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[White Elephant for Crumplepunch] A Pair of Very Lucky(?) Dice

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  • [White Elephant for Crumplepunch] A Pair of Very Lucky(?) Dice

    Is this late for New Years? Eh, what does it matter. I was given self imposed high bar when I got Crumplepunch for my first foray into a White Elephant. They asked for an item to help their Dragon-Blooded Sorceress reclaim Thorns from the Mask of Winters. A single thought stuck in my mind before I got any work started, which was "how lucky would you need to be to pull that off?" So I made luck for them. Hopefully you enjoy this gimmicky little thing, as probably unbalanced as it is.
    Fortuna (***** dot) ??? Pair of Dice
    Attunement Cost: 6m
    Hearthstone slots:0

    Story:
    Little is known of the First Age, and even less of the many eras before. It was in this time before, in a place unknown to the minds or memories of mortals and gods alike, that the entity was found. Records know not if they are god or demon, but their power was beyond compare. A lazy thing, motivated solely by games, the whims of chance, and the many tricks and pranks their influence could produce; they proved to be a great threat to the woven course of Fate. Ancient things, races long forgotten, bound it with powerful seals in a prison of its own construction and design. With the passage of time, its name has been forgotten, along with the names of all that it once toyed with.

    Few are the legends of Fortuna, but fewer still are the similarities between them. Sometimes it is a weapon, sometimes a shield or set of armor. A kingmaker, a demon slayer, a god killer, a nation builder; it has been called all these things and more. None know what it looks like, less still agree as to who might lay claim to such an item. In truth, none know that, very often, this item of phantasmal legends sits in the storytellers own hands.

    Fortuna appears to be little more than a pair of six sided dice, composed of bone yellowed with age, adorned with painted on black pips. This veil however differs to those who Fortuna favors. Should the entity bound within smile on you, the dice will seem far different. Always they will be made of something precious, from whole gemstones or jade, to starmetal or moonsilver, or any other precious and rare material. This change however, will only be visible to the chosen; all else will still see the simple bone dice. The true nature of the item will only be made known when the chosen has taken hold of the dice and made the first of many, many rolls.

    Evocations: Luck and chance is all that matters to the entity within Fortuna and as such it resonates with the fortunate. To determine the wielders fortune a roll must me made during any attempt at attunement. Should the wielder achieve a fortunate result, they will resonate with the artifact. Unfortunate rolls will result with being dissonant. This affinity will last for a year and a day, where a second roll may be attempted. Greatest fortune or misfortune are considered permeant and may only be achieved during the exalts first attempt at attunement. Should the exalt attune with a doubles roll (matching results on each die) on their first attunement attempt they earn access to the evocation Fortune Favors… for free.

    Special rules: Fortuna relies on the use of a pair of dice (two six sided die) for much of its effects. The player or storyteller may be required to make rolls using these dice to influence various effects. The results of the rolling this pair of dice s determined by the individual results of each die, and as such it is recommended they be rolled one at a time if they are indistinguishable from one another. The table below lists the general favorably of rolled results.
    Highest Fortune: Double 6’s only
    Good Fortune: 6: (1-5) / 5: (1-6) / Doubles excluding 6’s and 1’s
    Fortune: 4: (1-6)
    Misfortune: 3: (1-6)
    Great Misfortune: 1: (2-6) / 2: (1-6)
    Greatest Misfortune: Double 1’s only

    Fortune Favors…
    Cost: - Mins: Essence 1
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisites: None
    Luck has faded from a world where paths are set forth by others. Let us change that dear gambler. The exalt gains access to a pool of Luck. Luck is accumulated every time the exalt attempts to solve a problem by introducing an element of risk, or by use of some evocations. The exalt must place something of personal worth at risk during these gambles to accumulate Luck, such as objects related to intimacies or their own well-being. Should they meet these conditions, they gain 1 Luck at a loss, and 2 on a win. Luck is required to fuel some evocations, and may be used in the place of willpower for non-charm uses once a day. The total size of one’s Luck pool is (Essence x 3).

    Luck may also be materialized as a physical item, similar in appearance to a betting chip. In this form it is removed from the exalts useable pool but in this form is considered a 2 resource item and may be used to speed up craft projects or sorcerous workings. When a Luck chip is spent this way a single six sided die is rolled, speeding the process along by the number of days equal to the result of the roll. Overuse of Luck chips may cause unwanted side effects or setbacks (Storyteller advised to improvise).

    …the Bold
    Cost: - Mins: Essence 1
    Type: Permanent
    Keywords: Resonant, Brave
    Duration: Permanent
    Prerequisites: Fortune Favors…
    Good luck comes to those who choose to take matters into their own hands. This evocation improves on its prerequisite. The exalt may now accumulate 1 Luck for every successful gambit used in combat. Luck may now be spent during Join Battle, 1 per additional die. Combat now always counts as an element of risk for the accumulation of Luck.

    Resonant: Resonant exalts may spend 4 Luck to allow themselves, or any ally in close range, to automatically exit crash once per day.
    Brave: This evocation, and all evocations with this keyword, may only not be used in tandem with evocations with the keyword Fool

    …the Foolish
    Cost: - Mins: Essence 1
    Type: Permanent
    Keywords: Resonant, Fool
    Duration: Permanent
    Prerequisites: Fortune Favors…
    Good fortune can be the turn of a blade, or it can be standing in the right place at the right time. Fools are far luckier than they know. This evocation improves on its prerequisite. The exalt may now accumulate 1 Luck whenever they surpass a target difficulty without the use of charms, excellencies, or stunts. The exalts total Luck pool expands to (Essence x 4), and they may now spend 2 Luck to reduce the target difficulty to block or avoid any non-combat related damage by 1 once a day.

    Resonant: Resonant exalts may spend up to a total of 10 Luck as though it was Solar experience once per story.
    Fool: This evocation, and all evocations with this keyword, may only not be used in tandem with evocations with the keyword Brave

    Lady Luck Whispers
    Cost: 4m Mins: Essence 2
    Type: Supplemental
    Keywords: Dissonant
    Duration: Instant
    Prerequisites: Fortune Favors…
    Guidance comes in many forms; including the clatter of dice… interpretations may differ. The exalt makes a roll of two six sided dice and records the result as detailed in the fortune table (see above). The result is added, post roll, to the result of any action. Highest Fortune results in a +3, Good Fortune results in a +2, Fortune results in a +1, Misfortune results in -1, Great Misfortune results in -2, and Greatest Misfortune results in a -3. Successful use of this evocation grant the exalt 1 Luck, Fortune rolls grant the exalt 2 Luck. The exalt must be able to roll Fortuna to use evocation.

    Dissonant: Dissonant exalts find themselves unable to benefit from Highest Fortune.

    Fortunate Accidents
    Cost: 3m, 1Luck per change Mins: Essence 2
    Type: Reflexive
    Keywords: Uniform, Perilous
    Duration: Instant
    Prerequisites: Fortune Favors…
    Fortune and misfortune mean different things to different people. Slipping on thin ice can be quite fortunate if it keeps your head attached to your neck. This evocation allows the exalt to place their fate in fortunes guiding hands. The exalt must declare when being attacked, before rolls are made, who will be on the receiving end of this stroke of luck. Should the exalt be targeted, they may increase their defenses by 1 per spent point of Luck. Should the attacker be selected, the result of their attack roll is reduced by 1 per spent point of Luck. This evocation cannot affect damage, but may influence stunts (with Storyteller permission).

    Another’s Misfortune
    Cost: 5m, 2Luck Mins: Essence 3
    Type: Simple
    Keywords: Decisive-Only, Resonant, Dissonant, Brave
    Duration: Instant
    Prerequisites: …the Bold, Lady Luck Whispers, Fortunate Accidents
    A flash of good fortune on the battle field is often overlooked, but always of value. This evocation allows the exalt to accumulate their good luck, or the bad luck of their target, in a single attack. In a series of chance events; the target stumbles or falters, while the exalts attack seeks the openings or weak points of their opponent with ease and accuracy beyond their natural skill. Roll two six sided die, the targets defense are reduced by half of the first result, their hardness reduce by half of the second.

    Resonant: Resonant exalts find themselves all the luckier. Their targets defense and hardness are reduced by the full value of the rolled results.
    Dissonant: Dissonant exalts find fortune a fickler mistress. Targets hardness is unchanged.
    Brave: This evocation, and all evocations with this keyword, may only not be used in tandem with evocations with the keyword Fool


    Flexible Fortune
    Cost: 5m, 3Luck Mins: Essence 3
    Type: Reflexive
    Keywords: Resonant, Dissonant, Mute, Fool
    Duration: Instant
    Prerequisites: …the Foolish, Lady Luck Whispers, Fortunate Accidents
    No fool truly understands the impact they leave on the world around them. If they did, they might start to think themselves gods. This evocation allows the exalt to roll a pair of six sided die and records the result as detailed in the fortune table (see above). The result is then applied, as a constant for the scene, to the result of any target aside from the exalt using this evocation. Highest Fortune results in a +3, Good Fortune results in a +2, Fortune results in a +1, Misfortune results in -1, Great Misfortune results in -2, and Greatest Misfortune results in a -3. Fortune rolls grant the exalt 2 Luck. The exalt must be able to roll Fortuna to use evocation.

    Resonant: Resonant exalts may select the recipient of this evocations effect after seeing the result.
    Dissonant: Dissonant exalts find themselves unable to benefit from Highest Fortune, and must select the recipient of the evocations effect before rolling.
    Fool: This evocation, and all evocations with this keyword, may only not be used in tandem with evocations with the keyword Brave


    Naturally Lucky
    Cost: - Mins: Essence 3
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisites: Lady Luck Whispers, Fortunate Accidents
    The exalt finds themselves a beckon of fortune, good or ill. This evocation allows the exalt to generate 1 Luck every 8 hours. Luck may now be spent at a rate of 1 per dot to temporarily increase an owned ability up to 6 dots once a day (this effect lasts for a single non-combat action).

    Lady Lucks Roulette
    Cost: 10m, 5Luck, 1wp Mins: Essence 4
    Type: Simple
    Keywords: Resonant, Dissonant
    Duration: Indefinite
    Prerequisites: Naturally Lucky
    Lady Luck has an interesting sense of humor, and a large collection of toys. Shall we see what you may draw? This evocation allows the exalt to summon a translucent weapon of unidentifiable material treatable as an artifact. What this weapon is depends on the results of the exalts roll. Roll two six sided dice and record the results. The first dies result will determine the weapons type: 1-2 for thrown, 3-4 for ranged, 5-6 for melee. The second dies result will determine the category: 1-2 for light, 3-4 for medium, 5-6 for heavy. The exact type of weapon is up to the Storyteller and/or player beyond this.

    This summoned weapon requires no attunement and uses the exalts Essence level in place of combat abilities should they lack the required training. This evocation may be purchased multiple times to create evocations for the summoned weapon, and may be weapon specific or universal. Weapons will fade back in nonexistence when the commitment is dropped or the exalt is incapacitated.

    Resonant: Resonant exalts will have the ability to call forth specific weapons without making a roll so long as they summoned the weapon once before.
    Dissonant: Dissonant exalts will be unable to purchase evocations for summoned weapons, or maintain them for longer than a scene.

    Brave Fools
    Cost: - Mins: Essence 4
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisites:Another’s Misfortune, Flexible Fortune, Lady Lucks Roulette
    This evocation allows the exalt to ignore the effects of the keywords Brave and Fool for the use of previously purchased evocations that hold these keywords. This effect ONLY applies to evocations matching or related to the prerequisites. No evocations that use this evocation as a prerequisite apply.

    Chaos in Motion
    Cost: 7m, 1wp Mins: Essence 4
    Type: Simple
    Keywords: Decisive-Only, Perilous, Resonant, Dissonant, Brave
    Duration: One Scene
    Prerequisites: Another’s Misfortune, Brave Fools
    There is something wondrous in seeing an unlikely series of events befall another. It is something else altogether to hear the threads of Fate strain before you. This evocation creates a lasting effect which, on successfully causing damage, edits the targets immediate or near future. Roll a single six sided dice and record the result. This is the total number of targets you may affect. For the remainder of the scene, whenever the exalt deals damage you may choose to infect the targets fate with misfortune. This misfortune is of such intensity or severity that the agents of Heaven would find themselves challenged to right this now altered course. The affected must survive to see the variety of misfortunes that may result from use of this evocation; however, death is possibly the most unlucky thing to befall someone. This evocation may only be used once per story, per non-trivial target.

    Special note: Misfortune is difficult to measure in way that players or storytellers may be able to understand or agree upon easily. The author recommends the Storyteller flex their creative muscles with the ways misfortune may befall the afflicted, however for those looking for pure mechanical means, treat misfortune similar to health level penalties. This penalty, rolled on a six sided die, may not be recovered by any means.

    Resonant: Resonant exalts gain 5 Luck whenever an affected target is incapacitated due to afflicted misfortune.
    Dissonant: Dissonant exalts may not use this evocation.
    Brave: This evocation, and all evocations with this keyword, may only not be used in tandem with evocations with the keyword Fool


    Game of Life
    Cost: 8m, 1wp Mins: Essence 4
    Type: Simple
    Keywords: Perilous, Resonant, Dissonant, Fool
    Duration: One Scene
    Prerequisites: Flexible Fortune, Brave Fools
    Stories are boring; they have a beginning and end. Games are fun, they go on forever! Let life be like a game… and let’s see what we roll up next? This evocation allows the exalt to access the knowledge or abilities of their past and future lives for a short period of time. The player rolls two six sided die while the Storyteller determines the results. The first dies result will determine if a past or future life has been called on (Storyteller decides by even/odds or high/low) while the second die determines the intensity of the connection (1 being weakest, 6 being strongest). Once a past or future life has been called on, the Storyteller informs the players as to what abilities, martial arts, sorceries, and so forth they may now have access to.

    At a low intensity connection (1-2) only knowledge is exchanged, at a moderate intensity connection (3-4) the exalt may use their other life’s abilities and so forth, at a high intensity connection (5-6) the exalt may use their other life’s abilities using their other lives stats, should they exist and be higher than the exalts currant attributes. Do to the difficulty of maintaining this connection, should the exalt take damage to their health levels the connection is broken instantly. This evocation may only be used once per story.

    Resonant: Resonant exalts benefit their player. Players have the ability to generate future lives for use of this evocation (Storyteller approval required).
    Dissonant: Dissonant exalts may not use this evocation.
    Fool: This evocation, and all evocations with this keyword, may only not be used in tandem with evocations with the keyword Brave


    Break the Weave: Embrace of Fickle Fortune
    Cost: 5m, 3a, 10Luck Mins: Essence 5
    Type: Simple
    Keywords: Resonant
    Duration: Instant
    Prerequisites: Chaos in Motion, Game of Life, Brave Fools
    Good luck, bad luck, none of it is real so long as that weave exists. It’s time to show Creation how much more fun the world is with a bit of risk… This evocation allows the exalt to challenge an existing fact of Creation. It can be near anything, from the victor of a battle to the ruler of a kingdom; however this cannot affect aspects such as gods or the very nature of reality. This challenge must be made within long range of the individual or edifice you are challenging. For example, to challenge a known military victory one must be able to see individual attributed most heavily for the success of the campaign, or the location of their burial, for the challenge to be valid. It is treated as a combat action, an attack using 2 six sided die + Essence level, against the targets integral defense. The targets integral defense is calculated based off how integral the individual or edifice is to history, written or yet to be written. The lowest defense is 1 (of no importance) and increases to a maximum of 20 (undeniable law of reality). Storytellers as recommended to choose a suitable difficulty to fit the current setting.

    On a successful challenge, the target has its history re-written in some way or form to match that of the exalts desire. Should this re-writing see ample change to the immediate surroundings or the whole of Creation, the changes occur as if under the use of Wyld-Shaping Technique (Exalted, p. 335) but extend to affect history and mortal memory as well. On an unsuccessful challenge nothing occurs. Should this evocation fail, the exalt may attempt to use the evocation again at the cost of permanently losing the ability to attune with this artifact. Bar the prior exception, this evocation may only be used once. Ever.

    At the Storytellers discretion, a dramatic or narratively meaningful failure (roll of 1 on both die, also known as “snake eyes”) may break the seal on the entity dwelling within the dice, releasing it on the world.


    "Enjoy the moment with all your might,
    Whether its gloomy, whether its bright."

  • #2
    I like the idea, but I kinda feel like it should be a pair of ten sided dice. I know it would take a lot of effort to change that, so I don’t expect it to happen, but d10s just ...feel right here. For some bizzare reason.


    ....

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    • #3
      Originally posted by BrilliantRain View Post
      I like the idea, but I kinda feel like it should be a pair of ten sided dice. I know it would take a lot of effort to change that, so I don’t expect it to happen, but d10s just ...feel right here. For some bizzare reason.
      I’d preeeeeeeefer d8s, to be honest.


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      • #4
        I went with d6s because they are the most "common" form of dice. If people are going to be using dice for causal games or gambling, they are more likely to use d6's than any other type of die. I had originaly toyed with the idea of making a d100 or d20 type item, but I wanted to make it fit into a setting without being noticeably odd or needing a special game to go with it setting wise.


        "Enjoy the moment with all your might,
        Whether its gloomy, whether its bright."

        Comment

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