Chosen of Books. We're bound to be an ideal sorcerer or martial artist - the first is the kind that stays the hell away from the center of combat while raining sharp butterflies and our demonic escort fights.
[X] Truth be told, you have no idea how to make good use of this
Winning vote:
- Truth be told, you have no idea how to make good use of this
You do your best to hold the harpoon in a ready position. You've only held a real weapon like this a few times before, and definitely this is the first time you've held a weapon while in any sort of crisis. The fact that this specific emergency is that you're surrounded by terrifying Exalted strangers, in the depths of a Ysyri treasure ship, which is itself being attacked by a monster out of antiquity doesn't make it any better.
On the plus side, you do recall having seen some illuminated manuscripts about how to hold yourself ready with a weapon, so you should at least project some competence.
That lasts until the Prasadi woman glances at you, in between trying to find a good angle on the tentacle and picking the black needles out of her flesh. "She's not a warrior, Lunar," she says. It's the first words you've heard from her, and they're a melodious soprano with an accent you've only heard a few times before, with travelers from Prasad. "I hope you've earned your caste." There's a challenge in her tone, but it's not one you're equipped to understand.
Characters in Exalted Essence have three Attributes, which are kin to approaches in Fate Accelerated Edition, if you know that system. For most characters for most situations, they use their best Attribute. Different types of characters care about them more than others: a Lunar, for instance, like our "Frenzied" friend here, can feel very different based on what Attribute they favor, but a Dragon-Blood mostly won't.
Your basic roll is Attribute + Ability (basically the specific skill) + 2 more dice if you stunt (describe what's going on in a fun or interesting way). You can safely assume all our protagonists are stunting, because I like writing that way. Attribute and Ability vary, but don't rise above 5. Some conditional modifiers and many Charms adjust things, but, typically, the player will roll this many ten-sided dice, and count one success for each 7, 8, or 9, and two successes for each 10. The total number of successes is compared to the difficulty of what you're trying to do: if you meet the difficulty, you achieve your basic goal. Extra successes sometimes can be used to enhance your benefit further.
I'll be summarizing the rolls, for my own sanity. I'm rolling dice on my own, and marking them down with a format like "11 dice (double 8s) + 2 AS = 8 successes vs difficulty 7". To break that down: I tell you the total dice pool. Double [a number] means that every roll that's at least that number counts for two successes (so instead of just 10s counting for two, so do 9s and 8s). AS is "auto-success", flat successes added for some reason. Then I say the number of successes and what the difficulty was. Some rolls will not be listed, too, just based on if I think listing it will interrupt the flow.
The Lunar, the one you've been thinking of as the Frenzied, smirks. "Well, then let's see just how much more than my weight I can pull, shall I?" The two of them are both turning to keep each other in view, even as more of their attention is on the tentacle that's still trying to pull apart the Ysyri ship.
This changes for just a moment, as the Lunar spins on one heel, takes a pose like a dancer about to grab a partner for a tango, and beats his other toe against the wooden deck, a hard staccato rhythm. It attracts the tentacle, which tries to smack him with a sudden savage uncoiling, like a giant boneless slap.
Without breaking his rhythm, the Frenzied man leans backwards, letting it swing directly above his body, then tries to hook his foot into the spot you'd identified as a weak point. You have to think he underestimated how swift it can move, but even then he's still faster. As his kick lands, he's using the force of it to propel him a few steps away. He touches down lightly and straightens up with no more impact you can feel.
It's clear, then, that he's recognized that the beast is operating on sound and vibration: he's making a racket and quieting down, alternately, to lure it.
But it is, of course, a bifurcated tentacle. The other part of it is questing separately as the Prasadi Dragon-Blood strides forward. When it realizes it's found her, it tries to curl into a heavy flail and crush her with a mammoth impact.
She grunts as it hits, and the wood beneath her feet cracks ominously for several feet in every direction, but, somehow, she absorbs most of the impact, cushioning herself with her limbs. The very fact that it curled up to try to squash her means that she's closer to that vulnerable nerve cluster, so even as it lifts itself up to try to flatten her again, she laces her fingers together and hits it with what you can only describe as a clobber.
If the Frenzied man is fighting with speed, grace, and skill, she's keeping up with him without any of that. The only tool she's using is simple brawn. Her tiny, svelte frame couldn't possibly hit that hard, but somehow her fists still sink inches deep into the tentacle and the force of her blow discombobulates both of the ends, sending it reeling.
For a moment, you feel hopeful, but the wooden hull creaks ominously, reminding you that this isn't the King of Dark Fathoms. This is only one of countless questing limbs, and the greater part of its bulk has not yet been brought to bear against the Impossible Perfection.
You glance here and there, observing the beams and planks that bend slightly under the force. "It's trying to force another tentacle in!" you call to the other two. Even fighting the beast, they're both eyeing each other, but your shout gets them focused on the monster for the moment again. "It's trying, but that support rib is holding it back! Smash this one before more of them show up!"
The Lunar tilts his head, considering what you're pointing at, and then it's one more flowing dance move from him. The heel of his foot carves furrows in the dense, muscular flesh, taking advantage of the moment you'd recognized. It's off-balance as it tries to bring more of its mass to bear but is stymied by the ship's solid construction, and that means that he can use this moment of distraction to rip it apart with the supernatural martial art he's using while it tries to snap the timber that will let its next larger branching in.
Even this, somehow, isn't enough, and the tentacle keeps questing and squeezing, trying to find the spot where it will have the leverage to rip a chunk out of this vessel and pluck out the tasty morsels inside.
It's not enough for a moment more, when the Prasadi woman finds a spot to seize the base of both parts of the bifurcating tentacle, right at the base where there's only an inch or two of flesh. Then, with a horrible, wet, ripping sound, she pulls her arms apart.
A deep cry of pain and rage bubbles up from the deeps below the ship, an almost subsonic rumbling. The tentacle, at last, withdraws, this injury being more than it's willing to tolerate.
You hope that it's more than just the equivalent to a papercut.
Party wins Join Battle. Exalted Essence has what I've seen called "Popcorn" initiative: the side that wins can nominate any member of their side to go first, then as each character moves their player gets to pick who goes after, picking among both allies and enemies who haven't gone yet this turn. If you're the last one in that round, you're free to pick anyone to start the next round—including yourself. A few specific rules let characters bend or cheat these guidelines.
The basic flow of combat is to build Power through withering attacks and various 'build power' actions. If you have enough Power, you can launch a decisive attack, which spends Power to damage a target's health levels. Think of your favorite action scenes in a movie or show: build power and withering are where characters are pressing each other or maneuvering for advantage, while decisive attacks are the ones where the camera tells us that this is about to change the flow of the battle. There's a lot of details about this, more than I can summarize without just repeating what's in the book, but it should give context to the log below.
Round 1:
Jinaya makes a Prepare Build Power action:
11 dice = 11 successes. This allows Jinaya to distribute 9 Power. 4 to Lunar, 5 to DB.
- Also, holy crap. This is four 10s, a dramatically better-than-average roll.
Lunar makes a withering attack, using Jubilant Battle Proposition:
Performance roll: 11 dice = 6 successes
Withering attack: 10 dice + 3 AS = 8 successes vs 4 Defense. Lunar gains 5 Power.
Least tentacle makes a withering attack against DB:
10 dice + 1 AS = 6 successes vs 4 Defense. Least tentacle gains 3 Power.
DB wagers five Power on a decisive attack, using Fists of Iron Technique to use unarmed as a medium weapon with Two-Handed tag.
9 dice + 1 AS = 6 successes vs 5 Defense.
6 dice + 1 AS = 5 successes, reduced by 3 Soak, deals 2 damage.
At end of round, Least Tentacle tries to rip more of the ship open.
9 dice = 4 successes vs difficulty 5
Round 2:
Lunar wagers nine Power on a decisive attack.
10 dice + 2 AS = 6 successes vs 5 Defense.
10 dice = 7 successes, reduced by 3 Soak, deals 4 damage.
Jinaya makes a Prepare Build Power action:
11 dice = 11 successes. Jinaya distributes 9 Power to DB.
- 10, 10, 10, 9, 9, 7, 7, 7, 4, 2, 2: You're, uh, rolling about twice as many successes as normal. I'm not going to cheat this either way, so just be ready to normally see fewer of these going forward.
DB wagers nine Power on a decisive attack.
8 dice + 1 AS = 5 successes vs 5 Defense.
9 dice + 1 AS = 5 successes, reduced by 3 Soak, deals 2 damage and takes out least tentacle.
The Lunar and the Dragon-Blood continue to side-eye each other. She's the one who speaks. "What's your next plan, then, Lunar?"
He shrugs, stretching in a fashion that is both pointedly casual and definitely shows off his flexibility. "I was planning to take it one step at a time. I don't want to try to escape as a fish; the King might catch me. If we get on deck, I could turn into a bird. That should let me escape."
"It was your proposal that we have a truce until we get away."
"I'm just saying this would be easier if you were Lunars! Don't take it so seriously." He gives her a cheeky grin, as if expecting her to roll her eyes.
You interject, trying to remain focused, as opposed to... whatever they've got. "What about trying to regroup with Peerless Pearl? He's a powerful sorcerer. Maybe we'd have better chances working with him. And what about the corsairs?"
The Frenzied waves a dismissive hand at your question. "The 'corsairs' are just some fae raiders out for sport or easy pickings. I doubt they're hanging around."
"Pearl will hate you, in particular, to a degree he might be willing to die if you do, too," the Prasadi woman adds. "I spent days chained to the keel while he tried, day and night, to talk whatever god that was into granting him the Exigency that they granted to you, instead." Bright green eyes look you up and down. "I didn't know what it was. I just saw him work on it and figured the safe would make a good weapon. Ultimately: You took his greatest prize from him."
You shiver. Unfortunately... they'd know the parts they're talking about. The Frenzied probably was using the fae as cover, and the Dragon-Blood from Prasad has no reason to lie to you on this topic. You round on the man. "How far are we from the nearest land?"
"About two miles, almost precisely south-by-southeast. Not sure of the island's name, before you ask."
It would be a dangerous, difficult swim even under ideal conditions, then. Or would it? Maybe this is what would be easy for you. It's hard to keep hold of the fact that your situation has changed so dramatically in just the last few minutes. It almost doesn't matter, though: if the King of Dark Fathoms is hunting, you shouldn't try to swim to safety through its hunting ground.
"You seem well-studied," the Prasadi puts in. "How likely are we to see this creature give up the attack?"
You mentally flip through pages of several different books, frowning. "It... doesn't like shallow waters," you come up with. "It usually gives up if its prey is too well-equipped, prey is too scarce, or if the sea floor is too close. That's the Dark Fathoms in its name. It also seems to have a single mind: it can't focus on too many things at once."
The other hostages are beginning to crowd closer—all to the Prasadi Dragon-Blood, of course. Tales of Dragon-Blooded heroism and power are commonplace. Everyone has heard some of them growing up, and even if an adult has the sophistication to not be entranced by bedtime stories, the general reputation still makes her a lot more appealing as a guardian than the Lunar. The presence of a storied hero is at least as much comfort as they're getting from the cleavers that they've liberated from the galley.
The Lunar doesn't seem to mind that he is only getting suspicious looks as he processes what you recalled. "That... might be useful, then," he says. "We're close to an undersea cliff, so we don't need to outrun the King of Dark Fathoms for miles, if it really will give up rather than chase us into shallows. We'll have to hope that it's shallow enough."
"If we can get into a small launch or the like, could you carry us to the shallows? Our friend here can help me cover you if the King tries to intercept us."
"What, like a lifeboat?" For the first time, the Frenzied looks a little baffled by this. "Of course, but it would be easier to just drag the two of you along."
"We'd be more effective if we had somewhere to stand. I'm not trained to fight in the water. And it's not just the three of us." She sweeps her arm to include the other hostages, who look relieved to be included.
After a moment, he sighs. "Fine. So we need to get to the deck, distract the King of Dark Fathoms, avoid the sight of the Ys captain, get one of the small vessels, and make a break for shore, hoping that the fae aren't there to harry us. Should work fine."
For all that they're making a plan together, their body language is still that these two do not trust each other a hair. Still, it's been a chaotic... what, two minutes?... since the King of Dark Fathoms' tentacle was defeated, and events keep flowing on. There's no time for a perfect plan: if you slow down, the odds only increase that either the creature below or the sorcerer above will end your escape attempt. There's only one thing that you can do, which is try to make this crazy plan work as best you can. Luckily, you can think of something you can do to help.
You clear your throat, and both of the Exalts—the other Exalts—look at you.
What elaboration do you propose that you are confident you can pull off? This is one of our PC's moderate skills. There's no penalty for not picking the others: it doesn't say that you don't have that skill, just that the winning vote is one you have and choose to use here. This isn't a trick; all of these will contribute materially.
[] "I'll keep an eye on Peerless Pearl to be sure that he's distracted while we work."
You are skilled with Awareness, meaning that your senses are sharp and you can survey scenes and spot ambushes and hints well. Your keen watching for the right opening is your contribution here.
[] "I'm going to sabotage the rigging and railing, which will distract them both."
You are skilled with Craft, meaning that you can create things, even from limited resources or under tight time pressure. A simple sabotage of the Ysyri vessel is a very visible contribution.
[] "We're not going to get far if you two keep glaring at each other instead of our foes."
You are skilled with Presence, the skill of influencing others with charisma or persuasion. It may not be the most glamorous, but convincing these two to trust their agreement is a vital contribution.
[] "I can get the launch in the water without anyone on deck seeing me do it."
You are skilled with Stealth, allowing you to move quietly and without attracting attention. Your contribution is getting the central piece of the plan executed with little chance of detection.
[] "You'll want more than just the Dragon-Blood ready to help fend off foes."
You are skilled with War, the skill for commanding others, especially in combat. You are not a personal fighter, but you know how to direct an army and plan strategy, and your contribution is making the other hostages more effective.
Thanks for the update. I've been craving Exalted enough to reread the first half of last daughter recently.
[X] "We're not going to get far if you two keep glaring at each other instead of our foes."
[X] "I'll keep an eye on Peerless Pearl to be sure that he's distracted while we work."
[X] "I can get the launch in the water without anyone on deck seeing me do it."
It's hard to decide which would be best, but all of these sound interesting, and nothing kills an exalted faster than a proper ambush, though presence or stealth are other ways of surviving such. Stealth is probably the absolute best option, as avoiding detection means we avoid pearl figuring out we stole his prize.
[X] "We're not going to get far if you two keep glaring at each other instead of our foes."
[X] "I'll keep an eye on Peerless Pearl to be sure that he's distracted while we work."
[X] "You'll want more than just the Dragon-Blood ready to help fend off foes."
[X] "I'm going to sabotage the rigging and railing, which will distract them both."
[X] "We're not going to get far if you two keep glaring at each other instead of our foes."
You are skilled with Presence, the skill of influencing others with charisma or persuasion. It may not be the most glamorous, but convincing these two to trust their agreement is a vital contribution.
Social spec seems very valuable in light of not having major combat strength of our own.
[X] "I'll keep an eye on Peerless Pearl to be sure that he's distracted while we work."
[X] "We're not going to get far if you two keep glaring at each other instead of our foes."
[X] "We're not going to get far if you two keep glaring at each other instead of our foes."
[X] "You'll want more than just the Dragon-Blood ready to help fend off foes."
War and Presence are both essential to becoming the Ultimate Advisor!
[X] "I'll keep an eye on Peerless Pearl to be sure that he's distracted while we work."
[X] "We're not going to get far if you two keep glaring at each other instead of our foes."
[X] "I'll keep an eye on Peerless Pearl to be sure that he's distracted while we work."
[X] "We're not going to get far if you two keep glaring at each other instead of our foes."
[X] "I'm going to sabotage the rigging and railing, which will distract them both."
[X] "We're not going to get far if you two keep glaring at each other instead of our foes."