Layda Rolls + Stacking Items Clarification
Critian Caceorte
Currently Suffering from Space-Time Narcolepsy
- Location
- Washington State
Alright, so what do her charms actually do here?
Yes, Layda even without her Focus would be quite good at sneaking around. Having that Main Focus then boosts it to pretty high numbers, even without the conditional stuff.
Totalling it all up, her bonuses look like this. I assumed that for the most part she will only be acting within the Western (and Southeastern) Directions, so I added otherwise situational bonuses to her main stats. As a reminder, there is a stacking penalty for using multiples of the same item: 1 use is +10, the 2nd is +5, the 3rd is +2, the 4th is +1, and the 5th and beyond do nothing. However, using 2 different items that provide the same bonus (such as the artifact weapon and the amulet of strength together) offsets this rule, allowing the second item to provide its full bonus, while the third and so on continue with the usual stacking penalties.
This means that with the combo of Artifact + 2 Strength Amulets, the resulting total would not be 17 (10 + 5 + 2), but 22 (10 + 10 + 2). I debated on whether this rule would apply to situational items, and in the end came to the decision that if it boosts a specific category, it counts for that categories stacking penalty. If it doesn't boost a specific category, and instead just boosts rolls in general that align with a situation, then that has its own stacking penalty independent of the stat one. Obviously, this stacking rule only applies to Gifts, not Charm Themes. Thus, the Sea Whispers will count with the duo subordinate gods in terms of stacking penalty for Lead.
Altogether, that gets us:
Main Bonus: Sneak +70 (+30 Celestial, +10 Sea Whisper, +10 Lost Adversaries, +10 Another Locale, +10 Diverging Waves)
Other Bonuses: Fight +32 (+10 Celestial, +10 Artifact, +12 Strength Amulets), Lead +42 (+10 Celestial, +10 Sea Whisper, +10 Diverging Waves, +12 Subordinates), Make +20 (+10 Celestial, +10 Scavenged Ships), Talk +10 (+10 Celestial), +20 Recovery
Situational Bonuses: +10 to rolls dealing with Sailors, +10 to Fight / Lead events against ranged attacks, +40 Talk Recovery
Dice Tricks: Reroll first Fight Event that falls below Recovery Threshold.
Alright, with all of these details establish, I can finally get to rolling. For our First Event, Layda is going to try and sneakily use the skiff provided by Blue Crest Merchant (I'll get into boat mechanics in the biography, it won't be particularly relevant here) to move past the patrolling Lintha ships to reach their main island base. On the way, she's going to try and use her redirection abilities to move ships into crashing into one another to weaken their navy. Once that's done, and she has attempted to assassinate the Infernal Leader, Layda will signal her crew to sail in on the rafts and board the remaining Lintha ships as best as they can.
This is a 3-step process, with the objective of the first (That being Sneaking inside) mostly to serve as a way to generate a bonus for the third event, rather than a noteworthy achievement in and of itself.
Event 1 - Sneak
Roll Bonuses: +70 Base, +10 Sailors = +80
Roll Result: 58 + 80 = 138, a decent result. Layda gets through the enemy lines successfully, and crashes a few of their ships together, which will add a +20 bonus to her Third event roll.
Next is a Fight Event, where Layda will fight the Infernal Leader. Because the Leader is also a Lintha, I'm automatically applying the Sailor bonus to this roll as well. And, just to be accomodating, let's say the leader uses ranged attacks as well to get that bonus.
Event 2 - Fight
Roll Bonuses: +32 Base, +10 Sailors, +10 Shield = +52
Roll Result: 86 + 52 = 138 again? Huh. That... I might do something interesting for that. Anyway, the Leader is brought down, and now that their Infernal Ruler is dead, the Lintha will be left leaderless for step 3 of the plan.
Step 3 of course being "Mop up the rest"
Event 3 - Lead
Roll Bonuses: +42 Base, +10 Sailors, +10 Shield, +20 Roll over bonus = +82
Roll Result: ...86 + 82 = 168. Okay, something funky is going on with these dice, but it seems rather helpful here. The Lintha navy surrounding Bluehaven have been destroyed! This does not mean that the Lintha in general have been, since there were likely a few out doing pirate stuff and whatnot, but their main base of operations and whatever parts of the Navy were guarding / resting there have been.
But of course, things are not always as easy as we'd like them to be. The spiritual leader of the Lintha, Dukantha, a Dragon-Blooded Sorcerer, had used a Working in order to bring an unbound Second Circle Demon of Kimbery into Creation as a last resort for any who dared to try and destroy their base. This unbound demon was so cooperative because Dukantha actually lives in Malfeas, and was able to come to a bargain there ahead of time before summoning the creature.
This will likely be a very difficult fight for Layda, so I'm going to assume that the demon ALSO uses primarily ranged attacks for that sweet +10 bonus.
Event 4 - Fight
Roll Bonuses: +32 Base, +10 Shield = +42
Roll Result: NATURAL 100 + 42 = 142! The Second Circle Demon is not only defeated, but thanks to Layda's version of Ghost-Eating permanently destroyed. As in, not just killing the second circle, but permanently damaging the 3rd Circle so that they could never have that 2nd Circle slot EVER AGAIN. This is practically a repeat of what happened during the Divine Revolution!
With that amazing victory, Layda is going to finish things up at Bluehaven by locating where they keep their prisoners and freeing them from capture. Undoubtedly there had to have been some slaves aboard the ships which she and her crew destroyed, which is unfortunate, but there also have to have been survivors there, on top of whatever dungeons that may exist.
Event 5 - Sneak
Roll Bonuses: +70 Base, +10 Sailors = +80
Roll Result: 9 + 80 = 89, Recovery Triggered! Layda does indeed find some prisoners, but not many, and the resulting letdown threatens to send her spiralling into a depressive state.
Event 5 Recovery: 29 + 20 = 49, just 1 short of clearing the DC 50 threshold. Layda sadly wastes a lot of time mourning the loss of those she could not save, and those she undoubtedly damned by setting those ships on their collision courses. This will reduce the number of guaranteed events she has by 1.
Eventually, she would break free of her fugue to find her crew trying to rebuild on Bluehaven and salvage the wreckage of the Lintha ships to be used for some galleons of their own. Shaking her head to clear it, she joins in using her own special abilities.
Event 6 - Make
Roll Bonuses: +20 Base, +10 Sailors, +10 Elder = +40
Roll Result: 95 + 40 = 135, Layda immediately returns in top form, restoring half of the ships that had been in the Navy and using the rest to build homes and a fort on Bluehaven.
Riding off of that success, Layda will now take some of the rebuilt ships as well as those prisoners (and her crew) that want to return to their homelands, and hopefully their loved ones.
Event 7 - Lead
Roll Bonuses: +42 Base, +10 Sailors, +20 Elder = +72
Roll Result: 65 + 72 = 137, and for the most part, she is successful! Stopping at every port possible in the Southwest, West and even Northwest, Layda is able to return those of her crew that want to return home to their families. Though many years have passed by this point, they still have enough surviving family to reunite happily. Layda... well, she doesn't have loved ones to come back to, but is happy for their happiness nonetheless.
Now, due to that poor Recovery earlier, we have reached the end of the guaranteed events. Anything past here is a bonus event, with increasing Recovery thresholds. The first I will describe what happens and what is bonuses are since I already mapped it out, but the rest I will leave blank for now.
Our 8th event is the culmination of Layda's obligation to Veering Waves: She is going to try and find a Gate to Yu-Shan, sneak past its guards and deliver a formal apology on the god's behalf to Mercury herself, since Veering Waves is currently too dead to do so. Because Yu-Shan isn't part of the ocean, her Sneak will be downgraded for this event from +70 to +50
Event 8 - Sneak (DC 30)
Roll Bonuses: +50 Base, +30 Elder = +80
Roll Result: 20 + 80 = 100, recovery triggered. Layda does indeed manage to find a Gate to Yu-Shan, but only after a LONG time searching for it. After many decades of searching for hints and following up on leads does she manage to find one, sneak past its Celestial Lion guards and locate Mercury's sanctum-palace. There, tired and not very well put-together appearance wise, Layda manages to find the Maiden herself and deliver the apology... which Mercury accepts. Embarassingly, Layda was so tired from this that she actually passed out right after getting her answer, which Mercury found hilarious and lifted the mood a little.
Event 8 Recovery (DC 30/70)
Special Circumstance: Because this is LITERALLY the thing which Atoner was designed for, I'm going to be using it's Talk boost here instead of its normal boost. Just to be nice for you all.
Roll Result: 9 + 40 = 49, Layda loses yet more time, this time recovering from her embarassment and just enjoying Yu-Shan's sights now that she's there and on friendly terms with a goddess. The DCs for her next event have increased by double the usual amount.
Event 9 - Sneak (DC 70)
Roll Bonuses: +50 Base, +40 Elder = +90
Roll Result: 78 + 90 = 168
Event 10 - Talk (DC 90)
Roll Bonuses: +10 Base, +50 Elder = +60
Roll Result: 49 + 60 = 109
Event 10 Recovery: 16 + 40 = 56, Layda's journey ends here.
So, this was a VERY eventful Life as it were. It seems that our captain here veers from "ASTONISHING FEATS" to "Achilles-esque sulking in her tent", meaning that she wasn't able to accomplish as many Events as she theoretically could, but what she did do over the course of her millennia long lifespan was extremely impressive.
EDIT: Also, we had 2 9s and 2 86s, on top of the Nat 100! What's up with these dice, man?
Charm Themes:
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Yes, Layda even without her Focus would be quite good at sneaking around. Having that Main Focus then boosts it to pretty high numbers, even without the conditional stuff.
Totalling it all up, her bonuses look like this. I assumed that for the most part she will only be acting within the Western (and Southeastern) Directions, so I added otherwise situational bonuses to her main stats. As a reminder, there is a stacking penalty for using multiples of the same item: 1 use is +10, the 2nd is +5, the 3rd is +2, the 4th is +1, and the 5th and beyond do nothing. However, using 2 different items that provide the same bonus (such as the artifact weapon and the amulet of strength together) offsets this rule, allowing the second item to provide its full bonus, while the third and so on continue with the usual stacking penalties.
This means that with the combo of Artifact + 2 Strength Amulets, the resulting total would not be 17 (10 + 5 + 2), but 22 (10 + 10 + 2). I debated on whether this rule would apply to situational items, and in the end came to the decision that if it boosts a specific category, it counts for that categories stacking penalty. If it doesn't boost a specific category, and instead just boosts rolls in general that align with a situation, then that has its own stacking penalty independent of the stat one. Obviously, this stacking rule only applies to Gifts, not Charm Themes. Thus, the Sea Whispers will count with the duo subordinate gods in terms of stacking penalty for Lead.
Altogether, that gets us:
Main Bonus: Sneak +70 (+30 Celestial, +10 Sea Whisper, +10 Lost Adversaries, +10 Another Locale, +10 Diverging Waves)
Other Bonuses: Fight +32 (+10 Celestial, +10 Artifact, +12 Strength Amulets), Lead +42 (+10 Celestial, +10 Sea Whisper, +10 Diverging Waves, +12 Subordinates), Make +20 (+10 Celestial, +10 Scavenged Ships), Talk +10 (+10 Celestial), +20 Recovery
Situational Bonuses: +10 to rolls dealing with Sailors, +10 to Fight / Lead events against ranged attacks, +40 Talk Recovery
Dice Tricks: Reroll first Fight Event that falls below Recovery Threshold.
Alright, with all of these details establish, I can finally get to rolling. For our First Event, Layda is going to try and sneakily use the skiff provided by Blue Crest Merchant (I'll get into boat mechanics in the biography, it won't be particularly relevant here) to move past the patrolling Lintha ships to reach their main island base. On the way, she's going to try and use her redirection abilities to move ships into crashing into one another to weaken their navy. Once that's done, and she has attempted to assassinate the Infernal Leader, Layda will signal her crew to sail in on the rafts and board the remaining Lintha ships as best as they can.
This is a 3-step process, with the objective of the first (That being Sneaking inside) mostly to serve as a way to generate a bonus for the third event, rather than a noteworthy achievement in and of itself.
Event 1 - Sneak
Roll Bonuses: +70 Base, +10 Sailors = +80
Roll Result: 58 + 80 = 138, a decent result. Layda gets through the enemy lines successfully, and crashes a few of their ships together, which will add a +20 bonus to her Third event roll.
Next is a Fight Event, where Layda will fight the Infernal Leader. Because the Leader is also a Lintha, I'm automatically applying the Sailor bonus to this roll as well. And, just to be accomodating, let's say the leader uses ranged attacks as well to get that bonus.
Event 2 - Fight
Roll Bonuses: +32 Base, +10 Sailors, +10 Shield = +52
Roll Result: 86 + 52 = 138 again? Huh. That... I might do something interesting for that. Anyway, the Leader is brought down, and now that their Infernal Ruler is dead, the Lintha will be left leaderless for step 3 of the plan.
Step 3 of course being "Mop up the rest"
Event 3 - Lead
Roll Bonuses: +42 Base, +10 Sailors, +10 Shield, +20 Roll over bonus = +82
Roll Result: ...86 + 82 = 168. Okay, something funky is going on with these dice, but it seems rather helpful here. The Lintha navy surrounding Bluehaven have been destroyed! This does not mean that the Lintha in general have been, since there were likely a few out doing pirate stuff and whatnot, but their main base of operations and whatever parts of the Navy were guarding / resting there have been.
But of course, things are not always as easy as we'd like them to be. The spiritual leader of the Lintha, Dukantha, a Dragon-Blooded Sorcerer, had used a Working in order to bring an unbound Second Circle Demon of Kimbery into Creation as a last resort for any who dared to try and destroy their base. This unbound demon was so cooperative because Dukantha actually lives in Malfeas, and was able to come to a bargain there ahead of time before summoning the creature.
This will likely be a very difficult fight for Layda, so I'm going to assume that the demon ALSO uses primarily ranged attacks for that sweet +10 bonus.
Event 4 - Fight
Roll Bonuses: +32 Base, +10 Shield = +42
Roll Result: NATURAL 100 + 42 = 142! The Second Circle Demon is not only defeated, but thanks to Layda's version of Ghost-Eating permanently destroyed. As in, not just killing the second circle, but permanently damaging the 3rd Circle so that they could never have that 2nd Circle slot EVER AGAIN. This is practically a repeat of what happened during the Divine Revolution!
With that amazing victory, Layda is going to finish things up at Bluehaven by locating where they keep their prisoners and freeing them from capture. Undoubtedly there had to have been some slaves aboard the ships which she and her crew destroyed, which is unfortunate, but there also have to have been survivors there, on top of whatever dungeons that may exist.
Event 5 - Sneak
Roll Bonuses: +70 Base, +10 Sailors = +80
Roll Result: 9 + 80 = 89, Recovery Triggered! Layda does indeed find some prisoners, but not many, and the resulting letdown threatens to send her spiralling into a depressive state.
Event 5 Recovery: 29 + 20 = 49, just 1 short of clearing the DC 50 threshold. Layda sadly wastes a lot of time mourning the loss of those she could not save, and those she undoubtedly damned by setting those ships on their collision courses. This will reduce the number of guaranteed events she has by 1.
Eventually, she would break free of her fugue to find her crew trying to rebuild on Bluehaven and salvage the wreckage of the Lintha ships to be used for some galleons of their own. Shaking her head to clear it, she joins in using her own special abilities.
Event 6 - Make
Roll Bonuses: +20 Base, +10 Sailors, +10 Elder = +40
Roll Result: 95 + 40 = 135, Layda immediately returns in top form, restoring half of the ships that had been in the Navy and using the rest to build homes and a fort on Bluehaven.
Riding off of that success, Layda will now take some of the rebuilt ships as well as those prisoners (and her crew) that want to return to their homelands, and hopefully their loved ones.
Event 7 - Lead
Roll Bonuses: +42 Base, +10 Sailors, +20 Elder = +72
Roll Result: 65 + 72 = 137, and for the most part, she is successful! Stopping at every port possible in the Southwest, West and even Northwest, Layda is able to return those of her crew that want to return home to their families. Though many years have passed by this point, they still have enough surviving family to reunite happily. Layda... well, she doesn't have loved ones to come back to, but is happy for their happiness nonetheless.
Now, due to that poor Recovery earlier, we have reached the end of the guaranteed events. Anything past here is a bonus event, with increasing Recovery thresholds. The first I will describe what happens and what is bonuses are since I already mapped it out, but the rest I will leave blank for now.
Our 8th event is the culmination of Layda's obligation to Veering Waves: She is going to try and find a Gate to Yu-Shan, sneak past its guards and deliver a formal apology on the god's behalf to Mercury herself, since Veering Waves is currently too dead to do so. Because Yu-Shan isn't part of the ocean, her Sneak will be downgraded for this event from +70 to +50
Event 8 - Sneak (DC 30)
Roll Bonuses: +50 Base, +30 Elder = +80
Roll Result: 20 + 80 = 100, recovery triggered. Layda does indeed manage to find a Gate to Yu-Shan, but only after a LONG time searching for it. After many decades of searching for hints and following up on leads does she manage to find one, sneak past its Celestial Lion guards and locate Mercury's sanctum-palace. There, tired and not very well put-together appearance wise, Layda manages to find the Maiden herself and deliver the apology... which Mercury accepts. Embarassingly, Layda was so tired from this that she actually passed out right after getting her answer, which Mercury found hilarious and lifted the mood a little.
Event 8 Recovery (DC 30/70)
Special Circumstance: Because this is LITERALLY the thing which Atoner was designed for, I'm going to be using it's Talk boost here instead of its normal boost. Just to be nice for you all.
Roll Result: 9 + 40 = 49, Layda loses yet more time, this time recovering from her embarassment and just enjoying Yu-Shan's sights now that she's there and on friendly terms with a goddess. The DCs for her next event have increased by double the usual amount.
Event 9 - Sneak (DC 70)
Roll Bonuses: +50 Base, +40 Elder = +90
Roll Result: 78 + 90 = 168
Event 10 - Talk (DC 90)
Roll Bonuses: +10 Base, +50 Elder = +60
Roll Result: 49 + 60 = 109
Event 10 Recovery: 16 + 40 = 56, Layda's journey ends here.
So, this was a VERY eventful Life as it were. It seems that our captain here veers from "ASTONISHING FEATS" to "Achilles-esque sulking in her tent", meaning that she wasn't able to accomplish as many Events as she theoretically could, but what she did do over the course of her millennia long lifespan was extremely impressive.
EDIT: Also, we had 2 9s and 2 86s, on top of the Nat 100! What's up with these dice, man?
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