Dice Quest [Dice/Exalted]

Okay, this is enough information to work with, I think.

He has six lieutenants. Of them, four are specialized in fighting ... Each lieutenant also has several people that they trust, and who've specialized in the things that they don't. On average, I would say each lieutenant is more powerful than us in the area in which they specialize, and the lieutenants direct underlings far weaker, but still capable.
...transfer their four fighters, along with a couple of other students each ... They'll be transferring ... a month from now.
This outlines what we'll be facing pretty well. It's interesting that all four of their combat types are transferring here; that will leave them completely bereft of high-powered combatants in their own section of the school. Do they think that they have everything locked down there well enough that they don't need them on hand, or are they planning to take the next month or so to build up new enforcers? It's difficult to tell.

Clare's assessment that the lieutenants will eclipse us in combat ability is likely somewhat reliable for everyone else, but I'm not sure how true it is for us. Our Masked Dicer scheme has resulted in our being built on significantly more dice than almost anyone else- I would say without reservation that we're the strongest dicer here. That said, any organization that can throw around a hundred dice as a bribe probably has more than enough dice to give their people truly crushing power levels, so I'm not inclined to bet that strongly on our fighting prowess- I certainly wouldn't want to engage more than one of them at once.

On the other hand, their support personnel don't seem likely to be a serious problem. There are so many fields to cover that it's doubtful they'll manage to have any significant redundancy with two weak supporting dicers each- and if they do, they'll have sacrificed true expertise for it. I would expect the random low-tier dicers that make up our class to be collectively a match for their supporting types, and perhaps even have individuals we could locate with comparable talents.

And the last is kind of wild card. From what I can tell, she was recently recently pressured into joining them, but she's kept her abilities hidden, so I don't know what she's specialized in.
I would be very interested in gathering more information on this person. If she was pressured into joining, it's likely that she- and her lieutenants- aren't terribly enthusiastic about their current job and could perhaps be induced to feed us information or even break away from the current system. With their heavy enforcers moving out to try and invade our class, there will be a point of opportunity to try and launch an internal rebellion that we might be able to encourage. Clare- and possibly Raphael?- might be able to gather more background information on her, and then we've got the sneakster skills to move on that information and check the situation out. We'll want to be careful, of course, but it's worth our time to investigate.

Dice flows upwards through by people passing them on to the people that's above them in the hierarchy and so on, until it reaches the top. I don't know how they store the dice; that's the kind of information they keep hidden very well.
They keep it hidden, but I want it. We have the stealth skills to poke around- Jeremy does as well. While he's being somewhat difficult at the moment, I would guess that he's very much mercenary enough to try for a bit of stalking and perhaps the raiding of any dice cache we can find, or simply direct theft from those transporting their tribute to the top. With two dicers we should be able to pull it off. If possible, we could disguise ourselves as members of their class while doing it, in case we're seen.

Preferably, we would do this very soon- I'm talking "the next day or two" kind of soon- and multiple times during the next month, if we can. Every die that we can steal now is a die that won't be making them stronger, and if we can raise some paranoia about internal security issues while we're at it, their leadership might even be inclined to cancel the transfer of one or more of their lieutenants, weakening their abilities in our class.

As long as we're sneaking around, can Nagase make bugs or other listening devices? We could plant them in useful locations to gather information. Possibly we could hack into their cell phones, or bug them if we can get physical access? Assessment from our techie types would be appreciated there.

Depressingly, those two seem the most socially skilled of all our people here, and they're also the least on our side. We need social prep-work before we have anyone else transfer in, so convincing them to work with us would be nice. If we can't do it via friendliness, self-interest should work; how to make it in their interests to cooperating more than it would be to, say, approach the Legacy with a story of what was done today is up to discussion. I'm not sure what we can offer except dice, and we frankly don't have much to offer there.

Whether we can get them to work with us or not, though, we definitely need some strong social people. The loose gathering of half a dozen dicers on this roof frankly isn't going to cut it; we need to sway others to our side. After all, the ones who are incoming will be primarily operating via social attacks backed with the threat of violence- if we can't fight them on their own terms, we won't be winning this.

The current dicer groups are chaotic and disorganized, existing largely for mutual protection. That's not enough to resist multiple high-powered dicers pressing them into obedience. Creating our own more properly structured organization which encompasses as much of the course as possible would be much more effective at posing any kind of resistance. Ideally they'd feed us dice so that we can stay competitive at the highest level with our enemies, but even if we decide against that policy, there are things they can do for us. Perhaps our hackers/crafters could come up with a phone app for quick communication, GPS, and alerts between dicers affiliated with us? Something to allow for quick response to problems- and which can ultimately serve us as a command and control system.

One thing of note is that with the widespread atmosphere of paranoia generated by the Masked Dicer, I wouldn't be surprised if virtually every dicer, even the very low-level ones, in our section of the school have at least basic fighting skills. When the dice originally appeared everyone thought first of becoming beautiful and smart, but we've been thinking about defending ourselves for a while now. While it doesn't mean that they can match up to a high-tier dicer, it is something- in groups they could provide us with enough of a supporting edge to take a lieutenant out, or remove the lieutenants' support crews without much trouble. But in order to gain that advantage we will need widespread support.


All of this is half planning and half ideas- I'd much appreciate commentary from other players (and/or the GM and our NPC allies) on it, or other possible plans.
 
Okay, this is enough information to work with, I think.

This outlines what we'll be facing pretty well. It's interesting that all four of their combat types are transferring here; that will leave them completely bereft of high-powered combatants in their own section of the school. Do they think that they have everything locked down there well enough that they don't need them on hand, or are they planning to take the next month or so to build up new enforcers? It's difficult to tell.

I would be very interested in gathering more information on this person. If she was pressured into joining, it's likely that she- and her lieutenants- aren't terribly enthusiastic about their current job and could perhaps be induced to feed us information or even break away from the current system. With their heavy enforcers moving out to try and invade our class, there will be a point of opportunity to try and launch an internal rebellion that we might be able to encourage. Clare- and possibly Raphael?- might be able to gather more background information on her, and then we've got the sneakster skills to move on that information and check the situation out. We'll want to be careful, of course, but it's worth our time to investigate.
They'll be missing their combat enforcers on their home turf (soon) and we need to investigate over there. We need more information about everything.

We could arrange for the transfer of 4-5 'volunteers' along with a good social dicer (Jeremy, Lillith or Raphael). While they're busy being semi-obviously subversive, we stalk around and interrogate people. We could also go and play Robin Hood in their own back yard, and do the other stuff you discuss.

As long as we're sneaking around, can Nagase make bugs or other listening devices? We could plant them in useful locations to gather information. Possibly we could hack into their cell phones, or bug them if we can get physical access? Assessment from our techie types would be appreciated there.
Have Nagase cooperate with Raphael on the bugs.
Depressingly, those two seem the most socially skilled of all our people here, and they're also the least on our side. We need social prep-work before we have anyone else transfer in, so convincing them to work with us would be nice. If we can't do it via friendliness, self-interest should work; how to make it in their interests to cooperating more than it would be to, say, approach the Legacy with a story of what was done today is up to discussion. I'm not sure what we can offer except dice, and we frankly don't have much to offer there.
Managing these two is beyond me. I vote them most-likely-to-betray us.
Whether we can get them to work with us or not, though, we definitely need some strong social people. The loose gathering of half a dozen dicers on this roof frankly isn't going to cut it; we need to sway others to our side. After all, the ones who are incoming will be primarily operating via social attacks backed with the threat of violence- if we can't fight them on their own terms, we won't be winning this.

All of this is half planning and half ideas- I'd much appreciate commentary from other players (and/or the GM and our NPC allies) on it, or other possible plans.
Okay, further ideas:
Our group needs a title. What's our curriculum?

Of the people being transferred- we need to figure out which one is stupid/brutal/jerkish. Arrange for a situation where they can look bad in public, in front of our classmates. Make sure they know it's the arts invaders responsible.

Try to isolate them, and get them to distrust one another.

False flag operations to directly paint them as jerks. We could have someone impersonate them, or have some masked person causing problems in their name. Here, we could make use of our reputation- we'll be the villain the school needs. The Masked Dicer could continue attacking students, and tell everyone she's backed by the Legacy of Seven Dragons and Phoenixes. Then after the Legacy fails to stop her, she could be 'defeated' in public by our own faction. Then they can announce that she's been 'tamed' or something like that, and on their side.

Counterintelligence! They've (probably) already got spies around our curriculum, and maybe they think they can turn our less dedicated members. If Jeremy or Lillith can be convinced, they could be used as double agents.

If we can become a coherent unit, then we can actually do things like each rationally buy our abilities to be specialized cogs of the team, for the particular mission at hand. If not, we're forced to be more generalist.

Most of our effort, though, needs to go into planning, intelligence, and getting the loyalty of Lillith, Jeremy, and the potential defector in Arts.

(Edited- added counterintel, a false flag idea)
 
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Character sheet is completely screwed up for some reason, despite showing up as perfect in the preview. I'll try to fix it, but I'll probably have to look into other measures if the CODE tag doesn't work.
 
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