Green Flame Rising (Exalted vs Dresden Files)

So, about those plans:
@DragonParadox I understand that we shouldn't try to destroy the coins, that was established in the talk with Uriel, that trying to do so will allow Hell to retaliate. However, what does Molly think Hell would be able to do if she was to "improve" the coins? Essentially, go with Great Curse strategy, where the curse could latch onto the exaltations because technically limit breaks could be seen as improvements to them. What does Molly think about the feasibility of such an action (whether she could do it), and likely consequences of doing it if she can (whether she should do it)?
I mean... she would have to first understand how the Coins work, but in theory that is something Molly thinks she can do.
We don't know what the coins do, but we do know a bit about demons from Tiffany. In particular we know they're feeding on faith drawn from the pain they cause and presumably their mortal bearer. Cause the first thing she checked was if she could still do some of that when embodied.

I think the best angle of attack would be something changing how they generate power.


…What if we replace their ability to take from pain with regular prayer eating minus the will crushing stuff because that's against the themes of their conflict? Technically it gives them a bunch of benefits when they have willing subjects around, almost like a half step between a pact and their current mechanism. Practically speaking however the logistics of the thing are a huge pain in the ass.
 
Well, looking at all the discussions about what to do with the coins... I think Nicodemus is absolutely right to worry when our plans begin with the threat of throwing them into the Neverborn Sea...

I personally strongly disagree with that threat plan... just throw them in if it comes to that.

And absolutely, definitely, without a doubt, do not make it as a bluff we do not intend to follow on, if we tell we will, then we will.
 
We don't know what the coins do, but we do know a bit about demons from Tiffany. In particular we know they're feeding on faith drawn from the pain they cause and presumably their mortal bearer. Cause the first thing she checked was if she could still do some of that when embodied.

I think the best angle of attack would be something changing how they generate power.


…What if we replace their ability to take from pain with regular prayer eating minus the will crushing stuff because that's against the themes of their conflict? Technically it gives them a bunch of benefits when they have willing subjects around, almost like a half step between a pact and their current mechanism. Practically speaking however the logistics of the thing are a huge pain in the ass.
I'm not sure if changing anything is allowed. Or at least that's the logic I am working with. Ok, let me elaborate on my proposal:
1) We don't know the Rules(tm) under which the denarian-Heaven game is played. We don't know what the response will be to any action we do to the coins outside the obvious. We do know that trying to permanently keep them from humans in Creation will give Lucifer a lot of freedom to act, despite this action in itself being our Free Will expression.
2) Worst case scenario is that anything that can be considered as "diminishing" the coins, such as setting selection filters to them, preventing them from getting power, etc, will be met with harsh reprisal by Lucifer directly. And Lucifer is potentially this Age's recreation of Unconquered Sun. We are not ready to fight such a being.
3) Because of point 2, I am proposing we mess with the coins by "improving" them. Ie we do something that doesn't diminish the coins in any way, that doesn't transform them, doesn't deny them power. Instead, we add something. We, very very technically, improve them. Like, for example, add a function to the coin that gives the denarians therapy while they are in the coins.

... And I just realized that I am basically reinventing Limit Breaks here. Yeah, so, let's give Denarians Limit Breaks:
Every flaw has a Limit Break condition attached to it—a
situation that can cause the Exalt to lose control of himself
and act out his flaw. Every time this condition is met, the
Exalt's player must roll a number of dice equal to the rating of
the Virtue associated with the flaw. For every success rolled,
the character gains a point of Limit. As usual, rolling a 10
counts as two successes. When the character's Limit reaches
10, he suffers what is known as a Limit Break. Remember that
Solar Exalted also gain Limit points by spending Willpower
to avoid acting on their primary Virtue. In addition, Solar
characters who resist unnatural mental influence receive one
point of Limit, up to once per scene.
When a character suffers a Limit Break, he immediately
reduces his Limit to 0. For a period of time after the Limit Break,
the character is ruled by his flaw. He acts as it dictates and can
only hope that the episode passes quickly. If the player flinches
from acting out the character's loss of control, the Storyteller
may take control of the character.
A Limit Break is a tremendously cathartic experience.
Undergoing a Limit Break immediately gives the character
temporary Willpower points equal to his rating in the flaw's
related Virtue, even if this raises his temporary Willpower above
his permanent Willpower or even above 10. The character
recovers this Willpower only if she does not attempt to control

her behavior during the Limit Break, though.
Characters can partially control their actions during a
Limit Break, but this strain prevents them from recovering
Willpower from the Limit Break (although their Limit is still
reset to 0). These effects are listed under "Partial Control" in
each flaw's description.
 
So, but seriously, why shouldn't we do some impromptu recruiting here? What are the downsides of "yeah, this was a magical battle. Don't talk about it, unless you want Men in Black or demons to find and disappear you. If you want to know more, here's the contacts of the community office" approach? Serious question here.
 
I'm not sure if changing anything is allowed. Or at least that's the logic I am working with. Ok, let me elaborate on my proposal:
1) We don't know the Rules(tm) under which the denarian-Heaven game is played. We don't know what the response will be to any action we do to the coins outside the obvious. We do know that trying to permanently keep them from humans in Creation will give Lucifer a lot of freedom to act, despite this action in itself being our Free Will expression.
2) Worst case scenario is that anything that can be considered as "diminishing" the coins, such as setting selection filters to them, preventing them from getting power, etc, will be met with harsh reprisal by Lucifer directly. And Lucifer is potentially this Age's recreation of Unconquered Sun. We are not ready to fight such a being.
3) Because of point 2, I am proposing we mess with the coins by "improving" them. Ie we do something that doesn't diminish the coins in any way, that doesn't transform them, doesn't deny them power. Instead, we add something. We, very very technically, improve them. Like, for example, add a function to the coin that gives the denarians therapy while they are in the coins.

... And I just realized that I am basically reinventing Limit Breaks here. Yeah, so, let's give Denarians Limit Breaks:
Every flaw has a Limit Break condition attached to it—a
situation that can cause the Exalt to lose control of himself
and act out his flaw. Every time this condition is met, the
Exalt's player must roll a number of dice equal to the rating of
the Virtue associated with the flaw. For every success rolled,
the character gains a point of Limit. As usual, rolling a 10
counts as two successes. When the character's Limit reaches
10, he suffers what is known as a Limit Break. Remember that
Solar Exalted also gain Limit points by spending Willpower
to avoid acting on their primary Virtue. In addition, Solar
characters who resist unnatural mental influence receive one
point of Limit, up to once per scene.
When a character suffers a Limit Break, he immediately
reduces his Limit to 0. For a period of time after the Limit Break,
the character is ruled by his flaw. He acts as it dictates and can
only hope that the episode passes quickly. If the player flinches
from acting out the character's loss of control, the Storyteller
may take control of the character.
A Limit Break is a tremendously cathartic experience.
Undergoing a Limit Break immediately gives the character
temporary Willpower points equal to his rating in the flaw's
related Virtue, even if this raises his temporary Willpower above
his permanent Willpower or even above 10. The character
recovers this Willpower only if she does not attempt to control

her behavior during the Limit Break, though.
Characters can partially control their actions during a
Limit Break, but this strain prevents them from recovering
Willpower from the Limit Break (although their Limit is still
reset to 0). These effects are listed under "Partial Control" in
each flaw's description.
I get that, my proposal was about what in particular to do in terms of "improving" the coins. Because the whole point is to give them a gift that from a myopic perspective makes them better off but strategically cripples them.

You're right that filters might be a problem for that though, I suppose we need to be very picky about only adding instead of trying to set up "good" trades.

In terms of limit break, do you effectively mean the reverse of one? Mechanically some effect that suppresses their torment when they fill their limit track?
 
WTF? Seriously?

I don't really get the Exalted system roll results, so is this some sort of "critical fail" or something like that? Normal human reaction to even an altercation in a metro or train is to try to take cover and stay out of it. Any running involved would be away, not towards demanding answers from someone clearly either insane or dangerous.

If it's the Dice Gods deciding that a mob suddenly became of enraged torches and pitchfork type (with no torches and pitchforks actually included), then I'll accept it, but if this was a story, not a quest, I wouldn't. Not without some good explanation.
 
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WTF? Seriously?

I don't really get the Exalted system roll results, so is this some sort of "critical fail" or something like that? Normal human reaction to even an altercation in a metro or train is to try to take cover and stay out of it. Any running involved would be away, not towards demanding answers from someone clearly either insane or dangerous.

If it's the Dice Gods deciding that a mob suddenly became of enraged torches and pitchfork type (with no torches and pitchforks actually included), then I'll accept it, but if this was a story, not a quest, I wouldn't. Not without some good explanation.
It is basically the dice gods.

For our purposes on rolls like this a die in your dice pool rolling at or above the DC is 1 success, a 10 is 2 successes, and a 1 is -1 success. It's also possible to spend a single temp willpower point to gain an extra success outright for most rolls.

You have to meet a success threshold to perform an action, with varying degrees of effectiveness based on how close you are to the requirements. In a lot of cases you just need a single net success but still that's the general system.

The equivalent of a crit fail isn't 0 success, it's negative successes. Lydia didn't quite botch it, but she only rolled 1 net success to go with her willpower spend per the rollz link. Which translates to getting quite nearly the lowest possible result other than catastrophic failure for something that has degrees of success.
 
Speaking of late bloomers and endgame charms, what do you think about this charmline (the two-dot charm I'll probably be redoing completely or at least significantly, and probably folding it into a proposed additional charms for Fivefold Courts)?
Sorry it took me so long to answer this I Actually rather like it a lot they're minor things here and there.
Triumphant Limit Break ●
The limits of mortals and divinity are set by the Laws of Creation. The Infernal refuses to be so bound.
System: Select an Ability or an Attribute. Its maximum possible dot rating increases by 1 permanently. This charm can be purchased multiple times. No single Abiility or Attribute may be expanded more than Essence rating times by the use of this charm. The Infernal must have an Essence rating of at least 4 to purchase this charm.
I put the only mechanical change I would add in bold there. There is a minor subjective point Triumphant Limit Break I might change the wording of the charm just a little bit because triumphant speaks to action deliberate or otherwise along with limit break to be honest something like Essence Overwhelming or Hellish Might or Infernal Dominance might work better to reflect this passive benefit as this is an ox body like charm.

This is also a point on the fluff just a little bit maybe something more along the lines of "Mortals and divinity are limited beings by nature. The Infernal has no such restriction." Mostly because the fluff that you have now is kind of just wrong Divinity are capable of changing a lot of their everything just by the laws of creation in a bunch of different ways same for mortals. Making a more vague statement that it isn't so absolute on the limits of other beings and when there are tons of examples just in exalted and I guess Dresden Files of those limits being bypassed at very least makes my brain itch less. Focusing more on the Infernals lack of limits is considerably better both for giving gas to the charm as something to get for your character and not saying too much about other things.

Primordial Perception Application ●●
The Architects of Creation perceived existence through the lens of their themes, and with that perception forged Creation itself. For a moment, the Dreamer opens her eyes and changes the world with the lever of her Will
System: When buying this charm, select an Ability and a category of Attributes. Afterwards, spend 1 mote of Essence or 1 point of Willpower to substitute the selected Ability in place of any other Ability with the selected category Attribute roll for the rest of the scene. The charm can be purchased multiple times. The Infernal must have an Essence rating of at least 3 and have purchased The King and the Kingdom: The Thousand and First Hell to purchase this charm.
Mechanical wording in bold. This I only have one thing to say the primordial part it's kind of unnecessary the fluff is actually fine and in fact perfect for the charm actually does but primordial Glory Everlasting is a considerably more clever application of the word primordial because it can be used in every sense and is more applicable to how powerful it is and in the uniqueness of its application.

Something like Egocentric Perception Application , fits the wording just as much and is directly related to the function of the charm. Egocentric in the term " centered in or arising from a person's own existence or perspective" It Centers the charms focus on the infernal who is the view that is going to be enforced by it while the fluff can inform the relationship.
Primordial Glory Everlasting ●●●
The Wheel of Ages grinds the works of mortals and immortals alike to dust. The acts of those who designed death and time themselves are not so fragile
System: When activating a charm, instinctively spend 1 Essence. The duration of the charm effect is increased by one category. The categories are: turn, scene, day, week, month, year, permanent.The Infernal must have an Essence rating of at least 4 to purchase this charm.
This one's perfect primordial being able to use in every sense both the beings and the terminology of ancient without number or limit if it's perfectly with this charm that increases duration and generally increases the impactfulness and Legacy of charms and their function whether or not this is balanced I couldn't tell you and probably needs to just be checked the dragon paradox.
Beloved Enemy Perspective ●●●●
The Architects of Creation counted the Embodiment of Rulership and the Principle of Hierarchy among their numbers. Yet for all their might, they could not understand anyone but themselves, and it was that limitation that doomed them in the first Great War. Their inheritor does not share such a weakness, and uses her human origin to understand, and thus, overcome, both her enemies and allies.
System: Upon first purchasing this charm, the Infernal becomes aware of the ties that bind her to others - she learns the identities of all those to whom she is an Intimacy, whether positive or negative. From among those, she may select one being of her choice. After spending a week in meditation, she becomes perfectly aware of their history and motivations, and becomes able to learn their abilities, such as magic, charms, lores, etc.The Infernal may purchase these abilities as charms from a non-favored Hell in the following ways.

On True magick the Infernal may purchase the Rotes (Spells the mage has practiced and named or doesn't suffer the Fast Casting penalty on using) of the mage or mages affected by this charm as Charms at the dot rating of the highest sphere invoked in the effect substituting Essence for Arete, Spending 1 Essence and rolling at the base difficulty of the effect (Highest Sphere + 3). Only one such True Magick charm maybe used per turn.

On Fallen Lores the Infernal may purchase the Lores of the Demon or Demons affected by this charm as Charms at the dot rating of the Lore substituting Essence for Faith (Value and Resource) and the Lores are permanently attached to the Torment rating of the demon the were learned from at the moment they were purchased. Purposely using the High Torment effect instead of giving temporary Torment cost one Willpower. Only one such Enochian Invocation Charm maybe used per turn.

On Changing Breed Gifts the Infernal may purchase the Gifts of the Changing Breed or Changing Breeds affected by this charm as Charms at the dot rating of the Gift level six gifts count as level five substituting Essence for Gnosis (Value and Resource) and Rage For Willpower (Value) and paying Essence. The usage of Theriomophic Gift Charms wear away at the infernal ability to modulate their wrath giving +2 difficulty to willpower roll to resist provocations.

On Vampiric Disciplines the Infernal may purchase the Disciplines of the Kindred or Kuei Jin affected by this charm as Charms at the dot rating of the Discipline/2 Rounded up. Permanently active disciplines like fortitude, potence, Celerity, Iron Mountain. Instead the passive effects may be activated for one scene by reflexively spending one Essence and one willpower which Act as after Excellency dice adders and if they occupy a similar Niche cannot be used at the same time Iron Mountain and fortitude are mutually exclusive. The active portion of the disciplines extra actions, automatic successes on strength rolls may be used independently at the same blood/Essence cost as the normal discipline. Vampires have Virtues that govern their behavior Compassion, Self-Control, Courage, Yin and Yang, Hun and P'o sometimes some other Virtues. Exalts don't have those traits. Whenever a Discipline assumes that its target has a Virtue that the Exalt doesn't possess, use Willpower instead.
If a rule references Dharma, consult the power equivalence chart in Chapter One. Drawing upon the Intrinsic Animus Charms lower the resistance of the infernal to cleansing flame they receive +2 difficulty to soaking damage from fire.

In order to gain access to abilities of other beings, the charm has to be repurchased. This Charm may be purchased as many times as desired, but while the Infernal has more purchases of this Charm than her Essence rating, she suffers one permanent derangement (see V20, p. 290-293, W20, p. 485-486, or M20, p. 649-650) per purchase over that limit, as she is lost in the perspectives of those who she tries to understand.The Infernal must have an Essence rating of at least 3 and have purchased The King and the Kingdom: The Thousand and First Hell to purchase this charm.
I would integrate more but I think that gets the idea across. I was really worried that this would break something but if an infernal has digest in the great Beast they have better regeneration than a werewolf does which was surprising to me other than a rank six gift making it so all damage count as lethal or bashing unless it comes from silver. An infernal can just out heal a werewolf in straight up damage regenerated per round even with gifts enhancing regeneration it's pretty nuts.

Yeah don't give other beings just straight access to the entirety of sphere magic this is a mostly flavor text which means you'll be as strong a Caster as a wizard though you can't just freeform spells like a mage actually could. The lures are actually way better both mechanically and actually than the disciplines of either the hungry dead or the kindred and lend themselves well to this the torment mechanics pair pretty cleanly as well.

Then the Restriction of overlapping disciplines from the vampires actually makes it pretty simple essentially the actors charms that get more powerful the more levels of the discipline you buy which is exactly how they're supposed to work and if you don't let them stack with an Excellency amulet or set of potions it's not like your attributes can go above 10 anyway.

I'm sure they're education is like certain discipline combos allowing complete bullshit to happen but honestly at that point you're just paying a lot of XP to like get certain effects that are almost certainly possible outside of using a 16xp charm to facilitate spending more XP on to be frank definitively lesser powers in a lot of ways. Is that also assumes that the vampire or vampires are learning the disciplines from have said bullshit combo which is definitively in the hands of the Storyteller what disciplines possible vampires connected to have.
The Path Unending ●●●●●
For all their glory and transcendent power, Primordials were still static, defined by their set themes. The one who will become their greater is not so limited.
System: The Infernal expands their definition of self in one of two ways. Either she adds one new Signature Charm to her shintai form, or she gains 1 additional point to improve her Kingdom with. This Charm may be purchased as many times as desired, but while the Infernal has more purchases of this Charm than her Essence rating, she suffers one permanent derangement (see V20, p. 290-293, W20, p. 485-486, or M20, p. 649-650) per purchase over that limit, as her soul is consumed by the inhuman transformation and perspective.The Infernal must have an Essence rating of at least 3 and have purchased The King and the Kingdom: The Thousand and First Hell to purchase this charm.
Absolute Cinema.
 
Sorry it took me so long to answer this I Actually rather like it a lot they're minor things here and there.
No problem at all. One point, though, in the preamble I actually outlined the requirement for the whole category of charms (I'll bold and underline it)
Next Testament charms

The Yozis do not know what they have wrought. They sought champions wearing gilded collars, gestalt-reflections of their own magnificence. But the Green Sun Princes are more than their makers ever anticipated. Within them sleeps a greater power than the titans own: the power to transcend Yozi nature and be reborn. A new Era is at hand. In it, Creation will see the birth of new Primordials, backed by the power of Solar Exaltation. The Wheel Turns.

The Next Testament charms become available to an Infernal who has reached at least essence 4, and has bought both King and the Kingdom: the Thousand and First Hell, and Transcended Eschaton Shintai charms.
I'll respond to other comments once I get home, or in the morning, I appreciate the feedback a lot. Thank you very much.
 
I get that, my proposal was about what in particular to do in terms of "improving" the coins. Because the whole point is to give them a gift that from a myopic perspective makes them better off but strategically cripples them.

You're right that filters might be a problem for that though, I suppose we need to be very picky about only adding instead of trying to set up "good" trades.

In terms of limit break, do you effectively mean the reverse of one? Mechanically some effect that suppresses their torment when they fill their limit track?
Something like this maybe, yes. The core idea here would be to add some manner of therapy functionality to the coins.

In regards to filters - a risky gamble, but possibly worth it, might be adding an enchantment that guarantees the coins will find a virtuous host quickly. As long as it doesn't prevent them from finding other hosts, this might work. We know that humans, at least some humans, are virtuous or at least stubborn enough not to fully accept the coin, hence Shadows being made. So, we could try to add some manner of enchantment that guarantees that the first person to pick up a coin would always be such a person.

This is actually abig metaphysical question - are denarians allowed not to make an offer to the person who picks up a coin? Can they say "nah, I don't want this guy, I'llwait for some other future host"? I am honestly unsure.

Oh, wait... speaking if shadows and therapy - preservation function. Make it so the beings within the coins are protected. Possibly through the Sanctuary Wheel analog. Basically, make it so that any shadow made cannot be reabsorbed, but gets preserved by the coin.
 
Something like this maybe, yes. The core idea here would be to add some manner of therapy functionality to the coins.

In regards to filters - a risky gamble, but possibly worth it, might be adding an enchantment that guarantees the coins will find a virtuous host quickly. As long as it doesn't prevent them from finding other hosts, this might work. We know that humans, at least some humans, are virtuous or at least stubborn enough not to fully accept the coin, hence Shadows being made. So, we could try to add some manner of enchantment that guarantees that the first person to pick up a coin would always be such a person.

This is actually abig metaphysical question - are denarians allowed not to make an offer to the person who picks up a coin? Can they say "nah, I don't want this guy, I'llwait for some other future host"? I am honestly unsure.

Oh, wait... speaking if shadows and therapy - preservation function. Make it so the beings within the coins are protected. Possibly through the Sanctuary Wheel analog. Basically, make it so that any shadow made cannot be reabsorbed, but gets preserved by the coin.

Another thing worth considering is adding a feature that's intentionally imperfect. Stopping them outright is likely to give them a free hand to fix things, but mortals are totally allowed to make things hard and annoying for them as long as it falls short of permanently barring their way. That's basically what the Catholic Church does after all.

So if we accept the limit of not stopping them but make an incredibly durable change that simply impedes them I think we have good odds of hitting a sweet spot where they're not allowed to mobilize the resources to get rid of it.
 
Another thing worth considering is adding a feature that's intentionally imperfect. Stopping them outright is likely to give them a free hand to fix things, but mortals are totally allowed to make things hard and annoying for them as long as it falls short of permanently barring their way. That's basically what the Catholic Church does after all.

So if we accept the limit of not stopping them but make an incredibly durable change that simply impedes them I think we have good odds of hitting a sweet spot where they're not allowed to mobilize the resources to get rid of it.
Imperfect things... There's definitely something here to think about. This comes to mind. And now that I think about it - denarians are on Earth because Lucifer couldn't trust them not to try to overthrow him, right? They don't actually like each other. And Heaven isn't actually obligated to help free them by the rules of the game. What Uriel said is "Lucifer will be allowed great freedom in freeing them". Note - Lucifer wouldn't be compelled to free them if they get trapped. Merely "allowed great freedom to free them". So... Why not make it so Lucifer would be incentivize not to free them? It's actually quite simple - enchant the coins so their prisoner obtain some measure of power over those who free them. It's a definite boost to the coin. But it also makes sure that no one who is selfish, and they all are selfish, will choose to free them.
 
[X] Give them a choice, and the truth, from a certain point of view - they were caught in a fight not their own, but one that is fought over them. They can turn back now, and go back to their lives - come sunrise, it all will seem like a bad dream. Certainly, the official version will support that. Or they can dare dive off the cliff of mundanity, and into the deep waters, where dragons lurk. If they do, the good guys can always use more help - and here is the number where they will be able to talk to some of those who are already helping. You will not promise safety this way, But you will promise answers.
-[X] STUNT: "What makes them worthy, you ask?" you say to your circlemate, before moving towards the crown, your feet not quite touching the ground - "let's find out, shall we?"

Something like this. Not satisfied with this at all. But I can't see the harm in this approach, not really. Masquerade is not strictly enforced, it's in many regards, a self-delusion.

Edit: essentially, why do we need to uphold the masquerade by lying to people? Canon Dresden never bothered.
 
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[X] Time for Agent Smith to show up again, looks like (Manipulation+Empathy)
-[X] Stunt: "Agent Smith, Department of Homeland Security, Bio-Terrorism Taskforce. Why are you people assaulting the agents who just saved you all from being exposed to weaponized ebola?"
 
I mean she can try that without cost so I'll just tell you, no, the coin resists the charm. You could do it if the being inside was willing, these are not.
DP I don't really think it should matter because when the coin is outside of its host, especially after that host is dead, the angels inside are completely frozen and unresponsive.

Outside forces can move it and those with the shadows can summon the coin, but if Molly does that, the Denarii themselves shouldn't be able to do anything.

[X] Time for Agent Smith to show up again, looks like (Manipulation+Empathy)
-[X] Stunt: "Agent Smith, Department of Homeland Security, Bio-Terrorism Taskforce. Why are you people assaulting the agents who just saved you all from being exposed to weaponized ebola?"

At this rate we're really going to need to create a whole paper trail for this disguise for how much we use the Margaret Smith persona and how useful it is.

@DragonParadox could you add a clone action next turn where we talk to (and start using) the contact we gained in Boston? At this rate we'll never use him (and I think people have forgotten about him)

And speaking of which can someone tell me what actions are left from our plan for this turn?
 
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[X] Time for Agent Smith to show up again, looks like (Manipulation+Empathy)
-[X] Stunt: "Agent Smith, Department of Homeland Security, Bio-Terrorism Taskforce. Why are you people assaulting the agents who just saved you all from being exposed to weaponized ebola?"
 
No problem at all. One point, though, in the preamble I actually outlined the requirement for the whole category of charms (I'll bold and underline it)
Yeah that's my fault I didn't say anything in the post I did read the preamble. It's just that generally the charms in exalted versus Darkness are supposed to limit restrictions where possible. Having triumphant limit break require four essence but not thousand first hell was intentional in my part as it was supposed to be a charm that expands the capability of an exalt which means it doesn't particularly interact with a thousand the first hell in anyway so it doesn't mechanically make sense for it to be required.

Which is largely the same reasoning for primordial Glory Everlasting. As both seem to be inherent to The Infernal exalted and their progenitors rather than something specifically dealing with the King and Kingdom.

Same with Bringing Down the essence total of the primordial perception application, beloved enemy perspective and the path unending. Largely those have to do with being a devil tiger inherently so thousand and first hell is the mechanical gate purchase that makes sense for those charms.

The fact that they have consequences for over buying actually makes even more thematic sense for it to be available early so a character who is choosing to buy them for story reasons it doesn't have to buy them four or five times before things start to get weird. Role playing growing alien perspective as a character goes full tread into being an ascendant devil tiger.

The escathon does make sense for prerequisite for the path unending because that one directly interfaces with escathon as a charm so I should have had it as a prereq.
 
[X] Time for Agent Smith to show up again, looks like (Manipulation+Empathy)
-[X] Stunt: "Agent Smith, Department of Homeland Security, Bio-Terrorism Taskforce. Why are you people assaulting the agents who just saved you all from being exposed to weaponized ebola?"

Surely nothing can go wrong with impersonating a federal officer and lying about biohazards (it's not ebola, it's worse). Hubris is a cowards word!

(Can't wait for us to botch this and start another panic lmao)
 
[X] Time for Agent Smith to show up again, looks like (Manipulation+Empathy)
-[X] Stunt: "Agent Smith, Department of Homeland Security, Bio-Terrorism Taskforce. Why are you people assaulting the agents who just saved you all from being exposed to weaponized ebola?"
Is there a reason why this is Ebola rather than Tuberculosis I think this is before Ebola penetrated the United States Consciousness as a major disease but tuberculosis is kind of a global disease even if it's kind of rare in America?

I'm still voting for it but I just thought I'd ask.
[X] Goldfish
 
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