Green Flame Rising (Exalted vs Dresden Files)

[X] Infiltrate through the water system, it might lead you to someplace awkward, but at least you'll be inside the wards
-[X] Under BMI so even the wards can't tell that you are anything but water.
--[X] Turn into Horace Shaw

-[X] Activate Anonymity Through Propriety

Double layer of precaution. BMI into our target should bypass automatic magical defenses - they have to be tuned into the master of the house, and ATP would protect against sapient guardians.
 
[X] Infiltrate through the water system, it might lead you to someplace awkward, but at least you'll be inside the wards
-[X] Under BMI so even the wards can't tell that you are anything but water.
--[X] Turn into Horace Shaw

-[X] Activate Anonymity Through Propriety

Double layer of precaution. BMI into our target should bypass automatic magical defenses - they have to be tuned into the master of the house, and ATP would protect against sapient guardians.
This is some horror movie shit.
 
[X] Infiltrate through the water system, it might lead you to someplace awkward, but at least you'll be inside the wards
-[X] Under BMI so even the wards can't tell that you are anything but water.
--[X] Turn into Horace Shaw

-[X] Activate Anonymity Through Propriety

Double layer of precaution. BMI into our target should bypass automatic magical defenses - they have to be tuned into the master of the house, and ATP would protect against sapient guardians.
I dont see the point.

Magical defenses arent automatic specifically because the Dresdenverse is full of magical shapeshifters and glamor users.
You need the right key or passphrase to open them. Dresden's wards, for example, he needs to deactivate himself.
Molly and Murphy canonically used talismans he made for them to get through it.

ATP is Charisma + Etiquette at DC4.
Molly is rolling Charisma 4 + Etiquette 5 + Stunt 2 at DC3(Base 4 - BSM 1), which makes for an average of 9 successes.
Ergo, it requires someone with Willpower 9 or higher to even notice her.
 
I dont see the point.

Magical defenses arent automatic specifically because the Dresdenverse is full of magical shapeshifters and glamor users.
You need the right key or passphrase to open them. Dresden's wards, for example, he needs to deactivate himself.
Molly and Murphy canonically used talismans he made for them to get through it.

ATP is Charisma + Etiquette at DC4.
Molly is rolling Charisma 4 + Etiquette 5 + Stunt 2 at DC3(Base 4 - BSM 1), which makes for an average of 9 successes.
Ergo, it requires someone with Willpower 9 or higher to even notice her.
I wouldn't say full of shapeshifters they're decently rare in Dresden files. I mean I'm sure there are countless in the nevernever and I'm not saying there aren't a lot just like it's no where near as common as glamours. Also those who can shapeshift to a specific persons body are even rarer given again I'm sure there are plenty just you know not common other than the endless nevernever where I'm sure there are countless more.
 
I dont see the point.

Magical defenses arent automatic specifically because the Dresdenverse is full of magical shapeshifters and glamor users.
You need the right key or passphrase to open them. Dresden's wards, for example, he needs to deactivate himself.
Molly and Murphy canonically used talismans he made for them to get through it.

ATP is Charisma + Etiquette at DC4.
Molly is rolling Charisma 4 + Etiquette 5 + Stunt 2 at DC3(Base 4 - BSM 1), which makes for an average of 9 successes.
Ergo, it requires someone with Willpower 9 or higher to even notice her.
Veils and illusions are common. Faking the shape of one's soul and magical aura is much rarer.

Dresden is not the most skilled in subtle arts, and smart defenses afd subtle arts.
 
I've never thought about it before, but if we use BMI to impersonate someone while also using ATP, then interact with that person, does ATP force them to behave as if we really are them because doing otherwise would be acknowledging we are out of place, and ATP blocks that realization?

That's serious mind-fuckery.
 
Veils and illusions are common. Faking the shape of one's soul and magical aura is much rarer.

Dresden is not the most skilled in subtle arts, and smart defenses afd subtle arts.
I mean even faking the shape of one's body to match another's is pretty rare no mortal can do it. Well no canonical living mortal can at least.
 
[X] Infiltrate through the water system, it might lead you to someplace awkward, but at least you'll be inside the wards
-[X] Under BMI so even the wards can't tell that you are anything but water.
--[X] Turn into Horace Shaw

-[X] Activate Anonymity Through Propriety
 
I wouldn't say full of shapeshifters they're decently rare in Dresden files. I mean I'm sure there are countless in the nevernever and I'm not saying there aren't a lot just like it's no where near as common as glamours. Also those who can shapeshift to a specific persons body are even rarer given again I'm sure there are plenty just you know not common other than the endless nevernever where I'm sure there are countless more.
I would.
The Fae do it all the time. Mab's size and height are appropriate to the occasion.
The Redcap was explicitly a combat shapeshifter; so are the fetches.
Veils and illusions are common. Faking the shape of one's soul and magical aura is much rarer.
Dresden is not the most skilled in subtle arts, and smart defenses afd subtle arts.
It was literally the plot of the short story Something Borrowed that Jenny Greenteeth impersonated Georgia the werewolf at her own wedding so thoroughly that her paramour Billy the werewolf shapeshifter could not tell any difference.
Not in magic aura, scent, or physical appearance.

Lea did it to Harry when he was still an apprentice. Mab did it to Harry at their first meeting.
Summer Lady Aurora's entourage did it so thoroughly Dresden couldnt tell the difference either in Summer Knight; he figured it out by deduction, not senses.

The Nightmare did it to Dresden in Grave Peril.
The fetches did it to Molly in Proven Guilty in order to enter the Carpenter house.The naagloshii did it to a security guard in the Raith manor in Turn Coat. Goodman Grey did it in Skin Game.

You gravely underestimate how common it is among the people that wizards routinely deal with.


Harry is not the most subtle wizard around, but building defensive wards properly is a fundamental survival skill.
He would not have graduated apprenticeship without it.
Not and survived his early career in Chicago, back when the Reds were in town.

I do not recall ever seeing an automatic magic defense or wards in the Dresden Files that recognizes people by magic aura or appearance. If you have a citation for one, I would appreciate it.
 
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I mean even faking the shape of one's body to match another's is pretty rare no mortal can do it. Well no canonical living mortal can at least.
Harry hasnt seen it onscreen =/= Its rare. We certainly see Quintus Cassius do it.
Always keep in mind that our primary canonical PoV character has largely viewed a microcosm of a microcosm of the setting.
And is notorious enough that a lot of people who want a quieter life actively steer clear of him.

Frankly, if someone is really good at shapeshifting and impersonating other people, unless they actually tell you or you are suspicious enough to look at them with the Sight, you wont be able to tell.
At least, not from their appearance. Maybe if you asked a question they should know and they flub it.
 
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This quest is fantastic and I love to read it, so please forgive me for lurking without voting.

What books are you using to run this DragonParadox? I see Exalted VS Wod, which I have, but I'm not sure about the full splat list or editions being referenced, and there is quite a lot of referencing in the arguments.
 
Can someone refresh my memory about what we learned could happen to a Wizard who uses their Sight on Molly? I know it was considered dangerous, but I can't recall how dangerous it might be, or if that danger would have grown as Molly's Essence and Charms increased.

If we do use @Yog's plan and happen to encounter Shaw, if my assumption about how ATP would mess with his head proves accurate, his only recourse would be to use the Sight to overcome BMI and possibly ATP (if the Sight can even do that). That wouldn't necessarily be a bad thing, however, if getting a full dose of MOLLY-ness burns out his eyes or fries his brain.

[X] Yog

[X] Infiltrate through the water system, it might lead you to someplace awkward, but at least you'll be inside the wards
-[X] Under BMI so even the wards can't tell that you are anything but water.
 
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[X] Infiltrate through the water system, it might lead you to someplace awkward, but at least you'll be inside the wards
-[X] Activate Anonymity Through Propriety
 
If we do use @Yog's plan and happen to encounter Shaw, if my assumption about how ATP would mess with his head proves accurate, his only recourse would be to use the Sight to overcome BMI and possibly ATP (if the Sight can even do that). That wouldn't necessarily be a bad thing, however, if getting a full dose of MOLLY-ness burns out his eyes or fries his brain.
Well it would be sort of bad. The whole point of this is to have someone to interrogate.
 
[X] Infiltrate through the water system, it might lead you to someplace awkward, but at least you'll be inside the wards
-[X] Activate Anonymity Through Propriety
 
This quest is fantastic and I love to read it, so please forgive me for lurking without voting.

What books are you using to run this DragonParadox? I see Exalted VS Wod, which I have, but I'm not sure about the full splat list or editions being referenced, and there is quite a lot of referencing in the arguments.
Well Tiffany uses the Demons the Fallen (1 and 2) splat
Olivia Uses Mage 20th Anniversary edition and Kindred of the East
There are references to The 1000 hells Kindred of the East, but really that book is vague and obviously not compatible with observed reality.
Inner Darkness unchained has also made use of Werewolf the Apocalypse
Think that we have gotten things out of M20 Book of secrets
 
[X] Infiltrate through the water system, it might lead you to someplace awkward, but at least you'll be inside the wards
-[X] Under BMI so even the wards can't tell that you are anything but water.
--[X] Turn into Horace Shaw

-[X] Activate Anonymity Through Propriety
 
So for near term security of the portal I've got some suggestions I'm going to stick in a spoiler:

Form of Steadfast Earth (1 pt. Form Element)
The Splendor takes the form of something that is solid and durable and sturdy. It might be made
of stone, metal, or mineral deposits. It might be a crystal or gemstone. It might be dirty and
roadworn. This Element defines the Splendor's physical form and gives it a character, and that
character is aligned with the elemental power of earth. Other Elements may draw upon this fact.
The Splendor is extremely rugged, and the first attempt to damage or destroy it in any scene
automatically fails. As an Adornment, it grants its user one extra die of soak. As the basis for a
Fascination, it may generate the creator's choice of: useful tools for a certain kind of work; an
aura of quiet and serenity; periodic foreboding tremors in the earth.
Ruinous Misery (3 pt. Root Element)
This Element can only be part of a Fascination.
The Splendor destroys its targets' finances and fortunes. Roll Manipulation + Finance against
difficulty (10 – Splendor's rating) when this curse strikes at a valid individual. They lose a
number of dots of Resources equal to the successes rolled. The lost dots return at a rate of one
per story as their cash-flow equalizes, assuming their life hasn't collapsed in the meantime.
Deadly Poison (1 pt. Mystic Element)
The Splendor afflicts those it targets with a deadly poison. Poisoned individuals must make a
Stamina roll against difficulty (4 + Splendor's rating) each turn or suffer a level of unsoakable
lethal damage. Once the target has succeeded at this roll three times in a row, the poison has run
its course.
This Element is normally part of a Fascination. It may only be incorporated into an Adornment if
that Adornment has the Form of Imminent Violence, in which case the weapon is envenomed
and delivers this Element upon inflicting lethal damage.
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.
Sovereign Elemental Sway (1 pt. Mystic Element)
The Splendor manipulates and reshapes that which resonates with its character, as defined by
Form Elements such as Form of Crackling Fire and Form of Ash and Dust. The benefits
provided depend on whether the Splendor is an Adornment or Fascination, and on which Form or
Forms it has incorporated.
Incorporated into an Adornment, this Element allows the Exalt to use Craft actions to sculpt
wind, water, and fire as though they were clay, creating impossible works of art or short-lived
elemental tools. Living wood can be induced to grow into patterns the Exalt desires in the same
fashion, while the difficulty to work with stone or metal is reduced by two. The difficulty to craft
dead flesh into Arcana may be reduced by two as well. The Exalt can raise or lower the Gauntlet
by one degree per success on a Crafts roll to modify it, and can rework the chimerical identity of
things.
Incorporated into a Fascination, this Element allows the Splendor to rewrite the details of
landscapes and objects, rerouting the paths of a graveyard, changing the appearance of a corpse,
repairing a rundown wooden shack, or making a barren landscape green and verdant.
This curious blessing takes the form of a coating of rich soil dusted across its master and their immediate possessions, as if they'd been working in some fertile field for hours. This sacred soil provides some basic ability to shape that which resonates with it, allowing its master to change the details of their immediate surroundings.

When a creature that feeds on mortals comes in contact with them or the dirt falling off their body it burrows in like the roots of an alien plant, spreading inside their body and rotting away what it touches into more soil.

If this kills the target then they fully decompose into rich fertilizer and crumbles across the ground.

As they suffer from the rebuke of the earth, they also find its riches slipping from their hands. Fate will conspire to drive them into poverty for a time, a lingering act of spite for any who live long enough to regret going where they do not belong.

System:
Each time a creature who feeds mortals that comes into contact with the owner of this splendor or the dirt coating their form while in their immediate presence they are subject to the Hunger of the Earth, a murderous magical poison.

Each turn they must make a stamina roll against difficulty 9 or suffer a level of unsoakable lethal damage. This will continue until they die or manage to succeed three turns in a row.

The first turn a target takes damage from this splendor, the owner also rolls manipulation+finance against difficulty 7. The target loses that many dots of the Resources background, which return at a rate of 1 per story.
Switched soul stealing for literally reducing their fortunes. From a strategic level this is probably better, assuming Mallko wouldn't get ridiculously ripped eating all those vampires, because it would make organized effort truly miserable.

Shaping defenses exist, but they're not common or cheap. High level people could defend against it, but if your forces suddenly start choking on logistical problems good luck keeping control of the area. Even if they find a way to remove it from scrubs, which should be very hard because Ancient Sorcery is bullshit, doing so for everyone would be impractical.

Form of Crackling Fire (1 pt. Form Element)
The Splendor takes the form of something that is hot, or brightly-colored, or energetic. It might
be decorated with flame-like markings, it might actually be on fire, or it might simply be a free-
standing flame which does not burn its owner. This Element defines the Splendor's physical
form and gives it a character, and that character is aligned with the elemental power of fire.
Other Elements may draw upon this fact.
The Splendor cannot be burned. As an Adornment, it lowers the difficulty for its user to soak
damage from heat or fire by two, or allows them to soak their Stamina to soak such damage if
they're not normally able. As the basis for a Fascination, it may generate the creator's choice of:
sufficient warmth to provide protection from freezing weather; sufficient light to see for
(Splendor's rating) x 10 yards around the Splendor; or may be literally ablaze with the intensity
of a bonfire.
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.
Form of Graceful Winds (1 pt. Form Element)
The Splendor takes the form of something that is graceful, or cold, or crackles with electricity, or
is marked with decorations evocative of winds and clouds. It might be made of ice. This Element
defines the Splendor's physical form and gives it a character, and that character is aligned with
the elemental power of air. Other Elements may draw upon this fact.
The Splendor cannot be harmed by wind, cold, or electricity. As an Adornment, increases its
user's basic movement speed, before any multiplication by Charms or other powers, by
(Splendor's rating) yards per turn. As the basis for a Fascination, it may generate the creator's
choice of: clear skies; specific constant (nonviolent) behavior of the wind (blowing north to
south at a brisk but not dangerous speed, for example); or specific whimsical behaviors of the
wind (whisking away people's hats, bookmark, or other loose items and depositing them next to
the Splendor, for example).
Form of Portentous Moonlight (1 pt. Form Element)
The Splendor takes the form of something otherworldly. It may be a religious symbol, an overtly
magical object such as a wand or pentacle, or a strange haze. It may be an inchoate thing of
coalesced light which can be held and touched. This Element defines the Splendor's physical
form and gives it a character, and that character is aligned with the power of the Spirit World.
Other Elements may draw upon this fact.
The Splendor can be summoned directly into the Umbra when made to manifest, if its owner
desires. As the basis for an Adornment, it grants its user the ability to see and interact with spirits
on the other side of the Gauntlet. As the basis for a Fascination, it can interact with both the
physical world and the Spirit World.
Form of Steadfast Earth (1 pt. Form Element)
The Splendor takes the form of something that is solid and durable and sturdy. It might be made
of stone, metal, or mineral deposits. It might be a crystal or gemstone. It might be dirty and
roadworn. This Element defines the Splendor's physical form and gives it a character, and that
character is aligned with the elemental power of earth. Other Elements may draw upon this fact.
The Splendor is extremely rugged, and the first attempt to damage or destroy it in any scene
automatically fails. As an Adornment, it grants its user one extra die of soak. As the basis for a
Fascination, it may generate the creator's choice of: useful tools for a certain kind of work; an
aura of quiet and serenity; periodic foreboding tremors in the earth.
Form of Verdant Wood (1 pt. Form Element)
The Splendor takes the form of something that is vital, or lively, or green, or fecund, or, most
likely, something made of wood. It might even be a living plant. This Element defines the
Splendor's physical form and gives it a character, and that character is aligned with the
elemental power of wood. Other Elements may draw upon this fact.
The Splendor easily blends into natural surroundings when it would be useful for it to be hidden,
and immediately stands out when its owner is looking for it, or to those it wishes to attract. As an
Adornment, increases its user's Initiative modifier by two. As the basis for a Fascination, it may
generate the creator's choice of: fragrant scents; an area encompassing (Splendor's rating x 5)
yards in which animals and insects will not attack; enticing fruit, which may act as the focus for
a Root Element; or an aura of peace and tranquility.

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.
This 4 yard radius disk of beaten brass holds a deceptively simple power. Upon its surface an agreement is engraved, offering the reader protection from various forms of harm in exchange for guarding a passage from unwanted intrusion.

When set up at a gate, way station, toll booth, or some similar clear boundary the owner and any who promise to defend it with them they are rendered immune to damage fire, cold, wind, lightning, stone, metal, wood, and poison. Furthermore they cannot be possessed or subject to any mind altering magical effects.
Base Features:
Body Spikes: The Arcana's body is covered in deadly spikes, jagged stakes, or sharpened
bones. Anyone who directs an unarmed attack against it must soak one level of lethal damage.
The Arcana's grapples inflict Strength + 2 lethal damage.
Integrated Weapons: 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
Poisonous: The Arcana's body is highly toxic. Anyone imbibing or coming into infectious
contact (that is, via a mucous membrane such as the eyes or nostrils, or open wound) with its
blood or bodily secretions must soak (Arcana rating) levels of lethal damage.
Superior Body: 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.
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.
Brawl
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.
Brawl

Arcana Flaws:
Unwieldy (2 pt. Flaw)
The Arcana doesn't really have proper hands, as such; or if it does, they're not really equipped
with functional fingers. It also doesn't have anything to adequately substitute for the lack, like
nimble tentacles or pseudopods. As such, it suffers a +2 difficulty penalty when engaging in
tasks requiring fine manipulation.
Hideous (1 pt. Flaw)
The Arcana's appearance is monstrous, revolting, or terrifying. Its Appearance is permanently
rated at 0. Horrors can take this Flaw, and usually do, but it awards no points for them.

Bonus Arcana Features:
Stealth: The Arcana can use some method, such as color-blending, an optic camouflage field,
or simply becoming the same substance as a nearby wall, to hide effectively. Reduce the
difficulty of all Stealth rolls by two.
Superior Body: 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
Rancid Stench: The Arcana is surrounded by an incredibly distracting, distressing, and usually
disgusting aura. In the vast majority of cases, this Feature adorns Horrors whose presence is
accompanied by a literally eye-watering pong, but it might also be used for phantasms
surrounded by a psychic field of mild hallucinations or the like. Anyone within (Arcana rating x
3) yards of the Arcana increases the difficulty of all actions by one
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.
As 6 Point Flaw: OTHS' magic only works on things in their mouth, and then only when attempting to interfere with other supernatural powers.
As 6 Point Merit: OTHS' magic is supremely effective at interfering with the supernatural abilities of targets in its mouth.
5 point Merit
Innate Magical Ability You have some sort of magical ability that makes you unique. The ability is different from any normal vampiric power or Discipline. The exact nature of the ability should remain somewhat mysterious to you, though you have some say in what the ability is. The ability has an estimated power level similar to a Level Three Discipline. (PGS)
Innate Ability: Suppress a wide range of magical powers using anti-psi rules.

Lucky (3-pt. merit)

You were born lucky - or else the Devil looks after his own. Either way, you may repeat any three failed rolls per story, including botches, but you may try only once per failed roll.


Flaws:
Defective Sense (1-pt. Flaw)
One of your character's senses is dulled or abnormally damaged in some fashion. Perhaps the character is hard of hearing, has limited taste receptors, is color-blind or is correctably nearsighted. In each case, you suffer a two-point penalty to the difficulty of all rolls involving the flawed sense. Obviously, you cannot take this Flaw in conjunction with an Acute Sense of the same type!
Taste
One Thousand Heavy Steps is an unusually cheerful sort of spirit; on more than one occasion they've been known to refer to themselves as "all smiles", for all that other people tend to find that less funny than they do.

This is quite simply because from the outside OTHS tends to look like either a sharp rock formation or something like a thousand foot long twenty foot wide obsidian millipede depending on their mood.

This is of course a dangerous misconception; spirits only loosely reflect any sort of biological sense.

In this case, OTHS' interior, from end to end, is 100% mouth. When concealing themselves their maw appears to be some sort of tunnel or cave lined with the occasional dull crystal and a multitude of unusually sharp rock formations.

In reality these are quite naturally a nightmarish mix of stony eyes and countless teeth. From end to end his is filled with them, positively dripping with the poison that fills his mouth like saliva and reeking of an alien rot that feels less like a smell and more like something trying to roost in your lungs with each breath.

Their most nerve wracking ability however, is their power to smother the magic of those within his mouth. Each scrap of power is a struggle to keep ahold of when they feel the need.
The idea here is probably pretty obvious at this point, but to tie it all up; the intent would be to have OTHS essentially swallow the portal. Or at least position themselves so that the portal is inside them at the far end from their actual mouth because spirit pretend biology is fun like that.

Everyone on site, including our favorite horrifying mess of legs and teeth here, would use the brass seal for immunities. This would make getting out of the "tunnel" by any means but walking down it very difficult for most people. Most of the time OTHS can keep their mouth closed and potentially duck their whole head into a lava flow if there's a security problem. If not, they'd be fireproof most of the time and our enemies won't. Mount remote control napalm sprayers at the base of some of their teeth for on demand terror.

Either way, when something tries to break in he tries to nerf their supernatural powers into the ground and starts chewing.

Whoever's inside needs to be immune or resistant to poison (and fire if we add napalm). They need to immediately realize that effects based on metal, stone, wood, poison, fire, lightning, cold, air, mental influence, and possession don't work. They need to force their way through the teeth of a giant monster by some other means while it's actively chewing on them. All while the magic dial has been turned way down into low fantasy and the noxious fumes are trying to choke you out.

Then they get to fight the demon army.

It's not perfect, but we could take satisfaction in that anyone who does break through will really hate every moment of the experience. :V

COMMENTARY
Morgan isnt old for a wizard.

He was born around 1889 by Word of Butcher, which would put him around 118 years old in 2007.
Assuming average natural lifespan for most wizards is in the 300s, that puts him in the wizard equivalent of his late 30s; dude isnt even middle aged.

Im guessing Molly is doing the teenager thing where everyone above 25 is OLD.


Gonna note that our target Shaw is pretty strongly flagged as an alchemist and a poison user.
Molly is not immune to poisons, because we havent taken the poison negator charm.
This is going to be tricky.


===
VOTE
[X] Infiltrate through the water system, it might lead you to someplace awkward, but at least you'll be inside the wards
-[X] Activate Anonymity Through Propriety



RATIONALE
Couple reasons:
1) Dont trip the external alarms. If we trip the alarms, we risk his confederates learning he was attacked

2) If we enter via RVD, we can ensure that we remain soaked with water, which will allow Boiling Sea Mastery to remain active.
Since we are going after a wizard poison user without a poison negator of our own, we are going to need every edge we can get.

3)If he has live-in staff, they are probably in on this. And we probably want to take them too
And there's a non-zero possibility there are victims on-site that we dont want to leave behind for the mortal police

4)He may have documents at home that provides supporting evidence.
I mean, Peabody canonically uses magical inks for his mind-control.
This guy provides magical reagents.


ATP means anyone who doesnt make the Willpower check wont even see Molly.
We already use BMI most of the time to hide Molly's aura.
I dont see a particular need to hide much else; if necessary, Molly can simply wear a balaclava when entering the house.
We should probably get some verification on this first. I think there's a good argument for it, but still.
 
Most sorcerers, including Olivia, who are not quite magical enough to count as full Wizards (who do draw from M20), use Sorcerer Revised for their Path-magic.

This is because M20 Paths of Power, the newer Sorcerer book, is pretty new and wasn't available until recently.
I knew that, but I didn't know which book it was in.
 
[X] Infiltrate through the water system, it might lead you to someplace awkward, but at least you'll be inside the wards
-[X] Under BMI so even the wards can't tell that you are anything but water.
--[X] Turn into Horace Shaw

-[X] Activate Anonymity Through Propriety
Adhoc vote count started by BoredMan on Sep 4, 2024 at 12:15 PM, finished with 43 posts and 13 votes.

  • [X] Infiltrate through the water system, it might lead you to someplace awkward, but at least you'll be inside the wards
    -[x]Under BMI so even the wards can't tell that you are anything but water.
    --[X] Turn into Horace Shaw
    -[X] Activate Anonymity Through Propriety
    [X] Infiltrate through the water system, it might lead you to someplace awkward, but at least you'll be inside the wards
    -[x]Under BMI so even the wards can't tell that you are anything but water.
    [X] Infiltrate through the water system, it might lead you to someplace awkward, but at least you'll be inside the wards
    -[X] Activate Anonymity Through Propriety
    [X] Fly in through an upper story window, you're fast and there aren't a lot of witnesses
 
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