Green Flame Rising (Exalted vs Dresden Files)

That's great!

Just to elaborate, one of the things I like about the Dresden Files is how it doesn't flanderize most of the powers involved. The White God's forces are primarily concerned with countering the influence of those who would interfere with Free Will, and not just purging the world of everything that doesn't fit a specific paradigm (In which case, Molly's whole shtick would be considered an element of concern but largely delegated to Michael, because that's his job as a Knight of the Cross, to inspire people and counter the influences of the Denarians--which she's not, since her Free Will is intact and not being basically hacked by a nigh omniscient former angel who knows exactly what levers to pull to effectively turn you into a puppet regardless of your intentions.

And isn't the very best victory the one where you turn what was formerly a dark power into a force that inspires and encourages people to be their best?

I agree with most of this, though I would say her free will is mostly intact. Urge of the Forbidden is going to incline her to look for unsavory knowledge a lot more often than she would otherwise, even if it is for the best of reasons. The best comparison I can think of is the way Changelings in Dresdenverse have some inclination to their fey nature only you know.... with dodgy lore.
 
I agree with most of this, though I would say her free will is mostly intact. Urge of the Forbidden is going to incline her to look for unsavory knowledge a lot more often than she would otherwise, even if it is for the best of reasons. The best comparison I can think of is the way Changelings in Dresdenverse have some inclination to their fey nature only you know.... with dodgy lore.

Yeah, you can be influenced, but as long as you can still choose not to do so (Even if you don't like the consequences), it's fine.

So yeah, I'm interested to see where this goes then, though I'm not sure what a good build would be just yet.
 
Question for every Dresden Files fan out there that could help me.

As you know, I have collected a list of possible Flaws that Molly could gain after bearing the mantle of an Infernal Exalted. And so, which one's do you think might suit Molly?

Short:

Short (1pt. Flaw)
You are well below average height — four and a half feet (1.5 meters) tall or less. You have difficulty reaching or manipulating objects designed for normal adult size, and your running speed is one-half that of an average human. (Vampire 20th Anniversary)

Nightmare:

-Nightmares (1 point): When you sleep, nightmares invade your dreams. Terrible images assault your mind, leaving you anxious and breathless upon waking. When you wake, make a Willpower roll. If you fail, the horror of your dreams haunts you, decreasing your dice pools for all actions by one until you next sleep. (Dark Ages 20th Anniversary)

-Nightmares (1pt. Flaw): You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Upon awakening, you must make a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe that you are locked in a nightmare. (Vampire 20th Anniversary)

Phobia:

-Phobia (2pt. Flaw): You have an overpowering fear of something. Spiders, snakes, crowds, and heights are examples of common phobias. You must make a Courage roll every time you encounter the object of your fear. The difficulty of the roll is determined by the Storyteller. If you fail the roll, you must retreat from the object. (Vampire 20th Anniversary)

Vengeful:

-Vengeful (2 points): Revenge drives you. Its hot, constant presence motivates your every move. Work out with the Storyteller what wrongdoing has pushed you into such a state. Whenever you encounter the source of your ire, you are compelled to pursue it, but you may spend a Willpower point to ignore this urge. (Dark Ages 20th Anniversary)

-Vengeful (2pt. Flaw): You have a score to settle, incurred either during your mortal days or after the Embrace. You are obsessed with taking your revenge on an individual or group, and it is your overriding priority in any situation where you encounter the object of your revenge. You may temporarily resist your need for vengeance by spending a Willpower point. (Vampire 20th Anniversary)

Enemy:

-Enemy (1 to 5 points): In your travels, you have earned the enmity of a person or organization. The severity and scope of this hatred is reflected by the rating of the Flaw. At 1 point, your enemy is an aggrieved peer or the irritation of an organization. You may be undercut, inconvenienced, or framed for petty crimes, but nothing so severe as attempts on your unlife. At 3 points, your enemy is your superior, or the anger of an important group. They make regular efforts to thwart your plans, threaten your allies, and undermine your standing with your clan and Road. At this level, your enemy may consider granting you the Final Death. Work this out with your Storyteller. At 5 points, your enemy is an elder or an entire organization, such as the ruling family of your nation or the Catholic Church. Your death is not out of the question. None of your associates are safe. Everywhere you go, you can expect your enemy to be waiting. What have you done to make someone so powerful so angry? (Dark Ages 20th Anniversary)

-Enemy (1-5pt. Flaw): You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of a Methuselah or other potent supernatural foe). (Vampire 20th Anniversary)

Repulsive to Animals:

-Repulsive to Animals (2 points): When you are near, natural animals startle and panic. Unlike the normal disturbance caused by the presence of Cainites, animals
near you either bolt in terror or become aggressive and violent, depending on their temperament. This makes riding a horse (or any other riding beast) nearly impossible, as you are unable to calm any creature down with a normal Animal Ken roll. You must use the abilities of the Animalism Discipline or feed the animal some of your blood, which transforms it into a ghoul. (Dark Ages 20th Anniversary)

Demon-Hounded:

-Demon-Hounded (1 to 5 points): A demon has taken a shine to you. It comes at odd and inconvenient hours and offers you bribes of wealth and power. Some days, it asks for favors; on others, it offers them. What black schemes does hell have in mind for you that one of its servants would bother you so? What fell powers have you toyed with that you should not? At 1 point, the demon is little more than an imp, asking for minor favors or stealing small objects. At 3 points, the demon is your physical or magical equal, or is a smaller threat that is willing to also drag your close friends into this affair. At 5 points, the demon is significantly powerful, able to threaten your coterie, or a lesser demon willing to torment your friends, family, and acquaintances. (Dark Ages 20th Anniversary)

Haunted:

-Haunted (3 points): A vengeful ghost haunts you, for any variety of reasons: perhaps you took the ghost's life, perhaps it is the shade of a departed enemy with unfinished business, or perhaps it is a misfortune of your Embrace. When it is able to strike out at you, it is your physical and magical equal. However, most of the time it chooses to make your life miserable by frightening your friends, moving your furniture, and making loud noises while you are trying to rest. How often your haunt makes its displeasure known is up to the whims of the Storyteller. The Storyteller may wish to forbid characters with the Necromancy Discipline from taking this Flaw, as they have an easy means of dealing with the drawbacks. (Dark Ages 20th Anniversary)

-Haunted (3pt. Flaw): You are haunted by an angry and tormented spirit, most likely one of your first victims. This spirit actively attempts to hinder you, especially when feeding, and does its utmost to vent its anguish upon you and anyone in your presence. The Storyteller determines the exact nature of the spirit, its powers, and whether or not it can eventually be laid to rest. (Vampire 20th Anniversary)

Unlucky:

-Unlucky (1 to 5 points): You are spectacularly unfortunate. Disaster follows in your wake. You are magnetically attracted to misfortune. At 1 point, it rains whenever you forget your coat. At 3 points, it's rare for you to recover from any failure gracefully. At 5 points, nearly everything you attempt ends catastrophically. A number of times per day equal to the point you have in this Flaw, the Storyteller may force you to reroll a successful roll and take the second result. Lucky and Unlucky are not mutually exclusive, but for simplicity's sake, the same roll cannot be modified by both at once. That is, if a Lucky reroll is used, the Storyteller cannot force you to reroll the reroll. (Dark Ages 20th Anniversary)

Bad Sight:

-Bad Sight (1 or 3pt. Flaw): Your sight is defective. The difficulties of any die rolls involving the use of your eyesight are increased by two. As a one-point Flaw, this condition can be corrected with glasses or contacts; as a three-point Flaw, the condition is too severe to be corrected. (Vampire 20th Anniversary)

Glowing Eyes:

-Glowing Eyes (3pt. Flaw): You have the stereotypical glowing eyes of vampire legend, which gives you a -1 difficulty on Intimidation rolls when you're dealing with mortals. However, the tradeoffs are many; you must constantly disguise your condition (no, contacts don't cut it); the glow impairs your vision and puts you at +1 difficulty on all sightbased rolls (including the use of ranged weapons); and the radiance emanating from your eye sockets makes it difficult to hide (+2 difficulty to Stealth rolls) in the dark. (Vampire 20th Anniversary)

Impatient:

-Impatient (1pt. Flaw): You have no patience for standing around and waiting. You want to do things now — fuck those slowpokes trying to hold you back. Every time you are forced to wait around instead of acting, a Self-Control roll is required to see if you go tearing off on your own instead. (Vampire 20th Anniversary)

New Arrival:

-New Arrival (1pt. Flaw): You've just arrived in your new city of residence, and don't know anyone in the place. Existing factions may try to recruit or eliminate you, while vampires in positions of authority size you up and take your measure. Meanwhile, your ignorance of the city's current events, history, and politics (not to mention the personality quirks of the vampires already in place) may cause you to make a serious blunder. (Vampire 20th Anniversary)

Beacon of the Unholy:

-Beacon of the Unholy (2pt. Flaw) You radiate palpable evil. Clergy and devout mortals know instinctively that there is something horribly wrong with you, and react accordingly. (Vampire 20th Anniversary)

Eerie Presence:

-Eerie Presence (2pt. Flaw): Mortals have an unconscious awareness of your undead nature, which makes then anxious and ill at ease in your presence. Because of this, difficulties of all rolls relating to social interaction with mortals are increased by two. (Vampire 20th Anniversary)

Cold Breeze:

-Cold Breeze (1pt. Flaw): A chill wind follows you everywhere you go. While it may make for dramatic entrances, this effect also discomfits mortals (+1 difficulty on all appropriate Social rolls) and marks you as obviously supernatural. Cold winds sweeping through executive offices or crowded nightclubs can raise all sorts of questions. (Vampire 20th Anniversary)

Touch of Frost:

-Touch of Frost (1pt. Flaw): Plants wither as you approach and die at your touch. Your touch leeches heat from living beings, as though you were made of ice. (Vampire 20th Anniversary)

-Touch of Frost (1 point): A nimbus of cold surrounds you. At the slightest touch, plants wither and die. If you stand near still water for too long, it begins to freeze. This makes you very easy to find, increasing the difficulty of rolls to stay hidden or concealed by one. (Dark Ages 20th Anniversary)
I have chosen these two:

-Beacon of the Unholy (2pt. Flaw) You radiate palpable evil. Clergy and devout mortals know instinctively that there is something horribly wrong with you, and react accordingly. (Vampire 20th Anniversary)
-Repulsive to Animals (2 points): When you are near, natural animals startle and panic. Unlike the normal disturbance caused by the presence of Cainites, animals near you either bolt in terror or become aggressive and violent, depending on their temperament. This makes riding a horse (or any other riding beast) nearly impossible, as you are unable to calm any creature down with a normal Animal Ken roll. You must use the abilities of the Animalism Discipline or feed the animal some of your blood, which transforms it into a ghoul. (Dark Ages 20th Anniversary)

So that's 4 additional Freebies Point from Flaws. But we could still slip in 3 more. I was thinking of Vengeful or Phobia alongside one 1-dot flaw, but I am not confident enough in my understanding of Molly's history on what sorts of things she fears or currently hate the most at this point.

A little help, please?
 
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Daemon Haunted does not work for Molly because if any daemon got near the Carpenters like that it would soon stop existing due to the protections they enjoy as the family of a Knight of the Cross.
 
I'm gonna be honest with you man, Sorcery sucks. It costs more than its effects are supposed to grant. Making it an Essence haemorrhage.
That's kind of a pain; Molly is before anything else a Wizard. She's not an evocation monster like Harry, but just qualifying for White Council membership like she does requires a serious talent.

One trick assholes aren't that hard to find, but Chicago, as large a city as it is, only has two wizard tier talents in permanent residence.

It'd be a shame if she had to use charms for everything because baseline magic is mechanically worse.
 
The only flaw that i will vote for is vengful and enemy.

Everything else is too difficult to live for molly.

I mean the animal thing is right out because it will alinate the best boi mouse.
 
What Enemy score is fitting for a foe who would be powerful enough for 5 points, but is only tangentially interested in you?

Keep in mind that a 5-point Enemy is like the entirety of an organization that wants nothing but your imminent demise or an uber-powerful beast of a monster.

And I can infer that a Denarian (Fallen Angels) are some of the most powerful beings in the whole Dresdenverse. Picking this is easy, the question is are we willing to live with the consequences? Also, is it Denarians in general or a singular Denarian?

Also, as for your question, it would be a 5-point Enemy.
 
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We can try to be "good" and punish those that are an affront to reality and our own brand of morality, but the crux of the matter is that some of these beings are creatures whose laws tend to be followed on fear and personal prowess.

You can't just coax a millennia old spirit who exults in murder and suffering to stop their ways just by one impassioned speech. You need to make sure to gird them in manacles, to ensure their loyalty to us and us alone, or else. Because if not, they'll try to always gain the upper-hand on us. Because that's what they are, evil spirits. Corruption and subjugation is their language, and we could spoke the same dialect as theirs.
Bronze Tongue said it better than I could. I wanna ask, is this the way you want things to be or the way you think things have to be?

I absolutely respect your right to play the game however you enjoy playing, and I'll shut up about that if it is the case.

I really would just prefer to find our own way forward. Whatever that may be.
 
I also expect that Enemy on lower levels is "You're on their radar but they won't literally bend every resource they have to stopping you"

An active Green Sun Prince is absolutely something they need to Do Something About, because they are wicked spirits for the purposes of Molly's magic. But whether that involves coopting her or destroying her is probably a matter of debate.

Because the only thing more powerful than a Denarian's malice is their ego.
 
what are your thoughts on sorcery. Dresden Files is a much more magical active world then WOD, like a lot more with dozens of beings able to blink and destroy the world/galaxy/universe.
oWoD is plenty full of stupidly powerful and exotic magic...it's just usually concentrated out of sight.

In Mage stuff, in the Deep Umbra, Mummy stuff, etc.

Though, I don't know nearly as much ExWod as oWoD or base Exalted.
 
@DragonParadox what are your thoughts on sorcery. Dresden Files is a much more magical active world then WOD, like a lot more with dozens of beings able to blink and destroy the world/galaxy/universe.

My thoughts are that you should not try to use ancient sorcery to try to beat the Merlin in a wizard duel, but those things it does it does to a inescapable extent, like the above mentioned kicking a Fallen out of their host by main force. To put it in programing terms you have root access to reality, but it it though a legacy system that has been mostly overwritten.
 
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It'd be a shame if she had to use charms for everything because baseline magic is mechanically worse.

If it's any consolation to you, Infernals have Charms that makes it so that every spells they cast costs a little less Essence and requires less Difficulty to cast.
oWoD is plenty full of stupidly powerful and exotic magic...it's just usually concentrated out of sight.

In Mage stuff, in the Deep Umbra, Mummy stuff, etc.

Though, I don't know nearly as much ExWod as oWoD or base Exalted.
I have one word to succinctly add in with this:

Ravnos.
 
Question for every Dresden Files fan out there that could help me.

As you know, I have collected a list of possible Flaws that Molly could gain after bearing the mantle of an Infernal Exalted. And so, which one's do you think might suit Molly?


I have chosen these two:

-Beacon of the Unholy (2pt. Flaw) You radiate palpable evil. Clergy and devout mortals know instinctively that there is something horribly wrong with you, and react accordingly. (Vampire 20th Anniversary)
-Repulsive to Animals (2 points): When you are near, natural animals startle and panic. Unlike the normal disturbance caused by the presence of Cainites, animals near you either bolt in terror or become aggressive and violent, depending on their temperament. This makes riding a horse (or any other riding beast) nearly impossible, as you are unable to calm any creature down with a normal Animal Ken roll. You must use the abilities of the Animalism Discipline or feed the animal some of your blood, which transforms it into a ghoul. (Dark Ages 20th Anniversary)

So that's 4 additional Freebies Point from Flaws. But we could still slip in 3 more. I was thinking of Vengeful or Phobia alongside one 1-dot flaw, but I am not confident enough in my understanding of Molly's history on what sorts of things she fears or currently hate the most at this point.

A little help, please?
In cool with Enemy. We just gotta make sure we dont try and go it alone if we do get a high ranked enemy of some kind.

Beacon of the unholy seems like it will REALLY fuck is over when trying to deal with our family. Also shouldn't we already detect as an unholy demon @DragonParadox ?

I do like the cold breeze one. Especiall if we take that anti freeze charm.
 
In cool with Enemy. We just gotta make sure we dont try and go it alone if we do get a high ranked enemy of some kind.

Beacon of the unholy seems like it will REALLY fuck is over when trying to deal with our family. Also shouldn't we already detect as an unholy demon @DragonParadox ?

I do like the cold breeze one. Especiall if we take that anti freeze charm.

You detect as unholy to people who have the means to detect the supernatural whether it be though something all encompassing like the Sight or more narrow like a holy talisman. Unholy Beacon means ordinary humans will start getting a chill down their spine or an emptiness in the pit of their stomach and not know why.
 
You detect as unholy to people who have the means to detect the supernatural whether it be though something all encompassing like the Sight or more narrow like a holy talisman. Unholy Beacon means ordinary humans will start getting a chill down their spine or an emptiness in the pit of their stomach and not know why.
Gotcha.

Hm, how would you guys feel about glowing eyes?

Also shouldn't we have a limit break flaw somewhere... lesse.
 
-Beacon of the Unholy (2pt. Flaw) You radiate palpable evil. Clergy and devout mortals know instinctively that there is something horribly wrong with you, and react accordingly. (Vampire 20th Anniversary)
so how about we replace this with this

Eerie Presence:

-Eerie Presence (2pt. Flaw): Mortals have an unconscious awareness of your undead nature, which makes then anxious and ill at ease in your presence. Because of this, difficulties of all rolls relating to social interaction with mortals are increased by two. (Vampire 20th Anniversary)

about the same thing ,with the same pts but without fucking our our ties to our family
 
Gotcha.

Hm, how would you guys feel about glowing eyes?

Also shouldn't we have a limit break flaw somewhere... lesse.

You have enough issues without limit break, as in base Exalted vs WoD the long ages have ground down the Great Curse to nothing, the most mental influence your exaltation has on you is the daemon advising you (which you can choose to ignore or take as you please) and the urge to seek out forbidden knowledge.
 
A hundred millennia our Exaltation spent stewing in the depths of the Yomi Wan to flay away our Torment.

And you want to reintroduce the Yozi's Great Curse again?
Yes :V

Were talking flaws not candies. Though if its that bad I'll probably not be interested in it.

Edit;
Ninja'd

Edit:edit:
@DragonParadox Could we get a higher level of demonic advisor? Just potentially. I'm interested in those social benefits with creatures of hell.

On the other hand if those hells dont exist or we dont have easy access to them...
 
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Oh my god, Torment in 2ed was so fucking bad.

Fucking unblockable, unavoidable sympathetic contagion vectors that are limited only by "The GM's opinion on how evil the Yozis are". The base effects aren't even bad! I like the fact the Malfeas Torment turns you into the center of a berserker fueled mosh pit where everything around you tries to murder you at all costs, because reacting to it by just sitting down and taking it is an option, as is retreating.

The whole "Also, anyone you know who interacts with people and isn't as strong as you dies offscreen when the same thing happens to them" though...
 
as in base Exalted vs WoD the long ages have ground down the Great Curse to nothing, the most mental influence your exaltation has on you is the daemon advising you (which you can choose to ignore or take as you please) and the urge to seek out forbidden knowledge.
so to confirm we are still in exalted just that its been a long time and that everything from that time has been replaced by the dresden verse we know ,because i was getting confused about it
 
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