Green Flame Rising (Exalted vs Dresden Files)

I don't think this is worth an XP.

We used a spell as intended, there was no risk to the action, no chance of failure.
If you give us that, you effectivly just discounted the Exorcism spell a bit.

You could have failed the roll technically, it was not very likely but a failure would have been... bad for the kid lets say. Granted with your prep work it was not very likely you would fail, but it does not seem fair to punish you guys for choosing certain charms and then using them.
 
You could have failed the roll technically, it was not very likely but a failure would have been... bad for the kid lets say. Granted with your prep work it was not very likely you would fail, but it does not seem fair to punish you guys for choosing certain charms and then using them.
I wouldn't call it punishing.

It's just that it doesn't deserve a reward.

If we had exorcised the spirit by alternate means, such as finding a way to convince it to leave, that would have been an achievement.
Just making a roll we can't botch and are extremly unlikely to fail (key skill) is not an achievement.
 
I wouldn't call it punishing.

It's just that it doesn't deserve a reward.

If we had exorcised the spirit by alternate means, such as finding a way to convince it to leave, that would have been an achievement.
Just making a roll we can't botch and are extremly unlikely to fail (key skill) is not an achievement.
It's a first time we ever used ancient sorcery. Possibly the first time Anceint Sorcery was used in this age. It's a notable event at least.
 
I wouldn't call it punishing.

It's just that it doesn't deserve a reward.

If we had exorcised the spirit by alternate means, such as finding a way to convince it to leave, that would have been an achievement.
Just making a roll we can't botch and are extremly unlikely to fail (key skill) is not an achievement.

Hmm... fair enough, but if we are talking difficulty of rolls I might as well give you guys 3 XP for spotting Mac, those were some hard rolls and I hesitated between 2 and 3 XP on that for a while.
 
I want to get Empathy up to 5 to match our Etiquette, and a Technology Excellency. That's 8 XP, giving us 14 to do whatever. What's on our charm wish-list right now? Or we can just buy more Attributes. It's not like there's ever really a situation where you go "Oh, I wish we had less Attributes."
 
Options worth discussing:

subterfuge 4: 3 XP
subterfuge 5: another 4 XP

We just learned a lot of juicy secrets and will continue to learn more. Subterfuge helps in not letting on what we know.

Awareness 1: 3 XP
Awareness 2: another 2 XP

Our lack of awareness keeps troubling us, our anima flare is only an incomplete "fix" for this.

Ox-Body: 3 XP

Ox-body can be taken once per essence level. Some more health levels are never wrong.

Crafts 4: 3 XP
Crafts 5: another 4 XP

We do a lot of building stuff, this helps.
 
[X] Plan Social Alchemy
-[X] Molly (21 XP)
--[X] Empathy 5 (4 XP)
--[X] Subterfuge 5 (3+4 = 7 XP)
--[X] Potion recipes (4 XP)
---[X] Enhance Ability: Subterfuge (2 XP)
---[X] Enhance Ability: Etiquette (2 XP)
--[X] Seeing is Blindness (6 XP)
-[X] Lydia (9 XP)
--[X] Hunter's Bolt (6 XP)
--[X] Oxen Body (3 XP)


Ok, so this plan is about two things - talking to Mab and a possible fight with a naagloshii (because if it is waiting for something, Halloween makes a lot of sense). In general it's about shoring up weaknesses and maximizing strengths.
1) We max out relevant social abilities. With the vote we get max Empathy, Etiquette (from the previous vote) and Subterfuge. For Etiquette and Subterfuge we also get Enhance ability potion, which gives us a specialty in this ability (10s count as two successes). For a 16 dice pool and DC 7 this, on average, gives us 3 more successes, pushing us from 8 to 11 average successes. This combination prepares us to talk to Mab (I dearly hope we get a chance to use arthurian tales to peak into her mind prior to meeting her)
2) Seeing is Blindness - on average 1/4 to 1/3 of our XP should be going to combat powers, even if we are not specifically preparing for combat. We don't have murder machine circlemates, and have to be the heaviest beatstick around. Seeing is Blindess is fantastic combat charm. I hesitated between it and Shadow Spite Curse (for Nemesis shenanigans, as well as other stuff), but in the end, and for now, went with SiB. On our budget that's the best combat boost we can afford, I feel.
3) Lydia - straight combat boost. A heavy one at that. She becomes tougher and gets a ranged shot ability. That improves her combat prowess.

Alternative routes I am considering:
1) Drop one or both of the ability enhancers (if we don't have time to brew them before meeting Mab; @DragonParadox do we have time to brew newly bought potions before meeting Mab?). If one is dropped, maybe consider buring Hellscry chakra, but I dislike the option for lack of combat upgrade. If two are dropped, buy Bloodless Murk evasion for our first Perfect defense.
2) Switch Lydia's Oxen Body and Hunter's Bolt for Quarry Revelation Technique, to give her ability to track people (with Molly being the beatstick and the source of the initial clue).

Awareness 1: 3 XP
Awareness 2: another 2 XP

Our lack of awareness keeps troubling us, our anima flare is only an incomplete "fix" for this.
Yeah, this keeps troubling me too, but subterfuge is probably more important right this moment. And we don't have excellency in awareness, and it's not a key ability, so subterfuge gives us more dice return on the XP spent.
Ox-Body: 3 XP

Ox-body can be taken once per essence level. Some more health levels are never wrong.
We are quite tough already. More firepower, or, rather, ability to disable others, is more important I feel.
Crafts 4: 3 XP
Crafts 5: another 4 XP

We do a lot of building stuff, this helps.
Next turn. Definitely next turn. And a technology excellency to top it off.
 
It's a first time we ever used ancient sorcery. Possibly the first time Anceint Sorcery was used in this age. It's a notable event at least.
That is my thought as well. It isn't strange to earn a bit of XP for that, if only because we actually used such magic successfully for what may have been the first time in recorded history. Recorded history from the Archive's perspective, not just muggle scratching at clay tablets and such.
Options worth discussing:

subterfuge 4: 3 XP
subterfuge 5: another 4 XP

We just learned a lot of juicy secrets and will continue to learn more. Subterfuge helps in not letting on what we know.

Awareness 1: 3 XP
Awareness 2: another 2 XP

Our lack of awareness keeps troubling us, our anima flare is only an incomplete "fix" for this.

Ox-Body: 3 XP

Ox-body can be taken once per essence level. Some more health levels are never wrong.

Crafts 4: 3 XP
Crafts 5: another 4 XP

We do a lot of building stuff, this helps.
I've been pushing for combat Charms and survivability for most of the quest so far, but I think now we should focus the XP purchases from this arc on directly increasing our ability to deal with Mab, be that Etiquette, Subterfuge, Empathy, etc.

Perception, or lack thereof, has also become a liability for us, so increasing our Perception attribute, along with complimentary skills like Awareness and Alertness, should also take priority.

Crafting, Alchemy, and other Charms, be they for combat or utility, can wait until later, IMO.
 
I think we should get the god crafting charms it's just 2 xp after all. It would be really useful to have god of Chicago as a ally
 
I think we should get the god crafting charms it's just 2 xp after all. It would be really useful to have god of Chicago as a ally
Constructive Convergence of Principles is a 5 dot charm that costs 20 xp. We have a 2 xp discount from the feat of god crafting. I hope we can accumulate more discounts for feats of supreme crafting before buying it.
 
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