Voting is open
Layda Rolls + Stacking Items Clarification
Alright, so what do her charms actually do here?

Charm Themes:
  • Lost Adversaries: The Exalt can force their foes to wander off in confusion (Gained from God)
    • +10 to Sneak
  • Sailor Affinity: The Exalt interacts well with sailors and understands them. (Gained from God)
    • +10 to all rolls involving sailors
  • Diverging Waves: The Exalt can redirect ships into unsafe terrain, deflecting pursuers (Gained from God)
    • +10 to Lead / Sneak rolls when in the Western (or Southeastern) Directions.
  • Scavenged Ships: The Exalt can build ships out of the most ruined parts. (Gained from Situation)
    • +10 to Make
  • Another Locale: The Exalt can intentionally "get lost" in order to clear intervening space to a destination… somewhat close by. (Gained from Situation)
    • +10 to Sneak
  • Atoner: The Exalt does well when trying to make up for theirs or another's mistakes. (Gained From Situation)
    • +20 to Recovery / +40 to Talk Recovery

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?
Critian Caceorte threw 1 100-faced dice. Reason: Event 1 Total: 58
58 58
Critian Caceorte threw 1 100-faced dice. Reason: Event 2 Total: 86
86 86
Critian Caceorte threw 1 100-faced dice. Reason: Event 3 Total: 86
86 86
Critian Caceorte threw 1 100-faced dice. Reason: Event 4 Total: 100
100 100
Critian Caceorte threw 1 100-faced dice. Reason: Event 5 Total: 9
9 9
Critian Caceorte threw 1 100-faced dice. Reason: Event 5 Recovery Total: 29
29 29
Critian Caceorte threw 1 100-faced dice. Reason: Event 6 Total: 95
95 95
Critian Caceorte threw 1 100-faced dice. Reason: Event 7 Total: 65
65 65
Critian Caceorte threw 1 100-faced dice. Reason: Event 8 Total: 20
20 20
Critian Caceorte threw 1 100-faced dice. Reason: Event 8 Recovery Total: 9
9 9
Critian Caceorte threw 1 100-faced dice. Reason: Event 9 Total: 78
78 78
Critian Caceorte threw 1 100-faced dice. Reason: Event 10 Total: 49
49 49
Critian Caceorte threw 1 100-faced dice. Reason: Event 10 Recovery Total: 16
16 16
 
Last edited:
Aurora and the Other "Missing" Incarnae
Something I wanted to ask, who is Aurora? I can't find him online. Is he part of Exigent lore, or made for this quest specifically? It seems Exigence itself is tied to him somehow.
So, Aurora is a creation of 3e, beginning with the Exigents book and expanding from there. He is one of the 3 "lost" Incarnae I guess you could call them, and one of two that are totally confirmed to have existed. He is also dead. Really, really dead.

Aurora was the God of the Aurora Borealis (hence the name), the Rainbow, the Arts, Colors and Muses. His associated Magical Material is Adamant (which is why Adamant-Caste Alchemical Exalted in 3e are now muses and teachers, it's a common connection). Of the 3 lost Incarnae, he is the only one that participated in the Divine Revolution with the living 7, and had his own Chosen known as the Auroral Exalted. They were supporters and inspirers, basically the bards of the Exalted Host who lifted up morale and settled disputes. While they remained the Aurorals, they served as the beating heart of the God's side of the conflict.

Unfortunately, Aurora was caught by the Primordials at one point during the war out in the Northwest (we KNOW it's the Northwest for reasons I'll get to later) and tortured extensively by them, to the point that he died. Before he did though, they tore out his still-beating heart and cursed it with the most potent hexes they had on them (and this was pre-Yozi Primordials, so this was some really potent stuff). But the target of the hex wasn't Aurora, it was his Chosen. Using sympathetic connections, they metaphorically "tore out" the hearts of the Aurorals, not their literal hearts but rather their emotional centers. And, over time, the Aurorals began to... change. They stopped being able to support others, and now simply dominated them entirely, transforming followers into mind-controlled slaves. They were no longer able to self-reflect and self-soothe, only able to find these qualities in every new "Pawn" they took.

Eventually, the Aurorals would develop a new name: The Heart-Eaters. As the first example of a "corrupted" Exaltation, they would be all killed by their comrades after the Divine Revolution was over and their bones sealed and scattered across the Wyld. Where they, hopefully, still remain.

Anyway, yes, Aurora is super duper dead, but his corpse was discovered inside of a cave network in what would become Uluiru (which is in the Northwest, of course). There, a minor gem deity would mix a spark of Exigence with a pool of Aurora's blood, merging their purviews together to create the Font of Glories, which could in turn be used to create the Sovereigns of Uluiru, a type of replicable Terrestrial-Exigent.

But there were two other "lost" Incarnae, and these two were not missing because the Primordials killed them, they're missing because they were traitors who tried to betray the God's plans for revolution to the Primordials. We only know the actual name for one of them, Nebiru (Lord of the Invisible Planet, God of Darkness, Wickedness and Lies), but considering the other was banished to the ocean floor and has some degree of domain over sea life, I would hazard a guess that his name is probably Neptune going by the planetary theming.

Nebiru was chopped up and imprisoned on his special invisible planet for the rest of eternity, where in some timelines he chooses to destroy himself in order to create the Umbral Exalted, who are essentially "What if Jekyl and Hyde had shadow-mancer powers and got great benefits from embracing the Great Curse?" His associated magical material is Soulsteel (which is probably why that Caste of Alchemicals is dominated by suspicious, dour investigative types.)

Meanwhile Neptune as I mentioned before was imprisoned under the ocean floor where he was reduced in power until he became only known as "the Voice." This Voice then would contact the water-breathing human population beneath the ocean's surface and Exalt them as the Spoken, the Chosen of Speech, Marine Life and Truth. They would form together as a nation known as the Niobaran League and try to fight the rest of the Exalted and destroy them. They lost. Badly. There are no more Spoken left in existence canonically. Neptune's associated material is... Apparently Black Jade? Or at least its the material that works best with his Chosen.

So, yeah, of the 3 missing Incarnae Aurora is the only that's remembered fondly. Hope that helps.
 
Last edited:
Exigents Per Region (Updated to 14th Exigent)
Did we place an Exigent in this region yet? I think they might be the first southeastern Exigent in this quest.
Not thus far, no. Currently, as things stand, the current number of Exigents per region is:

The Northeast: 2 (Xylus, Carlo)
The North: 1 (Orisa)
The Northwest: 1 (Jana)
The West: 1 (Kaun)
The Southwest: 2 (Rightful Knowledge, Layda)
The South: 1 (Susan)
The Southeast: 1 (Nintoo)
The Far East: 1 (Garos)
The Scavenger Lands: 1 (Buzz)
The Blessed Isle: 2 (Rosa, The Ministers)
Yu-Shan: 1 (Kirsha)

EDIT: Updated to the 14th Exigent.
 
Last edited:
Timeskip 2: Electric Boogaloo
Alright folks, it's that time again. We are going to be doing a timeskip once more, this time for 20 years instead of 10 (that way we progress the timeline even further than before). Donald and I have mostly settled on the dates for Exigents 6-9, as well as 1-3, so we'll get that part finished soon enough. In the meantime, for those who weren't with us the last time we did this, all of you guys get to do some rolls!

Every person in the thread can do 1d100 roll, representing a location and how well it does during the timeskip. I will be adding bonuses and penalties to these based on 3 factors: First, the number of Exigents you have in that region. Second, the Major Achievements that have been accomplished before or during this timeskip. And Third, how well the region did last time during the First Timeskip, since problems have a tendency to cascade if not treated. Thankfully for you all, you already tackled the biggest peril with the Lintha in the Southwest, so you won't have a penalty there, but other places might not be so lucky.

This time around, I will be rolling for 12 regions instead of 10. In order, they are: The Northeast, the North, the Northwest, the West, the Southwest, The South, The Southeast, the Far East, the Scavenger Lands, the Blessed Isle, Yu-Shan and MALFEAS. Yes, Heaven and Hell are now added as locations to roll for, and while Yu-Shan is going to benefit from a +10 bonus to start off with, Malfeas is going to function a little differently. After all, we don't want Hell to do well, now do we?

So, while every other region wants a high number, for Malfeas we want a low number. In addition, bonuses and penalties are flipped for Malfeas, so any Achievements you do involving primarily them will penalize their rolls instead of adding to it. Since Bloated Qosh was perma-killed, that's going to reduce their roll a little bit, on top of the starting -10 penalty for this being their first timeskip.

So, with that said and done, feel free all to roll! I will be revealing the exact bonuses and penalties when I tally up all of the rolls, so for now you're going to need to rely on what the dice actually roll for how good or bad things might be. I will be doing the tally once all 12 rolls are finished (and if I'm awake, if it takes that long or not. It IS close to midnight here after all).
 
On Exigence and it's Origins New
Alright, going to break this up into chunks to answer.
Fascinating! Might i ask why exalted flames makes the mortals so much stronger then the God it's burning up,
So, the Flames of Exigence, along with Exigents themselves, are a 3rd Edition invention. In this revised history of the Divine Revolution (when the Gods created the Exalted to overthrow their masters the Primordials), the Celestial Incarnae successfully made their Exalted, and the 5 Elemental Dragons did the same with their Chosen, the Dragon-Blooded. Problem is, a lot of the minor gods wanted to have their own special demigod people as well, and the Incarnae from what I understand didn't want to give away the original method they discovered. This original method is, presumably, better than Exigence in that it:
  • Creates perfectly reincarnating (or at least propagating) Exalted by default.
  • Easily allows for multiple Exaltations to be created at once (this might come up as an option for you all later, still working on the mechanics for it)
  • Could be used by anything, not just the Gods. Notable other entities that have made their own Exalted this way include the 5 Elemental Dragons of course, 3 Primordials (who created the Alchemicals and Getimians respectively), a torn-up Incarna (Umbrals, but that's optional canon), an imprisoned Incarna in the ocean (The Spoken, who are now extinct), a Wyld Entity (The Dream-Souled, also optional canon) and whatever the "Dark Mother" is who created the Liminals.
That was either too much power that could be placed in minor deities' hands, or a risk of information leaking to the enemy. Given how 2 Primordials still managed to crack it, I don't think info-sec would have worked anyways, but whatever, the Incarnae didn't want to give the original method out. So, they sought an alternative, one situated deep within the Wyld called the Flames of Exigence. These flames could be used to convert a God's power into an Exaltation without having to use the more potent original method, at the cost of it not being as stable usually.

If you want a metaphor, think of it like making a cake. The original recipe is a treasured secret that makes really good cakes, and you don't just want to hand that out willy-nilly. So you create instant cake mix where you just add water, stir, and bake. No ingredients necessary, even if this cake mix creation isn't as good as the "real deal."

The Maidens found out its existence, Luna located it and Sol swallowed the flames and stored them inside himself, and due to his stupidly powerful nature he's able to prevent the flames from consuming him from the inside out.

...We hope, at least, that's the case.
from my understanding Solars are like Ignis Exalted, with Lunar Exalted being Luna incarnate, and the other maiden gods presumly having their own exalted, like the sidereal?
Yup, created through that original method I mentioned above. They all perfectly reincarnate, with their Exaltations choosing new candidates based on who the god decides is worthy. Sol favors the virtuous and skilled, Luna favors survivors, and the Maidens pick their next Chosen way ahead of time, planning out their lives so that they will serve as ideal Sidereals. This usually works out, but not always.
i don't think that part of power comes from the Sun right?
It's kept inside of him, and he lets out sparks whenever he chooses, so while no the power of Exigence doesn't actually come from Sol's natural abilities, in all practical sense it does come from him quite literally.

EDIT: Just double checked my copy of the Exigent book, and I was mostly right. The only detail I missed is that the power that was Exigence wasn't originally a flame, it just ignited when Sol mixed in a tiny bit of his power into it and then swallowed.
 
Last edited:
Exigent Numbers New
BTW, Ever-Filling Hive asking to be a co-author on any papers about contributing themes to Exaltations without being lessened is so extremely reasonable that I'm wondering how someone this sane has survived in the heavenly bureaucracy.
I mean... *Gestures at her lack of job mobility* Can you really say that she HAS survived? She's stuck in a job where everything becomes her responsibility when things run downhill, the parameters are constantly readjusting based on another organization's whims, and she's not exactly paid well for it, and has little hope of advancement, even MORESO than the already fraught promotion prospects in an organization of immortals with jobs.
How many Exigents are there? Does Sol have a means of replenishing them, or does he only have a limited amount?
So, consulting Crucible of Legends which gives population figures for the number of Exalted in 3rd Edition, the Exigents as of Realm Year 768 were around 300 in number. This includes those Exigents with multiple members, such as the Architects, Sovereigns, God Admirals and March Lords (not our custom Exigent type the Manor Lords, the official 3e type that I only found out about later).

Some of those Exigents have probably died by this point in time, and many have undoubtedly been created, so at a glance I'd say we've exceeded the 300 mark and at minimum are heading towards the 400 mark.
 
On Exigent Batches New
Thank, corrected !
Yes, bonus for the Power Level.

All right, I'm going to get to work on the next part, but by clearing the 110 DC, we have unlocked a level higher than Celestial Exalt, a new option that you can CHOOSE to do if you so desire.

You see, with the recent releases of information regarding the March Lords and the God-Admirals, it was made clear to me that it is now possible to make multiple Exaltations at the same time using a single spark of Exigence. Thus, the level above Celestial is not Solar-tier, but Circle-Tier, where an entire Circle (traditionally 5 members, could be larger) of Exigents are created. These Exigents will be Terrestrial-tier, and thus lose out on some bonuses and the +20 bonus to Lifespan, but gain a number of benefits:
  • First, because you have an entire squad of Exalted trying to tackle the same issues, when it comes to the guaranteed events the Exigent Circle will roll 3d100 instead of 1d100, taking the highest roll of the 3 dice as the result. So, you won't have as high of a high as you could have had with a Celestial, but by Sol himself will you have much better consistency without having to worry about Recovery nearly as much for those events.
  • Second, you will gain +2 Guaranteed Events because your team can accomplish more important things in a short span of time. Unfortunately, this will also increase the threshold before you get an Elder bonus by +2 as well, because they're not living longer, they're just getting more done in the same span of time.
  • Third, after the guaranteed events the Circle will split up to do their own things as they get older, but they'll still collaborate a lot together. This means that for the bonus events, you will still roll Best of 3, but if a die rolls below the Recovery threshold, then I will roll Recovery for that die, regardless of whether or not the highest die clears it. If the die fails to get past the lowest threshold, then it gets eliminated and you go down to Best of 2 or even Best of 1. And if a die rolls for Recovery, clears the lowest threshold but not the next, I will not eliminate it for that event nor increase the Recovery Thresholds even further beyond the usual +20. It's all or nothing for them.
  • In exchange however, whenever a die is eliminated, I will NOT increase the Recovery thresholds for the next event. And if 2 are eliminated at once, then I will actually lower the next Event's threshold by 20. This way, there's a conciliation prize to losing your Best of 3 so early, and it will likely increase the number of bonus events you have overall.
So, yeah, this is a big thing and, as stated multiple times above, strictly an option you can take, not a certainty. I might edit the mechanics later, since it runs into the issue of "Wait, so all of these guys are Sneaky/Fighty/etc.", but for now I think they work like this.
Does boosting the Power Level give a higher penalty to Gri-Fel's survival?
...Huh. For now I'm going to say no, because I hadn't even considered it, but in the future it might because that makes sense. What's more difficult, making 1 stronger Exaltation, or 5 or more weaker ones?
 
Last edited:
On excess of Achievements and Consolation New
So... we may have just ended the Civil War. How is that going to affect Exigents whose Legacy events were tied to it?
Donald and I are probably going to scream and cry over the timeline, even moreso than before. :p



Also, folks, it appears after totaling up all of the results... That I'm going to need to make up a new mechanic. See, some of your rolls are, to put it bluntly, too good for me to justify them as achievements greater than they actually are. For example, taking out the Infernal Exalt isn't supposed to be something on par with, say, the waters of Pearlmask, even if the results are within the same ballpark. I have admittedly slightly increased my metric for achievements to avoid snowballing too hard. But even still, if something can't be justified as an achievement on its lonesome, then USUALLY I transform it into a bonus for an associated roll to boost it up to make THAT reach a worthy Achievement level.

This has been seen with the 2nd Event, which would normally have been an Achievement, but it's just sneaking past the spirit-guards protecting the Isle of Voices. That's great and all, but it doesn't have a major defining effect on a part of Creation or even Creation as a whole. So, it was instead converted into a +20 bonus to the next event, which was the event to take down the Infernal. And that makes sense, since it was sneaking past all of the guards already bound to the Isle, or those summoned by the Infernal, that resulted in her being caught unawares and thus vulnerable to being killed.

But some things ARE an achievement, but the event is unconnected to anything else AND the roll is too high to really justify something that should be lower without offering some kind of consolation. Which, I'm calling exactly that, and here's my thoughts on it. "Consolation" might function as an Omake bonus that can be automatically assigned to rolls for future Exigents. Depending on how much an Achievement-worthy roll has been "downgraded", it could offer a +10, +20 or even a +30 bonus, but never more than one of each. It will also not apply to any high-value Event that's used to provide a bonus elsewhere, it's already been "used" in that case. Generally speaking, when applied to a roll for the same Exigent elsewhere this way, the amount applied increases by +10 to make up for it being automatically assigned.

The reason I came up with this idea in the first place is because the 11th event is, mild spoilers, protecting the Empress against some desperate Lunar Assassins. I don't really have anywhere else for the Events to apply it as a bonus, and while it deserves to be an achievement, it should be at most like a Locational Achievement, not "This will affect all of Creation from this point forward." Not if I just wanted to randomly kill off a bunch of Lunar Elders that will then be unable to be used for future characters, and I think that's wasteful. So, this is my compromise: When I absolutely cannot find a way to justify using an event's high roll as an achievement or as a bonus to somewhere else, I will store it like you would an Omake bonus that I can then use later down the line just like you all use your collected bonuses.

I know this isn't the most clearly worded of explanations and it's a bit out of nowhere, but I just wanted to make sure that the amazing rolls that our Exigents get aren't wasted on otherwise less needed events.
 
Hail-Scourge Rolls AKA WHAT THE HELL IS THIS?! New
So, time to see how the Little Storm Mother that could will do here. As a reminder, we have two consolation bonuses (+10 and +20) available to be used here. That means that no matter what, the Alteration cannot fail because if something lower than a 20 is rolled, then I'll just use one of the consolations for it. Beyond, they will be available for me to use after everything is rolled. Oh, and don't forget that we have that +10 bonus to Legacy from the Lion's Blood, so that's another thing to consider.

Starting off as always is the Power Level Roll!

Critian Caceorte threw 1 100-faced dice. Reason: Power Level Total: 99
99 99


Power Level - DC 20/80/110
Roll Result: 99... 1 off from a nat 100. Well, um, we might be seeing another Circle of Exigents at this rate and right after I had to spend so much time making the last few! Well, at least it wasn't a Nat 100, else I might have to do something more than usual. Like making the entire Circle Celestial Exigents.

Next is God Survival. As a new rule, if a Circle of Exigents is voted on, then the God will suffer a -40 to their survival instead of -20 retroactively. After all, it's a lot more work to create multiple Exaltations instead of just 1.

Critian Caceorte threw 1 100-faced dice. Reason: God Survival Total: 91
91 91


God Survival - DC 80
Roll Modifiers: Celestial (-20), Minor (+0)
Roll Result: 91 - 20 = 71, a bare failure. The +10 bonus could boost this over the threshold, but if a Circle of Exigents is taken, then that will push it back below the threshold again. So this will be a lower priority for boosts.

Next is Lifespan. As a reminder, if a Circle is taken, then the +20 bonus here will be removed retroactively.

Critian Caceorte threw 1 100-faced dice. Reason: Lifespan Total: 95
95 95


Lifespan DC - 40/100
Roll Modifiers: +20 (Celestial)
Roll Result: ...Are you serious right now. 95 + 20 = 115 Well, I guess for now that boosts the Celestial Exigent option to over 100, resulting in a millennia long lifespan. I might put the +10 bonus here just so the Circle will have such lifespans as well.

Finally, Legacy

Critian Caceorte threw 1 100-faced dice. Reason: Legacy Total: 93
93 93


Exaltation Survival DC - 80/95/110
Roll Modifiers: +10 (Lion's Blood)
Roll Result: 93 + 10 = 103. That's it, I give up, what the hell is going with these dice?!

Worse, now I have to pick my poison between having a Circle of Exigents that live for Millennia each, or a Circle that can propogate as WELL. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA-
 
Last edited:
Voting is open
Back
Top