Green Flame Rising (Exalted vs Dresden Files)

Well I just hope(ium) that molly is as muscular as someone with 4 dots in str deserves.
Does the act of becoming exalted cause the anima to flare? Because it seems dramatically appropriate for such an occurence even if it gives none of the benefits from an anima flare.
 
We can try to be "good" and punish those that are an affront to reality and our own brand of morality, but the crux of the matter is that some of these beings are creatures whose laws tend to be followed on fear and personal prowess.

You can't just coax a millennia old spirit who exults in murder and suffering to stop their ways just by one impassioned speech. You need to make sure to gird them in manacles, to ensure their loyalty to us and us alone, or else. Because if not, they'll try to always gain the upper-hand on us. Because that's what they are, evil spirits. Corruption and subjugation is their language, and we could spoke the same dialect as theirs.
That's not necessarily wrong, but it's also not how the conversation has been going.

Embracing the Hells' ideals is something we should actively avoid. Not just from a moral level, but because they're pointlessly self destructive. They behavior is one of the core reasons the primordials were toppled in the first place, and it doesn't help their attempts to regain power.

Acting like a hyper monster will get us treated like one. There are plenty of people to fight and lands to conquer without manufacturing opposition and denying ourselves allies.
 
Well I just hope(ium) that molly is as muscular as someone with 4 dots in str deserves.
Does the act of becoming exalted cause the anima to flare? Because it seems dramatically appropriate for such an occurence even if it gives none of the benefits from an anima flare.
In regular Exalted, it usually does. Which is kind of expected since it's your first time tapping into a power that could sunder gods and kill titans.
This will take a while since I have to make charm packages of charms and stuff
Nice, Charm dots allocation. Although, I have some suggestions of my own.

Key to the Kingdom: (Ability) (•)
Freedom Lets Go (•)
Cracked Cell Circumvention (•)
[Kakuri Charm Category]
Without Honor, Without Hope (•) Key [Kakuri Charm Category]
Green Sun Nimbus Flare (•••) Key [Lankha Charm Category]

So, here are the rules for making an Infernal.
• Choose two categories of Infernal Charms as Key Charms. Key Charms receive the same experience point discount as Caste Charms. Infernals have no inherent Castes, and thus no true Caste Charms.
• Choose Charms (7 dots in total). At least 5 dots of Charms must be from your Key Charms.
-Key to the Kingdom: (Ability) is going to be our bread and butter. It is THE Dice adder Charm, it allows us to add our (Attribute + Ability) bonus dice to every instance we use said Ability. So with Dex 4 and Melee 5, our usual Dice pool would be 9, right? With Key to the Kingdom, we could get additional 9 more Dice to our Dice pool, making it a total of 18 Dice per turn. That's an obscene amount of dice.
-Freedom Lets Go is already covered. But for the sake of refreshing, it allows us to basically "break off" whatever Geas is holding us in place. This means that if a Fae were to try and cash in our "debt" we could just break away from said debt Scott-free.

Now here's the Charm Category part. Kakuri is amazing, this Charm Category opens the gate for so many discreet social stuff and subterfuge. It is beguilment through secrets rather than loudly pronouncing our will. Now Lankha though, it is going to be our combat Charm Category. Soak Dice adder, damage multiplier, resurrection from death. Lankha has it all. If we were to try and become this world's new Demon Emperor, then Kakuri + Lankha duo is a very good start.

Also don't panic, we could still pick from every other Hells for Charms. It's just that they're going to be a mite expensive (not by much, Key Charm costs (Charm rating x 3) EXP, whilst non-key Charm costs (Charm rating x 4) EXP).

-Cracked Shell Circumvention is our "break out of prison" Charm. Literally. This Charm covered a broad load of examples. Like escaping from physical constraints, social occasions or even mental actions. It reduces the amount of Difficulty needed to "escape" from a situation by 3 Dice. And since the usual Target Number for ExWoD is 6, that means that as long as we could roll above 3, we could always succeed in escaping.
-Without Honor, Without Hope is kind of situational. It allows us perfect immunity towards cold temperature, and whenever we are in said cold temperature we gain 3 more Dice to all rolls. And since we are in the Heart of Winter, we would always gain +3 bonus Dice. That's a lot.
-Lastly, Green Sun Nimbus Flare. This would be our basic combat Charm alongside Key to the Kingdom: (Ability). Whenever we managed to hit somebody, we could inflict (the higher of Strength, Charisma or Intelligence) levels of automatic Aggravated Damage. No soak, no defensive maneuver, nothing at all could defend against it. Without a perfect defence, the enemy would just die by our first stroke. And it only cost 1 Essence. Not only is it deadly, it is horrifically cheap.
 
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Well I just hope(ium) that molly is as muscular as someone with 4 dots in str deserves.
Does the act of becoming exalted cause the anima to flare? Because it seems dramatically appropriate for such an occurence even if it gives none of the benefits from an anima flare.

Oh yeah, it actually flares harder then it ever will normally. Arctis Tor now bright green with the light of exaltation
 
Oh yeah, it actually flares harder then it ever will normally. Arctis Tor now bright green with the light of exaltation
I can't wait until we could buy that Merit which allows us to suppress our Anima Banner or at least reduce its intensity.
Anima Control (1, 2, or 5pt. Merit)
The Exalt can finely control the release of her Essence into her spiritual aura. The one-point version of this Merit allows the Exalt to select one of the following benefits, while the two-point version allows her to select two.
• The character's Exalt's anima flare manifests as a tightly shining envelope of light that rises from her body like steam, and is no brighter than a torch.
• The Exalt may restrain her anima until she's spent 4 Essence in a scene.
• The character's anima fades after three minutes, regardless of her Essence rating.
The five-point version of this Merit gives the Exalt full control over her anima: it only flares when she wishes it to.
Anima Banner
All human beings are surrounded at all times by an invisible spiritual aura. A few supernatural powers, such as a vampire's Auspex, are able to view this aura (and learn something about an individual's mental and spiritual state). The Dragon-Blooded call this spiritual mantle the anima, and when the Exalted spend Essence rapidly, fragments of elemental or divine power flood into their anima and may cause it to become visible to the naked eye, glowing and burning with a color and texture characteristic to their brand of Exaltation.

An Exalt's anima banner becomes visible when she spends 3 or more points of Essence in a single scene. In the Age of Legends, an anima banner could tower several stories into the air, and was visible from leagues away. In the mystically-depleted World of Darkness, the anima banner reaches only a few feet above the character's head, and is as bright as a burning bonfire. This divine incandescence fades away (Essence rating × 3) minutes after the Exalt stops actively spending Essence.
 
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Nice, Charm dots allocation. Although, I have some suggestions of my own.

Key to the Kingdom: (Ability) (•)
Freedom Lets Go (•)
Cracked Cell Circumvention (•) [Kakuri Charm Category]
Without Honor, Without Hope (•) Key [Kakuri Charm Category]
Green Sun Nimbus Flare (•••) Key [Lankha Charm Category]
I think I'd prefer more Lanka/Malfean toughness charms.

Something thematic to our situation, arising from torment to smite some scarecrow.

Though that's only for the start of course, we can expand in different directions later.
 
I think I'd prefer more Lanka/Malfean toughness charms.

Something thematic to our situation, arising from torment to smite some scarecrow.
That's also fine. I just want some Charms that would cover our bacon after we've finished our business around here. I don't want to get Geass'ed by a Fae Queen into doing something undesirable.

Also, Malfeas and Lankha aren't the same thing (at least, not in World of Darkness). Lankha is one of the many Hells that dotted Yomi ruled by a Yama King. It is part of the Thousand Hells of the Middle Kingdom (most of Asia, stretching from Japan to India). Whilst Malfeas is the Western Hell ruled by the Wyrm from Werewolves: The Apocalypse. Its many monarchs are the 13 Maeljin Incarna, each of whom embodies a certain Urge from the Wyrm.

Dunno about this Crossover though. For all I know Malfeas might still exist as the Prison of the Yozis.
 
Freedom Lets Go (•)
I think this one should be swapped out for ego infused pattern primacy.

It will let us resist individual punishment attempts without costing an intimacy and apply to a broader range of issues.

FLG would permanently remove the debt, but that isn't the same as getting off scot free. That would absolutely press the fey's buttons in the worst way. They absolutely have access to the mortal world and are the type to look for revenge.

They're also a key part of the supernatural equivalent of international relations, so tanking our rep with them would damage it with everyone else before we've even met them.

If we make a deal we're better off paying it off than slipping the debt in exchange for murdering our credit score and spending the rest of Molly's life dodging hit men.
 
I think this one should be swapped out for ego infused pattern primacy.

It will let us resist individual punishment attempts without costing an intimacy and apply to a broader range of issues.

FLG would permanently remove the debt, but that isn't the same as getting off scot free. That would absolutely press the fey's buttons in the worst way. They absolutely have access to the mortal world and are the type to look for revenge.

They're also a key part of the supernatural equivalent of international relations, so tanking our rep with them would damage it with everyone else before we've even met them.

If we make a deal we're better off paying it off than slipping the debt in exchange for murdering our credit score and spending the rest of Molly's life dodging hit men.
Pattern Primacy was much more expensive than a 1 Dot charm though, I think?
 
I think this one should be swapped out for ego infused pattern primacy.

It will let us resist individual punishment attempts without costing an intimacy and apply to a broader range of issues.

Well, we're gonna have a problem since Ego-Infused Pattern Primacy is a 5-dot Charm. And unless we're using 15 Freebies Point for that Charm (or changing one of our Key Charm Category) we could not even purchase it at character generation.

Although we CAN buy it, we have 17 Freebies Point leftover—22 FP (17 Base FP + 7 from Flaws) - 5 (purchasing Willpower to 10 so that mind-whammy effects by outside factors will be extremely difficult) = 17 FP.

I also want to buy the Background "Resource" into 2 so that Molly will be set for money. So that's 15 FP exactly, leftover.

But this would mean that we can't buy the Merit "Anima Control" to dim and blaze our Anima at will, no matter how many Essence we've spent.
 
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Could we really afford to lose all those other charms rn? Given that this is character gen I think we should be reasonable and wait until later to purchase EIPP and only use FLG in a worst case scenario whatever that might be.
And if I'm getting my mythology right geas aren't always willing as in some pacts can be made without consent from one or more parties involved though I don't know if this is different in DF.
 
Well, we're gonna have a problem since Ego-Infused Pattern Primacy is a 5-dot Charm. And unless we're using 15 Freebies Point for that Charm (or changing one of our Key Charm Category) we could not even purchase it at character generation.

Although we CAN buy it, we have 17 Freebies Point leftover—22 FP (17 Base FP + 7 from Flaws) - 5 (purchasing Willpower to 10 so that mind-whammy effects by outside factors will be extremely difficult) = 17 FP.

I also want to buy the Background "Resource" into 2 so that Molly will be set for money. So that's 15 FP exactly, leftover.
We could buy it anyway just to have the option, but we should be mindful of the consequences of using it.

Unless they offer us a deal so bad it might as well be slavery we should at least try to pay it off in good faith before making a, likely permanent, enemy of Mab by trying to "cheat"her out of something she bargained for in her own capital before the eyes of her vassals.

She almost certainly couldn't let that slide even if she wanted to.

I'd prefer not to make that sort of enemy for another couple essence levels if we can help it.

Edit: by the way, where is the charm list for this? It's kind of hard to make suggestions without a reference beyond what's already in the thread.
 
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We could buy it anyway just to have the option, but we should be mindful of the consequences of using it.

Unless they offer us a deal so bad it might as well be slavery we should at least try to pay it off in good faith before making a, likely permanent, enemy of Mab by trying to "cheat"her out of something she bargained for in her own capital before the eyes of her vassals.

She almost certainly couldn't let that slide even if she wanted to.

I'd prefer not to make that sort of enemy for another couple essence levels if we can help it.
Hmm, honestly I'm fine with not having Ego-Infused Pattern Primacy yet, but if you want it then feel free to do so.

So, in order to have Ego-Infused Pattern Primacy right off the bat, we would need to have Lankha or Kakuri + Wicked City Charm Category.

-Key to the Kingdom: (Ability) (•)
-Ego-Infused Pattern Primacy (•••••) [The Wicked City Charm Category]
-??? {a 1-dot Charm from whichever Hells from the Yomi Wan you want}
 
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Arc 0 Post 4: Sight Beyond Reckoning
Sight Beyond Reckoning

As you peer into the depths of the Crown that blazes before you and see ten thousand, thousand eyes staring back like the blossoms of some alien tree on branches of green flame and those you take up, resolute. Through them all things can be seen, you know as surely as you know your own name. If I'm gonna be damned then it will damn well be with my eyes wide open and I will never, never do anything like what I did to Rosie out of ignorance.

Though your hands are still nailed to the tree with shards of ice you do not need them for this. By will alone you raise the crown until it is above your head, looking down at you, not with many eyes, but a single great lidless eye waiting to serve. The part of you that is still the little girl who used to smuggle a dogeared copy to Fellowship to camp so you could read it 'authentically' wonders: Am I Sauron now?

Just as the crown lays on your headless fire envelops you, you make a sound such as you do not imagine these halls have ever heard from their prisoners, you giggled. The power flows into you like wine, like ice and fire, like the song and shadow of great things long past. Great things that will be again, Usum assures you and you nod as you look upon the Scarecrow. As you look with the eyes of blooming power all-around at the thing that had kidnapped you, the thing that had tortured you that in its twisted way had been your first teacher in matters of magic... and you see that it is hollow, an old lie that had tricked itself into thinking that it was true, and you see that it is weak as the kindling it had chosen to take for its shape. The tree cannot hold you, you are not the weak stupid little girl who was dragged in here who knows how long ago, the fetch cannot hunt you, at least no more than the moth hunts the flame.

[] Poison Flame Unholy Night
Key Charms: Lanka: Demon City of the Rakshas and Kakuri: the Night Realm
Standard Charms
No Category: Key to the Kingdom: (Favored Abilities) (•) Excellency use your skills to supernatural levels
The Hell of Being Skinned Alive: Freedom Lets Go (•) Burn a supernatural control or geas at the cost of an intimacy
Kakuri: Cracked Cell Circumvention (•) Escape more easily from bindings of all sorts
Kakuri: Without Honor, Without Hope (•) Immunity to Cold; power from Cold
Lakha: Green Sun Nimbus Flare (•••) Burn your enemies in the fire of your hate
Background
Allies •••• (To Be determined)
Demonic Guide • (Can be used to fly; conjure infernal weapons etc...)
Freebie Points 15 to start with:
Flaw: Vengeful (Winter Court) -2 points
Willpower ••••• +5 points
Kakuri: Ultimate Darkness Internalization (•••) Open a path into the realm of the unhappy dead; may take others with you at the cost of bashing damage +9 Points
Hell of Boiling Oil: Charred Sinner Renewal (•) Can regain essence at an accelerated peace or heal bashing and lethal damage unnaturally quickly so long as one is immersed in lethal liquid -3 points

[] Charitable Empress of Jade
Key Charms: Hell of Burrowing Maggots and Kakuri: the Night Realm
No Category: Key to the Kingdom: (Favored Abilities) (•) Excellency use your skills to supernatural levels
Kakuri: Cracked Cell Circumvention (•) Escape more easily from bindings of all so
Hell of Burrowing Maggots: Verdant Emptiness Endowment (•••••) Can grant wishes and demand service of those who accept the boon; the recipient does not have mean the wish seriously merely say it where the infernal is aware of it
Background
Allies •••• (To Be determined)
Demonic Guide • (Can be used to select a shintai aspect to use in normal form: fly; conjure infernal weapons etc...)
Freebie Points 15 to start with:
Hell of Burrowing Maggots: Ephemeral Abrasion Curse (•) Gnaw at the barrier between worlds lowering -3 Points
Hell of Burrowing Maggots: Demonic Primacy of Essence (•) The infernal has an easier time dealing with lesser creatures of darkness -3 Points
Merit: Anima Control (•••••): The infernal may freely control her Anima -5 points
Lakha: Nightmare Fugue Vigilance (•) The infernal does not need sleep and will never suffer sleep deprivation, if she forces herself to sleep she will suffer vague but persistent nightmares -3 points

[] Infernal Exorcist
Key Charms: Lanka: Demon City of the Rakshas and Kakuri: the Night Realm
Standard Charms
No Category: Key to the Kingdom: (Favored Abilities) (•) Excellency use your skills to supernatural levels
The Hell of Being Skinned Alive: Freedom Lets Go (•) Burn a supernatural control or geas at the cost of an intimacy
Kakuri: Cracked Cell Circumvention (•) Escape more easily from bindings of all sorts
Kakuri: Without Honor, Without Hope (•) Immunity to Cold; power from Cold
Lakha: Green Sun Nimbus Flare (•••) Burn your enemies in the fire of your hate
Background
Allies •••• (To Be determined)
Demonic Guide • (Can be used to fly; conjure infernal weapons etc...)
Freebie Points 15 to start with:
Flaw: Permanent Caste Mark What it says on the tin 2 points
Ancient Sorcery: Sapphire Ritual of Exorcism: Banish any possessing spirit from its vessel of flesh... any possessing spirit -5 points
No Category Charm: The Pentacle and the Scepter (••••) Become more skilled at casting and learning ancient sorcery -12

Character Sheet so far

OOC: I am pretty new to the system, but I thought I would point out some fun combinations, like getting the wish spell early with anima control so that you can walk around granting wishes like a guardian angel without flaring into demonic fire. Another Option exorcising the Fallen. Yes, that will work even if the Denarian is unwilling to let go, exaltation says 'fuck your paradigm, Holy Theion says so' as long as you make the roles. Proper link to the book this time.
 
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Hmm, none of these are quite what I was expecting. Although the Charm allocation is very, very nice.

@DragonParadox, by your permission, can we choose our own Flaws and Backgrounds? It's okay if you say no, it's just that I want to know if we can optimize it even further.

I already have a list of Flaws I wanna use, see.

Short:

Short (1pt. Flaw)
You are well below average height — four and a half feet (1.5 meters) tall or less. You have difficulty reaching or manipulating objects designed for normal adult size, and your running speed is one-half that of an average human. (Vampire 20th Anniversary)

Nightmare:

-Nightmares (1 point): When you sleep, nightmares invade your dreams. Terrible images assault your mind, leaving you anxious and breathless upon waking. When you wake, make a Willpower roll. If you fail, the horror of your dreams haunts you, decreasing your dice pools for all actions by one until you next sleep. (Dark Ages 20th Anniversary)

-Nightmares (1pt. Flaw): You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Upon awakening, you must make a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe that you are locked in a nightmare. (Vampire 20th Anniversary)

Phobia:

-Phobia (2pt. Flaw): You have an overpowering fear of something. Spiders, snakes, crowds, and heights are examples of common phobias. You must make a Courage roll every time you encounter the object of your fear. The difficulty of the roll is determined by the Storyteller. If you fail the roll, you must retreat from the object. (Vampire 20th Anniversary)

Vengeful:

-Vengeful (2 points): Revenge drives you. Its hot, constant presence motivates your every move. Work out with the Storyteller what wrongdoing has pushed you into such a state. Whenever you encounter the source of your ire, you are compelled to pursue it, but you may spend a Willpower point to ignore this urge. (Dark Ages 20th Anniversary)

-Vengeful (2pt. Flaw): You have a score to settle, incurred either during your mortal days or after the Embrace. You are obsessed with taking your revenge on an individual or group, and it is your overriding priority in any situation where you encounter the object of your revenge. You may temporarily resist your need for vengeance by spending a Willpower point. (Vampire 20th Anniversary)

Enemy:

-Enemy (1 to 5 points): In your travels, you have earned the enmity of a person or organization. The severity and scope of this hatred is reflected by the rating of the Flaw. At 1 point, your enemy is an aggrieved peer or the irritation of an organization. You may be undercut, inconvenienced, or framed for petty crimes, but nothing so severe as attempts on your unlife. At 3 points, your enemy is your superior, or the anger of an important group. They make regular efforts to thwart your plans, threaten your allies, and undermine your standing with your clan and Road. At this level, your enemy may consider granting you the Final Death. Work this out with your Storyteller. At 5 points, your enemy is an elder or an entire organization, such as the ruling family of your nation or the Catholic Church. Your death is not out of the question. None of your associates are safe. Everywhere you go, you can expect your enemy to be waiting. What have you done to make someone so powerful so angry? (Dark Ages 20th Anniversary)

-Enemy (1-5pt. Flaw): You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of a Methuselah or other potent supernatural foe). (Vampire 20th Anniversary)

Repulsive to Animals:

-Repulsive to Animals (2 points): When you are near, natural animals startle and panic. Unlike the normal disturbance caused by the presence of Cainites, animals
near you either bolt in terror or become aggressive and violent, depending on their temperament. This makes riding a horse (or any other riding beast) nearly impossible, as you are unable to calm any creature down with a normal Animal Ken roll. You must use the abilities of the Animalism Discipline or feed the animal some of your blood, which transforms it into a ghoul. (Dark Ages 20th Anniversary)

Demon-Hounded:

-Demon-Hounded (1 to 5 points): A demon has taken a shine to you. It comes at odd and inconvenient hours and offers you bribes of wealth and power. Some days, it asks for favors; on others, it offers them. What black schemes does hell have in mind for you that one of its servants would bother you so? What fell powers have you toyed with that you should not? At 1 point, the demon is little more than an imp, asking for minor favors or stealing small objects. At 3 points, the demon is your physical or magical equal, or is a smaller threat that is willing to also drag your close friends into this affair. At 5 points, the demon is significantly powerful, able to threaten your coterie, or a lesser demon willing to torment your friends, family, and acquaintances. (Dark Ages 20th Anniversary)

Haunted:

-Haunted (3 points): A vengeful ghost haunts you, for any variety of reasons: perhaps you took the ghost's life, perhaps it is the shade of a departed enemy with unfinished business, or perhaps it is a misfortune of your Embrace. When it is able to strike out at you, it is your physical and magical equal. However, most of the time it chooses to make your life miserable by frightening your friends, moving your furniture, and making loud noises while you are trying to rest. How often your haunt makes its displeasure known is up to the whims of the Storyteller. The Storyteller may wish to forbid characters with the Necromancy Discipline from taking this Flaw, as they have an easy means of dealing with the drawbacks. (Dark Ages 20th Anniversary)

-Haunted (3pt. Flaw): You are haunted by an angry and tormented spirit, most likely one of your first victims. This spirit actively attempts to hinder you, especially when feeding, and does its utmost to vent its anguish upon you and anyone in your presence. The Storyteller determines the exact nature of the spirit, its powers, and whether or not it can eventually be laid to rest. (Vampire 20th Anniversary)

Unlucky:

-Unlucky (1 to 5 points): You are spectacularly unfortunate. Disaster follows in your wake. You are magnetically attracted to misfortune. At 1 point, it rains whenever you forget your coat. At 3 points, it's rare for you to recover from any failure gracefully. At 5 points, nearly everything you attempt ends catastrophically. A number of times per day equal to the point you have in this Flaw, the Storyteller may force you to reroll a successful roll and take the second result. Lucky and Unlucky are not mutually exclusive, but for simplicity's sake, the same roll cannot be modified by both at once. That is, if a Lucky reroll is used, the Storyteller cannot force you to reroll the reroll. (Dark Ages 20th Anniversary)

Bad Sight:

-Bad Sight (1 or 3pt. Flaw): Your sight is defective. The difficulties of any die rolls involving the use of your eyesight are increased by two. As a one-point Flaw, this condition can be corrected with glasses or contacts; as a three-point Flaw, the condition is too severe to be corrected. (Vampire 20th Anniversary)

Glowing Eyes:

-Glowing Eyes (3pt. Flaw): You have the stereotypical glowing eyes of vampire legend, which gives you a -1 difficulty on Intimidation rolls when you're dealing with mortals. However, the tradeoffs are many; you must constantly disguise your condition (no, contacts don't cut it); the glow impairs your vision and puts you at +1 difficulty on all sightbased rolls (including the use of ranged weapons); and the radiance emanating from your eye sockets makes it difficult to hide (+2 difficulty to Stealth rolls) in the dark. (Vampire 20th Anniversary)

Impatient:

-Impatient (1pt. Flaw): You have no patience for standing around and waiting. You want to do things now — fuck those slowpokes trying to hold you back. Every time you are forced to wait around instead of acting, a Self-Control roll is required to see if you go tearing off on your own instead. (Vampire 20th Anniversary)

New Arrival:

-New Arrival (1pt. Flaw): You've just arrived in your new city of residence, and don't know anyone in the place. Existing factions may try to recruit or eliminate you, while vampires in positions of authority size you up and take your measure. Meanwhile, your ignorance of the city's current events, history, and politics (not to mention the personality quirks of the vampires already in place) may cause you to make a serious blunder. (Vampire 20th Anniversary)

Beacon of the Unholy:

-Beacon of the Unholy (2pt. Flaw) You radiate palpable evil. Clergy and devout mortals know instinctively that there is something horribly wrong with you, and react accordingly. (Vampire 20th Anniversary)

Eerie Presence:

-Eerie Presence (2pt. Flaw): Mortals have an unconscious awareness of your undead nature, which makes then anxious and ill at ease in your presence. Because of this, difficulties of all rolls relating to social interaction with mortals are increased by two. (Vampire 20th Anniversary)

Cold Breeze:

-Cold Breeze (1pt. Flaw): A chill wind follows you everywhere you go. While it may make for dramatic entrances, this effect also discomfits mortals (+1 difficulty on all appropriate Social rolls) and marks you as obviously supernatural. Cold winds sweeping through executive offices or crowded nightclubs can raise all sorts of questions. (Vampire 20th Anniversary)

Touch of Frost:

-Touch of Frost (1pt. Flaw): Plants wither as you approach and die at your touch. Your touch leeches heat from living beings, as though you were made of ice. (Vampire 20th Anniversary)

-Touch of Frost (1 point): A nimbus of cold surrounds you. At the slightest touch, plants wither and die. If you stand near still water for too long, it begins to freeze. This makes you very easy to find, increasing the difficulty of rolls to stay hidden or concealed by one.

Edit: Here is my Vote plan:
[] So Speaks Demon Empress
Key Charms: Lanka: Demon City of the Rakshas and Kakuri: the Night Realm
Standard Charms
No Category: Key to the Kingdom: (Favored Abilities) (•) Excellency use your skills to supernatural levels
Lanka: By Pain Reforged (•) Weather pain like a storm upon a mountain's peak
Kakuri: Cracked Cell Circumvention (•) Escape more easily from bindings of all sorts
Kakuri: Without Honor, Without Hope (•) Immunity to Cold; power from Cold
Lanka: Green Sun Nimbus Flare (•••) Burn your enemies in the fire of your hate

Background
Mentor ••••• (Michael) -5 Points
Demonic Guide ••••• (Demonic Aspect: Demon Weapons)

Freebie Points 15 to start with:
Flaw:
-Enemy (+1 Points) [Winter Court]
-Nightmares (+1 Points)
-Vengeful (+2 Points) [Fetch]
-Enemy (+2 points) [Denarians]
-Touch of Frost (+1 Points)
Willpower ••••••••• -4 points
Impervious Primacy Mantle (•••) You are a stalwart bastion of integrity against corruption -9 points
Brigids' Heir -3 points You are the herald of an arcane system archaic yet absolute
Anima Control -1 points The Exalt's anima is restrained until they have spent 4 Essence in a scene
 
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Just out of curiosity here, and I need to ask it because we're dealing with some weird stuff here.

Because Michael Carpenter is one of the Best Men Alive, and I swear to goodness if you flanderize him as some angry paladin, I can't enjoy this story.

(Actually, how much would taking him as a Mentor qualify as?)
 
For Merits I want this most of all it lets us learn exalted sorcery rapidly

Brigid's heir (3pt. merit)The character's dreams of the Age of Legends are extremely vivid on the subject of sorcery, allowing her to piece together forgotten spellcraft from the resonant Essence of her own mind and soul. Once per story, she may buy an ancient sorcery spell without needing a mentor, grimoire, or other reference.
 
Just out of curiosity here, and I need to ask it because we're dealing with some weird stuff here.

Because Michael Carpenter is one of the Best Men Alive, and I swear to goodness if you flanderize him as some angry paladin, I can't enjoy this story.

(Actually, how much would taking him as a Mentor qualify as?)

I can reassure you that Michael will be in character as a truly righteous man, no self in there, at most he would be worried and confused. Charity on the other hand... does not have the best relation with her eldest daughter, probably because of how alike they are.

You can take him as a mentor with 5 dots, he is a really powerful mentor and for him to do this his boss has to agree to keep him off the clock longer.
 
Brigid's heir (3pt. merit)The character's dreams of the Age of Legends are extremely vivid on the subject of sorcery, allowing her to piece together forgotten spellcraft from the resonant Essence of her own mind and soul. Once per story, she may buy an ancient sorcery spell without needing a mentor, grimoire, or other reference.

I'm gonna be honest with you man, Sorcery sucks. It costs more than its effects are supposed to grant. Making it an Essence haemorrhage.

Ancient sorcery was originally going to just be a straight port of Exalted-style sorcery, with three circles and the whole nine yards. Ultimately, I broke it down to what it is now because it seemed to better reflect the decayed nature of the world and to emphasize how only the tiniest fragments and tatters of the Age of Legends were still around. There was also a period where I thought about cutting sorcery completely, but ultimately I decided it was too central to the identities of Twilight and No Moon characters, and I didn't really want to use Charms to cover all the stuff I was writing into the setting where Dragon-Blooded were binding spirits as guardians and performing other ritual-style magic.
 
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I can reassure you that Michael will be in character as a truly righteous man, no self in there, at most he would be worried and confused. Charity on the other hand... does not have the best relation with her eldest daughter, probably because of how alike they are.

You can take him as a mentor with 5 dots, he is a really powerful mentor and for him to do this his boss has to agree to keep him off the clock longer.

That's great!

Just to elaborate, one of the things I like about the Dresden Files is how it doesn't flanderize most of the powers involved. The White God's forces are primarily concerned with countering the influence of those who would interfere with Free Will, and not just purging the world of everything that doesn't fit a specific paradigm (In which case, Molly's whole shtick would be considered an element of concern but largely delegated to Michael, because that's his job as a Knight of the Cross, to inspire people and counter the influences of the Denarians--which she's not, since her Free Will is intact and not being basically hacked by a nigh omniscient former angel who knows exactly what levers to pull to effectively turn you into a puppet regardless of your intentions.

And isn't the very best victory the one where you turn what was formerly a dark power into a force that inspires and encourages people to be their best?
 
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