Green Flame Rising (Exalted vs Dresden Files)

[X] You could really go for a deep dish pizza. Head to Lincoln Park, they make really good ones there and the restaurants are open all night. You can all decide what to do from there

this a good time for a 'hurt him and we'll break your soul' talk?
How high is our intimidation?
 
this a good time for a 'hurt him and we'll break your soul' talk?
How high is our intimidation?
Without Excellency high. (7 Dice at least)
With it "Yes".

Though I'm not quite sure we should use it in full, she might just be a nice girl and relationships don't always work out.
If she is a hostile supernatural power though, she goes to Hell. I think sending her to the Hell of being Skinned Alive is the cheapest option in terms of XP-investment.

@DragonParadox
Speaking of investment, can we buy sometimes soon?
We have done a lot of stuff and are already quite a few updates in since last time.
 
Without Excellency high. (7 Dice at least)
With it "Yes".

Though I'm not quite sure we should use it in full, she might just be a nice girl and relationships don't always work out.
If she is a hostile supernatural power though, she goes to Hell. I think sending her to the Hell of being Skinned Alive is the cheapest option in terms of XP-investment.

@DragonParadox
Speaking of investment, can we buy sometimes soon?
We have done a lot of stuff and are already quite a few updates in since last time.

You will get to spend XP at the end of the week and this is your last action of the week.
 
[X] You could really go for a deep dish pizza. Head to Lincoln Park, they make really good ones there and the restaurants are open all night. You can all decide what to do from there
 
[X] You could really go for a deep dish pizza. Head to Lincoln Park, they make really good ones there and the restaurants are open all night. You can all decide what to do from there
 
So, I thought I'd make a stab at designing a kingdom.

First, let's consider what the kingdom is for. We know that the amount of physical material that can be passed through to the either side is limited. We can take up to 20 people in. We can go in ourselves. Neither is very easy, and our time inside is limited. I presume that the amount of physical objects we can take in or take out is limited to the amount we can carry. So, silly stuff like mining uranium would not be very useful (or at all), unless we do it for stuff like magical materials (soulsteel?), or personal equipment, or immaterial wealth, like advanced computer codes and such.

As far as I can see, the most likely uses for our kingdom would be:
1) As a sanctuary and, perhaps, a prison. The prison function will be rendered redundant once Dresden (or, indeed, some other allied practitioner) claims Demonsreach. This means that the realms should be survivable, at least in some way. This means that Unsurvivable trait is not something we could take, as it would cut this functionality completely. Pockets of Safety might be doable, though.
2) As a way to unload mundane (and minor magical) equipment crafting from Molly herself to her minions. We want Molly to be focused on crafting wanders and best of the best one of a kind stuff, not spending days and weeks of her very valuable time making equipment for herself and all her minions. Especially consummables, like ammo, at least some armor pieces and such. This, and the points listed below mean that we shouldn't take negative population traits, and technology should be at least modern. It goes without saying that the loyalty of the population of hell should also be positive. Otherwise, visiting her world soul would actually be dangerous, and we are not a khornate or a tzeenchian like being, who would fight her own soul's manifestations.
3) As a source of cult. This is something that we can't hope to get quickly enough in the real world to matter for a long time.

As such, I propose the following:
[] Size average - the realm is a size of a major city. Anything higher is excessive, as modern (and beyond modern) technology makes high population densities sustainable. Potentially, millions of people can live in a highly urbanized environments on a very small area. Making the jump to Idaho sized realm is excessive, I feel. 50-0=50 points
[] Difficult terrain - The borders of the realm at least should be hard to pass, both from inside and from outside. 50+5=55 points
[] Climate - pockets of safety. This is debatable, but I feel that we can afford to take it, then have our population conquer the environment a step at a time. Essentially, harsher climate at the start serves as additional protection against both possible escapes and invasions 55+15=70 points
[] Superhuman inhabitants - I'll explain my reasoning together for this and the next three points. 70-15=55 points
[] Advanced Social structures. 55-10=45 points
[] Advanced technology 45-10=35 points
[] Fanatical Loyalty 35-15=20 points
Ok, let me be plain - human resources are the main resources of the industrial and especially post industrial era. It is not the land that matters, it is the inhabitants that matter. If we want to have passive bonuses from our kingdom, we should go all in on the population. They should be always ready to support us, and they should be capable of supporting us.
[] Time differential - this is something we can't get in any other way, and this would be a huge benefit, to have time pass quicker inside our world soul. Now, this leaves us with 20-10=10 points.

This could be spent in two ways - either buying the bottleneck bonus, if, and only if it also protects from beings coming from the outside in (if that's a concern at all, as the realm exists in our soul, not in conventional Nevernever, I think), or increasing the size of the realm by one point (to the size of a state) and buying advanced transportation bonus. I favor the latter.

We can build the gaols, we can build the advanced transportation if we have time, we can conquer the environment, as long as we have good and loyal population.

Now, how does it all fit together? I think I have a good write-up.
It is highly ironic, and, perhaps, unavoidable, that the form your world soul takes is reminiscent of the place where you have grasped the keys of your kingdom. Jagged ice crystals litter the barren wasteland at the edges of the world, pelted endlessly by the blizzard cold enough to freeze an unprepared soul in minutes and harsh enough to strip it to the bones in but a few moment more; the only illumination to light the path - the light of a full moon hanging eternally in the dark skies. It is only near the center of your realm that life can exist, in the city of crystal standing proudly against the wild. It is also here that the differences between your realm and Arctis Tor become unmistakable. Where Mab's citadel is an ancient structure composed of blackest ice, yours is a gleam jewel of white and colorless crystals, image of a future yet to come in the mundane world.

The guardians of your realm can, perhaps, be mistaken for fae, visions of timeless beauty, power beyond their mortal ken and loyalty to the realm (and you) that transcends boundaries of death. However where Mab's soldiers are cruel, yours are not, each willing to lend a hand without counting debts or obligations.

Personally, you prefer to credit your childhood memories to the resulting reality than the trauma of your second breath's circumstances. If the Winter Queen is offended by that, you honestly do not care.

So, to summarize: Crystal Tokyo (with frozen wasteland surrounding it) as our World Soul. With in-universe reference to Sailor Moon, which Molly probably watched as a kid. Possibly with sailor-suited guardians included. I feel this is appropriate somehow.
 
So, I thought I'd make a stab at designing a kingdom.

First, let's consider what the kingdom is for. We know that the amount of physical material that can be passed through to the either side is limited. We can take up to 20 people in. We can go in ourselves. Neither is very easy, and our time inside is limited. I presume that the amount of physical objects we can take in or take out is limited to the amount we can carry. So, silly stuff like mining uranium would not be very useful (or at all), unless we do it for stuff like magical materials (soulsteel?), or personal equipment, or immaterial wealth, like advanced computer codes and such.

As far as I can see, the most likely uses for our kingdom would be:
1) As a sanctuary and, perhaps, a prison. The prison function will be rendered redundant once Dresden (or, indeed, some other allied practitioner) claims Demonsreach. This means that the realms should be survivable, at least in some way. This means that Unsurvivable trait is not something we could take, as it would cut this functionality completely. Pockets of Safety might be doable, though.
2) As a way to unload mundane (and minor magical) equipment crafting from Molly herself to her minions. We want Molly to be focused on crafting wanders and best of the best one of a kind stuff, not spending days and weeks of her very valuable time making equipment for herself and all her minions. Especially consummables, like ammo, at least some armor pieces and such. This, and the points listed below mean that we shouldn't take negative population traits, and technology should be at least modern. It goes without saying that the loyalty of the population of hell should also be positive. Otherwise, visiting her world soul would actually be dangerous, and we are not a khornate or a tzeenchian like being, who would fight her own soul's manifestations.
3) As a source of cult. This is something that we can't hope to get quickly enough in the real world to matter for a long time.

As such, I propose the following:
[] Size average - the realm is a size of a major city. Anything higher is excessive, as modern (and beyond modern) technology makes high population densities sustainable. Potentially, millions of people can live in a highly urbanized environments on a very small area. Making the jump to Idaho sized realm is excessive, I feel. 50-0=50 points
[] Difficult terrain - The borders of the realm at least should be hard to pass, both from inside and from outside. 50+5=55 points
[] Climate - pockets of safety. This is debatable, but I feel that we can afford to take it, then have our population conquer the environment a step at a time. Essentially, harsher climate at the start serves as additional protection against both possible escapes and invasions 55+15=70 points
[] Superhuman inhabitants - I'll explain my reasoning together for this and the next three points. 70-15=55 points
[] Advanced Social structures. 55-10=45 points
[] Advanced technology 45-10=35 points
[] Fanatical Loyalty 35-15=20 points
Ok, let me be plain - human resources are the main resources of the industrial and especially post industrial era. It is not the land that matters, it is the inhabitants that matter. If we want to have passive bonuses from our kingdom, we should go all in on the population. They should be always ready to support us, and they should be capable of supporting us.
[] Time differential - this is something we can't get in any other way, and this would be a huge benefit, to have time pass quicker inside our world soul. Now, this leaves us with 20-10=10 points.

This could be spent in two ways - either buying the bottleneck bonus, if, and only if it also protects from beings coming from the outside in (if that's a concern at all, as the realm exists in our soul, not in conventional Nevernever, I think), or increasing the size of the realm by one point (to the size of a state) and buying advanced transportation bonus. I favor the latter.

We can build the gaols, we can build the advanced transportation if we have time, we can conquer the environment, as long as we have good and loyal population.

Now, how does it all fit together? I think I have a good write-up.
It is highly ironic, and, perhaps, unavoidable, that the form your world soul takes is reminiscent of the place where you have grasped the keys of your kingdom. Jagged ice crystals litter the barren wasteland at the edges of the world, pelted endlessly by the blizzard cold enough to freeze an unprepared soul in minutes and harsh enough to strip it to the bones in but a few moment more; the only illumination to light the path - the light of a full moon hanging eternally in the dark skies. It is only near the center of your realm that life can exist, in the city of crystal standing proudly against the wild. It is also here that the differences between your realm and Arctis Tor become unmistakable. Where Mab's citadel is an ancient structure composed of blackest ice, yours is a gleam jewel of white and colorless crystals, image of a future yet to come in the mundane world.

The guardians of your realm can, perhaps, be mistaken for fae, visions of timeless beauty, power beyond their mortal ken and loyalty to the realm (and you) that transcends boundaries of death. However where Mab's soldiers are cruel, yours are not, each willing to lend a hand without counting debts or obligations.

Personally, you prefer to credit your childhood memories to the resulting reality than the trauma of your second breath's circumstances. If the Winter Queen is offended by that, you honestly do not care.

So, to summarize: Crystal Tokyo (with frozen wasteland surrounding it) as our World Soul. With in-universe reference to Sailor Moon, which Molly probably watched as a kid. Possibly with sailor-suited guardians included. I feel this is appropriate somehow.
Starting from your very first point it's very much not useless as a prison once someone has demonreach and a warden for it other than dresden well thats next to impossible unless they let us. Dresden can only trap someone in it if their on the island or if he somehow transports them to said island and its not gonna trap anything less then a damn skinwalker.
 
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Starting from your very first point it's very much not useless as a prison once someone has demonreach and a warden for it other than dresden well thats next to impossible unless they let us. Dresden can only trap someone in it if their on the island or if he somehow transports them to said island and its not gonna trap anything less then a damn skinwalker.
We can't easily transport prisoners to our realm either. They have to be either willing or unconscious (meaning that they must be able to be unconscious). We have to succeed in a hard challenge to travel there too. For mundane / low power prisoners we will probably have better and far more convenient prison locations. Our world soul should only be used for very high value prisoners. And the main point was that we shouldn't specialize in this. It is a use, yes, but hardly the main one.
 
We can't easily transport prisoners to our realm either. They have to be either willing or unconscious (meaning that they must be able to be unconscious). We have to succeed in a hard challenge to travel there too. For mundane / low power prisoners we will probably have better and far more convenient prison locations. Our world soul should only be used for very high value prisoners. And the main point was that we shouldn't specialize in this. It is a use, yes, but hardly the main one.

All the charms that send people to X hell can be made to send them to your hell. Same as you can make fomori with your devils.
 
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All the charms that send people to X hell can be made to send them to your hell. Same as you can make fomori with your devils.
Aren't most of those charms lethal or nearly so? And speaking of, if you don't mind, could you tell me - do we design our own devils (if so, based on what / how?)? And does "bottleneck" trait also protect our world soul from outside guests, as well as limit where the realm can be exited from?
 
All the charms that send people to X hell can be made to send them to your hell. Same as you can make fomori with your devils.

Well, to be fair, I think the only way to do that to living creatures is for them to be a beneficiary of Verdant Emptiness Empowerment and refuse to perform their assigned task.

Murder is Meat only works on ghosts and spirits when you slay them.

Simmering Sinner Resentment only works when you kill someone, and you can only have one target of that charm at once.

There's not many options, really.
 
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sure. It's in paranet papers. But I remember differently. Dragon was pacted to thing under the city - to keep it bound.
there was separate red court vampire info in there.
Check again.
The Dragon was a Red Court vampire who was pacted by the demon as an emissary to manage Vegas.
It died when Dresden genocided the Red Court, setting off all the instability.

They called it the Dragon as a nickname, not because it was an actual Dragon.
Front page has been updated with more contacts.
*Looks*
Thomas Raith: Late 20s
:rofl:
Poor Molly is going to be rather shocked when she realizes that Thomas is the elder sibling, and around 9-10 years older than Harry, which would make him Charity's age :)

Estimated age as of the time of Proven Guilty is 40-41.
According to the timeline he was 5 when Maggie LeFay fled Raith Manor, and ~9 years when she died in childbirth.
And Harry is currently roughly 31 as of Proven Guilty.
Well, to be fair, I think the only way to do that to living creatures is for them to be a beneficiary of Verdant Emptiness Empowerment and refuse to perform their assigned task.

Murder is Meat only works on ghosts and spirits when you slay them.
Simmering Sinner Resentment only works when you kill someone, and you can only have one target of that charm at once.
There's not many options, really.
According to the Dresdenfiles RPG, all fae count as spirits. So do many(most?) other NeverNever inhabitants.
And Im pretty sure Outsiders are spirits as well.
It should be a pretty broad category.

Dunno if the QM is using that definition here though.
 
According to the Dresdenfiles RPG, all fae count as spirits. So do many(most?) other NeverNever inhabitants.
And Im pretty sure Outsiders are spirits as well.
It should be a pretty broad category.

Dunno if the QM is using that definition here though.

WoD spirits are a much more specific category, so it really depends. A WoD fey wouldn't be a spirit, for example.
 
WoD spirits are a much more specific category, so it really depends. A WoD fey wouldn't be a spirit, for example.
Fair.
Still, this is the Dresdenverse. Spirits here take corporeal form a lot.
If I shank you in the real world and you leave ectoplasm behind when you die or discorporate, there's good odds you are a spirit.

And that includes most fae, all ghosts and demons.
I dont think Outsiders leave ectoplasm, but they're definitely spirits.
 
I'm tempted by the clubbing option purely due to the snippet from the introduction of the ExWoD book.
Picture this, if you will:
Elysium. All the best-dressed monsters in the city have gathered to see and be seen. There's a commotion outside the doors, and conversations stall as immortals tilt their heads and listen. The door opens and an unconscious ghoul falls through it. A wave of alarm ripples through the room, followed by anger and hunger.
The figure in the doorway is human, you see. Mortal. Some of them can smell the sweat on his skin, hear his heart pounding in his chest. It's just a kid, 18, 20 tops, skinny, with a wild mop of carroty hair, standing there backlit by a street light. He's got a gym bag. The room's silent enough to hear a pin drop, certainly quiet enough that everyone hears him swallow and unzip the bag. Half of them could be across the room in a heartbeat to end this, but eternity's a long time and there are, eventually, so few surprises.
He pulls off his shirt, revealing nothing very impressive, and then pulls two objects out of the gym bag. The first is the saddest, shittiest mall katana you could ever imagine. The second is a rubber horse-head mask, which he pulls on before stepping out into the gallery light.
The first vampire is just starting to laugh when the icon of a blazing sun erupts, shining gold through the rubber mask, and then the killing starts.

Truly a glorious new era is upon us.


Easier to interrogate people when you can hear them speaking though.

[X] You could really go for a deep dish pizza. Head to Lincoln Park, they make really good ones there and the restaurants are open all night. You can all decide what to do from there


There's not many options, really.
There's one that banishes liars to hell too, which is potentially exploitable.[/SPOILER]
 
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Check again.
The Dragon was a Red Court vampire who was pacted by the demon as an emissary to manage Vegas.
It died when Dresden genocided the Red Court, setting off all the instability.

They called it the Dragon as a nickname, not because it was an actual Dragon.
I checked too. it seems you are right. Probably I remembered picture more. looks a lot more like a dragon then a vampire.
 
[X] Clubbing, it has been way too long since you have been to a club and with your newly gained powers you could talk your way into the best clubs in town easy even with Daniel and his date in town
 
Fair.
Still, this is the Dresdenverse. Spirits here take corporeal form a lot.
If I shank you in the real world and you leave ectoplasm behind when you die or discorporate, there's good odds you are a spirit.

And that includes most fae, all ghosts and demons.
I dont think Outsiders leave ectoplasm, but they're definitely spirits.

There probably are things in the Drsesdenverse analagous to WoD spirits, which are generally the spiritual reflections of either places, objects, emotions, or concepts. A rage or fear spirit would be a spirit in both definitions. A sidhe wouod not be, as they're not a spiritual manifestation of something else.

A key thing about WoD spirits is that they're generally expressions of archetypes, particularly the non-unique ones, and unique spirits almost are their own archetype.

For example, spirits generally don't have abilities and attributes like people, they work and interact very differently to how people do.
 
I checked too. it seems you are right. Probably I remembered picture more. looks a lot more like a dragon then a vampire.
I think the dude in the suit is the Red Court vampire.
The multihorned, multieyed thing is supposed to be the demon/entity that he was working for, I think.
There probably are things in the Drsesdenverse analagous to WoD spirits, which are generally the spiritual reflections of either places, objects, emotions, or concepts. A rage or fear spirit would be a spirit in both definitions. A sidhe wouod not be, as they're not a spiritual manifestation of something else.

A key thing about WoD spirits is that they're generally expressions of archetypes, particularly the non-unique ones, and unique spirits almost are their own archetype.
For example, spirits generally don't have abilities and attributes like people, they work and interact very differently to how people do.
If you say so, I'll take your word.
I dont have any prior experience with WoD, so Im just doing my research now.
 
[X] You could really go for a deep dish pizza. Head to Lincoln Park, they make really good ones there and the restaurants are open all night. You can all decide what to do from there
 
Crafting 101

Our crafting is based off the Draft Chapter here: https://files.catbox.moe/eqro35.pdf

We have 4 categories of items we can make(Prodigy, Gadget, Arcana, and Splendor) but I'm just talking about Prodigies in this post.

Prodigies

First, we need the charm that lets us make Prodigies

We must handcraft, hand tool, hand forge a Prodigy(We can use our tools charm). We can have mundane assistance for particularly large or complex prodigies but we must be responsible for the vast majority of the creation. The final step of the prodigy creation process necessitates a ritual that must be performed in a Dragon nest for any prodigy worth at least 2 dots.

Advanced technology can't be a prodigy. A Gun, Clock, or Motorcycle can be one, a cell phone or laptop computer can't. Broadly speaking, Prodigies are the purview of the Crafts skill, not Computer, Technology, or Science

• A Prodigy only generally carries one enchantment, or at most two related enchantments.
Prodigies are not conglomerations of random enchantments. They generally do one miraculous
thing. A magic rope springs forth to do its owner's bidding. A magic carpet may fly about while
carrying a rider. A magic cloak blends into its surroundings. A magic sword leaps from its
scabbard and fights on its own. Or, a magic sword casts forth waves of fire when swung.
There are two recurring exceptions in the case of powerful Prodigies. First, a common
enchantment of minor Prodigies is to simply be a peerlessly excellent example of whatever the
object is: a magic sword that is incredibly sharp and durable, for example. This can be combined
with a unique power in the case of highly-rated Prodigies, such as a sword that can shoot fire and
is remarkably swift and sturdy. Second, a powerful Prodigy may have two powers that closely
interlink with one another. For example, a magic car might have headlights which reveal ghosts
caught in their beams... and the ability to run over ghosts while they're illuminated in this
fashion without taking damage.

A Prodigy's form and function are always related. A Prodigy never provides passive benefits, short of exceptionally durable magical clothing or something.

Prodigies need to be attuned to the user/can only be used by an Exalted. Exceptions to this rule are possible with powerful prodigies, but the exception is part of what makes it powerful. A Top Shelf Prodigy will never be usable by anybody. An invisibility cloak anybody can use without attunement is a 5 dot prodigy.

Attunement is defined as having uncontested ownership of the prodigy for 1 day, then spending approx 15 minutes with it in a dragon nest and making a successful essence roll with a DC of 4+the Prodigy's rating. Attunement remains until someone else attunes to the prodigy. An exalt can attune to a number of prodigies equal to their essence rating. 4 and 5 dot prodigies count as 2, but can still be attuned at essence 1.

Narratively boring prodigies never work.

Prodigies become unreliable when exposed to the scrutiny/attention of large amounts of ordinary people. DC 8 roll of the prodigy's rating, or DC 9 if it's on a live nationwide broadcast or would otherwise seriously change the course of mundane history. The more deniable the supernatural aspects of the prodigy, the lower the risk of failing under scrutiny. Ordinary people is defined as people without awareness or involvement in the supernatural world.

Prodigies may require essence or a dragon nest to sacrifice the power of when used.

Prodigies are rated on a 1 to 5 dot scale

1 dot - Minor enchantment. A 1 dot prodigy gun might possess double range and receive a +1 damage bonus. The gun would also be immune to casual wear and tear and doesn't break on a botch. Mundane tools would be easier to use(-1 DC) or exceptionally durable or elegant. A Poison neutralizing cup might be another example of a 1 dot prodigy.

2 Dot - Armored clothing would be a 2 dot prodigy. Binoculars that see through walls might be a 2 dot prodigy

3 Dot(Necessitates some kind of external supernatural resource) - An Invisibility cloak would be a 3 dot prodigy

4 dot(Necessitates the death and essence capture of a powerful adversary) - A Flying bus or a weapon that fights on its own might count as a 4 dot prodigy

5 dot(Necessitates the death and essence capture of an extremely powerful adversary)- The extreme end of what a 5 dot prodigy can do involves resurrection of the dead or messing with time. Such feats can never be done without sacrificing a dragon nest completely. For a more grounded example, an Invisibility cloak anybody can use at any time

Modifiers:

Modifiers cannot ennhance a prodigy beyond 5 dots

The quality benefits of a 1 dot prodigy can be added to more powerful prodigies, at the cost of the prodigy's dot rating increasing by 1

An Invisibility Cloak anybody can use at any time would count as a 5 dot prodigy. 1 dot is added for removing the attunement requirement. Another dot is added to make it usable by non-exalted

Severe drawbacks, in the judgment of the GM, may lower a prodigy's rating by 1 dot.
 
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Prodigies become unreliable when exposed to the scrutiny/attention of large amounts of ordinary people. DC 8 roll of the prodigy's rating, or DC 9 if it's on a live nationwide broadcast or would otherwise seriously change the course of mundane history. The more deniable the supernatural aspects of the prodigy, the lower the risk of failing under scrutiny. Ordinary people is defined as people without awareness or involvement in the supernatural world.
It's worth noting that we have a ruling here that modifies this behavior for the quest; mystic collapse is replaced by a currently somewhat nebulous weakness to modern magic.

No mystic collapse no, you can totally make a magic sword and it will keep working though the native magic of the age, particularly water magic will be able to wear them away. You are working off guesswork and how the rules used to be who knows how many turnings of the wheel away.
 
It's worth noting that we have a ruling here that modifies this behavior for the quest; mystic collapse is replaced by a currently somewhat nebulous weakness to modern magic.
Going to note that right now?
Our next Craft project should be a set of glasses that can do night vision and spirit vision modes. Especially if we intend to go out at night some more. Information is key.

They have to be able to polarize to dark glasses, though, so we can legit have an excuse to play this

View: https://youtu.be/X2LTL8KgKv8
 
Going to note that right now?
Our next Craft project should be a set of glasses that can do night vision and spirit vision modes. Especially if we intend to go out at night some more. Information is key.

They have to be able to polarize to dark glasses, though, so we can legit have an excuse to play this

View: https://youtu.be/X2LTL8KgKv8

In terms of crafting, I have some ideas.

Broadly, what we can and should craft soonish can be categorized as follows:
1) Protective equipment. We made a good start with a shield and underarmor (speaking of, @DragonParadox it's listed in Soak, but not in the gear part of the character sheet. Is that deliberate? I would appreciate if there was a section with actual description of what it was in our character sheet; and I couldn't find the shield at all), but we are far from done. Underarmor can and should be improved (we need pants, and a hood, and gloves, and socks). We should make actual armor. We should at least consider making underarmor and improving armor for our father, and maybe Harry.

We should also look into the possibilities of power armor, especially if we can make it run on magic / essence.

2) Weapons. We have our demonic weapon, but we badly lack long range options. So, gunsmithing should at least be considered. And, if we can make "essence to power" converter of some kind (or learn how to make equipment run on essence), laser weaponry becomes viable and surprisingly sturdy, given the lack of moving parts. The long range weaponry also can be synergized with the next category,

3) Utility. Synergizing with the long range option, we could improve our mobility by building a grappling gun, which is also, well, a gun, and a variety of custom ammunition. Like a tracking beacon equipped bullet. Stuff like a 3d maneuvering gear or a jetpack built into our power armor is also something to consider. Yes, we'll be buying flight, but having a backup is a good idea.

Utility in general is a very broad category. Remember, this is 2006. So, stuff like smartphones and easy, cheap and fast internet, especially in some areas where we can see combat, like out in the woods, is still hard to find (I think, please correct me if I'm wrong). This means that navigation is something that might need to be handled (ideally, we'll appropriate or build a satellite for real-time imagery of our location, I think). We also probably want a variant of a body camera to record and later analyze our combat performance, and to gather intel. Communication equipment that is guaranteed to work (something like super-sturdy radio sets). Definitely a field medical kit to at least stabilize someone so they don't bleed out.

I think either a gun, continuing with underarmor, or making actual armor are good ideas.
 
I think either a gun, continuing with underarmor, or making actual armor are good ideas.
Actual armor is a bad idea, because it reduces our Dex-based dicepools.
Dex is more valuable than soak, so all but the lightest armors are out.

I'm also against ranged weapons, because Molly doesn't have the skills to use them.
Better buy fast-movement Charms and get into melee. Just the combination of having flight and Wind-Born Stride makes it extremly difficult for enemies to avoid being in our melee-range, because we can get nearly anywhere we can see within a moment.
 
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