Dice Quest [Dice/Exalted]

Interesting that the bag "leaps". Had she set up something clever with wires, or did she buy some kind of telekinesis charm? It must be the former somehow unless we're getting into blatantly supernatural stuff, which I don't think we are, but either way it's definitely something.

Hah! Jeremy, you're a man after my own heart. I suppose all's well that ends well; as long as we get everything we were planning to aim for, Jeremy can take credit for being the one who came up with it. Sad that we didn't get to bring Emily up, though; that was a bit of characterization I was hoping to use and it's not really appropriate now.

[x] Take 20 dice. Dump them from the bag and roll them immediately, then move on to the matter at hand.
-[x] "Now that we're all on the same side, let's get some facts. Who are their heavyweight dicers, and their known abilities? What methods do they use for tracking when people do quests and have dice, and how do they transfer those dice around, or store them? Who are they sending in, when, and where exactly? How did you get in touch with them, what deal did you make, and what exactly did you do to fulfill that deal? We need names, faces, numbers, all the specifics you have."

I am tempted to make a pithy comment toward Gregory because honestly, it doesn't matter why you want power; if you don't have it, you can't do anything and thus your opinion is irrelevant. But it wouldn't gain us anything to debate philosophy.

The easiest way to fend off the incoming group would probably be to take whatever Clare did and expose it as fraudulent, ruining their initial power projection attempt and keeping the classes nicely segregated. I doubt things will be that simple, though.

Once we know more about our enemies and things break out into proper gang warfare, I'd like to see about raiding their dice transfers/stockpiles, but that might be getting a bit ahead of ourselves. It'll take a couple more stealth upgrades, too.

I strongly disagree with this line of thought. Do not pass up concrete gains for nebulous maybes, and it would definitely be a maybe. We can do more to get into their good books by being a competent ally, once our loyalty has been purchased, than we can by lowering our price.

At the cost of 20 dice Gabriel just managed to cement himself as a man of principle. That sort of reputation is extremely useful. Twenty dice is definitely a concrete gain and by forgoing that ... well who here now thinks he will one day stab us in the back.

By taking 10 dice we leave them with a bit more then 10 dice each and we separate ourselves from Jeremiah and Lilith which I am anxious to do. Especially Jeremiah who is already the token asshole. First impressions are very impotent and if we are actually going to start working with these people in the future I see all their opinions as mattering. This looks very much like the start of a long term relationship with at-least a few of these people especially if we cultivate it. We can't fight the world alone

OOC: I want to see some more human interaction. Keeps the quest intresting
 
so something to consider, we dont actually need to get supernatural to get powers. taking everything to peak human will make us ninja Captain America.
 
At the cost of 20 dice Gabriel just managed to cement himself as a man of principle. That sort of reputation is extremely useful.
At the cost of 20 dice Gabriel just managed to cement himself as an arrogant, self-righteous idiot. That sort of reputation isn't one we want or need.
Twenty dice is definitely a concrete gain and by forgoing that ... well who here now thinks he will one day stab us in the back.
I wouldn't be at all surprised if he did. Michael attacks random dicers in the halls while thinking of himself as a hero; who's to say that Gabriel won't do something similar? Or decide that Michael and his allies need to be taken down, when we do something hard but seemingly necessary? Or discover that we were the Masked Dicer and choose to mete out some justice? Being a "man of principle" means basically nothing as far as his future level of hostility toward us is concerned.
By taking 10 dice we leave them with a bit more then 10 dice each and we separate ourselves from Jeremiah and Lilith which I am anxious to do. Especially Jeremiah who is already the token asshole.
I see no need to separate ourselves from either of them. Jeremiah did exactly what I wanted us to do- he didn't start an unnecessary fight, but he did press his advantage, take retribution on those who wronged him, and ultimately ensure that everyone here is now working together instead of falling apart into separate bickering. And Lilith seems like a fine girl; she just really doesn't like being randomly attacked and beaten by strangers who then turn around and demand that she should be working with them happily. I wouldn't like that, either.
First impressions are very impotent and if we are actually going to start working with these people in the future I see all their opinions as mattering. This looks very much like the start of a long term relationship with at-least a few of these people especially if we cultivate it. We can't fight the world alone
Our first impressions have been made, and events on this rooftop have already ensured that there is little to no risk that we'll end up fighting the world alone. I don't object to managing our public image, but please suggest a way to do it that doesn't needlessly cost us dice.

[X] Take 20
-[X] "We're a team now, which means all of us is in this together. You guys already got a gameplan, right? 'Cause we might as well start preparing for the incoming storm."
--[X] Throw the Dice and raise Appareance to 3.
Please don't vote on how to spend experience until after we've rolled the dice. We'll want a proper expenditure plan for this, and unless you specifically want to dramatically raise our Appearance in front of everyone here there's not a lot of reason to do it during this scene in-character.

Personally, I'd like to see how this planning session pans out before deciding how to spend the dice. We might want to go strongly in a social direction, finish out First Pulse Style, press toward Stealth/Larceny and pick up a few charms there, or something else- it depends upon what actions we want to take in the coming days.
 
At the cost of 20 dice Gabriel just managed to cement himself as an arrogant, self-righteous idiot. That sort of reputation isn't one we want or need.
I wouldn't be at all surprised if he did. Michael attacks random dicers in the halls while thinking of himself as a hero; who's to say that Gabriel won't do something similar? Or decide that Michael and his allies need to be taken down, when we do something hard but seemingly necessary? Or discover that we were the Masked Dicer and choose to mete out some justice? Being a "man of principle" means basically nothing as far as his future level of hostility toward us is concerned.
I see no need to separate ourselves from either of them. Jeremiah did exactly what I wanted us to do- he didn't start an unnecessary fight, but he did press his advantage, take retribution on those who wronged him, and ultimately ensure that everyone here is now working together instead of falling apart into separate bickering. And Lilith seems like a fine girl; she just really doesn't like being randomly attacked and beaten by strangers who then turn around and demand that she should be working with them happily. I wouldn't like that, either.
Our first impressions have been made, and events on this rooftop have already ensured that there is little to no risk that we'll end up fighting the world alone. I don't object to managing our public image, but please suggest a way to do it that doesn't needlessly cost us dice.

Please don't vote on how to spend experience until after we've rolled the dice. We'll want a proper expenditure plan for this, and unless you specifically want to dramatically raise our Appearance in front of everyone here there's not a lot of reason to do it during this scene in-character.

Personally, I'd like to see how this planning session pans out before deciding how to spend the dice. We might want to go strongly in a social direction, finish out First Pulse Style, press toward Stealth/Larceny and pick up a few charms there, or something else- it depends upon what actions we want to take in the coming days.

First of all, I want to take ten. It's a balance between showing some goodwill and more power.

Secondly a idealistic, idiot is exactly the sort of reputation that makes people trust you or at least trust you to be highly predictable and thus 'safe'

Thirdly, we need a more sustainable method of getting dice. Jeremiah pushed his end of the deal, it was us that really kept the negotiations open. Also let's not start getting annoyed about randomly attacking people, anybody would be annoyed by what happened but the people on the roof are probably not nice people. Nobody else may have taken it as far as we have but I don't doubt the majority would have done any unscrupulous quests.

Considering what we did, Micheal and his group look like anti-hero's to our straight out villain doing what they have to do.
 
Remember, morals are weakness! To have them means you're self-righteous, arrogant, and a liability that needs to be shed!

The only power worth mentioning is dice! Social reputation is meaningless! We need to be more ruthless and greedy if we're going to succeed!

Except none of those things are true. Seriously, charisma isn't a dump stat, and reputation matters. People say they don't care who the Masked Dicer is, but at the same time, I'd put good money down on people disliking us if our being the Masked Dicer did ever come out, because emotions aren't logical like that. This would be bad, considering it'd give a lever for the Enemy to chip away our class' support and gain recruits.

Gabriel established himself to everyone as not having a chance of being the Masked Dicer, and as being somebody who can be relied on. And that genuinely is worth something.

[X] Take the 10.
 
Gabriel established himself to everyone as not having a chance of being the Masked Dicer, and as being somebody who can be relied on. And that genuinely is worth something.
Nah, he's just established himself as someone who can't be bribed with dice. More troubleingly, somebody who will put morals over dice. This wouldn't be an issue if we were a good party, but we aren't. This group is a colection of the single most selfish, cutthroat, competitive people in the school.

He's outed himself as chaotic good, when the party is (at best) chaotic neutral.
 
Remember, morals are weakness! To have them means you're self-righteous, arrogant, and a liability that needs to be shed!

The only power worth mentioning is dice! Social reputation is meaningless! We need to be more ruthless and greedy if we're going to succeed!

Except none of those things are true. Seriously, charisma isn't a dump stat, and reputation matters. People say they don't care who the Masked Dicer is, but at the same time, I'd put good money down on people disliking us if our being the Masked Dicer did ever come out, because emotions aren't logical like that. This would be bad, considering it'd give a lever for the Enemy to chip away our class' support and gain recruits.

Gabriel established himself to everyone as not having a chance of being the Masked Dicer, and as being somebody who can be relied on. And that genuinely is worth something.

[X] Take the 10.
You tend to forget an high enough Social and we CAN be the jerkwad that everyone praises bowing to our awesomeness.

Exalted NOTHING is sacred. Nothing is impossible with enough Charms. Also stop trying to talk death into killing himself it was only funny the first 10 times.
-My GM after my Twilight visited Heaven.
 
Remember, morals are weakness! To have them means you're self-righteous, arrogant, and a liability that needs to be shed!

The only power worth mentioning is dice! Social reputation is meaningless! We need to be more ruthless and greedy if we're going to succeed!

Except none of those things are true. Seriously, charisma isn't a dump stat, and reputation matters. People say they don't care who the Masked Dicer is, but at the same time, I'd put good money down on people disliking us if our being the Masked Dicer did ever come out, because emotions aren't logical like that. This would be bad, considering it'd give a lever for the Enemy to chip away our class' support and gain recruits.

Gabriel established himself to everyone as not having a chance of being the Masked Dicer, and as being somebody who can be relied on. And that genuinely is worth something.

[X] Take the 10.

Except I highly doubt that we'd really get all that much by taking 10 and our reputation really wont take that big of a hit for just doing what everybody else has been doing. Frankly taking 10 sacrifizes something for only minimal gain that can be much easier acquired later on.

[X] Take the 20.
-[X] So I guess we're a team now?
 
[X] Take the 20.
-[X] So I guess we're a team now?

I rather take Dice over being known as a goody two shoes.... Honestly, it would be more likely to be suspicious of the people who refuse DICE, after all despite what he says, he has to be confident that he would not need the DICE to reject it.

Which Begs the question of what does he have that makes him so confident ?
 
If you want to act moral now, you'll have to continue to do so afterwards, if you want people to have a specific perception of you.

Also, this vote is weighted. It should be pretty obvious which way it'll be weighted.
 
So uh, it's pretty clear that Take 20 won. So, several things:

1. I'm not in the mood today to write, so someone roll 20 dice and make a plan to spend it if you want to.
2. The next update will be the end of this interlude.
3. Can anybody remind me how much of the 80 dice you've received yet?

EDIT: Nevermind 3. Roll 5 more dice as well, since that's the amount you'll be getting. Yes, your actions netted you an extra five dice.
 
Completely average roll is completely average. (Srs. That's as close as we could get) And it cracks me up that Ridiculously Average Guy is the first to like the post.

[X] "Nobody spend their points yet. We need to build ourselves right to take down the invaders."

(To Nagase+co.)
"You'll get good use out of me. I'm good at kicking people's asses. What can you guys do?"
 
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1. I'm not in the mood today to write, so someone roll 20 dice and make a plan to spend it if you want to.
2. The next update will be the end of this interlude.
End of the interlude, really? Are we infodumping now and making plans later, or something else? We need a lot of information on our enemies and allies before we can effectively plot out a course of action... although I guess my subvote didn't win, so maybe we're awkwardly saying "I guess we're a team" and then wandering off until someone comes and asks us to do something. I'd hoped to get all that information before we planned out our XP spending, but if you want it now I guess it's not a problem to plan things out.

Just roll 25D6 in the room, got 88 points
Combined with the XP that's already in our pool, that roll brings us to 90.5 XP. How about this set of purchases?

Attributes: 18 XP
Appearance 4 - 18 XP

Abilities: 20.5 XP
Integrity 2 - 4.5 XP
Awareness 5 - 4 XP
Stealth 4 (Urban +3) - 3 XP
Investigation 1 (Dicers +3) - 6 XP
Socialize 1 - 3 XP

Special: 12 XP
Willpower 7 - 12 XP

Charms: 40 XP
Echolocation (Awareness) - 10 XP
Sunlight Casts Shadows (Stealth) - 10 XP
Just The Wind (Stealth) - 10 XP
Ghosts Pass Unseen (Stealth) - 10 XP


This focuses on social and stealth prowess, obviously enough. To go over the logic:
  • The Appearance increase should make us competitive with most dicers who don't have a serious social focus. More Appearance would be beneficial but is, in my opinion, prohibitively expensive.
  • The Integrity and Willpower upgrades bring up our DMDV to 6. Getting more of each, or a generally-applicable specialty in Integrity, wouldn't hurt us later.
  • The Awareness upgrade is needed for Echolocation, which is a scene-long charm that negates surprise and thus is something we should really buy when going up against dicers who probably have at least one stealth-focused combat monkey like ourselves.
  • The Investigation purchase means that we'll be reasonably talented (although not super-dicer-unstoppable) at tracking down other dicers, finding information about them, and discerning their motivations, which is of no small benefit to our plans. If someone has a better specialty suggestion, I'd be glad to hear it.
  • The Socialize purchase negates untrained penalties in Socialize, which is important if we're going to be acting social openly and also to stop others from being able to read us like an open book.
  • The three Stealth charms mean that we can run full-speed through an open, empty corridor without anyone getting any bonuses to notice that we're there. Ideally they would be backed up by a larger Dexterity+Stealth pool than we have (since our stealth is still opposed by a Perception+Awareness or Wits+Awareness pool at times), but the specialty purchase should get us an easy three dice in any indoor/city situation- since we live in a city, if a weird giant academy city, it should nearly always apply. 12 dice before stunts and channels should be enough to get us past any but a highly Awareness-focused dicer, and I haven't gotten the impression that focusing on Awareness is very popular- after all, it doesn't really help you accomplish anything more successfully on a day to day basis.

This build does not significantly increase our combat ability (it grants a couple extra Willpower and a surprise negator, but that's it). However, our combat ability is already excellent and we're lagging in other areas, which was fine when no one knew who we were but is less fine now that we're going to be operating openly. If we want more combat power, getting the remaining charms of First Pulse Style is probably the way to go; I'd recommend dropping Appearance to 3, our Stealth speciality to +2, and losing Sunlight Casts Shadows and Ghosts Pass Unseen if we want to do that. I would strongly recommend against dropping Just The Wind, reducing our Appearance to less than 3, or dropping Echolocation and the associated Awareness increase.
 
End of the interlude, really? Are we infodumping now and making plans later, or something else? We need a lot of information on our enemies and allies before we can effectively plot out a course of action... although I guess my subvote didn't win, so maybe we're awkwardly saying "I guess we're a team" and then wandering off until someone comes and asks us to do something. I'd hoped to get all that information before we planned out our XP spending, but if you want it now I guess it's not a problem to plan things out.
Uh. Well, I guess I'll do a small series of updates based around asking questions then. I don't really feel like writing out a story post for what is essentially Q&A, so if you want, make a post titled something like 'IC Questions' and I'll see about answering them.

EDIT: Its more like the Eunju Incident happens before anyone on any side can really put anything into action.
 
Uh. Well, I guess I'll do a small series of updates based around asking questions then. I don't really feel like writing out a story post for what is essentially Q&A, so if you want, make a post titled something like 'IC Questions' and I'll see about answering them.
Well, I'd start with my attempted vote...

-[x] "Now that we're all on the same side, let's get some facts. Who are their heavyweight dicers, and their known abilities? What methods do they use for tracking when people do quests and have dice, and how do they transfer those dice around, or store them? Who are they sending in, when, and where exactly? How did you get in touch with them, what deal did you make, and what exactly did you do to fulfill that deal? We need names, faces, numbers, all the specifics you have."

I'd follow that up with similar questions about our allies- What can they do, at least in broad terms? Who has fighting ability, social abilities, sneaking, hacking, perceptiveness, intelligence, bureaucracy? Are they currently in dicer groups, and if so, what are those groups' numbers and what can they be counted on to accomplish? We need to identify our own strengths and weaknesses so that we can play to the latter and minimize the former. What tactics are they inclined to use, and what are they very much opposed to? Getting a better feel for their Principles, if we can, would help us to work with (or around) them.

EDIT: Its more like the Eunju Incident happens before anyone on any side can really put anything into action.
It'll be interesting to see how you handle that... if only because I don't think she's in our class, and we have multiple ruthless dicers here who would be inclined to make our own play.
 
So basically X's Flash Quest.

90.5xp
Charms
Fleeting Wings of Dust. - 10xp
Sunlight Casts Shadows (Stealth) - 10 XP
Just The Wind (Stealth) - 10 XP
Ghosts Pass Unseen (Stealth) - 10 XP
Health - 12xp
- 52xp

Attributes
Appearance 2 - 3xp
Perception 3 - 6xp
-9xp

Abilities
Stealth 5 - 4xp
-Urban 3 - 3xp
Larceny 4 - 3xp
Integrity 3 - 7.5xp
-17.5xp

Special
Willpower 7 - 12xp
-12xp
 
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-[x] "Now that we're all on the same side, let's get some facts. Who are their heavyweight dicers, and their known abilities? What methods do they use for tracking when people do quests and have dice, and how do they transfer those dice around, or store them? Who are they sending in, when, and where exactly? How did you get in touch with them, what deal did you make, and what exactly did you do to fulfill that deal? We need names, faces, numbers, all the specifics you have."

As for xp

[X] Darklight with his modification for a more combat focused build
 
"IC Questions" and possible actions.

Uh. Well, I guess I'll do a small series of updates based around asking questions then. I don't really feel like writing out a story post for what is essentially Q&A, so if you want, make a post titled something like 'IC Questions' and I'll see about answering them.

I've got some IC questions and some OOC questions.
1. OOC: Can we get something resembling Factual Determination Analysis (Infernal lie-detector)? I'd be willing to try writeups of a terrestrial-level version.
2. OOC: If so, can we rule that Taylor already knows that it's possible?

If it's a yes to both those, then I'd like to serve an immediate kick in the pants to our new group.
________
IF 1 and 2 are true, THEN
[X]We're still blocking the exit, right? If not, sidle back there. (Out loud, so that everyone can hear it) "X, I want to be able to detect lies." (wait a second or two after we buy the ability, then activate it) "I want each of you to answer a question. Are you planning to betray us?"
If somebody makes a break for it, we beat them down. (we'll probably get help with that). We tell everyone if we get truth or lies as feedback, then suggest two people who don't already trust each other get the ability to confirm it. When it's our turn, we answer "Only if you're too weak or steal my dice. But we'll be strong, won't we."
________
IF 1 is true and 2 is false (Taylor doesn't know yet), THEN
[X] Same as above, except Taylor asks X if she can get a lie-detection ability first.
________
IF 1 is false, THEN
[X] Taylor asks X if she can get a lie-detection ability, then gets disappointed.
________
Although a fun variant of the last option is trying to -bluff- that we just learned lie detection :)


OTHERWISE, IC QUESTIONS:
What are your abilities? (show me your character sheets)
Can we compile an index of all known and suspected dicers? (Just want Taylor to know this IC, all we players need is a rough outline).
Who are our enemies, known and suspected?
What are the third-party dicer organizations?
Do we know if police or intelligence agencies are sniffing around?
 
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We don't want to ask for their character sheets Sol. Basic abilities are fine, but character sheets are way too in depth. We'd have to reveal ours too, which would make it obvious we're the masked dicer. No one would care, but it's still something we should avoid.
 
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