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Dice Trial by Fire - Exalted 2e OOC

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Likewise, though I'm gonna have to do the research again for what I'd want xD

EDIT: Forgot how underwhelming artifacts are in 2E vs 3E. I can't really think of much that I'd want that would be worth the attunement or hassle.
Keep in mind that you are not required to get any fancy weapons or armor. You can get more utilitarian stuff that can be found in the different books. Plus, you'll be able to pick out some points in Manse. That is never a bad thing.
 
Yeah, at this point I'm thinkin Infinite Resplendence Amulet would be my priority. Following that would be an Orichalcum Reaper Daiklave or a Globe of Transport.
 
1. Depending on what you run into inside the inner chamber, I have no problem with this. You can pick up the Charm at your convenience.

2. Getting Old Realm can come in handy. Again, I have no problem with this.

3. You can spend the xp to get a dot in Linguistics.
Cool beans, I'll spend the experience for the extra linguistics dot and wait to see how the tombs turn out for the charm purchase.
 
Wow. That is more than I was expecting, but I'm not going to complain!

Going with:
Infinite Resplendence Amulet - 5
Perfected Kata Bracers - 4
Chain Daiklave - 2
Perfected Boots - 1

And for my Hearthstones
Jewel of the Flying Heart - 1
Stone of the Earthweb - 2
 
This one for me is easy, 5 dot infinite Resplendence Amulet, if it's allowed a 5 dot version of the Globe of Transport from Scroll of Fallen Races that just increases passenger limit (original is 4dot with 4 passengers), An Orichalcum Reaper Daiklave (2dot) and a Gem of Grace (3 dot)

The passenger request is mostly rooted in that our circle already exceeds 5 people, though we haven't heard from Kwops Kwops in a while.
 
Let me take a quick look at the Globe of Transport to see, but I don't expect a problem with letting you have a 5 dot level of it.
 
Further examination of the underground complex reveals a vast library of First Age books covering a range of topics, from things as simple as hydrodynamic theory as it relates to indoor plumbing to more esoteric topics as...
Psychie Psychie , RettieSetGo RettieSetGo , Thief of Words Thief of Words , MasterDAF MasterDAF we must horde and develop such a luxurious competitive advantage religiously. Our empire's first trade guild to gain significant royal sponsorship in the democratic House of the People should be the plumber's guild. Yes, I realize it sounds like I'm being a meme, but I am in fact mostly serious.
 
Btw, assuming the circle at large approves of the Imperial play. I'm working on a document that should briefly summarize what citizenship looks like, and how the government is expected to operate in the long-term as a point of reference for when questions inevitably come up.
 
Hey Sherwood! Quick question. I am thinking of banking up the points to get to Essence 4. Is there any restrictions on this that I should know about?
 
You save up the points, you can get your Essence boost. Keep doing the great gaming that you guys are and you'll earn the points quickly. I am not stressing on training times, so don't worry about that.
 
Sherwood Sherwood Here's a onedrive link to where I'm keeping my notes.

Please note most of this was written in the stupor of fatigue but the tldr version is thus...

Given the precedent set by the Scarlet Empire and early Solar government in setting, I think we should also implement a parliamentary monarchy type of organization. While I'm not striving to be quite as heavy-handed as the Scarlet Empire, I do still want to keep authority fairly top heavy with some formal acknowledgments as to what the powers and processes are for the legislative houses. This is because I believe the circle will be firmly sitting as the bastion of Executive Power where the Legislative Power is an instrument of the Story Teller for plot drivers and interacting with the people and allies we accrue over time.

I made notes of what I expect our relationship to the big foreign organizations will be, Yu Shan and The Guild. My wariness of Guild Sabotage and Subversion and Bronze Faction infiltration should be evident by what was written.

Tldr for the rights of citizens is mostly the first 6 bill of rights + the abolition of slavery of all people within the borders. Also a fan of the Switzerland Militia type deal.

Please let me know of any thoughts, questions, concerns, or other miscellaneous screw-ups in the dream-haze of assembling this thing.

EDIT: Big note I forgot to mention is that I gave spirit courts the chance to get the right to sit and speak in the legislation but no right to formal votes. Mandate of Heaven and whatnot. They'd probably get the most liberal application of Bronze Faction Celestial Audit if we did.
 
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Sherwood Sherwood I've finally finished deciding what artifacts/hearthstone I'd like to find in the tomb. I think you'll be okay with them, but just in case my mention of them in character was super vague.

Jewel of the Master's Hand (Manse 3; OaC p. 90)
Intricate copper filigree covers this rich brown orb. Its bearer gains extra deftness and insight into artifice. The hearthstone gives a +4 bonus to Craft(Earth) rolls, a +2 bonus
to Craft rolls aspected to other elements, and a +1 bonus to esoteric Crafts such as Magitech, Moliation or Glamour.
Hearthstone Amulet (Artifact 1; Core p. 380)
A character wearing such an amulet against their skin gains the basic benefits of a hearthstone (ability to regain Essence more quickly). However, a character can commit one mote of
Essence to the amulet, and doing so causes the amulet to resonate and activates the hearthstone. If the character removes the amulet, the benefit dissipates.
- Orichalcum: Most commonly starbursts in varying patterns. A Solar Exalt attuned to an orichalcum amulet set with a hearthstone regains one additional mote of Essence per hour.
Essence Pulse Grenade (Artifact 2; SoFR p. 27)
Fist sized reusable grenades constructed of jade and crystal. These spheres store a charge of concentrated Essence and release it explosively. The user pushes the correct combination
of jeweled buttons to activate it and sets the timer for any time within the next hour. Then they throw or place the grenade where they wish it to explode. The explosion does not
damage the grenade, but does great harm to everything nearby. Recharging any grenade requires six motes, a miscellaneous action (5 ticks, -1 DV) and a specially made jade key.
- Black Jade: Cold damage (20B, intense cold temporarily reduces Dexterity of all victims in range by 2 dots, must succeed at reflexive [Stamina + Resistance] roll, difficulty 3;
victims reduced to 0 Dexterity are frozen in place and can't move, lost Dexterity returns at rate of 1 dot per hour).
Orichalcum Daiklave (Artifact 2; Core p. 385/2.5 Errata p. 16)
A standard daiklave with a setting for a single hearthstone.
- Named "Daylight Doom of the Unshaped," it was the weapon of Viktor's previous Solar incarnation and personally crafted by their hand (as witnessed during his exaltation vision).
Orichalcum Thunderbolt Shield (Artifact 2; OaC p. 35/2.5 Errata p. 15)
Thunderbolt shields are broad shields crafted from a single magical material, and this one bears an image of a brilliant golden-red sunburst emblazoned on its circular face. When
attuned for five motes, this shield becomes lighter than a mundane shield of comperable size and has a mobility penalty of 0.
- It was used predominately by Viktor's previous Solar incarnation, and provides superior defense due being forged entirely of orichalcum.
Winterbreath Jar (Artifact 1; OaC p. 32)
A winterbreath jar is a small urn or jug, finely crafted and inlaid with blue jade. Its enchantment of elemental air keeps its contents at a constant 45 degrees. Inside, perishables
remain fresh and sparkling wine nicely chilled. Winterbreath jars rarely hold more than two bottles of wine or a small watermelon. They require no committment.
Band of Faith (Artifact 1; STComp p. 127)
The person who wears this ring, forged of gold with a thin vein of purer orichalcum winding through it, can access the direct beneficence of the Unconquered Sun. In the First Age,
thousands of these rings were crafted for the unExalted masses who worshiped the deity; the Chosen, too, wore them as symbols of faith. A Band of Faith contains a single mote of
Essence that can be wielded by anyone who wears the ring. Though a small benefit for any Exalt, God-Blood, of Dragon King, this 1 mote enabled mortals to activate and operate some
of the nearly accesible tools and mior wonders of the First Age without training. Only one Band of Faith can benefit an individual. Once the mote within is used, the band recharges
it after a full hour spent in sunlight.
Minion of Deadly Touch (Artifact 3; WotLA p. 106)
- One of only a few dozen remaining automata of its type from the First Age. In its basic form, it is an almost featureless humanoid figure, which is both without gender and features such
as ears, a nose, hair or distinguishing characteristics such as fingerprints. Its eyes are colorless, and its skin looks much like flesh-colored putty. Also, without an owner, it is
lifeless and without motion. To activate this being, the owner must touch it with a drop of their blood and commit five motes of Essence to this being. The creature awakens immediately
and is completely loyal to its owner. No ordinary Charm, and no spell less powerful than Celestial Circle Sorcery can force it to harm its owner or directly disobey his orders.
- If the owner desires, he can order the creature to take on the form of any human. The owner can either describe how he wishes the creature to look or show it a painting or other image
and describe the portions of the body that the painting does not display. The creature cannot duplicate the shape of beastmen or Wyld mutants, but it can assume the form of any mortal.
If the owner obtains a sample of blood no more than one week old and order the creation to ingest it, this being can immediately and perfectly assume the form of the person from whom
the blood came. Once the creature has been fully instructed about the form it will take, it requires only 30 seconds to change from one form to another. These beings can duplicate the
form of all varieties of Exalted, but they possess no Charms or any of their other powers. The owner can teach this being up to a dozen forms and can give it orders as to what
circumstances should complet it to shift forms. Once it has learned a dozen forms, it must forget one of its forms to learn a new one.
- Because of their unatural metabolism, these creations are immune to aging, disease and infection, and they stop bleeding as swiftly as one of the Exalted. In addition, these inhuman
creations heal one health level of bashing damage every minute and one health level of lethal damage every hour. They can also soak lethal damage as well as bashing damage. If they
need to do so to maintain their cover, however, they can appear to heal no faster than a mortal. In addition, these beings can appear to be convincingly dead and can cease breathing
for up to an hour.
- An owner can use this being as an ideal servant or concubine, since all examples were created with a wide range of skills that make them excellent choices for such roles. Their primary
purposes were infiltration and, particulary, assassination, though. As such, these creatures are walking factories of exceptionally deadly toxins. At their owner's command, their blood,
sweat, tears and any other bodily fluids can instantly become exceptionally deadly poisons. The other unnatural ability possessed by these creatures is that all Charms designed to
detect lies automatically fail on them. These creations lie effortlessly and display none of the tells mortals and Exalts exhibit when telling lies.
 
Also, just wanted to add that Rykon Rykon did an excellent job with his notes on the empire. I am quite happy to have you in this game.
 
Checked my phone cause I couldn't sleep. Glad you guys like it thus far. I'll try and make an IC post before I head out for work.

Edit: Also for what it's worth, the perception of recklessness is totally on point, though a lot of the times it's to keep the pace of the game marching forward instead of stagnating. I put a lot of thought into the starting build so I could get away with walking into ambushes or traps without a ohko. So in character, the perceived risk is fairly low because of that prep. I am a schemer at heart so I tend to be very deliberate with such things.

Do let me know OOC if I need to chill though. I tend to walk into stupidity for amusement fairly often.
 
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Checked my phone cause I couldn't sleep. Glad you guys like it thus far. I'll try and make an IC post before I head out for work.

Edit: Also for what it's worth, the perception of recklessness is totally on point, though a lot of the times it's to keep the pace of the game marching forward instead of stagnating. I put a lot of thought into the starting build so I could get away with walking into ambushes or traps without a ohko. So in character, the perceived risk is fairly low because of that prep. I am a schemer at heart so I tend to be very deliberate with such things.

Do let me know OOC if I need to chill though. I tend to walk into stupidity for amusement fairly often.

Regardless of what Viktor has said/thought IC, OOC I am really enjoying how you are playing Aredin 100% and definitely wouldn't change it! Usually I play a headstrong character that does reckless/dumb things for the OOC purpose of keeping things a little off-kilter and unexpected. I feel like it helps prevent from successfully predicting/preparing for every threat and keeps stakes a little higher.

Totally agree that stopping to plot every little thing can be tedious and stagnate gameplay, so I'm glad Aredin helps push it along. I didn't originally plan for Viktor to be so planning-centric, but being a crafter and having to think things out 10 steps ahead, my RP has kind of tip-toed in that direction. So Aredin's quickness to decision actually makes a great foil against Viktor's desire to move slow and deliberately, and definitely helps tip the scales back towards exciting unexpected events and dramatic actions (which as a player I love!!!).

I was also thrilled with the way the group came together for the Eclipse-sanctioned oath, everybody RPed it so freaking well, and what a cool IC way to show the group forming a unified front!

I haven't had a chance to read your empire write-up yet, will do so today. From the other comments so far it sounds super promising, so I'm looking forward to it!
 
Awesome. I'm glad everyone is on board this plan and is having fun.

I think the next challenge will be deciding how to start/expand so we have credibility for attracting celestials and outcast terrestrials into the fold. Once we have a decent core outside the circle of players, I'd think the first major hurdle to unification would be dealing with the silver pacts response to our founding. Given their elders buy in to thousand streams river we're liable to only appeal to youngsters in need of sponsorship, which is fine I think. So long as we dont enter open hostility with Tamuz.
 
Saw a message from Thief of Words Thief of Words in another game of mine that he's in route home and should be on line later tonight. So we can get Fei's input on all of this soon enough.
 
I can only hope to be active at that time sadly z.z This insomnia whiplash is liable to knock me out as soon as I get home.

Hopefully I'll hit a second wind of sorts by then.
 

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