Green Flame Rising (Exalted vs Dresden Files)

I don't expect it to work like that for the same reason that Solar Anima flare doesn't count as sunlight. It's really cool for the first scene you do it, but afterwards it's really anticlimactic.
I was asking because it burned hobs.

Does not count as sunlight. Getting hit by it is aggravated damage just like with anything that is rightfully hit with a sword, but just the light will not do anything but mark the bearer as scary.
Gotcha.
So we need Alchemy. Probably.

===
Need to think on this for a couple hours.
 
See Obligation 3, and what it can do.
We asked the crown and it doesn't lie. It didn't say anything about him being mind controlled.


Unfortunately, if their base is as demonstrated, inside a major hotel, we dont want to do this.
Two and a half weeks with an akuma who has Obligation 3 and you can assume all the civilians there, guests and staff have been compromised.

If we cant think of a way to draw them all out of the hospital, going to the meeting might actually be the best option on the table.
They don't spend all day there, so there are opportunities.

We could also just fire bomb the meeting point and screw off. We aren't the only ones on a time limit, and ours is centered on the ritual.

If we know it's going to go off in our face anyway doing it on their terms isn't help. Their time limit is centered on how long they can be this overt without provoking a response from the other powers in the area, who decidedly aren't interested in more local competition.

There are complications with that, but I still think that letting our enemies dictate the time, place, and pace of the engagement is a losing strategy even if we have a clever trick in mind.
 
Does not count as sunlight. Getting hit by it is aggravated damage just like with anything that is rightfully hit with a sword, but just the light will not do anything but mark the bearer as scary.
What about the captured sunlight Dresden has used in the past? Or which Ebeneezer used to such great effect against the Rampires early on in the quest? That shit did not play around, IIRC, ate the vamps for breakfast.
 
What about the captured sunlight Dresden has used in the past? Or which Ebeneezer used to such great effect against the Rampires early on in the quest? That shit did not play around, IIRC, ate the vamps for breakfast.
Harry used it once than it disappeared from the series because Jim Butcher realized how it turned all of the vampire enemies into chumps. Well Harry said that he didn't do it because you need to be truly happy in order to cast that enchantment, but we all know the real reason.
 
Wait a second... that's... those are Demon Arts, the Black Wind, the Iron Mountain, common enough to the akuma who care nothing of the purity of their chi and who revel in the power of their Po, but ones that also twist the form and turn the mind to madness.
So, reading the description of Iron Mountain, it adds its rating to soak… but… the 8 dot power says it lets you apply your soak to Aggravated damage. Can they not normally apply soak to Agg damage? Have I just been taking the ability to soak Agg for granted because Exalted treat it the same as Lethal for most purposes? Is that not actually common? Is the fact that we have basically at-will access to Agg significantly better than I thought it was?

Seriously, this basically means that anything less than 8 dots of Iron Mountain is absolutely worthless against us once we've decided to go for lethal, and I really doubt anyone but Lady Eiko has 8 dots in Iron Mountain, and even she's a maybe. And 12 minions should be below a Magnitude 2 squad according to the mass combat rules, so we should basically be able to roll right over them.

Also, MiM lets us refresh Shintai uses, so we should basically just go Shintai from the start. And also apply all of our scene-long buffs before going into battle, plus being wet. We average 3.6 successes when wet for Bronze Skin, which combines with Shintai for an average 7.6 Stamina, meaning we'll probably be riding pretty close to the cap. Assume 7 Stamina, add in our armor and VLE, and we'll be rocking 19 soak dice at difficulty 4 when wet, for an average of 13.3 successes. As a comparison, the missiles being shot at us at the museum rolled 17 damage dice, for an average of 8.5 successes. I don't think their "massed gunfire" plan is going to even put a noticeable dent in our Shintai's ridiculous number of bruised health levels before we take them out. Especially with Gard's anti-mortal ward clearing out hostages.

TL;DR: I am not impressed with their plan to fight us. It might have worked on a baby freshly-Exalted Molly, but we've put too much XP and resources into being harder to kill and have the massive amount of Agg damage to put them down in turn, and MiM means that they're not getting their souls sent back to their master to carry back intel and start again.
 
So, reading the description of Iron Mountain, it adds its rating to soak… but… the 8 dot power says it lets you apply your soak to Aggravated damage. Can they not normally apply soak to Agg damage? Have I just been taking the ability to soak Agg for granted because Exalted treat it the same as Lethal for most purposes? Is that not actually common? Is the fact that we have basically at-will access to Agg significantly better than I thought it was?
Yes in World of Darkness Agg damage is a really big deal. There is a reason that the voters of this quest have spent a good chunk of XP on making sure Molly has regular access to it. Vampires who laugh at entire military squads letting loose on them with machine guns die to our sword like butter. Rage recast;Transcendent Anathema is a hell of a rush.

Edit: Of course the undead sort of vampire usually has traits that let them treat gun fire as bashing damage.
 
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We are also doing that, like the vampire girl or the ghouls, some of whom have definitely killed people before. If we can redeems vampires and ghouls, we can definitely redeem a stupid human.
No we aren't. Our people have rules that we impose on them specifically to stop that, it was half the justification for getting involved in the first place. He is trading power with Akuma who are getting it by killing his neighbors; the situations aren't remotely comparable.

Could we redeem him? Maybe, we do have the socials to do a lot of things. I just don't find his motive sympathetic enough to bump him up my priority list.

If he lives he lives, but if it's safer or more efficient for us to kill him for some reason that's just a consequence of the business he chose.
 
No we aren't. Our people have rules that we impose on them specifically to stop that, it was half the justification for getting involved in the first place. He is trading power with Akuma who are getting it by killing his neighbors; the situations aren't remotely comparable.

Could we redeem him? Maybe, we do have the socials to do a lot of things. I just don't find his motive sympathetic enough to bump him up my priority list.

If he lives he lives, but if it's safer or more efficient for us to kill him for some reason that's just a consequence of the business he chose.
Our people did and would have done the exact same or worse things if we hadn't stopped them. Us imposing rules is what stops them, not some inherent goodness.


You don't find his motives of trying to survive being with the ones he loves sympathetic, instead of spoiled vampire princess thats just fucking around and has no regard for humans, which you find sympathetic.


Come on, one is a very human and sympthetic motivation the other is literally just greed now that we solved her hunger thing.
 
Our people did and would have done the exact same or worse things if we hadn't stopped them. Us imposing rules is what stops them, not some inherent goodness.
You're completely missing the point here.
It's not about inherent goodness, it's about the nature of the relationship and the deal struck.

Our minions have dark pasts, but we are addressing those things instead of enabling and facilitating their base impulses. J is not only trading with them at their worst, he's actively involving himself in supporting their monstrous behavior.

You don't find his motives of trying to survive being with the ones he loves sympathetic, instead of spoiled vampire princess thats just fucking around and has no regard for humans, which you find sympathetic.


Come on, one is a very human and sympthetic motivation the other is literally just greed now that we solved her hunger thing.
The ghouls or white vamps have no choice in being what they are, it's just a hunger thing in the same way actual physical hunger is. I wouldn't take it as an excuse for their worst excesses, but it's not an abstract problem we're talking about here.*

As to J's situation; everyone has a story. There's always a sick kid, a personal failing, a damaged relationship, something that drives them to do whatever they're doing. Some of them justify and mitigate what they're up to, but having a rationale isn't itself something noteworthy.

At the end of the day J wants power so that he can benefit from it in his personal life, and is willing to be party to the murder of people who are probably he friends and neighbors to get it.

I can see and understand, but there isn't any virtue or material mitigation to be found in it.

* You're also putting words in my mouth with Isabella. I'm not exactly running around touting here as peak vampire mortality or particularly justifiable in all the stuff she's up to.
 
You're completely missing the point here.
It's not about inherent goodness, it's about the nature of the relationship and the deal struck.

Our minions have dark pasts, but we are addressing those things instead of enabling and facilitating their base impulses. J is not only trading with them at their worst, he's actively involving himself in supporting their monstrous behavior
You are missing the point, our minions did the dark things in the past, now we helped them not do it anymore.

J is doing darkthings now, its within our power so that he doesn't do it anymore.
The ghouls or white vamps have no choice in being what they are, it's just a hunger thing in the same way actual physical hunger is. I wouldn't take it as an excuse for their worst excesses, but it's not an abstract problem we're talking about here.*
They killed an ate people, and J hasn't done anything nearly as bad right now.

The vampire girl was this close to killing a person until our intervention.
As to J's situation; everyone has a story. There's always a sick kid, a personal failing, a damaged relationship, something that drives them to do whatever they're doing. Some of them justify and mitigate what they're up to, but having a rationale isn't itself something noteworthy
Of course its noteworth, thats the entire point of redemption and preventing acts. If you remove the cause of the things, then people don't commit those crime anymore. We could easily solve Js problem.
I can see and understand, but there isn't any virtue or material mitigation to be found in it
Of course there is, he is literally dying indulging in just a base desire of love that all humans have.

If you think hunger is a mitigating factor than love sure as hell is. Its literally wired into our brains.
 
Current tally:
Adhoc vote count started by uju32 on Mar 4, 2023 at 11:22 PM, finished with 77 posts and 14 votes.

  • [X] Yes, you would need her authority to clear up bystanders
    [X] No, its too dangerous
    [X] Yes, you would need her authority to clear up bystanders
    -[x]Use Naked wicked souls on Lady Eiko and all her servants you have video of. Hopefully that will give you a bit more background knowledge to work with. Also gives a better idea of exactly how much mercy is actually practical.
    -[x] Also use all things betray for the session.
    -[x]Do it in the comfort of a poison bath, you going to want to recover the essence and you suspect that you are going to want another shower after this.
 
VOTE
[X] No, its too dangerous


RATIONALE
WoG is that we can bargain with Gard for some of her muggle-repellent wards.
With that available, we dont actually need SI to fend off civilians.
Get some, slap them down, and get rid of bystanders and potentially mind-whammied mortals for the duration.

WoG is also that we arent sure we can convince Murphy to keep the cops back for the meantime.
If we arent sure we can manage that, then I cant justify reading her in now, while the op is ongoing.
And it gives her plausible deniability.
 
We asked the crown and it doesn't lie. It didn't say anything about him being mind controlled.
I said nothing about mind control.
Just undue influence, of the same relative level whicn was used against Dresden in Changes.

And frankly, there's nothing here saying that Eiko didnt simply lie about the details, or the cost to him.
She lied to us in an official diplomatic communique where she was speaking on behalf of her Hellish patron and his nationstate.
She certainly has no compunctions about lying to a mortal dupe.
They don't spend all day there, so there are opportunities.
We could also just fire bomb the meeting point and screw off. We aren't the only ones on a time limit, and ours is centered on the ritual.

If we know it's going to go off in our face anyway doing it on their terms isn't help. Their time limit is centered on how long they can be this overt without provoking a response from the other powers in the area, who decidedly aren't interested in more local competition.

There are complications with that, but I still think that letting our enemies dictate the time, place, and pace of the engagement is a losing strategy even if we have a clever trick in mind.
Their movements arent predictable, and we only have two mornings between now and our scheduled meeting

A firebombing wont kill it, and Im averse to leaving an akuma walking around Chicago with Cauldron hanging out in the open.
Sometimes risk is unavoidable in the setting, like Dresden coming into Arctis Tor after us. Or us walking into a prepared ritual site at the museum, or Ikku-Turso's 'air.

Risk is why they pay us the big bucks.

And we have options for preparation that they are unaware of.
They know about Dresden and Micnael, but not that we have Alchemy 2 and Shih arts. Or that Gard will trade.
See that Factory Fog recipe we paid XP for, and make a couple, with Holy Water as the payload.

Make some antipoison and HP potions.
Get Dresden and Porter together and see what they can do about inverting the Dragon Lines, and what it will cost us.
Get the antimuggle ward from Gard to keep muggled and thralls out. See if Lydia needs help with Command the Dead drones.

That kind of thing.
So, reading the description of Iron Mountain, it adds its rating to soak… but… the 8 dot power says it lets you apply your soak to Aggravated damage. Can they not normally apply soak to Agg damage? Have I just been taking the ability to soak Agg for granted because Exalted treat it the same as Lethal for most purposes? Is that not actually common? Is the fact that we have basically at-will access to Agg significantly better than I thought it was?
No they cant.
Vampires soak Agg with armor and vampire magic like Fortitude; Stamina doesnt usually apply.
Iron Mountain is the Kueijin equivalent of Fortitude for western Vamps, just works slightly differently.

Now to be fair, Iron Mountain isnt supposed to be used alone.
Combined with other Disciplines, like say, Demon Shintai 8, they can buy 4 points of Demon Armor(which soaks Agg) and still have an extra 7 Demon Aspects for building out their warform. And she probably has light concealable armor like Molly does.

Assuming she has Iron Mountain 8 and Stamina 7 in warform?
Add +1 soak from magic armor, and +4 Demon Armor for a total of 12 Soak against Agg.
Which is respectable compared to nonshintai Molly's ~10-11 Soak, if not quite on the level of shintai!Molly's monstrous 19 Soak.

Regardless, Agg isnt really common, outside of fire and creature-specific banes.
Akuma and Wan Kuei can get it, but its not common.
There's a reason our first Demon Aspect was Agg damage.
TL;DR: I am not impressed with their plan to fight us. It might have worked on a baby freshly-Exalted Molly, but we've put too much XP and resources into being harder to kill and have the massive amount of Agg damage to put them down in turn, and MiM means that they're not getting their souls sent back to their master to carry back intel and start again.
You're beginning to get why I've been arguing hubris and ignorance as an issue.
Im expecting a summoning or something else to buff available forces, because once Molly pops shintai herself, she will take damage but she'll go through the assembled forces like shit through a goose.
 
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So the black wind seems to be about being really fast. I have been assuming that with Molly's high Dex of 4, All things Betray adding our 2 perception and Wind-Born Stride doubling our Initiative rolls that we can basically assume that Molly always goes first. However the wiki doesn't give any numbers on black wind. Is it actually a safe assumption?
 
So, reading the description of Iron Mountain, it adds its rating to soak… but… the 8 dot power says it lets you apply your soak to Aggravated damage. Can they not normally apply soak to Agg damage? Have I just been taking the ability to soak Agg for granted because Exalted treat it the same as Lethal for most purposes? Is that not actually common? Is the fact that we have basically at-will access to Agg significantly better than I thought it was?

Seriously, this basically means that anything less than 8 dots of Iron Mountain is absolutely worthless against us once we've decided to go for lethal, and I really doubt anyone but Lady Eiko has 8 dots in Iron Mountain, and even she's a maybe. And 12 minions should be below a Magnitude 2 squad according to the mass combat rules, so we should basically be able to roll right over them.

Also, MiM lets us refresh Shintai uses, so we should basically just go Shintai from the start. And also apply all of our scene-long buffs before going into battle, plus being wet. We average 3.6 successes when wet for Bronze Skin, which combines with Shintai for an average 7.6 Stamina, meaning we'll probably be riding pretty close to the cap. Assume 7 Stamina, add in our armor and VLE, and we'll be rocking 19 soak dice at difficulty 4 when wet, for an average of 13.3 successes. As a comparison, the missiles being shot at us at the museum rolled 17 damage dice, for an average of 8.5 successes. I don't think their "massed gunfire" plan is going to even put a noticeable dent in our Shintai's ridiculous number of bruised health levels before we take them out. Especially with Gard's anti-mortal ward clearing out hostages.

TL;DR: I am not impressed with their plan to fight us. It might have worked on a baby freshly-Exalted Molly, but we've put too much XP and resources into being harder to kill and have the massive amount of Agg damage to put them down in turn, and MiM means that they're not getting their souls sent back to their master to carry back intel and start again.
Iron Mountain works quite a bit differently from Fortitude, but it does help against Aggravated, just not fully.

I'll copy the function over in a moment.
 
So the black wind seems to be about being really fast. I have been assuming that with Molly's high Dex of 4, All things Betray adding our 2 perception and Wind-Born Stride doubling our Initiative rolls that we can basically assume that Molly always goes first. However the wiki doesn't give any numbers on black wind. Is it actually a safe assumption?
Black Wind is the Wan Kuei version of Celerity.
Extra actions, added successes etc.
Black Wind said:
Allowing the rage of the P'o to channel itself through her body, the Kuei-jin becomes inhumanly swift — a typhoon of destruction. Essentially, Black Wind is a focused — or not so focused — frenzy. While in the Black Wind state, the character gains powers similar to prolonged use of Demon Chi but because the character is in a continuous demonic fury, she gains demonic energy as fast as she uses it. This Discipline is a common one among more warlike Kuei-jin, who use it to become whirling blurs of carnage.

The higher levels of this Demon Art expand its powers beyond simply increasing the Kuei-jin's speed and fighting prowess. The advanced Black Wind powers — often known as the black Tempest or Black Whirlwind — allow a Kuei-jin to become a fighter whose hands strike so fast that they are but blurs, or a runner who can cross the very waves themselves.


System: This power costs the Kuei-jin one point of Demon Chi per turn of use. For each dot in the power, the vampire may take an extra action (as with Celerity), arithmetically increase running speed, or add one automatic success to a Brawl or Melee damage dice pool. Each turn, the vampire may reassign the dots. So, a vampire with Black Wind 4 may choose to take two extra actions, run at double speed, and add one success to all Brawl damage dice pools. The next turn, he may choose to take four extra actions and add no dice to damage. Extra actions gained by Black Wind occur after all other characters have taken their actions for the turn.


While using Black Wind, the vampire may not use any other Discipline except Demon Shintai, although he may manipulate previously activated powers. Moreover, each turn the power is used, the vampire must roll P'o (difficulty 8); if he fails this roll, he enters fire soul. A frenzied vampire suffers no wound penalties, but may not use firearms or any other missile weapons; he instead prefers to shred foes face-to-face — of course, such is the intent of most who use Black Wind. The problem lies in the fact that a vampire using this power just as readily attacks allies as enemies.


Black Wind, like all Demon Arts, is a violent Discipline. While accessing Black Wind, a character muse use it to perform deeds suitable to the P'o's dominance. Thus, a character could use Black Wind to attack or move with superhuman swiftness, but not to play a guitar at superhuman speed.


Important Note: A Kuei-jin who reaches these levels of power must choose whether to proceed on the normal path of Black Wind — taking extra actions, running faster, and improving strength — or to buy the new powers listed here. The character may spend experience points to acquire the alternate ability. For example, if a Kuei-jin attains level six in Black Wind and opts for the standard Black Wind abilities, he may spend 48 Experience Points (the usual cost purchase for a level six Kuei-jin Discipline) to acquire A Thousand Cuts as well.


6 · A Thousand Cuts ·
This power allows a Kuei-jin to focus his P'o so that he becomes a veritable whirlwind in combat. His arms a blur; his feet are as fast as lightning; he can strike a target (or targets) so many times that there's almost no way for it to avoid the blows.

System: The player spends a point of Demon Chi to activate this power. It grants the Kuei-jin a number of automatic successes equal to his black Wind, plus two for every additional point of Demon Chi spent, which can be used to improve either his chances of hitting a target using Brawl, Martial Arts, or Melee, or his roll when determining the damage done to a target. The Kuei-jin may use all the automatic successes on a single target and a single roll, or he may split them up between multiple targets and/or multiple rolls, as he desires. They must, however, all be used in the same turn.


7 · Treading The Tide Dragon's Back ·
Most Black Wind practitioners are fast, but some can run nearly as fast as thought. In fact, such Kuei-jin can move with such speed that they can run across the surface of the water without falling in.

System: The player spends a point of Demon Chi each turn to keep this power active. (Turning it off while in the middle of crossing a large body of water isn't advised; Kuei-jin should be sure they have enough Demon Chi to cross an entire lake or river before they set out.) While it's active, every point of Black Wind the character devotes to increasing his running speed doesn't just increase it arithmetically, but by one-and-a-half times for each point. Thus, for example, a Kuei-jin who devotes one point of Black Wind to increasing running speed would normally move 40 yards + (6 x Dexterity) when running (double the standard 20 yards + [3 x Dexterity]), but when using this power, he would move 50 yards + (7.5 x Dexterity). More importantly, it allows the character to run on the surface of the water. If the water is reasonably still, this requires no roll. If it's choppy, the player must make a Dexterity + Athletics roll (difficulty 7) for the character to keep his feet; if conditions are extremely choppy or stormy, the difficulty increases to 9. if the roll is unsuccessful, the character plunges into the water. This causes no injury, but the character can't climb back onto the Tide Dragon's Back — he must swim back to shore.


8 · Divine Whirlwind ·
For centuries, the martial artists of the East have strived to develop skills, even special powers, that would allow them to strike first in combat. The iaijutsu sword-drawing art of the samurai, the genshin "mind-fist" strike of the karateka, and even the kongjin power learned by advanced students of kung fu all have this aim. But none of them can hope to match the speed of a Kuei-jin who may call upon the Divine Whirlwind, since his very thoughts instantly become actions.


System: The player spends a point of Demon Chi to activate this power. it allows him to take the extra actions he gains from using Black Wind first, instead of having to wait until all other characters have taken their actions for the turn. The Kuei-jin may literally strike five times before the opponent can respond.


9 · Transcending The P'o ·
At this level of enlightenment, even a Kuei-jin who has come to grips with the darker aspects of his nature has learned how not to let them get the best of him. By soothing himself with the calming energies of Yin Chi, he can keep a hold on his bestial side.

System: For every point of Yin Chi the Kuei-jin spends, he may use any Black Wind powers for up to two turns without having to roll P'o to determine if he enters fire soul. Furthermore, any rolls made to resist entering fire soul during this period are at -2 difficulty, but rolls to avoid entering wave soul are at +1 difficulty
 
@bengalqueen
System: The use of Iron Mountain improves a Kuei-jin's ability to withstand damage. The Demon absorbs injury and translates pain into fury. Each dot of Iron Mountain lowers the Kuei-jin's difficulty on soak rolls by one; when the difficulty drops to 2, further levels translate into automatically soaked damage. Thus, a Kuei-jin with Iron Mountain at Level Six lowers difficulty of soak rolls by 6; for a soak roll with a difficulty of 6, the difficulty drops to 2 and the Kuei-jin automatically soaks two levels of damage.

The Iron Mountain Discipline also permits a Kuei-jin to soak aggravated damage, although doing so is difficult at best. Each dot of Iron Mountain allows the Kuei-jin to use one Stamina-based soak die normally against aggravated damage, but without the concomitant decrease in soak difficulty. Therefore, with Iron Mountain Level Six, a Kuei-jin could claim up to six dice of soak against aggravated damage, if he possessed enough Stamina; if the Kuei-jin only had four dots of Stamina, he could soak four dice of aggravated damage (with Stamina) at a -2 difficulty (for the remaining levels of Iron Mountain).
So, against normal damage it's first a difficulty-reducer and then auto-soak, meaning on a Wan Kuei with high Stamina and some other means of Soaking, like Demon Armor, it's an extremly powerful Discipline, more so than Fortitude.

But against Aggravated it first only allows them to apply their Soak, partially then fully, before starting to actually enhance it.

So a vamp with decent Stamina and high Iron Mountain is nearly immune to regular mook-tier attacks, but merely okay at soaking aggravated.
Compared to Fortitude I'd say it's better against Lethal, but somewhat worse against Aggravated, and more stat-dependant than standing on its own in either case.

So the black wind seems to be about being really fast. I have been assuming that with Molly's high Dex of 4, All things Betray adding our 2 perception and Wind-Born Stride doubling our Initiative rolls that we can basically assume that Molly always goes first. However the wiki doesn't give any numbers on black wind. Is it actually a safe assumption?
It's propably safe.

Black Wind is powerful, but unlike Celerity it does not add to the Initiative.
The Wan Kuei might have other initiative-enhancers, but their basic speed-kill discipline is not it.
 
It's propably safe.

Black Wind is powerful, but unlike Celerity it does not add to the Initiative.
The Wan Kuei might have other initiative-enhancers, but their basic speed-kill discipline is not it.
What I am hearing is that in a one on one fight with any of them Molly just wins. She wins initiative then they can try to dodge or depend on their soak. If they attempt to dodge that's their action for the round. If they try to soak Molly kills them with agg damage. Then again that isn't new information. It's all the unknowns that are scarry. I am personally hoping that the fight turns out very anti-climatic.
 
So, I'll try to provide my reasoning in detail for why we need to inform SI:
1) They are already involved by investigating the murders of shamans. Unless we explain what happened, these will become cold cases and negatively affect SI's KPI. Yes, we can explain after we deal with the akuma, and they are destroyed / driven off, but that's a bad option, as it gives SI no time to prepare for cleaning up
2) It's essentially SI's job to clean up supernatural messes and their consequences. In this case, if we were to fight akuma anywhere in Chicago, it's likely we'll end up with second Red Room Murders scene. They need to be informed beforehand to be prepared to respond in all haste afterwards
3) SI are a useful political ally. I want to see them boosted to a better standing than they are now.
4) SI leadership, or at least Murphy, are not stupid, and they are at least somewhat prideful. Harry's "I won't tell you anything for your own protection" policy is the major cause of conflict between them. We have seen this recently, and I despise hypocricy. If Murphy is rational enough to be informed about a naagloshii, then she's rational enough to be told about akuma war party. Especially since akuma war party is much closer to international terrorism / spy ring from a mundane perspective.

Essentially, if we trust that SI are competent and not suicidal and want to cultivate our relationship with them, we have to inform them.
Like I said, hubris.
Its a recurring motif in Yama King and Thousand Hells lore.
That and immortality allowing for retries in the event of failure.
Or there are things we don't see. Like at least one of the akuma also being a denarian. Or them having denarian allies. Or them having outsider support. Or them having some sort of trump card against Michael. For example - Molly is MIchael's daughter. Amoracchus can't be used in anger for selfish reasons. If they frame acquisition of exaltation from us in a certain way, like "doing their goddamn job as servants of a hell (in the sense where wicked souls are tortured so their sins are cleansed)" and have some sort of mandate of heaven for this exact task, they might be banking on MIchael not being allowed to help us in retaining our exaltation. There might be a convoluted gambit here built around Infernals being CoDs, or them baiting us into attacking an "innocent", etc.

Point is - while hubristic, they are not stupid. Their attitude of "we can take him" has to have a basis for it. If they got their asses kicked by Knights in all prior encounters, they wouldn't think they could take him.

I am very tempted to ask another question with the crown along the lines of "what are the akuma's plans for dealing with the Knight of the Cross?". Because there has to be one.
I keep coming back to the plan of using a mortal shaman as Exaltation bait. They have no idea.
I'd like to point out that IC Molly and Usum, who are the setting's top exaltation experts, didn't consider the plan to be guaranteed to fail. They thought it could work. Which indicates the level of knowledge and preparation akuma has gone to.
Im expecting a summoning or something else to buff available forces, because once Molly pops shintai herself, she will take damage but she'll go through the assembled forces like shit through a goose.
Our shintai is probably where their plan falls apart. They have very little way to know about it - every time we used it, we murdered every non-allied witness.

I definitely want to bring at least Mouse with us as an additional ally. @DragonParadox what are temple dog relationship with wan kuei? Does Mouse have a type advantage over them?
 
What I am hearing is that in a one on one fight with any of them Molly just wins. She wins initiative then they can try to dodge or depend on their soak. If they attempt to dodge that's their action for the round. If they try to soak Molly kills them with agg damage. Then again that isn't new information. It's all the unknowns that are scarry. I am personally hoping that the fight turns out very anti-climatic.
That's not quite correct.

With Black Wind they can use their regular action to dodge or parry and then the bonus actions to still attack us at the end of the round.
And again, a very powerful Wan Kuei with Iron Mountain and armor from Bone Shintai or Demon Shintai could still soak some of our attack, even in aggravated.

I doubt the mooks could either parry or soak us, due to our huge dicepool for melee, but I wouldn't bet on Elders going down too easily.
Still, in a fair 1v1 I would bet on Molly against almost anything, just not necessarily in quick 1-round-kills.
 
Or there are things we don't see. Like at least one of the akuma also being a denarian. Or them having denarian allies. Or them having outsider support. Or them having some sort of trump card against Michael. For example - Molly is MIchael's daughter. Amoracchus can't be used in anger for selfish reasons. If they frame acquisition of exaltation from us in a certain way, like "doing their goddamn job as servants of a hell (in the sense where wicked souls are tortured so their sins are cleansed)" and have some sort of mandate of heaven for this exact task, they might be banking on MIchael not being allowed to help us in retaining our exaltation. There might be a convoluted gambit here built around Infernals being CoDs, or them baiting us into attacking an "innocent", etc.

Point is - while hubristic, they are not stupid. Their attitude of "we can take him" has to have a basis for it. If they got their asses kicked by Knights in all prior encounters, they wouldn't think they could take him.

I am very tempted to ask another question with the crown along the lines of "what are the akuma's plans for dealing with the Knight of the Cross?". Because there has to be one.
Okay, a few particularly egregious arguments here I want to counter.

1). We already know their plan. We just grabbed it via Crown, literally just this update, in high-res enough detail that we even got wiki links to some of the specific Disciplines they plan on using. None of that stuff is in there. Their plan on dealing with our allies is to bind them temporarily so that they can't help us in the fight, which I actually think has a decent chance of success, on the assumption that they can take us alone if they all work together. Re-read the update and focus on their actual plans when making your arguments, instead of just coming up with the worst-case scenario.

2). Their main first-hand knowledge of what an Exaltation can do is based on whatever scraps of its full power they can successfully wrangle from it when its not bound to a Chosen. It might be fairly reasonable for them to assume that we aren't majorly more powerful than that, which is probably at most slightly less powerful than a Baby Exalt fresh out of their empowerment. Of course, we have spent enough XP since we were at that level that we're nearly to E3 from the XP progression standpoint, which puts us on the cusp of mid-Essence tier, rather than just a Baby Exalt, so they're definitely going to get our power level wrong if they don't realize our growth rate and assume we're just a Baby Exalt. And they probably also don't realize we've been dipping Qiao for Bronze Skin and also have a pretty soak-heavy build to the point of shrugging off small arms fire when we stack all of our soak buffs.

Not that we shouldn't still be careful, but I believe we have enough information on their plans to begin planning the necessary countermeasures to shut them down. And I believe we have a pretty good chance of success if we have Gard use her Ward to remove bystanders and give ourselves a few rounds to get wet, activate Shintai, and apply our scene-long buffs with very little excess prepwork, even if we're obviously going to put in more work than that before going in, because obviously we want to stack the deck before we spring our trap whenever possible.
 
These are akuma, hence they have a weakness to sunlight and True Faoth.
Most wan kuei are weak to sunlight and faith, it's not just an akuma thing. at least per WoD.
also, if not in direct sunlight they can get around for a while. especially if they have Yang chi to burn.
On the other hand, donno about investing true faith into sprinkler system. sounds hella irreverent, so up to ST.

As for the cops, the only one with true faith would maybe be Murphy. so we are really talking about Michael and Co. here.
This is getting quite a bit convoluted here. like, real MacGyver with holy sprinkler systems and turning washed out chicago cops into paladins.
 
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