Green Flame Rising (Exalted vs Dresden Files)

Ok, you know what? You are right.

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
The Splendor manifests in the world as an enchantment embedded in a specific person present at
the time of its summoning, chosen by its owner. If it has no other Form Element, then it appears
as a mark like a tattoo somewhere on the infected individual's body. Wherever they go, so too
goes the Splendor. If it has a physical Form Element, then it appears in the infected individual's
possession, and will always return to them at the beginning of each scene even if thrown away,
left behind, or given away. If its physical Form is something immobile like a tree, then the
targeted individual is going to find that tree wherever they go for the duration of the Splendor's
manifestation.
If the Splendor is an Adornment, then this Element allows its benefits to be enjoyed by the
person to whom the Splendor is attached, even if they're not its owner and not attuned to it. Even
if they're not Exalted at all.
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.

The Splendor takes the form of something that is primitive, crude, bestial, or a beast. Items tend
to be natural objects like rocks and branches, or are crudely-worked, or are decorated with beast-
motifs. More often, the Splendor is literally a living animal. This Element defines the Splendor's
physical form and gives it a character, and that character is aligned with the feral, primitive, and
bestial. Other Elements may draw upon this fact.
While animal-form Splendors are never hostile to their owner, they do not obey that individual as
a servant. Instead they will follow their normal instincts and habits, or else act according to some
particular pattern of behavior established when the Splendor is designed. If the Splendor is an
Adornment, it may be designed so that its blessings benefit the animal rather than the Exalt.
Taking a second characteristic Form makes it possible for an Adornment to take the shape of
both a beast and an item used by its owner, and to give its benefits to both of them.

The Splendor creates a mundane object which resonates with one or more of its characters, as
defined by Form Elements such as Form of Crackling Fire or Form of Ash and Dust. Conjured
objects can have a Resources value no higher than the Splendor's rating.
Incorporated into an Adornment, this Element allows the Exalt to spend a turn and to make a
Wits + Craft roll against difficulty (4 + object's Resources value) to summon whatever object
she likes to hand, so long as it resonates with the Splendor's character in some way, such as a
shovel for an earth-affiliated (or death-affiliated…) Splendor. Objects can be created no more
than once per scene.
Incorporated into a Fascination, this Element allows the Splendor to create particular objects in
response to certain stimuli and conditions which are in accord with its character — often, this
trigger is "when someone is cursed by the Splendor's Root Element." No more than (Splendor's
rating) objects can be created per scene.
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.
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.
The Splendor is shrouded in a psychic ward that makes it unthinkable to even consider harming
it in any way. Anyone attempting to do so must succeed at a Willpower roll against difficulty (4
+ Splendor's rating) and then spend a Willpower point on each turn in which they attempt to do
harm to the Splendor.
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.
Taking a form of a heavy sigil ring, it is at once recognizable by any comic geek, and yet unlike any comic book paraphernalia out there. Semi-transparent, it looks as though it is carved from some manner of unearthly crystal, with an unreadable runic symbol on top, seemingly existing in more dimensions that can be perceived by a naked eye. If seen against the light, or from the corner of an eye, shadows of movement can be glimpsed inside of its structure, impossible forms of dreams and nightmares ready to come forth upon its master's command.

In its mobile form, the ring takes shape of a miniature eastern dragon around an arm long with jade-like scales.
Exactly what it says on the can, a green lantern ring. A ring that is capable of generating temporary constructs made out of solidified energy / stuff of dreams and nightmares. The constructs are physical, but not permanent. The ring is also capable of generating forcefields and operating them. In principle, this could be used to achieve flight.
(5 dot Emanation)

6 willpower (5 +1 freebie points)
Attributes
PHYSICAL (tetriary, points sacrificed for 7 freebie points)SOCIAL (secondary)MENTAL (primary + 2X superior mind)
Strength ●○○○○Charisma ●●●○○
Perception ●●●●●●●
Dexterity ●○○○○Manipulation ●●●●○Intelligence ●●●●○○○
Stamina ●○○○○Appearance ●○○○○Wits ●●●●●●●

Abilities

TALENTS (tetriary, points sacrificed for 5 freebie points)SKILLS (secondary, points sacrificed for 9 freebie points + 5 from expertise)KNOWLEDGES (primary)

Alertness ○○○○○
Animal Ken ○○○○○Academics ●●○○○
Athletics ○○○○○Crafts ●●●●●Computer ●●●●●
Awareness ○○○○○Drive ○○○○○Finance ○○○○○
Brawl ○○○○○Etiquette ○○○○○Investigation ○○○○○
Empathy ○○○○○
Firearms ○○○○○Law ○○○○○
Expression ○○○○○Larceny ○○○○○Medicine ●●○○○
Intimidation ○○○○○Melee ○○○○○Occult ●●○○○
Leadership ○○○○○Performance ○○○○○Politics ○○○○○
Streetwise ○○○○○Stealth ○○○○○Science ●●○○○
Subterfuge ○○○○○Survival ○○○○○Technology ●●○○○


Backgrounds
Sorcerers are unable to shape the raw essence of cre-
ation like mages can. They need a slightly more refined
energy to aid in their work. This energy, called chi, ki,
essence, mana, orgone, prana, ionized electrolytes or
any number of other things, can be harnessed to aid
the techniques that sorcerers use. The ability to use it is
referred to as technê, or practice/the craft.
Sorcerers find this energy, most commonly called
mana (despite most sorcerers not being Polynesian) diffi-
cult to obtain. Those who are particularly skilled can draw
it from Nodes with resonance matching theirs, though the
Path of Mana Manipulation gives more options. They can
roll Perception + Meditation at difficulty 7, each success
restores a point of mana, but each point of mana drawn
will drain two points of quintessence from the Node.
Mana can be spent to decrease the difficulty of sorcery
rolls, by up to -3, on a one-for-one basis.
X You have to get by on your skill alone.
• May store a pool of/expend one Mana
•• May store a pool of/expend two Mana
••• May store a pool of/expend three Mana
•••• May store a pool of/expend four Mana
••••• May store a pool of/expend five Mana
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 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.
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.
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.
Unnatural Sense: The Arcana has some superhuman sense, such as the ability to see in infrared, to see in the dark, or to hear radio waves.

In this specific case the arcana senses truth in the words spoken around it.
The Arcana has most likely has a machine-mind, though it might
also have some other quirk like a technological spirit having been bound into it during its
creation. Whatever the case, the difficulty of all the Arcana's Computer rolls are reduced by two.
The Arcana lacks the necessary anatomy for easy communication. It can still understand speech, and it could speak if it possessed the proper facilities to do so, but alas, it doesn't. It can still communicate effectively with its master through pantomime.
For most Psychics, the only Practice necessary is
Psionics and the only Instrument is thought-forms. For
you, however, you need something more. For the three
point version, that extra bit that you need is a simple
gesture or spoken phrase or incantation. At four points,
some specific physical focus is needed, often a crystal
or something that resonates with the power (a pocket
watch for Psychic Hypnosis, for instance). The five point
version only works with one specific object, rather than
a given type, so rather than "a pocket watch" you might
need "my grandfather's pocket watch" and you will have
serious trouble if that item is lost or stolen.
The Exalt has either already made extensive study
of the mystic arts prior to Exaltation, or has the po-
tential to do so in the future. She may buy Paths and
rituals from Sorcerer Revised Edition. A dot of a Path
costs 4 Freebie Points during character creation, while
rituals cost 2 Freebie Points. During play, Paths cost 4
experience points for the first dot, and current rating ×
4 for additional dots, while rituals cost their rating in
experience points. Twilight Castes, Daybreak Castes,
No Moon Castes, Air Aspects, Chosen of Secrets, Mar-
row and Soil Aspects, and all Infernal Exalted pay cur-
rent rating × 3 for additional dots, instead.
The Merit costs only 3 points for Chosen of the
Twilight, Daybreak, and No Moon Castes. It costs 4
points for Sidereals, Air Aspects, Marrow and Soil As-
pects, and Infernals.

Mostly used by sorcerers with the Martial Arts Practice,
this merit indicates a deep understanding of the flow of
magical and life energy. A sorcerer with this merit has
prowess beyond what mere skill can accomplish, and in-
stead has learned to use their Mana to enhance themselves
physically. A sorcerer with this merit can spend Mana to
decrease the difficulty on physical actions in addition to
sorcerous ones.
Most sorcery comes in the form of either psychic
phenomena or disciplined study. For you, however, there
is another option. You have a supernatural talent for social
interactions. You can spend Mana directly to reduce the
difficulty of social rolls, to a minimum difficulty of 3 and
a maximum change of -3.
Your mind is mystically empowered. So much so, that
instead of being restricted to use mana only on sorcery,
you can use it to reduce the difficulty of any mental task.
This has the same restrictions as spending mana to aid
sorcery. The specific form this takes depends on the task,
perhaps making the sorcerer more insightful, perceptive,
or quicker to solve puzzles.
While sorcerers are often able to work together
effectively, psychics tend to have a lot more difficulty.
This very rare Phenomenon allows one psychic to link
several together to allow them to accomplish things that
they never could on their own. The synergist is able to
link together two psychics per dot of Synergy, plus one
for each success spent to do so.
Cost: Two Willpower points.
Roll: Perception + Awareness
Cost of Failure: On a botch, a random member of
the group has a random Phenomenon activate uncon-
trollably, causing everyone to suffer the Cost of Failure
for that power.
Effects
• Psychic Sense: This is a passive ability. Whenever
the psychic touches another psychic, they roll Perception
+ Awareness at difficulty 6. With success, they detect
that the person they are in contact with is a psychic
and with three successes they get a general idea of the
psychic's strength and the nature of their powers. This
only detects psychics, not other supernatural beings with
mental powers.
•• Share Will: Now, psychic links can be formed.
When linked, the group can use any power known to any
member of the link. The character with Synergy, however,
makes the roll. Each other member may spent a point
of Willpower to boost the effectiveness, however. For
any sensory power, the entire group receives the results.
••• Group Effect: The group of psychics become more
in synch. In addition to being able to spend Willpower
on the group's working, the highest Attribute and highest
Ability in the group is used for any Psychic Phenomenon.
•••• Share Powers: Now, the group can use multiple
powers at a time (though they are not combined in any
way). Each member can donate any two of the following
to an effect: an Attribute, an Ability, a Power.
••••• Power Gestalt: In addition to using multiple
powers, now the psychics can combine them. For example,
Clairvoyance will allow them to target things they see
from far away with other powers, such as Telepathy (or,
if they're in a more hostile mood, Pyrokinesis).
Associated Spheres: Mind
When in the form of a ring, the spirit takes a form of constantly shifting paradoxical geometric shapes, observable within the ring as a play of light and unnatural darkness. On the rare occasions it manifests a projection of itself outside, the substance of its body is brilliant emerald energy intervened with impossibly black darkness. Something in a lizard part of a human brain finds the constantly changing form unnatural, dangerous and disturbing. it would take a kind mind indeed to see hidden alien beauty and see past its appearance to connect to the deep and kind mind it houses.

Lacking perceivable mouth or equivalent, its ability to physically talk is limited to producing dazzling displays of music. It uses a form of telepathy to communicate, projecting a pleasant gender-neutral voice into the minds of those it talks to.

While it the surface of its body lacks lacks any recognizable sensory organs, its senses are beyond human, capable of perceving the world with perfect clarity. And what it sees, hears and senses, it translates to the master of the ring.

Its core goals are to be the guardian of the ring, ensuring the success of its wielders, and making sure that, should the unthinkable happen, the ring passes onto the next wielder. It serves as an archive of knowledge and skill, learning from the users of the ring, observing their magic, should they have any, and lending this knowledge and ability to the future users. Through it, every next Green Lantern is not just a hero, but a continuation of unbroken legacy that will one day span thousands of years and be known throughout the universe.

When in its dragon form, it looks like a minuscule dragon with jade-like scales, around an arm's length from head to the tip of its tail.
Its a ring guardian spirit. It allows the user to tap into its skills and, in the future, as it accumulates XP, to use various Sorcery Paths of the previous users. It also provides partial Blactstaff functions, as paths used through its synergy psychic phenomena should be shielded from the corruptive effects of mortal magic.
Freebie Point balance:
15 points from the start + 7 from trading in physical attribute points + 14 from trading in secondary and tertiary ability points + 7 from flaws - 1 from willpower - 12 from merits - 10 from background - 20 from Synergy Psychic phenomena =0
3 dot adornment splendor
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.
This Element can only be part of an Adornment.
The Splendor stokes the fires of the Exalt's Essence whenever she affirms her innermost self.
When she regains Willpower from fulfilling her Nature, she also refills her Essence pool.
The Splendor reweaves the target's destiny to ensure that she will receive help when she needs it.
Upon summoning the Splendor, roll Manipulation + Leadership against difficulty 6. Each
success grants the target one dot of Allies or Backup. If used in an Adornment, the user chooses
how to divide the dots as she likes. If used in a Fascination, the distribution of dots is determined
when the Splendor is conjured (and can be set to be either static or contextual). This cannot give
the target more total dots of either Background than the Splendor's rating. She does not choose
who her Allies or Backup are; they will reveal themselves as needed, as the need for them
arrives.
If the Splendor is a Fascination, these dots last for one day for a 1-2 dot Splendor, one week for a
3-dot Splendor, one month for a 4-dot Splendor, and one year for a 5-dot Splendor.
What is a green lantern ring without the iconic lantern itself? Tying together the myths of the genie's lamp and the spirit of modernity, this manifestation of ancient magic takes the form of a railway lantern, seemingly cast from brass, and decorated with endlessly shifting images and carvings of dragons, spirits and things more fantastical yet, impossible to fully perceive with a naked eye. Shadowless green flame, a distant descendant, or perhaps the last remaining ember of the Green Sun itself burns within, demanding nothing less than perfection from those that peer into its light, and yet, granting them the shot at achieving it, the transcendent flame within illuminating the path unending that stretches into the future.

Forged for and together with the spirit of the ring and the ring itself, it belongs primarily to the spirit, and not the user. In order to activate it and obtain its effects, the spirit would manifest it in front of the ring, and the user would sincerely swear the oath, the spirit echoing the words should they ring true. In this case, the power of the spirit is renewed. The same effect can be achieved even without the oath, even mind-combat, should the user willingly feed the spirit their willpower. If the user dies, or proves themselves unworthy, the second effect of the lantern kicks in, twisting destiny in such a way that a new user will come into possession of the ring

I think this works out. I modified spirit's unnatural sense to be a lie detector, and tied everything with a 3 dot adornment Green Lantern. The cosplay writes itself.

Ok, I'm assuming this is for Daniel, when we finally give him his artifact? It's a ring, it's definitely something we can make (in terms of crafting materials, given… everything.)

It works well with… Butters? Getting a Lightsaber of the Cross. If canon can make tons of references…


Yog and I talked before and planned to use the corpse of the True Dragon killed by Michael to create something like this and I liked the idea of Summer and Winter, especially the Mothers, to further increase the absurdity of our creation, so I count on your support when the time comes.

Absolutely! It's the duty of each Exalted Crafter to keep killing/looting powerful beings and using them as regents to make gratuitously useful/insane items - if you aren't shattering the look and the minds of the other players at the table, then you're doing something wrong!

Obviously, this quest is a little more street level - for now - so we aren't going to be merging the Heart of the Kukla, struck down by the Sun's Godspear moments before his death, crystalized and set in a yin/yang arrangement with the Heart of the Gardullis. But a true dragon? In the Dresdenverse?

If I recall correctly, Ferrovax is guaranteed by Word of Jim to be a part of the eventual apocalypse, and he's also on the same level as Mab. And Michael's feat was impressive because the dragon he killed wasn't that far below him!

Obviously, we won't be getting a Mab-tier minion, but if there's any of his body left? Even two decades later, even just a scrap of the power within a small piece of his body… that would absolutely be a 4-dot splendor to 5-dot upgrade-level ingredient, at least. If we combined it with Summer/Winter favors, and threw in whatever we learn from the Dark Rider? We could possibly unlock artifact crafting, or make a top-tier artifact… probably a reskinned for EXvWOD Thousand Forged Dragon!

I mean, even that's a long way off, and we wouldn't want the nuke-the-world aspect (and beyond that, they're just supernaturally scary flying tanks with flamethrowers. Doesn't quite live up to the hype without the core element, sadly). But still! I absolutely have to see what DragonParadox would allow us to do here (and what faces Dresden would make. Or noises - screams, gurgles, choking sounds, the word 'why?' on repeat… I'm curious.)

*Pauses* Oh, that's the plan for making the Dragonblooded.

Those… might already exist, in setting? Depending on how much of Holden's work fits with the Dresdenverse. Hm.

Still, that would be a way to make a worthy army - an army for more than just combat (no charms, but they have high mental stats as well as physical!) And it would definitely be worth the double favor - as a rather more practical use than just one super minion. (Although I love the super-minions).

Still, miniboss squad!

Vote closed.
Adhoc vote count started by DragonParadox on Oct 28, 2024 at 5:14 AM, finished with 74 posts and 16 votes.

  • [X]Plan From Hells Heart
    -[X] Keep trading blows from afar, Harry and McCoy certainly did a good job, you can just intercept spells with counter-magic
    -[X]Molly: Shadow Spite Curse on Hollow Man
    -[X]Sophia: Counterspell and heal if necessary
    -[X]Sanctuary Sorcerer: Counterspell
    -[X]Sanctuary Weavers: Guard
    -[X]Lydia: Activate Marble Skin. Attack with Chariot of the Earth. Use Dexterity Excellency.
    -[X]Wizards McCoy + Dresden: Ranged offensive magic
    -[X]STUNT: Under the glare of the falling fireball that used to be a Hollow Man doppelganger, you spare your friend a moment."Lydia" you say, raising your voice to be heard above the pyrotechnics."Hit them with the planet."
    [X] Keep trading blows from afar, Harry and McCoy certainly did a good job, you can just intercept spells with counter-magic
    -[X][Stunt]As the spells rain down on you ancient looking (but actually quite modern) spellbooks from the city of knowledge appear before them and snap closed around them. You remind yourself to check later to see if that means you have actually gotten new spells in the catalog.
    -[X][Stunt]"Are you going to let me just claim this place uncontested?" It doesn't know your limits. You don't even know your limits. In fact as you call out vague ideas about how to claim a area as your own come to mind. Hmm, shame about the sacrifices.
    [X] Keep trading blows from afar, Harry and McCoy certainly did a good job, you can just intercept spells with counter-magic
    -[X][Stunt]As the spells rain down on you ancient spellbooks from the city of knowledge appear before them and snap closed around them. You remind yourself to check later to see if that means you have actually gotten new spells in the catalog.
    -[X][Stunt]"Are you going to let me just claim this place uncontested?" It doesn't know your limits. You don't even know your limits. In fact as you call out vague ideas about how to claim a area as your own come to mind. Hmm, shame about the sacrifices.

I'm part of a vote! In GFR!

Dies of happiness.
 
Last edited:
Ok, I'm assuming this is for Daniel, when we finally give him his artifact? It's a ring, it's definitely something we can make (in terms of crafting materials, given… everything.)

It works well with… Butters? Getting a Lightsaber of the Cross. If canon can make tons of references…
Daniel is a point of huge contention. I and at least some others see him as a viable candidate, perhaps the only viable candidate, for the Dawn solar shard in Vegas. Others are vehemently opposed to it. I was asked not to reignite that debate, so, let's say that for now this is on hold. Currently we promised him a splendor sword (an upgraded sword of the greater Akuma of Kakuri we looted) once he finishes his training.

Green Lantern ring could work well with Butters, yes.
Those… might already exist, in setting? Depending on how much of Holden's work fits with the Dresdenverse. Hm.
Those have been confirmed to exist both in and out of the story. Porter (the elemental dragon of Chicago) encountered some among native american tribes, and the three knights of the round table we rescued from Lydia's ancestral home are active dragonblooded. Arthur is also an exalt of some sort - whether he's a dragonblood or a celestial exalt of some kind is in question (we know he's more special, and more "exalted" than others). He's currently entombed in Avalon, and reviving him is a major quest that the knights will embark on once their year and a day of service to Lydia passes.
 
Arthur is also an exalt of some sort - whether he's a dragonblood or a celestial exalt of some kind is in question (we know he's more special, and more "exalted" than others).

I am pretty sure he is just a higher essence Dragonblooded than his followers.

Or at least the description didn't scream anything more than that to me.
 
Arc 14 Post 57: Enter the Emissary
Enter the Emissary

18th of February 2007 A.D.

"As all things in the light cast shadows..." Your light grows brighter as you speak, a thousand thousand eyes swirling like alien constellations. "So does all action even the most excellent contain within itself the seeds of failure. Behold... Lydia, hit them with the mountain!"

A shard of obsidian roughly the size of a small van and moving just about as fast rips itself out of the mountainside and starts careening towards one of the twisted figures as it makes a sign in the air impossible for human digits. It barely slows the projectile down as you smile, robes tear on jagged edges and alien flesh splits open to rain acid bile on the ordered corridors below, but the thing isn't dead yet. Like a half digested leech it hangs there, impossible and undeniable.

"Call upon the Road, accept its end!"

Lydya uses 1 Essence -> Now at 5/7
Hollow Man's Dice pools Reduced by 8
Iteration One at 4/10


Three times the figure screams, struggling though the weight of our curse, twice unheard, unheeded, but the third time from the depths of the Labyrinth you hear an echo, then another and another, dead throats, dry throats, throats of stone now ringing in rage. A figure darkly luminous rides forth her mantle filled with ghostly heads that carry her aloft, bleeding burning, scratching out their own eyes. Even at so far, passing in an out of sight below the swordmaster's mantle you know them for what they are, the dead of the Ebon Road, those condemned to rest as twisted statues upon it, not yet worn to dust.

"I am the End of the Road, the Silence of the Dragon Below. Accept your fate and your suffering will end." The swordswoman speaks and most terrible of all she does not speak with hate.


"Demon, this is not your fight! Return to thy masters in Yomi and tell them you failed!" Ebeeezer McCoy circles the staff of his office though the air, leaving a line of silver in its wake that becomes a spiral, that becomes a Circle four miles in radius anchored on the mountain.

"I do not serve the Impudent Ministers," the demon, if demon she be, says as she crosses the line of silver, set alight with its flame, but seemingly untroubled by it. "You..." she points at you, a single pale finger. "Have called the name of One who should sleep eternal in a place that He might hear. Desist and you shall not know my purpose!" Turning to the nearest avatar of the Hollow Man she her face, which had been serene twists in momentary revulsion. "You, who dared call my name with lips befouled know that if those words had not been true for once in your wretched existence I would bring together the ends of your severed fate and see you unmade. Begone from my sight!"

"You have no power to banish me/us from my/our seat!" one of the four remaining figures speaks while the others are chanting unspeakable things, seeking to break the curse you had laid upon it, no to even understand the curse. Crippled as he is by the weight of your malice he has to struggle to even begin to counter it, hence summoning the... being born aloft by the souls of the damned.

Eyes of silver in a face of cracked porcelain narrow. "It is contested. Do not test the edge of my judgement Drusus, for you will find it cuts as readily as steel."

Oh right, not a demon, 'batting for the other side'. The damned... just damned had the sheer gall to summon an angel because he figured out you were doing something against her particular remit. She isn't being carried by the souls, you now see, they are begging her for release, for mercy.

What do you do?

[] Better to seek forgiveness than ask permission, signal the others to keep fighting, keep the curse going
Angels can be wrong, that isn't a thought you have lightly but after all this time to finally get to this thing and kill it, all the suffering it caused and all the people lost it is one you are willing to entertain.

[] Lift the curse, launch yourself at the Hollow Man, with an angel here you shouldn't have to hold the center
Curse or no Curse you can still end it, you can still end him and put an end to a threat to the world once and for all

[] Abide by the judgement, trust that the angel can drive Drusus off and you can recover the souls you came looking for, though it galls you to let him continue to exist
You will keep faith, in this at the end of everything, you hope there are answers to be found as well

[] Write in

OOC: Alas you rolled too well for your occult for 'stab the strange woman in the face with hellfire' to be an option, though Ebeneezer did triple both his own roll hence confusing her for a servant of the Yama Kings and trying to set her on fire. She did actually have to roll soak for that because Blackstaff.
 
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You cursed Drusus very hard he got desperate, he recognized and curse and called an angel whose job he knew to be making sure Someone did not wake up. The angel told you to stop doing the curse and it told him to leave on pain of smiting. As to what Road he might mean... remember the Ebon Road?
Oh.

That actually is a good reason to not SSC when partially outside reality. Especially since we can't exactly be sure Malfeas is as airtight as it used to be.
 
The angels basically telling us stop using the curse for ooc reasons of maybe waking up the non dragon? Cause damn said curse was a waste of exp if we can't use it.
 
Our charms having unlabeled side effects that conveniently saves our enemies from us seems like a bit of a diabolus ex machina.

Especially since our charms are nominally not really pure Yozi anymore:
shadoW spite Curse (••)
With a dismissive gesture, the Infernal befouls her tar-
get's efforts with the darkness and soul-biting chill of Kakuri.

If that's not the case then I don't see why we wouldn't have an entire choir of angels on our ass anytime we use out charms in a place controlled by the Outside since they'd all be drawing from something that should stay asleep.

Certainly if an Angel is going to tie our hands behind our back it should make up for it instead of protecting the Outsider. What with all the "balance" and "not interfering with free will" stuff. If the white god doesn't send Angels to protect regular people from the consequences of their actions then I don't see why Marcus should get the courtesy.

If he was desperate enough for this I don't think being temporarily driven off is what he was afraid of.
 
We are about to eat,anyway.

[X]Plan: Go big or go home
-[x] ask a crown question:"
How does he plan to escape?"
-[x]use the info to get the others to stop him from escaping. Then:
-[x]Lift the curse, launch yourself at the Hollow Man, with an angel here you shouldn't have to hold the center



is this valid,qm?

anyone have anything to add? feel free to iterate or change anything for your own plans
 
Our charms having unlabeled side effects that conveniently saves our enemies from us seems like a bit of a diabolus ex machina.

Especially since our charms are nominally not really pure Yozi anymore:


If that's not the case then I don't see why we wouldn't have an entire choir of angels on our ass anytime we use out charms in a place controlled by the Outside since they'd all be drawing from something that should stay asleep.

Certainly if an Angel is going to tie our hands behind our back it should make up for it instead of protecting the Outsider. What with all the "balance" and "not interfering with free will" stuff. If the white god doesn't send Angels to protect regular people from the consequences of their actions then I don't see why Marcus should get the courtesy.

If he was desperate enough for this I don't think being temporarily driven off is what he was afraid of.

You are free to ignore her. Molly does not feel like anything is waking up. This is your enemy using an unconventional tactic not the narrative telling you OOC that you have to stop.
 
Hmm. The angel's probably not an illusion, though.

I'll get back to that in a bit.

Daniel is a point of huge contention. I and at least some others see him as a viable candidate, perhaps the only viable candidate, for the Dawn solar shard in Vegas. Others are vehemently opposed to it. I was asked not to reignite that debate, so, let's say that for now this is on hold. Currently we promised him a splendor sword (an upgraded sword of the greater Akuma of Kakuri we looted) once he finishes his training.

Green Lantern ring could work well with Butters, yes.

Those have been confirmed to exist both in and out of the story. Porter (the elemental dragon of Chicago) encountered some among native american tribes, and the three knights of the round table we rescued from Lydia's ancestral home are active dragonblooded. Arthur is also an exalt of some sort - whether he's a dragonblood or a celestial exalt of some kind is in question (we know he's more special, and more "exalted" than others). He's currently entombed in Avalon, and reviving him is a major quest that the knights will embark on once their year and a day of service to Lydia passes.

*Facepalms* I remember all of these things now that I'm reminded. Gah, I'm doing this a lot.

It's a shame that Molly, the Kakuri-specialized Exalt, won't get the Kakuri sword, though. It could boost her SSC, perhaps… eh.

Personally, I'd prefer it if we gave the Ring (or an equivalent) to Daniel, simply because A) Charity interfering (and soul-sucking darkness sword), and B) he's still Catholic, and a nerd. That said, we did promise, and he is training in swords, specifically, as well as FCOF MA, so I recognize that it still makes sense if we do that.

I suppose Harry could also use your Ring, Yog; it's cheap (1 mote a year), and it grants amazing Perception and Intelligence capabilities. (Probably better to give it to the guy who doesn't have techbane or a thaumaturgy specialty, though - it working with tech is cool)

I wasn't referring to the knights, when I said Dragonbloods may exist - I meant I was unsure if they have a secret society like Holden set up. (I phrased it poorly, and I wasn't thinking of the knights besides. Sorry) I think not, because the White Council likely would have heard of them, but… eh.

Anyways! On from my embarrassing mistakes, and on towards my embarrassing attempts at contributions!

So. This Hollow Fool has kindly demonstrated for us: Mirror Image is clearly a thing that can be done without time Magic, and in a way beyond merely defensive illusions!

So, I've whipped something up. I don't really grok this system the way Yog does - I'd actually love some feedback on that front - but I really want a miniboss squad, and SSC as a signature is just too powerful to give up or copy via Spendors.

But what do I really want from this?

Currently, I've started it out at 3 dots, only about as crazy as what we gave Lily.

Three-dot Splendors are built with up to 7 Element points. They have 1 to 4 points of Form Elements and at least 3 points from a Root Element. Up to 3 points may be from Mystic Elements.


A three-dot Adornment remains manifest for one week. (Spend at the start, keep in pocket?)

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.
This Element can only be part of an Adornment.

The Splendor allows the Exalt to use one particular Ability, such as Larceny or Brawl (MELEE), from much farther away than she really ought to be able. The Exalt can act from (Splendor's rating) x 5 yards past her normal limits.

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. (DISGUISE - PRETEND TO BE MOLLY CARPENTER)
It's cheaper than Invincible Assertion, at least.

This Element can only be part of a Fascination.
The Splendor creates environmental hazards according to the character of its Form Elements, such as Form of Crackling Fire or Form of Ash and Dust. The nature of the created hazards vary accordingly:

• Spirit produces hazards such as drawing in minor hostile spirits, or expelling targets across the Gauntlet. They either impose a penalty of –3 dice on all actions (due to the interference of meddling spirits), or require proper actions taken at difficulty (4 + Splendor's rating) to avoid being shunted into the Spirit World. Spirits are hostile minor Gafflings and up to (Splendor's rating) can be produced per scene.

What is a growing infernal to do? An expansive world-soul, but no soul-hierarchy. Useful splinters of her mind, but no way of saving them if they perish at an opponent's hand. And a limited number of limbs which encompass such limited space.

Here is the solution: A mirror-bright gem, holding the twisting darkness of Kakuri entwined with the baleful green glow of Molly Carpenter's soul. When her world-soul spills over into reality, the trick of splintering her attention now lets her refract it, showing herself in countless places at once. While her primary avatar is still her main anchor, she may reach through the rest of her, her presence carrying her soul like radio towers carry a signal, allowing her to reflect on the world with more eyes, attacking when her opponents believe themselves out of reach.

All right. I wanted there to be, at least for combat, a large number of clones of Molly - 3 can be summoned easily enough. Each clone is a minor entity - a 'gaffling' - that doesn't do much to our enemies. But! They act as a focus for our shintai-charms, either doubling our SSC or pulling people into the FCOF. The clones disguise themselves as Molly, with Mystic Fortification making it easier for them to look like her. (This bit is what I started with, but it turns out that it isn't that important for what I came up with, so I could disregard it if this doesn't work, moving the bonus towards increasing the penalty we drop on people or bettering our chances of a Yoink). Finally, the spirits extend Molly's Melee range by 15 feet - she's good with telekinesis, but she's ultimately specced for melee, and she has a sword for a reason! Being able to extend the blender... well, this is directly inspired by Earthscorpion's Szoreny charms. Attacking the wrong Molly clone does nothing to Molly, but each of them can 'extend' her range like a cell phone tower, carrying Dragon's Lair Obtenebration-style space-bypassing blows!

I also wanted to use the 0-point mystic element, lowering the duration to a scene or so, but I wasn't sure that the extra point would be allowed. (Extra point, not exceeding the 3-point cap for 3-dots, right?)

Gossamer
(This is top-tier, and will definitely be reserved for either making the Dragonblooded or some personal part of our panoply.

Corpse of the Will of Kakuri Greater Akuma
This Yin infused body has the look of a corpse, desiccated, almost fragile seeming, utterly at odds with the river of darkness that flower though it when it was yet animate about the business of its master
(Probably going to be used to upgrade the Sword, make it a proper Kakuri/Lanka weapon for Molly/Daniel)

Head of Arianna Ortega (6th Generation Equivalent)
This severed head has nothing of the beauty and grace of the flesh mask that once enveloped it, though if one is minded to look at it carefully there is still a kind of ruined majesty to it, perhaps the shadow of a shadow of stolen divinity

Hmm… resonates really well with the sword, and stolen divinity works for the Dragonblooded, and majesty works for making minions… but if not, it could be perfect for shadowy minions.

Heart's Blood of Iku Turso (Tier 4 Splendor Reagent)
(Tier 4. Either being used for the Power Ring, or for the Dragonbloods [probably that one]).


Lord of the Outer Night, and Mordite - power, and rule breaking. I think we have a winner… at least, unless the thread wants to make something else, obviously.


Maybe a stingbulb tree? I loved Fablehaven…

…I suppose just casting Magma Kraken, against a sufficiently immobile foe, IS a miniboss squad, in the featureless mook sense. But… no.

Ugh.
This Element can only be part of a Fascination.
The Splendor causes anyone who falls under its sway to become utterly incurious about something defined when the Splendor is summoned. If the Splendor doesn't contain a condition under which the target may escape this blasé state of mind, or the target fails to satisfy that condition, then they escape from its influence after one day for a 1-2 dot Splendor, one week for a 3-dot Splendor, one month for a 4-dot Splendor, and one year for a 5-dot Splendor.
I don't think Fascinations work - the effect can't be dismissed the entire time, meaning that there's no surprise or activation, and it remains for enemies to see afterwords. Shame. I really wanted to make it impossible for people to realize which Molly they need to attack until a day later.
 
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Hmm. On the one hand, I want to.

On the other, Molly rather likes angels, and I suspect Dresden would be suspicious/worried about her reaction. To say nothing of the pointless pen pushers White Council.
 
In canon I'm 100% sure God would let existence end if it was up to the free will of humans. Choices matter to them clearly and those choices include very bad things.
 
Are we nerfing Molly with narrative again? I'm starting to think this is an arc about trying to nerf charms with narrative and I don't really like it.

In any case, I'll wait with the vote for now. Because as usual, it's incredibly confusing and I can hardly understand what's going on.
 
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