Green Flame Rising (Exalted vs Dresden Files)

Hunter's Final Throw (••••)
As master of the hunt the Exigent is capable of making a single perfect throw of the spear to bring down long-escaping prey.
System: The Exigent may spend 1 Essence to enhance a throwing attack if she does nothing else in that turn. You may spend 1 Willpower to use this Charm while taking more action that one attack in the turn. The maximum range of the throw is doubled and the attack always hits. Still roll the dice for the attack to add successes to the damage as usual, but do not subtract any successes on an attempt to dodge, block or parry the attack unless they are enhanced by Charms. This does not supercede perfect defences.
I still think this is too much. Terrestrials get perfect attacks that do stuff on the order of dealing fixed amounts of damage and maybe a special effect like knockdown. They don't get to play the essence boosted super damage dice games celestials do unless someone gives them MA that allow it. That's part of why the Siddies were needed for the usurpation to work.

A terrestrial shouldn't hit as hard as a celestial right out of the box, they should need to take MA powers to bridge the gap.

They're supposed to be a lower order of magnitude exalt, not just solaroids with smaller gas tanks.

Her native perfect should be something like the shout charm I posted, with a little perfect damage and some nice debuff instead of letting her throw her entire attack and damage dice pools as unblockable lethal damage.
 
First changes going over, changed things underlined.

Excellence of the Tireless Psychopomp (•)
The Exingent can draw on their divine Essence to fullfill its eternal duties with skill and power beyond any mortal.
System: The first time the character purchases this Charm, it may be applied to any of her Divine Attributes. At any time, the player may reflexively spend 1 Essence to add (Current Willpower) dice to all rolls using a relevant Attribute for (Essence rating + 1) turns in combat, or minutes outside of combat. This Charm can be repurchased to unlock additional Attributes, but Essence must be spent to add dice to each Attribute separately
Speaker to Crow and Hound (•)
The Exigent has a natural connection to certain animals, particularly those associated with Death. This includes Hounds, Corvidae and some cats.
System: The Exigent can always be understood by the animals and they are usually inclined to fullfill her requests within the limits of their own comprehension, though unpleasant tasks my require a Manipulation+Animal Ken roll to convince the animal.
By spending 1 Essence the Exigent can build an obviously supernatural connection to a single present animal, allowing her to share its memories and thoughts and to give it much more complex instructions for one scene.
Authority of the Psychopomp (•)
The Exigent is clad in the mantle of Authority over the dead, they respect and fear her instincivly.
System: Whenever the Exigent deals with a restless dead (both ghosts and physical dead such as Black Court Vampires), she permanently reduces the difficulty of all social actions (including the activation roll of powers to suborn the will of such creatures) by two. She can also communicate with Ghosts regardless of language-barriers.
Oxen Body (•)
The vitality of ancient heroes is echoed in the Exigent.
System: Add 1 Bruised (-0) and 1 Crippled (-5) Health level to your Healthtrack.
Flawless Hunter's Eye (•)
While Exigents Anima allows her to see the immaterial clearly, there are still times when unveiling her full power would be unwise, so she merely sharpens her own eyes.
System: Spend 1 Essence, for the rest of the Scene all Perception rolls are taken at -2 Difficulty and she only needs 1 Success on an Awareness roll to notice the exact location of an immaterial presence, allowing her to use her Anima-power on it.
Righteous Lion Defense (•)
The Exigent feels the call of duty and family in her Essence and will not be swayed from her path.
System: Any attempt to cause or force the Exigent to betray, undermine, or abandon her Intimacies automatically fails
Silent as Death (•)
The Exigent stirs the air to smother all noises she makes.
System: Spend 1 Essence or 1 Willpower. For the rest of the scene, the character's actions make no noise at all unless she wishes them to.
Command the Dead (•)
Exerting the combined pressure of Essence and will, the Exigent may order the bodies of the fallen to stand and do her bidding.
System: The player spends 1 Essence and rolls Charisma + Leadership. If attempting to usurp control of a zombie or similar mindless corpse-servant from another necromancer, the difficulty is the controlling character's Willpower. If attempting to exhort a corpse to stand up and serve her, the difficulty is 6. A zombie created or commandeered with this Charm will obey the Exigent's commands to the best of its very limited abilities. Zombies animated by Command the Dead lose their animation after one cycle of the moon unless stationed within a Dragon Nest, whose power may sustain them indefinitely.
Ghost-Warding Glyph (•)
The Exigent may mark any living person's forehead with a glyph scribed in blood. So long as it remains undisturbed, they are protected from the magic of the dead.
System: Spend 1 Essence. Until the mark is deliberately washed or scrubbed away, all Arcanoi and Disciplines directed against the protected individual raise their difficulty by the Exigent's Essence rating; if there's no roll involved, then they increase their cost in Blood, Pathos, Angst, or Chi by +1. The Exigent can't grant the Ghost-Waring Glyph's mark to herself.
Alternativly the Glyph can be used to enhance the threshold of a house, applying the effect to the entire property and making it much more difficult for incorporeal ghosts to enter. They have to make a Willpower roll (DC 7) and gain more successes than the caster's permanent Essence.
Carriage of the Ankou (•)
The Exigent has a marked vehicle that appears at her call. Traditionally this was a black coach, but today it may well be a car or motercycle.
System: Spend 2 Essence marking a vehicle or mount that you own. Afterwards a whistle is enough to call it to your side, where it will appear in three turn's time. The appearance is not very noticable to those not expecting to see supernatural effects, a car might simply be in a parking spot that was previously empty while nobody looked there.
You can only change the marked vehicle once per story.

Hunter's Bolt (••)
The Exigent concentrates her Essence into killing projectile of some kind: perhaps a blast of pale flames, perhaps otherworldly lightning, perhaps a ghostly arrow. System:
Roll Dexterity + Athletics (difficulty 5) to aim the attack. The bolt has a damage rating of 5 (lethal) and a range of 40; reflexively spending 1 Essence makes this attack damage aggravated for the next (Essence rating) turns
Spirit-Maiming Essence Attack (••)
The Exigent imbues her strike with Essence which negates the coherence of the otherworldly.
System: Reflexively spend 1 Essence when launching an attack. The attack inflicts aggravated damage to spirits, ghosts, and other beings not clothed in flesh. Additionally, should it strike any undead supernatural being, they lose (Exigent's Essence rating) points of whatever mystical substance fuels their powers – blood points, Gnosis, Quintessence, Glamour, Pathos, Essence, and the like. Creatures with a higher Essence (or equivalent) rating than the Exigent may resist this effect with a contested Essence-roll.
Arms of Iron (••):
The Ankou is a master of Iron and his Exigent may cover her arms and hands in the metal
System: Spend 1 Essence to activate the Charm for the rest of the Scene. The Exigent's Brawl attacks deal STR+1 Lethal damage and she can block lethal attacks without needing to stunt. The difficulty of Blocking is reduced by 1. Unless she also has the higher-level Charm Tools of Iron this is still more of a magical cover than conceptually pure Iron, it does not deal aggravated damage to Ghosts or Fey.
Ominous Portent Exercise (••)
The Exigent instinctively knows when death draws near, making her impossible to take unaware so long as she hasn't totally exhausted both body and spirit.
System: The Exigent may reflexively spend 1 Essence automatically notice an ambush or other such unexpected attack, allowing her to defend against it as normal.
Traces of Death Unveiled (••)
The Exigent may, with but a moment's touch, feel the chains that bind one of the living to the restless dead.
System: To activate this Charm, the Exigent must touch a living being and spend 1 Essence, then roll Perception + (Awareness, Investigation, or Occult). Her successes determine how much information she learns.
• 1 success: The Exigent learns whether or not the individual has any connection to the restless dead of any sort.
• 2 successes: The Exigent learns the nature of the connection: If the individual is the subject of a ghost's Passion or acts as its Fetter, if they are under the thrall of a vampire, or if their nature places one foot in the afterlife (as in the case of a revenant, dhampir, or dhampyr).
• 3 successes: The Exigent learns the depth of the bond: whether the mortal is the subject of a minor or major Passion or Fetter; whether she belongs heart and soul to a vampire through the Blood Bond or longterm psychic conditioning, or is merely being affected by transitory enchantments of the blood; or the precise nature of a half-dead being's lineage.
• 4 successes+: The Exigent learns the identity of the ghost or vampire the individual is tied to, including the creature's name and appearanc
Rest-Granting Strike (••)
(Refluffed and weaker Soul-Eating Strike) The Exigent can send a creature to permanent rest.
System: When the Exigent slays any being, the player can opt to roll Wits + Occult (difficulty 6). Doing so prevents spirits (below Incarna-level) and ghosts from ever returning or reforming, prevents any ensouled being from becoming a wraith. The Exigent gains 3 Essence on the spot if the annihilated being was in any sense immortal, such as a spirit, ghost or vampire. Furthermore, the Exingent can reflexively spend 1 Essence to gain the ability to strike and damage intangible beings for the rest of the scene, so long as she can perceive them
Open/Close the Way (••)
The Exigent has an affinity for the opening of otherworldly paths.
System: Spend 1 Essence and roll Wits+Occult (Difficulty local Gaunlet-rating) to open a Way. This can stay open for the rest of the Scene and be passed by entities from both sides. She may also attempt to close an open Way, succeding requires more successes than the effect that opened the Way achieved.
Thoughts of Oak Defence (••)
The Exigent solidifies her desire and duty, pushing away any externally-imposed thoughts or feelings.
System: Reflexively spend 1 Essence to utterly reject all thought and emotion-altering magic from a specific character or source for the rest of the scene.
Impervious Skin of Stone Meditation (••)
The Exigent draws the solidity of stone up into her flesh. She must be in contact with stone or soil to use this Charm. Traditionally this is accomplished by standing upon the bare Earth or a stone floor, but the Exigent carry a small rock in their pocket, or wear a precious stone on a ring in order to use this Charm at any time.
System: Reflexively spend 1 Essence to activate this Charm. The Exigent rolls (Stamina x 2) dice to soak damage for the rest of the scene
Invitation of Peaceful Respite (•••)
As death is sleep's brother the Exalted can bring either to the subjects of this Charm.
System: Spend 1 Essence to attempt to send a person capable of sleeping into a restful slumber for a full 8 hours, the sleep can only be interrupted through physical contact. A person sleeping the full time restores 2 points of Willpower if they would normally regain 1, or ignore the Nightmare flaw for that night.
A resisting target must make a Willpower Roll with a difficulty of the Exalt's (Manipulation + Empathy) and gain more successes than the Exalt's permanent Essence. People who might expect mental attacks (usually supernatural beings activly fighting the Exalted) can resist at -2 difficulty.
Exquisite Etiquette Style (•••)
Drawing on old instincts , the Exigent gains a nearly universal sense of etiquette and social currents. She rarely commits faux pas or social gaffes when dealing with unfamiliar cultures or social situations.
System: The Exigent lowers the difficulty of all Etiquette and Streetwise rolls by –1, and cannot botch with either Ability. Should she fail at any Etiquette or Streetwise roll against Fey, she may reflexively spend 1 Essence to attempt to re-roll it once
Quarry Revelation Technique (•••)
The Exigent can read the shape her quarry leaves in the world; it is as though the land, the plants, the air itself conspire to lead her to her prey.
System: Once the character finds some evidence of a trail to follow, her player may spend 1 Essence to perfectly track the target for the next 24 hours. No roll is needed.
Chariot of the Earth (•••)
With a gesture of her hand the Exigent raises the earth to carry her on to her target.
System: Spend 1 Essence to conjure a wave of earth that can carry the Exalted and (Essence +1) passengers at up to 60mph. The earthwave leaves no traces and is in no way limited by its own size, allowing it to be ridden through narrow corridors.
When the Exigent wishes she can use the earthwave as a weapon, striking with Dexterity + Athletics at a target and dealing 5+Essence Dice of Bashing Damage on hit.
Tools of Iron (•••)
Iron is the bane of Fey and Ghosts alike and as the hunter of the Dead the Ankou's Daughter is its master.
System: Spend 1 Essence to create a weapon or ammunition of iron for the rest of the scene. This can't be a firearm, but it can be bullets for one. Aside from that any classical melee weapon and ammunition for any ranged weapon is an option.
The weapon deals aggravated damage to Fey and Ghosts.
Stay the Cold Hand (•••)
It is given to the Exigent to take lifes, but also to preserve those whose time has not yet come. At her touch the spectre of death retreats for a while.
System: Whenever the Exigent attempts an Intelligence+Medicine roll to give first to a still-living she may enhance the results to the following:

  • 0 Successes: As long as the Exalted doesn't botch the first aid suffices to keep the target from dying before the next sunrise or nightfall, often enough time to let other medics do their work
  • 2 Successes: At this point the Exalted ensures that no infection can set in and that the process of healing will be relativly quick and clean within the limits of mortal healing, even lacking further medical care
  • 4+ Successes: The target will heal with the speed of an Exalted and suffer no long-term damage of any kind from the wound
This Charm can only be used for first aid, it neither accelerates the healing of one who has already been treated nor does it improve the healing of any wounds recieved after its use.
Call the Restless (•••)
Not all restless ghosts are filled with the strenght and rage to truly oppose the psychopomp, most are merely lost, confused or upset. These the Exigent can call to her side to bring them rest.
System: Spend 1 Essence and take an extended action to roll Charisma+Empathy to call restless ghosts towards yourself. You can make one roll instantly and another every 10 minutes, to a total of (Essence Rating) rolls. The affected area depends on the gathered successes, a botch sends the ghosts fleeing or raging and prevents you from calling out to them for a full day.

  • 1 Success: Room
  • 2 Successes: Building
  • 3 Successess: Street
  • 5 Successess: Neighbourhood
  • 7 Successess: Cty-Quarter
  • 9 Successess: City
  • 11+ Successess: Can affect wide countrysides at once
Unwilling Ghosts can resist this effect relativly easily with a DC 7 Willpower roll.
Relentless Hunter's Trance (••••)
With a moment's intense concentration, the Exigent may become as enduring as the Earth itself.
System: Spend 1 Essence and roll Willpower (difficulty 6). For each success, the Exigent and her mount (if she is riding) may enjoy one of the following benefits for the rest of the scene:
• She no longer experiences penalties for fatigue and exhaustion, and indeed needs neither rest nor sleep.
• She no longer experiences penalties for starvation or dehydration, and indeed has no need to eat or drink.
• She no longer needs to breathe.
• Her Wound-Penalties are lowered by 1
As long as she is activly (physically) pursuing a target she may activate the Charm without cost until she catches up or gives up the chase.
Call the Hunt (••••)
With a sharp whistle or a hornblow the Exigent draws on the legend of the Wild Hunt to conjure its hounds to her side.
System: Spend 2 Essence to summon (Essence/2 rounded up) Hunting Hounds to serve the Exigent until the dawn of the next day. Mechanically these resemble Inugami (God and Monsters p119), though in appearance they are closer to large white Irish Wolfhounds in good health.
Companions of the Hunter (••••)
The Exigent may lay her blessing on an Animal she associated with, permanently empowering it as a part of her hunting party.
System: Choose a friendly Animal that falls either under Speaker to Crows and Hounds or that is a horse and spend 5 Essence while spending at least 2 hours paining its fur or feathers with magical symbols in woad.
The Animal gains 30 XP that it can freely spend on attributes and skills (including on greater Intelligence) and (5+Essence) points it can spend on Special Advantages (From Gods and Monsters).
A creature can only benefit from this effect once and the Exigent can only have (Essence*2) Animals blessed like this at the same time.
Restless Deathbringer Onslaught (••••)
The Exigent's attacks strike, one after another, like a smith's hammer shaping white-hot steel.
System: Reflexively spend at least 1 Essence. At the end of the turn, after all characters have taken their actions, the character may make two additional attacks at her full dice pool per point of Essence spent. She can make no more extra attacks than the lowest of her Brawl, or Athletics Abilities (to a minimum of 1).
Hunter's Final Throw (••••)
As master of the hunt the Exigent is capable of making a single perfect throw of the spear to bring down long-escaping prey.
System: The Exigent may spend 1 Essence to enhance a throwing attack if she does nothing else in that turn. You may spend 1 Willpower to use this Charm while taking more action that one attack in the turn. The maximum range of the throw is doubled and the attack always hits. Still roll the dice for the attack to add successes to the damage as usual, but do not subtract any successes on an attempt to dodge, block or parry the attack unless they are enhanced by Charms. This does not supercede perfect defences.
Shatter the Horns (•••••)
The blast of the hunting horns is terrible beyond description, not just to the hunted.
System: Spend 2 Essence to produce the sound of countless hunting horns, of the baying of hounds and the neighing of horses. This Charm can only be targeted at a restless dead. Roll Charisma + Intimidate (dif 10-Essence), the target can resist with a Willpower roll (Diff 7). If the Exigent wins the opposed roll the Dead is paralysed by fear and can roll willpower once per round until it beats the Exigent's initial roll.
Every mortal in (Essence x20 yards) is stuck by Delirium as if he had seen a Werecreature.
Warding of Divine Ancestry (•••••)
The Exalted solidifies her Essence to resist hostile magic and the powers of chaos.
System: Whenever the character is the subject of any hostile supernatural power that seeks to transform, infect, taint, transport, or control her body or spirit, the difficulty to do so is raised by 1. If affected anyway, she may spend 2 Essence and roll Stamina + Occult against difficulty 8. Success shatters the magic, protecting the Exigent completely. Since this expenditure isn't reflexive, the Exigent may spend a few moments fluctuating in mid-transformation or teleportation, as her Essence battles with the magic seeking to suborn her
Cold Vengance Counterstrike (••••)
Accepting the forces turned against her, the Exalt may send them back against her attacker.
System: Reflexively spend 1 Essence when attacked. After the attack finishes resolving, the Exalt may make a Dexterity + Brawl counterattack against her attacker, so long as they're within striking distance. This attack adds a number of automatic successes equal to the levels of damage the Exalt suffered from the attack made against her (if any)
Acceptance of Inevitability Defense (•••••)
Faced with the inevitability of harm, the Exigent learns to trade calamity for lesser suffering, turning translucent and untouchable in exchange for stepping closer to her death.
System: Reflexively spend 1 Essence when struck by an attack which inflicts damage. That damage is negated, and the Exigent instead suffers one automatic level of aggravated damage. This Charm may only be used once per scene.
Ramparts of Obedient Earth (•••••)
With but a gesture and a surge of Essence, the Exigent may cause trenches to appear in the Earth, walls of stone to burst from the ground, or even to force open gaps in stone surfaces.
System: Spend 2 Essence. For the rest of the scene, the Exigent may roll Dexterity + Crafts to manipulate gross quantities of Earth anywhere within 200 yards, forming trenches, pits, walls, or other structures (difficulty 6 to 8, depending on how large or intricate a manifestation she's trying to create).

Lydia's Charmset 1.1
I hope that's acceptable @DragonParadox ?
Could you maybe put a couple spaces or a line break between each Charm? Everything is a bit too mashed together, IMO.
 
I still think this is too much. Terrestrials get perfect attacks that do stuff on the order of dealing fixed amounts of damage and maybe a special effect like knockdown. They don't get to play the essence boosted super damage dice games celestials do unless someone gives them MA that allow it. That's part of why the Siddies were needed for the usurpation to work.

A terrestrial shouldn't hit as hard as a celestial right out of the box, they should need to take MA powers to bridge the gap.

They're supposed to be a lower order of magnitude exalt, not just solaroids with smaller gas tanks.

Her native perfect should be something like the shout charm I posted, with a little perfect damage and some nice debuff instead of letting her throw her entire attack and damage dice pools as unblockable lethal damage.
In that case it's propably better to scrap it entirely.
She has already more powerful attacks normally.

The nice thing about the shout would be the area-effect.
I can't think of a good equivalent right now, but if you can think of something neat please post.

Could you maybe put a couple spaces or a line break between each Charm? Everything is a bit too mashed together, IMO.
Doing it now.
It gets lost every time the list is copy-pasted.
 
In that case it's propably better to scrap it entirely.
She has already more powerful attacks normally.

The nice thing about the shout would be the area-effect.
I can't think of a good equivalent right now, but if you can think of something neat please post.
Ultimately it's up to you and DP; it's not game breaking or anything, it just feels weird from my perspective on the terrestrial-celestial dynamic.

I've looked through most of the book, but haven't found anything that slots right in.

The closest other option I see is this liminal charm:
danCing Blades proJeCtion (•••••)
Resonance: Dexterity, Manipulation
The Liminal's Essence infests every manner of loose object in her vicinity: stray bricks, office staplers, rocks, bookends, decorative wall-mounted weaponry, painting frames, potted plants. They rise into the air in time with her breath, and then whirl into a devastat- ingly lethal cyclone around her.
System: Reflexively spend 1 Essence. For the next (Essence rating) minutes, the Liminal adds two dice to all soak rolls, increases the difficulty of all ranged attacks against her by +1, and anyone within three yards of her must soak two levels of lethal damage per turn. She may also spend a turn concentrating and taking no other action to expand the range of her deadly cy- clone out to fifteen yards, and the severity of the dam- age it inflicts to four levels of lethal damage. As soon as she takes any other action, the vortex shrinks back to its normal size and violence.

I assume this is perfect damage because it doesn't allow for the possibility of dodging the AoE, but I could be wrong about that.

Assuming I'm correct though, a refluff of this could work.

The damage is low, but it also hits every turn for 1 minute/essence rating over a three yard radius AoE. Which makes it pretty good for battling hordes of undead minions and for fishing for bad rolls from heroic tier enemies.

Even when it doesn't go through it still provides a defensive effect that pairs well with her brawl build.

During the refluff we could turn it from random items to iron that bursts from the ground, and possibly drop the burst mode in favor of allowing Tools of Iron to make it count as real for the purposes of fey Agg. Which I was just arguing against, but this would be closer to how fire castes can burn vampires than anything else.

It might also be worth swapping your current two dot arms of iron for a three dot variant based on this:
sKeletal spiKe emBraCe (•••)
Resonance: Strength, Stamina
The Liminal may extrude her skeleton through her skin in the form of a multitude of jagged bone spikes.
System: Reflexively spend 1 Essence. For the rest of the scene, the Exalt's unarmed attacks inflict Strength + 2 lethal damage, while her clinches inflict Strength + 3 lethal damage. Additionally, anyone who strikes her with his bare hands must soak one level of lethal damage, and anyone who locks her into a clinch must soak two levels of lethal damage per round.
Since she can block lethal damage using brawl using knuckle dusters, and this would give better damage and some grapple benefits.

So in combat she wouldn't baseline be able to drop people with long range attacks, but she could run them down under fire and beat them to death.

If you really wanted to lean into that you could also swap something out for this:

aspeCt oF the sKull (•••)
Resonance: Stamina, Appearance
The Liminal's skin grows pale, hard, and cold to the touch, and her Essence temporarily sustains her in place of the laws of biology. In direct light the Exalt takes on a pale, corpselike aspect, while in the dark she seems to be sheathed in cold, gleaming ivory.
System: Reflexively spend 1 Essence to activate this Charm for the rest of the scene. The Liminal halves any bashing damage she suffers (round down) after soak while it is active, and suffers bashing dam- age from bullets unless they're aimed at her head (a difficulty 8 called shot). Alternately, this Charm may be activated without paying an Essence cost, but the Liminal forgets all that she did while under its effects when it ends.

So that when she has her full suite active she can run a target down under a storm of iron that makes shooting her hard, a deathly enhancement that makes it sort of pointless to try, and iron spikes that make brawling/grappling a huge pain.

Have fun trying to fight a terrestrial martial artist with +1 difficultly to shooting her, who also soaks ranged attacks like they're half their value in bashing. Especially when getting in range means soaking lethal damage every turn just for the opportunity to be in arms length.

Where she reveals the suit of spikes you have to avoid touching while she alternately tries suplexing and kickboxing you.

As an aside, I almost wish we had a liminal around for the red court, they've got some downright unfair anti-undead and anti vampire powers. I think it's come up before, but this one is just cheating:

sCarlet iChor stagnation (•••••)
Resonance: Strength, Charisma
The Liminal's Essence suffuses and permeates her surroundings, attuning and altering the landscape around her. Once this attunement is complete, she creates a re- gion where all blood is purified and sacrosanct, and be- comes useless for unhallowed and unclean purposes.
System: After spending at least half of her time within a one-mile area for a week or more, the Limin- al may spend 3 Essence and 1 Willpower to activate this Charm. Henceforth, the Liminal's home and sur- rounding environs (encompassing everything within half a mile per dot of permanent Essence around what- ever place she has claimed as her home) are enchanted, and remain enchanted until a week goes by without her entering the area. Within this region, the Unquiet cannot draw sustenance by consuming blood: it is as inert as water in their systems.

If we go by fluff, then it's possible red vampires would lose the ability to burn the blood they keep in their weird stomach pouch thing, since it's not technically digested until they draw on it for power.

Imagine trying to assault a fortified position and all of a sudden everything you've eaten in the last few days stops counting as edible. :V
 
If we go by fluff, then it's possible red vampires would lose the ability to burn the blood they keep in their weird stomach pouch thing, since it's not technically digested until they draw on it for power.

Imagine trying to assault a fortified position and all of a sudden everything you've eaten in the last few days stops counting as edible. :V
Nah, WoD Vampires also don't really digest the blood they take until they burn it for actions or their daily rise at sunset.

I'd take that one in the intended spirit and merely prevent vamps from getting new blood.

The rest is neat though, I'll try to build it into the Charmset when I'm back at a computer.
 
Nah, WoD Vampires also don't really digest the blood they take until they burn it for actions or their daily rise at sunset.

I'd take that one in the intended spirit and merely prevent vamps from getting new blood.

The rest is neat though, I'll try to build it into the Charmset when I'm back at a computer.
Fair enough, though stopping combat feeding would still be a pretty good defense. Reds seem to go through a lot in combat, especially the young ones who do stupid stuff that strains their regeneration on a semi regular basis.
 
Reds don't use THAT much, the issue is that they physically store it and require a minimum amount of blood(even if they aren't actually USING it), so gutting them leaves them completely helpless.
 
Reds don't use THAT much, the issue is that they physically store it and require a minimum amount of blood(even if they aren't actually USING it), so gutting them leaves them completely helpless.
I'm talking about the really young ones who don't even bother dodging when charging armed gunmen.

They don't technically need to since most mortal gunmen would needs to get lucky to land a shot that counts, but it still wastes power they need to reclaim in melee and builds habits that tend to get them killed when people like Dresden show up.
 
[X] Resolve to tell Michael the full details of our fight in the museum, but only when we have time to do so in private with no chance of Charity interrupt. Perhaps in a few days when we're on our road trip?
 
Current tally:
Adhoc vote count started by uju32 on Oct 22, 2022 at 12:48 PM, finished with 63 posts and 20 votes.

  • [X] Yes
    -[X] Tell Charity and Micheal together at some point once things have calmed down
    -[X] Use willpower on the first social check, and at any point Molly feels is particularly critical.
    -[X] Stunt: Taking a deep breath Molly catches first her father's, then her mother's, eyes.
    -[X] "Things got… bad at the museum. A lot of people died before we even got there, and most of them weren't freed of their suffering even then". For a moment, the inside of a room you wish you didn't remember flashed before your eyes, and something of it must of shown on your face.
    -[X] " We stopped the people who did it; but it got bloody. I killed the woman started it all, and I can't say I regret it. Maybe it wasn't what was right, nothing about what happened was, but it was what was left." Molly says, a certainty as enduring as stone and brass settling into her voice.
    -[X] " I pray for the wisdom to do better, to be better, but I don't know what else we, I, could have done without innocent people suffering for it"
    -[X] Answer any other questions they have about what we did and why.
    [X] Yes
    -[X] Michael
    -[X] Charity
    [X] Resolve to tell Michael the full details of our fight in the museum, but only when we have time to do so in private with no chance of Charity interrupt. Perhaps in a few days when we're on our road trip?
    [X] Yes
    -[X] Michael
    [X] Yes... sort of.
    -[X] Tell an sanatized version for the family, but say "There are details for just mom and dad." When mon pulls us aside and asks, say we will tell her, but does she really want to know, or just trust us when we say it wasn't good, but also not the worst ether, and we helped people. When Dad pulls us aside tell the whole story. Tell mom if she insists.
 
…why?

I get that this is a joke vote, but I'm not sure what the punchline is supposed to be.

thrice over absurdist reversal of expectations: first that molly isn't the type to become a cackling supervillain, then that the cackling supervillain is merely demanding pie, then remembering the fact that she was going to get pie anyway
 
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So, just something I thought of as an addition to @BronzeTongue 's vote, maybe asking her parents if she can talk to them in private? Because young ears probably do not need to know the gory details of what happened during our night at the museum.

And those beings that have combat-time regeneration, like Werewolves, basically heal a level of lethal damage every round automatically, but can't heal from aggravated damage so easily.
Does dealing a fatal amount of lethal damage in a single round stop them regenerating?
Particularly in instances of intentional overkill. I.E. a werewolf meets a freight train in a head on collision at ~30mph.
 
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Does dealing a fatal amount of lethal damage in a single round stop them regenerating?
Particularly in instances of intentional overkill.
Yes, it usually does.

Can't say that there isn't some rare monster out there that has to be killed with fire for sure, but your average Werewolf or Vampire in WoD will stay dead if you bring down all his health-levels with merely lethal damage.

The problem is mostly that it's hard to kill a tough foe in a single round and if some low-gen Vamp spends a good deal of blood to heal right up the next round you have a problem.
 
So, just something I thought of as an addition to @BronzeTongue 's vote, maybe asking her parents if she can talk to them in private? Because young ears probably do not need to know the gory details of what happened during our night at the museum.
I was thinking that doing it when things calmed down was equivalent to doing it when the Jawas were asleep or something, but that should probably be explicit. Hopefully Micheal and Charity are on the ball here.

The vote has been up for a while and has a lot of people voting by proxy, so I'm reluctant to just edit things in at this point.
 
Trivia fact of the day: According to Death Rites, Charity used to build motorcycles.
Also builds Michael's breastplate with kevlar backing. Which is why when Nicodemus shot him with a pistol near the end of , he apparently took very little injury. Less than Harry.

@DragonParadox
QUESTION
Charm question: Splintered Gale Shintai gives clones. Does that translate to more AP?
Or would it just be handled narratively?
Or jave you not made up your mind?
 
Two things.

First, we probably want to warn the earth elemental that we will need some time to prepare to work on improving its home, so it doesn't take our trip with Michael as breaking the pact.

Second, consider if using HMP on robots would help get it done faster.
 
Two things.

First, we probably want to warn the earth elemental that we will need some time to prepare to work on improving its home, so it doesn't take our trip with Michael as breaking the pact.

Second, consider if using HMP on robots would help get it done faster.
how he has totally tried to warn the local Warden that it was coming after finding out from a Boneseer that was was going to go down only he had gotten really comfortable sleeping on a seam of soft shale and he'd mixed up moon passes and sun passes so by the time he woke up the people were already rebuilding the city.
I don't think the first will be a problem...
 
Trivia fact of the day: According to Death Rites, Charity used to build motorcycles.
Sounds like a mother-daughter bonding experience in the making to me. :V

No better way to reconnect with your rebellious teenage infernal than to build some motorcycles, get couple sick leather jackets and shades, then cruise around town murdering vampires with shotguns and hellfire giving her driving lessons.
 
Two things.

First, we probably want to warn the earth elemental that we will need some time to prepare to work on improving its home, so it doesn't take our trip with Michael as breaking the pact.

Second, consider if using HMP on robots would help get it done faster.
Michael's roadtrips rarely last as long as a week. And with him refurbishing his truck, his destination is in North America.
12 hours on an interstate at 60mph will put him almost anywhere in the continental US.
I wager we'll be back before the weekend.

As for robots, we cant build robots yet. Or afford them, frankly.
 
Trivia fact of the day: According to Death Rites, Charity used to build motorcycles.
Also builds Michael's breastplate with kevlar backing. Which is why when Nicodemus shot him with a pistol near the end of , he apparently took very little injury. Less than Harry.

@DragonParadox
QUESTION
Charm question: Splintered Gale Shintai gives clones. Does that translate to more AP?
Or would it just be handled narratively?
Or jave you not made up your mind?

Yes, though limited to things the clones can do, again no charms, o magic
 
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