic or from another creature of legendary size. Mundane weapons lose all tags when used against it. Withering attacks by smaller individuals suffer a three-success penalty against it. Knockback, knockdown, and pull gambits increase their cost by three. This char- acter always has dominance when in a grapple.

What does this even do? Add five dice for 1m to the primary pool? These characters don't even have Abilities.
Divine Excellence: See Excellency, p. 185

Both very useful. First one is way more fun, second is a strong combat option.
Nine Terrors Visage: Spend 1 mote to change shape and form; replicating a specific person in detail requires a primary pool roll.
Principle of Motion: Once per turn, spend 2 motes or 2 Health levels to take an additional action. This ignores the action limit.

This is just insanely useful if it applies to all Fire related Sorcerous Workings.
Hand of Destiny: Once a story, the god may mark a certain part of their domain for personal attention, compelling subordinate spirits to drop everything and work inexorably toward the end result of a project. This Charm reduces the time scale of a venture by a factor of two, to a minimum of completion in one scene. Using this Charm without permission from a superior earns censure from the Celestial Bureaucracy.

Useful for violence, but not super exciting since we have plenty of PCs covering violence:
Elemental Strike: Spend 1 mote on Step 1. Increase the Power generated by a withering attack or the dam- age by a successful decisive attack by Essence.
Elemental Vortex: Spend 1 mote. Characters who end their turn within close range suffer a 1 damage per interval elemental hazard.

This is super fun, and could be mirage-flavoured to fit with the fire theme and drop the bit about the Wyld:
Glamour: Create illusions indistinguishable from reality. In the Wyld, these last indefinitely. In Creation, they last a minimum of one scene and a maximum of the story, depending on their complexity. Glamour can- not create artifacts or other wonders. Exalted may at- tempt to see through glamours with an Awareness or Integrity roll, difficulty 5.

Primary Pool (12): Embodying Their Element andWielding Natural Power
Secondary Pool (9): Mastery of Their Natural Habitat and Unsubtle Physical Feats
Tertiary Pool (8)

Resolve: 3
Health Levels: 5 to 10 (depending on hardiness)
Essence: 1-4
Defense: 5
Hardness: 3-7
Soak: 3 (6 for tough characters)

ATTACKS, QUALITIES, AND CHARMS
Domain
Domain’s Beneficence
Domain’s Curse
Weapon: Elemental Panoply (+1 Accuracy, +1 Defense, +2 Damage, 3 Overwhelming)
 
Oops. Clearly my character was better at naming elementals than I was 😆.

Yes, the two successes were from using the two Destiny's once per scene powers together. I believe that's acceptable, but Fortuitous Fellowship is a homebrew Sidereal mode by one of the writers on the 3e Sidereals book (Crumplepunch), so exactly how Destiny interacts with Followers and Teamwork is not clear.

Now that I look it up, traditionally you can't summon Garda Birds in 3e because they're too high Essence - in... well... Essence, do we waive things like that, and assume you can summon lower Essence variants of any elemental since you're creating it from scratch? If not, do you have a suggestion for another fun elemental to summon? I think Thunderbirds had lower Essence. I'll have to try to find a list of elementals somewhere. They're always scattered all over the place. I might get myself in trouble with an elemental court for the hubris of creating a Garda Bird, but that could be fun 😄.

24 points! Let's see if I can even legally spend all that.

Common advantages: Increase Ally’s dice pools upon success (1 success, maximum +3); increase service time (3 successes per story, maximum +2 increases); allow for free materialization (3 successes); summoned entity has additional qualities (5 successes, maximum +2 qualities)

Okay. Let's buy +3 to all dice pools (wow, this thing is almost like a second circle demon) for 3 successes. Materialization isn't an issue, so skip that one. Service time sounds useful, so let's buy two more stories for 6 successes. That leaves 15. I can spend 10 more on two Qualities, and then I've run out of things to buy with successes. I'll leave it up to you jaydude jaydude for what happens with the remaining 5 successes, if anything.

Huh. Adding Qualities is hard. It's really not clear which of these are okay to pick. What sort of Qualities are fair to add to a Garda Bird?

Nice for carrying stuff.
Enormous Size: Withering attacks by individuals against this character suffer a two-success penalty. Knockback, knockdown, and pull gambits increase their cost by 1.

This one just seems silly.
Legendary Size: This character is gigantic. Extras cannot hurt this character, and they cannot suffer more than 1 damage per turn from any attack unless supple- mented by magic or from another creature of legendary size. Mundane weapons lose all tags when used against it. Withering attacks by smaller individuals suffer a three-success penalty against it. Knockback, knockdown, and pull gambits increase their cost by three. This char- acter always has dominance when in a grapple.

What does this even do? Add five dice for 1m to the primary pool? These characters don't even have Abilities.
Divine Excellence: See Excellency, p. 185

Both very useful. First one is way more fun, second is a strong combat option.
Nine Terrors Visage: Spend 1 mote to change shape and form; replicating a specific person in detail requires a primary pool roll.
Principle of Motion: Once per turn, spend 2 motes or 2 Health levels to take an additional action. This ignores the action limit.

This is just insanely useful if it applies to all Fire related Sorcerous Workings.
Hand of Destiny: Once a story, the god may mark a certain part of their domain for personal attention, compelling subordinate spirits to drop everything and work inexorably toward the end result of a project. This Charm reduces the time scale of a venture by a factor of two, to a minimum of completion in one scene. Using this Charm without permission from a superior earns censure from the Celestial Bureaucracy.

Useful for violence, but not super exciting since we have plenty of PCs covering violence:
Elemental Strike: Spend 1 mote on Step 1. Increase the Power generated by a withering attack or the dam- age by a successful decisive attack by Essence.
Elemental Vortex: Spend 1 mote. Characters who end their turn within close range suffer a 1 damage per interval elemental hazard.

This is super fun, and could be mirage-flavoured to fit with the fire theme and drop the bit about the Wyld:
Glamour: Create illusions indistinguishable from reality. In the Wyld, these last indefinitely. In Creation, they last a minimum of one scene and a maximum of the story, depending on their complexity. Glamour can- not create artifacts or other wonders. Exalted may at- tempt to see through glamours with an Awareness or Integrity roll, difficulty 5.

Primary Pool (12): Embodying Their Element andWielding Natural Power
Secondary Pool (9): Mastery of Their Natural Habitat and Unsubtle Physical Feats
Tertiary Pool (8)

Resolve: 3
Health Levels: 5 to 10 (depending on hardiness)
Essence: 1-4
Defense: 5
Hardness: 3-7
Soak: 3 (6 for tough characters)

ATTACKS, QUALITIES, AND CHARMS
Domain
Domain’s Beneficence
Domain’s Curse
Weapon: Elemental Panoply (+1 Accuracy, +1 Defense, +2 Damage, 3 Overwhelming)
I'll look into this tomorrow. Somewhat tired right now.
 
Of course! Absolutely no rush.

I think the illusion powers are the most fun. It doesn't really fit with Garda Bird, but a trickster shape-changing mirage-creating fire spirit would be great. Some sort of Ifrit maybe? It could pretend to be a Fire aspected DB in one of the legions and Ijara its staff officer. The flying form would be nice but not necessary - it just saves me having to learn Cirrus Skiff to engage with a flying whale, but it may be useful to learn that anyway.
 
Now that I look it up, traditionally you can't summon Garda Birds in 3e because they're too high Essence - in... well... Essence, do we waive things like that, and assume you can summon lower Essence variants of any elemental since you're creating it from scratch?
Just my two cents for what it's worth, but could always take the Rifts approach and make it a fledgling Garda Bird if necessary. 3E does state that Elemental "Summoning" is more akin to creation of a spirit than binding of an existing being. Feeding it essence and identity over time would let it grow and persist naturally eventually if not allowed to disperse and could eventually take on the role of familiar.

As for Essence's take on things... stats and charms are highly generic anyway and I haven't seen too terribly many detailed write-ups on antagonists and instead more loose guidelines for cobbling them together piecemeal. Even Elementals are given a baseline template across all archetypes. Balance-wise I don't think it would upset things to color within those lines for the theme of a young garda bird fledgling.

Edit: and let's not forget the 24 threshold successes to spend on boosting it's power up even further.
 
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Now that I look it up, traditionally you can't summon Garda Birds in 3e because they're too high Essence
Oh yeah, I didn't know about that beforehand. I'll go with the suggestion of Rykon Rykon and have it be a fledging Garda Bird (one at Essence 3) that Ijara summoned.

In regards to Qualities:

I can probably allow Enormous Size, if only for the Garda Bird's wingspan as given in 3E. Though considering that Ijara had her pattern spider research elementals in Yu Shan, I imagine it wouldn't be too big a stretch to imagine she learned of a Garda Bird that's larger than average. Legendary Size is a bit too much though.

Divine Excellence: I would assume it's referring to the Excellency quality on p. 317; spend one mote to add a four-dice bonus to a roll using their primary pool, or three dice to their secondary pools.

Nine Terrors Visage: Cool. I know that Garda Birds canonically can shapeshift at least.

Principle of Motion: Also cool.

Hand of Destiny: Maybe. Remind me again though; who would a Garda Bird be answering to in the Celestial Bureaucracy?

Elemental Strike/Vortex: Allowing these two is a no-brainer. 😆

Glamour: Mirages do feel like a bit of a stretch outside of the South, at least to me. Maybe I'll loosen up on it in a few hours, bit if I was summoning this elemental, I'd probably have this Quality centre around creating illusionary fires and the like.
 
Divine Excellence: I would assume it's referring to the Excellency quality on p. 317; spend one mote to add a four-dice bonus to a roll using their primary pool, or three dice to their secondary pools.
Oh! That makes so much more sense 😂 Thank you.

And what is covered by an elemental's primary pool? How literal is "Embodying their element"? Do you embody fire in using Fire DB aspect abilities? Inspiring powerful emotions? Engaging in violence? Destroying things? Metalworking? Passionately but unwisely following your virtues?

Is a fire elemental 9 dice good at theatre or 5?
 
Hand of Destiny: Maybe. Remind me again though; who would a Garda Bird be answering to in the Celestial Bureaucracy?
I think they would report to their elemental court, who may report to a lesser dragon, who would report to a terrestrial god, who may report to another terrestrial god, who would ostensibly report to possibly multiple someones in the bureau of seasons and/or nature.

This quality was definitely not intended for elementals 😆
 
And what is covered by an elemental's primary pool? How literal is "Embodying their element"? Do you embody fire in using Fire DB aspect abilities? Inspiring powerful emotions? Engaging in violence? Destroying things? Metalworking? Passionately but unwisely following your virtues?
I'd say probably a mix of using the literal element, alongside whatever mental and emotional stuff makes sense.
 

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