Green Flame Rising (Exalted vs Dresden Files)

Nothing's ideal.

Yeah, that seems fucky.
Especially since the original abilty for MHM classic is Occult. Let me make an inquiry of the QM.

@DragonParadox
QUESTION
This is the text of the MHM charm:

Note the bolded parts.
Can we just use Occult for this charm? Or substitute Melee for Brawl?
Both our Occult and Melee are 5, so it would amount to the same thing anyway; Occult is just more straightforward and thematic.

I ask because the original charm used Occult, with the option of using Melee or another ability of you tried to use it to wield a weapon.
IIRC, someone asked DP this question a while back and he confirmed that it did use Occult.
 
Mind Hand Manipulation for you guys... I mean on the one hand you are going for the telekinetic fight so it would make sense to be the same here, but -2 DC is a lot in this system.
It's still kind of useless. At lower of (brawl or occult) + int we're probably not going to ever breach mortal attack pools with direct telekinetic damage/grappling even when adding in stunts and charms like WHWH.
 
Mind Hand Manipulation for you guys... I mean on the one hand you are going for the telekinetic fight so it would make sense to be the same here, but -2 DC is a lot in this system.
Fair enough.
Thats the reason Im avoiding Shadow Spite Curse as a signature charm; a flat -3DC bonus to all actions when in shintai is probably broken.
 
IIRC, someone asked DP this question a while back and he confirmed that it did use Occult.
Yeah, you're right.
Found the citation:
Speaking of Harry style magic you can get both telekinesis and fight off Mind Hand Manipulation, it is Wicked City so it will cost more than Lanka or Kakuri, but it is also just two dots and you guys have the Occult and the Intelligence to get the 3 successes you need for fight pretty reliably.
So that isnt a problem.
 
IIRC, someone asked DP this question a while back and he confirmed that it did use Occult.
Yep, here it is.
Speaking of Harry style magic you can get both telekinesis and fight off Mind Hand Manipulation, it is Wicked City so it will cost more than Lanka or Kakuri, but it is also just two dots and you guys have the Occult and the Intelligence to get the 3 successes you need for fight pretty reliably.
EDIT: :ninja:
 
Nothing's ideal.

Yeah, that seems fucky.
Especially since the original abilty for MHM classic is Occult. Let me make an inquiry of the QM.

@DragonParadox
QUESTION
This is the text of the MHM charm:

Note the bolded parts.
Can we just use Occult for this charm? Or substitute Melee for Brawl?
Both our Occult and Melee are 5, so it would amount to the same thing anyway; Occult is just more straightforward and thematic.

I ask because the original charm used Occult, with the option of using Melee or another ability of you tried to use it to wield a weapon.

I think forcing you to use the lower of two unrelated skills is intentional, in that to grapple someone with that thing you need occult for the magic parts and brawl to actually know how to grab them. That said I would allow you to roll excellency for you INT+Brawl (0) which would give you a decent 8 dice for damage. That is something they did in the City of the Bull God game which included the writer of the book so I think it should be fine. Or you guys can buy up Brawl.
 
Essence Rating Increased to 3

🥳🥳🥳🥳🥳🥳🥳🥳

Total XP: 1 (Unspent) + 15 (Earned this Arc) = 16

Ok, we absolutely should keep some of it in reserve, so that the next time we get XP, we have more than 20 to use.

This is the only way to be sure, I want to keep at least (At least) ten Xp in reserve.

Might not want to pull that trigger yet.

Personally I'd like to make our first signature the kingdom charm, because on a literal level the hell will end up being a signature element for Molly and because turning a 500 X essence yards region into our hell while in Shintai is amazingly cool.

Agree with wanting King and Kingdom as signature, in fact, I'm going to make my own plan to try to get that:

[X] Plan: For the Kingdom
-[X] Molly (16 XP)
-[X] Carry over - 16xp
--[X] Lydia (4 XP)
--[X] Righteous Lion Defense, 3 XP
--[X] Carry over - 1xp

Here, a variation of Yzarc plan without taking a signature charm yet.

Edit:

I am going to point out again that we really need to keep XP in reserve this turn no matter what, and more than one or two, we don't tend to get 20 Xp in an arc, our average is closer to 15, meaning we need 5 in reserve at the very least, more to be sure.

We are able to survive for a little time as we are, we are no longer a fresh out the exaltation baby, and in fact, one arc of not increasing in power could maybe make some ennemies think we are winding down and make a mistake due to that.
 
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Shadow Spite Curse signature does not reduce our DCs, it increases our opponents DCs.
Thats actually much worse.
All actions taken to oppose you suffer a -3DC penalty. That doesnt just include attacks aimed at Molly, it says all actions. Social and martial, aimed at Molly or aimed at someone else with the intent of opposing Molly.

Someone trying to soak an attack from Molly now rolls against DC9 instead of DC6. The difficulty to parry a standard Molly attack becomes DC9 before any other bonuses or penalties. Activating a Discipline to oppose her, if it involves a DC roll, jutpst gets more difficult. Trying to attack one of Molly's friends or allies rises by 3 DC. Trying to mcguyver an item, to stealth, anything.

Its pretty powerful. And broad spectrum. Especially when you can stack it on other charms already.
Really hard to have any kind of challenge with that active.
I think forcing you to use the lower of two unrelated skills is intentional, in that to grapple someone with that thing you need occult for the magic parts and brawl to actually know how to grab them. That said I would allow you to roll excellency for you INT+Brawl (0) which would give you a decent 8 dice for damage. That is something they did in the City of the Bull God game which included the writer of the book so I think it should be fine. Or you guys can buy up Brawl.
So substitute Melee for Brawl.
You do use Melee to grapple, both in real life and in this game iirc.

Usually your Infernal would have either Brawl, Melee or Firearms for combat, and Occult for occult things.
One of them would already be a Key ability with an Excellency.

EDIT
Are you undoing the previous ruling that we can use Occult for this?
Just to be clear.
 
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[X] Plan For Tomorrow.
-[X] Molly (16 XP)
-[X] Craft 4 - 3 XP
-[X] Craft 5 - 4 XP
-[x] Buy down Nightmares (4 XP)
--[X] Carry over - 5xp

[X]Plan Speed Kills

We have 3 major craft projects on the docket, and getting rid of nightmares, to remove busy work on the GM side.
 
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@uju32 you are forgetting ghsf Signature only works in shintai mode.

So unless we take BSM + SSC we will only get the +3 difficulty once per story.
 
Thats actually much worse.
All actions taken to oppose you suffer a -3DC penalty. That doesnt just include attacks aimed at Molly, it says all actions. Social and martial, aimed at Molly or aimed at someone else with the intent of opposing Molly.

Someone trying to soak an attack from Molly now rolls against DC9 instead of DC6. The difficulty to parry a standard Molly attack becomes DC9 before any other bonuses or penalties. Activating a Discipline to oppose her, if it involves a DC roll, jutpst gets more difficult. Trying to attack one of Molly's friends or allies rises by 3 DC. Trying to mcguyver an item, to stealth, anything.

Its pretty powerful. And broad spectrum. Especially when you can stack it on other charms already.
Really hard to have any kind of challenge with that active.

So substitute Melee for Brawl.
You do use Melee to grapple, both in real life and in this game iirc.

Usually your Infernal would have either Brawl, Melee or Firearms for combat, and Occult for occult things.
One of them would already be a Key ability with an Excellency.

EDIT
Are you undoing the previous ruling that we can use Occult for this?
Just to be clear.

Yeah, having looked at how it was used in that game, which again included the author it makes sense too use the lower of two. As for grappling with Melee it does make sense... if you could make say an invisible chain you should be able to use it to grapple things. Yeah OK I am willing to substitute melee which means you can throw your full occult dice since that is now the limiting factor which makes for 9 dice before excellency. The attack is not invisible though, it shimmers with a more subdued aspect of your anima since that is included in the text of the charm.
 
[X] No longer blind
-[X] Molly, 16 XP
--[X] Awareness 0 -> 2, 5 XP
--[X] Mocking Murmurs Retort, 3 XP
--[X] Ox-body, 3 XP
--[X] Craft 3 -> 4, 3xp
--[X] Academics 1 -> 2, 2 XP
-[X] Lydia, 3 XP
--[X] Righteous Lion Defense, 3 XP
 
@uju32 you are forgetting ghsf Signature only works in shintai mode.

So unless we take BSM + SSC we will only get the +3 difficulty once per story.
Shintai can be activated multiple times per story.
The difficulty just increases.
But as long as you're willing to spend WP, you can almost always activate shintai.

Yeah, having looked at how it was used in that game, which again included the author it makes sense too use the lower of two. As for grappling with Melee it does make sense... if you could make say an invisible chain you should be able to use it to grapple things. Yeah OK I am willing to substitute melee which means you can throw your full occult dice since that is now the limiting factor which makes for 9 dice before excellency. The attack is not invisible though, it shimmers with a more subdued aspect of your anima since that is included in the text of the charm.
Okay. I think we can work with that. Thank you.

I've looked, and Infernals appear to get no way of applying superhuman strength other than MHM.
So it would have been a shame if we couldnt access it because we went Melee/Occult instead of Brawl/Occult.
 
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Adhoc vote count started by Yzarc on Jun 7, 2023 at 8:22 AM, finished with 59 posts and 6 votes.

  • [X] Plan: For the Kingdom
    -[X] Molly (16 XP)
    -[X] Carry over - 16xp
    --[X] Lydia (4 XP)
    --[X] Righteous Lion Defense, 3 XP
    --[X] Carry over - 1xp
    [X] No longer blind
    -[X] Molly (16 XP)
    --[X] Awareness 0 -> 2, 5 XP
    --[X] Mocking Murmurs Retort, 3 XP
    --[X] Ox-body, 3 XP
    --[X] Craft 3 -> 4, 3xp
    --[X] Academics 1 -> 2, 2 XP
    -[X] Lydia, 3 XP
    --[X] Righteous Lion Defense, 3 XP
    [X] Plan Spiteful Swift Forging
    -[X] Molly
    --[X] By Rage Recast: Swift Stride, 6 XP
    --[X] Shadow Spite Curse, 6 XP
    --[X] Craft 4, 3 XP
    -[X] Lydia, 3 XP
    --[X] Righteous Lion Defense, 3 XP
    [X] Plan Grab Bag
    -[X] Molly (16 XP)
    -[X] Craft 4 - 3xp
    -[X] Craft 5 - 4 XP
    -[X] Leadership 4 - 3XP
    -[X] Subterfuge 4 - 3xp
    -[X] Mocking Murmurs Retort (•) - 3xp
    --[X] Lydia (4 XP)
    --[X] Righteous Lion Defense, 3 XP
    --[X] Carry over - 1xp
    [X] Plan For Tomorrow.
    -[X] Molly (16 XP)
    -[X] Craft 4 - 3xp
    -[X] Craft 5 - 4 XP
    -[x] Buy down Nightmares (4 XP)
    --[X] Carry over - 5xp
 
I'm sad we're 2xp off from getting the Mind-Hand Manipulation/Principle Invoking Onslaught tactical nuclear strike combo, unfortunately.

Although technically, just PIO alone is enough to get Molly an AOE range attack. Granted, 0 dots in Firearms is quite alarming when you decide to use RPGs or especially Davy Crocketts, but if you're throwing around explosives with a 20-ton range I think a little inaccuracy is okay :V

Although given a CEP of 50 meters and a 100% casualty rate within 160 meters, you probably wanna aim at least a quarter kilometer away from yourself (thankfully, the lingering effects of nuclear radiation aren't stuff we have to deal with, though the feds will probably be on our case if that shit doesn't fade away with our weapon after PIO runs out for the scene)
 
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Speaking of talking to Harry, this is probably not going to happen since a lot of moving pieces would have to align and I do not like railroading people, but I can just imagine something like this happening
Molly: *talks about how Sandra conspiring with Nemesis was working to get Molly to secuce Harry*
Harry: See, that is why you should not think about this stuff, when the bad guys, when those bad guys are trying to order your fate one way you should do everything you can to avoid it
Molly: Didn't you hear Gard, I have no fate, I burn the threads of destiny with my presence, I. Am. Mistress. Of. My. Own. Soul.
[The King and the Kingdom: The Thousand and First Hell Initiated] :V
 
Thats actually much worse.
All actions taken to oppose you suffer a -3DC penalty. That doesnt just include attacks aimed at Molly, it says all actions. Social and martial, aimed at Molly or aimed at someone else with the intent of opposing Molly.

Someone trying to soak an attack from Molly now rolls against DC9 instead of DC6. The difficulty to parry a standard Molly attack becomes DC9 before any other bonuses or penalties. Activating a Discipline to oppose her, if it involves a DC roll, jutpst gets more difficult. Trying to attack one of Molly's friends or allies rises by 3 DC. Trying to mcguyver an item, to stealth, anything.

Its pretty powerful. And broad spectrum. Especially when you can stack it on other charms already.
Really hard to have any kind of challenge with that active.
I am missing the part where this is a bad thing? Don't you want to be able to fight Mab some day?
 
VOTE
[X]Plan Speed Kills
-[X]Molly: 14xp
--[X]Rage Recast: Extra Arms(Telekinesis): 6xp
--[X]Mind-Hand Manipulation: 8xp
-[X]Lydia: 4xp + 2xp(Molly)
--[X]Flawless Hunters Eye: 3xp
--[X]Righteous Lion Defence: 3xp

Total: Molly 14 + Lydia 6 = 20.
Remainder = 0

RATIONALE
Molly
Rage Recast: Swift Stride
. That increases Molly's base speed from ~32 yards/second to 66 yards/second, and her maximum flight speed from 225 mph to 450mph. Essentially, when she activates her Aspects, she can do a hundred meters in around two seconds.

In Shintai mode, her base speed will go from 88 yards/second to 176 yards/second, and she will be able to break the speed of sound in travel flight, or for short periods in combat when she spends Essence.
Which gives her good odds of keeping up with the naagloshii and its brood, or fast response across Chicago if necessary.


QM invoked Rule Zero.
Replacing Swift Stride with Extra Arms, so we can take multiple actions without a dice pool penalty.

Mind-Hand Manipulation gives her a ranged combat option for both seriousface combat and nonlethal capture or disabling attempts. If we'd had it, we could have captured the stork that attacked our car. Plus it has utility applications for things like carrying passengers, or for construction work, lifting heavy objects, underwater rescue etc.

Lydia
Flawless Hunter's Eye
This gives a -2DC buff to Perception rolls for the scene. Because at the moment, she cant even see the naagloshii, any of its disciples, or anyone hostile if they are under a veil. The buff from Hunter'e Eye cancels out the invisibility of a veil, so she can actually use her ranged charm or dodge as necessary.

Plus, if necessary she can use it during social encounters to boost her social perception rolls.


Righteous Lion Defence
Adds an additional layer of defence against UMI and possessor entities like Nemesis; Celestial Exalts like Molly cant be possessed against their will by fiat, but given as Lydia is supposed to be around a DB level of power, that might not apply to her.

Plus, it's always on, and doesnt cost Essence.
And it prepares Lydia to try and buy the Sight merit in the next couple of turns so she can use it without risking mental damage.
 
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I am missing the part where this is a bad thing? Don't you want to be able to fight Mab some day?
This is a game, though. I like the idea of combat threats without the QM having to make them utterly ridiculous.
A situation where Shintai Molly can stack Boiling Sea Mastery, Faster than Sight and the Signature version of Shadow Spite Curse for a cumulative combat bonus of 6 DC at a cost of 1m Essence doesnt really have a competitive combat scene.
We already have Swift Stride in Shintai though?
Yes, it stacks.
 
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