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To Stand Against the Crimson Tide

OOC
Here
Characters
Here
Sjet & Droplets
S0-0-0

Several warriors fall to Droplet's unerring heartseeking arrows. Once the flaming blade clears her a path through the House warriors, from Sjet's outstretched hand a thousand thousand razor sharp obsidian blades fly forth. The stench of blood and offal mixes with the smoke in the sweltering humid heat and clings like a film to sweaty skin. The screams of the dying are mercifully short lived. Those who survive flee, paler than a ghost and perhaps no more certain they still live. No other warband is brave enough to face you.

Atop the hill the Saint of Valour turns to Sjet and Droplets before pausing, perhaps considering. "Is the enemy attempting some foul sorcery? Would that I still drew breath and had my lance. Still, the enemy has assembled a considerable force to take the Cothon. Dividing our forces may be unwise. If stopping this spell is critical we should escort you, Lady Blood. Unless you are very confident in your ability to destroy the enemy with your sorceries, Lady Sjet. Command is a perilous thing, and lives rest on my assessment, but though you are mighty I have not had time to fully judge your strength."
 
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Sjet rubs her chin, thinking. She is not well versed in warfare, but she has read enough books that cover the subject to know a few basic facts: you want to apply overwhelming force to where the enemy is weakest. But when you apply the powers of the Exalted to the equation, that is a real force multiplier.

"Hmm. There is wisdom in what you say, but I know my mother would not say she could handle the heretics on her own if there was any doubt in her mind. And so long as I have a clear corridor to cast my spell, it will ravage their forces for you to be able to deal with then decisively. Do not worry about the outcome; we will be victorious."
 
Sjet
S1-0-0 [New scene! Sherwood Sherwood you have no Limit Trigger! Fix that.]

The Saint of Valour nods, confers briefly with the officers amongst the warriors at your command while looking for the terrain and the dispositions of the enemy, then gives the orders for the advance.

[The Blackscale and the Saint of Valour will roll for Strategic Manoeuvre.
BS: 8 + 1 + 2 + 5 re-rolling 6s and 3 non-1 failures = 12 sux
SoV: 9 + 1 + 2 + 2 sux = 10 sux
A victory for the Blackscale, but not a crushing one.]

Harrying attacks begin almost immediately from wind-dancers on the rooftops hurling javelins with eerie precision. Soon your war party has been herded towards an open boulevard leading towards the market, offering little cover.

"The enemy seeks to ambush us, break for the houses. Into the shops and tenements! We will cut our way through the walls, and make for that tower. Our sorcerer will command the heights!"

The fighting continues through looted shops and abandoned apartments until a strange and heavy fog rolls through the halls and the earth begins to shake, causing the building to groan in protest. Give me a Perception + Awareness test to spot and understand a supernatural hazard before it manifests! Essence sight will be a major help here. Difficulty 5.

Droplets
S1-0-0 [New scene! Roll 4 dice for Limit! Droplets acted to save lives, and acknowledged her mortal life through her daughter.]

You can see the fear in their eyes, fever bright in the light of the braziers burning outside the temple, red saris clinging to skin and cinnabar paint on their cheeks smudged with sweat. The temple is a simple single-storey building of volcanic stone, its doors shut tight, the only decoration a carving of a sunrise behind the volcano above the door. The dozen temple guard ready their obsidian spears at your approach at the head of a horde of shambling dead, their resolve unwavering despite the fear. Their captain, a woman with a circlet of obsidian over a battle-scarred face, makes a short sharp gesture and declares, "Purge this abomination from Creation!"

Captain Anais has set up an Ambush stratagem, though she didn't expect to be triggering it on you! Give me a difficulty 4 Awareness + Perception check to see if you spot the ambush, or Survival + Perception at -3.

The Temple Guard will roll 6 dice for JB, and the Captain will roll 5. The rooftop ambushers will roll 5 dice for JB, and are armed with javelins and slings. Your Zombies are Magnitude 2 and will roll 2 dice for JB.

Anais: 4i
Temple Guard: 6i
Slingers: 5i
Zombies: 3i
[/spoilers]
 
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Droplets
S1-0-0 [New scene! Roll 4 dice for Limit! Droplets acted to save lives, and acknowledged her mortal life through her daughter.]

You can see the fear in their eyes, fever bright in the light of the braziers burning outside the temple, red saris clinging to skin and cinnabar paint on their cheeks smudged with sweat. The temple is a simple single-storey building of volcanic stone, its doors shut tight, the only decoration a carving of a sunrise behind the volcano above the door. The dozen temple guard ready their obsidian spears at your approach at the head of a horde of shambling dead, their resolve unwavering despite the fear. Their captain, a woman with a circlet of obsidian over a battle-scarred face, makes a short sharp gesture and declares, "Purge this abomination from Creation!"

Captain Anais has set up an Ambush stratagem, though she didn't expect to be triggering it on you! Give me a difficulty 4 Awareness + Perception check to see if you spot the ambush, or Survival + Perception at -3.

The Temple Guard will roll 6 dice for JB, and the Captain will roll 5. The rooftop ambushers will roll 5 dice for JB, and are armed with javelins and slings. Your Zombies are Magnitude 2 and will roll 2 dice for JB.

Anais: 4i
Temple Guard: 6i
Slingers: 5i
Zombies: 3i
[/spoilers]


Still new to her 'life' as an abyssal, Droplets could feel her spirit revolt against her course of action. There will be time enough to find a way to learn more about it, but for now, she needs to save her city, lest the Ancestor Worship here will falter, and she's not gonna let THAT happen.

The Temple guards might not waver yet, after all, she is but a lone woman, leading a small group of zombies. But that could well be their downfall, if they underestimated her, which she hopes they have, since it was her first time really taking a battle to others, as a Deathknight, but she was resolute to make sure that she lives up to this title, and bring death to her enemies. She fully expected them to leave guards, and probably hidden troops, after all, such an act of betrayal to the city, if discovered, would result in forces trying to smash through the guards and into the temple. And she learned well from her time in the wild to looks for the subtle signs of hidden predators. And so, she scanned the roofs for the tinniest glint of metal or obsidian to discover these threats before they materialized. She also sent out Thousandfold Wings to see them from above, as they would be observing the streets leading to the temple, and less the sky above.

Spending 6 peripheral motes on Survival Excellency, for 6 extra dice, and with the -3, that comes up to 9 dice,2 extra dice for stunt.

Am not sure whether I can spend the 3 motes for Smiling Prey Feint, which would give the slingers the penalty of subtracting successes from JB for every 1, though they didn't roll any.
 
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Sjet trusts in her Virtuous Guardian to protect her from the worst of the incoming arrows and javelins, and she uses the time to take a good look around for a place to be able to best use her Obsidian Butterfly spell to cause the most damage to the enemy. She focuses her attention on her newly expanded perceptive ability to try and see what magic might be in use, and if the Bronze Tide is trying to employ the use of dematerialized spirits.

9 Successes
Charms/Spells in Use:
Virtuous Guardian of Flame
Uncanny Perception Technique
The Solar’s senses are preternaturally attuned to the movements of spirits and other uncanny beings. Whenever a spirit or Fair Folk is within the range of the Exalt’s senses, she experiences a strange sensory phenomena; she might hear bells tinkling, smell a particularly strong or unusual scent, or taste something resonant. The Solar gains half her Occult (rounded up) in successes to an Awareness-based attempt to notice such a being. The warning signaled by this Charm occurs even when a spirit is immaterial, allowing the Solar to use Spirit-Detecting Glance.
All Encompassing Sorcerers Sight
The Exalt gazes into the Essence of the world and sees the patterns of magic that make up Creation. For a few seconds after activating this Charm, the Solar can see Essence flowing through the world. She can perceive immaterial spirits, but moreover, she can see the workings of spirit energies around her. If a character is using a shaping action or Evocation, the Solar may make an Intelligence + Occult roll at a difficulty of the effect’s Essence minimum to determine how the power works. This Charm may also be used to identify the presence of ongoing sorcerous effects such as mystical barriers and levitating platforms, revealing not only the presence of magic, but how it functions. This power also allows the Exalt to see places where Creation is thin—the borders of shadowlands and the Wyld appear as hazy, gauzy distortions of light. The Solar may also detect the entrance to spirit sanctums within her range of vision. This Charm does not reveal the working of the Charms of the Exalted.
Burning Eye of the Deliverer
The Solar’s keen eyes burn through deception. This Charm enhances All-Encompassing Sorcerer’s Sight, aiding the Solar in an attempt to see through magical disguises, shapeshifting, or any other magic which allows a character—even another Exalt—to appear to be something or someone other than who he is. This Charm makes it possible to notice such effects with Awareness, adding the Solar’s Essence in automatic successes to the attempt. For the difficulty of seeing through disguises, see page 224. Unless stated otherwise, seeing through all other kinds of magical identity-deceptions is a difficulty 5 feat.
Sorcerers Burning Chakra
The Solar sees all things truly. When she is at the iconic anima level, she automatically gains the effects of All-Encompassing Sorcerer’s Sight for free. Furthermore, using Spirit-Detecting Glance in combination with All-Encompassing Sorcerer’s Sight allows the Exalt to discern the nature and Essence rating of a spirit if she succeeds at an Occult roll with a difficulty of the spirit’s Essence.

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

Essence: 1
Personal: 13
Peripheral: 33 / (23)
Committed: 10
Willpower: 8

Join Battle: 5 +3i

Dodge DV: 4
Parry DV: 3
Resolve: 3
Guile: 1

Soak
Natural: +2
VGF: +1
Armored: +8, +7 Hardness
Total: +11

Virtuous Guardian of Flame
Parry DV: 6
Per Roll: 10
Soak: 6
Health: 6 -0 levels
 
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Sjet
S1-0-0

The Saint of Valour advances shield first through a wall as if it isn't there, radiating an icy burst of spectral power that's almost refreshing in this heat, raining shattered plaster and rough-hewn brickwork around him. The warriors escorting you have become more comfortable as they witness first hand the efficacy of your virtuous guardian in warding off enemy arrows and javelins assailing them through windows or doors. You emerge with them amongst the water barrels in a fishmonger's shop near the base of the market tower, from which the market guard of House Akechi looked down over the stalls below to keep order over trade. From the bodies in the street, it looks like they fought to the last and made the enemy pay. Burials will have to come later.

The mist is obviously unnatural when it rolls in. It takes no Exalted eyes to see that. You can see more, though. You can see the tendrils of essence running through it, could maybe even trace them back to their source. It's thick, you can barely see a few metres in front of you, but your essence sight can see further. Looming out of the mist, not as a shadow but a glowing bundle of dangerously swollen meridians, is a hulking tower of a man. The sorcery performed on him is artful and terrible. You can see the link to some distant great spirit of earth pouring foreign essence into his meridians to empower him, but at such terrible cost. Every minute he fights like this must be costing him days, perhaps even months of his life. He must have been an incredible physical specimen to have survived the procedure at all. You can see the gates constructed to throttle the flow have all been thrown open, and as he lifts his arms high over his head and his essence flows deep into the ground you realize he means to bring some great and terrible weapon down and sunder the ground beneath you.
 
Seeing that man in front of her sends a cool down her back. Sjet sticks to the shadows as much as possible, using them both as cover and tapping into them to hemp power her spell. Marshaling her strength, using the fallen bodies of the defenders as an additional focus of her rage, Sjet grinds her teeth together as the sorcerous power fills her to the point that it feels like sheet is about to burst. Finally, she stands and points her hand at the monstrous man and unleashes her spell! "Death of Obsidian Butterflies!"
Gong for a full Excellency, along with my stunt and the bonus motes I get from being in stealth/shadow I should be able too fire this off in one roll.

Just barely made it. 8 succeeded rolled, 5 from being in shade and cover, one from the hearthstone, and one from my Willpower for all fifteen needed.

Charms/Spells in Use:
Virtuous Guardian of Flame
Uncanny Perception Technique
All Encompassing Sorcerers Sight
Burning Eye of the Deliverer
Sorcerers Burning Chakra

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

Essence: 1
Personal: 13
Peripheral: 33 / 23
Committed: 10
Willpower: 8 / 7

Join Battle: 5 +3i

Dodge DV: 4
Parry DV: 3
Resolve: 3
Guile: 1

Soak
Natural: +2
VGF: +1
Armored: +8, +7 Hardness
Total: +11

Virtuous Guardian of Flame
Parry DV: 6
Per Roll: 10
Soak: 6
Health: 6 -0 levels
 
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Sjet
S1-0-0

You work miracles, weaving shadows into potent weapons against your enemies, but sometimes even miracles are not enough. In the fraction of a second before you can unleash your spell, the maul strikes home with a force that shakes the earth's bones, and yours for good measure. The ground heaves, splits, and erupts, turning your world briefly upside down in a hail of stone shards and treacherous footing. The soldiers around you cry out in alarm and terror, the scent of blood fills the air, and out of the corner of your eye the man next to you impaled on a metre long stone spike.

Hirom is launching an unblockable withering attack with 12 dice! Everyone standing on the ground within Close range of a line extending out to Short range must make a difficulty 4 Stamina + Athletics check or fall prone.

Only 3 hits on the attack roll! If you don't fall prone, you'll dodge it. If you do, the defense penalty might get you.

Afterwards we'll roll JB
Garret & Pandemos
S1-0-0

Garret, you lead your war party to what seems to be a dead end. The Captain touches a stone, and again the stones slide smoothly away to reveal a small stairway up into an abandoned basement choked with rubble. Clearing it, you ascend through the ruined floor into the little bakery you used to visit for sweetbreads before shift. The family who runs the place fled for the countryside two days ago. You hope they're doing okay, but from the looks of things there won't be much to return to. The building is fire damaged, and stranger still, choked with an unnaturally dense fog that wasn't here when you descended from the Cothon. You hear sounds of battle nearby, the distant chanting of the enemy, and the rumbling of the earth, first rhythmic and distant but closing, then suddenly, violently, and from nearby. Sounds are muffled and distorted in the fog, but perhaps your senses are keen enough to find the way.

Roll Perception + Awareness to identify the direction of the battle! Difficulty is 3, but there's a -3 penalty from the fog. If you succeed, roll JB. Otherwise, you'll try again with a bonus next round.
 
Once Garret makes it up to street level, he frowns at the sight of the fog. It wasn't like this before; it was a cloudy day but not foggy. With a finger to his mouth to signal quiet, he drops to one knee and really listens. There. He could hear the sounds of fighting all around, but where was the closest fight? Using his experience with the layout of the streets, he makes his best guess and points, getting to his feet once more and hefting the sledgehammer.

With as much stealth as he can muster, the big man sets out to find a good target to test his newly found strength on.

Spending 4m on Sense Sharpening Change to reroll any 1's and to eliminate 1 die of environmental penalties.

3 successes

Health Levels
-0 [ ] ([ ] DBT)
-1 [ ][ ][ ][ ][ ] - [ ][ ][ ]
-3 [ ][ ][ ][ ][ ]
Incapacitated [ ]

Essence: 1
Personal: 16
Peripheral: 38 / 34
Committed: 11
Willpower: 5

Dodge DV: 2
Parry DV: 6
Guile: 1
Resolve: 4

Join Battle: 9 +3i

Soak
Natural Soak: 5 (14 in DBT)
Armored Soak: +11, 10 Hardness
Combined: 16 (25)
 
Sjet & Garret & Pandemos
Water Aspect DB
E3
Join Battle 9 (+5/5m)
Evasion 4 (+2/4m), Parry 5 (+3/6m)
Black Jade Grimcleavers: 12 dice (+5/5m); 14L/5
Clinch: 8/8
Black Jadescale Cloak: Soak 11/8

Stealth 9 (+6/6m); Senses 8 (+5/5m)
Sorcerously Enhanced Mortal
Evasion 2, Parry 4
Bronze Maul 9 dice; 16/3; Smashing
Clinch 7/10
Soak 12/6

Resolve 4
Guile 2

Can be Distorted by a Sorcerer! Difficulty 3, 10 successes required.

Stoneskin
Stength of the Earth
Tremorstrike
Massive Bronze Construct Powered by a Bound Elemental
E4
Evasion 1, Parry 3
Trample: 10 dice; 22/5; Smashing
Gore: 14 dice; 18/4; Piercing
Soak 16/10

Resolve 5
Guile 1

Legendary Size

Can be Distorted by a Sorcerer!
Extended test, Difficulty 4, requires 15 successes.
Mortal Thaumaturges
Size 1 (about 20)
Magnitude 9
Evasion 3, Parry 2
Soak 4/0
Size 2 Battlegroup of Mortal Warriors
Magnitude 9
Drill Average
Join Battle 5
Movement 4
Evasion 4
Parry 5
Soak 9
Axes 8 dice; damage 13/2
Senses 4
Resolve 2
Guile 1
Appearance 1
Size 1 Battlegroup of Blessed Mortals
Drill Average
Join Battle 6
Movement 9
Evasion 5
Parry 3
Soak 6
Javelins 11 dice damage 13/1 Range Medium
Martial Arts 9 dice damage 8/1
Senses 6
Resolve 2
Guile 1
Appearance 1

Slow Fall + Glide
Wind-Guided Missiles
Wall-Climbing
Sorcerously Enhanced Mortal
Join Battle 8
Movement 12
Evasion 6
Parry 3

Javelins 13 dice damage 13/1 Range Medium
Martial Arts 9 dice damage 8/1

Senses 8

Resolve 3
Guile 3

Can be Distorted by a Sorcerer! Difficulty 3, 10 successes required.

Stormfront Strike (Targets of her ranged attacks are easier to hit for allies this turn.)
Windwalking
Hurricane Shield (Penalty to ranged attacks against her and nearby allies; can reflexively defend other with evasion against ranged attacks)
Mortal Possessed by Mor'du
E4
Join Battle 11
Movement 11
Evasion 4 (+2/4m)
Parry 6 (+2/4m)

Ancient Spear 14 dice (+2 sux/4m) damage 14/3
Clinch 9/Control 11

Senses 9

Resolve 5
Guile 4

Elephant's Might
Inspiring Prowess
Dauntless
Size 2 Battlegroup of Mortal Warriors
Magnitude 4/9
Drill Average
Join Battle 5
Movement 4
Evasion 4
Parry 6
Soak 10
Spears 8 dice; damage 12/1
Senses 4
Resolve 2
Guile 1
Appearance 1
Hirom 14i (+1i for hitting, +4i from Sjet, +5i from Crashing Sjet) [ENGAGED with Saint of Valour]
The Blackscale 13i [Stealthed - 10 successes]
Saint of Valour 9i
[ENGAGED with Hirom]
Bronze Tide Warband 7i [Action delayed]
Wind Dancers 7i [Action delayed]
Garret 6i
Elishar 5i
House Warriors 5i
Aurochs 3i
Chanters 3i
Sjet 0i - Crashed! (3 turns to reset)

The earth churns and casts Sjet violently to the ground, jagged fragments tearing at her skin but the largest only grazing her. She is down, and bloodied, but not out. Then the war chants begin, and the enemy charges, and that distant rumbling becomes louder and more insistent. Soon it will be loud enough to shake her bones. It can only be the great bronze Aurochs charging, still some distance away in the mists.

That's a problem for future Sjet. More immediately, the hulking man looms out of the mists. His skin is covered in rough rock inclusions forming a hard outer shell except over his joints. His This has extended even to his eyes, which are white and calcified. He's certainly blinded by this, but you can see the essence extending from his feet into the earth around him. He can likely sense anything that touches it. He carries a massive bronze hammer over his shoulder, one end coated in fragments of stone and earth from where he must have driven it into the ground moments ago. He looks in Sjet's general vicinity balefully. His voice is deep and gravelly, and it seems he has difficulty moving his stone-encrusted lips, "I hear you cut the Blue Heron crew to ribbons, little Sorcerer. I am Hirom, Archon of Earth for the Girda Migdon, and I'm going to break those hands before you butcher anyone else."

"Cover her! Get her to the tower!" The strange whisper of the Saint of Valour carries impossibly well even over the din of pitched battle. It's like he's whispering commands in your ear. Even Garret, distantly, can hear it, and recognizes that voice well from the annual festival honouring Mor'du. Those House soldiers who have regained their footing scramble to put themselves between the hulking stone man and Sjet.

Hirom anchors his feet in the earth and swings his massive hammer in a great and terrible arc. It impacts with a sickening wet sound of flesh reduced to pulp and the sharp crack of shattered bones as it cleaves through three warriors before coming to a halt on the Saint of Valour's shield with a great ringing of metal on metal. The blood of Sjet's former defenders splatters her face from where she lays on the ground, a thin layer of cold briny water from the shattered barrels of fish running down into the crater with her, the water stained blood red. She can see the collapsed wall between the fish shop and the market tower through the mist. Up those winding stairs is a prime vantage point for raining spells down on the enemy.

The Wind Dancers on the rooftops across the boulevard from the now completely ruined fishmonger's shop prepare a volley of spears to hurl into the defenders before their warriors charge, but they await their captain's orders to fire. Garret emerges from the ruined bakery directly under the Wind Dancers, arrayed on the roofs above him, their bright green cloaks whipping in the fierce wind surrounding their officer, which does something to clear the obscuring mist. She cuts a mysterious figure in a heavy hood, every inch of skin covered, but her eyes shine an eerie blue under the darkness of her hood, and the tiles beneath her feet are rimed in frost. You can hear the sounds of the Aurochs charging. It will be here soon, but by the sound of it pitched battle has already been joined across the boulevard. You can't see it from here, but you know that used to be the Kuyak's shop, where the market guard often went for lunch. The tower overlooking the market is nearby. You can see a golden light shining through the mist from that direction.

The Bronze Tide warriors are forming up for a charge out on the boulevard, but they're clearly waiting for something before they advance.

Hirom hits Sjet. Her evasion is 4-3 = 1, and with only 4i she can't buy herself enough Evasion to dodge without crashing herself, unless she assigns herself a Defining stunt, spends a WP, and spends 2i on her Charm. Let me know if you'd like to retroactively have done that!

Hirom goes first, attempting to pass through the House Warriors to reach Sjet, but they're a BG so they're Difficult Terrain so it takes two movement actions to get through them. In frustration he smacks them for 3 damage, reducing them to 4/9 magnitude. He regains the 1i he spent moving through a battlegroup with the hit. The Wind Dancers are holding their action until Elishar can attack, as following her attack grants them bonuses.

The Saint of Valour is going to Engage Hirom. This is a mechanic I'm inventing to make Exalted combat more tractable. NPCs can Engage one another, taking both out of the fight unless something changes. They're still valid targets, but mechanically they'll be considered fighting each other until someone intervenes or the fight is otherwise decided. If one NPC is much stronger than another, they'll Overwhelm the weaker one, removing them from the fight. A weaker NPC can engage a stronger one in this way to delay them at the cost of their own life.

Hirom and the Saint of Valour are at Short Range from Sjet, and Medium range from Garret.
Garret is at Short Range (vertically) from the Wind Dancers and Elishar.
The Aurochs is at Medium range from Sjet and Garret. It sounds like it's charging at Sjet.
Who knows where the Blackscale is, unless someone wants to try a Perception check to beat her 10 stealth successes.

Garret is up at 6i!

Droplets
Size 1 Battlegroup of Mortal Warriors
Magnitude 8
JB: 6
Movement: 4
Evasion 2
Parry 4
Soak 9
Spears: 8 dice 12/1 dmg; Piercing

Senses 4
Resolve 2
Guile 1
Size 1 Battlegroup of Civilians With Slings
Magnitude 8
JB: 3
Movement: 4
Evasion 3
Parry 2
Soak 3
Slings: 6 dice 8/1 dmg; Bashing

Senses 3
Resolve 1
Guile 1
Mortal Warrior-Priest
JB: 5
Movement: 4
Evasion 2
Parry 3
Soak 8
Spear: 7 dice 11/1 dmg; Piercing

Senses 4
Resolve 3
Guile 2
Command 6
Size 1 Battlegroup of Zombies
Magnitude 6/14
Drill Poor
JB 2

Bite 6 dice; 17/1 damage

Evasion 2
Parry 0
Soak 3

Senses 3
Resolve 1; Guile 1
Temple Guard: 6i
Slingers: 5i
Anais: 4i

Droplets 4i
Zombies: 3i
Thousandfold Wings: ?i

Thousandfold Wings' keen and multifaceted eyes miss nothing, and you are well prepared for the young men and women concealed on the roof when they unleash their slings and hurl bricks and other detritus down at you and your shambling horde. The obsidian crowned leader of the enemy cries for your blood, already running generously down your shirt and brow, and the warriors charge after the slingers finish firing, a chanted prayer to the volcano on their lips. Some of your shambling horde collapse unmoving in the assault, but plenty remain.

You and the zombies suffer a ranged attack with 2 successes. After that, the spears attack you and the zombies with a whole 1 success, plus onslaught.
Hits the Zombies on both counts, dealing 3 and 5 damage, respectively, for a total of 8.
 
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Garret's attack, take two.

Garret sees that the Aurochs is getting ready to charge the small group of city defenders and he decides they it calls for some kind of distraction. He charges forward at high speed, and with his free hand he reaches out and scoops up a hunk of stone rubble. With a massive roar he hurls the stone with all his strength at the Aurochs and readies himself for its charge.


A withering attack. Using both my Dex and Str Excellencies to try and hit the target, along with a point of Willpower to try and boost my chances.

Dex 4 + Thrown 2 + Short Range 4 + Stunt 2 = 12 dice

Edit: total of 8 successes to hit

Sense Sharpening Change to reroll any 1's and to eliminate 1 die of environmental penalties on hearing perception rolls active.

Health Levels
-0 [ ] ([ ] DBT)
-1 [ ][ ][ ][ ][ ] - [ ][ ][ ]
-3 [ ][ ][ ][ ][ ]
Incapacitated [ ]

Essence: 1
Personal: 16
Peripheral: 38 / 25
Committed: 11
Willpower: 5 / 4

Dodge DV: 2
Parry DV: 6
Guile: 1
Resolve: 4

Join Battle: 9 +3i

Soak
Natural Soak: 5 (14 in DBT)
Armored Soak: +11, 10 Hardness
Combined: 16 (25)
 
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Droplets

The partial decimation of the zombies was a surprise, but then, she never commanded zombies in battle before, and seem to have overestimated their capabilities, and the fear they might instill in their foes. But mistakes like are something one can fix, and she fully intended to do so.
She threw back her hood, revealing all of her hideous form, and gave a smile to those who saw her, before she closed her eyes, to listen to the voices that were implanted in the back of her mind at her Second Breath. Those voices, usually just a whisper, grew to a cacophony as she let herself immerse herself in them. And as they reached a Crescendo, she opened her eyes, that were burning with white sickly light, and realized that as the voices within her grew, so was her own voice, calling on the names of these forgotten titans, and other vile things of the Underworld, and at the same time, her own dark essence, roiling at the audacity of these mortals against Death's Lawgiver.
She was gathering necrotic motes, seeping up from the Underworld, and from the corpses of the zombies, both animate and inanimate, to unleash her terrible spell.

When she sees her spell isn't complete, she points at the captain, and howls at Thousandfold Wings "Bring her down!"

She spends 6 motes on her Occult Excellency to her Shape Necromancy action, and is gonna flurry it with giving command to her Familiar, via Deathknight's Faithful Beast, which cost 4 more motes.

Shape Necromancy - Int 3, Occult 3, Necromancy specialty, 6 dice from Excellency, 3 dice from channeling Whispers, -3 from Flurry, for a total of 13 dice, and adding 2 stunt dice, for a one die stunt, so a total of 15 dice. - 8 Necromantic motes gathered, out of 13 needed to cast the spell.
Deathknight's Faithful Beast - Cha 3, Survival 4, 2 stunt dice from a one die stunt, -3 dice from flurry, for a total of 6 dice. Each Success adds one die to the Familiar's action to follow the command.

Health Levels
-0x1
-1x3
-2x4
-4x1
Ix1

Essence: ●
Personal: 13
Peripheral: 13/33
Committed:
Willpower: ●●●●●

Join Battle: 6

Parry: 2
Evasion: 2

Total Soak 3
Hardness 0

Guile: 4
Resolve: 3

Thousandfold Wings
The creature was biding it's time, not wanting to get caught in the midst of the terrible power it's mistress was gathering. But when the command is given, it flies down behind the captain, sensing the heat of it's body, and how such a body would serve as a good host for it's eggs.

8 Dice to attack normally, +3 from Ambush Hunter, +2 from One die Stunt, and +4 from Deathknight's Faithful Beast, for a total of 17 dice on the Withering Attack.

6 successes, which is 3 more than her Parry. So 13 dice on the damage. I forgot to reduce the damage rolled by her soak of 8. So will count only the first 5 dice, so a total of 2i damage to the captain, and 3i added to Thousandfold Wings, for a total of 11i

Zombies
The zombies try to strike at the humans in front of them, but are rebuffed by the soldiers.

Size 1 Battlegroup of Zombies
Magnitude 6/14
Drill Poor
JB 2

Bite 6 dice; 17/1 damage

Evasion 2
Parry 0
Soak 3

Senses 3
Resolve 1; Guile 1
 
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Sjet & Garret & Pandemos
Water Aspect DB
E3
Join Battle 9 (+5/5m)
Evasion 4 (+2/4m), Parry 5 (+3/6m)
Black Jade Grimcleavers: 12 dice (+5/5m); 14L/5
Clinch: 8/8
Black Jadescale Cloak: Soak 11/8

Stealth 9 (+6/6m); Senses 8 (+5/5m)
Sorcerously Enhanced Mortal
Evasion 2, Parry 4
Bronze Maul 9 dice; 16/3; Smashing
Clinch 7/10
Soak 12/6

Resolve 4
Guile 2

Can be Distorted by a Sorcerer! Difficulty 3, 10 successes required.

Stoneskin
Stength of the Earth
Tremorstrike
Massive Bronze Construct Powered by a Bound Elemental
E4
Evasion 1, Parry 3
Trample: 10 dice; 22/5; Smashing
Gore: 14 dice; 18/4; Piercing
Soak 16/10

Resolve 5
Guile 1

Legendary Size

Can be Distorted by a Sorcerer!
Extended test, Difficulty 4, requires 15 successes.
Mortal Thaumaturges
Size 1 (about 20)
Magnitude 9
Evasion 3, Parry 2
Soak 4/0
Size 2 Battlegroup of Mortal Warriors
Magnitude 9
Drill Average
Join Battle 5
Movement 4
Evasion 4
Parry 5
Soak 9
Axes 8 dice; damage 13/2
Senses 4
Resolve 2
Guile 1
Appearance 1
Size 1 Battlegroup of Blessed Mortals
Drill Average
Join Battle 6
Movement 9
Evasion 5
Parry 3
Soak 6
Javelins 11 dice damage 13/1 Range Medium
Martial Arts 9 dice damage 8/1
Senses 6
Resolve 2
Guile 1
Appearance 1

Slow Fall + Glide
Wind-Guided Missiles
Wall-Climbing
Sorcerously Enhanced Mortal
Join Battle 8
Movement 12
Evasion 6
Parry 3

Javelins 13 dice damage 13/1 Range Medium
Martial Arts 9 dice damage 8/1

Senses 8

Resolve 3
Guile 3

Can be Distorted by a Sorcerer! Difficulty 3, 10 successes required.

Stormfront Strike (Targets of her ranged attacks are easier to hit for allies this turn.)
Windwalking
Hurricane Shield (Penalty to ranged attacks against her and nearby allies; can reflexively defend other with evasion against ranged attacks)
Mortal Possessed by Mor'du
E4
Join Battle 11
Movement 11
Evasion 4 (+2/4m)
Parry 6 (+2/4m)

Ancient Spear 14 dice (+2 sux/4m) damage 14/3
Clinch 9/Control 11

Senses 9

Resolve 5
Guile 4

Elephant's Might
Inspiring Prowess
Dauntless
Size 2 Battlegroup of Mortal Warriors
Magnitude 4/9
Drill Average
Join Battle 5
Movement 4
Evasion 4
Parry 6
Soak 10
Spears 8 dice; damage 12/1
Senses 4
Resolve 2
Guile 1
Appearance 1
Garret 16i
Hirom 14i (+1i for hitting, +4i from Sjet, +5i from Crashing Sjet)
[ENGAGED with Saint of Valour]
The Blackscale 13i [Stealthed - 10 successes]
Saint of Valour 9i
[ENGAGED with Hirom]
Bronze Tide Warband 7i [Action delayed]
Wind Dancers 7i [Action delayed]
Elishar 5i
House Warriors 5i
Chanters 3i

Sjet 0i - Crashed! (3 turns to reset)
Aurochs -1i - Crashed! (3 turns to reset)

The huge fragment of stone Garret grabs from the ruins of the bakery turns out to be most of an oven, and he hurls it with such force that when it shatters on the Aurochs' bronze hide it visible skids left, hooves scrabbling to keep its footing, delaying but not quite entirely derailing its charge. You think the bakers would be proud.

There's a brief pause as the Bronze Tide warriors take in your brilliant glowing anima and the size of the hunk of stone you just hurled. The woman on the rooftop behind barks, "Still the Sorcerer! That one's later. Ready? Unleash!" A torrent of wind-guided spears arc over Garret's head and home in on Sjet, still lying prone in the crater. The flaming sword bats aside the first spear, its wooden haft reduced to drifting ashes in a burst of flame. A dozen more follow, all hanging for a moment protruding from the sword before it ignites them all in a brilliant flash and vanishes, spent for the moment. Nothing now protects Sjet from the enemy except the House warriors still regaining their footing and the Saint of Valour, who even now dances with Hirom, spear strikes fracturing stone as his great bronze hammer seeks to punish any lapse in the old ghost's footwork.

The Bronze Tide warriors steel themselves and, with a great war chant to psyche themselves up, charge Garret before he can do any more harm to the Aurochs. They move quickly to surround him in the fog, and charge from all sides with their bronze axes shining in the reflected light of his anima.

Psychie, you only rolled to hit! You need to resolve your damage, too. I'll do it for you this time. The Aurochs has 3 Parry and 16 Soak. You're creating an Improvised Heavy Thrown weapon. So +11 damage, +3 Accuracy for Short range. That's 11 dice, not 12, but the final die was a miss anyway. Your Strength is 5, so that's 16 damage plus 5 net hits minus 16 soak for 5 damage dice.

4i damage! That crashes the Aurochs, bringing Garret up to 16i

Elishar and the Wind Dancers hurl javelins at Sjet and the soldiers guarding her. 13 dice for Elishar and 11 dice for the Wind Dancers. They gain a free success on their attack from the Chanters, and the Wind Dancers gain a second free success from Elishar. Sjet gains cover from the difficult terrain she's prone in.

The Virtuous Guardian of Flame easily deflects Elishar's spear, but the volley that comes in after it proves too much and the Virtuous Guardian takes 7i damage. That's enough to Crash it, destroying it for the scene! (It turns out JB is really important for making your VG tougher!)

6 dice to Command the Bronze Tide Warriors gets them to 11 dice. They score 3 hits on their attack. Garret can't parry with a weapon, as he just threw a giant rock, and his Evasion is currently 2. Their damage is 13 dice.

Droplets
Size 1 Battlegroup of Mortal Warriors
Magnitude 8
JB: 6
Movement: 4
Evasion 2
Parry 4
Soak 9
Spears: 8 dice 12/1 dmg; Piercing

Senses 4
Resolve 2
Guile 1
Size 1 Battlegroup of Civilians With Slings
Magnitude 8
JB: 3
Movement: 4
Evasion 3
Parry 2
Soak 3
Slings: 6 dice 8/1 dmg; Bashing

Senses 3
Resolve 1
Guile 1
Mortal Warrior-Priest
JB: 5
Movement: 4
Evasion 2
Parry 3
Soak 8
Spear: 7 dice 11/1 dmg; Piercing

Senses 4
Resolve 3
Guile 2
Command 6
Size 1 Battlegroup of Zombies
Magnitude 6/14
Drill Poor
JB 2

Bite 6 dice; 17/1 damage

Evasion 2
Parry 0
Soak 3

Senses 3
Resolve 1; Guile 1
Thousandfold Wings: 12i
Temple Guard: 6i
Slingers: 5i
Droplets 4i
Zombies: 3i
Anais: 1i

The temple warriors deftly ward off the shambling zombies with their long spears, keeping the gnashing teeth and grasping claws of the hungry dead at bay. Thousandfold Wings takes the captain by complete surprise, and she is only spared a grisly death by the cast bronze plate under her red robes. She whirls to face the giant wasp and its vicious stinger, entirely distracted from commanding her people.

Captain Anais was Surprised, so she had a -2 to her defense. Let's roll 2 more damage dice!

Thousandfold Wings is up again!

The Pole of Water Teahouse - Scattered Coins District - Yu-Shan - 8 Ascending Fire, RY 765
Nott

S0-0-0
Tachyon Tachyon

The Pole of Water is a towering cylindrical column of water that rises high into the sky, its crystal clear waters offering spectacular views of the teeming cavernous street markets, boisterous drinking halls, bustling casinos, blue lanterned brothels, and noisy tenements that this neighbourhood a nightlife mecca for down on their luck gods, all from a safe remove. The riffraff can scarcely afford these lofty heights.

You sit on a lily pad at a low table surrounded by a hemispherical bubble of air, free floating in this column of water. Around you swim schools of many-hued tropical fish. Large chunks of rock float like small moons covered in vibrant coral reefs. You see other nearby private bubbles, some with pearlescent privacy screens up, most with them down - the better to see and be seen. Clusters of private bubbles form around larger bubble-kitchens. Further up and down the column you can see larger bubbles for emporia, drinking establishments, restaurants, theatres, spiritual advisers, diviners, and other lucrative businesses. Outside from the ruddy glow of the sky and the burgeoning storm you can see Mars has just taken the lead in the Games.

Sitting across the table from you is a woman with hooded liquid gold eyes filled with stars and lined with black kohl, the rest of her face obscured by a yellow silk half-veil. Her prosthetic hand of golden sand changes shape with nervous energy, glass fingernails rapping on the lacquered table. Her other hand lifts a lily to the circular hole in the centre of the table where two small bubbles of tea float up, steaming. As the lilly approaches, it blossoms and she catches one bubble in her blossom-cup. She draws it back and takes a small sip, gesturing for you to follow suit.

It tastes like home. This is your family's cultivar, from ten years ago if your palette doesn't lie. A fine harvest, preserved as if it were picked yesterday. Eltriss' voice carries the fond smile you cannot see except by the crinkle by her eyes which follow a nearby angelfish, "Na-Gane [Celestial Mandarin of Tea, proprietress of this teahouse.] sends her regards to your family in these trying times. She inquired as to whether you might find time in your busy schedule to convey her regards in person and purchase some choice samples." Yes, your family is in danger. We're concerned. The Southwestern situation is being poorly managed. It calls for a personal touch. She takes another sip. "Naturally I informed her your work for the Bureau left no time for filial piety, and I couldn't begin to speculate where the Forbidding Manse would send you, but should your work happen to take you to the Isles, I would pass on the request of an old friend." You will be assigned. "Your family estate is built on something of a secret, isn't it? Fateful, yes? I think we would all like to see your family's plantations remain healthy and productive. I remember they were most beautiful in spring." Disregard your orders. You will ensure the secrets of the island are only revealed to those who will use them wisely in defence of the Southwest. We believe it is time. She looks at you with genuine concern, "How are you holding up?" Any questions? Will you do this thing? Also, how are you holding up?
 
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Garret knows that his thick skin will be able to turn most of the spears aimed against him, but he also realizes that there is no shame in being cautious, and he once more pumps some Essence into his Dexterity, making his large form twist out of the way of the worst of the attacks faster than it appears to be possible.
Using Dexterity Excellency to raise my Dodge DV to 3, and the stunt to boost it further to 4, hopefully evading all the spears. If not, my Soak is 14.

Sense Sharpening Change to reroll any 1's and to eliminate 1 die of environmental penalties on hearing perception rolls active.

Health Levels
-0 [ ] ([ ] DBT)
-1 [ ][ ][ ][ ][ ] - [ ][ ][ ]
-3 [ ][ ][ ][ ][ ]
Incapacitated [ ]

Essence: 1
Personal: 16
Peripheral: 38 / 23
Committed: 11
Willpower: 5 / 4

Dodge DV: 2
Parry DV: 6
Guile: 1
Resolve: 4

Join Battle: 9 +3i

Soak
Natural Soak: 5 (14 in DBT)
Armored Soak: +11, 10 Hardness
Combined: 16 (25)
 
Sjet coughs out at the dust in the air and can taste blood in her mouth. With a grunt of pain from the twinge in her ribs, Sjet claws her way to her feet. She is angry that these fools would dare to attack her! She looks up to see a woman giving orders to have the javelin-throwers try and kill her. Time to dish some hurt out on her! She claws her way to her feet, spinning a stone in her sling before firing it off up at the other woman, trying to drive her off of the edge of the roof.
Using 1m on Precision of the Striking Raptor to get the Close range bonus, along with 8m on my Thrown Excellency.

Disregard the first three die rolls.
8 Successes to hit her DV of 6
Damage of a normal sling is +7; what is h er soak?

Charms/Spells in Use:
Virtuous Guardian of Flame - Crashed
Uncanny Perception Technique
All Encompassing Sorcerers Sight
Burning Eye of the Deliverer
Sorcerers Burning Chakra

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

Essence: 1
Personal: 13
Peripheral: 33 / 14
Committed: 10
Willpower: 8 / 7

Join Battle: 5 +3i

Dodge DV: 4
Parry DV: 3
Resolve: 3
Guile: 1

Soak
Natural: +2
VGF: +1
Armored: +8, +7 Hardness
Total: +11
 
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Thousandfold Wings
Sensing an advantage on the captain, that was surprised by it's earlier attack, Thousandfold Wings circles around, and when the captain isn't fast enough to turn it's head, it strikes with it's sting at it's back, seeking to implant it's eggs.

As the eggs are implanted, the captain can hear almost a hiss of glee from the oversized insect.

8 dice + 2 dice from a one die stunt, for a Decisive Attack. 5 successes, so it beats her Parry by 2, and can roll 11 dice of damage.
Since there's no Soak against Decisive attack, the captain takes 4 wounds, and Thousandfold Wings is reset to base Initiaitive


Essence: 1; Willpower: 2; Join Battle: 4 dice
Health Levels: −0/−1/−2/−4/Incap.
Actions: Fly: 7 dice; Senses: 4 dice (see Host Scent); Stealth: 9 dice; Tracking: 3 dice (see Host Scent)
Resolve 1, Guile 1

Combat​

Attack (Sting): 8 dice (Damage 10)
Combat Movement: 7 dice
Evasion 5, Parry 2
Soak/Hardness: 1/0
 
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Nott's eyes dart between the various bubbles from underneath his hood. Eyes hued green not of envy, but by the touch of Jupiter. Although he hid it well, he was often fascinated by the various locales and milieu of the Celestial City. His gaze lingers slightly on those with privacy screens up, fruitlessly trying to penetrate their pearlescent sheen. Since Exaltation it had been his nature to seek that which is hidden from view, to the point of it becoming more of an annoying tick than professional acumen. Perhaps he will tame it in time. He hoped so.

Nimble fingers delicately grasp his cup as he slowly lowers it from his chin. He studies Eltriss' face and listens her words. The double-speak had come to him quickly, he always had a way and fascination with words himself. Rearranging them, twisting them, looking at the space between words and sentences to find what's not there. Often what was not said struck harder than any words could.
Visually he was less successful. He was good at reading people, but as the golden starlight from Eltriss' eyes met the emerald sheen of his own, his mentor remained as unreadable as ever.

"Please, tell Na-Gane that I appreciate her inquiry and take her interest as a compliment. What were these choice samples she sought? Any particular flavours that are of extra interest? I'm not always aware yet of what's vogue in heaven." What troubles can I expect? What dangers does family face? "This one is actually one of my favorites." he says as he takes another sip. "Its complexities dance on my tongue, as long as it's not too hot." I'm good. Everything is a lot to take in, but I can manage
 
Droplets

Her spell not yet complete, she knew she had to take these mortals out, or at least cripple them enough to never want to face her again. But seeing Thousandfold Wings triumphantly sting the captain, putting a cramp in it's ability to do much, gave her the much needed boost to finish her spell. There was something very satisfying about knowing that maggots will be eating out the captain, so she stepped back a bit, to try and leave the captain out of the way of her spell. After all, the whispers in her mind, who have receded back to their soft whispers, did want to see the living suffer for as long as possible.
And then, in a flash of white light, a sphere of ivory forms in her hand, and she drops it at her feet. A wave of white light erupts, covering everything and everyone out to Short Range, as the light seems to pull the flesh of the livings' bones. Her essence roils, as her anima turns totemic, and it looks like a vast cloud of icheumon hunters is gathering above and around her.

She spends 6 motes on her Occult Excellency to her Shape Necromancy action. Gathered 13nm. Spending 5 motes on her Perception+Occult attack roll. and spending Willpower, to deal as much damage to the battle groups as possible.

Shape Necromancy - Int 3, Occult 3, Necromancy specialty, 6 dice from Excellency, for a total of 13 dice, and adding 2 stunt dice, for a one die stunt, so a total of 15 dice.
Attack - Per 2, Occult 3, Necromancy specialty, 5 dice from Excellency. 4 successes on an unblockable attack. Dealing 5 damage to the Slingers (1 extra success, 3 int and 1 Essence), and 6 damage to the Temple Guards (2 extra successes, 3 Int, and 1 Essence).

Health Levels
-0x1
-1x3
-2x4
-4x1
Ix1

Essence: ●
Personal: 13
Peripheral: 13/33
Committed:
Willpower: ●●●●●

Join Battle: 6

Parry: 2
Evasion: 2

Total Soak 3
Hardness 0

Guile: 4
Resolve: 3
 
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Sjet & Garret


Elishar effortlessly steps aside to avoid the sling, her only injury her pride. She intensifies the strength of the winds swirling around her, the better to deflect future missiles. The ground rumbles and shakes as the Aurochs regains its footing and resumes its charge. Sjet can see it looming out of the mist, a massive dark shape bearing rapidly down upon her. There is hope, though, for equally quickly the mist brightens as a fearsomely bright silver light approaches.

[Garret is up at 16i! You may attempt a Difficulty 10 Feat of Strength to halt the Auroch's charge without being trampled, if you wish, or attempt to get Sjet out of the way.]
 
Droplets
Size 1 Battlegroup of Mortal Warriors
Magnitude 2/8
JB: 6
Movement: 4
Evasion 2
Parry 4
Soak 9
Spears: 8 dice 12/1 dmg; Piercing

Senses 4
Resolve 2
Guile 1
Size 1 Battlegroup of Civilians With Slings
Magnitude 2/7
JB: 3
Movement: 4
Evasion 3
Parry 2
Soak 3
Slings: 6 dice 8/1 dmg; Bashing

Senses 3
Resolve 1
Guile 1
Mortal Warrior-Priest
JB: 5
Movement: 4
Evasion 2
Parry 3
Soak 8
Spear: 7 dice 11/1 dmg; Piercing
Wound Penalty -2
HL 3/7

Senses 4
Resolve 3
Guile 2
Command 6
Size 1 Battlegroup of Zombies
Magnitude 1/14
Drill Poor
JB 2

Bite 6 dice; 17/1 damage

Evasion 2
Parry 0
Soak 3

Senses 3
Resolve 1; Guile 1
Temple Guard: 6i
Slingers: 5i
Droplets 3i

Zombies: 3i
Thousandfold Wings: 3i
Anais: 1i

The slingers continue to desperately hurl stones and bricks at the shambling dead while the spears of the temple guard struggle to hold them back. The captain grudingly yields a ragged cry of pain as Thousandfold Wings stinger bites into her unprotected side. Grimacing through the pain she attepts to return the favour with her sword, but she is too slow.

The guard around her try to skewer the offending wasp with their spears as it darts back. Thousandfold Wings is too nimble and their spears find no purchase. The shambling dead are not so lucky, and between spears and stones more fall to earth, insensate again.

Then the foul necromancy radiates out in a terrible wave of ivory light, and the screaming begins. Flesh falls in bloody waves from bones, screams choked to silence in their own blood. The young slingers panic and flee as many among their number die, and the temple guard behind the front rank who bore the worst of the curse do not look eager to step forward to fill the gap.

The temple guard attack everyone, scoring 3 hits. The slingers attack the zombies and Droplets, scoring 4 hits. Anais tries to stab Thousandfold wings.

The zombies are up, then we're back to the Slingers and Temple Guard, but the slingers are kids and aren't tough enough for this.
 
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