Green Flame Rising (Exalted vs Dresden Files)

I want to buy VEE as soon as possible so we can both grant our agents a wish and give them a safe word to teleport home when in life threatening situations.
 
I would also like to get them interacting with people in the Last Station. There is no substitute for real interaction for building a cover. The ghouls can provide the sorts of "stay unnoticed" skills our agents need.
 
[X] Prepare the ground for a smoother induction of more agents by working with Thomas to turn Chicago Synthetics from a mere shell company to an interface between Earth and Sanctuary

We don't have long before shit gets poured down our throats in industrial quantities. But right now a little extra security wouldn't give us much, wouldn't give us enough, considering the scale of threat we are dealing with.

We're going to need an army and more of an army than just what we draw from our world. We need money, resources, to swell our supernatural allies and to bind them tight to us, champions that could at least hold their own against a Denarian or one of our many... many other enemies if working with others. We need control and legitimacy so we don't get fucked by the first dude with a smartphone camera.

But we need to start somewhere.
 
[X] Prepare the ground for a smoother induction of more agents by working with Thomas to turn Chicago Synthetics from a mere shell company to an interface between Earth and Sanctuary

We should see if we can't get the group biased more towards demon summoners in the future.

Our proper demons go home when they die, so stealing a page from Binder's playbook and having minimal mortal presence directing demonic forces in the field minimizes the risk of permanent harm for any given agent and the number of people at such risk in general. Not that our demons and their pain are worthless, but unless someone brings a spirit killer around they'll walk it off as long as we support them properly.

Also should we consider making contact with the Library again, and if so when?

I don't think we should do it immediately because they might try to limit our growth, but operating at large scale on this side will eventually draw their attention.

Summoning in the sense you mean is tricky. The Warding and Binding part of that Path of magic sure, there are plenty of people who can do it, but summoning was regarded until very recently as something between a fool's errand and heresy. Summoning things from Beyond... well that is insane, everyone knows there is nothing beyond and anyone who claims to have done so is mad at best and a dangerous madman at worst calling things that Should Not Be.
 
Our agents are already professionally trained at stay unnoticed skills. Unless you mean local customs in which case the ghouls don't seem like the best people to learn them from.
On the contrary, there are a whole set of customs and skills developed and used by the homeless and criminal to avoid public or official attention. How to not get fingered by a cop as not being someplace you are no supposed to be, that sort of thing.

It's not something our agents would have first hand knowledge of in this world with these cops. Cops look for social cues to notice crime. Learning the social language allows you to not draw attention.
 
[x] Prepare the ground for a smoother induction of more agents by working with Thomas to turn Chicago Synthetics from a mere shell company to an interface between Earth and Sanctuary
 
On the contrary, there are a whole set of customs and skills developed and used by the homeless and criminal to avoid public or official attention. How to not get fingered by a cop as not being someplace you are no supposed to be, that sort of thing.

It's not something our agents would have first hand knowledge of in this world with these cops. Cops look for social cues to notice crime. Learning the social language allows you to not draw attention.
Its valid. Chances are eventually our operatives will pick up as much from the White Court as from the ghouls, figuring out how to make those in authority automatically give you a pass instead of just not thinking you are worth their time, but both are extremely useful skill sets.
 
I want to buy VEE as soon as possible so we can both grant our agents a wish and give them a safe word to teleport home when in life threatening situations.
In the meantime we can try experimenting with prodigies.

We have essence traps as a default thing, so I can't help but wonder if we could set it up something to work like an escape pod for the soul.

Ideally it'd be remote, like a phylactery or a Yama King's soul vault, but something hardened against interference and worn like dog tags that their teammates retrieve if someone dies would be better than nothing.

The trick would be getting such an item down to the 2-3 dot range so we could make it cheaply, or to get a sample sent to our magitech engineers to see if they could make something more scalable from the base concept.

… incidentally this would also be a terrifying way to extract a target if we're ever playing the hostile kidnapping game. Send a kill squad with regular essence traps on them and off the target's current body before running away with the soul to be resleeved at our discretion.

Mikaboshi can kiss our ass, sending cyber ninjas to steal your enemies' souls is a public domain tactic. :V


Summoning in the sense you mean is tricky. The Warding and Binding part of that Path of magic sure, there are plenty of people who can do it, but summoning was regarded until very recently as something between a fool's errand and heresy. Summoning things from Beyond... well that is insane, everyone knows there is nothing beyond and anyone who claims to have done so is mad at best and a dangerous madman at worst calling things that Should Not Be.
If they have bound demons that we need to ferry over with them then that's slightly more annoying, but could get a similar effect.

For the future though, does having high dots in the relevant path make it easier to learn the summoning assort of the skill when direct at familiar spirits, or is figuring it out going to be more of a from scratch thing?
 
If they have bound demons that we need to ferry over with them then that's slightly more annoying, but could get a similar effect.

For the future though, does having high dots in the relevant path make it easier to learn the summoning assort of the skill when direct at familiar spirits, or is figuring it out going to be more of a from scratch thing?

Yes, if you know how to ward and how to bind you can learn how to summon more easily than if you just start from scratch
 
Summoning in the sense you mean is tricky. The Warding and Binding part of that Path of magic sure, there are plenty of people who can do it, but summoning was regarded until very recently as something between a fool's errand and heresy. Summoning things from Beyond... well that is insane, everyone knows there is nothing beyond and anyone who claims to have done so is mad at best and a dangerous madman at worst calling things that Should Not Be.
Would VEE work? I mean, VEE can grant background dots, so grant our Earthside agents Allies: Operatives of Courts of Frozen Fate dots. Then let fate and reality twist themselves into pretzels to facilitate said allies being present.
 
@DragonParadox, would it be possible to get an overview of what sort of agents we could transport over for cases where we don't care about subtlety anymore but only combat power?

Something like this:
Enforcer of the Crimson City
Attributes:
Strength 4 (6), Dexterity 4, Stamina 4,
Charisma 2, Manipulation 3, Appearance 2 (0 to humans not used to augmentics),
Perception 3, Intelligence 3, Wits 4
Abilities: Academics 1, Alertness 3, Awareness 2, Athletics 4, Streetwise 1, Brawl 2, Computer 2, Drive 1, Firearms 4, Investigation 2, Melee 4, Occult 3, Law 2, Stealth 2, Technology 3
Willpower: 7


Augments:


Slowed Perception Implanted Combat Enhancer (SPICE)
A new and somewhat risky augment, directly implanted into the brainstem, this chip allows the user to slow down his subjective perception of time in any situation, allowing them ample time to think about their next move in combat or other cases profiting from high-speed thinking.
Lower the difficulty of almost any Dexterity- or Wits-based roll by -1 or -2, including cases like attacks and dodges, driving, combat-planning and some rare social cases where quick thinking is of advantage.
Overuse of this ability causes intense headaches and sickness.
The -1 version can be used up to 3 times per scene safely, or the -2 version once. Using either version after that causes respectivly a -1 or -2 wound-penalty on all dice-pools for the rest of the scene (this includes on the roll it was over-used on itself).


Reflexactivated Adrenal Gland Enhancement (RAGE)
Despite the name this augment does not merely enhance adrenaline production, but unleashes an entire alchemical cocktail into the agent's body, allowing for brief burst of speed or to shake of the effects of severe wounds for a short time.
This works as the Formor Mutation Berserker, giving 5 Rage points. However due to the augment being inactive unless deliberatly activated the agent is only at risk of Frenzy when using Rage points and for the rest of the scene afterwards. In his normal life he is as immune to Frenzy as any regular human.
While the Rage can obviously not be used to enhance shapeshifting, it can instead be used to activate a lesser form of Frenzy, ignoring up to -2 Wound Penalties for the rest of the scene.

Subdermal Impact-Enhanced Gel (SIEG)
A highly advanced form of subdermal armor, made not from chainweave or ceramic-plate, but from a non-newtonian fluid that hardens instantly under impact, allowing it to be added even to joints without significant hindrance to the flexibility. In its secondary function the gel can also absorb short-term busts of heat quite well, providing a moderate protection against fire (though it is useless against long-term exposure to heat or cold).
The most complex part of the system and the one that makes a machine-spirit indispensable is the system of local anesthetic injectors that come with it, since otherwise the loss of large amounts of skin above the protective layer in combat might be debilating with pain for the user, even if the protection remains functional.
This augment is not easily concealable, since it adds both a number of ports to refill anesthetics and protective gel, and more importantly adds a considerable bulk around the user's entire body. Fully covering clothes might at best give the impression of strangely-proportioned muscle or fat bulging out the body, but on closer view it is clearly unnatural.
System: Add 3 Dice of armor against both normal attacks and fire or radiation and allow the user to soak lethal damage with his full Stamina+Armor.

External Movement Support System (EMSS)
A variant on exo-skeletal enhancements as they have been used in some magical or technological variant for many years by now, this system is mostly suited to be covered in a special-made armor and negate any hindrance it causes the user, though it also fullfills the classical role of strength-enhancement.
System: Add 2 to Strenght and reduce armor-penalties by 2.

Equipment: EMSS-Armor-Plating (5 armor, -2 penalty negated by support-system), Assault Rifle, Grenades, Haywire Grenades, Storm Hammer

Storm Hammer:
An advancement to a very old weapon and tool, this hammer has been used to deter beasts of the Wastes, though it occasionally also finds use in combat among the Cities and Wastelanders.
It is in itself already a heavy hammer dealing Str+3 Bashing damage, but once every second round it has build up enough charge to unleash a miniature explosion on impact that doubles the pre-soak damage the hammer deals.
This can lead to some issues for less-augmented people using the hammer, such as broken wrists or fingers. To safely use the weapon requires the EMSS implants, or otherwise supernatural strenght and fortitude.
 
[X] Prepare the ground for a smoother induction of more agents by working with Thomas to turn Chicago Synthetics from a mere shell company to an interface between Earth and Sanctuary
 
[X] Prepare the ground for a smoother induction of more agents by working with Thomas to turn Chicago Synthetics from a mere shell company to an interface between Earth and Sanctuary
 
How about if we were bringing in a Gruvel brute squad armed with the sort of heavy weapons only enhanced Gruvel can carry? This would be zero subtlety.
 
[X] Prepare the ground for a smoother induction of more agents by working with Thomas to turn Chicago Synthetics from a mere shell company to an interface between Earth and Sanctuary
 
How about if we were bringing in a Gruvel brute squad armed with the sort of heavy weapons only enhanced Gruvel can carry? This would be zero subtlety.

That would take a bit to stat out but in theory, you guys can totally bring the radioactive dinosaur people to Earth. I'd have to look into how the Core Book deals with Dragon Kings strip out the Essence Manipulation and add some radiation powers.
 
[X] Prepare the ground for a smoother induction of more agents by working with Thomas to turn Chicago Synthetics from a mere shell company to an interface between Earth and Sanctuary
 
That would take a bit to stat out but in theory, you guys can totally bring the radioactive dinosaur people to Earth. I'd have to look into how the Core Book deals with Dragon Kings strip out the Essence Manipulation and add some radiation powers.
Maybe use Ankloks and restrict them to the path of flickering fire? Those are mostly personal buffs, which could fit as the benefits of a supernatural nuclear metabolism.

Instead of essence make them spend willpower to activate their abilities, with a cap past which they have to roll stamina to make it work to represent the strain.

Sort of a big nerf, but we're not talking about essence fueled dino-people designed by a primordial craft god.
 
Maybe use Ankloks and restrict them to the path of flickering fire? Those are mostly personal buffs, which could fit as the benefits of a supernatural nuclear metabolism.

Instead of essence make them spend willpower to activate their abilities, with a cap past which they have to roll stamina to make it work to represent the strain.

Sort of a big nerf, but we're not talking about essence fueled dino-people designed by a primordial craft god.

Hmm, that would work, though I may have to limit some of the higher powers, these people are a species, they are not Exalts even on a terrestrial scale.
 
Hmm, that would work, though I may have to limit some of the higher powers, these people are a species, they are not Exalts even on a terrestrial scale.
That makes sense, the 4 and 5 dot powers a a touch crazy to be a species trait. Maybe just replace them with the 3 dot fire bolt ability from the other path as a breath weapon? Or just drop them without substitute.
 
Back
Top