Green Flame Rising (Exalted vs Dresden Files)

Bag of Storage in particular requires spending permanent willpower to set up; at least if we are crafting it is a 4-dot artifact, maybe at higher dots we can waive the price.

That said, Conjuration kind of makes them unneeded.
 
Conjuration allows to teleport stuff to and away from the sorcerer. At three dots, as long as it within half a mile, it might as well be right there. At six dots, fifty miles, but that's overkill, generally.
Half a mile is somewhat useful. not very useful when you need to get it to the other side of the country or the world though. Or even on the other side of a city. Also how much stuff is it per item cause if so that's almost useless?
 
The range could be extended with rituals. Bag of Holding is considered a ritual/ of that path, btw. Its just paying permanent willpower for anything is a major overkill.
Oh I'm not arguing for the bag of holding I think it's too much unless you could bag a whole building or something. Well rituals makes it more helpful though I'd note can't be used if in a hurry, can't be used to hide things we want to take into an area without pre prepared drop spot, how much can it teleport? Also when we pay for it is it multiple dots for just the teleportation ability or other stuff?
 
Well it is from the m20 book but here is an example ritual of what you can do.
Information Superhighway (••••)
For technology-based magicians, there's an unusual
means of transportation often overlooked by mystics. It's
harder to access than others but can sometimes reach
places Conveyance normally can't. This ritual allows the
caster to travel from any electrical outlet to any other,
by converting the magician into electricity. The range
is limited to 5 miles per success. This travel takes one
minute per 5 miles. However, the archetypical sealed
room Conveyance can't access is usually not sealed off
from electricity: If an outlet exists, then the magician
can get to it.
 
Oh I'm not arguing for the bag of holding I think it's too much unless you could bag a whole building or something. Well rituals makes it more helpful though I'd note can't be used if in a hurry, can't be used to hide things we want to take into an area without pre prepared drop spot, how much can it teleport? Also when we pay for it is it multiple dots for just the teleportation ability or other stuff?
Three dots is enough to move around a thousand pounds worth of stuff, or summon willing humans. It also allows general telekinetic stuff, although we would have to fill in some blanks for that.
Information Superhighway
That's interesting. 4 dots for Conveyance is already enough for instant transportation, but 5 mile per sux is far more efficient. Good benchmark for reasonable homebrew rituals, too.
 
At this point I want to spend our Xp on a minion and redemption build. That is to say being able to make creatures of darkness our minions and help them avoid doing evil stuff. We are good enough at personal combat for now. Yes I know that the scales for personal combat reach the beyond the heavens, but we just beat a sealed evil fast enough to make the fight feel anti-climatic. More combat power at this point is just going to feel like moving on a treadmill.
 
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Yeah, no combat stuff this round plz.

Interesting stuff to purchase this round would be, in no particular order;
1) Boiling Sea Mastery, for -1 difficulty adjuster on everything
2) Illusion 1-3 for general utility and allowing us to have BSM always on
3) Fortune 3, for Rosie and general utility in general/another difficulty adjuster in particular
4)Healing 1-4, for a "No need for sleep" ritual and ability to heal yourself and others without drawbacks or hoop-jumping
5) We don't have the resources to fully exploit various "you don't need to eat people now/Sun doesn't burn you" charms, but we could buy them anyway and spend an arc on making it work regardless, I suppose
6)Alchemy 1-3/Enchanting for unmatched broad utility
7) A bunch of 1-2 ability dots on neglected stuff; Perception, Expression, Investigation... We got a bunch of relevant ability at 1 or no dots
8) Social stuff for the meeting with Mab

And also E3 for Essence-scaling stuff + Kingdom, but that could wait a little, imo.

Anyway, broadly, we have like, 3 arcs worth of non-combat charms and magic backlog, easily.
 
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Yeah, no combat stuff this round plz.

Interesting stuff to purchase this round would be, in no particular order;
1) Boiling Sea Mastery, for -1 difficulty adjuster on everything
2) Illusion 1-3 for general utility and allowing us to have BSM always on
3) Fortune 3, for Rosie and general utility in general/another difficulty adjuster in particular
4)Healing 1-4, for a "No need for sleep" ritual and ability to heal yourself and others without drawbacks or hoop-jumping
5) We don't have the resources to fully exploit various "you don't need to eat people now/Sun doesn't burn you" charms, but we could make another arc about working on it, I suppose
6)Alchemy 1-3/Enchanting for unmatched broad utility
7) A bunch of 1-2 ability dots on neglected stuff; Perception, Expression, Investigation... We got a bunch of relevant ability at 1 or no dots
8) Social stuff for the meeting with Mab

And also E3 for Essence-scaling stuff + Kingdom, but that could wait a little, imo.

Anyway, broadly, we have like, 3 arcs worth of non-combat charms and magic backlog, easily.
Some of said things might be multi purpose.
 
[X] uju32

At least in my view the next essential charm is Mercy in Servitude, having that I will vote for all plans. It's important because of the Chicago Wampires that we want as servants, and that we keep finding CoD that we let slip after socializing with them, which is such a waste.

Other than that I also say that the training charm is something we should be looking for not long after MiS to make the Whanpires bums really useful servants / a reasonable threat to anyone who tries to invade our Dragon Nest together with the Elemental when we are not there and crystallize their loyalty even more to Molly.
 
This might be sort of funny, but Molly does have fairly well established faith. I'm not sure she'd be comfortable implicitly comparing herself to an angel like this.
It's appropriate for the situation, though. Like, really appropriate, and there's a reason that angels used that phrase. I am not using it as a joke, except maybe only a bit and then in a meta sense.

2)We saw it retreat, and that was not a NeverNever gate, and it didnt flee through walls into the rest of the mortal world.
Ergo, back to jail. It's not likely a bullet cracking a tank would be enough to free a Raksha from confinment, or they would have freed it a long time ago.
This assumes that the raksha wasn't free already for a long time. It has been imprisoned for close to a thousand years. Starved. That it remained in one spot while fattening itself up with mortal souls is logical.
3)If it was free, it would be able to feed freely, instead of being dribble fed the nightmares of seniors.
Everyone here would have been dreameaten pretty quickly, and it would have moved on to other buffets.
The fact that this place was still running is hard evidence it wasnt free.
No it isn't. At all. If it was capable of long-term planning, then remaining low key while regaining its power (because let's be honest, this was a rather weak display), instead of going on a maddened rampage, was logical.
<<Still active from our using it to dig through basement floor>>
That's an assumption, I feel. @DragonParadox do we have Tool-Transcending constructs running, or did the charm expire when combat started / during combat?
-[X]Unhook seniors and get them upstairs through the hole in the basement floor, then move the restrained cultists
This doesn't address the fact that we are looking like something out of hell or, at best, the Wraith of God. There was a reason I used Leadership Excellency and "be not afraid" and that reason wasn't just being funny. These are emotionally distressed mentally disabled seniors. We rather need to calm them down and keep them calm so no one panics, has a heart attack, or tries to attack us harming themselves.
 
The charm lasts for as long as the task per the description, in this case the task was to dig into the basement which has been done so yeah your elevator is gone back into the wellspring of Molly's Essence.
 
Yeah, no combat stuff this round plz.

Interesting stuff to purchase this round would be, in no particular order;
1) Boiling Sea Mastery, for -1 difficulty adjuster on everything
2) Illusion 1-3 for general utility and allowing us to have BSM always on
3) Fortune 3, for Rosie and general utility in general/another difficulty adjuster in particular
4)Healing 1-4, for a "No need for sleep" ritual and ability to heal yourself and others without drawbacks or hoop-jumping
5) We don't have the resources to fully exploit various "you don't need to eat people now/Sun doesn't burn you" charms, but we could buy them anyway and spend an arc on making it work regardless, I suppose
6)Alchemy 1-3/Enchanting for unmatched broad utility
7) A bunch of 1-2 ability dots on neglected stuff; Perception, Expression, Investigation... We got a bunch of relevant ability at 1 or no dots
8) Social stuff for the meeting with Mab

And also E3 for Essence-scaling stuff + Kingdom, but that could wait a little, imo.

Anyway, broadly, we have like, 3 arcs worth of non-combat charms and magic backlog, easily.
We might want to buy Murder is Meat (ie the spirit killer). Otherwise, my priorities would be:
1) Boiling Sea Mastery - as you said, that's a universal -1 difficulty adjuster
2a) Transcendent Lord of Flies - that's a CCC-grade difficulty adjuster for "feeding and protecting others" in " hostile, barren environments such as deserts, tundra, or areas of urban blight". And QM has previously interpreted it to apply to leadership and recruitment roles, ie convincing others to follow our lead and do what they are told as long as our goal is protecting and/or feeding them. So, recruiting masses of ghouls and white court vampires living in Chicago Underground becomes much easier. Hell, winning a presidential election in some South American countries on the backs of favelas becomes very easy. And personally for Molly this, together with BSM finishes her environmental protection charmset.
2b) Prince of Ruin Attitude. Now, this one is rather conditional on how it is interpreted to work by @DragonParadox . It's a broadly applicable essence-free charm (we just roll Appearance + Technology, which are admitedly not our greatest trait and ability, but that's what difficulty adjusters are for) that, at least, makes us laugh at wizard techbane, and, at most, allows us to ignore stuff like ammunition, fuel levels, and to read (almost) completely destroyed books / evidence. Oh, and it possibly gives us magically unfoldable armor (we just need to have scraps of it on us).

These three are 11 XP points already, which is probably around what we got here. If we have 15 points, I think we could get Mercy in Servitude. If we get more, then we should definitely look into magic.
4) Cursing 2 - that's enough for now, with "A lasting injury, embarrassment, or blessing targets one person and a closely related person or friend." That's probably +/- 1 difficulty adjuster. Before buying it, we'll need to consult with Harry and Bob on whether this is "thou shalt not change another" problem.
5) Something to allow us illusions. Not sure what path that would be, I wasn't able to find it in the wiki. Maybe Mana Manipulation to regain ability to use mortal magic?
The charm lasts for as long as the task per the description, in this case the task was to dig into the basement which has been done so yeah your elevator is gone back into the wellspring of Molly's Essence.
Thanks. @uju32 your math is wrong. I would suggest dropping the use of the sorcerer's body. We can use the building itself, or the unconscious nurse, or the Rose of Autumn later to find those identities and/or their locations.

EDIT:
It might be better to ask how it's currently confined. That would give us the ability to judge it's security and details about how it's set up.
I think my question - "where did it flee - to a prison or to freedom" conveys the intent. @DragonParadox , just so there's no misunderstanding, did I get this through? My intent with the question was to see where it fled, with the focus on whether it fled to a prison, or to freedom.

EDIT2: Just to settle the debate: @DragonParadox , does Molly know enough and has seen enough to make a reasonable guess whether raksha fled to freedom or was forced back into its prison?
 
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We might want to buy Murder is Meat (ie the spirit killer).
Boiling Oil's spirit-killer is better, I think. It also has some, uh, interesting synergies later on - there is a ritual in Conjuration that would allow Molly to deal 30+ Aggravated damage per turn to all enemies chosen enemy in the vicinity, scene-long. Or deal like, 150A with Space Monster's scream.

That aside, one of the things I want the most from homebrew is an ability to send people into our own hell. I could live without having to ask "Does this thing deserve Eternal Torture, tho" every time we need to use a spirit-killer.
4) Cursing 2 - that's enough for now, with "A lasting injury, embarrassment, or blessing targets one person and a closely related person or friend." That's probably +/- 1 difficulty adjuster. Before buying it, we'll need to consult with Harry and Bob on whether this is "thou shalt not change another" problem.

Entropic effects should be fine. We aren't changing forms or messing with minds, as long as we don't kill someone, it shouldn't break the rules. and yeah, 2 dots is approx fine for a -/+ 1 diff for a couple of days as long as it isn't too broad.
5) Something to allow us illusions. Not sure what path that would be, I wasn't able to find it in the wiki. Maybe Mana Manipulation to regain ability to use mortal magic?
There is a path for that in Sorcerer's Companion. It is actually capable of summoning semi-real constructs and phenomena at higher levels, and capable of creating real minions - pretty powerful path, overall.
 
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