Green Flame Rising (Exalted vs Dresden Files)

To be clear, steel skin does not stack with anything.

The discussion for that can be found in the Quio of the Devil tab.

Essentially, @DragonParadox Said that it can raise stamina till 8 and if other sources gives more, it overlaps with steel skin but does not add to it.
 
Okay, stunt draft:

[]STUNT: As Usum's unease vanishes under a wave of indignation, you catch Lydia's arm with your offhand, your eyes never leaving your enemy as you sign out a quick message on her arm. As she retreats behind you, you do something entirely unexpected. You laugh in his face. "Thief you name me? You?" You inject all the scorn of teenage contempt into your voice. "A nameless bandit, accusing a rightful heir of theft. A toad, lusting after swan flesh." All trace of levity abruptly leaves your voice. "A running dog seeking more victims for his slavemaster." You sneer."Thrice I name you fool. Fool, I name you, for selling your birthright for a mess of pottage. Fool, I name you for wearing your chains as adornments."With each word your anima brightens, the green fires driving the shadows further and further back even as they condense around your form. And your voice is a choral symphony as you whisper. "Fool I name you for coming to this city." As your warform stabilizes around you, you finish."One more time." You waggle your shield mockingly. "Come."
 
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Reposting vote, now with included stunt:

VOTE
[X] Plan Reaperman
-[X]Turn 0: Full Defense + Activate Shintai: 2m, 2wp
-[X]Turn 1: Activate Melee Excellency 3/3 + Attack + Defend: 1m
--[X]Attack: 23 dice at DC6 (BSM -1 + Multi action penalty 1)
--[X]Defend: 22 dice at DC5 (Dark Sun 4 + BSM -1 + Multiaction penalty 2)
-[X]Turn 2: Melee Excellency 2/3 + Attack + Defend
--[X]Attack: 23 dice at DC6 (BSM -1 + Multi action penalty 1)
--[X]Defend: 22 dice at DC5 (Dark Sun 4 + BSM -1 + Multiaction penalty 2)
-[X]Turn 3: Melee Excellency 1/3 + Attack + Defend
--[X]Attack: 23 dice at DC6 (BSM -1 + Multi action penalty 1)
--[X]Defend: 22 dice at DC5 (Dark Sun 4 + BSM -1 + Multiaction penalty 2)
-[X]Mobility as needed
-[X]LYDIA: Retreat to rally point, + use Open The Way to reopen Way : 1m, + 1wp for autosux
-[X]STUNT: As Usum's unease vanishes under a wave of indignation, you catch Lydia's arm with your offhand, your eyes never leaving your enemy as you sign out a quick message on her arm. As she retreats behind you, you do something entirely unexpected. You laugh in his face. "Thief you name me? You?" You inject all the scorn of teenage contempt into your voice. "A nameless bandit, accusing a rightful heir of theft. A toad, lusting after swan flesh." All trace of levity abruptly leaves your voice. "A running dog seeking more victims for his slavemaster." You sneer."Thrice I name you fool. Fool, I name you, for selling your birthright for a mess of pottage. Fool, I name you for wearing your chains as adornments."With each word your anima brightens, the green fires driving the shadows further and further back even as they condense around your form. And your voice is a choral symphony as you whisper. "Fool I name you for coming to this city." As your warform stabilizes around you, you finish."One more time." You waggle your shield mockingly. "Come."


EXPENSES
Molly: 3m Essence, 2 wp
Lydia: 1m Essence, 1 wp

STATUS
Molly
Beginning: 8/12m Essence, 7/9WP
End: 5/12m Essence, 5/9 WP

Lydia
Beginning 6/6m Essence, 5/5WP
End: 5/6 Essence, 4/5WP


MATH
1)Before Excellency:
Full Defense: Dex 4 + Melee 5 + Stunt 2 = 11 dice at DC3 (Dark Sun 4 + BSM -1)

2) Shintai: 2m, 2wp
Dex 8, Strength 5, Stamina 4.
19 HLs.
Soak 22(Pre-shintai 17 + Stamina 1 + Demon Armor 4) at DC4 (Saga Shield -1 + BSM -1).
Max normal movement speed: (20 + <Dex8*3>) x Windborn Stride 3 = 132 yards/turn

2) Activated Melee Excellency + Activated shintai:
Attack: Dex 8 + Melee 5 + Excellency 9 + Stunt 2 - Multiaction penalty 1 = 23 dice at DC6 (BSM -1 + Multi action penalty 1)
Defend: Dex 8 + Melee 5 + Excellency 9 + Stunt 2 - Multiaction penalty 2 = 22 dice at DC5 (Dark Sun 4 + BSM -1 + Multiaction penalty 2)


RATIONALE
Molly, as an E2 Infernal, cannot spend more than 2m/turn.
So she cant activate shintai and use a Melee Excellency in the same turn.
So activate shintai first, then activate Melee Excellency.

Lydia is down to her first -1, but there's no point hanging on the perphery here when she cant see the opposition.
So she should do something else to contribute, like breaking the Wall and letting Harry and Michael back through.
The rally point is only 1x move turn away. Less actually.
 
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Okay, stunt draft:

[]STUNT: As Usum's unease vanishes under a wave of indignation, you catch Lydia's arm with your offhand, your eyes never leaving your enemy as you sign out a quick message on her arm. As she retreats behind you, you do something entirely unexpected. You laugh in his face. "Thief you name me? You?" You inject all the scorn of teenage contempt into your voice. "A nameless bandit, accusing a rightful heir of theft. A toad, lusting after swan flesh." All trace of levity abruptly leaves your voice. "A running dog seeking more victims for his slavemaster." You sneer."Thrice I name you fool. Fool, I name you, for selling your birthright for a mess of pottage. Fool, I name you for wearing your chains as adornments."With each word your anima brightens, the green fires driving the shadows further and further back even as they condense around your form. And your voice is a choral symphony as you whisper. "Fool I name you for coming to this city." As your warform stabilizes around you, you finish."One more time." You waggle your shield mockingly. "Come."
A bit hard on the theatrics, a bit much talking.

Maybe a shorter verbal reply and a bit more physical stunting?

Without the latter it might not add dice.
 
-[X]STUNT: As Usum's unease vanishes under a wave of indignation, you catch Lydia's arm with your offhand, your eyes never leaving your enemy as you sign out a quick message on her arm. As she retreats behind you, you do something entirely unexpected. You laugh in his face. "Thief you name me? You?" You inject all the scorn of teenage contempt into your voice. "A nameless bandit, accusing a rightful heir of theft. A toad, lusting after swan flesh." All trace of levity abruptly leaves your voice. "A running dog seeking more victims for his slavemaster." You sneer."Thrice I name you fool. Fool, I name you, for selling your birthright for a mess of pottage. Fool, I name you for wearing your chains as adornments."With each word your anima brightens, the green fires driving the shadows further and further back even as they condense around your form. And your voice is a choral symphony as you whisper. "Fool I name you for coming to this city." As your warform stabilizes around you, you finish."One more time." You waggle your shield mockingly. "Come."
Talking isn't a free action, from what I recall.
 
A bit hard on the theatrics, a bit much talking.
Maybe a shorter verbal reply and a bit more physical stunting?
Without the latter it might not add dice.
Theatrics is an Infernal thing, after all.
More seriously, half or more of the wordcount of that stunt is Molly doing stuff, or describing Molly doing stuff concurrently with talking.

I tend to lean on stuff that sets the scene without demanding the QM do something to make it work.
And since we're supposed to be on defence at the beginning of this stunt, I cant exactly have her diving into the middle of a fight.
Talking isn't a free action, from what I recall.
Stunt, not an action.
===
Current tally:
Adhoc vote count started by uju32 on Apr 5, 2023 at 4:42 AM, finished with 80 posts and 6 votes.

  • [X] Plan Tree
    -[X] Ask the Einherjer to cover you and Lydja.
    -[X] Transform into your Shintai.
    -[X] Activate Melee Excellency
    -[X] STUNT: "Behold then, the tree grown from in fertile soil. Shintai" you declare, as the winter's chill engulfs the area around you, and the shadows flicker, as if afraid of what's to come.
    [X] Plan Reaperman
    -[X]Turn 0: Full Defense + Activate Shintai: 2m, 2wp
    -[X]Turn 1: Activate Melee Excellency 3/3 + Attack + Defend: 1m
    --[X]Attack: 23 dice at DC6 (BSM -1 + Multi action penalty 1)
    --[X]Defend: 22 dice at DC5 (Dark Sun 4 + BSM -1 + Multiaction penalty 2)
    -[X]Turn 2: Melee Excellency 2/3 + Attack + Defend
    -[X]Turn 3: Melee Excellency 1/3 + Attack + Defend
    -[X]Mobility as needed
    -[X]LYDIA: Retreat to rally point, + use Open The Way to reopen Way : 1m, + 1wp for autosux
    -[X]STUNT: As Usum's unease vanishes under a wave of indignation, you catch Lydia's arm with your offhand, your eyes never leaving your enemy as you sign out a quick message on her arm. As she retreats behind you, you do something entirely unexpected. You laugh in his face. "Thief you name me? You?" You inject all the scorn of teenage contempt into your voice. "A nameless bandit, accusing a rightful heir of theft. A toad, lusting after swan flesh." All trace of levity abruptly leaves your voice. "A running dog seeking more victims for his slavemaster." You sneer."Thrice I name you fool. Fool, I name you, for selling your birthright for a mess of pottage. Fool, I name you for wearing your chains as adornments."With each word your anima brightens, the green fires driving the shadows further and further back even as they condense around your form. And your voice is a choral symphony as you whisper. "Fool I name you for coming to this city." As your warform stabilizes around you, you finish."One more time." You waggle your shield mockingly. "Come."
 
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[X] Uju32

As an aside, I have a question about the fire == Agg thing.

This bit from the QA appendix:

Most of the Charms that set things on fire inflict le- thal damage, but vampires and werewolves take ag- gravated damage from fire. Do these powers inflict aggravated or lethal damage in these cases?
Creatures that suffer aggravated damage from fire take aggravated damage from Charms that sling fire around, even if the rules say the power normally in- flicts lethal damage.
Implies that only some creatures take Agg from fire. If you read the fire caste dragon blooded stuff it also implies that as well.

So does fire actually deal Agg damage to everyone, or is it just to specific types of creatures with a weakness to it?
 
Going by Vampire, Werewolf and Mage it does deal aggravated damage.
The latter is very explicit about Forces Effects with Fire always dealin Agg.
But that makes exhaustively drawing the distinction on every charm and in that FAQ answer sort of strange. If fire always does Agg then he should have just replied with that or referred to the rules he wanted to borrow like he did in multiple other places.
 
But that makes exhaustively drawing the distinction on every charm and in that FAQ answer sort of strange. If fire always does Agg then he should have just replied with that or referred to the rules he wanted to borrow like he did in multiple other places.
It might not be the norm for all WoD games?
Fire might not be aggravated for Demon the Fallen or Changeling, because those are not the classical monsters with fire-weakness?
No idea.

I would generally say that fire should deal agg, if only because that's easier than trying to figure out if it does against specific things.

Dresden Files treats it like special damage, with how long Harry's burns take to heal, compared to his quickl forgotten bullet-wounds.
 
It might not be the norm for all WoD games?
Fire might not be aggravated for Demon the Fallen or Changeling, because those are not the classical monsters with fire-weakness?
No idea.

I would generally say that fire should deal agg, if only because that's easier than trying to figure out if it does against specific things.

Dresden Files treats it like special damage, with how long Harry's burns take to heal, compared to his quickl forgotten bullet-wounds.
It takes longer to heal because it's really complete; his hand was basically melted to the point where barely any living tissue was left.

Given the way that FAQ element is phrased it makes more sense to me if it's left as lethal unless a particular type of creature had a weakness to it, like vampires and WoD werewolves.
 
It takes longer to heal because it's really complete; his hand was basically melted to the point where barely any living tissue was left.

Given the way that FAQ element is phrased it makes more sense to me if it's left as lethal unless a particular type of creature had a weakness to it, like vampires and WoD werewolves.
Yeah, that would make sense.

But I think the M20 is pretty clear about it and they, unlike vamps and weres should not be especially affected, right?

Maybe it's a balance-thing, so the easy access Mages have to healing effects can be countered?
 
Something else that's strange here; the will of Kakuri hasn't triggered the ritual yet, despite the weakening effect it's supposed to have on us. Which suggests he might know about the inversion.

Yeah, that would make sense.

But I think the M20 is pretty clear about it and they, unlike vamps and weres should not be especially affected, right?

Maybe it's a balance-thing, so the easy access Mages have to healing effects can be countered?
That would be sort of funny in our case, since healing is among the rarest magical abilities. Even those healing potions we were planning to make would have been a godsend in the books but never show up.

It just seems like it makes Agg too common to make it possible for a mortal to deal it with a blowtorch from my perspective.

Magical fire doing it is slightly better; but that's still universal Agg, which is a hefty trick for every mortal sorcerer with the right spec to be able to pull out.

One that doesn't makes sense in the DF when you see Harry have to do stuff like use special silver to kill a werewolf that could effectively soak an arbitrary amount of fire.
 
Something else that's strange here; the will of Kakuri hasn't triggered the ritual yet, despite the weakening effect it's supposed to have on us. Which suggests he might know about the inversion.

He could be waiting to *weaken us at the worst possible time* too.

But even if it really is for this reason, that still means the inversion did its primary job: Stop them from activating the ritual and weaken us.
 
He could be waiting to *weaken us at the worst possible time* too.

But even if it really is for this reason, that still means the inversion did its primary job: Stop them from activating the ritual and weaken us.
That's a fair point, anything past neutralizing the snare is gravy.

However, it's still worth tracking in all of this because it's possible he had time to reset it if he did notice.
 
[X] Uju32

As an aside, I have a question about the fire == Agg thing.

This bit from the QA appendix:


Implies that only some creatures take Agg from fire. If you read the fire caste dragon blooded stuff it also implies that as well.

So does fire actually deal Agg damage to everyone, or is it just to specific types of creatures with a weakness to it?

Fire is aggravated damage to most things because fire purifies. That said there is only so far mundane fire can take you. If you set fire to say Denarian they would not be anymore bothered by it than say a bullet and would heal it off just as easily. Some beings with a traditional/conceptual link to fire could even treat it as bashing, like say a hearth spirit and finally a creature of fire, like an elemental would ignore it. In short fire is the most common and the most readily available source of Aggravated damage to the widest selection of supernatural beings but not one size fits all
 
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