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Dice Trial By Fire - OOC

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Jaffa is on the north side of the river, one map square away from Sijan, which puts it 500 miles from the City of the Dead.

You have enough jade for all of you to get Resources 2.
 
Jaffa is on the north side of the river, one map square away from Sijan, which puts it 500 miles from the City of the Dead.

You have enough jade for all of you to get Resources 2.
500 miles from the city of the dead. I dont know what it is but I like it.


How much would be appropriate for a night of drinks and "entertainment" for the ship and crew? If we even have enough.
 
Sijan is the City of the Dead. I was just waxing eloquent.

For the whole crew to have a wild night of it, I would say that a single Resources 2 purchase would do it. But that would wipe one of you out.
 
Sijan is the City of the Dead. I was just waxing eloquent.

For the whole crew to have a wild night of it, I would say that a single Resources 2 purchase would do it. But that would wipe one of you out.
Ah gotcha! Such is the level of my refinement and prose. I stoopid.


Bard will take the hit from his share. Hopefully that will keep them as friends. And maybe willing to work with us in the future if we are ever in a bind. Or maybe just give them some positive ties to us.
 
Does anyone have access to other shaping rituals that aren't listed in the handbook? None of those really fit well with Thallus.
 
There are some in the Lunars book. The ones in the Dragonblooded book are unlikely to be helpful, but you can look at those too if you like. You can also make up completely new ones.
 
Do you have the Lunar and Dragon-Blooded books? There are also some fun new ones in Heirs. I can copy paste them here if you want?
 
Graduates of the Heptagram initiate into sorcery
through many different paths. The following is only
the most common initiation.
Shaping Rituals
• Sorcerous Archives: Once per story, the sorcerer
may research arcane texts and roll (Intelligence
+ Lore), gaining sorcerous motes equal to the successes
that last until the story ends. Access to a
sorcerous library or mentor adds one bonus die,
or two for an especially comprehensive library or
skilled mentor.
• Sevenfold Art Invocation: The sorcerer channels
Essence through esoteric formulae and rigorously-
practiced mudras. Once per scene, when she
stunts the first shape sorcery roll of a spell with
invocations or mudras, she gains (stunt rating +
2) sorcerous motes towards completing the spell.
Enhancing her control spell doesn’t count against
this once-per-scene limit.
• Geomantic Mandala: The sorcerer channels
Essence through elemental geomancy, gaining
one additional sorcerous mote each turn she
spends shaping a spell in an elementally aspected
demesne or manse. Once per story, she
may tap an elementally aspected hearthstone to
which she’s attuned to gain five sorcerous motes
(ten from a greater hearthstone) until the end
of the scene. Doing so renders that hearthstone
defunct until the story ends.
Other Benefits
Geomantic Prodigy (Merit •••): Well-versed in sacred
geometry and esoteric principles of architecture, the
sorcerer may add (Occult) dice on a Craft (Architecture
or Geomancy) roll once per week. These count as
Charm dice.
Spirit Speaker (Merit •): The sorcerer has been schooled
in consorting with spirits and other magical beings.
When she rolls a social action against such beings or
asserts Resolve or Guile against them, she benefits from
any Occult specialties in that type of being as though she
had them in the relevant social Ability.
Words of Binding (Merit ••): The sorcerer doubles 9s
on rolls to bind summoned demons or elementals.
Wanasaan Exorcist
The Wanasaan exorcists (p. XX) awaken their sorcerous
potential through ceremonial drowning in the
Silent Isle’s frozen spring, seeing the truth of the world
on the threshold of life and death.
Shaping Rituals
• Living Ancestor Reverence: The sorcerer draws
empowerment from offerings of paper effigies
and other grave goods made to her ghost while
she yet lives. The sorcerer may draw (the offering’s
Resources rating) sorcerous motes from
such a sacrifice once per day. These motes vanish
at sunrise.
• Drowning in Mystery: Suspending herself in a basin
or body of salt water, the sorcerer draws power
from the moment she stood on the verge of death.
After an hour of submerged meditation, she rolls
(Wits + Occult), gaining sorcerous motes equal to
the successes. These last until she performs this
ritual again, or until the end of the story. She cannot
perform this ritual more than once per day.
• Drink Deep of Lethe: By compelling a ghost to
abandon its unnatural existence and return to the
cycle of reincarnation, the sorcerer may breathe
in the remnants of its Essence. After incapacitating
a ghost or similar shade or using social
influence to convince it to pass on (a life-defining
task, Exalted p. 216), she rolls (Stamina + Occult)
with (the ghost’s Essence) bonus dice, gaining
sorcerous motes equal to the successes. These
motes last until the story’s end, although she cannot
stock more than ([Essence + Willpower] x4)
sorcerous motes with this ritual at a time.
Other Benefits
Eyes in Both Worlds (Merit •••): The sorcerer lingered
a little longer than most at the edge of death’s
marches during her initiation. She can perceive dematerialized
ghosts as though they were material.
Breath Without Air (Merit •••): Having drowned
once, the sorcerer is proof against it a second time. She
may breathe normally in water. Water Aspects ignore a
single point of wound penalty while submersed, shedding
the weakness of the living.
Raksi trains students with a curriculum distilled from
Creation’s greatest trove of sorcerous knowledge, albeit
one filtered through the lens of her own experiments
and experiences. Guiding neonates through study
and critique of First Age texts, hallucinogen-induced
vision quests, and mystical trials, she reveals sorcery in
all its gruesome splendor.
Shaping Rituals
• Balancing on the Edge: Once per story, after
rolling Shape Sorcery, the sorcerer may propose
a twist or caveat for the spell being shaped —
something that diminishes the spell’s effect or
her control over it, but doesn’t negate its purpose
or function. A Death of Obsidian Butterflies
might veer off course, inflicting collateral damage
on bystanders as well as targeted foes; her
Peacock Shadow Eyes might continue to shine
noticeably for hours. If the Storyteller accepts,
she reflexively makes a second Shape Sorcery
roll. If she used an Excellency to enhance the
first roll, she applies the same benefits to the
second one for free — and, if she’s shaping her
control spell, she likewise carries over the benefits
of all effects that enhanced her first roll.
• Sigil-Skin Geometry: The sorcerer can roll
(Intelligence + [Linguistics or Lore]) at difficulty 2
to mark her skin with carefully devised sigils and
formulae over several hours, binding her to one
spell. She gains a pool of sorcerous motes equal to
her extra successes, which can only be spent on the
bound spell. If binding herself to a control spell,
she adds (higher of Essence or 3) non-Charm dice
on the roll. She can only be bound to one spell at a
time and can’t roll more than once a day.
• Terror-Relishing Art: Once per scene, when the
sorcerer succeeds on a threaten roll or a roll to
inspire fear against a nontrivial character, she
gains sorcerous motes equal to the Attribute
used, which last until the scene ends. If she successfully
influences a higher-Essence character,
she gains additional sorcerous motes equal to
the difference in their Essence ratings.
Other Benefits
Scar-Strengthened Will (•••): Having endured the
worst of Raksi’s mind-bending sorceries unbroken, the
sorcerer gains +2 Resolve as a Charm bonus against
fear-based influence and social influence conveyed
through spells or sorcerous workings.
Sage of Three Circles (••••): The sorcerer has studied
the Book of Three Circles, and its eerie knowledge has
taken root in her. Once per story, she may cast a sorcery
spell she doesn’t know, although she must still meet
its prerequisites. Thereafter, she may learn that spell
without a mentor or source. The Storyteller may deem
some spells aren’t contained in the book, primarily
those newly invented by Second Age sorcerers.
The ghost of the Moon-Touched sorceress Mishiko
often appears to her students in the twilight minutes
between day and night as a young girl shaped from
moonfire. She’s tied to Creation by a number of crystalline
flowers that emerge unbidden from unexpected
places — the sepulcher of an ancient shaman; the site
of a lengthy, difficult birth; the vista that inspired a
painter’s first work; a tree that once shaded a traveling
sage. Each is a sorcerous relic (Exalted, p. 470) as well
as a conduit to Mishiko. Gentle and astute, her wisdom
comes in the form of poetry, parables, and uncomfortable
truths, spurring students to explore and discover.
Many young Lunars find the gems gravitating toward
them as if by fate; elders speculate that some uncanny
force is at work.
Shaping Rituals
• Remembrance of Mishiko: Once per day, the
sorcerer may make an offering to Mishiko,
rolling (Charisma + Performance) at difficulty
(5 – Resources value of her sacrifice). She gains
(Essence + extra successes) sorcerous motes,
which last until the story ends or she makes another
offering.
• Sorcerer’s Quest: When the sorcerer learns of a
place she must go to advance a major character
or story goal or succeeds on a Survival roll to
navigate to such a place, she gains one sorcerous
mote, which lasts until the story ends, up to a
maximum of 10 sorcerous motes. Once per story,
when she upholds an Intimacy by entering such
a place for the first time, she gains (Essence x
Intimacy) sorcerous motes, which last until she
leaves.
• Twilight Koan: Mishiko appears every dawn
and dusk to pose a seemingly nonsensical question
to the sorcerer. The sorcerer’s player can
stunt an action with a description of her realizing
an answer to this koan, gaining (higher
of Intelligence or Lore) sorcerous motes which
last until the scene ends. Once she’s done so,
she must wait until the next sunrise or sunset
for Mishiko to pose a new koan before doing so
again.
Other Benefits
Cryptic Insights (••): Once per story, the sorcerer may
confer with Mishiko when she rolls to introduce a fact,
adding (higher of Essence or 3) non-Charm successes
and letting her use one of Mishiko’s Lore backgrounds
in sorcery, the Underworld, the First Age, or any other
mysteries the Storyteller deems Mishiko is aware of.
Evocations: Exalted sorcerers may awaken Evocations
from a jasmine gem as a three-dot artifact (Arms of the
Chosen, p. 18). These may allow greater communion
with Mishiko, or draw on themes of mystery, discovery,
and questing to enhance her sorcery.
There’s a language in the world’s trees, herbs, and flowers,
each teaching subtle lessons that reveal Creation’s
deepest mysteries. Not every herbalist and apothecary
can divine these secrets; mastering root-lore requires
both slow, careful study of Creation’s flora and a piercing
insight into the truths behind them. Those who
walk this path read secret wisdom from the petals of
flowers, and draw power from roots and herbs.
Shaping Rituals
• Master Apothecary Enlightenment: Successfully
introducing a fact about herbs or treating a patient
using herbal medicine awards the sorcerer
(Intelligence + extra successes) sorcerous motes,
which last until the story ends. Completing a basic
or major crafting project to create a medicine,
drug, poison, etc. from plants grants (Intelligence
+ silver points awarded + [gold points awarded
x 2]) sorcerous motes, which last until the story
ends. The sorcerer can only have sorcerous motes
from one use of this ritual at a time; to accept more,
she loses any from previous uses.
• Sorcerer’s Harvest: When the sorcerer takes a
Shape Sorcery action within medium range of
a prominent living plant, such as a tree, large
hedge, or flower garden, she can draw (Essence)
sorcerous motes from it towards the spell. She
can also draw power from a wood elemental
within medium range, draining (her Essence)
motes from him, but only if her Shape Sorcery
roll exceeds his Resolve. Each such source can
only be tapped once per day. Drawing motes to
cast a control spell doesn’t count towards the
once-per-day limit.
• Thousand Blossom Arts: The sorcerer can
spend a few hours foraging in the wilderness
to retrieve a puissant plant, a difficulty 2
(Intelligence + Survival) roll. The roll’s difficulty
is increased in areas with sparse plant life.
Collecting multiple reagents raises the difficulty
by 2 but provides an effectively unlimited stock.
Once per scene, she may incorporate a reagent
into a spell, contributing (highest of Intelligence,
Lore, or Survival) sorcerous motes towards
it. Reagents retain their power for a week and
can only be used by the sorcerer who harvested
them.
Other Benefits
Greenfriend (•): The sorcerer is one with the flora of
Creation and worlds beyond. Treat wood elementals,
sentient plants, and similar beings as having a Minor
Tie of affection toward her.
Ever-Blossoming Mastery (••): When the sorcerer
casts a spell that creates or manipulates plants, wood,
or associated spirits, it costs three fewer sorcerous
motes. If it’s her control spell, she may waive one point
of its Willpower cost once per day.
Esoteric Botany (•••): Once per week, the sorcerer
may add (Occult) Charm dice on a Survival roll to
forage for plants, a Lore roll to introduce facts about
them, or a Craft roll to create medicines, poisons, etc.
from them.
In a time now lost to history, House Simendor’s ancestors cavorted with spirits of sand and shadow in the open desert — rogue gods and elementals who refused to bow to the Old Realm. From this Court of Nameless Gods, they learned the art of sorcery. Today, many scions still honor their house’s traditions by initiating into sorcery under these spirits’ tutelage, seeking out their hidden pleasure-sanctums.
Shaping Rituals
God-Pacting: The sorcerer may bargain with spirits for portions of their power. Once per day, the sorcerer may strike a pact with a willing spirit. Its player proposes an Intimacy for the sorcerer to gain. If the sorcerer’s player accepts, the sorcerer gains that Intimacy at Minor intensity and (spirit’s Essence + 3) sorcerous motes, which last for the rest of the day. The contracting spirit loses that many motes.
Wild Revel: Opulence and hedonism nourish the sorcerer’s soul. Once per scene, when she partakes in a gala, festival, night of drunken carousing, or other form of revelry, she rolls (Charisma + Occult) against difficulty 3, adding non-Charm dice
equal to the total Resources cost of the event, gaining sorcerous motes equal to (1 + extra successes), which last until the end of the day.
Unbroken Spirit: Like the rogue gods she emulates, the sorcerer draws power from opposing others’ will. Once per scene, when she successfully asserts her Resolve against social influence or another effect, she gains (Integrity) sorcerous motes, which last until the scene ends. If the character she resisted had a higher Essence than her, she gains additional sorcerous motes equal to the difference in their Essence ratings.
Other Benefits
Hedonistic Affinity (•): The sorcerer exerts subtle charm over her fellow revelers. Anyone who’s drunk, drug-impaired, or under a Psyche effect or magical social influence that causes hedonistic pleasure is treated as having a Minor Tie of friendship towards the sorcerer. Spirits associated with alcohol, drugs, or revelry are treated as having a Minor Tie of respect towards her instead.
Living Bezoar (••): Revelry and magic have honed the sorcerer’s body. She doubles 8s on rolls to resist poison and harmful drugs’ effects.
Anything But Temptation (•••): The sorcerer gains +2 Resolve as a Charm bonus against influence that would require her to refrain from hedonistic indulgence, or against any Psyche effect or magical social influence that diminishes her capacity to enjoy sensual pleasures.
While Valkhawsen doesn’t proscribe any form of sorcerous understanding, its sorcerous curriculum is designed to guide students along a path of meditation, ritual, and communion with Creation’s Essence through dissolution of the self.
Shaping Rituals
• Empty-Mind Enlightenment: Once per day, the sorcerer may meditate or engage in a mind-clearing ritual, rolling (Intelligence + appropriate Ability) and banking sorcerous motes equal to her successes. Traditional meditation uses Integrity; tea ceremonies use Socialize; reciting poetry or performing ritual dances uses Performance; playing out complex Gateway scenarios uses War; and so on. These sorcerous motes last until the story ends or she uses this shaping ritual again.
• Glimpse the Void: Inhaling subterranean vapors, smoke from burning oleander, or other mind-altering fumes, the sorcerer glimpses truths beyond mortal ken. Once per story, she can enter such an ecstatic trance and describe the vision she receives, rolling (Essence + Willpower) and banking sorcerous motes equal to her successes, which last until the story ends. She can subsequently declare that her vision symbolized the events of the current scene as part of a stunt,
gaining (Essence x [stunt+1]) sorcerous motes for that scene. She can only make such a declaration once per story, and must base it on her most recent vision.
• Talismanic Focus: The sorcerer can prepare an ofuda, cloth-doll talisman, engraved curse tablet, or similar ritual implement with a difficulty 2 (Intelligence + [appropriate Craft or Linguistics]) roll; a difficulty 4 roll provides effectively as many talismans as the sorcerer requires. Once per scene, the sorcerer may incorporate a talisman into a Shape Sorcery roll, destroying it, to accrue an additional (higher of Essence or 3) sorcerous motes. Talismans can only be used by the sorcerer who created them, and only remain potent for a week.
Other Benefits
Ritual Master (•••): Once per week, the sorcerer can add (Occult) Charm dice on a roll to successfully perform a complex religious or social ritual, a roll based on strategy — including Strategic Maneuver rolls and rolls to play Gateway or other games of strategy — or a roll based on meditation, often made as part of a Charm.
Enlightened Contemplation (••••): Once per day, after spending an hour meditating, performing a tea ceremony or other ritual, playing strategy games, or a similar practice of this initiation, the sorcerer rolls (Intelligence + appropriate Ability) at difficulty 3. Success completely restores her Essence pools, and adds (Ability) to the number of motes she recovers each hour for the rest of the day.
The Mandir of Sixfold Insight’s instructors utilize a variety of mind-bending methods to unlock mystical insight. Students employ psychedelics and austerities to break down mental barriers, and study spells trapped in memory crystals or the dreams of imprisoned raksha. By breaking down their minds, they break down the walls that keep them from perceiving the full breadth of sorcerous truth. Students
who attend the Mandir leave it with strange tastes and perspectives. They’re exotic, scarred figures who draw the fascination and wariness all sorcerers inspire in Prasad.
Shaping Rituals
Enlightenment Through Adversity: Once per scene, when the sorcerer stunts a Shape Sorcery roll with a description of pain, hunger, emotional turmoil, or other immediate hardships, she accrues an additional (stunt) sorcerous motes. If the roll suffers a penalty due to that hardship, she accrues additional sorcerous motes equal to the penalty. Enhancing a control spell doesn’t count against this ritual’s once-per-scene limit, but it can only benefit a given casting of a spell once.
Truth Through Lies: The sorcerer grasps reality by confronting ignorance and illusion. Once per scene, when she introduces or challenges a fact or successfully asserts her Resolve, she gains (Perception + stunt) sorcerous motes, which last until the scene ends.
Clarity Through Discovery: Once per story, when the sorcerer studies, researches, or personally witnesses a wonder with which she is unfamiliar, she gains (Essence + Perception + Occult) sorcerous motes, which last until the story ends.
Other Benefits
Dream-Kin (•): Having partaken of fae strangeness, the sorcerer is marked by the Wyld. Fair Folk and other fae are treated as having a Minor Tie of familiarity toward her.
Oneiromantic Soothsayer (••): Once per story, after listening to a description of, or otherwise observing, a character’s dreams, the sorcerer can introduce a fact about him or his immediate circumstances without needing an applicable Lore background, adding (Perception) Charm dice.
Lens of Austerity (•••): Penalties from wounds, deprivation, fatigue, poison, and other drugs don’t apply to the sorcerer’s Perception-based rolls or Shape Sorcery rolls.

All of these can of course be re-fluffed to better fit a character.
 
My computer broke down yesterday. I'm bringing it to a repairman today but doing longer posts is gonna be a bit of a pain for a while 'cause of having to write on my dumb phone.
 
Ouch. That sucks. Thanks for the notice. Hopefully you'll get your computer back up and running quickly and for little cost.
 
For a bunch of excellent role playing, I'll give everyone another 3 Xp and 2 Lunar/Solar Xp. I'll update the point tracker in the Character thread.
 
With my banked points, I have enough regular and Lunar xp to raise my Strength to 4. Fear my power! Mwuhahaha!
 
Hmmm.. to buy Finding the Needle's Eye so i have a better chance hitting stuff in combat or the prequisite to the charm that will allow me to speak while in animal form. Decisions, decisions.
 
Sherwood Sherwood

Harmonious Presence Meditation
Cost: 5m or 7m; Mins: Presence 2, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: None
The Lawgiver embodies virility, magnetism and grace,
empowering her forces of persuasion. For five motes, this
Charm grants three bonus dice to all forms of social influ-
ence from all Abilities except Stealth. In addition, the cost
of all social influence Charms are reduced by one mote,
to a minimum of one. The seven mote version of this Charm
extends the duration to indefinite.

If I were to use the 7 mote version of this charm to make it indefinite... are those motes considered committed or do they recover?
 
I believe that they will count as committed for the duration of the charm.
 
Cool beans.


Alrighty. I'm going to spend 1xp and 5solar xp to bring my Lore to 3.

Then spending my remaining 8 xp for Harmoniois Academic Methodology.

Figured that if I'm a Bard. I'm going to need to have the knowledge of fables to match.
 
Now all I need is a lore specialty! Which I don't have...


Sherwood Sherwood might I attempt at introducing a fact at a difficulty suitable of petitioning you for the related specialty for free upon success? As per the allowance of the charm.
 
Shoot for the moon, and even if I fail I'll land among the stars.

Which basically involves floating depressingly in a cold void or being gruesomely burned.

Any of those options are potentially amusing.
 

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