[8 XP] Easily Overlooked Presence Method - 0/3 days of training complete
SESSIONS PLAYED: 9
Session 1: 4 XP
Session 2: 5 XP
Session 3: 5 XP
Session 4: 5 XP
Session 5: 4 XP
Online Thread - The Search for a Weapon: 1 XP
Online Thread - Seeking a Thrill: 1 XP
Session 6: 5 XP
Session 7: 4 XP
Session 8: 6 XP
Session 9: 5 XP
WISH LIST
[3 XP] Athletics 3
[3 XP] Awareness 3
[3 XP] Dodge 3
[3 XP] Presence 3
[3 XP] Socialize 3
[3 XP] Performance 1
[8 XP] Serpentine Evasion
[8 XP] Hypnotic Tongue Technique
[16 XP] Essence 3
[3 XP] Martial Arts: Hook Swords
Dice of the Heavenly Spectrum
Each has a different magic metal: Orichalcum, Starmetal, Moonsilver, Jade, and Soulsteel. An individual can infuse each die with a mote of esence and make one roll per day. Different combinations produce different effects. The duration of the effect is until sunrise, at which time the dice can be used again.
As a general rule for the individual rolls, if an exalt type rolls his or her associated metal, the effect is greater. When both dice show such metals, the effect is maximized. Soulsteel has a negative effect for all exalt types except Abyssal, where it has a positive effect. Abyssals who roll the dice receive negative effects from Orachalcum.
The dice can also be used to settle a bet. The loser of the game is subject to a curse until the bet terms are met. The game is played with each exalt rolling one die. A roll of their associated metal wins them the game, unless the opponent has also rolled his or her associated metal. In this case, another roll is made. If a player rolls their opposite metal (for Abyssals, Orachalcum, for all other exalts, Soulsteel) then the player loses the game unless the opponent has also rolled his or her opposite metal. In this case, another roll is made. If a player rolls his or her associated metal while the opponent rolls their opposite metal, then the terms of the bet are doubled within reason.
The number rolled on a ten sided die corresponds to the metals as follows:
0-9: Orichalcum
7-8: Moonsilver
5-6: Starmetal
3-4: Jade
1-2: Soulsteel
Roll Effects
Orichalcum/Orichalcum
Solars: +2 strength, +2 stamina, and +4 lethal and bashing soak.
Abyssals: Cannot spend peripheral essence in creation.
Others: good
Orichalcum/Starmetal
Solars: The charm Prior Warning is in effect for the duration.
Sidereals: great
Abyssals: bad
Others: good
Orichalcum/Moonsilver
Solars: +3 accuracy and +3 defense in melee combat; +2 accuracy and +50 yards in ranged combat.
Lunars: great
Abyssals: bad
Others: good
Orichalcum/Jade
Solars: Grants solars the ability to use dragon-blooded reflexive charm rules at a cost of one additional mote for the charm. Alternative: +1 Charisma, +1 Manipulation, and +1 Appearance
Dragon-Blooded: great
Abyssals: bad
Others: +1 Charisma and +2 Presence
Orichalcum/Soulsteel
Solars: The character's virtues become off-balance affecting the character's personality. -1 Temperance, -1 Compassion, +1 Valor, +1 Conviction. Double the number of limit break points the character receives for the duration.
Abyssals: The character's virtues become off-balance affecting the character's personality. +1 Temperance, +1 Compassion, -1 Valor, -1 Conviction. Double the number of limit break points the character receives for the duration.
Others: bad
Starmetal/Starmetal
Sidereals: best case
Others: The character receives visions from the loom of fate throughout the day.
Starmetal/Moonsilver
Sidereals: great
Lunars: great
Others: The moon and stars aid the exalt. From dusk until dawn, the exalt receives +1 Athletics, +1 Awareness, +1 Dodge, +1 Larceny, and +1 Stealth.
Starmetal/Jade
Sidereals: great
Dragon-Blooded: great
Others: All attacks deal +3L damage, attack rate increases by 1, and the speed of attacks is reduced by 1 tick to a minimum of 3.
Starmetal/Soulsteel
Sidereals: interesting
Abyssals: great
Others: There is an eerie silence after the dice fall; there is no flash of essence and no immediate effect. But the pattern spiders have been upset, and this exalt's strand in the loom of fate has a knot up ahead, usually within 24 hours of the roll. This roll has no effect if the character is outside fate.
Moonsilver/Moonsilver
Lunars: best case
Others: The character has a renewed sense of survival skills. +1 Stamina, +1 Survival, +1 Resistance, and +1 Ride. Increase the ability bonuses to +2 if the moon is out.
Moonsilver/Jade
Lunars & Dragon-Blooded: +1 Wits, +1 Manipulation, and +1 Dexterity
Others: +1 to Wits, Manipulation, or Dexterity, whichever is the character's primary attribute
Moonsilver/Soulsteel
Lunars: interesting
Abyssals: great
Others: The character physically ages at an accelerated rate. By the end of the effect, the character will appear extremely old and weak. Every 6 hours, the character suffers an additional -1 Strength, -1 Stamina, and -1 Appearance.
Jade/Jade
Dragon-Blooded: best case
Others: +1 Socialize, +1 Bureaucracy, and +1 Performance. Make this +2 if the ability is favored.
Jade/Soulsteel
Dragon-Blooded: interesting
Abyssals: great
Others: Essence drains at 2 motes per hour starting from peripheral essence and proceeding to personal when the peripheral is depleted. The essence drain is visible as the caste mark on the forehead. This essence cannot be regained until the end of the effect.
Soulsteel/Soulsteel
Abyssals: best case
Others: The character is haunted by visions from the underworld. Her thoughts and senses are clouded, resulting in -1 Perception and -1 Wits. She faces a small chance of stepping into the underworld; for example, she could get up from a botched athletics roll only to see the underworld.