Okay, NOW the vote is closed. Plan High Flyer has won, and we shall be moving right onto the Event Rolls.
As always, thanks to everyone who voted, including the new voters, I always appreciate it.
Scheduled vote count started by Critian Caceorte on May 2, 2025 at 7:51 PM, finished with 25 posts and 16 votes.
[X] Plan High Flyer
-[X][Gift] Artifact Weapon (+10 Bonus to Fight)
-[X][Gift] Strength Amulet (+10 Bonus to Fight)
--[X] One
-[X][Gift] Beastfolk Squad (+10 Bonus to Lead)
-[X][Gift] Finding a local group of cultists seeking divine protection can be surprisingly easy. Better that they fall under the aegis of a righteous Exigent instead of a more wicked Infernal. (+10 to Lead Rolls)
-[X][Gift] Sorcerer (+10 to Make)
-[X][Gift] Solar Mice (+10 Bonus to Sneak)
-[X][Gift] Pattern Silk Seals (+10 to Sneak)
-[X][Gift] Ray of Light (+10 Bonus to Talk)
-[X][Gift] Cold Iron Emblem (+10 to events involving creatures of the Wyld)
-[X][Gift] A rope belt with an anchor for a fastener can be created, which improves the opinions of sailorfolk towards the wearer. (+10 to rolls dealing with sailors and sailboats)
--[X] Both
-[X][Gift] Moonsilver Pendant (+10 to Events dealing with the Lunar Exalted)
-[X][Gift] Starmetal Pendant (+10 to Events dealing with the Sidereal Exalted)
-[X][Gift] Sleep Draught (Grants +10 to recovery rolls, +20 for Fight recovery rolls)
-[X][Gift] Minor Manse (Grants +10 to all Recovery Rolls, or +20 to Make Recovery Rolls.)
-[X][Gift] Lytek's Favors (+10 to Legacy Event Rolls)
--[X] Two
-[X][Gift] Yu-Shan Access (+10 to Talk Rolls, Provides access to Yu-Shan)
-[X][Gift] Sea Whispers (+10 to Lead and Sneak Events in Western Locations, or the Southeast.)
-[X][Gift] By securing the assistance of one of Luna's Chosen at a crucial point, the Exigent will be able to change the playing field in their favor. (Swap the Event Type of the lowest Rolled Event to an Event next to it on this tracker: Fight - Lead - Make - Sneak - Talk, but only if the Exigent's bonus would be higher.)
-[X][Gift] One of your sparks of Exigence had previously been stolen from its rightful owner by Plentimon, God of Dice, and with a little nudging, you believe you can make him repay his crime with a blessing. (Grants +30 to the first roll an Exigent rolls with doubled numbers)
-[X][Gift] Getimian Destiny-Catcher (Grants +10 to situations dealing with the Getimian Exalted.)
-[X][Vision] No, You will spare the effort for now (No Vision)
[X] Plan For The Man Who Does Many Things
-[X][Gift] Strength Amulet (+10 Bonus to Fight)
--[X] 1
-[X][Gift] Finding a local group of cultists seeking divine protection can be surprisingly easy. Better that they fall under the aegis of a righteous Exigent instead of a more wicked Infernal. (+10 to Lead Rolls)
-[X][Gift] Sorcerer (+10 to Make)
-[X][Gift] Cold Iron Emblem (+10 to events involving creatures of the Wyld)
-[X][Gift] Moonsilver Pendant (+10 to Events dealing with the Lunar Exalted)
-[X][Gift] Starmetal Pendant (+10 to Events dealing with the Sidereal Exalted)
-[X][Gift] Lytek's Favors (+10 to Legacy Event Rolls)
--[X] 2
-[X][Gift] Yu-Shan Access (+10 to Talk Rolls, Provides access to Yu-Shan)
-[X][Gift] Sea Whispers (+10 to Lead and Sneak Events in Western Locations, or the Southeast.)
-[X][Gift] By securing the assistance of one of Luna's Chosen at a crucial point, the Exigent will be able to change the playing field in their favor. (Swap the Event Type of the lowest Rolled Event to an Event next to it on this tracker: Fight - Lead - Make - Sneak - Talk, but only if the Exigent's bonus would be higher.)
-[X][Gift] One of your sparks of Exigence had previously been stolen from its rightful owner by Plentimon, God of Dice, and with a little nudging, you believe you can make him repay his crime with a blessing. (Grants +30 to the first roll an Exigent rolls with doubled numbers)
-[X][Gift] A rope belt with an anchor for a fastener can be created, which improves the opinions of sailorfolk towards the wearer. (+10 to rolls dealing with sailors and sailboats)
--[X] Both
-[X][Gift] Getimian Destiny-Catcher (Grants +10 to situations dealing with the Getimian Exalted.)
Time to see what Otto is made of. First, his Charms!
Charm Themes:
Energy Transmutation: The Exalt can, very roughly, transform one form of energy to another. (Strength / Intelligence / Charisma)
CELESTIAL ONLY
+10 to Fight / Make Rolls, -20 to Fight Recovery Rolls
Heat Manipulation: The Exalt can wield blistering heat and sheer cold to their advantage. (Dexterity / Appearance / Wits)
+10 to Fight / Talk Rolls, -20 to Talk Recovery Rolls
Weather Manipulation: The Exalt can manipulate the weather to do their bidding. (Stamina / Manipulation / Perception)
+10 to Fight / Lead Rolls, -20 to Lead Recovery Rolls
Blink and You'll Miss It: The Exalt can teleport themselves short distances in place of normal movement. (Dexterity)
+10 to events where bypassing terrain can help.
Circuitry Superiority: The Exalt is talented with building and manipulating objects, particularly powered items. (Intelligence)
+10 to Rolls dealing with First Age Artifice.
Extreme Speed: The Exalt can launch themselves, and others, at extreme speeds to the point of flight. (Strength)
+10 to Fight Rolls
As you can see, as a Thunder-Smith Otto has a large focus on speed and being amazing at combat to the detriment of those around him. After all, the weather can be rather indiscriminate in who it affects, and while Otto might be able to shield himself from his own powers, it's a bit more difficult to do the same for others. If you're wondering why Heat Manipulation also boosts Talk Rolls... weeeeeeellll... As befitting an Appearance Charm, it may or may not also extend to getting people... hot and bothered.
What does this look like all together?
Main Bonus: Make +60 (+30 Celestial, +10 Energy, +10 Knowledge, +10 Sorcerer) Other Bonuses: Fight +80 (+10 Celestial, +10 Energy, +10 Heat, +10 Weather, +10 Extreme Speed, +10 Hail-Scourge Surviving, +10 Strength, +10 Weapon), Lead +60 (+10 Celestial, +10 Weather, +10 Subordinate, +10 Beastmen, +10 Cult, +10 Sea Whispers), Sneak +40 (+10 Celestial, +10 Mice, +10 Seals, +10 Sea Whispers), Talk +40 (+10 Celestial, +10 Heat, +10 Ray, +10 Yu-Shan), +20 to Recovery Rolls (Draught, Manse) Situational Bonuses: +10 to rolls dealing with First Age Tech, +10 to rolls bypassing terrain, +10 to rolls dealing with Fae, +10 to Lunar Events, +10 to Sidereal Events, +10 to Getimian Events, +30 to first Event with doubled numbers, +15 to Legacy Event Rolls, +15 to rolls dealing with sailors and boats, +30 to Fight / Make Recovery Rolls Situational Penalties: -20 to Fight / Lead / Talk Recovery Rolls Dice Tricks: Change the lowest-rolled Event's Type to a related Event if the bonus would be higher.
One word of warning: I strive to make sure that a given Exalt's Events line up with ALL of their situational bonuses at least once. Meaning, that to add boosts for 3 different types of Exalted as well as the Fae means that I have to change things up to fit them all in, which can sometimes make things disjointed. I'm not annoyed per se, just cautious as an author.
But let's put that aside for now and get started. Otto here does not start out with a boat for himself, so he is going to build his own ship to sail the high seas with Hail-Scourge as his second-in-command. Even as a weakened Goddess who was the runt of the litter, she is STILL a Goddess. But how does he do? Because he is just starting out, he does not have the right materials (or expertise at this point) to create First Age Technology, so his bonus for it won't be applying here.
Event 1 - Make
Roll Bonuses: +60 Main, +15 Sailing = +75
Roll Result: 7* + 75 = 82. Otto does indeed build his boat... but he needs to roll for Recovery on the very first roll. Yikes, not off to a good start here.
Recovery Roll Bonuses: +30 (Draught, Manse)
Event 1 Recovery Roll (DC 10/50): 88 + 30 + 30 (First Double) = 148, Yup he passed that with flying colors, so no worries! Otto's boat is a well-made, albeit mundane example of its kind, and it's likely that he will need to replace it after the centuries have passed.
Next, thanks to Mercury's Blessing, is a Lead Event. Randan, where Otto was stranded, consists of a number of guilds or "Lodges" as they call them which make up the Caste System for the Queendom. As a foreigner, Otto would normally have a hard time entering into one of these Lodges, were it not for two points: One, he is Exalted, and a talented carpenter, and Two, the Shipwright's Lodge is one of the "lesser" Lodges and so doesn't have as much prestige attached to it. All that is to say, Otto's going to try and enter, then rise through the ranks and take over the organization.
Event 2 - Lead
Roll Bonuses: +60 Main, +15 Sailing = +75
Roll Result: 62 + 75 = 137. He does indeed get in and rise through the ranks, and over the course of the next several years ends up at the top of the Shipwright's Lodge.
Now, that Lodge is only a "minor" Lodge, so the position isn't as esteemed as it could be, but Otto is looking to change that. He wants to improve the conditions for Sailors and Shipwrights so that they don't end up stranded in strange lands like he was when he arrived here. As such, he's going to make an appeal to the Queen for better rights. Essentially, he's going to pull a Kirsha and do some union negotiating!
Event 3 - Talk
Roll Bonuses: +40 Main
Roll Result: 64 + 40 = 104. While nothing special, Otto's appeals did not fall onto deaf ears. The Queen of Randan has heard his appeal, and promised to grant additional rights to the Shipwright's Lodge, including crucially a provision that any sailor abandoned by their crew in Randan can apply to become a part of the Lodge despite their outsider status. Should have mentioned that Randan is a bit xenophobic as well...
Of course, that negotiation came at a price: The Queen wants a ship of her own, a flagship as well made as Otto and the other Shipwright's can create. To do this, she's giving them a substantial budget (notably higher than you'd expect for a small island nation, likely the result of trade), which means that Otto can finally dive into the world of First Age Tech! Let's see how he does.
Event 4 - Make
Roll Bonuses: +60 Main, +10 First Age Tech, +15 Sailing = +85
Roll Result: 22 + 85 = 107. Well, this doesn't seem to be a good trend. The ship is rather high-tech, but ultimately not that big, due to the intense drain on resources First Age Technology can be. Because of that, while it's a great luxury ship with on-board plumbing (think a small modern day yacht) that the Queen will appreciate, it's not quite the flagship that she was hoping for. But, she decides that its good enough.
Then, suddenly, disaster. A seaborne behemoth from the Wyld has somehow managed to make its way here into Reality, causing devastating damage to Randan's navy. In desperation, the Queen puts out a bounty on the behemoth's elimination, which Otto is going to try and do. After all, if he succeeds, then he will have made up for his previous overly ambitious project.
Event 5 - Fight
Roll Bonuses: +80 Main, +10 Teleportation, +15 Sailing, +10 Anti-Fae
Roll Result: 9* + 115 = 124. Yikes! Otto manages to drive off the Behemoth, but is ill due to accidentally making some gamma radiation with Energy Transmutation and irradiating himself. He's going to have to roll for Recovery AGAIN.
Event 5 Recovery Bonuses: +20 (Draught), +10 (Manse), -20 (Energy Transmutation) = +10
Event 5 Recovery Roll (DC 10/50): 5 + 10 = 15, Otto does recover but it takes him years to do so. He loses one of his Guaranteed Events, with his 12th Event now becoming a Bonus Event.
While Otto was on his sickbed, a thought came to him: Why would a monster from the Wyld even bother coming so close to Randan? It didn't rampage in any of the other nearby polities, and while Randan's coast faces the Wyld, it's still firmly in reality. So, why there? After finally recovering, Otto is going to take a deeper look in this odd affair.
Event 6 - Sneak
Roll Bonuses: +40 Main, +10 Teleportation, +10 ???, +10 Elder = +70
Roll Result: 9* + 70 = 79. Seriously Otto? Really? ANOTHER Recovery Roll? This is because the Ministers did so well, isn't it?
Event 6 Recovery Bonus: +20 (Draught, Manse)
Event 6 Recovery Roll (DC 10/50): 61 + 20 = 81, Well at least he recovers quickly. By the way, that ??? was actually his Lunar bonus, because Otto uncovered a few bits of evidence which suggested that one of the Queen's Advisors was replaced by a Lunar infiltrator that had led the behemoth to Randan in order to weaken its forces. Rather than fight, the Lunar catches on to Otto's inquiry and flees into the night before the investigation concludes, though they couldn't erase all of the evidence. responsible for somehow leading the behemoth to Randan's seas. They never uncovered WHY the advisor did this, nor their true character.
After that incident, Otto is going to push farther for the Shipwright's Lodge and try to get them elevated to a Greater Lodge. Randan has three Great Lodges: The Potters, Weavers and Smiths' Lodges. Due to Randan's history and local legends, these three serve serve as upper nobility of sorts, and Otto wants to try and raise the Shipwright's Lodge to their level. It's... going to be difficult, considering the mediocre success he's had thus far. So much so that for the first time ever in this quest, I am doing a circumstantial penalty to Otto's roll as a measure of his previous average results. He's going to have to make an amazing case to see his Lodge elevated to the top.
Event 7 - Lead
Roll Bonuses: +60 Main, +15 Sailing, +20 Elder, -20 "What Great Deeds Has Your Lodge Performed?" = +75
Roll Result: 81 + 75 = 156, and yet, despite his Lodge not doing as great as they could have, Otto somehow manages to do it. He persuades the Queen that on the basis of Randan's future rather than it's past that the Shipwright's Lodge deserves to be elevated to the same level as the Big Three. After all, as an island nation Randan is going to depend heavily on boats, and it's going to need people who build those boats just as much as the other 3 Great Lodges. Though those Lodges are going to cope and seethe, the Queen agrees, on the presumption that Otto will be able to prove his Lodge is capable of being so great and important.
But before he can do that, there is another matter on the horizon. Literally.
"Knock Knock!"
"Who is it?"
"It's the Azurites, the notorious slaving empire of the West!" And they've found that Randan is in a rather vulnerable state thanks to all of those ships that the Wyld Behemoth destroyed. Randan is a bit out of the way, with how West it is, but they believe that it can serve as a nice supply point for their eventual conquest of the Wavecrest Archipelago in the future, which is directly south of Randan. Otto will need to take up the mantle of Admiral to see these slavers halt their advance.
Event 8 - Lead
Roll Bonuses: +60 Main, +10 Teleportation, +15 Sailing, +10 ???, +30 Elder = +125
Roll Result: 42 + 125 = 167. The advancing ships are stopped. Though heavily outnumbered in terms of boats, Otto is able to send devastating storms against the Azurite armada. Their commander's assistant, secretly a Sidereal Ronin, is unable to counter the terrible conditions with his own Charms, and thus the enemy fleet lost quite a few boats of their own before returning back to safer waters. Without any losses on his side, Otto manages to secure a win for Randan.
Now that the immediate problem is dealt with, Otto can move onto proving his Lodge's excellence by doing some good old boat building! After what happened with the Queen's ship, he can't afford to do more First Age stuff in these next few boats, but that doesn't mean he can't build some amazing stuff and remake Randan's navy.
Event 9 - Make
Roll Bonuses: +60 Main, +15 Sailing, +40 Elder = +115
Roll Result: 93 + 115 = 208. Finally, FINALLY, Otto is able to prove his expertise here! The ships he churns out here are Artifact vessels, granted their magic through the use of imported magical lumber and lightning bolt charring to seal their surfaces. These durable and tanky ships will last for a considerable amount of time, a thousand years at least, and all will bear the mark of the Shipwright's Lodge as well as Otto's personal maker's mark. With this, the Shipwright's Lodge has proven its worth as a Greater Lodge. Though the old Queen has long since passed by the time all of these boats are done, the new monarch nevertheless appreciates her predecessor's wisdom.
But Otto has grander ambitions than just this. He knows from making the Queen's Ship that he's able to make First Age Technology, it's just an issue of resources here. But, if he can somehow find cheaper alternatives rather than rely solely on magical materials... then he might be able to greatly increase the rate at which he can build such boats. And, perhaps, allow others to build them in his stead.
Event 10 - Make
Roll Bonuses: +60 Main, +10 First Age Tech, +15 Sailing, +50 Elder = +135
Roll Result: ...Or, you know, he could roll a 2. Recovery time... again...
Event 10 Recovery Bonuses: +30 (Draught, Manse)
Event 10 Recovery Roll (DC 10/50): 71 + 30 = 101, he's able to bounce back. Though some of the material requirements cannot be substituted, Otto nevertheless manages to make the process cheaper for some components, expediting the time needed for construction.
To cap this shipbuilding spree off, Otto has an idea. Boats on the water's surface are of course vulnerable to stormy weather, it's one of the main dangers when using them. But beneath the ocean's surface the water is calm. Sure, it's also really dark, but if you can build a boat that can go underneath the turbulent waves, then you should be able to achieve smooth sailing, right? Ladies and Gentlemen, it's U-Boat time.
Event 11 - Make
Roll Bonuses: +60 Main, +10 First Age Tech, +15 Sailing, +60 Elder = +145
Roll Result: 72 + 145 = 217, and what a wonder these "boats" are. Each is a miracle and a wonder, an Artifact vessel that can go deep into the ocean's depths thanks to their Black Jade casing. Adamant-glass windows allow for visibility in those depths without sacrificing protection. Using Blue Jade turbines and ballasts, the submarines are able to travel through the quiet seas and raise and lower themselves as needed. Though not unheard of for Creation, Otto's creations are so numerous that they will be given a name in his honor: The Ottan-Boats or O-Boats for short.
And now, we have unfortunately reached the end of the guaranteed events thanks to that poor Recovery roll earlier. I will now be doing the bonus events. The first bonus event, which should have been the 12th guaranteed event, will be described and have its bonuses laid out, the rest will be left blank as always.
For our first bonus event, Otto is going to try and prevent the knowledge that he's learned over the centuries from dying out with him, and the best way to do that is to build an academy of course! Or, well, organize one, since his expertise isn't building schools.
Event 12 - Lead (DC 30)
Roll Bonuses: +60 Main, +15 Sailing, +70 Elder = +145
Roll Result: 57 + 145 = 202, yeah, that's going to be THE school for shipbuilding and naval warfare the world over.
Event 13 Recovery Bonuses: +20 (Manse, Draught)
Event 13 Recovery Roll (DC 50/90): 20 + 20 = 40, End of Journey
Well, not as auspicious of an end as I would have thought. Otto had to do so many Recovery Rolls there... but that's not all! We have two things left: The Lunar bonus and the Legacy Rolls! The Lunar Bonus is unfortunately going to be on Event 10. I say unfortunately because it's a Make Event, and neither Otto's Lead nor his Sneak bonuses are higher than his Make. Unfortunate, that.
So, in that case, onto the Legacy Events! I will be rolling 2d5-1 to determine the number of these. I've already planned out what the last 2 Events will be, but for the rest I'll roll for what type of Event they are. In addition, since we're so far into the timeline that we're going to run into the issue of diverging timelines, if we roll more than 2 Legacy Events, then I will ALSO roll for which Path or Timeline (click the link for a refresher) the Event takes place in. Just to show off how strange they can be. Due to how this will work, the Twin Paths of Annihilation as well as the Threefold Paths of Gaia will NOT be eligible for this. The former, because you can't have any Events when everything is destroyed, and the latter because the 2 Legacy Events I've reserved take place in those Paths.
How many Events will we have?
Result: 1 + 4 - 1 = 4 Legacy Events! The last two are reserved, so what timeline will the first Events take place in? 1 is Autochthonia, 2 is Hell, 3 is Voyager, 4 is Better Days, 5 is Utopia, 6 is something really weird. Let's get to it!
Result: The first Event will be a Sneak Event in the Path of Better Days, while the second will be a Lead Event in the Path of Hell. Of course, one thing I've forgotten to do: What will be the Castes of these successors?
Result: Path of Better Days will have a Clear-Seer, the Path of Hell will have a Thunder-Smith. Don't worry, we'll have Rain Shaman representation later.
As for how this is going to work mechanically, I unfortunately cannot justify giving so much equipment to the successors due to the fact that tens of thousands of years will likely be passing in-between the period when Otto dies, and they gain their Exaltation. Stuff's going to degrade, even over that period of time. Thus, I will be giving all individuals a generic +60 Bonus, as WELL as the +15 from Lytek's Favors for a total bonus of +75 for all Legacy rolls.
Let's see how they do!
Legacy Event 1 - Sneak (Path of Better Days)
Roll Result: 71 + 75 = 146
Legacy Event 2 - Lead (Path of Hell)
Roll Result: 92 + 75 = 167
Legacy Event 3 - Make (Path of Terra Incognita)
Roll Result: 73 + 75 = 148
Legacy Event 4 - Lead (Path of Terra Legendaria)
Roll Result: 54 + 75 = 129
And that's the last of it! Otto's rolls are now all done! It's going to take a fair bit of time for me to get both parts out, so don't expect Part 1 of the biography to come out today or tomorrow.
Considering Otto has only managed to roll well immediately after foiling a Sidereal backed invasion, perhaps the in-universe explanation for how someone with such skill at building boats keeps failing is that there is a Sidereal plot to stop Mercury's ambitions of a greater navy. It wouldn't be the first time Sidereals acted self-defeatingly.
Considering Otto has only managed to roll well immediately after foiling a Sidereal backed invasion, perhaps the in-universe explanation for how someone with such skill at building boats keeps failing is that there is a Sidereal plot to stop Mercury's ambitions of a greater navy. It wouldn't be the first time Sidereals acted self-defeatingly.
Arguably, the same could be said of the Usurpation, even if it was preferable to mad Solars running amuck. I am fairly certain the Sidereal version of the Curse can be summarized as "shooting yourself in the foot."
It's really... astonishing how the longest-lived Exigent thus far (and possibly ever) managed to require Recovery for the most number of guaranteed actions. Otto's luck is apparently so poor to match his exceptionally long lifespan. He had 12 (now 11) guaranteed Events and needed to roll Recovery for 4 of them. Compared to our shorter lived Exigents that's a downright miracle.
I find it odd that none of the Legacy events take place in the standard setting. Aren't there supposed to be millennia between the future paths and the "modern day" of Creation? What were Otto's inheritors doing, making out with Hail-Scourge all day?
Welp. I am glad to see the results on this, if only to know to vote for the Circle next time. Poor Otto. Got one of the most significant rolls on the quest and flubbed pretty badly. Seems like all the good rolls got put into the Exaltation creation and god rolls.
I find it odd that none of the Legacy events take place in the standard setting. Aren't there supposed to be millennia between the future paths and the "modern day" of Creation? What were Otto's inheritors doing, making out with Hail-Scourge all day?
One word of warning: I strive to make sure that a given Exalt's Events line up with ALL of their situational bonuses at least once. Meaning, that to add boosts for 3 different types of Exalted as well as the Fae means that I have to change things up to fit them all in, which can sometimes make things disjointed. I'm not annoyed per se, just cautious as an author.
I choose to think of the Hell timeline as Otto learning from his mistakes from his first incarnation, so he doesn't proc Recovery Rolls. If there is any timeline which requires an Exalt to stand on Business then it's the Apocalyptic Timeline. Let us Pray that Mercury didn't send Sidereals to sabotage the Man.
You're right. For some reason I thought it would be "first roll to have a number already used" rather than one that has both of the same number, hence why it was used for Event 6 (Since that had the second 9 of the rolls). I'll be adding it to the 88 instead. That DOES mean that Event 6 is going to be worse than I had stated previously without that +30.
You're right. For some reason I thought it would be "first roll to have a number already used" rather than one that has both of the same number, hence why it was used for Event 6 (Since that had the second 9 of the rolls). I'll be adding it to the 88 instead. That DOES mean that Event 6 is going to be worse than I had stated previously without that +30.