Green Flame Rising (Exalted vs Dresden Files)

Yeah Lunars can be pretty busted with social and physical rolls, but they fall behind in mental attribute rolls compared to other Celestial splats.

Physical rolls they can have 20+ rolls by using shape shifting and becoming a Bygone, and they can do something similar by maxing their social attributes through Animal Magnetism.

No mental attribute boosting tricks native to their charmsets, tho. They'd have to use alchemy or sell parts of their soul.
 
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Yeah Lunars can be pretty busted with social and physical rolls, but they fall behind in mental attribute rolls compared to other Celestial splats.

Physical rolls they can have 20+ rolls by using shape shifting and becoming a Bygone, and they can do something similar by maxing their social attributes through Animal Magnetism.

No mental attribute boosting tricks native to their charmsets, tho. They'd have to use alchemy or sell parts of their soul.
Maxing social attributes can be done by a combination of Fleshcrafting and Quicksilver Second Face, quickly raising your attributes to Manipulation 5, Charisma 5, Appearance 10.
 
Maxing social attributes can be done by a combination of Fleshcrafting and Quicksilver Second Face, quickly raising your attributes to Manipulation 5, Charisma 5, Appearance 10.
That's another way yeah, but Animal Magnetism will get your Charisma and manipulation to 10 or higher, depending on what your DM caps attributes at.

EDIT: Not permanently, however, AM only lasts a scene.
 
Unless my version of V20 is lying to me, you can't use Fleshcraft or Bonecraft to increase any attribute but Appearance. So you couldn't use Flesh Sculpting Art to cheat physical attributes.

A Lunar, however, can have their Totem form be a Bygone by taking Atavistic Legend Form (•••) at chargen. This includes dragons. An adult wyrm in particular has 13 strengh, 11 dex and 10 stamina which is slightly worse than what you outlined, but still pretty busted.

Edit: ninja'd
Yup.
Assuming the QM lets you(and they probably wont), you can take something like that in chargen
But you cant combine that with the Rage Form buffs, and you cant use the special abilities that Bygones get to spam for free.

Nevermind the roleplaying inconvenience of having an adult wyrm as a totem form in an urban fantasy setting.
Yeah Lunars can be pretty busted with social and physical rolls, but they fall behind in mental attribute rolls compared to other Celestial splats.

Physical rolls they can have 20+ rolls by using shape shifting and becoming a Bygone, and they can do something similar by maxing their social attributes through Animal Magnetism.

No mental attribute boosting tricks native to their charmsets, tho. They'd have to use alchemy or sell parts of their soul.
Also, one perfect dodge and a pseudo-perfect soak.
Which kinda puts them at a disadvantage vis a vis Solaroids, especially combined with the Essence pool and Essence spending limits.

Maxing social attributes can be done by a combination of Fleshcrafting and Quicksilver Second Face, quickly raising your attributes to Manipulation 5, Charisma 5, Appearance 10.
Is there any evidence that Fleshcrafting allows you to go above 5 on Appearance?
Because while I might have missed it, I do not recall that as a thing.
 
1)This is a boss fight with a god-monster.
Iku-Turso was benchmarked as an incarna-tier entity in this setting. Seeker is supposed to be weaker than him, just with more freedom to act. This is precisely the sort of situation for which shintai is designed for.

Except the main motivation used to sell Ox-body instead of Perfects was that it allowed to not use Shintai as our first move even in big boss fights.

Yes this is a big boss fight, so what? It doesn't change the fact that the goal was not to pop shintai right away like we always do.

The main counterarguments about Ox-body were that what we did here would still happen anyway, the fact it did is still true.

3)Note also that second Ox-Body is why we have 29 HLs instead of 25.
It increased our shintai health bar by 17%, in addition to increasing our base health by around 44%.

And so what?

Yoohoo we have 4 more health levels, do you remember how many we tend to lose?

Because it's not even close to justifying the last Ox-body.

Seriously, we have 29 health? Great, we never used up more than 10, what a great difference it makes to have all those completely pointless things.
 
I dont think I agree.

We can cast out Outsiders or Fallen, but only 1 at a time and at a cost of a third of our Essence pool. We can cut down armies with Obsidian Butterflies, but they can defend against it by seeking cover. We can nuke a city with Rain of Spiders, but anyone who walks indoors or under a roof is protected.

Ancient Sorcery appears to be both significantly more expensive to pull off, and more limited in scope and/or duration.


I just took a brief look at the 1-5 dot tiers of disciplines available to kueijin, and unless Im missing something significant, no they cant. For that matter, I dont think Red Court vampires or Black Court vampires have any access to Disciplines that can do anything about that either. So they get dumpstered in open combat too.


I feel weird arguing that the Infernal needs...moderation in interpretation.
But if not, this interpretation would essentially trivialize most of the overt combat threats from the canon setting(s)and require the wholesale invention of new ones or major changes to the setting.

Not to mention that it poaches a bunch of the functions of at least 4 other charms in Molly's charmset:
  • Breath of the Wicked City: 2 dots
  • Sun Denying Spite: 3 dots
  • All-Devouring Depths: 5 dots
  • World-Grinding Devastation: 5 dots


My opinion is that this is a Rule Zero situation.

For reference, this is one of Molly's designated armykillers

Note that World-Grinding Devastation and All-Devouring Depths both have Signature effect, suggesting that the author didnt intend that shintai being used to modify the world would be able to obsolete them.
What's the number have to do with the point I was making? It's a broad and deep ability that causes serious harm to the opposition in a way that causes them to respond with greater force at different angles. Iku is here with his army because of SCE.

You didn't address my point on Mab either. This sort of ability isn't unprecedented or particularly unfair, it just has different limits.

Maybe with the vampires, I wound need to check again, but it doesn't really change much. Garden variety vampires using only their native powers aren't exactly supposed to be peers to the exalted. An elder who's learned nothing else in their very long life is an idiot anyway.

We paid enough for two ancient sorcery spells, a hell customization point, and our signature choice for this. You can credibly threaten to end the planet with stuff like CCG, so I don't see this as out of line. Other solaroids get always active effects that break fundamental parts of the system for less. Which, as you've pointed out, we won't be able to avoid interacting with forever.

It's also limited use. We can only rely on it once an arc, and squishies make maximum nonsense hard to arrange.

This incidentally should sound familiar, because it's describing the same fundamental dynamic as mote tapping and alternative challenges presented on the topic of exalts being really hard to kill:

I'm tearing my hair out as a Storyteller, these fucking things are just too strong. How do I kill my players?
Well, first of all, go back to Chapter Ten and reread that bit about this being a power fantasy and it not being
your job to fuck it up. But if you want to throw some speedbumps in front of The Infinite Human Ginsu Ma- chine, Chosen of the Dawn, I strongly recommend the following options: 1) Target stuff he cares about rath- er than the Exalt directly, and which is less invincible than he is. Not only will this get the story moving in a hurry, but players love defending their Intimacies, and in the case of fighty Exalts, they usually get Essence for doing it, too. 2) Target his areas of non-expertise. Use poison gas, emotional manipulation, that sort of thing. An Exalt can usually smash a vampire with Potence and Celerity flat, but may have more trouble dealing with high Presence or Obfuscate. Mages can get a lot of mile- age out of indirect attacks and debuffs. 3) Shapeshifters are really scary once you get past the tornado-of-claws aspect. A lot of Gifts either just work, or else target Will- power, which Exalts can't usually buff. Losing a couple of turns running and defending because of True Fear is a good way to break up an otherwise-unassailable battle pattern and get the Essence exhaustion ball rolling. The Chosen often have counters to these things, but those are either an investment on their own, or rely on your Intimacies kicking in to save you, which is at least an interesting stress point.

It doesn't trivialize the setting because other people don't have to fight us in a white room and we have to pick when we're going to burn it. This situation is about optimal for expressing our hell, but we're not going to have a free range setup every time we want to do so, or be able to afford to use it at every opportunity that presents itself.

I don't really understand your argument about other charms either; we have something like four that make bakemono and most of them only have variations in function. RVD steals teleporting from BME. Our various difficulty reducers do the same thing at different costs and under different conditions, but stack on each other.

The kit isn't designed to have one optimal tool for each individual application, but variations that have different flavors to them to pick from and play against one another in your build.

It should also be highlighted that this isn't undefeatable even faced head on. Unlike many supernal effects you can block what we're doing or survive it by other means.

For example; the FCF doesn't have geological activity. It's a hemisphere with impossible metal pillars jutting through it, not a normal planet. We can't do volcanoes or anything not in theme with what we built.

People like Mab and her elite Winter monsters wouldn't give a shit about the stunt I'm proposing, and many other things we could pull, as a result.

We could use the lightning ring, but we also can't survive that without using TLF ourselves*.

This is where the other AoEs could come in. For use when Shintai is exhausted, when we're fighting someone immune to what we're capable of apply, or to double down if we really need the damage. Which would be a lot, but maximum power would require a cumulative 47+ exp and various build slots to pull once an arc if we wanted to go that way.

*Which is really another hidden cost of this tactic: environmental protection charms. It's not like we're immune to the thing by RaW after all.

WHWH is the buy in for passive protection against cold, which requires concessions in the hell build to leverage, and anything else is TLF.

Bringing the buy in to 27 exp, design considerations in our hell including a customization point, and our signature slot.
 
Is there any evidence that Fleshcrafting allows you to go above 5 on Appearance?
THere's absence of evidence.

V20 naturally assumes that your permanent attributes are hardcapped by your generation, so they don't write it on anything.

Exalted have no generation.

Does that mean limit is 5 or 10?
In my reading 5, since Exalts are limited to 5 for their normal, permanent attributes.
But I guess one can read it differently.
 
Is there any evidence that Fleshcrafting allows you to go above 5 on Appearance?
Because while I might have missed it, I do not recall that as a thing.
I asked about this previously. I was misunderstood (@DragonParadox thought I was talking about Lash), but I think the answer is still viable:
With proper support Lunars are absolutely terrifying. A lunar with friendly solaroids is far stronger than a lunar without. Especially a lunar with a crafter circlemate. Because suddenly all those finicky prodigies and temporary splendors? Are permanent. And then you the infernal makes a 5 dot horror arcana, and the lunar eats it and gains access to its form. And everyone has whatever the maximum fleshcrafting can grant to a person (which should be higher than 5, but probably not higher than 10 or so. @DragonParadox how high can you go with fleshcrafting? I mean, it's supposed to be able to make inhuman monsters, and there's nothing about "no higher than 5" in there, but it can get silly quickly with DC adjustment and dice adders).
Technically you can go up to 10, but anything over 5 looks unnatural, anything over 7 and I start looking at the rules for Delirium.

Does this include Appearance? Because you can fleshsculpt Appearance. Anyway, this is probably solvable with some additional stealth charms.

Anyway, this means that we can assume base 5 stats (possibly with base 7 dexterity and Appearance - those should be concealable), and base 10 for any combat where we are the aggressors. And, with a permanent WP point sacrficice, that's permanent, meaning it's on the character sheet. Meaning that excellency works off it. Then you throw in rage form, and coiled cobra strike, and probably some other charms, and you are making attack rolls that completely ignore armor (armor rending claw fist) and rolls 30+ dice for both attack and damage at at least -2 DC adjustment. Fairly sure that from ambust a lunar can kill almost anyone sans perfect defense.
Oh sorry I saw Tzmice on there and thought you meant to use the actual discipline they have. Yeah that charm works for appearance.

I was confused because Lash also has an ability that can make permanent improvements to people

So, I assume we can go up to 10 in Appearance.
That's another way yeah, but Animal Magnetism will get your Charisma and manipulation to 10 or higher, depending on what your DM caps attributes at.

EDIT: Not permanently, however, AM only lasts a scene.
If nothing else, QSF allows you to massively decrease XP cost of raising attributes. Designate one attribute as donor, drop it to 1 dot to increase other attributes in the same category, then raise it to 2, use QSF again, repeat as needed. Essentially, with QSF you only ever need to pay for 1 dot attribute purchases.
 
I'm not sure if you can even use the Fleshcrafting ability in particular to affect your own Appearance. The wording of the ability refers to targeting another entity, not yourself.
 
We paid enough for two ancient sorcery spells, a hell customization point, and our signature choice for this. You can credibly threaten to end the planet with stuff like CCG, so I don't see this as out of line. Other solaroids get always active effects that break fundamental parts of the system for less. Which, as you've pointed out, we won't be able to avoid interacting with forever.
IMO we could have bought our Hell for the story impact alone and it would have been fine.

It's in a sense the most broken Charm of them all, the ability to have a planet at your back.
Doesn't need a better Signature than -1 difficulty for stunts using the environment.
 
Storm Shintai 5 can spin up a hurricane on top of a city. If that city isn't built to cope with hurricanes or worse has a a topography that is vulnerable to flooding that could cause enormous damage.

More generally, my view is that DP made a mistake when he allowed the charm to have any mechanical effect whatsoever beyond the -1 DC. TO my mind, the charm allows you to superimpose the theme of your inner world on the local landscape to the degree that it makes your actions easier. It has no other mechanical impact on you or anyone else. Apart from that it just changes the aesthetics. It sets a dramatic scene, and that scene favours the Infernal in a small but significant way.

It's not freeform reality warping.
Yes, they can deal damage.
But they have no defense against an enemy that can say "the ground is now lava" or "we are now in a hurricane of hellish proportions with iron sand being flung at high subsonic speeds" or "the sun just rose".

Which was kinda my point.

If we make that interpretation, we are essentially requiring either Exalted-tier shaping/environmental defenses on entire categories of significant enemies that dont have them to make them anything other than scenery, or the QM now has to invest effort in cooking up entirely new tiers of enemies.



I think that it was fair, and fun, and appropriate for King and the Kingdom's Signature effect to synergize with Lord of the Land to give reality warping. But that there are reasonable limits to the charm's effects that we shouldnt be pushing beyond.
Thats where Rule Zero comes into play. Or should, anyway.

Judgement calls.
🤷
 
Yes, they can deal damage.
But they have no defense against an enemy that can say "the ground is now lava" or "we are now in a hurricane of hellish proportions with iron sand being flung at high subsonic speeds" or "the sun just rose".

Which was kinda my point.

If we make that interpretation, we are essentially requiring either Exalted-tier shaping/environmental defenses on entire categories of significant enemies that dont have them to make them anything other than scenery, or the QM now has to invest effort in cooking up entirely new tiers of enemies.



I think that it was fair, and fun, and appropriate for King and the Kingdom's Signature effect to synergize with Lord of the Land to give reality warping. But that there are reasonable limits to the charm's effects that we shouldnt be pushing beyond.
Thats where Rule Zero comes into play. Or should, anyway.

Judgement calls.
🤷
Hmm sucks if we can't have this kind of bullshit I feel its part of exalted to just roughshod through almost everything eventually though right? One really shouldn't be playing exalted with fairness in mind there are eventual worldwide affects and stuff if you git gud enough.
 
I think that it was fair, and fun, and appropriate for King and the Kingdom's Signature effect to synergize with Lord of the Land to give reality warping. But that there are reasonable limits to the charm's effects that we shouldnt be pushing beyond.
Thats where Rule Zero comes into play. Or should, anyway.

Judgement calls.

I think that it s fair enough that the synergy allows the Infernal to make dynamic changes to the environment - those effects however, should be limited to how the -1 DC adjustment is manifested. It means that the Infernal can stunt it as calling up a wind to steer their bullets on target, or that there's a fog in the air that helps them hide.

I think the effect is meant to produce a cosmetic overlay on the environment. It's like a sepia filter, or making the colours super-saturated, or a dramatic crack of thunder to herald the fight. It's about having dramatic scenery for the boss battle to make it more cinematic and over the top. Lord of the Land just means you have more diversity in how you can change what those aesthetics are into having the land actively help you rather than passively do so.

To my mind it's like trying to use Exalted stunts to do the same thing, stunting the sun rising mid combat with vampires to kill them.

Anyway, we'll just have to differ on this.
 
So, trying to recover from my ebarrasment in how I misunderstood what Fleshcrafting does.

This requires a lunar to also have a circlemate who can make 5 dot horror arcana, and to have Blood and Ash Banquet charm which allows a lunar to eat undead and get their forms. You also want anima control merit, so you are not forced to abandon your form.

So, 5 dot horror arcana.
Strength 7 (2+5)
Dexterity 7 (2+5)
Stamina 7 (2 +2 + 3 from freebie points)

Appearance 0
Manipulation 0
Charisma 0

Intelligence 2
Perception 3
Wits 3
Horrors are an intensely limited form of Arcana in many respects. Their secondary
category of Attributes can never have a rating higher than 3, while their tertiary category can
never have a rating higher than 2. Their Mental and Social Attributes always begin at 0,
regardless of their dot rating. All Social Attribute dots may be traded in for an extra Arcana
Feature, if desired. Horrors with Intelligence 0 are effectively feral, hungry animals who can
only understand and obey their master's commands. Horrors with intelligence 1 have enough
basic cunning to obey their master's commands and navigate the world with enough self-
awareness to hide themselves from scrutiny whenever possible, and may follow complex
instructions from their master, but are otherwise exhibit very few of the qualities associated with
higher intelligence. It's not that they don't understand the world as other Arcana do, it's just that
they don't care about anything but obeying the master and perhaps feeding on living flesh.
On the other hand, all horrors can soak lethal damage, reduce all wound penalties by two points
(and do not suffer wound penalties at all from bashing damage), cannot be knocked out by
marking bashing damage in their Incapacitated health box, and get an extra Arcana Feature
above and beyond what would normally be indicated for their dot rating.
Horrors generally look like exactly what they are: corpses mutilated and combined into a rotting
war machine.
The Arcana gains three additional dots of Physical Attributes, which may
increase its traits to 6. Taking this Feature a second time provides only two bonus dots, but raises
the permitted cap to 7.
The Arcana has been reinforced with armored plates. It rolls three extra dice
to soak damage.
The Arcana's body is made of tougher stuff than others of its kind. If the
Arcana could normally only soak bashing damage, it can now also soak lethal damage. If the
Arcana could normally soak lethal damage, it can now also soak aggravated damage at difficulty
8.
Perhaps the Arcana has inhuman legs. Perhaps it is a dozen torsos stitched together and
speeding along on a dozen sets of arms. Perhaps it is propelled by an elemental wind. Whatever
the case, its movement speed and is doubled, or tripled if this Feature is taken twice.
The Arcana's body is incorporates some sort of deadly weaponry such
as metal fists, claws, fangs, horns, or sharpened bone protrusions. Her Brawl attacks inflict
Strength + 1 lethal damage.
The Arcana has some sort of deadly attack build into it, usually through Integrated
Weapons, and that attack is envenomed, inflicting +2 base damage if it is possible for the target
to be poisoned. If the Arcana lacks such a weapon, then it has some sort of integrated poison
delivery system such as a small needle somewhere on its body, and must lock in a grapple to
deliver it. Venom delivered in this fashion inflicts one level of lethal damage per turn of
continued injection.
When the Arcana is slain, the spark of Essence within it tries to surge back to life.
Roll its Arcana rating against difficulty 6. On a success, the Arcana returns to life a few minutes,
hours, or days later and permanently reduces its rating by one dot. If this reduces the Arcana to a
rating of zero, then it will unavoidably fall dead again, this time for good, at the end of the
current story.
Whether due to wings, magical levitation, or bladders full of rotten gasses, the Arcana
is capable of flight at its normal movement speed.
The Arcana is slowly decaying or degrading. The Arcana ages rapidly, and it may experience
progressive neurological decay (or whatever the equivalent to that would be for a creature made
of stone). If it's a horror, then it hasn't been outfitted with preservatives to keep it from rotting
away over time. If the Arcana has only a few years to live, this Flaw is worth three points. If the
Arcana only has a few months, it's worth four. Add an extra point to the value if, at the end of
each story, the Arcana must make a Stamina roll against difficulty 9, with failure indicating that
it permanently loses an Attribute dot selected by the Storyteller. Subtract a point from the value
of this Flaw if an Exalt can treat the Arcana with an entire week of dedicated "tuning" once per
story to hold its decay in abeyance for the duration of that story.
The Arcana has either a highly specific need that must periodically be met for it to remain alive
and animate. It must either be fed a very specific substance, ritually recharged with magic from a
Dragon Nest by one of the Chosen, or recharged with a highly specific fuel or power source.
Each time its dependence period goes by and the Arcana is left unsatisfied, it suffers one level of
aggravated damage that cannot be healed by any means until the dependence is satisfied. The
value of this Flaw depends on how often the Arcana needs to be fed or recharged: One point for
every month, two points for every two weeks, three points for every week, three points for every
three days, or five points for daily.

Lunar works Fleshcrafting on this thing, bringing its Appearance to 10. Then she kills it, taking its form. She now has 7 Dex, 7 Con, 7 Str form. The form can soak agg. damage in this form. She deals Strength + 2 lethal damage that also inflicts poison on target.

So, how much would she be rolling with this form?

Attack roll would be (for Coiled Cobra Stance use) 7*2+5+5 (assume Brawl 5)=24 dice. That's 15.8 succeses. So 14 bonus dice to damage roll.

Damage is strength*2 +2 +5 from excellency + 14 from bonus attack dice=7*2+2+5+14=14+2+5+14=35 damage dice. That's 23 damage. That's per turn.

Soak is 7+5+3=15 dice. Can soak agg.


Yeah, with circle support even a 1 dot combat oriented lunar is a monster.
 
IMO we could have bought our Hell for the story impact alone and it would have been fine.

It's in a sense the most broken Charm of them all, the ability to have a planet at your back.
Doesn't need a better Signature than -1 difficulty for stunts using the environment.
It is pretty awesome, but I don't agree that the investment in this is irrelevant.

Power spent here was power we couldn't spend other places, and all of it is highly conditional and expensive in play on top of it.

Infernals play loophole bingo to unlock unlimited cosmic power. This is a particularly good alignment of loopholes, giving great power in a specific situation that we have to arrange and then pay to use.

Changing it after we made expensive decisions on that basis for the sake mechanically and narratively inaccurate claims about the situation would have a significant cost and impact on the story as we interact with people who aren't reliant on mooks we'd fry anyway to push an agenda.

@uju32 's position here on matching the setting and application of the rules applied consistently rather than to prune things he doesn't like would cut our kit to the bone:

- The ancient sorcery houserule is literally overriding key aspects of the base setting.

- RVD isn't intended to be a teleport charm.

- Thousand Hells doesn't do anything at all except give you what are effectively dream quests.

- CCC is written for escaping other people, using it on yourself is exactly the same sort of technicality we're talking about here.

- Technically excellency doesn't have a crafting special rule, so you can't make anything that takes more than minutes/essence level without spending an absurd number of motes.

And so on.

It seems pretty clear and perfectly reasonable that these applications are an expected part of the legalese games infernals are supposed to play for power, the assumption made to make aspects of the game usable, and the reasonable inference of consequences we use to identify technicalities everywhere else.
 
Adhoc vote count started by Goldfish on Dec 12, 2023 at 4:46 PM, finished with 102 posts and 16 votes.

  • [X] Plan Elsa Ain't Nothing
    -[X] Cut off the head and the body will wither to fall upon and carve into the central mass
    -[X] MiM the minions when enough of the collective dies to qualify.
    -[X] [Stunt] Letting loose a peal of laughter that rang like thunder, Molly unfurled Dark Sun and took to the sky. "Oh honey, let me show you yours"
    —[X] In something less like change and more like suddenly noticing what was already there the sky directly above turned the grasping black of the deep wastes, dark like nothing on earth could be.
    —[X] Below, where once there was a lake rested a mighty river. In its depths streams of glowing dust spread, like ink spilled into a full glass.
    —[X] As each servitor fell to the deadly cold it seemed to drink something absolutely essential from them, a pulse running along the nearest streams of light. Though they looked no different in death, there was something unquantifiably less about them.
    [X] Cut off the head and the body will wither to fall upon and carve into the central mass
    [X] Plan Thanos
    -[X] Cut off the head and the body will wither to fall upon and carve into the central mass
    --[X] Detail: Strike and move, taking advantage of your mobility to make it more difficult for the tentacles and mooks as much as possible, and your shield to parry whats left
    --[X] Action 1: Parry
    --[X] Action 2: Attack
    --[X] Action 3: Full Move
    --[X] Contingency: EIPP to trigger at need
    -[X]STUNT: You conceal any concern behind an unimpressed facade as you stare up at the looming bulk of the god-monster, taking count of the swarming humanoids among the heads and tentacles. Then your feet leave the water as you take flight, Dark Sun unfolding in your off-hand even as the freezing rain and wind intensifies, sleet beginning to fall as well. You open your mouth, voice pitched to carry."So you make....constructs of the remains of your mortal victims, and you expect anyone to be impressed?" You shake your head visibly. "Thats just sad." Then you move.
    [X] As with an iceberg the true heart of Iku Turso is beneath the water he has invaded
    [X] Plan freeze the earth
    -[X] Cut off the head and the body will wither to fall upon and carve into the central mass
    -[X] Use the power of your shintai form to freeze the seas by using the ice and snow that surrounds your kingdom, it will block the soldiers effort to reach you and block Iku turso so it wont reach you
    -[X] Stunt: With her power, the dreadfull majesty commanded the icy breath of her kingdom, summoning the ice land that surrounds it. The sky turned dark, the water froze and her enemies were impaired with a storm that never ends. And as the thunder of justice itself, she fell from the skies to kill the heretic beast that doesnt belong to her world, the monster who called itself a god.
 
Frankly I find it highly annoying that this is coming up now and not when we talked extensively about applications of the charm.

My position here shouldn't be a surprise, it's what I argued when we bought it.

I have the quotes to demonstrate that the only reason we didn't do something like this the first time we used it was that we had mortals in the plane with us.There wasn't a peep of an objection to the idea that it was possible then.

How is it that we can spend all this exp under one frequently discussed understanding of what a charm does, get rulings that outline further details of the concept but don't contradict it, and then only get objections when we go to use what we just got?
 
The environmental effects we can pull into reality are also not exactly the kind of thing we can use effectively in anything but a few specific situations, given Molly's morality and desire not to indiscriminately damage her surroundings.

Namely, when we're outnumbered by mooks and alone, or when we don't care about the damage we do to everything and everyone around us.

Not to mention most bosses wouldn't be taken down by just the cold (while our mortal allies certainly would), with this one case being workable only because we're trying to freeze it in the lake it's already in. And trying to use lightning plasma from our Hell is gonna be bad for friendly fire, even with Lord of the Land to try and mitigate it. It's still lightning plasma, after all. The shockwave and blinding light would be indiscriminate, and who knows how well we can control the direct effects while in a fight for our lives.
 
This really should have been a discussion that preceded buying the charm, not something happening right as an outsider godling decides to come at Molly while supported by an undetermined amount of undead thralls.
 
This really should have been a discussion that preceded buying the charm, not something happening right as an outsider godling decides to come at Molly while supported by an undetermined amount of undead thralls.
That's the thing; it was. We talked about exactly these sorts of applications when we picked the signature.

We even had a vote where we had to decide if it was going to permanently add any terrain features we summoned to reality whenever we turned it on after buying it but before using it.

With examples like deadly jungles, mountains reshaped into temples to our glory, and other fun bits of litter being left in our wake.

We got a direct warning about the dirt being being full of aliens if we went for it and everything:

Oh yeah, that dirt will have literal aliens in it, microscopic ones at the very least, on the other hand if you get enough of it and you will have things like this in it:


Going from speculating on if our actual dirt might accidentally screw up the ecosystem to this is what's giving me whiplash.
 
[X] Plan Elsa Ain't Nothing

[X] Cut off the head and the body will wither to fall upon and carve into the central mass
 
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