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Into the Ruins - Exalted 3e IC

OOC
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Characters
Here
Much like Del, Grey Stone initially suspected that the zombies emerging from the ground were the work of Barb or one of his cohorts, until he heard Maeve's voice address them.

"It would seem the time for talking is over," he remarked.

Essence: 2
Personal Essence: 01/16
Peripheral Essence: 40/40
Anima: Dim
Committed Essence: 5 (Faith's Pillar)

Willpower: 7/7
Join Battle: 7 (Wits + Awareness)
Health Levels: -0, -1, -1, -1, -1, -1, -1, -1, -1,-1, -1, -1, -1, -1, -3, Incapacitated
Resolve 3, Guile 1

Attacks
Faith's Pillar (10 dice Withering, 8 dice Decisive, Withering Damage 18, Overwhelming 5, Bashing, Melee, Reaching, Smashing, Two-Handed)
Unarmed (13 dice Withering, 8 dice Decisive, Withering Damage 15, Overwhelming 1, Bashing, Brawl, Grappling, Natural)

Actions
Rush: 6
Disengage: 6

Evasion 4, Parry 4
Soak/Hardness: 4/0
 
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As the spell is released and the horde of skeletal figures begin to claw their way out of the ground, the archer looks surprised and shouts, “Damnit, Necromancer! What the hell are you doing!?!? Warmonger isn’t in position yet!” He then quickly backs away from the group of assorted Exalted, pulling his bow to the ready and knocking an arrow.

The other figure in the woods that was circling around stops the sneaky sideways approach and turns directly towards the Circle and begins to run. As the figure bursts into view, you can see a large figure in heavy plate armor with a grand daiklave in hand. You can’t see his face due to the heavy helm he’s wearing, but you have to guess from the sheer size of the figure that this is a man.

I need a Join Battle roll from everyone.

Chowlett Chowlett Purr Purr jaydude jaydude Eonivar Eonivar Sherwood Sherwood Rykon Rykon
 
Grey Stone heard the approach of plate-shod feet, and took hold of the haft of Faith's Pillar as he readied himself for battle.

[Rolling Join Battle. Base roll of seven, claiming two more dice from one point stunt. Four successes, giving me 7 starting initiative.]

Essence: 2
Personal Essence: 01/16
Peripheral Essence: 40/40
Anima: Dim
Committed Essence: 5 (Faith's Pillar)

Willpower: 7/7
Join Battle: 7 (Wits + Awareness)
Health Levels: -0, -1, -1, -1, -1, -1, -1, -1, -1,-1, -1, -1, -1, -1, -3, Incapacitated
Resolve 3, Guile 1

Attacks
Faith's Pillar (10 dice Withering, 8 dice Decisive, Withering Damage 18, Overwhelming 5, Bashing, Melee, Reaching, Smashing, Two-Handed)
Unarmed (13 dice Withering, 8 dice Decisive, Withering Damage 15, Overwhelming 1, Bashing, Brawl, Grappling, Natural)

Actions
Rush: 6
Disengage: 6

Evasion 4, Parry 4
Soak/Hardness: 4/0
 
Del keeps a wary eye towards the archer even as she takes in the arrival of the heavily armored figure. She has a feeling that Filial will enjoy fighting that man, and she should focus the bulk of her attention on the archer.

Join Battle of 8, plus a two dice stunt.

Starting initiative of 11
Health Levels
-0 [ ][ ][ ]
-1 [ ][ ][ ][ ]
-2 [ ][ ]
-4 [ ]
Incapacitated [ ]

Join Battle: 8 +3i

Essence: 2
Personal: 13
Peripheral: 37 / 30 /
Committed: 7
Willpower: 7

Defense Values
Dodge DV: 6 [+1/+2 from Demure Carp Feint, 3m]
Parry DV: 6
Resolve: 3
Guile: 5

Soak
Natural: 3
Hearthstone: 2
Total: 5
Heroes Iron Skin: +4 (+6) [4m, Instant]
Pearlescent Filigree Defense: +3, [+5 with Form Charm active], [1m for one Scene], +5 from Appearance, 10 Hardness [+5m additional]

Weapons
Waymakers Starmetal War-God Rings

Type: Light (+5 ACC, +10 DMG, +0 DEF, OVW 3)
Tags: Lethal, Martial Arts, Disarming
 
O Mighty Fat Cat gets ready to pounce - not only is this archer not fooling anyone anymore, Da Chonk believes he should get what is coming to him. With his party warned about the heavier second foe coming up, O Mighty Fat Cat is more than ready to be the deliverer of Luna's justice!
 
Maeve, hiding in the shadows, draws her Direlash in preparation for combat, using her senses to prepare for battle against the abyssal enemies...

Join Battle: 10 dice + 3 successes (Perception + Awareness with Unwavering Predator's Eye) = 6+3 = 9 Successes!

Essence: 2
Personal Essence: 02/16
Peripheral Essence: 25/38
Anima: Dim
Committed Essence: 5m (Night Hags Braid)

Willpower: 3/5
Join Battle: 10 dice + 3 successes (Perception + Awareness with Unwavering Predator's Eye)
Health Levels: -0, -1, -1,-2, -2, -4, Incapacitated
Resolve 2, Guile 1

Attacks
Night Hags Braid - Moonsilver Direlash, Attunement: 5m; Type: Light (+5 ACC, +10 DMG,+0 DEF, OVW 3)
Tags: Lethal, Melee, Disarming, Grappling, Flexible, Reaching

Withering Attack Pool= 16 Dice (5+6+5)
Decisive Attack Pool = 11 Dice (5+6)
Actions
Rush Pool = 8 Dice
Disengage Pool = 10 Dice

Evasion 5, Parry 5
Soak/Hardness: 3/0
 
Aredin draws Adorei's gleaming blade from her sheath and holds it perpendicular to the ground as if preparing for a lunge. His eyes sweep from side to side across the battlefield, noting his allies' positions relative to his opponents.

The Eclipse turns to the Zenith and Dawn at his flanks. "Let's make an example of the big one... Though if the necromancer gets too close, by all means, punish them."

[Join battle Success 5, starting initiative of 8]
 
Hunkered down behind a rocky outcropping, Glade offers a silent prayer to the Unconquered Sun that he might withhold his light from Glade, just for a moment, and keep the chosen of His most blessed Night hidden and ready to spring forth.

Ok, let's see if we can get this combo rolling. 3m on Blinding Battle Feint, a full Excellency for 10m, 3m on Flashing Draw Mastery, 2m on Swarm-Culling Instinct; 16m emptying my Personal pool, with 2 Peripheral that therefore don't flare. I'm rolling 20d +2 for stunt; each 10 lets me re-roll a non-success; and I have 1 auto-success plus 3 "pretend" successes that govern where I act this round but nothing else. Keeping Perfect Shadow Stillness available to reroll the whole roll (keeping 10s) if necessary

Yeah, I don't like that roll. A further 1m, 1wp to reroll, keeping the two 10s.

Better. That's 6 10s, so I'll reroll 6 dice... for a further 1 success.

Total - 16 successes, starting initiative 16+1+3 = 20; acting at tick 23 this round

I'm also hidden to anyone who doesn't beat a 16 on their Awareness-based JB roll.
 
Chowlett Chowlett is up

Initiative Order:
23 - Silent Glade <====
18 - Abyssal Archer
12 - Fat Cat
11 - Delilah
9 - Maeve
8 - Aredin
7 - Grey Stone
5 - Abyssal Swordsman
 
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Crouched like a jungle cat, unmoving and completely hidden behind a rocky outcrop you'd swear couldn't possibly be large enough to conceal a human, Glade watches the conversation between his allies and the archer in the tree. He notes Fat Cat's warning about the other Exalt, circling to outmanoeuvre them, and adds that into his calculations as well. Silently readying two wickedly-sharp foot-long darts, he waits; until Maeve's spell and Grey Stone's shout signal that the time for waiting is over.

Springing from his hiding place, he hurls one dart at each of the strange Exalts. The archer presents a tempting target, and Glade's dart aims to pierce him through - at the least, Glade knows that bringing him to the ground would give his friends the upper hand. As for the sneaky swordsman; that enemy is trying to outflank the circle. A dart suddenly landing just where he's looking to run should through him into confusion.

Having won initiative, Swarm-Culling Instinct lets me attack up to 5 enemies - shame there's only two! - one at a time. First attack will be Decisive against the archer.

Decisive attack on the Archer. Going to drop in another 4 motes (still not flaring) on the attack roll. 9 successes
 
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Chowlett Chowlett please clarify for me; a decisive attack against the archer, and are you doing a Withering or Decisive attack against the swordsman? There is no roll to hit him yet.
 
Chowlett Chowlett please clarify for me; a decisive attack against the archer, and are you doing a Withering or Decisive attack against the swordsman? There is no roll to hit him yet.
Ahhh, sorry, yeah. Swarm-Culling Instinct explicitly lets me make each attack individually "so that she may alternate effectively between withering and decisive attacks". This is Decisive against the archer to make use of my enormous pool. If I'd missed, I'd have taken Decisive against the Swordsman; since I hit, I'll reset to 3 and then take a Withering on the swordsman.

I'll go ahead and roll decisive damage, then my withering attack.

Decisive damage - 5 Lethal (which on 20 dice is rubbish), and I reset to 3 initiative at the start of the Withering attack.

Withering attack - spending a further 1m to Precision of the Striking Raptor to make the range Close. Rolling 14d + 2d for stunt (I am now flaring, but Glade doesn't care).

Withering attack roll - 14 successes
 
Ahhh, sorry, yeah. Swarm-Culling Instinct explicitly lets me make each attack individually "so that she may alternate effectively between withering and decisive attacks". This is Decisive against the archer to make use of my enormous pool. If I'd missed, I'd have taken Decisive against the Swordsman; since I hit, I'll reset to 3 and then take a Withering on the swordsman.

I'll go ahead and roll decisive damage, then my withering attack.

Decisive damage - 5 Lethal (which on 20 dice is rubbish), and I reset to 3 initiative at the start of the Withering attack.

Withering attack - spending a further 1m to Precision of the Striking Raptor to make the range Close. Rolling 14d + 2d for stunt (I am now flaring, but Glade doesn't care).

Withering attack roll - 14 successes
Thank you for clearing that up for me. I’ll have the results of the Withering attack when I get home from work.
 
Withering attack - spending a further 1m to Precision of the Striking Raptor to make the range Close. Rolling 14d + 2d for stunt (I am now flaring, but Glade doesn't care).

Withering attack roll - 14 successes
OOC Sorry for the delay. Here are the results of the attack.

The other Exalt may be wearing heavy armor and hauling a massive sword, but he is as fast as a viper. The large Daiklave swings in a rapid arc and with a loud ping of metal on metal, the dart is knocked aside and does not hit.

In response to getting wounded, the crude archer tumbles to the side in an acrobatic move and disappears from sight. In order for anyone to spot him you’ll need to make a Perception + Awareness roll.

Purr Purr is up

Initiative Order:
23 - (Silent Glade)
18 - (Abyssal Archer -5 health)
12 - Fat Cat <====
11 - Delilah
9 - Maeve
8 - Aredin
7 - Grey Stone
5 - Abyssal Swordsman

Round Two
18 - Abyssal Archer -5 health
3 - Silent Glade
 
The archer's vanishing trick makes the jungle Lunar jolt in surprise. O Mighty Fat Cat runs toward the last place he saw the fiend, his large feet carrying him racing across the earth. O Mighty Fat Cat words a quick and heartfelt prayer to Luna as he calls upon Her Charm of Echo-location to find the invisible archer.

"De Sun come up and de sun come down," he murmurs deeply, "but de Moon can come any time of day or night - nobody can hide from Incomparable Luna!"
 
Fat Cat pauses for a moment, expanding his senses and listening intently. There is a lot of random noise and commotion that makes picking out the location of the archer difficult. but not impossible, especially for a Child of Luna. The man is now several trees over, up in the branches, readying his bow for an attack on one of the group. He is barely within melee range, and if you do wish to attack him, you'll need to flurry an action to do a full move and then make an attack roll.

Sherwood Sherwood is up with Delilah

Initiative Order:
23 - (Silent Glade)
18 - (Abyssal Archer -5 health)
12 - (Fat Cat)
11 - Delilah <====
9 - Maeve
8 - Aredin
7 - Grey Stone
5 - Abyssal Swordsman

Round Two
18 - Abyssal Archer -5 health
12 - Fat Cat
3 - Silent Glade
 
O Mighty Fat Cat shouts out, "De archer is here!" to his Circle. He transforms into his Circle-carrying Cat Bus Spirit Animal form whose paws are far, far larger than his human hands. "RRROWWR!!" he smiles as he sinks his two forepaws into the earth and with a grunt and a heave, he tries to shower the archer with as much dirt, mulch, and leaves as he possibly can.

With luck (Charmed Existence?), he hopes to reveal the dishonorable archer to all to see.
 
With your mighty heave, the large Lunar sends a huge pawfull of gunk flying through the air and down on the head of the archer. For a brief moment, there appears to be a gap in the dust as the Abyssal’s Charm continues to conceal him. It does not perfectly reveal him, but now others have a chance to do something about him.

Sherwood Sherwood is up. If you want to engage the archer, you’ll need at include a perception roll to make sure you do spot the bad guy.

Initiative Order:
23 - (Silent Glade)
18 - (Abyssal Archer -5 health)
12 - (Fat Cat)
11 - Delilah <====
9 - Maeve
8 - Aredin
7 - Grey Stone
5 - Abyssal Swordsman

Round Two
18 - Abyssal Archer -5 health
12 - Fat Cat
3 - Silent Glade
 
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When Fat Cat makes his announcement, Delilah whips her sash out from its position tied about her waist and whirls around her head as she tries to spot the hidden archer. Assuming that she is able to find him, she leaps up into the air towards the Abyssal, lashing out with the long sash to try and wrap the long length of fabric around him, to try and yank the man out of the tree he's in and immobilize him on the ground for the others to be able to spot.

Two Successes for the Perception roll.

To Hit Roll: 8 Successes
Grapple Gambit Control Roll: 5 Rounds

Activating my Form Charm for 8m and Flurry of August Leaves for 3m 1wp to try a Grapple out to short range. A leap with Forgotten Earth for 3m to close into range for the Charm and paying 2m to drop my Target Number to 5, with another 5m to hit.

Resplendent Sash Grapple (Grappling): Upon landing a grapple gambit with a grappling weapon, the martial artist may waive the Initiative cost of the gambit and roll (Initiative + Essence) to determine how many rounds of control she gains (if this would be a higher pool than her usual control roll). If the enemy is at short range or further from her (for example, if she is using Dreaming Pearl Courtesan Form to attack from range), he is immediately dragged to within close range of her as the weapon coils around him.

Health Levels
-0 [ ][ ][ ]
-1 [ ][ ][ ][ ]
-2 [ ][ ]
-4 [ ]
Incapacitated [ ]

Join Battle: 8 +3i

Essence: 2
Personal: 13
Peripheral: 37 / 30 / 9
Committed: 7
Willpower: 7 / 6

Defense Values
Dodge DV: 6 [+1/+2 from Demure Carp Feint, 3m]
Parry DV: 6
Resolve: 3
Guile: 5

Soak
Natural: 3
Hearthstone: 2
Total: 5
Heroes Iron Skin: +4 (+6) [4m, Instant]
Pearlescent Filigree Defense: +3, [+5 with Form Charm active], [1m for one Scene], +5 from Appearance, 10 Hardness [+5m additional]

Weapons
Waymakers Starmetal War-God Rings

Type: Light (+5 ACC, +10 DMG, +0 DEF, OVW 3)
Tags: Lethal, Martial Arts, Disarming
 
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The Sidereal’s sash snaps out like a whip and lashes around the neck and torso of the wounded archer and he lets out a loud gurgle, eyes wide open in shock. As Del drops down from her high leap, her sash pulls the Abyssal out of the tree and he lands with a thump on the ground, clearly stunned and having trouble breathing as he claws at the fabric around his neck.

Eonivar Eonivar is up with Maeve

Initiative Order
23 - (Silent Glade)
18 - (Abyssal Archer -5 health)
12 - (Fat Cat)
11 - (Delilah)
9 - Maeve <====
8 - Aredin
7 - Grey Stone
5 - Abyssal Swordsman

Round Two
18 - Abyssal Archer -5 health/grappled by Del
12 - Fat Cat
3 - Silent Glade
3 - Delilah
 
Maeve glances about the situation her eyes widening at the sight of her Lunar Brother's massive cat-like form...something she had never seen before...she whispers...duly impressed..."Mighty Impressive Lunar brother..."

She looks up over at the Captain of her Zombie unit who stood near by waiting for her orders...it had the remains of a white shield with a dark brown mountain and a roman legion style helmet...it turns its eyeless skull towards her at her attention.

"Captain, the incoming dark corrupted solar knight, and the corrupted archer over there on the ground are currently our only enemies on the field...everyone else here is an ally, do not engage the knight or archer until I order you to do so, in the mean time make a horse shoe defensive formation on either side and behind my allies and allow them to engage the knight. If another force or person should come into the fray they should be engaged without prejudice."

The Zombie Captain extended a hand across its body and nodding its head in salute...then the Zombies arranged themselves around the party accordingly. Maeve turned, eyeing the fallen archer, and moved forward towards the archer, her moon silver direlash glinting in the half light of the trees around them, the light reflecting intermittantly off of the argent whip as it cycloned around Maeve and then like a cobra, struck at the Archer with a loud crack!

A silver ring glows on Maeve's forehead as she uses the charm Accursed Lash on her strike

Accursed Lash
Cost: 5m; Mins: Essence 1
Type: Supplemental
Keywords: Dual, Psyche, Resonant
Duration: Instant
Prerequisites: None
A feverish delirium afflicts those scourged by the Night
Hag’s Braid.

The wielder rerolls up to (Essence) 6s on a withering or decisive damage roll. If she deals 3+ decisive damage or crashes her target with a withering attack, she curses him for the rest of the scene.

When a cursed enemy makes an (Attribute + Ability) roll, up to (Essence) 6s subtract successes. 6s also count as 1s for determining if the roll botches (Exalted, p. 186). The cursed enemy also suffers -1 Resolve and Guile. This Psyche effect can’t be resisted with Willpower.

Resonant: The wielder adds an automatic success on the attack roll.

Maeve is using the Night Hags Braid in a Withering Attack on the archer: 16 dice + 1 Automatics Success with Accursed Lash = 7+1
= 8 Successes!



Damage = Strength+damage value+threshold successes (rerolling 6s with Accursed Lash) = 2+10+(threshold successes)
= 10 successes+threshold successes for damage!

If the archer is crashed, he is cursed for the rest of the scene (see Accursed Lash)

Essence: 2
Personal Essence: 02/16
Peripheral Essence: 25/38
Anima: Dim
Committed Essence: 5m (Night Hags Braid)

Willpower: 3/5
Join Battle: 10 dice + 3 successes (Perception + Awareness with Unwavering Predator's Eye)
Health Levels: -0, -1, -1,-2, -2, -4, Incapacitated
Resolve 2, Guile 1

Attacks
Night Hags Braid - Moonsilver Direlash, Attunement: 5m; Type: Light (+5 ACC, +10 DMG,+0 DEF, OVW 3)
Tags: Lethal, Melee, Disarming, Grappling, Flexible, Reaching

Withering Attack Pool= 16 Dice (5+6+5)
Decisive Attack Pool = 11 Dice (5+6)
Actions
Rush Pool = 8 Dice
Disengage Pool = 10 Dice

Evasion 5, Parry 5
Soak/Hardness: 3/0
 
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Maeve's Damage Roll

Damage Roll from original entry = 12 Dice (with 6s rerolls due to Accursed Lash) = 10 Successes
Damage Roll from Threshold Successes = 8 Dice (8 Successes on attack over DV0) with 6s rerolls = 4 more Successes + 10 = 14 Successes for Damage!
 

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