Green Flame Rising (Exalted vs Dresden Files)

On the matter of Emanations and Gods, Holden did not design this game to do what we are doing, the scale of plans for things like building manses, making gods, arming small nations with magi-tech. I could design an entirely different system for making small gods (a thing Molly did before half-taught) but that seems a waste. With that in mind yes, an Emanation made by Molly is a small god of whatever you attach the keystone to.
House rule : (Very) small god.
:V

Clarification: God of the keystone?
Or god of what the keystone is attached to?
Just to be clear, because one of the rule options includes using your Hell as a keystone for any emanation you make.
If we can't easily manage it they aren't going to easily subvert it. Like we are almost certainly better than Nicodemus when we use our excellencies.
Nicodemus has a Fallen Angel looking over his shoulder, as do all the other Denarians.
Dont underestimate them.

Same with all the other people I pointed out here.
The Yama Kings have been subverting spirits and shen since before the birth of Christ, and Nemesis is just utter bullshit thats kept in check by the rules of reality.
Thats not spirit. Its a energy robot.
That was my thought. But the QM has ruled them as small gods.
Not that it materially changes their capabilities, or vulnerabilities.
So 🤷
 
House rule : (Very) small god.
:V

Clarification: God of the keystone?
Or god of what the keystone is attached to?
Just to be clear, because one of the rule options includes using your Hell as a keystone for any emanation you make.

God of what it is attached to, though you cannot make them gods of your hell since you are already kind of that. You can make one a god of say a mountain in your hell and for mechanical purposes it would be as if they use your hell as keystone. With time you will be able to do more abstract things like 'totem spirit of a particular animal'.
 
1)Nothing in the text of the charm says any such thing; Holden just adds it on as an opinion in the Appendix.
Pentex explicitly made breeds of fomor.
Nothing says they can be designed either. You want them to be customizable, but there's a very clear intent that they are not. Even if they are
It says they can be trained, and can grow in skill and sophistication.
It says nothing about their being gods. It says nothing about growing in power either.

An emanation is just an exotic variety of Arcana, and is benchmarked to the other Arcana.
And its frankly easier to make an emanation than a golem, or most simulacra.
Nobody's claiming a 5 dot golem, or 5 dot clone, is now a god.
They are only designable by Infernals. Why, what do infernals have that others don't? That's right, their primordial legacy and inheritance. Also, Bane is a small god.

As to growing in power - you can have an Arcana PC. this directly implies that they can accumulate XP, which they can spend.
Fetishes may employ a spirit's powers, but they arent self-directed. Spirits are.
That's wrong:
Gaia's Chosen may use the Rite of the Fetish (see p.
213) to bind spirits into appropriately crafted and conse-
crated vessels. Such wondrous items are known as fetishes.
The owner of a fetish can call upon the spirit within to
perform specific tasks, depending on the nature of the
vessel and the spirit.
Given the multitude of spirits within
the Tellurian and the ingenuity of the Garou, fetishes of
almost any type imaginable may be created.
Werewolves hold great reverence toward fetishes,
treating them as honored allies rather than mere tools.
Such is the nature of the pact that binds spirits into fe-
tishes; they are obligated to serve the Garou only as long
as they are respected in return. It is possible to bind a spirit
against its will, but these fetishes tend to be rebellious,
and most Garou consider them cursed.

Of course, the servants of the Wyrm bind Banes into
horrifying fetishes of their own…
The majority of fetishes are crafted from natural
materials (wood, hide, bone, clay), although this is more
a preference of most spirits than a hard rule — Glass
Walkers, in particular, tend to bind spirits that prefer
more modern, technological housing. Few fetishes are
nondescript; Garou adorn them with carved river stones,
feathers, beads, and other markings to honor and appease
the spirit within.
To use a fetish, the Garou must first attune herself
to it by making a Gnosis roll. The difficulty for this roll
is the fetish's Gnosis rating. Attunement establishes a
spiritual bond between fetish and user, enabling the
Garou to take the fetish anywhere in the Tellurian
and providing instinctive understanding of the fetish's
powers. Only a single success is required to attune to
the fetish; failure indicates that the fetish has rejected
the character. Another roll may not be attempted until
the werewolf has somehow reached accord with the
resident spirit. Attunement also effectively "dedicates"
a fetish to its wielder, as though the Rite of Talisman
Dedication had been performed on it. Since fetishes
have their own Gnosis
, an attuned fetish doesn't count
against the maximum number of objects a werewolf can
have dedicated to him.
Each time the wielder wishes to use one of the fetish's
powers, the player must make a Gnosis roll (difficulty
equal to the fetish's Gnosis rating) to "activate" the power.
Alternatively, she may simply spend a Gnosis point to
activate the power automatically. Rage may not be spent
during the same turn in which a fetish is activated.
Fetishes are vessels for spirits under certain pacts. They have wills of their own. They have their own gnosis.

If you posit that you can't take an emanation keystone past a threshold, you also directly disable all fetishes. That just doesn't work.
Its a 100 yard limit from the keystone.
Keystone =/= master.
Thats why there's a separate provision for calling the spirit to the location of the master, not the keystone.
Yes. And if the master is a keystone (and no, I will accept a ruling that a mortal can't be a keystone, but we haven't had one yet), or has the keystone embedded into their body, then the difference is moot.
In a bodyguard role, you want your bodyguards to be visible, because visible bodyguards are a deterrent.
Visible bodyguards can raise the kind of ruckus that drives off attackers.

Take a look at any public figure that requires a security entourage.
Their visibility is part of the point; you really dont want a firefight around your principal if you can at all avoid it.
The point of this bodyguard is not deterrence. It's protection and help. Multilayered protection - stealth prodigy + guardian spirit.
You expect a baby to command its own bodyguard?
To give it instructions? To call it off? To tell it where to run to if you come under attack? How?
Come the fuck on.
No, I expect human-level intelligent guardian bound to their charge to be able to fulfill its task with human-level intelligence. Something that dogs can't do.
Im pretty clear about not being a fan of this iteration of Holden's Crafting rules, but those are the rules in play.
Make it a splendor then. Or a mortal stealth enchantment. We have Mab's gift, for example. One specifically designed for protection of children.
We are always afraid of enemies subverting things.
You are, oftentimes to the point of paranoia, at least from where I am standing.
 
I don't understand why Rosie's child needs this kind of protection.

Just have them live in the Courts. Nothing will get to them there and they can live a life of privilege that we can't replicate outside it.
 
Nicodemus has a Fallen Angel looking over his shoulder, as do all the other Denarians.
Dont underestimate them
Don't also overestimate them. They aren't that comptent in the books.
Same with all the other people I pointed out here.
The Yama Kings have been subverting spirits and shen since before the birth of Christ, and Nemesis is just utter bullshit thats kept in check by the rules of reality
We have the omnicient crown. We could literally ask a question everyday who in the hierarchy is corrupt.

Like we aren't helpless against subversion. We can match and overmatch all the players.
So are many First Circle Demons, you can make them with free will though, there are rules for playing them.
No i meant thematically if they don't have spirit powers and do soirit things then they aren't spirit.
 
As to growing in power - you can have an Arcana PC. this directly implies that they can accumulate XP, which they can spend.

Plus the very text that Uju cited telling they tend to grow more sophisticated with time, showing that they very much are not static.

I don't understand why Rosie's child needs this kind of protection.

Just have them live in the Courts. Nothing will get to them there and they can live a life of privilege that we can't replicate outside it.

You do realize that is cutting her off from most of the people she knows? We aren't her only link to the world, and alienating her from the place she lives in like that is not really a great thing to do.

Not to mention, she is likely to refuse anyway, and I would oppose any person that would try to force her on this.
 
[X] It was breaking a curse. That is sort of true if you squint, with mental apologies of the shadow in the mirror
[X] Burn Etiquette, Empathy or Subterfuge Excellency as necessary.
 
Could Molly use the dharma Face of the Gods to grow a cult of worshipers to both help out the downtrodden and unwanted supernatural creatures, as well as harvest their faith as chi?
 
No i meant thematically if they don't have spirit powers and do soirit things then they aren't spirit.

Ah I see, you want to make spirits per Werewolf rules with a gnosis rating. I would have to design a system for that from scratch, but there is nothing conceptually stopping you from doing so. Think of Emanations as the first template that comes to mind when you dig into Ye Olde Demon archive in your brain.
 
Could Molly use the dharma Face of the Gods to grow a cult of worshipers to both help out the downtrodden and unwanted supernatural creatures, as well as harvest their faith as chi?
Yes, but their chi is worthless to us. We could prayer eat, but it is hard to manage the logistics of that to actually be worthwhile unless we have hundreds of jade batteries.
 
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Could Molly use the dharma Face of the Gods to grow a cult of worshipers to both help out the downtrodden and unwanted supernatural creatures, as well as harvest their faith as chi?

Yes, prayer eating is a thing you can learn and it is more potent than in the base game, for an earthly cult at least, you do not get an automatic cult for just having a inhabited hell, that Essence is already yours.
 
[X] It was breaking a curse. That is sort of true if you squint, with mental apologies of the shadow in the mirror
[X] Burn Etiquette, Empathy or Subterfuge Excellency as necessary.
 
Yes, prayer eating is a thing you can learn and it is more potent than in the base game, for an earthly cult at least, you do not get an automatic cult for just having a inhabited hell, that Essence is already yours.
Would Molly need to be in proximity to people who are praying to hear to eat their prayers? If not, enough random people praying in multiple areas over the world would give a constant low gain of chi when she focuses to eat it.
 
Would Molly need to be in proximity to people who are praying to hear to eat their prayers? If not, enough random people praying in multiple areas over the world would give a constant low gain of chi when she focuses to eat it.

She would eventually develop the power to do so yes, though there is something of a personal impediment to making a cult. Molly Carpenter isn't your average Infernal, that is the point of the quest. ;)
 
There any anti curse sorcery we can get next xp spending point to bolster our story of uncursing vs exorcising Harry if it becomes relevant?
Our exorcism already sort of does, or at least is broader than the name implies:

sapphire ritual oF exorCism
The sorcerer adorns a chamber with ritual im- plements reflecting the five elements, the sun, the moon, the stars, and the grave, then slowly focuses her Essence into a purifying mandala of absolute reality which splits apart any unnatural joining of matter and spirit.
System: The character enacts an hour-long ritual, then spends 5 Essence and makes an Intelligence + Occult roll against difficulty 8. Success ends any form of possession afflicting the ritual's subject, ejecting the possessing spirit or shade. Because of the ritual's length, its subject must usually be restrained in some way if they don't consent to the exorcism. This spell terminates possession by spirits and ghosts, mind and spirit-riding with powers such as high-level Animalism or Dominate, the Dragon-Blooded Charm Sense-Rid- ing Method, and so on. It immediately evicts demons from their hosts (whether that be mortal flesh or a graven idol), and can even separate the Bane from a fomor – although fomori suffer 10 dice of lethal dam- age as the Bane rips its way free of their flesh, rolled at a rate of one die per minute over the course of 10 agonizing minutes.
It doesn't just work on possession, it cleans you of anything that might be used to track, spy, or manipulate your mind/senses through any long term mechanism.
 
She would eventually develop the power to do so yes, though there is something of a personal impediment to making a cult. Molly Carpenter isn't your average Infernal, that is the point of the quest. ;)
Yes, her faith in the white god makes it akward for her to think she is a god. She could be like one of the Chinese little gods in cannon, who speaks with the celestial bureaucracy by using chi gained by prayer to ask for blessings on her congregations behalf. The vampires she as followers/companions could prayer to her, she asks the celestial bureaucracy to help them on her behalf ( and a bribe of jade of course) to help them learn to feed on acceptable emotions.

BTW is it okay to tag you in responses?
 
[X] uju32

2. Hide maybe with partial reveal. The problem is they are likely to think the worst of everything we don't say.

The worst thing they can think would most likely still not be as bad as a Fallen Shadow. Even if they believe some previously-unheard-of procedure got rid of it (and it's simply not hiding), the fact that one of their Wardens was "compromised" for so long can bring a heap of bureaucratic trouble on Harry's shoulders, in the best case.

Especially since right now, the only thing Porter actually said was that Harry "was in pain" and that he was being healed. The easiest most obvious answer could easily be, that he got hurt/wounded, like he has many times before, and we were just healing him.
 
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Yes, prayer eating is a thing you can learn and it is more potent than in the base game, for an earthly cult at least, you do not get an automatic cult for just having a inhabited hell, that Essence is already yours.

Does that ruling override this one, or do you just mean we need to pay exp per cult level in addition to taking the hell build option to acquire the energy?

Sure, those count, human worship is human worship even if they are inside your soul. Keep in mind though you need to choose a degree of loyalty that will make them worshipful to get Cult. You only have so many points.
 
Point of correction: They arent few.
Essence*2 companions at E3 means 6 of them, rising to 10 at E5.
She has space for more than a few if she so chooses.

Anyway, Molly doesnt needs any of them when, like I said, Inner Devil Unleashed allows her to invest a fomor for the cost of 3 Essence.
Inner Devils Unchained doesn't necessarily allow us to design the fomor; Lydia's charm does. Also, as fomor creation/enhancement charms go, I'd much rather take Chirality Prohibition Index, which has been ruled to stack with Companions of the Hunter. Between us and Lydia, we can give that service dog 140 xp worth of buffing, including human+ Intelligence.
 
Nothing says they can be designed either. You want them to be customizable, but there's a very clear intent that they are not. Even if they are
I would find that argument reasonable if you were talking about Spawning Pit Infliction, which is where she digs a hole in the ground and does not have to be there for the person's transformation.

But if Molly is using Inner Devils Unleashed to personally invest 3m of Essence per person to alter them enough to awake supernatural powers, its reasonable to assume that she's making a call on what she's awaking.
Much like with the medical charm where she's building cyberware implants for the person.

My two cents.


They are only designable by Infernals. Why, what do infernals have that others don't? That's right, their primordial legacy and inheritance. Also, Bane is a small god.
As to growing in power - you can have an Arcana PC. this directly implies that they can accumulate XP, which they can spend.
No, you are missing the details.

Everybody can make phantasms; Infernals make emanations, while everyone else makes ephemera.
They both use keystones and the same mechanics; only difference between them is flavor, and Infernals having an interaction with their Hell if they have it.
Phantasms are artificially-constructed spirits, anchored to a physical keystone. The most
common sort of phantasms, ephemera, are mostly designed to operate in one of the otherworlds,
with limited capability to physically influence the mortal world. Others are emanations, with
greater agency to act in material reality but still not natively part of it.

Simulacra are Arcana designed in the image of humanity. They vary tremendously, from what
are essentially sophisticated golems projecting an illusion of normalcy, to clones, to congeries of
reanimated body-parts. A simulacrum can generally pass for human.
Horrors are Arcana constructed primarily out of dead flesh, with limited inclusions of inanimate
support materials.

Arcana and the Chosen
Different sorts of Exalted possess the wherewithal to spark the animation of different sorts of
Arcana with their Essence. Specifically:
Dragon-Blooded may create golems and ephemera. Their golems are always of strongly
elemental character, as are their phantasms.
Solar Exalted may create any sort of Arcana save for emanations and horrors.
Lunar Exalted are able to create golems and ephemera.
Sidereal Exalted possess the capacity to forge golems and ephemera.
Abyssal Exalted can craft ephemera, and may build simulacra out of dead flesh. They are the
only variety of Chosen capable of forging horrors.
Infernal Exalted are able to build golems, design simulacra, and are the only Exalted who may
craft emanations.
Heart-Eaters can build ephemera and simulacra.


Phantasm (Ephemera): Ephemera can soak lethal damage, but not aggravated.

Select either the Umbra or the Underworld. This is the phantasm's native home. It may roam
freely in its native realm, where it enjoys the natural ability to converse with the other native
denizens and to navigate without undue difficulty (in the Umbra, this amounts to having the
Charm Airt Sense, while in the Underworld it amounts to having several dots of Argos). The
phantasm may manifest in the physical world only while within one hundred yards of its
keystone, and must pay one Willpower to remain manifest for a scene. It is always aware when
its keystone is being moved or disturbed, and may pay one Willpower to immediately teleport to
its keystone's location.

If the phantasm's master speaks while within the keystone's presence, the Arcana hears her
words wherever it may be. If she commands the ephemera to attend her, it may teleport to the
keystone's location without paying any Willpower. If the keystone is destroyed, the phantasm is
also destroyed. If the ephemera is slain, it may reform a year and a day later within its keystone.
Each point of Essence fed into the keystone by its master quickens this recovery by 28 days.

Ephemera are always unmistakably phantasmal beings. Even when manifested physically, the
edges of their body seem to roil and waver like fog, or to possess other overtly "spirit-like" or
"ghostly" traits.




Phantasm (Emanation): Emanations can soak lethal damage, but not aggravated.

Select either the Umbra or the Underworld. This is the emanation's native home. It may roam
freely in its native realm, where it enjoys the natural ability to converse with the other native
denizens and to navigate without undue difficulty (in the Umbra, this amounts to having the
Charm Airt Sense, while in the Underworld it amounts to having several dots of Argos). The
phantasm may manifest in the physical world only while within one hundred yards of its
keystone, or within ten yards of its master. It must pay one Willpower to remain manifest for a
scene. It may pay one Willpower to immediately teleport to its master's or keystone's location.

If the phantasm's master the emanation's name, the Arcana hears her words wherever it may be.
If she commands the ephemera to attend her, it may teleport to her master's location and
manifest without paying any Willpower. If the keystone is destroyed, the phantasm is also
destroyed. If the emanation is slain, it may reform one hundred years later within its keystone.
Each point of Essence fed into the keystone by its master quickens this recovery by 10 years.

If the emanation's master has learned The King and the Kingdom: The Thousand and First Hell,
the phantasm may treat its master's Hell as a keystone.
Ephemera are always otherworldly, disturbing beings with demonic features of some sort that

cannot be mistaken for as human.
The colored parts are the only difference.

TL DR
One looks like a ghost or spirit, the other looks like a demon.
Thats it.


Fetishes are vessels for spirits under certain pacts. They have wills of their own. They have their own gnosis.
If you posit that you can't take an emanation keystone past a threshold, you also directly disable all fetishes. That just doesn't work.
No, you are misreading that as well. I'll bold what I think is significant:
Fetish
You possess a fetish — a physical object into which a werewolf has bound a spirit. The spirit grants a number of powers to a fetish, so they are very significant to the Garou. Such things are valuable, and other Garou (or other supernatural beings) may covet them. A number of sample fetishes are presented
on p. 221.
Gaia's Chosen may use the Rite of the Fetish (see p. 213) to bind spirits into appropriately crafted and consecrated vessels. Such wondrous items are known as fetishes. The owner of a fetish can call upon the spirit within to perform specific tasks, depending on the nature of the vessel and the spirit. Given the multitude of spirits within the Tellurian and the ingenuity of the Garou, fetishes of almost any type imaginable may be created.

Werewolves hold great reverence toward fetishes, treating them as honored allies rather than mere tools. Such is the nature of the pact that binds spirits into fetishes; they are obligated to serve the Garou only as long as they are respected in return. It is possible to bind a spirit against its will, but these fetishes tend to be rebellious, and most Garou consider them cursed.
Of course, the servants of the Wyrm bind Banes into horrifying fetishes of their own...

The majority of fetishes are crafted from natural materials (wood, hide, bone, clay), although this is more a preference of most spirits than a hard rule — Glass Walkers, in particular, tend to bind spirits that prefer more modern, technological housing. Few fetishes are nondescript; Garou adorn them with carved river stones, feathers, beads, and other markings to honor and appease the spirit within.

To use a fetish, the Garou must first attune herself to it by making a Gnosis roll. The difficulty for this roll is the fetish's Gnosis rating. Attunement establishes a spiritual bond between fetish and user, enabling the Garou to take the fetish anywhere in the Tellurian and providing instinctive understanding of the fetish's powers. Only a single success is required to attune to the fetish; failure indicates that the fetish has rejected the character. Another roll may not be attempted until the werewolf has somehow reached accord with the resident spirit. Attunement also effectively "dedicates" a fetish to its wielder, as though the Rite of Talisman Dedication had been performed on it. Since fetishes have their own Gnosis, an attuned fetish doesn't count against the maximum number of objects a werewolf can have dedicated to him.

Each time the wielder wishes to use one of the fetish's powers, the player must make a Gnosis roll (difficulty equal to the fetish's Gnosis rating) to "activate" the power. Alternatively, she may simply spend a Gnosis point to activate the power automatically. Rage may not be spent during the same turn in which a fetish is activated.

A list of sample fetishes follows:
Spirits do not have volition when in a fetish. They dont decide when or how the fetish is used.
The activation of the fetish is by the wielder; the spirits sole decision is whether to attune a given user or not in the first place.
Indeed, some fetishes have multiple spirits inside them IIRC correctly.

Thats why, for those fetishes that give the benefits of a Gift, the rolls are based on the wielder's stats, not those of the spirit.


As for the other part of your argument, may I draw your attention to this fetish?
Sanctuary Chimes
Level Three, Gnosis 6
When activated, this miniature tubular bell emits chimes into the wind. No spirit may materialize within 100 feet unless invited to do so. This fetish usually protects caerns or the homes of pregnant Kinfolk. One activation lasts for a full day.
To create sanctuary chimes, one must bind a spirit of protection or a turtle-spirit into the tubular bell.
Keeping unauthorized spirits out of designated areas is something that you can do with a Level 3 fetish in W20.
So we're not talking something new here.

Yes. And if the master is a keystone (and no, I will accept a ruling that a mortal can't be a keystone, but we haven't had one yet), or has the keystone embedded into their body, then the difference is moot.

Doesnt particularly matter in this case anyway.
A child is not equipped to make the kinds of decisions a principal needs to make, nor is the bodyguard empowered to make those decisions for several years without executive oversight. So the keystone cant be on the child, nor can the child be its master.

Assuming we're doing master/owner stuff with a sapient-construct anyway.


The point of this bodyguard is not deterrence. It's protection and help. Multilayered protection - stealth prodigy + guardian spirit.
No, you're mistaken.

The point of a bodyguard is the safety of the principal. Always.
The first rule of protection is deterrence, to prevent a confrontation happening in the first place by making ill-doers rethink.
The second is extraction, to get the principal away if a confrontation happens at all.

No, I expect human-level intelligent guardian bound to their charge to be able to fulfill its task with human-level intelligence. Something that dogs can't do.
Thats not whats necessary for a guardian construct.
You've gone past necessary to want. And a want that has significant drawbacks with regards to both maintaining protective coverage and allowing the child live a life.

In my opinion, at least.
Make it a splendor then. Or a mortal stealth enchantment. We have Mab's gift, for example. One specifically designed for protection of children.
Fetish or prodigy according to the rules.
Prodigy is probably a better call I think, but you start running into material issues for making each one under the current rules.


But my ultimate point is simple:
A phantasm is the wrong type of construct for this task. You either commit to a different type of Arcana (Golem or Simulacrum) with the costs involved, or an animal fomor, or just a very smart dog.

Thats my two cents.
You are, oftentimes to the point of paranoia, at least from where I am standing.
My dude, Molly was targeted by an agent of Nemesis/the Outsiders when she was still a teenage fledgeling wizard talent with no swag. Do you think that its going to stop now?
Didnt think so.

Its not paranoia when they are actually out to get you.


Don't also overestimate them. They aren't that comptent in the books.
They are facing the book protagonist, of course they are losing.

But the White God didnt put three angels in Swords to chase scrubs around; every old Denarian we see is almost invariably a deadly competent evildoer. If they have several centuries under their belt, they've survived a life on the run with several generations of agents of the White God coming for them.

Even Quintus Cassius, for all he didnt do much onscreen, was more than 1600 years old.
You dont get that old in this business without being competent at what you do, not with three Swords out for your head.
We have the omnicient crown. We could literally ask a question everyday who in the hierarchy is corrupt.
Like we aren't helpless against subversion. We can match and overmatch all the players.
Our foci arent unlimited. Every one we burn is gone.

There any anti curse sorcery we can get next xp spending point to bolster our story of uncursing vs exorcising Harry if it becomes relevant?
Yes.
Path Sorcery Countermagic is 3xp per type of magic, for a total of 12xp for all 4x.
And if the QM allows us to buy Ancient Sorcery Countermagic, thats 10xp.

But we dont have anything to prove, and they have no reasonable way of asking us to demonstrate it.
 
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