Exalted III: Poorly-Named Game

Jeez, some Bronze Faction asshole up there really doesn't like me. Stealth and Thrown are supposed to be Nobody's forte and right now they're dumping them in the hole.


Guess I can still pull my tranquilizer breath from having control Mists of Eventide and check the box or run. We'll see how Pa-El does.
 
The dice roller on this site tends to err on the low side. I'll add 5 dice from the excellency, bringing the total up to 13


[dice]19998[/dice]
 
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Nobody thinks back on and regrets their whole sequence of mistakes so far as a reflexive action. Nobody sheds a single tear.
 
The good news is, all these ridiculously awesome rolls are on withering attacks. So long as they don't get similarly good results on their decisive attacks, you'll live.


Oh, and please make the damage rolls for their attacks against you. No sense going back and forth any more than necessary.
 
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Woof, sorry about the delay, it's been a heck of the weekend. Now, I have got something approximating a plan, but could you approve/veto this update of Theft of Memory first?

Cost: 15sm, 1wp


Keywords: Psyche


Theft of Memory is not concealable, unless cast by a sorcerer who knows it as her control spell, in which case it is automatically concealed. It can be cast in combat, though the sorcerer needs to grapple her victim or otherwise immobilize them for the round it takes to touch the emerald to their head. If the gem is shattered, the memory is destroyed, but if the spell is distorted, it disintegrates and the memory's original owner remembers it. The (Manipulation+Occult) roll is made against the victim's Guile. A memory less than a scene in length grants a +1 bonus to the roll; a memory longer than a scene penalizes it by -1, and a memory longer than a story penalizes it by -5. Victims may also apply Intimacies to their Guile as if to their Resolve.
 
I don't think so. The 2e version is explicitly not usable in combat, and I don't see much reason to change that; it's plenty useful as-is.
 
Fair enough, just didn't see an in-universe justification. Might as well make it Ritual, then, if it can't be used in any timeframe of turns.
 
It's not that you can't use it in combat time. You just can't use it on someone who's fighting. In 2e, at least.
 
ElIis said:
What's the difference?
You can use it in similarly time-limited situations, like conversations. And if you knock someone out, you can erase their memories while the fight rages on.


This is all a bit off-topic, though. What are you going to do IC?

JayTee said:
Any ETA on those demons?
We never did define the distance from the pagoda to the shore. I figure it's a couple of kilometres, though, so the demons will probably be there in about ten minutes.
 
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Well, I was going to steal Pa-El's memory of the box and jump out the window, but now I have to try and wait her out to sleep, so that's probably out. Let's see.....
 
If you can get a bit of her blood on you, that would be great (Silent Word of Dreams and Nightmares).
 
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I've never played Exalted properly before (usually tabletop sessions with my friends consist mostly of cracking jokes and bullshitting the dice), so forgive me the obvious question, but Excellencying my Parry only helps it against one of the attacks, correct?


EDIT: Also, I hope nobody's in the habit of looking at the dicerolls page. Every time I go to do something I forget a bonus or penalty and have to reroll, then a couple more times before I get it right. Getting those two rolls right took me 5 tries (and caused me to lose 2i more than my first rolls :'/))
 
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By the way, I want to be clear about this: you are allowed to surrender if you don't feel you have any chance of winning.
 
Sanctaphrax said:
We never did define the distance from the pagoda to the shore. I figure it's a couple of kilometres, though, so the demons will probably be there in about ten minutes.
I somehow missed this, but would they be able to get there sooner if they were immaterial?
 
Maybe slightly, since they could pass through patches undergrowth instead of muscling it aside. But not significantly. There aren't many physical obstacles between there and here.
 
Crap. Okay, well I guess setting up a network of minions that I can deploy at range is another project I'll need to work on.


Also, I have a friend who's interested in joining. Are you open to new players?
 
No problem with it.


At current I'm envisioning the Flower as the Pearl from Pirates of the Caribbean, so my punning clan is to nick Pa-El for some blood, grab the box and jump through the window. We'll see about getting the Initiative for all that, though.
 
...oh Sol, I've just read the rules for prone and smashing, and I'm at -3 Evasion and -2 Parry. Yeah, I don't think this is gonna work. I'm going to try some mental contingencies instead when she interrogates me.


Still might throw the box out the window, though, or at least get Nobody's Friend to steal what's inside it. How big was the box again?
 
Hello, thanks for letting me join. Hope Nobody can make it out in one piece!


How well might an Eclipse sea captain / emergency response service fit into the story?


It may be seen as a foolish venture, but the captain keeps tabs on nearby spirits about to cause a natural disaster, tries to negotiate, and if that fails, bail people out. Problem is that they can't get supplies without Pa-El price-gouging them, so the captain's been having trouble keeping their fleet and crew running. Maybe they start doing some favour trading with Kyros and Nobody?
 
Sea captain/emergency response is a solid concept.


But this area is very much on the frontier, so you wouldn't be keeping tabs unless you lived on the island. Or in the Wyld. And you'd need another reason to come here; the population is too small for a humanitarian mission to make sense.


I deliberately left a space for a Solar sailor in the game, though. Pa-El's whole business model relies on the fact that only a supernaturally skilled sailor can reliably travel to and from the island. And she's the only one around...


If your character does any merchant shipping of their own, there's a great opportunity here. They could bring their charity work with them on a business trip, so to speak.


...


The box is about five feet long and one foot wide. Weight is unclear, but Red Wire had two people carrying it.


Bear in mind that while Nobody's Friend will obey your orders, it isn't telepathic. You've gotta talk to it.
 

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