Green Flame Rising (Exalted vs Dresden Files)

All of Holdens criticism is removed if we just don't waive the sphere requirements. He can't make a mistake and then the blame the system for being broken if its limitations are removed.
No it isn't. The system is far from perfect, but it defines different categories based on skill used which do mechanically different things and provide flexibility without the vague bullshit of the base system.

Prodigies let you make "normal" items. Splendors let you make Ancient Sorcery grade cheating items. Arcana allows servant building, and gadgets/inventions allow super science equivalents that use different skills and have different requirements.

Gadgets for example, aren't primarily intended to be made in advance. You use it to make grenades in a janitor's closet, or emp devices like we did during the Holt arc. Inventions are longer lasting and easier to make than enchantments (if you have the skill for it) but have ongoing upkeep.

The restrictions give definition and block stupid nonsense. I'd prefer if we could make more stuff on the magic side without killing people for it, and that prodigies have a portfolio of effects to draw on, but the basic idea isn't bad.
Its not vague bullshit.


Also those are not applicable at all, we literally had prodigy items here in the thread that make people exalted tier melee fighters. Thats not a normal item by any stretch.

Also ancient sorcery isn't that strong, like half of its effects summon lava kraken or summin cloud to travel. So it doesn't really make sense to seprate it from that. Hell mortal sorcery is better than its effects as evidenced by how we have chosen them over the sorcery spells, so this is a useless catagory. Things like diaklaives and striders are not useful as well.


Gadgets for example, aren't primarily intended to be made in advance. You use it to make grenades in a janitor's closet, or emp devices like we did during the Holt arc. Inventions are longer lasting and easier to make than enchantments (if you have the skill for it) but have ongoing upkeep
We can already do this, we have been doing this. So it doesn't make sense for us to be more limited after buying the charm and not less.
AP restrictions are clearly not enough for this, or at least not for the super powerful stuff. Being able to take baseline people and turn them into magic Batman is too valuable to not exploit
What do you mean, they are the most stringet limitations. I don't see this thread spending multiple AP to help him become a magical batman.

also we already are at the magical batman stage, have you seen the prodgies suggested they are like entire super hero packages in and themselves, and we could buy anything we need to make someone into bat man already from our world.

Also i know we shouldn't break the game, i have consistently argued for nerfs
makes wonders worse. Either we need to spend even more exp to do anything, or we have the base abilities and run wild. It's a boring change that puts the problem off instead of solving it.
Deciding how to spend exp is a major part of this game adding more options is how this is supposed to work and we can already do plenty with our current skills so its hardly useless.



Also it doesn't have to be wondermaking. I am completely fine with making all items into fetishes and fluffing that we figured out how to improver our item of mortal magic with living items into full on spirits that we bind ti items for magical effects.

If the "brokeness" of the wonders is the problem i am perfectly willing to use fetish or trinket rules.
 
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My favored solution was always to simply not use any crafting at all and rely on loot.
But then I guess I'm a bit of a dungeon-running Goblin in that regards.
 
Works of Craft and Guile
COMMENTARY
-Interesting dreams. Hope they are just that.
I dont really know if this setting could survive someone like Ligier popping up unrestricted.


-Nice character work on the Molly fumbling around Harry interaction.
No wonder Bob is so amused.


-Freezing <10 cubic meters of volume.
Darkens 20 cubic meters of volume. Strength +2 Agg damage in melee.
Damages both humans and spirits.

A ranged attack thats essentially a scaled down Death of Obsidian Butterflies, only bashing(Agg with Transcendent Anathema) and doesnt cost Essence/Willpower to use.
And its black.

That sword is basically a Bleach zanpakuto in shikai form, isnt it? Thematically appropriate too.


-The gemstone is the equivalent of an Essence Battery/Jade Talisman 2? Great.
That should help mitigate Lydia's Essence endurance issues if we give it to her, raising her Essence pool to 9/9.
And certainly solves the Christmas present question before it was even raised.


-Interesting move on Lash's part. And unusually forward; she's usually played a light hand with Dresden.

I am all for engaging; I have been trying to figure out how Molly would be able to apply her Social dicepools to someone locked away inside Dresden's head without running over Dresden in the process.
Lash just solved that dilemma for us.


"We could go to my place... world," you fire back, realizing how that sounded, then realizing you do have an entire world to take him to, then quickly shoving the thought out of mind before it can run away with you.

View: https://youtu.be/KvMY1uzSC1E?si=u8LO50GOfJxrzrBA

Came to mind.
And I wasnt going to be depressed alone.


That would probably have a hard time working against her anyway.
She might be a CoD, but she is also a Prince of Creation and God has little right to cast her out.
Infernals were canonically Creatures of Darkness, and they were vulnerable to shit like Holy effects.
That the White God chooses not to, doesnt mean he cant smite us for critical damage. And its entirely possible that other, lawful small-g gods and their followers might be able to levy the same sort of penalties if we came into conflict.

Evil is just good with the formula fucked up a little. Too much of one thing, not enough of another, applied in the wrong places and the wrong order, its no surprise you get some sort of poison or volatile substance. But I have faith that this is being remedied.
Lol.
Hilariously wrong. Still hilarious though
Have a like :V

The mage rules seem more irritating than this, especially because these are fitted to the system we're using more directly.
Some tweaks are needed, but it's not like white wolf's core crafting rules aren't at minimum equally cursed.
There's cursed and there's cursed.
The current Holden system under discussion literally makes perfect immunities available with 1-dot Splendors.
Look at this:
Sacred Protection (3 pt. Root Element)
This Splendor defines that which cannot threaten those within its influence, according to the
Splendor's character as defined by appropriate Form Elements.

It provides immunity to damage from wind, cold, and electricity (air); being crushed, cut, or
pierced by stone or metal (earth); being burned (fire); being drowned (water); being poisoned or
struck by wooden objects (wood); disease (death); possession (spirit); or the twisting of the mind
by supernatural powers (dreams)
.
If its protection is bestowed by a Fascination, it lasts for a
number of hours equal to the Splendor's rating, and may be set to persist indefinitely while
within the Splendor's influence in the case of Forms such as Form of the Hearth.


If more than one characteristic is drawn upon when this Element grants its Protection, then
instead of invincibility, damage is simply downgraded from aggravated to lethal, lethal to
bashing, and bashing damage cut in half after soak (round down), while immunity to possession
and thought alteration become the ability to make a Willpower roll at difficulty (10 – Splendor's
rating) to immediately shake the effect off, and immunity to disease becomes the ability to make
a Stamina roll at difficulty (10 – Splendor's rating) to immediately shake the infection off.
That is essentially Impervious Primacy Mantle.
5 dot, 15xp Exalted charm, matched by a feature of a 1 dot wonder.

And Im sure if I go on to look, there'll be further weird broken shit to comment on.
EDIT
Yeah, see here as well:
Private Idaho (3 pt. Root Element)
This Element creates a mystical "pocket" realm, accessible only through the Splendor. The
Splendor must possess at least one Form Element with a character, which both defines the style
and possibilities of the private realm, and defines the shape of the object which serves as means
of entry to the realm. The Splendor must also possess a location-type Form element, such as
Form of the Hearth. This dictates the size of the pocket Realm, rather than causing the Splendor
to affect a widespread area as it normally would.

As an Adornment, only the user may enter this pocket realm. They must pay a point of
Willpower while wearing the Splendor to do so. They leave a faint mystical imprint upon the
world while in their pocket realm, and must spend another point of Willpower to return to the
world at the point of that imprint.

As a Fascination, the Splendor itself serves as a doorway into and out of the pocket Realm, at
least for those who know the trick of triggering Private Idaho to admit them. Those already
inside may leave at any time through an obvious doorway, unless other Elements are used to
confound such attempts.

If the Splendor is destroyed or banished (or, in the case of Adornments, removed) while anyone
is inside the pocket realm, they are violently ejected back into the real world at their point of
departure, taking (Splendor's rating) in levels of lethal damage.
Thats the 5-dot Lunar charm Secure Den Prana that gives them a couple square miles of space of Horizon Realm to hang out in and store stuff.

I noped out of examining this at close range before a reason.
Its more thematically and mechanically broken than the system it purports to replace, with none of the virtues of simplicity, and puts me in mind of the dice tricks that were stuffed into Exalted 3E in place of Excellencies.




One day this way of using Shintai is going to bite us in the ass.
Doubt it. So far we had pretty good results using it on the boss of any given arc.
What if we pop it then need it later for a "surprise boss"? We can't assume we'll know of every enemy we'll have to deal with for a given arc. It seems extremely arrogant to act as if we will. That surprise boss Walker who showed up without any warning for example.

Another possible example, someone we thought to be an ally turns on us and we get fucked over and need Shintai. We already used it however because we were so sure that this arc would follow the same climax and resolution as most others. We try to pop it off and the rolls fail, we end up wasting essence and willpower when we need it most all because we used it earlier when we really didn't have to. Just because we've had good results so far doesn't mean it will remian that way as the world adapts to Molly in turn.

Can you really not imagine such a senerio?
Sure I can. But the combination of us completely misjudging our situation and need for resource-management, followed by a crisis that we can't avoid with our very high strategic and tactical mobility? That's unlikely enough that I can live with the risk.

In addition, as we grow stronger, the odds are only going to be more in our favor. Essence 3 already means we have a decent mote-pool and more dice for the second Shintai-attempt then before, Essence 4 will make it even easier.
Let me put this in stark economic terms:

Each use of Devil Tyrant Avatar Shintai costs 2 Essence, 2 Willpower. Molly Carpenter has Willpower 9 at the moment.
We also burn willpower under combat situations for activating charms like All Things Betray, Impervious Primacy Mantle, Ego Infused Pattern Primacy, Tool Transcending Constructs and even automatic successes on things like countermagick.

At the moment, a story arc in which we activate shintai once averages a burn rate of 45% of our maximum temporary Willpower pool when you account for other uses of Willpower points during a crisis point.

And we are only guaranteed 1wp recovery every morning iirc.
This will get better when we get Meng 2: Focus of the Mind to help us increase our ability to recover willpower points on the strategic scale. But I doubt its ever going to be as simple as Molly soaking in bleach and recovering 4m in an hour.

There are real mechanical constraints involved, as well as narrative ones.



Proof that the base crafting rules are stupidly broken.
Even without exalted that becomes a ridiculously useful item to the point where everyone should have at least one.
I dont see the issue.
Thats less powerful than the spellbane bracelets that Madrigal Raith canonically wore into his duel with Dresden and Ramirez in White Night.

By the M20 rules in play for countermagick, you explicitly cant affect direct damage spellcasting at all, whether its a fireball, bolt of lightning, curse, or plasma beam from a Technocracy-fabricated plasma cannon. Only in non-direct damage scenarios does it come into play: someone is trying to hit you with a status debuff or turn you into a lawn chair or track you with magic does it come into play.

There might be an edge argument with regards to ritual magic and death curses, but thats it.


And for path sorcerers who arent cheating cheaters like an Exalt with Ancient Sorcery, Occult and Craft Excellencies, it takes time and resources to make, even if it doesnt require maintenance. Our Hell has the centralized organization and scale to mass produce that sort of thing. On Earth its artisan work, and every Enchanter has to fund and set up their own facilities.


A full wizard with some experience doesnt appear to need it anyway.
We see Dresden parry a ritual-cast entropy curse into an opponent during Blood Rites, and in Proven Guilty he outright redirects someone else's offensive summoning midcast.

Its probably not a coincidence that Lord Raith wasnt able to kill Maggie LeFay until she was in childbirth and unable to watch out for herself.
 
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1 point difficulty adjustement in narrow categories is 1 dot prodigy / enchantment niche. 2 dot enchantment can give one a 2 dice bonus. Here are canon examples from Sorcerer: Path to power (page 91):
• Dead-Aim Gun: A handgun that reduces the difficulty of all aimed shots by 1
• Hawkeye Medallion: A medallion with a chrysoprase serving as the eye of a hawk's head. It grants 2 dice to Perception for long-distance sight and detecting movement when rubbed. This power works once a day.
•• Bulletproof Flask: A liquor flask that provides three dice of soak against one source of Lethal damage. It works by sitting in the user's breast pocket and drawing a bullet or other weapon to it. It can only be used once.
•• Dancer's Bangle: A silver anklet with charms hanging from it that grants two extra dice on all Dancing rolls.
•• Hyperbullets: Bullets that go so fast that they do an additional two dice of damage. One is created per success on the Enchantment roll.

Given that starting from 2 dots, you have to have a Dragon Nest to craft prodigies at all, I still think that mortal enchantment is better. And I haven't even talked about how in order to use high level Prodigies you need to permanently reduce and then destroy said Dragon Nests consuming "the potential of the world". That mechanic is just plain stupid and makes using high level prodigies a complete non-starter.

As an aside, a 3 dot enchanted protection against magic is insane if made by an exalted craftsman:
••• Counter Amulet: An amulet that, when grasped, provides protection against sorcery. Up to three times a day, it will subtract a number of successes from a sorcery effect targeting the wearer equal to the number of successes rolled when creating it. It must be stored in a special jewelry box made from a single crystal when not worn or it loses one success per night until it is inert.

This is... I don't even know how to call it.
The more I read your arguments, the less I understand, why did you push for CCoP so much for the last two arcs. I remember that the thread had a consensus that investing into the Linear Paths of Alchemy and Enchanting are more efficient than buying CCoP, that higher dots of these paths allow to make some entertaining and epic things, but here we are. What is your master plan for CCoP?
 
For anything that counts the number of successes it probably would be a good idea to use progressive scale:
Something like 1-3-6-10-15 or even 1-2-5-10-20
Basically you want 5 dot equivalent bonus? Roll 15+ successes. Leaves lower levels perfectly within the ability of mortals and supernatural creatures to achieve but if someone wants the really good bling they'll better pull out all the stops and splurge on resources. Or be an Exalt.
 
Trinkets are like that, inventions and Apparatus aren't. They're just nerfed in weird ways because Holden wasn't building for exalt backed Industrial Revolution games.
As I said previously, the nerfing is a strong over-correction. The system is very clearly not intended for any sort of long-term game or change. It's very indicative that the only example of a super-science given is a hand grenade.

Holden even spells it out himself - "the Age of Legends is gone, never to come back" was his thesis, and "this is a versus game" was his motivation, where he clearly set out to make it so the players would be killing vampires and not building space habitats or solving world hunger with artificially grown meat. He tried to juggle this together with the setting being modern, with modern industries and economies of scale in the background, but at least in the case of super-science I am fairly sure he failed.

Also, in general, prodigies "consuming the potential of the world" is just thematically bad. We are here to save the world, not to finish breaking it. If absolutely required, I would suggest changing that to XP consumption. XP represents exalt's enlightenment and potential realized. Have prodigies consume that.
The more I read your arguments, the less I understand, why did you push for CCoP so much for the last two arcs. I remember that the thread had a consensus that investing into the Linear Paths of Alchemy and Enchanting are more efficient than buying CCoP, that higher dots of these paths allow to make some entertaining and epic things, but here we are. What is your master plan for CCoP?
Well, because I trust DragonParadox, and the system, while very broken, still allows for a lot of fun. I am specifically interested in Splendors and Arcana - those mostly work fine, as far as I can see. My master plan for CCoP is god forging to secure the homefront, and jumping through several tiers of equipment up.

Alchemy we can outsource to the Courts, mostly, and linear enchanting we would probably want to pick up sooner or later.
 
A ranged attack thats essentially a scaled down Death of Obsidian Butterflies, only bashing(Agg with Transcendent Anathema) and doesnt cost Essence/Willpower to use.
TA only turns lethal into aggravated.

Infernals were canonically Creatures of Darkness, and they were vulnerable to shit like Holy effects.
That the White God chooses not to, doesnt mean he cant smite us for critical damage. And its entirely possible that other, lawful small-g gods and their followers might be able to levy the same sort of penalties if we came into conflict.
Harm us with anti-CoD attacks?
Yes.

Banish us, as mentioned in the specific thing I quoted?
I really kinda doubt that. We have a right to be here.
 
Also, in general, prodigies "consuming the potential of the world" is just thematically bad. We are here to save the world, not to finish breaking it. If absolutely required, I would suggest changing that to XP consumption. XP represents exalt's enlightenment and potential realized. Have prodigies consume that.
The way I understand you want them to be basically "super-science"?

The main limitation in this case would be that Molly would need to basically school someone from, more or less, zero on how to maintain such a device properly. As in if it sustains any damage she would be the only one capable of repairing it. And they won't have the magical durability or self repair without additional enchantments. Because materials have physical limits and destroying things is much easier than keeping them intact.

The main problem quest wise would be keeping them within the realm of sci-fi/hard sci-fi to make them practically different from other crafting options.

Something like - pay XP to buy a design/tech and then apply it to different projects?
 
Prodigies do not so much consume the Essence of the universe as they transform it, there is still a magical thing there, that just happens to be a first age inspired magic item that works off its own Essence rather than a vampire corpse. If you had not turned the vampire corpse into that the magic in it would have flowed into the world in some other way.
 
Prodigies do not so much consume the Essence of the universe as they transform it, there is still a magical thing there, that just happens to be a first age inspired magic item that works off its own Essence rather than a vampire corpse. If you had not turned the vampire corpse into that the magic in it would have flowed into the world in some other way.
Its still thematically a zero sum game.
 
Its still thematically a zero sum game.
Molly can always go the wizard route - cheat. Something like using nuclear reactors for powering up enchantments where the actual enchantment is mostly tied in repurposing radiations and heat. Nuclear reactors should also be okay with Infernal theme - the more radiation the better. Also could bath in the cooling chamber.

EDIT: Also theoretically it's not a zero sum as Molly should be able to farm Outsiders for powering up her doodads. Kill the Walker - Beat the Entropy!
 
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Molly can always go the wizard route - cheat. Something like using nuclear reactors for powering up enchantments where the actual enchantment is mostly tied in repurposing radiations and heat. Nuclear reactors should also be okay with Infernal theme - the more radiation the better. Also could bath in the cooling chamber.

EDIT: Also theoretically it's not a zero sum as Molly should be able to farm Outsiders for powering up her doodads. Kill the Walker - Beat the Entropy!

Yes, you can do that, Hell Solars have done that in the First Age on an almost unimaginable level. They and their armies of Dragon Blooded and their first age Reality Engines marched into the Wyld and made more Creation out of it. You are not likely to ever be on that scale in the span of this quest, but you have shaping defense now, Molly can walk beyond the Outer Gates if she really wants to.
 
Well, because I trust DragonParadox, and the system, while very broken, still allows for a lot of fun.
I think that Linear Paths are equally fun, there are very impressive things that can be made with them.
Alchemy we can outsource to the Courts, mostly, and linear enchanting we would probably want to pick up sooner or later.
If we outsource Alchemy to courts, we will loose the most broken aspects of employing WoD sorcery by Exalted: dice pools and overflow of successes.
 
Prodigies do not so much consume the Essence of the universe as they transform it, there is still a magical thing there, that just happens to be a first age inspired magic item that works off its own Essence rather than a vampire corpse. If you had not turned the vampire corpse into that the magic in it would have flowed into the world in some other way.
That's not the part I am talking about. This is the part I am talking about:
Prodigies which create area-of-effect attacks usually cost 1 Essence per use, as do those which
produce some effect that functionally takes an opponent out of action (such as by offensively
teleporting them out of the scene). In effect, if it seems like having free always-on access to an
enchantment would cause it to be the most dominant feature of the chronicle, assign it an
Essence cost.
Some Prodigies are capable of massively impactful, story-redefining effects. These Prodigies
don't consume Essence to power their activation. They consume the potential of the world itself.

The Dragon Nest Background rates the security of a Nest rather than its intrinsic power. Exalted
vs World of Darkness doesn't usually care how strong a Dragon Nest is, because they have a
flat benefit for the Chosen regardless. In other World of Darkness games, Dragon Nests (most
often called Caerns or Nodes) are rated on a scale of one to five dots, describing the depth and
scope of their mystic potential. For the purpose of top-shelf Prodigies, we may assume that any
Dragon Nest can be described as either "weak" (1-3 dots) or "powerful" (4-5 dots).
Prodigies which allow chronicle-altering feats such as teleporting a group of people anywhere in
the universe, influencing Exaltation in minor ways, or unveiling the deep secrets of the
supernatural world must be activated within a Dragon Nest, and consume a great deal of its
power in the process. If activated in a powerful Dragon Nest, it is reduced to a weak Nest. If
activated in a weak Dragon Nest, the Nest is destroyed outright.

Prodigies which allow chronicle-defining feats such as traveling through time, raising the dead,
or influencing Exaltation in substantial ways (like transforming a Solar into an Abyssal) can only
be activated within a powerful Dragon Nest, and consume its mystic strength entirely in the
process.
That's per use weakening and/or destruction of world's potential.

The way I understand you want them to be basically "super-science"?

The main limitation in this case would be that Molly would need to basically school someone from, more or less, zero on how to maintain such a device properly. As in if it sustains any damage she would be the only one capable of repairing it. And they won't have the magical durability or self repair without additional enchantments. Because materials have physical limits and destroying things is much easier than keeping them intact.

The main problem quest wise would be keeping them within the realm of sci-fi/hard sci-fi to make them practically different from other crafting options.

Something like - pay XP to buy a design/tech and then apply it to different projects?
I understand perfectly well that this is not a character that does super-science. My objection against gadgets are just that - grumbling about how the system is clearly not built to actually handle them. My argument against (parts of) prodigy mechanics is that low level prodigies are obsoleted by mortal paths, middle level ones are obsoleted by fetishes, and high level ones are obsoleted by splendors (or, rather, splendors are better-defined prodigies at that level).

In general paying XP for some of the design seem possible to me, at least at the higher dot ratings.
 
That's not the part I am talking about. This is the part I am talking about:

That's per use weakening and/or destruction of world's potential.


I understand perfectly well that this is not a character that does super-science. My objection against gadgets are just that - grumbling about how the system is clearly not built to actually handle them. My argument against (parts of) prodigy mechanics is that low level prodigies are obsoleted by mortal paths, middle level ones are obsoleted by fetishes, and high level ones are obsoleted by splendors (or, rather, splendors are better-defined prodigies at that level).

In general paying XP for some of the design seem possible to me, at least at the higher dot ratings.

Oh I see, that one does not fit the themes of this story, it fits the themes of WoD yes, but this is not a fading world. One that is maybe heading towards an apocalypse if you ask the denarians, but the Passing of Magic is not a thing thematically. So we can just ignore that bit.
 
Well yeah, but in the sense that the laws of thermodynamics are a zero sum game. All human technology has had to deal with that and I think it has done plenty to improve the world.
Thermodynamics are not fun in the real world as well is the issue.
Yes, you can do that, Hell Solars have done that in the First Age on an almost unimaginable level. They and their armies of Dragon Blooded and their first age Reality Engines marched into the Wyld and made more Creation out of it. You are not likely to ever be on that scale in the span of this quest, but you have shaping defense now, Molly can walk beyond the Outer Gates if she really wants to.
Sure but splendors don't stop being terrible, it just mean we worked around to create more things.
 
Adhoc vote count started by Anaja on Oct 4, 2023 at 2:45 AM, finished with 102 posts and 11 votes.

  • [X] With wary hope - this is both a danger and an opportunity in equal measures. Perhaps, she can be redeemed. Perhaps, you might get some useful information out of her. And you'll never forget that she's a great danger
    -[X] Talk to her
    --[X] Empathy and etiquette excellencies, ATB
    -[X] After the talk is over, and you are not in her presence, use Clippy's recording of the talk as the crown focus to learn her real motivations.
    [X] With wary hope - this is both a danger and an opportunity in equal measures. Perhaps, she can be redeemed. Perhaps, you might get some useful information out of her. And you'll never forget that she's a great danger
    -[X] Talk to her
    --[X] Empathy and etiquette excellencies
    -[X] After the talk is over, and you are not in her presence, use Clippy's recording of the talk as the crown focus to learn her real motivations.
    [X] With wary hope - this is both a danger and an opportunity in equal measures. Perhaps, she can be redeemed. Perhaps, you might get some useful information out of her. And you'll never forget that she's a great danger
    -[X] Talk to her
    --[X] Empathy and etiquette excellencies
    --[x]use the conversation as a focus to ask "What are Lash's motivation in talking to you."
 
[X] With wary hope - this is both a danger and an opportunity in equal measures. Perhaps, she can be redeemed. Perhaps, you might get some useful information out of her. And you'll never forget that she's a great danger
-[X] Talk to her
--[X] Empathy and etiquette excellencies, ATB
-[X] After the talk is over, and you are not in her presence, use Clippy's recording of the talk as the crown focus to learn her real motivations.

Getting some direct insight in to her mind and motives is important.
 
Actually the more i think about it the more I am intrested in the fetishes as our primary crafting method.

It makes thematic sense as we would be drawing or creating spirits from our world and the temporary items could be the living magic thing we do.

It would make a techincal sense as well as we would be using the expertise of the items devolped in our world.

And fetishes can be fairly powerful if we need them to be and can also do things like god crafring but instead is ascending a spirit to god hood.
 
Actually the more i think about it the more I am intrested in the fetishes as our primary crafting method.

It makes thematic sense as we would be drawing or creating spirits from our world and the temporary items could be the living magic thing we do.

It would make a techincal sense as well as we would be using the expertise of the items devolped in our world.

And fetishes can be fairly powerful if we need them to be and can also do things like god crafring but instead is ascending a spirit to god hood.
Indeed. Feitshes have the following advantages:
1) No need to kill anything / consume irreplaceable resources
2) No attunement limit. You still need to attune them, but there's no limit on how many you can make

The downside is the need to spend 16 more XP on fetish-making charm, and the lack of clear examples of fetishes for design purposes.

It is thematic to forge gods and then make items out of them.
 
Indeed. Feitshes have the following advantages:
1) No need to kill anything / consume irreplaceable resources
2) No attunement limit. You still need to attune them, but there's no limit on how many you can make

The downside is the need to spend 16 more XP on fetish-making charm, and the lack of clear examples of fetishes for design purposes.

It is thematic to forge gods and then make items out of them.
I assumed we can refluff thr crafting charm to make fetishes instead, because i am genuinely not interested in holdens system.

I would think werewolf books would have a fair few example of fetishes.

This threads has some examples.
 
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My apologies this is late. Again.
Personally, efficiency isn't my main concern with investing in Lydia. It's Lydia being a true friend and companion.
Note that even the efficiency argument is flawed.
Action economy is a thing, and Molly can neither be everywhere, nor can she act

And specifically in the Dresden Files, given the threat level of necromancers and necromantic magic given time to build up momentum, a Death-Aspected Exigent can have potentially outsize impact for her power level.
Lydia is one of the few people I can think of with the mythic weight and native charms to stop a Darkhallow dead.

Hard disagree. Do two player characters share xp?
The share xp was a pure quest construct and even otherwise, we specifically voted for companion xp to avoid sharing xp.
Not how it works here.
This is not two player characters, this is a Circle.
XP is pooled. Everything that both Exalts(and any other future Circle members, if any) do in the story arc contributes to that pool

We are supposed to build them both up from the pool; ~Lydia just gets a bonus of 25% on top of that because Molly is both a Celestial and has a head start.
Sure we could starve her of XP. But we're just hurting ourself.



This is a question of right liquid, and being able to automatically refresh said liquid next turn, not a question of it being unworkable.
Dresdenverse magic only appears to engage with physics when it suits it.
And WoD magic doesnt even bother with the pretence.
If the effect demands X, X happens and reality tries to justify it afterwards.

I'll concede on the subject of wonder forging. But crafting is not limited to wonder forging, and all other "mortal" types of craft do benefit from piling on successes.
Of course, agreed. But even mundane Crafting will run up against limits eventually.
A 30-successes kitchen knife is likely going to have limits about how much better it is than a 20-successes knife.


You can spend 3xp on raising Craft from 3 to 4, marginally improving your ability to craft.
Or you could buy a health charm and increase your base HP by 30%, in addition to adding 4xHLs to your shintai HP.
The marginal utility of extra Craft dots <<< our second Ox-Body.

Both possession and mental attacks can be shaping. Not all shaping is possession or mental attacks. 1 dot splendors can provide perfect always-on free defense against possession, or mental attacks (or, rather, supernatural attempts to affect one's mind), but not against shaping in general, or both possession and mental attacks at the same time (it would take two splendors to do so).
Note that by ExWoD rules, all Exalts have immunity to specific types of possession.
Demons(think Fallen, think Outsiders) cant even attempt to possess their dying body. And Celestials + Alchemicals are immune to Banes; Dragonbloods, specifically, are not. And I dont think Liminals are either.

But everyone else appears to be fair game, from spirits and ghosts to mages to I think Fae.


The fact that we are here, talking about how a 1 dot splendor is supposed to be better at protecting against possession than a 5 dot Terrestrial-class charm, and matching a 5-dot Celestial charm?
Something wrong with that.


What you quoted is a classic example of artistic description of mental strain / damage manifesting as physical in some way.
Agree to disagree.

She has mental defenses. Likely has possession defenses as part of mental ones. We don't see anywhere that she has generalized shaping defenses against, say, being turned into a duck.

And taking up a coin was never just about physical touch. It was always about a free will choice to pick up the coin. That's part of the rules.
1)Given her (real) job, she kinda has to have it.
You arent tasked with prosecuting a millenia-long war against Old Ones without being able to prevent said Old Ones literally magicking you out of existence. Especially since time travel is apparently a thing in the Dresden Files.

Its much the same thing with Demonreach.
Supernatural Supermax's detention facilities have to be able to defend against everything that its incarcerated inmates and their allies outside can throw at it. We've seen it stand off two Fae Ladies and an Outsider invasion force simultaneously.

If it cant reliably defend against shaping, it wouldnt exist.


2) Accepting a Coin and the offers of its Fallen is a free will choice.
Getting the Shadow of a Fallen in your head, however, is as simple as making skin contact with a Coin. The Fallen are specifically allowed to tempt you; its in the rules. Thats why Dresden went to such pains to avoid his brother even touching one by accident.

Ivy spent one to three days in the custody of the Denarians, and instead of simply dropping a Coin on her, they stuck her in a Circle and tortured her to try and make her pick a Coin of her own will.
That points at protection. Heavy duty shaping protection.

I'll concede for now, but do note that Arawn has prepared protective equipment for Lydia. We can be reasonably sure she hasn't pursued shaping defenses from what we saw of her activities. It might be a case of not knowing such are available to get.
=And was it there when she made it back home?
Do recall that Lydia was possessed for an indeterminate amount of time by Corpsetaker, who had the run of the place for an indeterminate amount of time before we caught them in Undertown. The wards had to be repaired afterwards.

If you look at Lydia's stat sheet, her Soak is 2, same as her Stamina. No armor besides the jacket re-rolls.

I've been operating on the assumption that sometime between her possession and her making it back home after the fight, whatever Arawn stashed for her either got heisted or destroyed.

Maybe he commissioned some magic armor for her and it got destroyed by her Essence.
Or maybe he got scammed by his supplier, and the armor wasnt up to snuff, or had a tracker.
Who knows. He certainly didnt test it on her.



=We pick Charms for the characters OOC.
IC, none of them have any idea about what they can do beforehand; Usum has some occasional suggestions about possibilities
for Molly, but Lydia is an Exigent. There's no Terrestrial-tier Exigent of Death beforehand to tell her what might or might not be.

At risk of bringing real life politics into this, Red King is free to assume he'll take Edinburgh in three days. It doesn't change the objective calculus of war.

Also, no, they started the war by essentially tying Mab down. Yes, aggroing her in long term, but tying down her efforts in short to middle term, and also neutralizing her Winter Lady and Winter Knight, thus significantly reducing the number of available agents she has. You yourself argued that Mab is short-stuffed at the time when I suggested bringing her in for Kakuri situation. If not for our OCP intervention, Winter would have remained tied down for a long time. And this is when they were forced to improvise quickly.
1)Like I've said previously, we dont know what parameters they are working under.
They arent marching to Edinburgh, because if they were going to do so they would have done it last year.
And they were mauled on the battlefield six months ago.

But you dont need an army to act against Molly, especially since we are being careful to keep our world's resources low profile.
The plot to bring the White Court into the festivities had to have been running for a while

And I will point out that Dresden and some of the Wardens barely stopped the Red Court from getting their hands on a shoggoth in February 2006(War Cry comics), four months after Dead Beat.
There's little surprises and stashes like that in this setting.


2) Note that Mab is a millenia old. And Mab's reputation is infamous for her ability to keep and repay a grudge.
Their calculus had to keep in mind that there would be a reckoning.
And yet they went for it anyway. There's factors we arent seeing.


3)They aggro'd Summer the minute they started bringing Outsiders through the NeverNever.
They knew this was going to happen and did it anyway. This was at the same time as the chemical weapon WMD, and barely a couple months later they try to get their hands on an occult WMD(the shoggoth in War Cry).

They have kept escalating at every opportunity.


That opens them up to DPE, but otherwise I don't see much downside.
Opening them up to DPoE-equivalents in a world with Fallen and Walkers is in and of itself a signficant downside.
Our ability to lolnope that sort of thing isnt common. In my opinion.
Keep in mind that being able to perceive a Fallen is allegedly terrifying if you believe Dresden.
 
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