Green Flame Rising (Exalted vs Dresden Files)

Leaning towards game room. We... aren't trying to play her that hard and I don't want to be a dick about things. Going sub zero is leaning into our treating her as a solved equation rather than a human being and, while it might be effective, fuck being effective.
Seconded here, we don't necessarily need to, and it would probably not be the best look.

[X] The game room/lounge of the Last Station
 
[X] The game room/lounge of the Last Station

Plus I think the fact that our secret lair is starting to look like an apartment complex will actually help us more then meeting Murphy in our mad science lab.
 
Any thoughts on letting her mostly take the lead here? As noted before she has thought long and hard about this sort of thing for many years and, honestly, I'd like to see what sort of solutions she actually has. We don't have any sort of hard stance on any of this, playing things by ear while aiming in the vague direction of 'minimum tragedy', and if she has a better idea than we do I want to know. We still defend what we are doing, what we are doing has been good, but 'do good' is the only hill here we are willing to die on.

It would be great if the traditional authorities could handle this shit but the closest we have there is the MIB Illuminati and they aren't exactly all rule of law themselves.
 
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Incidentally if we want make cold weather gear for other people to work with us in the freezer room TLF should definitely apply.
 
You are really reading TLF insanely broadly.

We are not feeding and protecting others in places of desolation by making them winter clothes.
The action is far more general than what the Charm can support.

Maybe if we were all living in a desert or tundra, making clothes for our tribe or something it should trigger, but not making clother for normal people in Chicago.
 
Been looking at Alchemy path thinking about what to get for the next path dot. And some of the psy powers two stand out as super good to take. Especially since Molly will pretty Much always make the potions at max level 5 strength.

Psychic Healing, 5 dots can heal agg, very valuable, Psychoportation at 5 can teleport home, essentially a free escape, bet the white council would like to have a way for their agents to do deep strikes, and escape without needing the ways.
 
Psychic Healing, 5 dots can heal agg, very valuable, Psychoportation at 5 can teleport home, essentially a free escape, bet the white council would like to have a way for their agents to do deep strikes, and escape without needing the ways.
Paths that allows for straight healing and teleport in WoD might have to be nerfed, since Wizards and talents in DF are very limited in those areas.
 
You are really reading TLF insanely broadly.

We are not feeding and protecting others in places of desolation by making them winter clothes.
The action is far more general than what the Charm can support.

Maybe if we were all living in a desert or tundra, making clothes for our tribe or something it should trigger, but not making clother for normal people in Chicago.
What do you think the purpose clothing is but to protect people from the environment? I can't even understand this post.
 
If you guys want to spent a whole AP making clothes you can, but there are probably more productive things you can do with Molly's time.
I was just mentioning it because with Molly's enhanced crafting speed together with the reduced DC if we ever come across any hostile environment Molly can likely craft up suitable clothing out of leaves and mud.
 
If you guys want to spent a whole AP making clothes you can, but there are probably more productive things you can do with Molly's time.
Well, come December I am all for spending an AP to make Christmas gifts for people we know. Carpeting tools for Michael. A warhammer for Charity. Either a gun, home renovation, or something like a statue of his mother for Harry. Probably body armor for Murphy. Etc.
 
I was just mentioning it because with Molly's enhanced crafting speed together with the reduced DC if we ever come across any hostile environment Molly can likely craft up suitable clothing out of leaves and mud.

Oh sure that is a thing you can do. Hell if you get 10+ successes she could, at the cost of considerable time take carbon out of the atmosphere and use that to make carbon fibers for clothing.
 
It doesn't say that stop trying to add in extra limits on the charm just for sake of it.
System: The Infernal needs never make a Survival roll to remain safe, comfortable, and fed in hostile, barren environments such as deserts, tundra, or areas of urban blight. The difficulty to feed and protect others in such environments is reduced by three (minimum of 3). By
spending 1 Essence, she becomes completely immune to environmental damage for the rest of the scene.

See the bolded stuff.
This is for feeding people in deserts or tundras, or making a shelter in such areas.

It's not an all-action enhancer as long as we vaguely protect people, to the point where we try to apply to protecting people from explosives just because the explosion happens in an an area of urban blight.
 
System: The Infernal needs never make a Survival roll to remain safe, comfortable, and fed in hostile, barren environments such as deserts, tundra, or areas of urban blight. The difficulty to feed and protect others in such environments is reduced by three (minimum of 3). By
spending 1 Essence, she becomes completely immune to environmental damage for the rest of the scene.

See the bolded stuff.
This is for feeding people in deserts or tundras, or making a shelter in such areas.

It's not an all-action enhancer as long as we vaguely protect people, to the point where we try to apply to protecting people from explosives just because the explosion happens in an an area of urban blight.
The charm proves my point. First it says such as then lists some examples meaning it is not to taken as an all encompassing list. Second one of the examples given is urban blight which can certainly happen in a temperate climate and people do in fact die of exposure in cities. Thirdly it doesn't even say protect from those environments just in them which admittedly the QM has agreed with for some reason, but that is no reason to try and add more limitations.
 
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The charm proves my point. First it says such as then lists some examples meaning it is not to taken as an all encompassing list. Second one of the examples given is urban blight which can certainly happen in a temperate climate. Thirdly it doesn't even say protect from those environments just in them which admittedly the QM has agreed with for some reason, but that is no reason to try and add more limitations.
Weirdest case we make clothes that are much better while the wearer is in a bad enough environment that it would trigger the charm, but pretty normal in other areas...
 
Weirdest case we make clothes that are much better while the wearer is in a bad enough environment that it would trigger the charm, but pretty normal in other areas...
Charm effects our actions it doesn't cast a magic spell on the stuff we make. If we make a shirt that protects against exposure it doesn't stop acting as a shirt just because the person wearing it goes somewhere else.

Just like if we craft cold weather gear it doesn't help in a hot desert.
 
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