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Dice [OOC] - To Stand Against the Crimson Tide

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That would get your Guile. Guile is for hiding your thoughts and feelings from others. Resolve is (Wits + Integrity)/2
 
okay, so Resolve (2) -1 for minor Intimacy (I think?) +2 (leverage boost for mistrust of strangers) + stunt 1 = 4 ??? So I roll 4 dice?
 
It's up to you what intensity the intimacy Conrad leveraged was, and even if it exists at all. His character guessed you had an intimacy about protecting the people of Ombrelune, and he appealed to it. It's up to you if that's similar enough to any intimacies you imagine Sayuri has to work. It's also up to you how strong your mistrust of strangers is. All that said, if the answer is Minor and Minor, then yes, you did the math correctly. You would have a modified Resolve of 4.

You should also decide if a Minor Intimacy is strong enough for you to be persuaded to do this favour for a stranger. See:
• Persuade: The persuade action allows you to convince
other characters to perform an action or task that you
give to them. The extent of the action you can compel
with persuade depends on the Intimacies of your
target.

Without an Intimacy to support your influence roll, you
can only convince others to take relatively trivial and riskfree actions—begging a coin from a passing stranger is about
the limit. On the other hand, characters who have an appropriate Tie or Principle can be convinced to undertake great risks, dedicate their lives to a cause, or even
die in your name. There are three
categories of tasks characters might
be asked to undertake, each based
on the Intimacy being exploited:

Inconvenient Tasks: Characters
who have an appropriate Minor Intimacy can be convinced to perform
tasks that pose some mild danger or
hindrance to them, as long as it is not
severe enough to seriously disrupt
their life or livelihood—the prospect
of a severe injury, an angry superior,
or heavy financial loss is still more
than they will allow. With this level
of Intimacy, you can persuade people
to do things that take longer than a
scene to complete, if the amount of
time needed is not so long as to
disrupt the target’s life.

Example: “I need you to deliver this
parcel to that big house in Cinnabar
District, with the red jade lion statues
by the door. If the man on the door
has a scorpion tattoo, don’t leave it
with him—insist to see the master of
the house.”

Serious Tasks: Characters who have an appropriate Major
Intimacy can be convinced to perform even tasks that
carry the risk of extreme harm or impediment. At this
level, a farmer could be convinced to join your personal
militia despite the risk of dying on the battlefield, while
an apothecary might provide you with poisons even though
he faces imprisonment or corporal punishment for doing
so. However, they will still balk if the risk of death or ruin
is almost certain. Tasks that take extended amounts of
time are possible at this level, even if they require a longterm commitment such as joining an organization.

Example: “Just because he’s your father doesn’t make you
his slave—why should his fear deny you a place in AnTeng’s glorious uprising against its oppressors? This nation
needs heroes; men like you!”

Life-Changing Tasks: Characters who have a Defining
Intimacy can be made to do almost anything. At this level,
you could convince a devoted follower to hold off a Wyld
Hunt long enough to buy time for your escape, or make a
wealthy noble donate the better portion of his fortune to
your personal cult. Only in cases
where death or utter ruin are absolutely, unavoidably certain will they
balk, and even then the Storyteller
might decide they’re willing to do
it despite all odds.

Example: “I know the old scrolls said
the heart of this temple is guarded
by a fearsome beast of brass and
flame. I know it’s frightening, but
isn’t this why we came so far and
spent our fortunes, to be the first
ones to scavenge the Great Ziggurat
of Lost Zarlath? I’ll never make it
into the final chambers with my leg
like this—you’ll have to dare it for
both of us!”
 
You should also decide if a Minor Intimacy is strong enough for you to be persuaded to do this favour for a stranger. See:
• Persuade: The persuade action allows you to convince
other characters to perform an action or task that you
give to them. The extent of the action you can compel
with persuade depends on the Intimacies of your
target.

Without an Intimacy to support your influence roll, you
can only convince others to take relatively trivial and riskfree actions—begging a coin from a passing stranger is about
the limit. On the other hand, characters who have an appropriate Tie or Principle can be convinced to undertake great risks, dedicate their lives to a cause, or even
die in your name. There are three
categories of tasks characters might
be asked to undertake, each based
on the Intimacy being exploited:

Inconvenient Tasks: Characters
who have an appropriate Minor Intimacy can be convinced to perform
tasks that pose some mild danger or
hindrance to them, as long as it is not
severe enough to seriously disrupt
their life or livelihood—the prospect
of a severe injury, an angry superior,
or heavy financial loss is still more
than they will allow. With this level
of Intimacy, you can persuade people
to do things that take longer than a
scene to complete, if the amount of
time needed is not so long as to
disrupt the target’s life.

Example: “I need you to deliver this
parcel to that big house in Cinnabar
District, with the red jade lion statues
by the door. If the man on the door
has a scorpion tattoo, don’t leave it
with him—insist to see the master of
the house.”

Serious Tasks: Characters who have an appropriate Major
Intimacy can be convinced to perform even tasks that
carry the risk of extreme harm or impediment. At this
level, a farmer could be convinced to join your personal
militia despite the risk of dying on the battlefield, while
an apothecary might provide you with poisons even though
he faces imprisonment or corporal punishment for doing
so. However, they will still balk if the risk of death or ruin
is almost certain. Tasks that take extended amounts of
time are possible at this level, even if they require a longterm commitment such as joining an organization.

Example: “Just because he’s your father doesn’t make you
his slave—why should his fear deny you a place in AnTeng’s glorious uprising against its oppressors? This nation
needs heroes; men like you!”

Life-Changing Tasks: Characters who have a Defining
Intimacy can be made to do almost anything. At this level,
you could convince a devoted follower to hold off a Wyld
Hunt long enough to buy time for your escape, or make a
wealthy noble donate the better portion of his fortune to
your personal cult. Only in cases
where death or utter ruin are absolutely, unavoidably certain will they
balk, and even then the Storyteller
might decide they’re willing to do
it despite all odds.

Example: “I know the old scrolls said
the heart of this temple is guarded
by a fearsome beast of brass and
flame. I know it’s frightening, but
isn’t this why we came so far and
spent our fortunes, to be the first
ones to scavenge the Great Ziggurat
of Lost Zarlath? I’ll never make it
into the final chambers with my leg
like this—you’ll have to dare it for
both of us!”
I'm keeping this.

Okay, I'll make the roll.
 
Wait, wait - hold up, what roll? You don't need to roll any dice here, just make decisions. Conrad rolled the dice. Your defences are static (i.e. not rolled, they're just numbers he has to beat).
 
Ooooooooooohhhhh. Okay, I was thinking this was a lot of work just for Sayuri to hesitantly agree to allow Conrad to lead a small group of soldiers lol.
 
I mean, it is, and you're always allowed to simply not resist. You can decide that, regardless of mechanics, your character just agrees. The system is for when you and another character, PC or NPC, disagree about what to believe or do, and wish to change one another's minds.

Conrad rolled against your Resolve to Persuade you, but you can choose not to assert your Resolve against his Persuade and just agree, or you can fight it. Usually in Exalted you have to wear another character down with different arguments to overcome their defences if they really don't want to do or believe something, and have the Intimacies to back it up. If they don't feel very strongly about it (i.e. don't have intimacies related to it) it's pretty easy to persuade them.
 
How's it going? Sjet and Garret want to go to the Manse, but I figure if Conrad tells Sayuri about the beach encampment she might summon them over and they might change their minds, or you might all decide to go fix the Manse as the priority.
My thoughts on that is after we nearly lost Sjet, we really need her in her armor and with her full panoply in hand. Then once that is acquired, it will help to keep her from getting skewered and we can face the other threats with higher confidence of success.
 
Ooooooooooohhhhh. Okay, I was thinking this was a lot of work just for Sayuri to hesitantly agree to allow Conrad to lead a small group of soldiers lol.
Haha, hope I didn't make it too complicated. :) I considered just RPing it out, but hadn't rolled dice in a little bit and felt it was dramatically appropriate, lol!
 
Few but the most learned savants of the Underworld would know the term 'Deathlord', and each group might have their own name for this collection of powerful ghost lords. To most there is nothing obvious that connects the Deathlords to one another. They operate much as other powerful beings do in the Underworld. They vie with other powerful ghosts and each other for influence. They politick and intrigue. Some of them are obscure and scarcely known outside their part of the Underworld, like the Dowager, and some are known far and wide, like the Lion, the Mask, or the Heron (though she is better known be her alter ego, the Princess Magnificent). That the Lion, the Heron, and the Mask all share the patronage of the terrible beings that slumber in the tombs at the heart of the Labyrinth is not easy to discern. Very powerful Necromancers, those in close attunement with the Neverborn like Nephwracks, and those who study the Underworld over the millenia like the Sidereals might be able to piece together subtle clues to determine that these ghosts in particular are more powerful than they might seem, and that they have a dark secret in common.

Whether your character knows of the acts of specific famous deathlords is much the same as whether your character knows the goings-on of the Great Houses of the Realm. If you make it a point to keep abreast of news from distant afterlives, or have travelled to Stygia or another metropolis of the dead yourself, or listen often to rumours from sailors who arrive in Ombrelune's underworld port, you would know the of Stygian Pact and its members, and the border skirmishes of the Lion's great empire. You would know the Mask of Winters had seized a great city in Creation. This knowledge would be indistinguishable from your knowledge of the acts of other great and powerful beings in the Underworld. Empires rising and falling, political intrigues for influence, wars, trends, and fashions. Until you're brought into the fold of your patron, and educated on the state of the Underworld and her designs, you would be unlikely to know the Lion was in any particular way connected to the Heron (except if they're both signatories to the Stygian Pact - I forget if the Lion's on there), beyond them being two great powers whose interests often collide.
 

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