Green Flame Rising (Exalted vs Dresden Files)

Its worth remembering that while Daniel ends up his father's size as a young man, he's still 16ish right now.
According to Dresden, he's thin and scrawny as of June this year.
He's got a ways to go to reach his full growth.

Also, he's taking barehanded martial arts classes; thats where he met Lydia.
Not blades.
Micheal has trained Molly in swordfighting from much earlier than Daniel's current age.
It would be reasonable to assume he's also teaching him.
 
We knew this guy was in town and bad news for months.
We knew he was following us specifically for weeks.
We could have acted sooner.
No we could not have.

We discovered that Broken Seeker killed Greene on the 8th of September, two months ago.
That was in Arc 5.
Arc 6 we were dealing with the Will of Kakuri, Arc 7 was Mab and Nemesis, and we just got done saving Cauldron from the Ant plot.

We've assumed he was coming and going from Chicago, but we only confirmed that he was still semi-permanently here and lurking around with a coven of skinwalkers on October 31st when we captured that lesser skinwalker spy.
Thats only 18 days ago.

We only acquired the ranged option of MHM 18 days ago; prior to that he would have been able to just kite us from outside of our combat range.

And didnt we just turn Essence 3 at the beginning of this month?
Going from 12/12 Essence and a spending cap of 2m/combat turn to 15/15 Essence and 3m/turn made a major difference in our ability to get into surprise fights comfortably without having to organize a posse.

No need to beat ourselves up here.
 
Micheal has trained Molly in swordfighting from much earlier than Daniel's current age.
It would be reasonable to assume he's also teaching him.
Would it?
If your kid has no interest in swinging edged pieces of metal around, Michael is not the sort of person to compel them to do so.
Neither is Charity.

As an adult back from Afghanistan in Ghost Story, he shows no facility with swords.
Some with a knife, yes, because he was a soldier, and I think military combatives still teach knife fighting; at least the Marines do.
But he's not packing a sword around town.

In this AU, note that he started going to a martial arts dojo to learn hand to hand after the fetch attack, which was where he met Lydia. He didnt start training swords again with his mother, who is the sparring partner of his father, and one of the best people to give him any practice in the city with armed combat.

Different people think differently. Thats fine.
 
[X] Broken Seeker did try to kill this one the second it got spotted, it has to know more (Charisma+Empathy DPE applies; Base DC 9)
-[X] Intimidation Excellency, All Things Betray with Willpower to spot lies
-[X] Crown question: "What are the plans of this one's master for the next 24 hours"
-[X] STUNT: It takes everything you have not to tear this one's head from its neck and take of racing to save your friends. Somehow, you manage. Two minutes won't change much, a difference of one spark of essence spent to enhance your movements to make up for the time spent interrogating this raving beast. The fire of your soul unfurls, near-freezing the ephemerial air around you, as countless eyes peer into the thing's soul. With deliberate calm, you ask it: "Tell me what your master's forces are, and why it thought you worth killing to prevent us talking, and I will not feed you your own heart here and now", even as in your head, you ask another question, seeking to find what Broken Seeker actually intends to do about you.
 
We knew this guy was in town and bad news for months.
We knew he was following us specifically for weeks.

We could have acted sooner.
Yeah, and I won't dispute that.

I meant more in the sense that this attack surface is really hard to close. Whenever we get in a fight with anyone they can try the same thing and it'll keep working.
Well, public and well known, ideally autoamtic, retaliation. Lydia's suggestion of cashing in one of the favors with Winter might work, as long as we word it correctly. We should also wreck bloody vengeance ourselves. As in, go naagloshii hunting afterwards and MiM ten or so of them in direct retaliation. Also protecting amulets for everyone.
Rep is probably the best bet, but I wouldn't use a winter favor on it.

Doing so wouldn't really make people respect us, and even a well worded request for violence from the fey is liable to have splash damage.
 
Would it?
If your kid has no interest in swinging edged pieces of metal around, Michael is not the sort of person to compel them to do so.
Neither is Charity.
He tought Molly despite her not being overly interested.
Not nearly up to the 5 Dots she had after Exalting of course, but to a solid foundation.

I'd think he'd want his children at least to know the basics.
 
What do you do?

[] Broken Seeker did try to kill this one the second it got spotted, it has to know more (Charisma+Empathy DPE applies; Base DC 9)
[] You do not have time for this, kill this thing and get back to Chicago
[] Write in
Hmm.

Molly rolled 9 successes on activating MHM, which translates to a pressure/ carry capacity of 5,000 pounds.
And we demonstrated during the race with the Valkyries that we can fly faster than the carriage can move, but we need Piotr to open the Way and as a guide.

Im not really seeing anything that prevents Molly simply picking up this guy, Piotr and the carriage with MHM, and going full speed along the Ways. And judging from the previous skinwalker we captured, lesser skinwalkers cant regen like a naagloshii, and even naagloshii regen has limits.

@DragonParadox
QUESTION
Google tells me that the average large carriage averages 1800 pounds in weight.
1) How much does Old Piotr weigh?
2) How much does the skinwalker currently weigh?
3) Is there anything stopping us simply dislocating/breaking bones on this dumb bastard? Popping all his shoulder, hip, elbow and knee joints out and rendering him mechanically incapable of resistance or movement?
4) What time is it in Chicago? Daytime? Evening? Nightfall? Its November, so dusk comes quickly.
 
@DragonParadox
QUESTION
Google tells me that the average large carriage averages 1800 pounds in weight.
1) How much does Old Piotr weigh?
2) How much does the skinwalker currently weigh?
3) Is there anything stopping us simply dislocating/breaking bones on this dumb bastard? Popping all his shoulder, hip, elbow and knee joints out and rendering him mechanically incapable of resistance or movement?
4) What time is it in Chicago? Daytime? Evening? Nightfall? Its November, so dusk comes quickly.
  1. 180 pounds for the mercenary
  2. Cartridge is 2000 pounds
  3. He heals very fast, that is part of the package, even aggravated damage will heal in combat relevant time, though not as fast as say the Loup Garou
  4. It should be evening, hard to tell the exact hour since you are in the spirit realm
 
He tought Molly despite her not being overly interested.
Not nearly up to the 5 Dots she had after Exalting of course, but to a solid foundation.
I'd think he'd want his children at least to know the basics.
Yes. Molly. But apparently not Daniel. Different children, different interests.
Hope is crazy about ballerinas, but that doesnt mean everyone else went to ballet class.

Would Michael and Charity want their kids to know the basics of things like gun safety(there's a shotgun in the house, so shit like DONT TOUCH is kinda essential in a house full of kids) and survival, the sort of things that they teach in Boy Scout/Eagle Scout camp? Yes, I think so. That kind of thing has general applicability.

Swordsmanship is a lot more esoteric.

If the kid has no interest, you are just wasting your time and theirs making them unhappy. Not to mention the risk of injury is non trivial as well with practice weapons if the kid isnt committed. There's a reason most classes dont appear to take kids younger than 8, as opposed to martial arts lessons that can start at 3.

And besides, the fact that Matthew didnt get lessons until he actively pushed for them a couple months ago suggests that no, mandatory sword lessons are not a thing in this home.

EDIT
All this is informed speculation of course.
There's no hard evidence that Im aware of.
 
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  1. 180 pounds for the mercenary
  2. Cartridge is 2000 pounds
  3. He heals very fast, that is part of the package, even aggravated damage will heal in combat relevant time, though not as fast as say the Loup Garou
  4. It should be evening, hard to tell the exact hour since you are in the spirit realm
1) Okay, cool. Operation Carry the Carriage is feasible
2) He can heal Agg in combat relevant time? Thats news. Most WoD werewolves cant that I know of.

@DragonParadox
QUESTION
What happens if we remove a limb or four?
Just...prune him like a tree?
 
[X] Yog

I find it annoying that our enemies are targeting our allies again, but to be fair that's a smart move for people going up against those stronger than them. Much like how Dresden always gets pulled into things at the last minute because as a wizard if he were given time he could trivialize a lot of opposition, facing off against a Melee-orientated Exalt requires lateral thinking.
 
He still heals, he will grow new limbs, as long as his brain and heart are intact he is, if not fine because it is going to hurt like hell, then at least an problem for Molly to carry around.
QUESTION
Will he regrow those limbs in combat-relevant time though?
Im guessing the answer is yes, given that you drew comparisons to the loup garou, but I would like to confirm.
 
Oh shit, I'm wrong.

Garou can't naturally regenerate Aggravated Damage, that takes special Gifts.

Edit: They still heal one level per day of rest, but nothing combat-relevant.
 
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Oh shit, I'm wrong.
Garou can't naturally regenerate Aggravated Damage, that takes special Gifts.
Edit: They still heal one level per day of rest, but nothing combat-relevant.
I thought so, but I only know Werewolf in passing, so I dont feel comfortable making assertions about it.
Silver wouldnt be useful against Garou otherwise if they could simply heal Agg in combat time.

We'll have to assume this one has the Gift-equivalent, whatever it is.
And has the Rage to power it, else we'd just keep trimming it until it ran out of mojo.
Then mail it to the Library people. In pieces if necessary.
 
Arc 6 we were dealing with the Will of Kakuri, Arc 7 was Mab and Nemesis, and we just got done saving Cauldron from the Ant plot.
We could and probably should have done both on the same turn. Drop bridges of spirit with the explanation to good brother that it's an emergency, or school.
If your kid has no interest in swinging edged pieces of metal around, Michael is not the sort of person to compel them to do so.
Neither is Charity.
Molly took fencing and the explanation was "it's a family thing" according to this quest. I can see all Carpenter children having at least some lessons.
2) He can heal Agg in combat relevant time? Thats news. Most WoD werewolves cant that I know of.
M20 Gods and Monsters has the following for "Murderous Werewolf"(full stat block in the spoiler for length):
Powers: In any form except their human guise, werewolves
regenerate one health level of bashing or lethal damage per
turn, or one health level of aggravated damage per day.

Filled with rage at humanity, loathing the extent to
which humans have defiled and destroyed the natural world,
werewolves strike out at those they think are enemies of the
Earth. Members of the Technocracy regard these monsters as
deadly threats to humanity… and they're essentially correct.
Some Tradition mages share this view, but others revere the
purity of these primal monsters.
Like Awakened shamans, werewolves hold profound
ties to the spirit world. They bond with totems and employ
nature magic that resembles the effects of Spirit Arts. Mages
who travel into the Otherworlds often meet werewolves there,
usually with violent results. Although some werewolves (who
call themselves Garou) strike alliances with mages who share
their views, these alpha predators remain too unpredictable,
temperamental, and fanatically devoted to their nature goddess
to be truly considered friends.
Suggested Attributes (human form): Strength 4, Dexterity
4, Stamina 5, Charisma 3, Manipulation 3, Appearance 3,
Perception 5, Intelligence 3, Wits 4
Suggested Abilities: Alertness 3, Athletics 3, Awareness 2,
Brawl 4, Esoterica 2, Expression 2, Firearms 2, Intimidation 4,
Leadership 2, Melee 3, Occult 2, Stealth 3, Survival 4
Willpower: 4
Health Levels: OK, ‒1, ‒1, ‒2, ‒2, ‒5, Incapacitated
Armor Rating: 0 (but see below)
Powers: In any form except their human guise, werewolves
regenerate one health level of bashing or lethal damage per
turn, or one health level of aggravated damage per day.
A Garou can shift between several shapes, too: the human
form, a caveman-like throwback, a horrific part-human "war-
wolf" monster roughly nine feet tall, a titanic wolf form, and the
form of a normal (though robust) wolf. In that wolf-man form,
a werewolf character doubles his Physical Attributes, drops
his Appearance to 0, attacks two or three times per turn, and
ignores dice penalties from his wounds unless those wounds
were caused by silver. The titanic wolf adds +2 to its Physical
Traits and runs fast enough to catch a speeding car. Sleepers
flee in terror, pass out, or go temporarily insane if that wolf-man
or titanic wolf form appears, and although mages are immune
to this Delirium, even the most dedicated willworkers feel an
intense desire to run like hell.
This discretion really
is
the better part of valor. In the lupine
and war-wolf forms, a Garou can bite or claw for (Strength +
1) aggravated damage (Strength + 2 in the titanic wolf form),
saok lethal and aggravated damage, and shrug off everything
short of heavy machine-gun fire… and often even
that
.
Each werewolf has a pool of Rage points (usually between five
and seven) that he can spend to gain additional actions while
using his full dice pool for each of them. That Garou can spend
one point of Rage for every dot of Dexterity he has in that form.
Werewolves regain Rage in stressful situations — and almost
anything
, from an insult to an injury, stresses out a werewolf.
Additionally, some werewolves have the ability to act first
every turn, automatically; the power to deactivate all man-
made technology within 50 feet; or the ability to assume their
war-wolf form as a reflexive action. (The Storyteller employs
the werewolf's power to deactivate technology by spending
a point of Willpower, or by rolling the character's Willpower
against the Arete of a technomagickal device.) A werewolf
can sometimes step sideways into the Penumbra if the local
Gauntlet is weak enough (roll Willpower against the Gauntlet
difficulty), and he can often employ other nature magics, too.
(Simply assign a handful of Forces-, Prime-, or Spirit-based
rotes, as per the vampire powers above.)
On the downside, Werewolves suffer unsoakable aggravated
wounds from silver weapons (they can attempt to soak all other
kinds of damage, regardless of type). A vulgar Life-based
attack needs to combine both Life and Spirit (both Spheres
at no fewer than three dots) in order to harm the werewolf's
half-spirit, half-flesh pattern. And like vampires, werewolves
fly into berserk frenzies when angered or frightened beyond
their limits. Given their primal spirit nature, werecreatures
seem incredibly resistant to magick in general (see "Night-
Folk Counterspelling" in Mage 20, pg. 546 for other details
about such resistance).
Image: Even in his human form, a werewolf radiates predator
with a capital "P." This animal nature is both attractive (adding
bonuses to the werewolf's seduction-based rolls if he's dealing
with Ecstatics, nature mages, or other folks who crave a little primal
lovin') and frightening (imposing penalties on any other form of
Social roll when dealing with easily intimidated humans… unless,
of course, the werewolf
wants
to be intimidating). Even with a
fresh shave and a three-piece suit, a typical werewolf feels
feral

and probably
looks
feral, too. In their wolf-forms, Garou favor
the markings of their lupine kin. Many werewolves also sport
body art, scars, and other marks of their intensely tribal nature.
Roleplaying Notes: You don't "believe" that the Earth is
under attack from demonic forces; you
know
it. Mages might
not all be allied with such forces, but the ones who are — the
Nephandi and Technocrats — must die. That's it, that's all. Such
people are a cancer on a dying Earth and must be erased with
fang, claw, magic, and steel.
As for the rest of 'em, they're probably dead meat, too. Maybe
you'll pause long enough to see if an individual mage can be
trusted. Most of them, though, cannot. They'll just have to die as well.

If he further has spark of life or anything else to speed regeneration, that would be combat-relevant times.
 
I thought so, but I only know Werewolf in passing, so I dont feel comfortable making assertions about it.
Silver wouldnt be useful against Garou otherwise if they could simply heal Agg in combat time.

We'll have to assume this one has the Gift-equivalent, whatever it is.
And has the Rage to power it, else we'd just keep trimming it until it ran out of mojo.
Then mail it to the Library people. In pieces if necessary.

I had thought Agg from silver was special, yeah in that case you can prune the fellow in front of you with your sword, though you will have to actually fight him in that case and he will do his best to rip Molly's head off.
 
Molly took fencing and the explanation was "it's a family thing" according to this quest. I can see all Carpenter children having at least some lessons.
Thats what she told her school friends. True or not.
And its explicit that Matthew wasnt getting lessons as of the start of this quest though he wanted them, and he's 13/14.
In canon, they werent getting them either; either Leech or Amanda was doing baseball.

Swords are dangerous things; even practice weapons can put out an eye or concuss you through headgear.
Especially given how prone kids are to fucking around.
If Michael or Charity wanted to make selfdefense mandatory, they'd all be doing martial arts.

Not really critical info though.
M20 Gods and Monsters has the following for "Murderous Werewolf"(full stat block in the spoiler for length):
7 HLs, Soak 6, and heals 1 Agg HL per day.
Assuming thats his statblock, he's kinda fucked. Would be fucked even if he brought his whole posse.

I had thought Agg from silver was special, yeah in that case you can prune the fellow in front of you with your sword, though you will have to actually fight him in that case and he will do his best to rip Molly's head off.
Wouldnt really help him.
He's grappled, so Molly gets a free strike, and he has to break the grapple to even begin to respond, and she can attempt to maintain the grapple while staying at range.

It would be like butchering a flapping fish.
 
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VOTE
[X]Plan Serpent
-[X]Broken Seeker did try to kill this one the second it got spotted, it has to know more (Charisma+Empathy DPE applies; Base DC 9)
--[X]Empathy Excellency: 1m
--[X]STUNT: "Its such a shame" you purr, your voice flowing with all the potency of poisoned wine "Did you know he did this to...Bob, was it? Sent to spy on me, and upon discovery, he was discarded. Like a...broken arrow." With a thought your anima comes alight, the brass sun on your brow casting your face into shadow even as you lower your voice conspiratorially, like the two of you are in on a joke. "Want to get back at him?"


SPENT: 1m

ACTIVE EFFECTS
Demonic Primacy: -2DC to social actions
All Things Betray: -3DC to Perception rolls
Hellscry Chakra: Can see aura. Emotion detection
Empathy Excellency: Active

STATUS
Willpower 8/9
Essence 12/15

RATIONALE
Interrogate first. We can always change our mind about cutting off heads or limbs.

We interrogate the guy so we dont rush in blind. Its a hostage situation, where the naagloshii wants to capture people to pressure Molly, so we need information. Knowledge is power, and flailing around doesnt help our friends.
Plus if dude tried to kill him, he probably has information the naagloshii doesnt want to share.

Molly is Intimidation 4, but Empathy 5. Therefore, when interrogating someone, Empathy usually works better for her.
Intimidation Excellency is Cha 3 + Intimidation 4 + Excellency 7 = 14 dice.
Empathy Excellency is Man 3/Cha 3 + Empathy 5 + Excellency 8 = 16 dice

In addition to this, social Perception for reading someone is a Perception + Empathy roll, so its better to activate the Empathy Excellency anyway.

If we can get his cooperation, we can toss him to the Library for brownie points.
If he wont cooperate, we can prune his limbs and toss him to the Library anyway.
 
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I strongly disagree, the thematics of Christmas aren't nearly compelling enough to me for a delay. It was hard fought enough to get the banked exp on the basis of buying it as soon as possible, and not picking our signature so we could use it for the hell charm.

Crafting is very neat and useful, but it isn't the same level as a hell world.

I am with BronzeTongue on this one, the fight to keep XP in reserve for the Hell was tiring enough once, really have no interests in doing it twice, the entire point was to make sure we had it, not the time to change minds, as I said during the vote, I really am not a fan of turning around right at the finish line.
 
Molly is Intimidation 4, but Empathy 5. Therefore, when interrogating someone, Empathy usually works better for her.
Intimidation Excellency is Cha 3 + Intimidation 4 + Excellency 7 = 14 dice.
Empathy Excellency is Man 3/Cha 3 + Empathy 5 + Excellency 8 = 16 dice
Empathy might be more mechanically correct, but would be very out-of-place here and problematic from a roleplaying perspective, I feel. Too... sociopathic, if I wat to make a stab at characterizing it?
 
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