[3 XP] Bureaucracy 1 - Training finishes on Ascending Water 26
SESSIONS PLAYED: 32
Session 1: 4 XP
Session 2: 5 XP
Session 3: 5 XP
Session 4: 5 XP
Session 5: 4 XP
Online Thread - The Search for a Weapon: 1 XP
Online Thread - Seeking a Thrill: 1 XP
Session 6: 5 XP
Session 7: 4 XP
Session 8: 6 XP
Session 9: 5 XP
Session 10: 5 XP
Session 11: 4 XP (not present)
Session 12: 5 XP
Session 13: 5 XP
Session 14: 5 XP
Session 15: 5 XP
Session 16: 5 XP
Session 17: 4 XP
Session 18: 5 XP
Session 19: 5 XP
Session 20: 5 XP
Session 21: 5 XP
Session 22: 5 XP
Session 23: 5 XP
Session 24: 6 XP
Session 25: 5 XP
Session 26: 5 XP
Session 27: 7 XP
Session 28: 5 XP
Session 29: 4 XP
Session 30: 5 XP
Session 31: 5 XP
Session 32: 6 XP
Session 33: 10 XP
WISH LIST
[2 XP] Bureaucracy 2 (1 week)
[4 XP] Integrity 3 (2 weeks)
[10 XP] Righteous Lion Defense (4 days)
[4 XP] Bureaucracy 3 (2 weeks)
[10 XP] 2nd Bureaucracy Excellency (2 days)
[10 XP] Speed the Wheels (5 days)
[4 XP] Performance 3 (2 weeks)
[10 XP] Respect Commanding Attitude (5 days)
[6 XP] Performance 4 (3 weeks)
[10 XP] 2nd Performance Excellency (2 days)
[10 XP] Heart-Compelling Method (6 days)
[8 XP] Hypnotic Tongue Technique (3 days)
Dice of the Heavenly Spectrum
Each has a different magic metal: Orichalcum, Starmetal, Moonsilver, Jade, and Soulsteel. An individual can infuse each die with a mote of essence and make one roll per day. Different combinations produce different effects. The duration of the effect is until sunrise, at which time the dice can be used again.
As a general rule for the individual rolls, if an exalt type rolls his or her associated metal, the effect is greater. When both dice show such metals, the effect is maximized. Soulsteel has a negative effect for all exalt types except Abyssal, where it has a positive effect. Abyssals who roll the dice receive negative effects from Orachalcum.
The dice can also be used to settle a bet. The loser of the game is subject to a curse until the bet terms are met. The game is played with each exalt rolling one die. A roll of their associated metal wins them the game, unless the opponent has also rolled his or her associated metal. In this case, another roll is made. If a player rolls their opposite metal (for Abyssals, Orachalcum, for all other exalts, Soulsteel) then the player loses the game unless the opponent has also rolled his or her opposite metal. In this case, another roll is made. If a player rolls his or her associated metal while the opponent rolls their opposite metal, then the terms of the bet are doubled within reason.
The number rolled on a ten sided die corresponds to the metals as follows:
0-9: Orichalcum
7-8: Moonsilver
5-6: Starmetal
3-4: Jade
1-2: Soulsteel
Roll Effects
Orichalcum/Orichalcum
Solars: +2 strength, +2 stamina, and +4 lethal and bashing soak.
Abyssals: Cannot spend peripheral essence in creation.
Others: good
Orichalcum/Starmetal
Solars: The charm Prior Warning is in effect for the duration.
Sidereals: great
Abyssals: The character's thread in the loom of fate is illuminated, bringing to attention an obvious blight on creation to anyone examining the loom.
Others: good
Orichalcum/Moonsilver
Solars: +3 accuracy and +3 defense in melee combat; +2 accuracy and +50 yards in ranged combat.
Lunars: great
Abyssals: bad
Others: good
Orichalcum/Jade
Solars: Grants solars the ability to use dragon-blooded reflexive charm rules at a cost of one additional mote for the charm. Alternative: +1 Charisma, +1 Manipulation, and +1 Appearance
Dragon-Blooded: great
Abyssals: bad
Others: +1 Charisma and +2 Presence
Orichalcum/Soulsteel
Solars: The character's virtues become off-balance affecting the character's personality. -1 Temperance, -1 Compassion, +1 Valor, +1 Conviction. Double the number of limit break points the character receives for the duration.
Abyssals: The character's virtues become off-balance affecting the character's personality. +1 Temperance, +1 Compassion, -1 Valor, -1 Conviction. Double the number of limit break points the character receives for the duration.
Others: bad
Starmetal/Starmetal
Sidereals: best case
Others: The character receives visions from the loom of fate throughout the day.
Starmetal/Moonsilver
Sidereals: great
Lunars: great
Others: The moon and stars aid the exalt. From dusk until dawn, the exalt receives +1 Athletics, +1 Awareness, +1 Dodge, +1 Larceny, and +1 Stealth.
Starmetal/Jade
Sidereals: great
Dragon-Blooded: great
Others: All attacks deal +3L damage, attack rate increases by 1, and the speed of attacks is reduced by 1 tick to a minimum of 3.
Starmetal/Soulsteel
Sidereals: interesting
Abyssals: The character loses its status as a creature of darkness for the day.
Others: There is an eerie silence after the dice fall; there is no flash of essence and no immediate effect. But the pattern spiders have been upset, and this exalt's strand in the loom of fate has a knot up ahead, usually within 24 hours of the roll. This roll has no effect if the character is outside fate.
Moonsilver/Moonsilver
Lunars: best case
Others: The character has a renewed sense of survival skills. +1 Stamina, +1 Survival, +1 Resistance, and +1 Ride. Increase the ability bonuses to +2 if the moon is out.
Moonsilver/Jade
Lunars & Dragon-Blooded: +1 Wits, +1 Manipulation, and +1 Dexterity
Others: +1 to Wits, Manipulation, or Dexterity, whichever is the character's primary attribute
Moonsilver/Soulsteel
Lunars: interesting
Abyssals: great
Others: The character physically ages at an accelerated rate. By the end of the effect, the character will appear extremely old and weak. Every 6 hours, the character suffers an additional -1 Strength, -1 Stamina, and -1 Appearance.
Jade/Jade
Dragon-Blooded: best case
Others: +1 Socialize, +1 Bureaucracy, and +1 Performance. Make this +2 if the ability is favored.
Jade/Soulsteel
Dragon-Blooded: interesting
Abyssals: The character gains the ability to regain essence in creation.
Others: Essence drains at 2 motes per hour starting from peripheral essence and proceeding to personal when the peripheral is depleted. The essence drain is visible as the caste mark on the forehead. This essence cannot be regained until the end of the effect.
Soulsteel/Soulsteel
Abyssals: The first person the character kills today will create a shadowland with a radius of Essence*50 yards that persists for one week.
Others: The character is haunted by visions from the underworld. Her thoughts and senses are clouded, resulting in -1 Perception and -1 Wits. She faces a small chance of stepping into the underworld; for example, she could get up from a botched athletics roll only to see the underworld.
Incapacitation
An exalt can take a great risk when taking an incapacitating blow by rolling the dice. The effect for Solar exalts is as follows if such a roll is made:
Orachalcum/Orachalcum
In one miscellaneous action, the Solar resurrects with full health, essence, and willpower restored.
Orachalcum/Any Other Metal
The Solar cannot be killed for the remainder of the dice effect's duration (usually overnight, or 24 hours)
Soulsteel/Soulsteel
In one miscellaneous action, the Solar resurrects immediately as an Abyssal exalted with full health, essence, and willpower restored.
Soulsteel/Any Other Metal
The dying Solar is presented to the Neverborn as a candidate for deathknighthood.