Green Flame Rising (Exalted vs Dresden Files)

I did not realize you guys wanted to mention Sandra, that felt a bit too personal to just drop along with all the other stuff. I'll have another scene where Molly covers that with her parents and... probably Harry given that he was involved.
 
I did not realize you guys wanted to mention Sandra, that felt a bit too personal to just drop along with all the other stuff. I'll have another scene where Molly covers that with her parents and... probably Harry given that he was involved.
Fair enough.

Molly really gonna be mad at Fate conspiring to get in the way of her hopes for her future love life, huh?
Because I cant imagine news of Nemesis attempting to throw Molly at Dresden would make Dresden or the parents any easier to persuade about its being right for her.

Might even consider it a sign from Heaven :V
Citation please? Cause I am not finding it.
Citation:
Oh right I rulled on that, d'oh (sorry for the confussion). Everyone who isn't a mook gets 2 successes on a 10 to signify a more magical world that WoD. If you take specialties that it 2 more dice in that Ability.
 
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Lydia interjects cheerfully, probably not helping the scene in your parent's mind of a fifteen year old shooting magic lasers through the window of a speeding car.
At least we know Daniel isn't eavesdropping on this conversation. If he was, the sound of a boner tearing through his pants would have been hard to miss at this point.
 
As a reminder, we also get our first signature charm at this point, so if there's one you want, make sure we've grabbed it in whatever plan you vote for.
 
Oh, and we can now buy a new copy of Rage Recast; I suggest Swift Stride, to take Molly's base speed up to x6.
I'd probably buy Mind Hand Manipulation over Sandstrike Blast right now, though.
Range is just line of sight, you roll Brawl or Occult, and it has utility uses for moving other people, manipulating heavy objects at a distance and for construction.
What would be the XP cost for another By Rage Recast aspect and picking up Mind Hand Manipulation?

I also like the Sandstrike Blast option a lot, but it's hard to beat out the broad utility of telekinesis with line of sight range.

Whatever else XP gets spent on this time, we definitely need a solid ranged option. Being limited to melee range is a weakness that can be easily exploited by almost every enemy faction in the setting, and it's something we're going to have to deal with more often as it becomes widely known just how deadly we are in CQC.
 
As a reminder, we also get our first signature charm at this point, so if there's one you want, make sure we've grabbed it in whatever plan you vote for.
Might not want to pull that trigger yet.

Personally I'd like to make our first signature the kingdom charm, because on a literal level the hell will end up being a signature element for Molly and because turning a 500 X essence yards region into our hell while in Shintai is amazingly cool.
 
[X] Plan Spiteful Swift Forging
-[X] Molly
--[X] By Rage Recast: Swift Stride, 6 XP
--[X] Shadow Spite Curse, 6 XP
--[X] Designate as signature charm
--[X] Craft 4, 3 XP
-[X] Lydia, 3 XP
--[X] Righteous Lion Defense, 3 XP


1 XP banked.

Craft for Last Station and Odin's commission (I want to really wow him), By rage recast as a general boost, and Shadow Spite Curse as both combat and anti-nemesis tool. With it being signature charm, because it's one of the best.

With this we should be able to hunt naagloshii, and defend against Nemesis.
 
Then we should just get SBS and use that. We aren't going to be taking out a flight of sorcerers with thrown cars or something.
Being able to grapple an enemy beyond CQC range? Is the sort of thing that proves rather useful.
Besides, forget the addditional uses and compare the mechanics on a pure combat level

Sandstrike Blast rolls Dex 4 + Athletics 1 at DC5.
Mode 1: Base damage 8 lethal, range 60
Mode 2: Spend 1m per shot, base damage 10 lethal in an AoE that's Essence*5 yard radius, range line of sight.
Athletics is not a Key ability for Molly.

Mind Hand Manipulation rolls Intelligence 4 + (Brawl 0 or Occult 5) at standard difficulty DC6
Base damage is (current Willpower) bashing
If the QM rules TK to be invisible, it imposes +2DC to the enemy's ability to defend against it
And Occult is a Key ability for Molly.

At the moment, MHM would be the superior combat choice IMO.
And far and away the option with superior utility options
As a reminder, we also get our first signature charm at this point, so if there's one you want, make sure we've grabbed it in whatever plan you vote for.
Id postpone that until next turn.
When we are buying the Kingdom charm.
What would be the XP cost for another By Rage Recast aspect and picking up Mind Hand Manipulation?
I also like the Sandstrike Blast option a lot, but it's hard to beat out the broad utility of telekinesis with line of sight range.

Whatever else XP gets spent on this time, we definitely need a solid ranged option. Being limited to melee range is a weakness that can be easily exploited by almost every enemy faction in the setting, and it's something we're going to have to deal with more often as it becomes widely known just how deadly we are in CQC.
14xp
RR: 6xp + MHM: 8xp
Might not want to pull that trigger yet.
Personally I'd like to make our first signature the kingdom charm, because on a literal level the hell will end up being a signature element for Molly and because turning a 500 X essence yards region into our hell while in Shintai is amazingly cool.
Seconded.
Just on a mechanical level, being able to get a -1DC buff for every stunt that incorporates a Kingdom element is something of a big deal. Mechanically and thematically.
 
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I think we should bank 5 xp to make sure we can afford the Kingdom charm next time, and save our Signature pick for the Kingdom as well.
 
Boiling Sea Mastery Signature is the best as it allows to freely transform into our shintai form.
 
I can live with not taking SPS as the first signature, so, ok.

[X] Plan Spiteful Swift Forging
-[X] Molly
--[X] By Rage Recast: Swift Stride, 6 XP
--[X] Shadow Spite Curse, 6 XP
--[X] Craft 4, 3 XP
-[X] Lydia, 3 XP
--[X] Righteous Lion Defense, 3 XP
 
Being able to grapple an enemy beyond CQC range? Is the sort of thing that proves rather useful.
Besides, forget the addditional uses and compare the mechanics on a pure combat level

Sandstrike Blast rolls Dex 4 + Athletics 1 at DC5.
Mode 1: Base damage 8 lethal, range 60
Mode 2: Spend 1m per shot, base damage 10 lethal in an AoE that's Essence*5 yard radius, range line of sight.
Athletics is not a Key ability for Molly.

Mind Hand Manipulation rolls Intelligence 4 + (Brawl 0 or Occult 5) at standard difficulty DC6
Base damage is (current Willpower) bashing
If the QM rules TK to be invisible, it imposes +2DC to the enemy's ability to defend against it
And Occult is a Key ability for Molly.

At the moment, MHM would be the superior choice IMO.
Both are not ideal, though MHM is better.

You're misremembering the mechanics though:

mind-hand manipulation (••)
The Infernal combines conviction and Essence to
bend the world around her to her implacable will. A faint shimmer in the air marks the use of this power as she lifts and moves objects telekinetically.
System: After a moment spent in concentration, the Infernal spends 1 Essence and rolls her Intelli- gence + Occult against difficulty 6. This Charm re- mains active for the rest of the scene, and allows her to telekinetically lift and move objects within her line of sight. If she tries to wrest an object away from an- other character, or perform fine manipulations, her successes form her dice pool to do so. Otherwise, her successes on the activation roll determine her strength in lifting and moving objects:
2 3 4 5 6+
218
With 3+ successes, the Infernal can "fly" by mov- ing herself around telekinetically.
She may also grapple or strike her opponents using telekinesis, using a dice pool of Intelligence + (lower of Occult and Brawl). These attacks inflict bashing damage, and the Infernal's current Willpower points total (not per- manent rating) acts as her effective Strength value.
Signature Effect: While the Infernal wears her Shintai form, Mind-Hand Manipulation is always au- tomatically active at a level of (Essence + 5) successes, and her dice pool for telekinesis is 10 dice.
So MHM is rolling 4 grapple/bash dice and we can't actually enhance it with anything while doing it. Throwing a car really fast is probably more effective in that respect, since the mechanics are different for the amount of energy we can put into it.
MHM only deals bashing damage though.
The damage basically isn't worth it, though it would make it trivial to drop heavy objects on people or use her highest dice pools to deliver line of sight grenades instead of her relatively puny arms.

Also I guess we could put satellites in orbit if the LoS ruling on SBS working on orbital stuff applies, then have cyber devils pilot KKVs down onto our enemies.
 
[X] Plan Grab Bag
-[X] Molly (16 XP)
-[X] Craft 4 - 3xp
-[X] Craft 5 - 4 XP
-[X] Leadership 4 - 3XP
-[X] Subterfuge 4 - 3xp
-[X] Mocking Murmurs Retort (•) - 3xp
--[X] Lydia (4 XP)
--[X] Righteous Lion Defense, 3 XP
--[X] Carry over - 1xp

So plan grab bag. It ups Xraft to max. Both for all the Craft we will be doing and for Alchemy.

It gets Leadership and Subterfuge for when we start leading people and Mocking to Stealth discredit people, specially Nemesis infected people at positions of power.

We get our Signature. Boiling sea Mastery. It allows to freely transform if we combo with RVD.

Signature Effect: Whenever the Infernal is com￾pletely submerged in liquid, she may assume her Shintai form automatically, without the need of an Essence or Willpower expenditure or a dice roll. How￾ever, transforming in this fashion leaves the Infernal trapped within her chrysalis for three turns before she emerges in her Shintai form, during which time she cannot defend herself in any way save to soak damage.

The Infernal may hide herself away within any body of liquid, no matter how small or shallow, vanishing even into a puddle or cup if need be.

System: 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. While hiding, she cannot be detected by any mundane means, even by diving in after her. Nor does she enjoy freedom of movement herself: she is effectively dispersed into her hiding-place at the point of immersion. If her hiding place is disrupted or dispersed (such as by dashing out the contents of a cup of coffee, or someone drinking it), or else evaporates or otherwise vanishes, the Infernal is forcibly ejected.


4xp for Lydia is not much so get Rightious Lion Defense to protect her from Mindcontrol and bank 1xp.

[X] Plan: For the Kingdom
-[X] Molly (16 XP)
-[X] Carry over - 16xp
--[X] Lydia (4 XP)
--[X] Righteous Lion Defense, 3 XP
--[X] Carry over - 1xp

We are not guaranteed to get more xp next turn so let's save it, especially since we are going to have shorter arcs.

[X]Plan Speed Kills
 
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[X] No longer blind
-[X] Molly, 16 XP
--[X] Awareness 0 -> 2, 5 XP
--[X] Mocking Murmurs Retort, 3 XP
--[X] Ox-body, 3 XP
--[X] Craft 3 -> 4, 3xp
--[X] Academics 1 -> 2, 2 XP
-[X] Lydia, 3 XP
--[X] Righteous Lion Defense, 3 XP

Finally get some awareness.

Mocking Murmurs to discredit people.

Ox-Body to get a bit tougher.

Craft, because we do a lot of crafting.

Academics, so Charity won't have reason to get on our nerves about school.
 
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Boiling Sea Mastery Signature is the best as it allows to freely transform into our shintai form.
There are issues with that in application. I mean how often have we actually had the time to take 3 turns to get ready for Shintai, especially give the mechanical push towards using it late in a fight as a refresh?

It's still good, but it's not objectively mechanically superior to all other options. The kingdom in particular gives us a very easily applied -and difficult to remove - difficulty modifier to stack with our other ones, which is pretty valuable.

There's also the narrative aspect to this.

A considerable amount of focus has gone into the hell stuff from the start of the quest, and it's going to be a huge deal IC once it comes around as well.

In terms of being a signature part of who Molly is and how the world at large interacts with her the kingdom is significantly dominant over her connection with the themes of tainted water/sea monster stuff.

As our first signature BSM just doesn't fit, though I could see taking it for the second one.
 
Mind Hand Manipulation for you guys... I mean on the one hand you are going for the telekinetic fight so it would make sense to be the same here, but -2 DC is a lot in this system.
 
Both are not ideal, though MHM is better.
You're misremembering the mechanics though:
Nothing's ideal.
So MHM is rolling 4 grapple/bash dice and we can't actually enhance it with anything while doing it. Throwing a car really fast is probably more effective in that respect, since the mechanics are different for the amount of energy we can put into i
Yeah, that seems fucky.
Especially since the original abilty for MHM classic is Occult. Let me make an inquiry of the QM.

@DragonParadox
QUESTION
This is the text of the MHM charm:
Mind-Hand Manipulation (••)
The Infernal combines conviction and Essence to
bend the world around her to her implacable will. A
faint shimmer in the air marks the use of this power as
she lifts and moves objects telekinetically.

System: After a moment spent in concentration,
the Infernal spends 1 Essence and rolls her Intelli-
gence + Occult against difficulty 6. This Charm re-
mains active for the rest of the scene, and allows her
to telekinetically lift and move objects within her line
of sight. If she tries to wrest an object away from an-
other character, or perform fine manipulations, her
successes form her dice pool to do so. Otherwise, her
successes on the activation roll determine her strength
in lifting and moving objects:

Successes Maximum Weight
1 One pound
2 20 pounds
3 200 pounds
4 500 pounds
5 1,000 pounds
6+ +1000 pounds/success
With 3+ successes, the Infernal can "fly" by mov-
ing herself around telekinetically.

She may also grapple or strike her opponents using
telekinesis, using a dice pool of Intelligence + (lower of
Occult and Brawl)
.
These attacks inflict bashing damage,
and the Infernal's current Willpower points total (not per-
manent rating) acts as her effective Strength value.

Signature Effect: While the Infernal wears her
Shintai form, Mind-Hand Manipulation is always au-
tomatically active at a level of (Essence + 5) successes,
and her dice pool for telekinesis is 10 dice.
Note the bolded parts.
Can we just use Occult for this charm? Or substitute Melee for Brawl?
Both our Occult and Melee are 5, so it would amount to the same thing anyway; Occult is just more straightforward and thematic.

I ask because the original charm used Occult, with the option of using Melee or another ability of you tried to use it to wield a weapon.
 
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