Green Flame Rising (Exalted vs Dresden Files)

Unwelcome guests =/= People looking for the Cauldron, or similar divine artifacts

I tend to assume competence.
The castle appears distinctly unlooted. The Hounds of Annwyn arent exactly equipped to repair battle damage or bury the dead, and there arent any other prisoners in the dungeons either.

So Im thinking it hasnt happened.

Well to be specific the castle appears to be slowly falling into ruin, a state which would imply that there isn't much left to loot, but no no one seems to have ransacked the chambers Molly and Co have passed through. More relevantly though if someone had stolen the Cauldron from under their noses the Hounds would have informed Lydia of the fact. It seems unlikely that this would not have been spoken of in the same breath as the tale of the failed heist.
 
The castle appears distinctly unlooted. The Hounds of Annwyn arent exactly equipped to repair battle damage or bury the dead, and there arent any other prisoners in the dungeons either.
The interior that we went through was. Though even before DP's most recent post it was noted to be in poor condition in story
They even have a gothic revival church from the middle of the Nineteenth century, and a ruined castle on a hill,
Unless that's an unrelated castle...


And it was mentioned that things are missing out of story-
The furnishings are rotting/rotted/gone

Lydia has not even looked at the throne room

Above average intelligence dogs whom used to work for a God of Death can probably figure out how graves mass or otherwise work and they certainly have the mandogpower to dig.

Lydia had to attune herself to the cell to open it. It's quite possible that -unless this was a special cell- the Hounds can't open or close any of the dungeon cells. Which would mean taking no prisoners.

Edit: Actually it wouldn't make much sense for Arawn's guard dogs to have the ability to imprison or release anyone. That's just asking for a prison break.
 
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The interior that we went through was. Though even before DP's most recent post it was noted to be in poor condition in story
The QM has definitively answered the question.
No point continuing.
===================
Current tally:
Adhoc vote count started by uju32 on Jun 29, 2024 at 10:36 PM, finished with 82 posts and 7 votes.

  • [X] Plan Classic Trio
    -[X] Tiffany enhances the dogs as opportunity presents itself (no more than 2 rolls per day), starting with frontliners
    -[X] Frontliner
    --[X] Tides of Fortune (5 pts.)
    --[X] Alacrity (2 pts.)
    --[X] Ferocity (2 pts.)
    --[X] Brawl 5 (14 XP)
    --[X] Rage 6 (9 XP)
    --[X] Willpower 7 (6 XP)
    -[X] Scout
    --[X] Blending (1 pt.)
    --[X] Earthbond (2 pts.)
    --[X] Nightsight (1 pts.)
    --[X] Soul Sense (2 pts.)
    --[X] Tunneling (3 pts.)
    --[X] Alertness 4 (6 XP)
    --[X] Awareness 4 (6 XP)
    --[X] Stealth 4 (10 XP)
    -[X] Supporter
    --[X] Mana Gift (3 pts.)
    --[X] Healing Lick (6 pts.)
    --[X] Gnosis: 8 26xp
    --[X] Empathy 3 (4 XP)
    [X]Plan Wild Hunt
    -[X] Working Dogs
    --[X][Experience]Awareness to 4: 6xp
    --[X][Experience]Alertness to 4: 6xp
    --[X][Experience]Investigation to 2: 5xp
    --[X][Experience]Medicine to 1: 3xp
    --[X][Experience]Stealth to 3: 4xp
    --[X][Experience]Willpower to 7: 6xp
    --[X][Special Advantage]Alacrity 2: 2 pts
    --[X][Special Advantage]Earthbound: 2 pts
    --[X][Special Advantage]Blending: 1 pts
    --[X][Special Advantage]Spirit Vision: 2 pts
    --[X][Special Advantage]Dominance 1: 1 pts
    --[X][Special Advantage]Aww: 1 pts
    -[X]War Dogs
    --[X][Experience] Brawl to 4: 6xp
    --[X][Experience] Athletics to 3: 4xp
    --[X][Experience] Streetwise to 1: 2xp (QM exemption)
    --[X] Tides of Fortune (5 pts.)
    -[X]Service Dogs
    --[X][Experience] Investigation to 1: 3xp
    --[X][Experience] Medicine to 2: 5xp
    --[X][Experience] Empathy to 3: 4xp
    --[X][Special Advantage] Healing Lick: 3 pts
    --[X] Mana Gift (3 pts.)
    -[X][Other] Tiffany Enhancement: Soak Agg + Physical Attribute 7.
    [X] Plan Warrior - Support - Scout
    -[X] Dewrdr
    --[X] Stamina 4 20xp
    --[X] Brawl 4 6xp
    --[X] Athletics 3 4xp
    --[X] Soak Lethal/ Aggravated 4 pts
    --[X] Alacrity (4 pts.)
    --[X] Armor 1pt
    -[X] Diwrnodlwcus
    --[X] Gnosis: 8 26xp
    --[X] Stealth 3 4xp
    --[X] Blending (1 pt.)
    --[X] Tides of Fortune (5 pts.)
    --[X] Mana Gift 3 pt
    -[X] Ceisiwr
    --[X] Survival (Tracking) 5 8xp
    --[X] Investigation 4 15xp
    --[X] Animal Ken 1 3xp
    --[X] Earthbond (2 pts.)
    --[X] Nightsight 1 pt
    --[X] Soul Sense (2 pts.)
    --[X] Tunneling (3 pts.)




There's something wrong with the tally system, because its not showing my plan properly.
Anyway, Im soliciting more votes.
 
Gonna repeat the point for those who missed some of the discussion earlier:


Yog's plan includes Rage and Ferocity.
Rage is generally a Bad Thing to be avoided if you can, because a character with Rage is a berserker, and has a measurable chance of stopping taking orders, running away, killing bystanders, or turning into a teamkiller under stress.

And the higher the Rage, the more risky it becomes.

We wouldnt be able to use any of Yog's Frontliners around Cauldron, for example, because there would be an ever-present risk of one of those guys snapping and murdering a civilian. Or a kid.
Or attacking us.
 
There's something wrong with the tally system, because its not showing my plan properly.
Anyway, Im soliciting more votes.
I like how balanced they are overall. Each of the three have Awareness- Alacrity- Alertness and Willpower. Feels like none of them are left wanting.

Your Work/Scouting build has Aww! which is a must have for a scouting type since snooping dogs with no owner in sight may draw unwanted attention which would make their job harder in populated areas. I don't like that it doesn't have Nightsight though, that seems like an oversight. Does that build really need medicine? It'd be helpful sure but there's already a dog build for healing, then we have healing potions, Deflect on all of the dogs and.. Does Tiffany need Lore of the Beast to heal dogs? She's allowed to add stats to them.

In any case while it would help cover our bases so to speak it would only be needed in specific scenarios meanwhile Nightsight would see more use by default.
 
Does someone mind explaining what abilities Gnosis would give the Hounds specifically? Two of the plans implement it but all I can find is a giant list of abilities that need it. @Yog @Degorium
 
Spirit Traits
Can you clarify what you mean by "bunch of actions"?

I'm just going to post the whole of the spirit rules

Spirit Traits
Spirits have different characteristics than creatures native to the physical world. Each spirit has four Traits: Willpower, Rage, Gnosis, and Mana. Spirits also have abilities defined by their nature, called Charms. A spirit's Rage, Gnosis, and Willpower ranges from 1 to 10, as for werewolves, but spirits have only dots in these Traits, not points that can be spent for extra actions or successes.
  • Willpower: Willpower covers many "physical" actions — striking an enemy, flying through the Umbra, or clambering through the webs that hold the Umbra of cities in bondage. Spirits use Willpower for any action that would normally use the Dexterity or Stamina Attributes.
  • Rage: A spirit's Rage covers actions that need power rather than finesse — holding an opponent in a clinch, breaking through doors and weak walls, and harming opponents. Spirits use Rage for actions that would otherwise involve the Strength Attribute.
  • Gnosis: Gnosis allows a spirit to perceive the world around it, communicate with other spirits, and think quickly in strange situations. Spirits use Gnosis for actions that would otherwise involve the Social or Mental Attributes, and for many Charms.
  • Mana: Mana is a pool of motes that powers the spirit's abilities just like those of a mortal practitioner, with the relevant trait. Because spirits are creatures of the Otherworld they have commensurately more Mana, though they also spend it more readily
 
I like how balanced they are overall. Each of the three have Awareness- Alacrity- Alertness and Willpower. Feels like none of them are left wanting.

Your Work/Scouting build has Aww! which is a must have for a scouting type since snooping dogs with no owner in sight may draw unwanted attention which would make their job harder in populated areas. I don't like that it doesn't have Nightsight though, that seems like an oversight. Does that build really need medicine? It'd be helpful sure but there's already a dog build for healing, then we have healing potions, Deflect on all of the dogs and.. Does Tiffany need Lore of the Beast to heal dogs? She's allowed to add stats to them.

In any case while it would help cover our bases so to speak it would only be needed in specific scenarios meanwhile Nightsight would see more use by default.
Since they have Earthbound, they have -2DC to Perception rolls anyway.
Where they cant see, they can hear, and smell, and taste, and touch, and feel vibrations on the .
All the other senses are active. And dogs have excellent noses.

Hence I thought we could use the points for Nightsight elsewhere.
If its really necessary, this is one of the things they can source from Sanctuary, in either items or potions.


Medicine is for diagnosis, to determine who needs medical care and what kind so they can call a healer. Otherwise you can have someone be incapacitated because nobody on the scene actually knows they were sick or injured or poisoned. Also, Healing Lick deals with injury, not disease, though I expect the QM to ignore that because its an unnecessarily fiddly stipulation.


Tiffany doesnt need Lore of Beasts to heal spirit dogs, or anyone.
Lore of Awakening is pretty broad that way.
 
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Ok, with the explanation of Frenzy mechanics, I agree with uju. So, let me update the plan. Instead, I'll go back to Alacrity 4. This gives the war dogs 3 actions per turn. This is a qualitative advantage, as it allows them to attack, decrease enemy defense with Tides of Fortune and Deflect Harm from themselves. This makes them much more dangerous.

[X] Plan Classic Trio
-[X] Tiffany enhances the dogs as opportunity presents itself (no more than 2 rolls per day), starting with frontliners
-[X] Frontliner
--[X] Tides of Fortune (5 pts.)
--[X] Alacrity (4 pts.)
--[X] Brawl 5 (14 XP)
--[X] Athletics 4 (10 XP)
--[X] Willpower 7 (6 XP)
-[X] Scout
--[X] Blending (1 pt.)
--[X] Earthbond (2 pts.)
--[X] Nightsight (1 pts.)
--[X] Soul Sense (2 pts.)
--[X] Tunneling (3 pts.)
--[X] Alertness 4 (6 XP)
--[X] Awareness 4 (6 XP)
--[X] Stealth 4 (10 XP)
-[X] Supporter
--[X] Mana Gift (3 pts.)
--[X] Healing Lick (6 pts.)
--[X] Gnosis 8 (26 XP)
--[X] Empathy 3 (4 XP)
 
The vote is very split.
Adhoc vote count started by DragonParadox on Jun 30, 2024 at 7:13 AM, finished with 98 posts and 10 votes.

  • [X]Plan Wild Hunt
    -[X] Working Dogs
    --[X][Experience]Awareness to 4: 6xp
    --[X][Experience]Alertness to 4: 6xp
    --[X][Experience]Investigation to 2: 5xp
    --[X][Experience]Medicine to 1: 3xp
    --[X][Experience]Stealth to 3: 4xp
    --[X][Experience]Willpower to 7: 6xp
    --[X][Special Advantage]Alacrity 2: 2 pts
    --[X][Special Advantage]Earthbound: 2 pts
    --[X][Special Advantage]Blending: 1 pts
    --[X][Special Advantage]Spirit Vision: 2 pts
    --[X][Special Advantage]Dominance 1: 1 pts
    --[X][Special Advantage]Aww: 1 pts
    -[X]War Dogs
    --[X][Experience] Brawl to 4: 6xp
    --[X][Experience] Athletics to 3: 4xp
    --[X][Experience] Streetwise to 1: 2xp (QM exemption)
    --[X] Tides of Fortune (5 pts.)
    -[X]Service Dogs
    --[X][Experience] Investigation to 1: 3xp
    --[X][Experience] Medicine to 2: 5xp
    --[X][Experience] Empathy to 3: 4xp
    --[X][Special Advantage] Healing Lick: 3 pts
    --[X] Mana Gift (3 pts.)
    -[X][Other] Tiffany Enhancement: Soak Agg + Physical Attribute 7.
    [X] Plan Classic Trio
    -[X] Tiffany enhances the dogs as opportunity presents itself (no more than 2 rolls per day), starting with frontliners
    -[X] Frontliner
    --[X] Tides of Fortune (5 pts.)
    --[X] Alacrity (4 pts.)
    --[X] Brawl 5 (14 XP)
    --[X] Athletics 4 (10 XP)
    --[X] Willpower 7 (6 XP)
    -[X] Scout
    --[X] Blending (1 pt.)
    --[X] Earthbond (2 pts.)
    --[X] Nightsight (1 pts.)
    --[X] Soul Sense (2 pts.)
    --[X] Tunneling (3 pts.)
    --[X] Alertness 4 (6 XP)
    --[X] Awareness 4 (6 XP)
    --[X] Stealth 4 (10 XP)
    -[X] Supporter
    --[X] Mana Gift (3 pts.)
    --[X] Healing Lick (6 pts.)
    --[X] Gnosis: 8 26xp
    --[X] Empathy 3 (4 XP)
 
Better balanced overall since more stats are reached with an even spread each dog build has a stronger base.

[X]Plan Wild Hunt
 
Better balanced overall since more stats are reached with an even spread each dog build has a stronger base.

[X]Plan Wild Hunt
Starting from the top they don't have opposable thumbs what are they going to do with medicine. Why do they need heightened levels of empathy most beings won't be able to communicate with them. None of the war dogs have Alacrity. The service dogs again with the medicine while having no opposable thumbs or real way to use it or no extra gnosis so they're less effective both healers using healing lick and batteries using Mana gift.
 
@DragonParadox Yeah the vote counter is all fucked up. Azais for example voted for both Yog and Uju's plan but only one of his votes shows up.

Changed it to counting by line and it seems to have fixed it.

Vote closed
Adhoc vote count started by DragonParadox on Jun 30, 2024 at 8:19 AM, finished with 104 posts and 12 votes.

  • [X]Plan Wild Hunt
    -[X] Working Dogs
    --[X][Experience]Awareness to 4: 6xp
    --[X][Experience]Alertness to 4: 6xp
    --[X][Experience]Investigation to 2: 5xp
    --[X][Experience]Medicine to 1: 3xp
    --[X][Experience]Stealth to 3: 4xp
    --[X][Experience]Willpower to 7: 6xp
    --[X][Special Advantage]Alacrity 2: 2 pts
    --[X][Special Advantage]Earthbound: 2 pts
    --[X][Special Advantage]Blending: 1 pts
    --[X][Special Advantage]Spirit Vision: 2 pts
    --[X][Special Advantage]Dominance 1: 1 pts
    --[X][Special Advantage]Aww: 1 pts
    -[X]War Dogs
    --[X][Experience] Brawl to 4: 6xp
    --[X][Experience] Athletics to 3: 4xp
    --[X][Experience] Streetwise to 1: 2xp (QM exemption)
    --[X] Tides of Fortune (5 pts.)
    -[X]Service Dogs
    --[X][Experience] Investigation to 1: 3xp
    --[X][Experience] Medicine to 2: 5xp
    --[X][Experience] Empathy to 3: 4xp
    --[X][Special Advantage] Healing Lick: 3 pts
    --[X] Mana Gift (3 pts.)
    -[X][Other] Tiffany Enhancement: Soak Agg + Physical Attribute 7.
    [X] Plan Classic Trio
    -[X] Tiffany enhances the dogs as opportunity presents itself (no more than 2 rolls per day), starting with frontliners
    -[X] Frontliner
    --[X] Tides of Fortune (5 pts.)
    --[X] Alacrity (2 pts.)
    --[X] Ferocity (2 pts.)
    --[X] Brawl 5 (14 XP)
    --[X] Rage 6 (9 XP)
    --[X] Willpower 7 (6 XP)
    -[X] Scout
    --[X] Blending (1 pt.)
    --[X] Earthbond (2 pts.)
    --[X] Nightsight (1 pts.)
    --[X] Soul Sense (2 pts.)
    --[X] Tunneling (3 pts.)
    --[X] Alertness 4 (6 XP)
    --[X] Awareness 4 (6 XP)
    --[X] Stealth 4 (10 XP)
    -[X] Supporter
    --[X] Mana Gift (3 pts.)
    --[X] Healing Lick (6 pts.)
    --[X] Gnosis: 8 26xp
    --[X] Empathy 3 (4 XP)
    [X] Plan Classic Trio
    -[X] Tiffany enhances the dogs as opportunity presents itself (no more than 2 rolls per day), starting with frontliners
    -[X] Frontliner
    --[X] Tides of Fortune (5 pts.)
    --[X] Alacrity (4 pts.)
    --[X] Brawl 5 (14 XP)
    --[X] Athletics 4 (10 XP)
    --[X] Willpower 7 (6 XP)
    -[X] Scout
    --[X] Blending (1 pt.)
    --[X] Earthbond (2 pts.)
    --[X] Nightsight (1 pts.)
    --[X] Soul Sense (2 pts.)
    --[X] Tunneling (3 pts.)
    --[X] Alertness 4 (6 XP)
    --[X] Awareness 4 (6 XP)
    --[X] Stealth 4 (10 XP)
    -[X] Supporter
    --[X] Mana Gift (3 pts.)
    --[X] Healing Lick (6 pts.)
    --[X] Gnosis: 8 26xp
    --[X] Empathy 3 (4 XP)
 
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