Green Flame Rising (Exalted vs Dresden Files)

Many people when they say immortal just mean doesn't die of old age.
There's explicit immortals who wont die in this setting outside of particular dates and particular locations.
Halloween is significant for a reason in this setting as its the one date when you can reliably kill immortals.
Being able to do it outside that date is Significant.

As for the naagloshii who got nuked, we dont know the circumstances.
For all we know, it was Halloween. Or the location was their equivalent of the Stone Table for Sidhe.
No idea.
 
There's explicit immortals who wont die in this setting outside of particular dates and particular locations.
Halloween is significant for a reason in this setting as its the one date when you can reliably kill immortals.
Being able to do it outside that date is Significant.

As for the naagloshii who got nuked, we dont know the circumstances.
For all we know, it was Halloween. Or the location was their equivalent of the Stone Table for Sidhe.
No idea.
Or it didn't actually stay dead, but after that experience decided that Morgin was more trouble than he was worth. Or maybe it still hasn't recovered.
 
We do not have the stats as our awareness and alertness is 0 and it is of extremely limited utility as compared to what we would have to give up. I could go on on fights breaking stealth, our soak and so on but this is probably something we will disagree on so lets agree to disagree.
Thats why DC adjusters and fiat charms like this are kinda important for us.
It allows that Perception 2 to punch well above its weight.

I mean, this is where I remind you that you are spending 3xp on Naked Wicked Souls
Which involves rolling Perception + Empathy, 6 dice, against the other person's Wits + Subterfuge.
Or it didn't actually stay dead, but after that experience decided that Morgin was more trouble than he was worth. Or maybe it still hasn't recovered.
Maybe.
Or maybe Morgan, or the Council, actually scryed it and confirmed the kill. Information superiority is their thing, after all.
We have no idea.
 
Current tally:
Adhoc vote count started by uju32 on Feb 14, 2023 at 10:11 AM, finished with 85 posts and 12 votes.

  • [X] Plan Authority is Asskicking
    -[x] Molly: 27xp
    -[x] Rendered Villain Dispersal: 4xp
    -[x] Wind-Born Stride, 8 XP
    -[x] Murder is Meat, 4 XP
    -[x] Naked Wicked Souls, 3 XP
    -[x] Maggot Mana Plague, 8 XP
    -[x] Lydia: 7xp + 1xp (25% of Molly's + 1)
    -[x] Command The Dead: 3xp
    -[x] Authority of the Psychopomp: 3xp
    -[x] Alertness 2: 2xp
    [X] Say goodbye
    -[X] Offer training and equipment instead
    -[X] STUNT: "Believe me. I know the feeling. I really do. I grew up with it, even. I won't provide a magical immediate solution right now, not when you are so angry and not thinking clearly. What I will provide, however, are the means. I'll talk to some people, arrange training in how to fight, provide equipment if you want it. And if, by Christmas, you still want to keep fighting, we'll discuss the topic again. I might have something by that time".
    [X] Plan Alchemy and minions.
    -[X] Molly
    --[X] Maggot Mana Plague, 8 XP
    --[X] Wind-Born Stride, 8 XP
    --[X] Naked Wicked Souls, 3 XP
    --[X] Murder is Meat, 4 XP
    --[X] Alchemy 2 dots, 6XP:
    -[X] Lydia, 11 XP: 7 XP gained, 8 XP spent (7 +1 from main pool)
    --[X] Authority of the Psychopomp, 3 XP
    --[X] Command the Dead, 3 XP
    --[X] Occult 2, 2 XP
    [x] Make the offer (Must take Inner Devils Unchained Cost 12 XP)
    [X] Say goodbye
    [X] Plan Alchemy and minions.
    -[X] Molly
    --[X] Maggot Mana Plague, 8 XP
    --[X] Wind-Born Stride, 8 XP
    --[X] Naked Wicked Souls, 3 XP
    --[X] Murder is Meat, 4 XP
    --[X] Alchemy 2 dots, 6XP:
    ---[X] • Speed-Healing: a "potion" that halves healing time for bashing and lethal damage.
    ---[X] •• Enhance Ability: an elixir that can enhance a specific ability in a person who drinks it. The drinker gains a specialty in that ability for the duration (or +2 dice when it is relevant if they already have one) for one hour per success on the creation.
    -[X] Lydia, 11 XP: 7 XP gained, 8 XP spent (7 +1 from main pool)
    --[X] Authority of the Psychopomp, 3 XP
    --[X] Command the Dead, 3 XP
    --[X] Occult 2, 2 XP
    [X]Plan Minion power!
    -[X]Molly 32
    -[X]Inner Devils Unchained Cost 12 XP
    -[x] Maggot Mana Plague, 8 XP
    -[x] Rendered Villain Dispersal: 4xp
    -[X] Running to forever 4 XP
    -[x] Murder is Meat, 4 XP
    -[X]Authority of the Psychomp: 3xp
    -[x] Command The Dead: 3xp
    [X]Plan Castle Doctrine
    -[X]Molly: 28xp
    --[X]Hellscry Chakra: 8xp
    --[X]Rendered Villain Dispersal: 4xp
    --[X] Maggot Mana Plague, 8 XP
    --[X]Etiquette 5: 4xp
    --[X] Murder is Meat, 4 XP
    -[X]Lydia: 8xp (7 base + 1 from Molly)
    --[X] Command the Dead, 3 XP
    --[X] Authority of the Psychopomp, 3 XP
    --[X]Alertness 2: 2xp
 
What it grants = a dot of an Attribute; a dot of an Ability; a dot of a Background; a Merit; or she can remove a Flaw.
Limits = No character can have more than one wish granted in the course of a year
Cost = 5 Essence

Yeah. 20xp to grant someone 1 dot of x once per year at the rate of 5 essence per pop.

The charm was nerfed to the point of uselessness. It is a good NPC charm but not a player charm.
Merits even 6 dot merits count as 1 wish, And that includes thing like "Legendary sphere (Magical field)" like Dresden has for Evocation. GM even confirmed that say the wizard that used to make the Warden Swords, and lost the ablity after a bunch of events, Getting the Legendary Sphere (Enchanting) would restore their ablity to make the Swords. It could also remove that pesky Flaw sold your soul to the Yami Kings. The only real limit is the GM's no 7 dot merits, save True Faith in Molly.

And VEE is super exploitable like all infernal charms if you work it right. Like say having a company with minions shareholders so they get Resources dots from the company. Each of them could then wish to get more money from the company, and boost the company to be the largest company in the world. Or take the DN we are working on, they are living their so they could use wishes to improve it.
 
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With Yog saying Alchemy 1 is not valuable on its own, Im putting it off.
See the list of recipes:
• A powder that, when mixed with alcohol, induces slumber almost immediately. The target must roll Stamina (difficulty 8) or spend a point of Willpower to stay conscious; he must remake this attempt (at a -1 to Difficulty each time) every round until he succumbs or the drug no longer has a chance of success. Unconsciousness lasts for (10 - Stamina) hours, during which they cannot be roused. Vampires are almost immune to this drug (+2 to Stamina, add Fortitude, and effects, if they succumb, last 10 - (Stamina + Fortitude) minutes), but werewolves in their "normal" form (Homid or Lupus) are susceptible (+2 to the roll).
• A pill that removes all side effects from a minor cold or flu for 24 hours when taken and reduces the recovery time for the illness to one half.
• A liquid that, when imbibed, removes minor Health Level penalties (through Injured) until the individual is wounded again or heals.
• A powder that, when combined with an alcoholic beverage, immediately recovers them from the effects of alcohol, both intoxication and hangovers alike.
• A mirrored material that cannot be chipped or smashed.
• An incredibly strong super glue, more potent than even the strongest commercial epoxies.
• A potent poison (one with a Toxin Rating of 7)
• Cure for the Common Cold: a pill that negates the symptoms of the common cold or flu for 24 hours. Additionally, it reduces recovery time from the illness by half.
• Dionysus's Forgiveness: This foul-tasting concoction purges alcohol from the drinker's system, curing either inebriation or hangover
• Inebriated Sleep: a powder that can be mixed into alcohol to induce sleep in whoever drinks it. When imbibed, the consumer must roll Stamina (difficulty 8), spend a point of Willpower, or else fall asleep. Each roll is made at a cumulative -1 difficulty, as the drug loses potency. This sleep will last for 10-Stamina hours. If used on a Vampire, they roll Stamina + Fortitude + 2 dice against it, rendering them mostly immune.
• Painkiller: a drink that will reduce dice pool penalties from injury by one level
• Speed-Healing: a "potion" that halves healing time for bashing and lethal damage.
• Unbreakable Mirror: a mirror that cannot be smashed, chipped or otherwise broken by normal force.

•• A form of prophecy-bearing super-LSD. When ingested, the user will be able to see things that were not previously obvious to him or will be granted a vision of the future. These messages will always be cloaked in symbolism and analogy, but will be correct... to the limits of the user's understanding.
•• A potion that doubles the user's running speed for one scene. After using this potion, the user must make a Stamina check (difficulty 6) or be totally out of breath and shaky (-2 on all physical die rolls) for the next hour.
•• A liquid that allows the drinker to go for an entire week with only one hour's sleep per night.
•• A powder that grants a vision to whomever consumes it; this vision is always clothed in symbolic language, and may either portend future events or show previously unknown aspects of a current situation.
•• Metal that can be crafted into a blade with an ultra-keen edge, one that never needs to be re-sharpened.
•• An adrenaline-boosting "energy drink" that improves the user's Strength by one (to a maximum of five) for a scene. After it wears off, the imbiber takes 1 bashing damage from the exertion of their body.
•• Eyedrops that, when utilized by someone lacking the Awareness talent, grants them 1 dot of it, which is experienced as strange visual hallucinations.
•• 160-Hour Energy Drink: A vial of liquid that allows the drinker to go a week with only a single hour of sleep per night without penalties.
•• Enhance Ability: an elixir that can enhance a specific ability in a person who drinks it. The drinker gains a specialty in that ability for the duration (or +2 dice when it is relevant if they already have one) for one hour per success on the creation.
•• Eternal Blade: a blade, whether knife, dagger or sword, that never needs to be sharpened.
•• Healing: In addition to the effects of Speed-Healing, this potion heals up to two bashing or lethal levels immediately.
•• Liquid Insight: A derivative of LSD, the user can see connections they otherwise couldn't and perhaps even a minor vision of the future or past. These connections and visions will be symbolic and work through analogy, but if properly deciphered they will be correct.
•• Ointment of Maedb: When rubbed into the eyes, this salve allows the subject to see supernatural beings. It only reveals that they are supernatural, not their nature.
•• Polymorph: a potion that allows the drinker to take on a different form, restricted to simple changes within a human framework, and they cannot perfectly duplicate another person.
•• Speed: Though it shares a name with a common drug, Speed is not chemically related to it. It is much safer, and just allows the user to run twice as fast for the duration of one scene. However, this is still exhausting, and after the scene, the user makes a Stamina check (difficulty 6) or else suffer -2 on all physical die rolls due to exhaustion for the next hour.

1 dot has healing, but not a very good one, and poison. 2 dots are incredible, if "Sorcerer: Paths to Power" source is allowed. See Polymorph (change how we look), sleep reducer, ability enhancer, speed booster, Ointment of Maedb which allows us to detect supernatural beings (not restricted to CoDs). That's an incredibly broad functionality right there.
 
There's explicit immortals who wont die in this setting outside of particular dates and particular locations.
Halloween is significant for a reason in this setting as its the one date when you can reliably kill immortals.
Being able to do it outside that date is Significant.

As for the naagloshii who got nuked, we dont know the circumstances.
For all we know, it was Halloween. Or the location was their equivalent of the Stone Table for Sidhe.
No idea.

I think it's a matter of nukes (I'm assuming specifically thermonuclear explosions) being conceptually weighty, they are literally the fire of the sun brought to earth. If any piece of modern technology is going to kill a godling that came from the heavens to earth and refused to return when bid it would be that one.
 
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Thats why DC adjusters and fiat charms like this are kinda important for us.
It allows that Perception 2 to punch well above its weight.

I mean, this is where I remind you that you are spending 3xp on Naked Wicked Souls
Which involves rolling Perception + Empathy, 6 dice, against the other person's Wits + Subterfuge.
2 Dots per with no excellency and 1s subtract sux where compared to Perception + Empathy, 6 dice or 12 with excellency and 1s do not subtract sux.
 
See the list of recipes:
• A powder that, when mixed with alcohol, induces slumber almost immediately. The target must roll Stamina (difficulty 8) or spend a point of Willpower to stay conscious; he must remake this attempt (at a -1 to Difficulty each time) every round until he succumbs or the drug no longer has a chance of success. Unconsciousness lasts for (10 - Stamina) hours, during which they cannot be roused. Vampires are almost immune to this drug (+2 to Stamina, add Fortitude, and effects, if they succumb, last 10 - (Stamina + Fortitude) minutes), but werewolves in their "normal" form (Homid or Lupus) are susceptible (+2 to the roll).
• A pill that removes all side effects from a minor cold or flu for 24 hours when taken and reduces the recovery time for the illness to one half.
• A liquid that, when imbibed, removes minor Health Level penalties (through Injured) until the individual is wounded again or heals.
• A powder that, when combined with an alcoholic beverage, immediately recovers them from the effects of alcohol, both intoxication and hangovers alike.
• A mirrored material that cannot be chipped or smashed.
• An incredibly strong super glue, more potent than even the strongest commercial epoxies.
• A potent poison (one with a Toxin Rating of 7)
• Cure for the Common Cold: a pill that negates the symptoms of the common cold or flu for 24 hours. Additionally, it reduces recovery time from the illness by half.
• Dionysus's Forgiveness: This foul-tasting concoction purges alcohol from the drinker's system, curing either inebriation or hangover
• Inebriated Sleep: a powder that can be mixed into alcohol to induce sleep in whoever drinks it. When imbibed, the consumer must roll Stamina (difficulty 8), spend a point of Willpower, or else fall asleep. Each roll is made at a cumulative -1 difficulty, as the drug loses potency. This sleep will last for 10-Stamina hours. If used on a Vampire, they roll Stamina + Fortitude + 2 dice against it, rendering them mostly immune.
• Painkiller: a drink that will reduce dice pool penalties from injury by one level
• Speed-Healing: a "potion" that halves healing time for bashing and lethal damage.
• Unbreakable Mirror: a mirror that cannot be smashed, chipped or otherwise broken by normal force.

•• A form of prophecy-bearing super-LSD. When ingested, the user will be able to see things that were not previously obvious to him or will be granted a vision of the future. These messages will always be cloaked in symbolism and analogy, but will be correct... to the limits of the user's understanding.
•• A potion that doubles the user's running speed for one scene. After using this potion, the user must make a Stamina check (difficulty 6) or be totally out of breath and shaky (-2 on all physical die rolls) for the next hour.
•• A liquid that allows the drinker to go for an entire week with only one hour's sleep per night.
•• A powder that grants a vision to whomever consumes it; this vision is always clothed in symbolic language, and may either portend future events or show previously unknown aspects of a current situation.
•• Metal that can be crafted into a blade with an ultra-keen edge, one that never needs to be re-sharpened.
•• An adrenaline-boosting "energy drink" that improves the user's Strength by one (to a maximum of five) for a scene. After it wears off, the imbiber takes 1 bashing damage from the exertion of their body.
•• Eyedrops that, when utilized by someone lacking the Awareness talent, grants them 1 dot of it, which is experienced as strange visual hallucinations.
•• 160-Hour Energy Drink: A vial of liquid that allows the drinker to go a week with only a single hour of sleep per night without penalties.
•• Enhance Ability: an elixir that can enhance a specific ability in a person who drinks it. The drinker gains a specialty in that ability for the duration (or +2 dice when it is relevant if they already have one) for one hour per success on the creation.
•• Eternal Blade: a blade, whether knife, dagger or sword, that never needs to be sharpened.
•• Healing: In addition to the effects of Speed-Healing, this potion heals up to two bashing or lethal levels immediately.
•• Liquid Insight: A derivative of LSD, the user can see connections they otherwise couldn't and perhaps even a minor vision of the future or past. These connections and visions will be symbolic and work through analogy, but if properly deciphered they will be correct.
•• Ointment of Maedb: When rubbed into the eyes, this salve allows the subject to see supernatural beings. It only reveals that they are supernatural, not their nature.
•• Polymorph: a potion that allows the drinker to take on a different form, restricted to simple changes within a human framework, and they cannot perfectly duplicate another person.
•• Speed: Though it shares a name with a common drug, Speed is not chemically related to it. It is much safer, and just allows the user to run twice as fast for the duration of one scene. However, this is still exhausting, and after the scene, the user makes a Stamina check (difficulty 6) or else suffer -2 on all physical die rolls due to exhaustion for the next hour.

1 dot has healing, but not a very good one, and poison. 2 dots are incredible, if "Sorcerer: Paths to Power" source is allowed. See Polymorph (change how we look), sleep reducer, ability enhancer, speed booster, Ointment of Maedb which allows us to detect supernatural beings (not restricted to CoDs). That's an incredibly broad functionality right there.
🤷
Im not disputing its useful. Just that its not a priority right this month.

Im just increasingly worried that we will monofocus on these threats amd screw up the summit with Mab due to spending.
The new XP model has thrown off my number calcs.
2 Dots per with no excellency and 1s subtract sux where compared to Perception + Empathy, 6 dice or 12 with excellency and 1s do not subtract sux.
Perception + Empathy at a DC of enemy Wits + Subterfuge.
A basic Shikome is running around with Wits + Subterfuge 7 exclusive of other buffs to social.
And with the prospect of combat, we arent burning 2 Essence to use Naked Wicked Souls.
 
Perception + Empathy at a DC of enemy Wits + Subterfuge.
A basic Shikome is running around with Wits + Subterfuge 7 exclusive of other buffs to social.
And with the prospect of combat, we arent burning 2 Essence to use Naked Wicked Souls.
I do not get what you are saying. If you are using that charm in combat then something has gone wrong. They want to meet us, and presumably talk to us. Getting the charm will help us there and with Mab or other people and beings.
 
Perception + Empathy at a DC of enemy Wits + Subterfuge.
A basic Shikome is running around with Wits + Subterfuge 7 exclusive of other buffs to social.
And with the prospect of combat, we arent burning 2 Essence to use Naked Wicked Souls.
We have been using ATB as a standard charm active at all times during social interactions with pretty much everyone. We are very likely to be running Empathy and Etiquette excellencies anyway. NWS is one additional essence point, and the charm use will almost certainly be essence positive as we'll likely recover 2 xp based on what we learn.

Im just increasingly worried that we will monofocus on these threats amd screw up the summit with Mab due to spending.
I maintain that you are strongly overestimating Mab. Or you are running under a strongly different idea of what we want out of this meeting than I do. Because for me "we part ways and erase 1 dot Winter enemy fro our char sheet" is more than enough, and we already have multiple ways of doing this, with backups for our backups.
 
[X] Plan Authority is Asskicking
-[x] Molly: 27xp
-[x] Rendered Villain Dispersal: 4xp
-[x] Wind-Born Stride, 8 XP
-[x] Murder is Meat, 4 XP
-[x] Naked Wicked Souls, 3 XP
-[x] Maggot Mana Plague, 8 XP
-[x] Lydia: 7xp + 1xp (25% of Molly's + 1)
-[x] Command The Dead: 3xp
-[x] Authority of the Psychopomp: 3xp
-[x] Alertness 2: 2xp

[X] Uju32
 
I do not get what you are saying. If you are using that charm in combat then something has gone wrong. They want to meet us, and presumably talk to us. Getting the charm will help us there and with Mab or other people and beings.
Sorry if I havent been clear

1)I expect the Eiko meeting to end in violence that they will start.
Thats what I've been prepping for, and that limits the type of charms we can use beforehand

2)This is not going to help with Mab, Im afraid.
Not at our current stat level, even with an Excellenciy. And Mab is enough of a big swinging dick that we'll need our Essence elsewhere.

3)Buying this now spends XP that we are likely to need elsewhere.
And with the new XP model segregating XP into separate pools, we cant compensate by throwing all the XP at Molly if we fuck up the pregame by not buying the actual important things.

We have been using ATB as a standard charm active at all times during social interactions with pretty much everyone. We are very likely to be running Empathy and Etiquette excellencies anyway. NWS is one additional essence point, and the charm use will almost certainly be essence positive as we'll likely recover 2 xp based on what we learn.
Not simultaneously.
We dont have the juice to run both Excellencies continuosly for 20 minutes, and for a formal meeting we're burning Etiquette all the way.

I maintain that you are strongly overestimating Mab. Or you are running under a strongly different idea of what we want out of this meeting than I do. Because for me "we part ways and erase 1 dot Winter enemy fro our char sheet" is more than enough, and we already have multiple ways of doing this, with backups for our backups.
Mab is the most terrifying Incarna we are likely to meet, and Im counting Titans like Ethniu in that number.
I dont think Im overestimating her.
I think you arent paying her sufficient respect for just how many ways she has to ruin our lives.

Im not sure what MAB wants out of this meeting. Thats as important as our wants. More so, possibly.

And as a strategic matter, we need to learn why Winter exists IC, and about the Outer Gates.
Plus spiking the Nemesis infiltration of Winter would allow us to pivot to some of the material world's issues like the Vampire War without worrying about a major breach.
 
I think it's a matter of nukes (I'm assuming specifically thermonuclear explosions) being conceptually weighty, they are literally the fire of the sun brought to earth. If any piece of modern technology is going to kill a godling that came from the heavens to earth and refused to return when bid it would be that one.
So, the fireball proper at least would count as sunlight for the purposes of dealing with things that are weakened by sunlight?
Then again, even if it didn't, it still probably wouldn't be able to survive that level of damage unless it is, say, immune to non-magical damage or can only be harmed by someone with True Faith.
 
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Mab is the most terrifying Incarna we are likely to meet, and Im counting Titans like Ethniu in that number.
I dont think Im overestimating her.
I think you arent paying her sufficient respect for just how many ways she has to ruin our lives.
We have been over this before. We won't agree on this.
Im not sure what MAB wants out of this meeting. Thats as important as our wants. More so, possibly.
No, not at all. Mab doesn't have a hold on us so far. I am absolutely opposed to letting her get one. Like at all. We have promised to call her and to talk to her. Nothing else. I am absolutely against making any sort of deal with her.

And as a strategic matter, we need to learn why Winter exists IC, and about the Outer Gates.
Plus spiking the Nemesis infiltration of Winter would allow us to pivot to some of the material world's issues like the Vampire War without worrying about a major breach.
These shouldn't be mixed with the meeting at hand. We want to learn those, but we don't want to cram everything into the oncoming meeting. Talking to Mab and the like should be done on our terms and our terms only.

You are reaching too far too fast if those are your goals. We shouldn't be tangling with Nemesis before E4 at the earliest, ideally. For every bit ad bad as Mab is, Nemesis is worse.

Talk to Mab, refuse any offer she makes that makes us in any conceivable way beholden to her, leave. Simple, easy. Any further interactions should wait at least until we have our iingdom.
 
No, not at all. Mab doesn't have a hold on us so far. I am absolutely opposed to letting her get one. Like at all. We have promised to call her and to talk to her. Nothing else. I am absolutely against making any sort of deal with her.
I have to second this. Can't like this enough. Nothing good can come from dealing with Mab.
 
So, the fireball proper at least would count as sunlight for the purposes of dealing with things that are weakened by sunlight?
Then again, even if it didn't, it still probably wouldn't be able to survive that level of damage unless it is, say, immune to non-magical damage or can only be harmed by someone with True Faith.

The light of a H-Bomb would indeed count as sunlight conceptually yes.
 
We have been over this before. We won't agree on this.
You brought it up
🤷
No, not at all. Mab doesn't have a hold on us so far. I am absolutely opposed to letting her get one. Like at all. We have promised to call her and to talk to her. Nothing else. I am absolutely against making any sort of deal with her.
She's Mab.
Queen of Air and Darkness. Defender of the Outer Gates and guarantor of the Unseelie Accords.
Everyone deals with her. Uriel deals with her if the events of Small Favor are to be recalled correctly.

The key is to avoid being in debt by planning ahead.
And not attempting to fuck with the woman.
Because she bears a grudge.

Where you fuck yourself is in trying to avoid dealings until you are actually in trouble, then come crawling to make a deal.
Most people dont get off as easy as Dresden.
These shouldn't be mixed with the meeting at hand. We want to learn those, but we don't want to cram everything into the oncoming meeting. Talking to Mab and the like should be done on our terms and our terms only.

You are reaching too far too fast if those are your goals. We shouldn't be tangling with Nemesis before E4 at the earliest, ideally. For every bit ad bad as Mab is, Nemesis is worse.

Talk to Mab, refuse any offer she makes that makes us in any conceivable way beholden to her, leave. Simple, easy. Any further interactions should wait at least until we have our iingdom.
I dont see any independent means of learning this without dealing with Winter.
We dont even know the Gatekeeper exists, and he's the only other maybe, and he's got a much tighter mouth than the Unseelie Fae.

Like I said, we dont actually know what Mab wants.
It would be a lot easier to make plans if we knew what the summit is about.
She knows, we dont.

Doesnt matter.
Events dont necessarily work at our schedule or whim.
And I'm speaking as someone who voted to decline trading the information we gave Winter for help against the naagloshii.

We'll have to make deals with Mab. Bet on it.
The light of a H-Bomb would indeed count as sunlight conceptually yes.
Huh.
So if, theoretically, we should get our hands on a Davy Crockett, it would count conceptually as sunlight?
Hmmm

Pity sunlight does not appear to be a naagloshii weakness
 
Talk to Mab, refuse any offer she makes that makes us in any conceivable way beholden to her, leave. Simple, easy. Any further interactions should wait at least until we have our iingdom.
I'd like to pay off our winter enemy rating.

IIRC we should be able to do that with our harvest from the retirement home.
 
Current tally:
Adhoc vote count started by uju32 on Feb 14, 2023 at 11:55 AM, finished with 101 posts and 14 votes.

  • [X] Plan Authority is Asskicking
    -[x] Molly: 27xp
    -[x] Rendered Villain Dispersal: 4xp
    -[x] Wind-Born Stride, 8 XP
    -[x] Murder is Meat, 4 XP
    -[x] Naked Wicked Souls, 3 XP
    -[x] Maggot Mana Plague, 8 XP
    -[x] Lydia: 7xp + 1xp (25% of Molly's + 1)
    -[x] Command The Dead: 3xp
    -[x] Authority of the Psychopomp: 3xp
    -[x] Alertness 2: 2xp
    [X] Say goodbye
    -[X] Offer training and equipment instead
    -[X] STUNT: "Believe me. I know the feeling. I really do. I grew up with it, even. I won't provide a magical immediate solution right now, not when you are so angry and not thinking clearly. What I will provide, however, are the means. I'll talk to some people, arrange training in how to fight, provide equipment if you want it. And if, by Christmas, you still want to keep fighting, we'll discuss the topic again. I might have something by that time".
    [X] Plan Alchemy and minions.
    -[X] Molly
    --[X] Maggot Mana Plague, 8 XP
    --[X] Wind-Born Stride, 8 XP
    --[X] Naked Wicked Souls, 3 XP
    --[X] Murder is Meat, 4 XP
    --[X] Alchemy 2 dots, 6XP:
    -[X] Lydia, 11 XP: 7 XP gained, 8 XP spent (7 +1 from main pool)
    --[X] Authority of the Psychopomp, 3 XP
    --[X] Command the Dead, 3 XP
    --[X] Occult 2, 2 XP
    [X] Plan Alchemy and minions.
    -[X] Molly
    --[X] Maggot Mana Plague, 8 XP
    --[X] Wind-Born Stride, 8 XP
    --[X] Naked Wicked Souls, 3 XP
    --[X] Murder is Meat, 4 XP
    --[X] Alchemy 2 dots, 6XP:
    ---[X] • Speed-Healing: a "potion" that halves healing time for bashing and lethal damage.
    ---[X] •• Enhance Ability: an elixir that can enhance a specific ability in a person who drinks it. The drinker gains a specialty in that ability for the duration (or +2 dice when it is relevant if they already have one) for one hour per success on the creation.
    -[X] Lydia, 11 XP: 7 XP gained, 8 XP spent (7 +1 from main pool)
    --[X] Authority of the Psychopomp, 3 XP
    --[X] Command the Dead, 3 XP
    --[X] Occult 2, 2 XP
    [x] Make the offer (Must take Inner Devils Unchained Cost 12 XP)
    [X]Plan Castle Doctrine
    -[X]Molly: 28xp
    --[X]Hellscry Chakra: 8xp
    --[X]Rendered Villain Dispersal: 4xp
    --[X] Maggot Mana Plague, 8 XP
    --[X]Etiquette 5: 4xp
    --[X] Murder is Meat, 4 XP
    -[X]Lydia: 8xp (7 base + 1 from Molly)
    --[X] Command the Dead, 3 XP
    --[X] Authority of the Psychopomp, 3 XP
    --[X]Alertness 2: 2xp
    [X] Say goodbye
    [X]Plan Minion power!
    -[X]Molly 32
    -[X]Inner Devils Unchained Cost 12 XP
    -[x] Maggot Mana Plague, 8 XP
    -[x] Rendered Villain Dispersal: 4xp
    -[X] Running to forever 4 XP
    -[x] Murder is Meat, 4 XP
    -[X]Authority of the Psychomp: 3xp
    -[x] Command The Dead: 3xp
 
Im just increasingly worried that we will monofocus on these threats amd screw up the summit with Mab due to spending.

I mean, monofocusing on Mab and screwing up our growth because of it is just as much of a risk, if not more, than what you're talking about, we already proved that we were able to at least talk to her before, and we have improved a lot since then.

And frankly, being prepared for Mab wouldn't help us much if we die before the meting because we forgot to actually prepare for things in fear of not having enough for that single meeting.

I dont think Im overestimating her.

Hmmm:
Mab is the most terrifying Incarna we are likely to meet, and Im counting Titans like Ethniu in that number.

Saying you're not overestimating her right after a sentence telling how much you are overestimating her is not very convincing, just saying.

I agree with both Yog and Yzarc, the first rule of dealing with fae is don't.
And we don't need Mab to learn about the outer gates, there are other sources and we have the crown, she is ultimately redundant as far as that's concerned.

Like I said, we dont actually know what Mab wants.
It would be a lot easier to make plans if we knew what the summit is about.
She knows, we dont.

Easy then, just ask our crown, done, problem solved.
 
[X] Plan Authority is Asskicking
-[x] Molly: 27xp
-[x] Rendered Villain Dispersal: 4xp
-[x] Wind-Born Stride, 8 XP
-[x] Murder is Meat, 4 XP
-[x] Naked Wicked Souls, 3 XP
-[x] Maggot Mana Plague, 8 XP
-[x] Lydia: 7xp + 1xp (25% of Molly's + 1)
-[x] Command The Dead: 3xp
-[x] Authority of the Psychopomp: 3xp
-[x] Alertness 2: 2xp
 
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