Green Flame Rising (Exalted vs Dresden Files)

Harry's Gate has been Closed behind him. The difficulty of the local Shroud has been set to 10 for One Scene
Pity we dont have countermagic.
Still, Lydia can probably punch through this if she's willing to spend Essence and WP.
Gard's opinion (being the only experienced person you have with you) is that it is either planning to kill you all, making the need to escape moot, or it is confident enough in its stealth to pull off a mundane escape... which is not impossible given that you just lost the only person with the Sight (i.e. the only thing that is guaranteed to see through magical stealth if you are willing to risk it). Also the Knight of the Cross is no longer available... or it is him and the wizard against the Will of Kakuri on prepared ground.
1)Molly is running All Things Betray + Boiling Sea Mastery + Demonic Guide for -6DC to Perception + Awareness rolls.
Its not quite autosux territory, but its damn close.

2)Lydia has this:
Anima Power
Ankou's Eyes:
By spending 1 Essence the Ankou's Daughter can force any ghost withing her line of sight to manifest in the material world and become vulnerable to mundane weapons. After (Essence) rounds in combat or minutes outside of combat the ghost may attempt to become immaterial again, by rolling his Pathos until he gains a number of successes equal to 2x the Exingent's Essence score.
Further, while her Anima flares all ghosts in its light become clearly visible.


Er... no comment because Gard does not know disciplines and how they work so she cannot speculate IC, other than to say that the Gauntlet has been Raised in South Works, it is not that far to the edge... on this side at least, on the other its neighbors are conceptual not physical, the mismatch meaning you cannot link up to Harry and Michael easily.
From Lydia's charmset:
Open the Way (••)
The Exigent has an affinity for the opening of otherworldly paths.
System: Spend 1 Essence and roll Perception+Occult (Difficulty local Gaunlet-rating) to open a Way. This can stay open for the rest of the Scene and be passed by entities from both sides.
Perception 2 + Occult 1 + Stunt 2 = 5 dice at DC9(difficulties cap at DC9)
Is there anything preventing her from spending 1 WP to brute-force this?
 
From Lydia's charmset:

Perception 2 + Occult 1 + Stunt 2 = 5 dice at DC9(difficulties cap at DC9)
Is there anything preventing her from spending 1 WP to brute-force this?

Just checked the rules in V20 and technically... Lydia can brute force the way open, though I am going to rule that in this case she does have to worry about 1s, if she gets a -1 on successes or more the way does not open
 
[X] Knowledge (Gain a flash of insight into the mind of the Will of Kakuri relating to whatever he is thinking of at the moment)

By the way no complaint I am curious though why a lot of exalted stuff usually refers to a player as a she? Is it cause the scarlet empress, the writers, something I don't know, or just unimportant?
That's quite common in most games I'm familiar with. There was one that I vaguely recall changed the gender pronoun from male to female every other page in the books.

I think? Feels like my memory might be playing tricks on me with that one.
Exalted writers are recurringly weird about things like that. The first few Solar Charms in Exalted 2e Core, under Archery, switch gendered pronouns back and forth within a single page:
There Is No Wind: "she"
Accuracy Without Distance: "his"
Forceful Arrow: (none, only uses "the Exalt")
Trance of Unhesitating Speed: "her"
Arrow Storm Technique: "he"
Flashing Vengeance Draw: "her"
Essence Arrow Attack: "her"

For extra weirdness, I also checked the corresponding Abyssal Archery Charms which are supposed to be negative-universe versions of Solar Charms, and they have mostly flipped pronouns from that again in the Abyssals 2e book.
Flipped There Is No WInd (Pulse of the Prey) says "his", flipped Accuracy Without Distance (Flawless Archer Discipline) says "her", there are none for flipped Forceful Arrow, flipped ToUS says "his". There is one single pair of Archery Charms where both say "his", and it's Immaculate Golden Bow/Exquisite Relic Bow.
 
Just checked the rules in V20 and technically... Lydia can brute force the way open, though I am going to rule that in this case she does have to worry about 1s, if she gets a -1 on successes or more the way does not open
Fair enough.

Let's hold off and see what its reaction to having a chunk of it's Po soul turned into a smoothie looks like before deciding if Lydia should kick that door down. Because right now at this point, if it doesnt move, Molly can withdraw her hostages into the sunlight and still have the same amount of Essence than she started the assault with.

VOTE
[X] Power (Gain 2 Essence)
 
(This choice will define how Murder is Mead interacts with temporary spirit formats )
Apparently that four course dinner comes with drinks. Never have the Vikings been more jealous than they would be if they knew we could fight and drink at the same time. :V

[X] Power (Gain 2 Essence)
[X] Knowledge (Gain a flash of insight into the mind of the Will of Kakuri relating to whatever he is thinking of at the moment)


Approval voting because I'm still going back and forth between these.

Practically more essence is always good, but more information can be lethal. It's just that the value of what we learn isn't as predictable in value as the essence is.

Thematically both have their draws.

Molly's soul growing even more teeth to help keep her fed in the modern low essence environment slots is a nice fit and an appropriately infernal solution to this problem.

On the other hand though, sensory stuff is a bit of a thing for Molly now. Really it's sort of our "it's also a gun" rule; almost everything is also an eye.
 
@DragonParadox , one very important question - do Lydia's zombies count as "temporary spirits"? Because if yes, power option potentially enables infinite essence generation. Creating a zombie costs 1 mote, killing it gives 2. If we develop a way to transfer motes to Lydia to replenish her mote pool, we get infinite motes, as long as we have zombies to raise. We could carry a lot of beetle corpses with us as a way to make essence or something.
 
[X] Power (Gain 2 Essence)

This is one of those circumstances where being creative doesn't help: This is a resource always in desperately short supply and it opens the door to our being more creative more freely in other places.
 
@DragonParadox , one very important question - do Lydia's zombies count as "temporary spirits"? Because if yes, power option potentially enables infinite essence generation. Creating a zombie costs 1 mote, killing it gives 2. If we develop a way to transfer motes to Lydia to replenish her mote pool, we get infinite motes, as long as we have zombies to raise. We could carry a lot of beetle corpses with us as a way to make essence or something.
I see no problems with this :p
You know other than literally farming souls for the purpose of destroying them.
 
What that charm let us do? Cause I don't mind a bit of social engineering via super video games.
Baseline it just gives us access to Holden's radioactive crafting system, but we've gotten rulings that it'd help with stuff like god crafting.

The joke I was making there was about the games of divinity that the primordials designed Creation to support and the gods took for themselves when they gave everything else to the exalts, not something specific from that charm.
 
On the other hand though, sensory stuff is a bit of a thing for Molly now. Really it's sort of our "it's also a gun" rule; almost everything is also an eye.
Thats actually one of the reasons why I think the Divination/Scrying/Dowsing Paths are thematic for Molly.
And not just to hide Molly's possession and use of the Crown.

@DragonParadox , one very important question - do Lydia's zombies count as "temporary spirits"? Because if yes, power option potentially enables infinite essence generation. Creating a zombie costs 1 mote, killing it gives 2. If we develop a way to transfer motes to Lydia to replenish her mote pool, we get infinite motes, as long as we have zombies to raise. We could carry a lot of beetle corpses with us as a way to make essence or something.
Thats a very slick rules exploit right there.

Command The Dead is a 1 Essence Cha+Leadership roll at DC6.
So Lydia can usurp the control of other people's undead, or call up her own pretty cheaply.
However:
Rest-Granting Strike (••)
The Exigent can send a creature to permanent rest.
System: When the Exigent slays any being, the player can opt to roll Wits + Occult (difficulty 6). Doing so prevents spirits (below Incarna-level) and ghosts from ever returning or reforming, prevents any ensouled being from becoming a wraith. The Exigent gains 3 Essence on the spot if the annihilated being was in any sense immortal, such as a spirit, ghost or vampire. Furthermore, the Abyssal can reflexively spend 1 Essence to gain the ability to strike and damage intangible beings for the rest of the scene, so long as she can perceive them
Rules as written it shouldnt work.

Though I think it should work, since this charm appears to have been written not just for ghosts, but to deal with zombies and similar undead in the field. No point putting down a zombie if it can be raised again.
I do find the idea of Lydia carrying bug zombies around in a jar or plastic container to be hilarious.

@DragonParadox
QUESTION
1) Can Lydia use Mana Manipulation for a recharge? Specifically the Level 4 ritual:

Rituals

Study Wonder (Level 1) - While figuring out the resonance of a Wonder can give some basic idea as to what its intended use is, this isn't always accurate, nor is it very detailed. This ritual gives more specific information; Intelligence + Occult is rolled, and the successes scored gives the level of information you receive. One success gives a general 'category' of effect (protective, offensive, mind-altering), three gives a specific use, and five gives information as to the specific 'type' of Wonder (Minor Talisman, Artifact, etc). This ritual doesn't work on Fetishes or other Venue-specific item types, but with proper information, similar rituals can be learned that apply to them (Study Fetish, Study Treasure, etc). This costs a willpower point.

Infusion (Level 2) - The sorcerer takes an otherwise normal potion or other consumable object and places some of his own Mana into it for later use. The successes scored determine how much Mana can go into the item. Energy usually "leaks" during this process; every two points of Mana spent by the sorcerer channel one point into the storage receptacle.

Suppress Personal Resonance (Level 2) - This ritual lets a Sorcerer suppress their own Resonance, similar to a mage using Mind 2, removing the usual social difficulties it can cause, or otherwise making it difficult to recognize. This lasts for a scene and has no willpower cost.

Shape Mana (Level 3) - With special mirrors, diagrams, carvings or the like, the sorcerer rums the flow of Mana in an area so that it changes direction and intent. The sorcerer could cause "bad" energies to become wholesome, alter a spell effect or rum a ley line so that it runs through his residence. The level of success guides the feat: With one success, the sorcerer could dissipate some unlucky energies so that a place does not attract evil spirits or ill fortune. With three successes, the sorcerer can channel joss so that a location has good fortune (lowering by one the difficulty of all commerce or practices of the area - a store would facilitate business, a hospital would encourage healing, and so on). With five successes, the sorcerer can reshape a magic effect already in the area to the limits of his own knowledge (turning, say, a ward so that it wards against a different creature type) or even cause a Node or other source of power to channel its energy to a location of his choosing. Mana reshaped in this form typically lasts until some force "snaps" it back to normal, though some places may require specific maintenance (yearly for simple effects like good luck, perhaps daily rituals for bending ley lines).

Mana Absorption (Level 4) - With this ritual, the sorcerer can temporarily store more mana, like with the base path effect, but the mana absorbed with the ritual doesn't need to be used in the next turn, and instead remains in the sorcerer's pattern until discharged. This can't be used if the sorcerer already has more than his usual maximum stored (because of this ritual or otherwise), until he's back down to normal. The maximum amount of extra mana this ritual can possibly allow a sorcerer to store is 5+Path Dots. This costs a willpower point.

2)In this AU, will the 4 dot charm The Pentacle And The Scepter apply to linear Sorcery Paths as well?
Or is it only going to work for Ancient Sorcery?
 
If I had to guess, it thought it had our measure, a big benefit of us not having used Shintai yet, it thinks it can beat us and probably began seeing that it fucked up right after, when we killed it's shadow for good.
Not only didn't we use Shintai, we didn't use Melee Excellency when fighting his shadow. It thinks we only have a Melee dice pool of 11 when stunting, as opposed to the 24 we can reach with Shintai and Excellency, or 20 with just Excellency. It's going to get a nasty surprise when it tries to fight us, especially when our Shintai's demon armor aspect takes us from 17 soak to 21, with the same lowered difficulty. And our Strength and associated damage get a 1-dot buff, just for a little extra something.
 
The fact that the only vote for this update is how MiM works makes me think that we don't have any other decisions to make which makes me think that we are about to be attacked by the Will next second making any plans meanless.
 
If Lydia can brute force the way open then Dresden should also be able to manage it. I think so anyway. Not sure if the DC caps at 9 rule only applies to Exalted who where made to do the impossible.
 
But CCC only decreases the difficulty of actions we could already take. We don't have a way to open portals to the NeverNever with any amount of successes on any roll (we don't have the right charm or spell), so it doesn't really matter if it would apply or not.

Although, it would be really nice if we had that 1-dot charm for getting demon maggots to eat through the local Wall. Or that Ancient Sorcery spell whose difficulty is independent of the Wall rating, but the first one doesn't cost essence to use.
 
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