Green Flame Rising (Exalted vs Dresden Files)

No, seriously. Could someone tell me what specialties do in ExWoD?
Well, in Vampire 20th Anniversary edition, specialties are described as follows (page 104):
Specialties
Some characters are especially good at
particular applications of their Traits. For
example, a mechanic might be particularly
good with muscle cars, a thief might excel at
breaking and entering, or a brawler might be
infamous as a dirty fighter. To represent this,
characters with ratings of 4 or higher in At-
tributes or Abilities may choose specialties for
those Traits.
A specialty is a particular subcategory of an
Attribute or Ability — thus, a character with
a Strength 5 might choose to be especially
adept in deadlifting, while a character with
Performance 4 might be renowned for her
singing. Whenever a player makes a die roll
involving an activity in which her character
has specialized, she may count any die that
comes up "10" as two successes instead of just
one.
Similar description is given in Mage 20th anniversary edition:
Specialties
Attribute and Ability Traits have an additional element
that can enhance their effectiveness: specialties. When
a character has a rating of 4 or higher in a given Trait,
the player can select a specialty for the Trait in question.
On rolls that determine the success of an activity related
to that Trait specialty, the player counts every 10 rolled
as two successes, not just one.
As an example, let's say that Spider Chase, a Verbena
flow-artist, has Athletics 4. She's especially good at
spinning fiery gear, so her player selects Fire-Spinning
as a specialty. During a show, Spider executes a
double-handed spinning toss with two flaming staves.
The player, Inky, rolls Spider's Dexterity (three dots) +
Athletics (four dots), for a total of seven dice. Four of
Inky's dice come up as successes, but two of the four
successes are 10s. Spider, then, has six successes,
thanks to her specialty. The staves spin high into the
air; Spider pauses, cocks her head, makes a "Come
on…" gesture to her audience, and raises her hands
just in time to perfectly catch both flaming staves and
continue her dance. The crowd, as they say, goes wild.
The various Traits below have a number of suggested
specialties. You can invent new specialty along the
lines of the suggested ones, so long as the Storyteller
approves that new specialty. Original specialties should
not be too broad (Keyboards for a Computer specialty)
or potentially abused (Inflicting Damage as a Strength
specialty). And even if you don't start off with 4 dots or
more in a given Trait, you can still choose a specialty
for it; certain Traits – like Crafts – actually require you
to choose a particular specialty. That specialty won't
grant the additional-success bonus until you reach
a rating of 4, but it can flesh out your character by
showing areas of expertise that will eventually help
your mage excel in future tasks.
So, I think it's almost certain that "specialty" means that we count 10s as 2 successes.

[X] Plan healing and hunting
-[X] Three Tier 1 Formulas
--[X] Factory Fog and or Alchemical Aerosol Mist
--[X] Unbreakable Mirror: a mirror that cannot be smashed, chipped or otherwise broken by normal force.
--[X] An incredibly strong super glue, more potent than even the strongest commercial epoxies.
-[X] Three tier 2 formulas
--[X] 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.
--[X] Healing: In addition to the effects of Speed-Healing, this potion heals up to two bashing or lethal levels immediately.
--[X] 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.
"Alchemical Aerosol Mist: An aerosol that creates a floor following mist of water that seeps through any non-airtight doors and rooms. When combined with another secondary water-based alchemical ingredient, applies a *instert DC check here* to any creature who touches the mist, failing this save results in the secondary ingredient applying to them as if they had touched the ingredient. Creatures not affected by the secondary ingredient do not need to make a check."
@FactorySmith awesome idea i think it deserves to be name after you if you don't like it's back up name let me know
You should rename the plan, please, so it doesn't cause confusion later, as the name you are using is the same as the plan I proposed.
 
Our taboo based invisible charm doesn't care how the see us. Sonar whatever they still ignore it.
If we are talking about Anonimity through propriety, there's an issue there:
If she's taking some indirect action that would distress a character
were he to acknowledge it (such as reading his diary
or murdering his spouse), and that character has Will-
power 5+, they can spend a point of Willpower and
make a Willpower roll against difficulty 7 to attempt to
acknowledge and confront the Infernal. This Charm
lasts for one scene.
Moving at supersonic speeds underwater is distressing to the military on general principles. And I expect nuclear submarine sonar operators to have high willpower.
 
Also, I would not bet on ATP hiding the wake from a machine. The submarine crew might be prevented from noticing the Infernal while still noticing that the sonar is throwing up big red warning flags, and they're incapable of seeing what's causing it.
 
If we are talking about Anonimity through propriety, there's an issue there:

Moving at supersonic speeds underwater is distressing to the military on general principles. And I expect nuclear submarine sonar operators to have high willpower.
If we are using RVD do we even make any ripples in the water? In fact BSM might actually stop the water from getting in our way.
 
If we are talking about Anonimity through propriety, there's an issue there:

Moving at supersonic speeds underwater is distressing to the military on general principles. And I expect nuclear submarine sonar operators to have high willpower.
Well if we did enough I expect those submarine sonar operators to start having mental breaks from spending willpower in their very stressful job. Add NSS and everyone has to spend a Willpower to notice or report us. Which would lead to a very stressed out chain of command assuming that it actually got far.
 
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Hey, @DragonParadox - how many dots alchemy would we need to cook something non-addictive from hellworms?

The problem is not that they are addictive, it's that they make the user more suggestible vis a vis the infernal who made them. As for what you would need to boil off that aspect of them. Well it's not quite philosopher's stone Alchemy 5 level since you have the maggots... Alchemy four would do.
 
The problem is not that they are addictive, it's that they make the user more suggestible vis a vis the infernal who made them. As for what you would need to boil off that aspect of them. Well it's not quite philosopher's stone Alchemy 5 level since you have the maggots... Alchemy four would do.
By the time you get to Alchemist 4 just bottling dispair directly seems reasonable.
 
Defying an Exalted Charm through mere sorcery should be difficult.
And the mental effects are definitly a major intended part of the Charm.

4 or 5 seems like a good fit, a mortal Sorcerer would propably need some decent number of successes too.
 
Defying an Exalted Charm through mere sorcery should be difficult.
And the mental effects are definitly a major intended part of the Charm.

4 or 5 seems like a good fit, a mortal Sorcerer would propably need some decent number of successes too.
Exalted charms never hurt the user so Molly doesn't have to worry about the fumes enslaving her on a botch or other such effects.

I expect that a mortal Sorcerer who tried it would get it wrong quite a few times and would basically be our slave before they managed to refine the process.

If we do make bottled dispair we can likely use the residue for instant enslavement bombs.
 
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Four dots? That's might be a worthwhile investment next time, then. At three dots, we can upgrade our armor without needing to roll 15+ sux, and four dots, attribute-enchancing potions and "Copy a discipline" opens up.
 
Four dots? That's might be a worthwhile investment next time, then. At three dots, we can upgrade our armor without needing to roll 15+ sux, and four dots, attribute-enchancing potions and "Copy a discipline" opens up.
4 dots is where stuff gets ridiculous already. I mean
•••• Body Building: For Stamina+3 hours, the user has two dots added to their Physical Attributes. During this time, the Attributes may be above 5, and the user will be extremely hungry as their metabolism tries to keep up.
That's +6 dots of attributes total. And with MMP and exalted metabolism, we probably break the system and don't suffer from hunger.

We could probably have shapeshifting potion (upgrade of Polymorph) at 4 dots, and other fun stuff.
 
Strategically, there's also Red Half-vampires. Who transform much more when feeding on humans for the first time (because it universally and absolutely involves a murder), suffer more, and are more innocent in that they didn't get a choice to awaken their hunger. And there are also ghouls (do they need human flesh when first going through super-puberty?).

Even leaving them aside completely - you said it yourself: skavis and other whampire clans are a very toxic environment, essentially murder cults. If we can extract people from them, and reform them, I would argue that it's a moral imperative to at least attempt so, as long as it doesn't hinder our other actions.
What's the relevancy to what was being discussed? This specific part of the conversation was about Isabela and the consequences of our choices in relation to her.

Half reds and fledgling white vamps exist, and we should try to help them. That doesn't advance your specific desire here.
Which is why I am ok with waiting until we get our kingdom, as it changes the essence flavor from "hell of burrowing maggots" to "Primordial Molly's world body".
That's still wildly irresponsible; shooting people up with something that could seriously murder them on the hope it turns out right is not a good plan.
That's how democracy works, though? If you are campaigning for something, and lose the election/vote, you don't just abandon the cause completely. You continue to campaign for it, and vote for it in the next election / vote. Until you win, or the circumstances change and you abandon the cause.

By not choosing to buy MMP this turn, we don't bar ourselves from buying it next turn, or the turn after the next. Same as with other charms, abilities, backgrounds, etc. Not unless we make an explicit vote to prevent ourselves from buying certain charms in the future, and I don't see it happening.
Yes it is, but what you're also doing is immediately diving into a salt mine and dragging the thread with you.

Ideally what we should do is come to some sort of common consensus about what we're trying to do and then act on that. Coming in without an argument that actually addresses the reasons people didn't vote for it just turns this into a game of stubbornness.

You can win by simply continuing to try forcing the issue without adapting until enough people give up to get your way, but its also pretty likely that it turn into a running argument that gets progressively more bitter as it goes on.

I still sort of think Rosie would be better off getting an abortion, but you don't see me writing in "[]Plan(ned) Parenthood" on every vote that involves her.

If any one of the follow up posts you'd made on this had something attempting to work around the difference of opinion rather than all the people who had it I wouldn't be as annoyed.

I mean, getting one or two votes more next time would get you what you want right now, but all the people who don't agree with you are still there and we still have to deal with each other going forward.

This is arguable. Her initial feeding was arranged by her "uncle". An uncontrolled first feeding, in a situation that hasn't been carefully set up is absolutely a large problem. And trying to arrange one to leave our service might well count as trying to betray us / working against us and drop MiS prematurely - because remember, it's plugged in and monitoring not just her actions, but also intent. If she drops into a frenzy in the middle of her family, or unfledged friends, that's certainly going to be traumatic to her and others.
She's capable of feeding right now in controlled doses and the hunger doesn't kill the host on purpose, it does it because it's starving. If she's full when she leaves then I don't see a reason that her life should be in danger if she drops off of MiS.

Edit:
One day I will learn not to post on my phone, or at least to proofread more throughly.

Edit 2:

Lost 1 Essence -> Now at 6/12

Was this for the excellency? It's kind of weirdly placed for that, but I don't think RVD has an essence cost.
 
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On the subject of potions. You know how many potions have ill side effects.
With but a smile and a caress, the Infernal can grant immunity to the ravages of the very seas of Hell. System: The Infernal touches someone she feels affection for and rolls Charisma + Survival against difficulty 6. The subject becomes immune to any sort of harm from liquid for one day per success. This includes crushing, battering, drowning, boil - ing, and immunity to any sort of liquid poisons. The Infernal may target herself, if she desires
Actually even a maggot smootie likely has no side effects.
 
Ah you need getting just despair as opposed to maggots that do not lower social DC, yeah you could do that with alchemy 4, but you would have to do it in two steps, since they are very distinct processes.
This is the perfect compromise for us here. It essentially covers all of my serious objections other than scale, but we can probably milk more use out of it as a source of reagents so it'll still have some relevance past the point where we exceed the maggot population.

On a note related to alchemy, @DragonParadox can we stack the permanent transformations on a single object? Like creating a nearly unbreakable and ever sharp mirror blade.

We don't really need one, but as a trade good or equipment for minions it has potential. A good number of our supernatural minions have the potential reflexes to break or wear down mundane equipment, or move fast enough to block things that they and their usual tools can't soak. A sword that can stand up to rifle fire would be quite useful even before we get into possible future enhancements.

It could even end up as something like a signature bit of kit, sort of like the silver swords of the wardens.
 
This is the perfect compromise for us here. It essentially covers all of my serious objections other than scale, but we can probably milk more use out of it as a source of reagents so it'll still have some relevance past the point where we exceed the maggot population.
We are not wasting AP on that when we can just use the charm as intended. We are an infernal, any COD loses social to an Infernal. That is inbuilt and unchangeable.
 
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