Green Flame Rising (Exalted vs Dresden Files)

[X] Plan healing and hunting
-[X] Three Tier 1 Formulas
--[X] Painkiller: a drink that will reduce dice pool penalties from injury by one level
--[X] Unbreakable Mirror: a mirror that cannot be smashed, chipped or otherwise broken by normal force.
--[X] An incredibly strong super glue, more potent than even the strongest commercial epoxies.
-[X] Three tier 2 formulas
--[X] 160-Hour Energy Drink: A vial of liquid that allows the drinker to go a week with only a single hour of sleep per night without penalties.
--[X] Healing: In addition to the effects of Speed-Healing, this potion heals up to two bashing or lethal levels immediately.
--[X] Speed: Though it shares a name with a common drug, Speed is not chemically related to it. It is much safer, and just allows the user to run twice as fast for the duration of one scene. However, this is still exhausting, and after the scene, the user makes a Stamina check (difficulty 6) or else suffer -2 on all physical die rolls due to exhaustion for the next hour.

Ok, so, the reasoning:
1) Painkiller and Healing combine (by drinking both for now, and combining them later) into essentially videogame health potions. Incredibly useful for squishier companions and fighters.
2) Super glue is mostly for fighting naagloshii. You don't get to fly away as a falcon if you are covered in magical superglue. Feathers don't work like that. It's to restrict movements. We could upgrade it later, I think, into a more potent version by spending in-story effort, and essentially make worm confoam grenades (@DragonParadox how would this work? You said that it would be a 2 dot recipe; do we get to spend AP on upgrading the recipe we know? Or do we get to just spend excellencies on making it better? What about using a crown for this?).
3) Unbreakable mirror - good cheapish armor. Michael wears plate armor, he could use this. Murphy could too. We could switch this to poison in case we want a more offensive build, but I'd rather wait until we have poison immunity granting charm.
4) Sleep reducer - I will die for this. I will fight people. This is an absolute must get, so alchemy is AP positive or at least neutral.
5) Speed. This one I was on the fence about. The amount of incredible Alchemy 2 recipes is staggering. Polymorph, Enhance Ability, and Ointment of Maedb are definitely something we should buy (later or now). Enhance ability should go in order of priorities: Occult, Craft, Etiquette, Empathy. It has the highest effect for the largest dice pools, after all. The choice of speed is to tie into the hunting build. By upping our speed X2 on top of what we already have, we become a speedster at least on par, if not surpassing naagloshii. I am open to switching here.

Overall, this is a build to prepare to hunt the naagloshii and other nasties. Potions to make sure we get to treat companions who are easier to hurt. Glue to restrict movement, speed for, well, speed. Speed could be switched to Ointment of Maedb, as it should help with piercing Naagloshii's veils ( @DragonParadox , would it help with seeing through veils? There's a supernatural creature hiding behind them, after all).
 
That is doable, but you would have to specify that it works on water based substances. The aerosol for something that is dissolved in fat or alcohol would be another recipe.
What tier would this be?
"Alchemical Aerosol Mist: An aerosol that creates a floor following mist of water that seeps through any non-airtight doors and rooms. When combined with another secondary water-based alchemical ingredient, applies a *instert DC check here* to any creature who touches the mist, failing this save results in the secondary ingredient applying to them as if they had touched the ingredient. Creatures not affected by the secondary ingredient do not need to make a check."
 
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[X] Plan Healthy Living
-[X]• Painkiller: a drink that will reduce dice pool penalties from injury by one level
-[X]• Speed-Healing: a "potion" that halves healing time for bashing and lethal damage.
-[X]• A pill that removes all side effects from a minor cold or flu for 24 hours when taken and reduces the recovery time for the illness to one half.
-[X]•• 160-Hour Energy Drink: A vial of liquid that allows the drinker to go a week with only a single hour of sleep per night without penalties.
-[X]•• Healing: In addition to the effects of Speed-Healing, this potion heals up to two bashing or lethal levels immediately.
-[X]•• Ointment of Maedb: When rubbed into the eyes, this salve allows the subject to see supernatural beings. It only reveals that they are supernatural, not their nature.

basic idea is every health-related potion on the list. no-sleep seems super worth it. and the ointment makes some situations a lot easier (like seeing familiars)

dont really need the speed with our new charm. not feeling the super-lsd. and the equipment concoctions are potentially useful if we are taking our minions into battle, but i dont really see that happening any time soon.
 
What tier would this be?
"Alchemical Aerosol Mist: An aerosol that creates a floor following mist of water that seeps through any non-airtight doors and rooms. When combined with another secondary water-based alchemical ingredient, applies a *instert DC check here* to any creature who touches the mist, failing this save results in the secondary ingredient applying to them as if they had touched the ingredient. Creatures not affected by the secondary ingredient do not need to make a check."

Tier 1, it is not outright supernatural to turn something into aerosol, though it is a bit unusual to do it so well, that is textbook single dot alchemy.
 
Shoot I didn't realize RVD enables a form of teleportation across single bodies of water, that's seriously overpowered. Pity it doesn't extend to the entire Atlantic Ocean from the Chicago river, but if she was actually in the Atlantic to begin with how far does her awareness extend? Could she slow-boat teleport across the Atlantic/Pacific?
Yes, yes we can. And the limitations are conceptual. So we go to Great Lakes, teleport to their edge, run a bit, teleport through the river to where it connects to the Ocean, then teleport through the ocean.

RVD is incredible, really.
basic idea is every health-related potion on the list. no-sleep seems super worth it. and the ointment makes some situations a lot easier (like seeing familiars)
Speed healing is entirely redundant, if we buy healing. In fact, @DragonParadox if we buy 2 dot Healing recipe, would we be able to dilute it to 1 dot speed healing automatically? seems logical here, since Healing is "as speed healing, but with additional effect"
 
Can someone remind me how long Alchemical items remain effective after they're created?

Is it only potions that have a limited shelf life? Or is it the same for potions, pills, etc?
 
Yes, yes we can. And the limitations are conceptual. So we go to Great Lakes, teleport to their edge, run a bit, teleport through the river to where it connects to the Ocean, then teleport through the ocean.

The ExWoD book says this:
The Infernal spends a moment in concentration, and then vanishes into her liquid hiding place at the end of the turn. She may see and hear anything that occurs nearby, as though through a pane of thin glass.

How does this work in, say, the Atlantic? Does Molly get a pseudo-Intellectus for anything that happens near the ocean? (I assume this awareness doesn't extend to what's in the body of water shs's hiding in so probably no treasure hunting, though we don't really need that)
 
Yog, if you don't mind, would you adjust your plan to drop painkiller or mirror for "Alchemical Aerosol Mist"? I want to fumigate places with holy water.

I'm fine with your plan otherwise.
[X] Plan healing and hunting
 
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Shoot I didn't realize RVD enables a form of teleportation across single bodies of water, that's seriously overpowered. Pity it doesn't extend to the entire Atlantic Ocean from the Chicago river, but if she was actually in the Atlantic to begin with how far does her awareness extend? Could she slow-boat teleport across the Atlantic/Pacific?
This is the main reason I wanted it. With the Great Lakes connected to the Atlantic via rivers and canals, it should not take more than a few jumps to reach it, and from there the world's coastlines and waterways are ours to explore and exploit.

IIRC, @DragonParadox told us that we are aware of the entire body of water when we inhabit it. So when we're in the Atlantic, we basically are the Atlantic when it comes to perception.
 
@Yog

I think, at this point, between Boiling Sea Mastery and this, there really should be a bunch of liquids in our hell. Not having some is a bit strange when they are becoming one of the bigger element of our build.
 
Anyway, I think I want the potion of SPEEEEED, Level 2 Health Potion and IDK what else. No sleep would be nice, but idk how fiercely the thread would fight against it.

Level one... Reduced wound penalties would be pretty good. We are already at -1 thanks to that one charm, so further reduction means no wound penalties until Molly looks like a half-eaten zombie from a horror flick.
I'd definitely rate the 160 hour potion as the most important. It frees up time to meet nocturnal people, or to do busywork activities at night, like schoolwork, diamond-making, or not-very-interesting-to-cover-in-detail training.

Arguably just as importantly, Molly can't have nightmares if she doesn't sleep.
 
This is the main reason I wanted it. With the Great Lakes connected to the Atlantic via rivers and canals, it should not take more than a few jumps to reach it, and from there the world's coastlines and waterways are ours to explore and exploit.

IIRC, @DragonParadox told us that we are aware of the entire body of water when we inhabit it. So when we're in the Atlantic, we basically are the Atlantic when it comes to perception.
I was looking at Molly's top speed of 150 mph (in battle for 1 Essence), x3 while swimming, x2 with that alchemical Speed potion, and that evens out to 900 mph or 402 meters/s. Considering the speed of sound in air is 330 meters/s, that kind of speed underwater is insane. (Double that for Shintai and you might as well give up fighting Molly in water. Even just flying dry Molly can sustain 15 mph x3 x2 x2 (180 mph) in Shintai and spike up to 600 mph for 1 Essence, a bit above the cruising airspeed for a commercial airliner, in battle. Out of battle she just straight up is a Delta commercial airliner from Hell with 7 minutes of acceleration and a speed potion for fuel)

I'm assuming Molly can't just teleport willy-nilly in water, as apparently that charm disperses her in water and she only solidifies to get out. So this kind of speed is probably still relevant in a fight. Just drag someone into a lake and wreck them with Flash-like speed and -1 difficulty to everything from BSM. If they somehow are stronger just dip right out. Even without a Hell, fighting Molly in any body of water is like picking a fight with Mab in the Winter Court.
 
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If @DragonParadox does allow the 160 hour potion to give more AP then I recommend that the extra AP can only be used to put more actions on existing actions. Still useful but that way he doesn't actually have to use that much more writing power detailing Molly's entire life.
 
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I'm looking at the list and seeing things that would not fly with our mother (LSD or roofies are probably going to get us a fucking look) and which would put the wizzers on edge like even small scale shapeshifting.

But ability boost and 160 hour energy... bloody hell. I mean, considering that most of the time we'd be buffing mortal-tiers? Harry not needing to sleep during an extended crisis, and not being a zombie because of pushing himself, would save goddamn everyone. We have our own tricks but alchemy seems like how we keep everyone else alive and useful when shit goes to hell.

Admittedly I kind of want to hand somebody an unbreakable, plate-glass sharp mirror sword by combining two. But it would only be rule of cool even if a white court or ghoul could probably cut a car in half with it if they went all out. At that point things would go anime on us, the rest of the way, and never come back.
 
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I think, at this point, between Boiling Sea Mastery and this, there really should be a bunch of liquids in our hell. Not having some is a bit strange when they are becoming one of the bigger element of our build.

It's funny, we have changed from giving the impression we had The wicked City as our second favored hell, to giving the impression we have the hell of boiling oil instead, but still no traces of Kakuri.

I am literally going to vote for any plan with the *no sleep potions*, it is the single best potion we can get at this level, so:

[X] Plan healing and hunting
[X] Plan Healthy Living
 
@Yog

I think, at this point, between Boiling Sea Mastery and this, there really should be a bunch of liquids in our hell. Not having some is a bit strange when they are becoming one of the bigger element of our build.
I have rivers of liquid oxygen in the frozen regions, and there's underground stuff, and the great Labyrinth has its machine lifeblood flowing through its pipes. I'll see about flavor. I do have at least some marine life planned (and I really hope I'll be able to gather enough energy to finish this weekend).
 
I'd definitely rate the 160 hour potion as the most important. It frees up time to meet nocturnal people, or to do busywork activities at night, like schoolwork, diamond-making, or not-very-interesting-to-cover-in-detail training.

Arguably just as importantly, Molly can't have nightmares if she doesn't sleep.
Importantly, she still sleeps an hour each night.

And I'll share an idea - as soon as we make sleep reducing potion, we should use it as a focus of the crown with a question "how can the effects of this potion be made permanent, or at least as long lasting as possible?".


I'm assuming Molly can't just teleport willy-nilly in water, as apparently that charm disperses her in water and she only solidifies to get out. So this kind of speed is probably still relevant in a fight. Just drag someone into a lake and wreck them with Flash-like speed and -1 difficulty to everything from BSM. If they somehow are stronger just dip right out. Even without a Hell, fighting Molly in any body of water is like picking a fight with Mab in the Winter Court.
No, it's even more absurd. We can choose where we reform. Including inside large enough pools of water.

RVD is one of the funniest and most useful charms out there.
 
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"Yes and no," Lydia sighs. "Capital N for nasty necromancers are thankfully rare, but the living always have something they want from the dead, something to prove, it's good business, its power, prestige. Sometimes it gets to their head, it's a small step from haranguing the dead to compelling them and from compelling to binding. Not to say it goes well for the poor fools, but they can do plenty of damage before the dead have their due."
it's quite funny how necromancers in DF are among the worst monsters and in WoD they are (per last edition) more like country bumpkins of proper snobby entropy mages XD
 
[X] Plan formulas of victory
-[X] Three Tier 1 Formulas
--[X] Factory Fog and or Alchemical Aerosol Mist
--[X] Unbreakable Mirror: a mirror that cannot be smashed, chipped or otherwise broken by normal force.
--[X] An incredibly strong super glue, more potent than even the strongest commercial epoxies.
-[X] Three tier 2 formulas
--[X] 160-Hour Energy Drink: A vial of liquid that allows the drinker to go a week with only a single hour of sleep per night without penalties.
--[X] Healing: In addition to the effects of Speed-Healing, this potion heals up to two bashing or lethal levels immediately.
--[X] Speed: Though it shares a name with a common drug, Speed is not chemically related to it. It is much safer, and just allows the user to run twice as fast for the duration of one scene. However, this is still exhausting, and after the scene, the user makes a Stamina check (difficulty 6) or else suffer -2 on all physical die rolls due to exhaustion for the next hour.
"Alchemical Aerosol Mist: An aerosol that creates a floor following mist of water that seeps through any non-airtight doors and rooms. When combined with another secondary water-based alchemical ingredient, applies a *instert DC check here* to any creature who touches the mist, failing this save results in the secondary ingredient applying to them as if they had touched the ingredient. Creatures not affected by the secondary ingredient do not need to make a check."
@FactorySmith awesome idea i think it deserves to be name after you if you don't like it's back up name let me know

edit my bad on the plan name
 
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