Green Flame Rising (Exalted vs Dresden Files)

We did not promise to take him on our adventures.
This is not an adventure we are making an attempt at getting his girlfriend her dad's dogs. He wants to have a nice weekend in Wales with his girlfriend there comes a point where you just deny your brother enough where you're just being a dick. If we cannot go to a church in Wales with dogs that through their lot in with the church and the saint we can't go anywhere without expecting a fight.

Yeah sorry brother your girlfriend paid for the tickets but you can't come on this trip to the UK home of the white council.
 
[X] Daniel tried and he struck out, that's on him now

Eh. I just don't want to pick a fight with Charity. And don't see this as very significant.
 
We see the setting through the eyes of a baby wizard who is still missing fundamental information about how the setting works.

See how he only discovered that the Sight has precog functions in Small Favor, when he was in his 30s.
Or how he only realized that the Outer Gates were a real, physical place, with Gatekeeper being a literal position, when he came back from the dead in Cold Days.

Im not saying such a merit, as mechanically ree
I am asserting that something similar exists, whether its an internal edict, a declaration of the White God, or even Uriel specifically paying hostile attention to factions that tread that line
I just don't see a reason for it; there are limits to the amount of ignorance we can assign to Harry. The sight is a profound and complicated ability that's difficult to practice with because every use has consequences. The Outer Gates and their guards don't exactly advertise unless it benefits them to do so.

We see IC repeatedly that the wizards have an almost unique flexibility that they use as a substitute for their lack of innate powers. They're all about being magical Batman, though usually the toolbelt changes from foci to freeform casting as they get older.

It fits dramatically better for the wizards to address problems like bad luck shaping effects the same way they deal with almost all of their problems. The first time it's encountered someone has a really shit time and the survivors/people aware of what happened science the shit out of it.

Next time someone tries it the practitioner in question pulls a trick out of their pointed hat to counter it, and if it keeps happening they all start doing it.

You can't one neat trick wizards to death because they're the champions of picking apart weird nonsense to exploit it. They'll build an item to block it, cast a spell that drains the power away to use in some esoteric project, or trade with spirits to arrange the worst day of your life before attacking from surprise. Then if all that fails they'll start getting mean about it.

They do need the help of their allies, but no more than any other faction does. There's a reason the ramps want them gone and put so much effort into fuckery to make it happen. A DF wizard isn't a baby demiurge like a WoD mage, but given some space to work with they're something special.

You were talking about casualties in the war earlier, but consider what it means that the red court with its millions of subjects* spent years at war and needed surprises attacks on hospitals to kill less than 200 people. That people with millennia of experience invested wartime resources into a strategic ritual strong enough to wipe out an entire species all across the globe as an assassination attempt on a guy in his (late) third century.

A guy who's ranked #7 on the wizard power scale by the way**. He's "just" focused on combat stuff more than anything else.

They did manage to kill senior council members, but it was always a serious effort often requiring betrayal to even get off the ground. We don't see a lot of what the wizards get up to beyond Harry's sight, and most of what we do see happens when they're caught in the worst possible conditions for their way of doing business. If we're going to talk about offscreen implications of abilities I think it's worth accounting for what all this suggests about what it's like to play games with the concentrated abilities of the strongest mortal magic users outside of those scenarios.

I certainly wouldn't bet on beating the wizards by investing in something solvable with magical research.

* Reds, half-reds, human slaves, and subverted nations.

** cite
 
In fairness,

1. He will probably go on his own adventure like he almost did with Lydia
2. He does want to spend time with Lydia, even if that ends up with Molly third wheeling and Olivia 4th Wheeling.
3. He does not become any less of a target, if we give him the Sword.

That said, I am torn on using IDU on him as you have rightfully pointed out that MIS is a limiting factor.
He gets to spend time with Lydia at will in Chicago.
This isnt a one-time thing. Not going to Wales now isnt the end of the world.

There's a difference between being a mortal agent, and tagging along with the war party that just raided Yomi Wan.
The threat profiles are very different.
This is not an adventure we are making an attempt at getting his girlfriend her dad's dogs. He wants to have a nice weekend in Wales with his girlfriend there comes a point where you just deny your brother enough where you're just being a dick. If we cannot go to a church in Wales with dogs that through their lot in with the church and the saint we can't go anywhere without expecting a fight.

Yeah sorry brother your girlfriend paid for the tickets but you can't come on this trip to the UK home of the white council.
Daniel Carpenter is NOT our son.
Molly is his big sister, not his mother and not his father. We do not have parental authority over him, nor is it our duty to oversee his welfare. Undermining the people responsible for that does neither him nor them nor us any favors.

Charity, for all her issues, has consented to him going to Sanctuary to train with people there.
She has not interfered or gotten in the way of his relationship with Lydia either.
The woman has been flexible even for a normal parent, let alone a woman with her history

It was his job to convince her and her husband Michael that he'd both be safe and responsible off in another country.
He didnt. C'est la vie. Better luck next time. That puts her squarely in the same company as most normal parents who would not have their minor child travel abroad with no adult supervision, just a bunch of teens.

It speaks to a peculiar entitlement where you think that being told no for an impromptu international trip as a minor with no adult supervision is supposed to be being a dick.
Its a privilege, not an entitlement.

And I have no interest in picking a fight with Charity over something quite so trivial.
 
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I kinda wanted a girls weekend though? Molly needs to do something fun and that isn't dragging her brother around to play wingwoman for her circle mate and her too honorable younger brother.


[X] Daniel tried and he struck out, that's on him now
 
[X] Daniel tried and he struck out, that's on him now

Eh. I just don't want to pick a fight with Charity. And don't see this as very significant.
It's not picking a fight with Charity he's our brother Lydia already bought him a ticket and she's his girlfriend he's not at all wrong someone to come. If charity has a problem with it then she should say what it actually is because we're not expecting a fight we're going to a church in fucking Wales. If no other reason would literally taking his girlfriend out of the country on the weekend when they could and probably should be having dates.
 
He

Daniel Carpenter is NOT our son.
Molly is his big sister, not his mother and not his father. We do not have parental authority over him, nor is it our duty to oversee his welfare. Undermining the people responsible for that does neither him nor them nor us any favors.

Charity, for all her issues, has consented to him going to Sanctuary to train with people there.
She has not interfered or gotten in the way of his relationship with Lydia either.
The woman has been flexible even for a normal parent, let alone a woman with her history

It was his job to convince her and her husband Michael that he'd both be safe and responsible off in another country.
He didnt. C'est la vie. Better luck next time. That puts her squarely in the same company as most normal parents who would not have their minor child travel abroad with no adult supervision, just a bunch of teens.

It speaks to a peculiar entitlement where you think that being told no for an impromptu international trip as a minor with no adult supervision is supposed to be being a dick.
Its a privilege, not an entitlement.

And I have no interest in picking a fight with Charity over something quite so trivial.
Okay we're his older sister we're not his caretaker we're supposed to have his back. He wants to come on a supposedly safe I'm not going to say it's definitely going to be safe but it's supposedly safe trip with his girlfriend he's not wrong to want to do that and unless Molly is a complete fucking hypocrite and I just didn't notice she's not going to leave her brother to his fate and not even try to voice an opinion in his favor it's just really shitty sibling Behavior. Especially when you're taking the siblings girlfriend or boyfriend out on the weekend the only time he definitely has time to interact with her romantically.
 
I kinda wanted a girls weekend though? Molly needs to do something fun and that isn't dragging her brother around to play wingwoman for her circle mate and her too honorable younger brother.


[X] Daniel tried and he struck out, that's on him now
Was the last girls weekend not enough? We literally bombed a hell just the three of them and a chauffeur. Was the last weekend not enough?
 
We are waiting for him to finish studying a style of martial arts he chose from our world. We promise that after that we will give that Kakuri sword that we got to him and take him on our adventures. We just didn't promise use Inner Darkness Unleash with him because at the time we didn't have that charm, but we'll definitely use it on him when the time comes.
Parents might not like that, not worth the social complications. Especially because even a low impact build requires Daniel become our servant to get MiS benefits for Po control. I vastly prefer an empowered splendor that does the same thing without pressing buttons like that.

I have a build in mind, though it needs refurbished to account for new information and abilities:


Form of Imminent Violence (1 pt. Form Element)
The Splendor takes the form of a weapon. It has the traits of a Melee weapon such as a sword or mace, or an archaic ranged weapon such as a bow. The Splendor must also have a one-point Form Element with some sort of character to it.
If the Splendor is aligned with the elemental power of air, this weapon produces a great thunderclap and burst of air when swung. Anyone struck by it who suffers more levels of damage than their Dexterity rating is knocked prone.
If the Splendor is aligned with the elemental power of Earth, this weapon is one which inflicts bashing damage. It inflicts one die of bashing damage more than would be normal for a weapon of its type.
If the Splendor is aligned with the elemental power of fire, this weapon burns red-hot when swung and its damage is considered to be fire damage.
If the Splendor is aligned with the elemental power of water, this weapon is always something flexible and graceful, like a whip or thin-bladed sword. The difficulty to parry or dodge its attacks increases by one.
If the Splendor is aligned with the elemental power of wood, this weapon is always something with a substantial amount of wood in its construction. The difficulty to parry attacks with it decreases by one.
If the Splendor is aligned with the feral, primitive, and bestial, this increases the difficulty of rolls to attack with it by one, but lowers the difficulty of damage rolls made with it by one.
If the Splendor is aligned with the power of death, this weapon inflicts aggravated damage to ghosts.
If the Splendor is aligned with the power of the Dreaming, this weapon may, at its user's discretion, inflict chimerical rather than real damage (see C20).
If the Splendor is aligned with the power of the Spirit World, this weapon inflicts aggravated damage to spirits.
Form of Dreams and Nightmares (1 pt. Form Element)
The Splendor takes the form of something that is evocative of the fantastic. It might be a child's toy, a brightly-decorated banner, a monster or carnival mask, or a treasure chest. It might be a kaleidoscope, or a bundle of bright balloons. This Element defines the Splendor's physical form and gives it a character, and that character is aligned with the power of the Dreaming. Other Elements may draw upon this fact.
The Splendor stands out as a powerful work of magic when seen with chimerical eyes or mystic scrutiny, but it seems nigh-impossible to credit it with any specific significance if observed with purely mundane senses. Even when presented with compelling evidence that there's something weird about the object, anyone who hasn't made a magical survey of the Splendor must make a Willpower roll against difficulty (4 + Splendor's rating) to accept such a conclusion.
As an Adornment, it raises the difficulty to affect the user with hostile works of Glamour by one. As the basis for a Fascination, it may have one minor impossible feature such as floating in defiance of gravity, reflecting people's true selves when looked into, or aging backwards in time.

Invincible Assertion (3 pt. Root Element)
This Splendor defines a rigid certainty and imposes it upon existence.
When used in an Adornment, define a specific roll of (Attribute) + (Ability) and a specialty that it falls under. When the user makes such a roll, she cannot botch and cannot fail regardless of the difficulty. No matter what, she always generates at least one success. If this roll is opposed by another character, Invincible Assertion instead adds two bonus successes.
When used in a Fascination, define a specific roll of (Attribute) + (Ability) and a specialty that it falls under. Under circumstances defined by the Splendor, such rolls cannot fail in its presence, and always generate at least one success. If such a roll is opposed, it adds two bonus successes.
This Element may be incorporated into a Splendor more than once.
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.
Mystic Fortification (1 pt. Mystic Element)
One of the Splendor's snares or benefits is particularly wicked or potent. Modify one roll associated with the Splendor by increasing or decreasing its difficulty by two, or modify one value associated with activating or resisting its effects (such as the number of points of Willpower that must be spent to shake off a Beautiful Lie) by two


5 dot upgrade:

Soul Snare (3 pt. Root Element)
The Splendor captures souls. It may hold a number of souls equal to its rating. Captured soul of potent supernatural beings may later be fashioned into Prodigies or used in Splendor-crafting. Lesser souls might be bartered to beings interested in them, or used as display pieces.
To use Soul Snare as an Adornment, the Splendor must also have Form of Imminent Violence. The soul of anyone slain by the Splendor is drawn into it.
As a Fascination, Soul Snare either indiscriminately absorbs the soul of anyone who dies in its vicinity, or may be designed to exercise discretion and only capture certain departing souls. If combined with the Form of Dust and Ash, anyone who dies while interacting with the Splendor whose soul is not trapped by it is guaranteed to linger in the Underworld as a wraith. Coupled with Form of Dust and Ash and a location-type Form such as Form of the Hearth, this fate befalls anyone who dies in the Splendor's area of effect

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 Arcana can project its thoughts into the minds of other nearby people to communicate with them. It can communicate with its master across up to (Arcana rating x 100 miles) of distance. By spending a point of Willpower, it can also receive communications from someone… or, to put it another way, it actively reads their surface thoughts for the rest of the scene. The target can always sense this, and can shut the Arcana out by spending a point of Willpower.
Expertise: The Arcana gains seven additional dots of Abilities, which may be used to raise them above three dots. Taking this Feature additional times provides only five bonus dots
Superior Mind: The Arcana gains three additional dots of Mental 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.
X2
Divine Favor: The Arcana gains a Favored Ability, which may be raised as high as 6 dots. Increasing the Arcana's Favored Ability only costs one freebie point per dot.
Assigned such that in combination with the base dots the sword-emanation has Perception 7, Intelligence 7, Occult 6, Awareness 5, Brawl 5.


Add divination path at the highest level available with freebies.

Flaws:

Conditional Magic (1 to 6-pt. Merit or Flaw)
There is one thing in the world that is a great boon, or bane, to your character's magic. Perhaps her spells work particularly well against men, or on Tuesdays, or just after a storm, or on people dressed all in black. Maybe she's powerless to affect those who are or who bear that certain thing, such as her magic being unable to affect Christians or those who carry a piece of rowan and red thread. It may be that a certain individual gave her power over them, or perhaps it is utterly proof against her magic due to an oath she swore or spells that were placed on her.

The conditions that affect your magic may be common, uncommon or rare, and the value of this Merit or Flaw depends on the rarity of the condition. The base costs listed here assume that you have a difficulty modifier of three on all Arete rolls under the given conditions. You may adjust the difficulty by one for every point more or less you devote to the Trait.

Points Condition

1 point Unique: The Sword of Roland, the Matriarch of the MECHA construct, Leap Year.

2 points Scarce as hen's teeth: Current or former members of the Council of Nine, your former Mentors, once in a blue moon.

3 points Rare, but not unheard of: loadstones, Swedish royalty, werewolves, rowan and red thread, the holy days of the archangels.

4 points Special order: virgins, middle eastern eye-bead charms, any member of Iteration X, during a thunderstorm.

5 points Available without much trouble: cold iron, silver, Christians, any member of the Traditions, a windy day, holy ground.

6 points Common as dirt: men, anyone who's ever been baptized, the color purple, under cloud cover, Tuesdays.
6 dots, all magical abilities are limited to being used in ways that connect to the wielder of the sword.

Short (1-pt. Flaw)
A character with this Flaw is four and a half feet tall or less. The character may have trouble reaching objects on shelves, and he is certainly noticeable. Such a character runs at half the normal speed

Speed doesn't matter for our purposes here, and this doesn't debuff anything else.

Merits:

1 dot:
Ability Aptitude (1-pt. Merit)
For every human ability, there are those who have a natural flair for it. Within your character's specific Aptitude, reduce all difficulties by two. A natural linguist picks up languages easily, speaking without any trace of accent, and a crack driver can perform phenomenal car tricks with ease.

This Aptitude functions for one Ability, but it can be taken multiple times for a character who's a natural with, say, computers and technology.

Special or combat Abilities, such as Do, should never have an Ability Aptitude associated with them.
X2 - Awareness and Occult

Common Sense You have a significant amount of practical, everyday wisdom. Whenever the character is about to act in a way contrary to common sense, the Storyteller can make suggestions or warnings about the implications of said action. This is a very useful Merit to give to beginning players unfamiliar with the game.

Magic Sensitivity You have a supernatural gift that allows you to know if any magic is in use or has been used recently within a 10-footradius of yourself. This includes all supernatural Disciplines as well. How much you know about the magic depends upon the number of successes you roll using your Perception + Occult (difficulty 8).

Lightning Calculator (1-pt. Merit)
Your character can perform complex mathematical equations in her head instantly with little error at the speed of a computer. You as a player can use a calculator during play at any time, even when your character is fleeing for her life.


2 dots:

Mystic Ability For some reason, you have visions. The visions are not necessarily precognitive, but like precognition, the visions occur outside your control. You may make yourself more sensitive to them through ascetic practice, but you can never consciously induce a vision. Then again, you may have a visions as you are walking down the street minding your own business. Unlike Precognition, the visions are always steeped in symbolism, and they apply only to your own unlife. The particulars of how and when this Merit works are left to the Storyteller. (PGS)


3 dots:
Oracular Ability (3-pt. Merit)
No, your mage is not one of the mystic Master mages living in an ivory tower in the Deep Umbra. Neither is she a software company. What she is, is an ordinary mage with a flair for divination and glimpses into the past, present and future. Whenever the Storyteller feels you are in the position to see a sign or portent, you may make a Perception + Awareness roll, with the difficulty relative to how well the omen is concealed. If successful, you may then roll Intelligence + Occult to interpret what you have seen, the difficulty is relative to the complexity of what you have seen. Your difficulty for all divination with magic (generally with Time) reduces by two.

4 dots:
Precognition You have the ability to perceive events before they happen. This ability is not under your control. The premonitions come to you when you least expect them. The focus of the premonitions is not under your control either. This ability can greatly impact the story, and the exact nature of the effects is left up to the Storyteller. This merit should not be used ot cause problems in the game, but to intensify the experience through additional drama. (PGS)
source

Once a night black blade of imperfection sharpened to a lethal point, under the hand of the first Green Sun Princess of the new age Certiorari has become something more.

Shot through the blade in what appears to be cracks of impossibly bright silver, runes lay down a new order of the world.

Rather than making whole what was broken, the sword exalts its flaws and raises them up as the true way of things; a monopole forcing its way into existence and asserting supremacy over all alternatives.

Within the alien constellations of the blade a living emanation of the order to come stirs to wakefulness, watching the world that is in an echo of the sovereignty that formed it.

In the hands of a chosen wielder Certiorari empowers, protects, and guides in accordance with its true nature - Surety from an age yet to be infringing on the one yet to pass.
With the blade of conviction at hand, the wielder is sheltered under its unyielding purpose. No magic may touch their mind, for it simply lacks the authority to change their purpose regardless of power.

When acting on opposition to the world the sword cannot guarantee success against all opposition, but it can ward off any true failure regardless of difficulty.

These are just the most obvious and least important of its powers however.

In the image of its creator, Certiorari's greatest strength is in its eyes.

Using its privileged position partially outside of time and the laws of the current age, the spirit in the blade may peer out at the world and trace the connections of its wielder through it.

With inhuman precision it constantly monitors the present moment, and tries to guide its wielder to the best place they can be to accomplish their goals, collecting whatever information it can to inform its decision.

Due to its position, the spirit also has the ability to see glimpses of the future and the context of the world at large, though only ever as their related to the wielder and their interests.

With its inhuman intellect all of this information is used to support the goals of the wielder. Avoiding what they cannot fight, fighting what they cannot avoid, and striving to find the exact right spot to make the greatest possible impact.

Instead of giving him that sword unmodified we use it to build something like a sword of the cross, though obviously less powerful because we don't have a Celestine to stick in it like the white god did.

Daniel is currently learning how to use martial arts which make him dramatically better when working with others. So I'm envisioning something like being put in charge of a squad. His abilities and the support of the weapon spirit would let them pop up in the best possible place at the best possible time to tip the balance instead of trying to rebuild a mortal to outmuscle major monsters.
 
He gets to spend time with Lydia at will in Chicago.
This isnt a one-time thing. Not going to Wales now isnt the end of the world.

There's a difference between being a mortal agent, and tagging along with the war party that just raided Yomi Wan.
The threat profiles are very different.
I am talking in general not for this specific instance, which I believe he should come on.

I could reason why he should come now, but I do not want to get into a debate on that so i voted and am leaving it at that.
 
Okay we're his older sister we're not his caretaker we're supposed to have his back. He wants to come on a supposedly safe I'm not going to say it's definitely going to be safe but it's supposedly safe trip with his girlfriend he's not wrong to want to do that and unless Molly is a complete fucking hypocrite and I just didn't notice she's not going to leave her brother to his fate and not even try to voice an opinion in his favor it's just really shitty sibling Behavior. Especially when you're taking the siblings girlfriend or boyfriend out on the weekend the only time he definitely has time to interact with her romantically.
Having your brother's back is not the same thing as abetting every thing he wants.
Just like he didnt do it for us back when Molly was clashing head on with Charity. Siblings pick their battles.
Molly should save her chips for more important matters.


This is the same goddamn warparty that just came back from Hell.
People will not look at it and think "ooh, what charming young people", the reaction is going to be more along the lines of "Oh what fresh hell is this."

Hypocrite? I dont see your point?
Do you think Charity was happy about Molly going to Yomi Wan despite herself having been to Arctis Tor? Or that Michael was despite himself having been to the Outer Gates?


Again, I find it peculiar that you think its a right to go on an international trip to Wales.
Most normal parents would demur under these circumstances. You have unreasonable expectations of the freedoms that should be extended to minor children. Especially since its setting a precedent for the younger siblings.

My opinion.
 
We aren't expecting violence but then we weren't expecting any when we went to Boston either.

Look at how that turned out.
 
We should have just let them go on his trip if this is how we're going to treat him. I thought it was catalyzed into something but if this is how people are just going to be talking about them as a muggle not someone who can come along on a trip with his girlfriend we should have just let him go on his fucking trip to the never never because obviously he was never going to be respected as a mortal.
 
A DF wizard isn't a baby demiurge like a WoD mage, but given some space to work with they're something special.
Considering Demonreach they should be able to ape it good enough within the confines of their Towers. It's one of the Harry's problems that he doesn't own his place. Wizards who get to actually own a house and have the time to work on it are more or less unassailable without ridiculous investment of resources.
 
Considering Demonreach they should be able to ape it good enough within the confines of their Towers. It's one of the Harry's problems that he doesn't own his place. Wizards who get to actually own a house and have the time to work on it are more or less unassailable without ridiculous investment of resources.
My point is about base mechanics. Merlin did what he did by figuring out how the universe worked and then leveraging that knowledge to make things happen. A mage would do it by asserting how they want to make the world work and then forcing the issue.
 
And let him get killed or screwed over by a Fey or something? You aren't thinking clearly.
Or claim whatever power that Gawain, Roland, Charlemagne, Zhaoshi, Siegfried, Beowulf any number of wizards and heroes of ancient past also had it was a trip to find something. If we're just going to just fucking ignore him why shouldn't he have just gone on the trip. To not even put in a word in his favor for a trip with his girlfriend is such a shitty thing to me and it just blows my mind that people think having a conversation is going to be too much trouble. Blowing up the hell not too much trouble, stopping an economic collapse not too much trouble, crafting a prodigy with rare ingredients for the being at the bottom of a outside portal not too much trouble, electing a new Leige Lord of fucking Vegas not too much trouble, can't say a word to her mom for her brother though too far.
 
If we're just going to just fucking ignore him why shouldn't he have just gone on the trip
Because he more than likely would have gotten eaten or killed and as his sister we don't want that to happen??? What do you think happens to the vast majority of completely mundane people who go into the NN in search of power? Fey, demons, vampires and the like are limited on earth they are allowed to do whatever they want to you if you cross them in their own territory begging for power. That angelic protection would not apply.

I don't think your looking at his planned NN outing from an objective standpoint.

I mean you guys are fine with Olivia running around with us, so whats up with Daniel?
She has a character sheet. We spend XP on her. Yog went through a lot of effort to give her a build that would make her not deadweight. She has a divine bloodline that gave her extra power during IDU and may give her interesting story down the line.

They aren't even remotely similar and we didn't vote to bring Olivia along anyway.

Edit: Had we been promoted I actually would've voted to leave Olivia in Chicago. She's not specced for repeated combat altercations.
 
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[X] Try to rescue your brother's hopes of a weekend with his girlfriend in Wales

While I agree that it's not Molly's obligation to support Daniel in this, I also disagree that it's "picking a fight" with Charity to at least try to back him up with some arguments. If Charity couldn't handle a sister saying something to support her younger brother, then she would be a much worse mother than she actually is.

I also feel like it has been some time since longer on screen interaction between Molly and (one of her) siblings, so I'm voting for some.
 
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Or claim whatever power that Gawain, Roland, Charlemagne, Zhaoshi, Siegfried, Beowulf any number of wizards and heroes of ancient past also had it was a trip to find something. If we're just going to just fucking ignore him why shouldn't he have just gone on the trip. To not even put in a word in his favor for a trip with his girlfriend is such a shitty thing to me and it just blows my mind that people think having a conversation is going to be too much trouble. Blowing up the hell not too much trouble, stopping an economic collapse not too much trouble, crafting a prodigy with rare ingredients for the being at the bottom of a outside portal not too much trouble, electing a new Leige Lord of fucking Vegas not too much trouble, can't say a word to her mom for her brother though too far.
All of those things were a lot of trouble, and had a lot of risk though. Just because we successfully navigated it doesn't retroactively make them simple easy little chores.

This is an entirely different situation with different levels of risk, reward, and necessity, anyway.
 
Because he more than likely would have gotten eaten or killed and as his sister we don't want that to happen??? What do you think happens to the vast majority of completely mundane people who go into the NN in search of power? Fey, demons, vampires and the like are limited on earth they are allowed to do whatever they want to you if you cross them in their own territory begging for power. That angelic protection would not apply.

I don't think your looking at his planned NN outing from an objective standpoint.
One it's not begging for power from other beings it's a Proving trip essentially like The Proving Ground that we essentially stripped mined and turned into a forge.

Two you're correct I'm not looking at an objectively but I'm looking at it from a story perspective if he can't literally come on what is possibly the safest trip possible with his girlfriend and us and a fallen angel there should anything go wrong then he's literally never going to come anywhere while he's still mortal. At which point the only time he can spend time with his girlfriend the reason he wants Supernatural Powers is when she's not in any danger at which point if he feels that way for too long he's just going to go on the trip because that's the only fucking reason he wants Supernatural powers. He's perfectly willing to fight the good fight without them before now he knows the depth that he's missing.
 
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