Green Flame Rising (Exalted vs Dresden Files)

If you ask me? In order of importance:

Hell: 20xp
Crafting charm: 18xp
The City Still Stands: 1-Up Charm: 15xp
Ego Infused Pattern Primacy: Anti-Shaping Charm: 20xp


If we had to buy a perfect defense right now, I would be voting for Counter-Conceptual Interposition, which is 4 dots/16xp, and is the one PD whose only flaw is basically increased cost if you dont recognize the power being used or the supernatural being doing the attacking.
There is a better anti-shaping charm, the one that consumes one intimacy which is very costly but we can combine it with the one that creates a hate intimacy in order to buy It cheaper.
 
Point worth noting:
White Court Vampire blood has psychoactive effects upon skin/mucous membrane contact. That was demonstrated when Billy and Georgia hamstrung Madeline in Turn Coat, but didnt come back to finish the job because they were drugged by contact with her blood.

So you really dont want to use if for BSM activation unless you want to risk having to make Poison rolls.
There is a better anti-shaping charm, the one that consumes one intimacy which is very costly but we can combine it with the one that creates a hate intimacy in order to buy It cheaper.
Probably not worth it.
Especially given how key her Intimacies are to her mental defences.
You dont want to burn one of those by mistake.
 
Crafting charm: 18xp
Most likely we can get it down to 14 or so. We got the discount when we god forged. We can probably do some other impressive feats of crafting (in other areas) to further lower the price. Probably some physical forging, something high tech, and maybe enchantment / empowerment / biomancy.

There is a reason why I keep pushing to try and breach 20+ successes on craft.
 
Probably not worth it.
Especially given how key her Intimacies are to her mental defences.
You dont want to burn one of those by mistake.
We dont need to activate it always, we can use our normal counterspell roll and only use this when we are hit.
Also Im pretty sure we can select the intimacy we want to sacrifice and having a minus one DC against an enemy is really powerfull for a 1 point charm
 
Point worth noting:

White Court Vampire blood has psychoactive effects upon skin/mucous membrane contact. That was demonstrated when Billy and Georgia hamstrung Madeline in Turn Coat, but didnt come back to finish the job because they were drugged by contact with her blood.

So you really dont want to use if for BSM activation unless you want to risk having to make Poison rolls.

But doesn't one of our charms grant immunity against the harmful effects of liquids that we are in contact with?

Probably not worth it.
Especially given how key her Intimacies are to her mental defences.
You dont want to burn one of those by mistake.
If we are creating an intimacy of hate right before using a charm that burns intimacy, of course we will use the newly created one. The only alternative is if the DP also makes us vote on which intimacy to burn (for whatever reason), since it doesn't say anywhere that the intimacy destroyed in this case would be random (meaning that our central intimacies run the risk).

After all, that's what the hate intimacy creation charm was made for.
 
If we had to buy a perfect defense right now, I would be voting for Counter-Conceptual Interposition, which is 4 dots/16xp, and is the one PD whose only flaw is basically increased cost if you dont recognize the power being used or the supernatural being doing the attacking.

Also, glitching the universe just to stop an attack is pretty cool.
 
We dont need to activate it always, we can use our normal counterspell roll and only use this when we are hit.
Also Im pretty sure we can select the intimacy we want to sacrifice and having a minus one DC against an enemy is really powerfull for a 1 point charm
We can't ever get the intimacy we lost back though, and right now we don't really have any we seriously want to go without.

We could get that charm for adding enemy intimacies, but that inflates the cost and is a pretty small buffer.

It's also worth noting that it isn't a reflexive defense, it's a cure for after the fact. So if we get transformed into a newt or something we have to just take it until we can burn our main action removing it.

Freedom Lets go also lacks the scene long immunity to repeats, so someone could just tap us again while we're undoing it and we'd have to repeat the process.


It's more guaranteed, but isn't a cost effective primary solution or backer for our crude counterspelling.

EIPP on the other hand does block encores, is a reflexive shield, and has an additional neat effect:

ego-inFused pattern primaCy (•••••) Whenever the universe dares to mar the Infernal's immaculate and ideal self, she may exert her will to
reset herself to her default state of perfection.
System: Whenever the character is the subject of any supernatural power that seeks to transform, infect, taint, transport, or control her body or spirit, she may reflexively spend 1 Essence or 1 Willpower and roll Willpower against difficulty 7. Success undoes the hos- tile magic before it can finish affecting the Infernal, protecting her completely, and immunizes her against repeated attempts to exert the same sort of influence
for the rest of the scene.
Alternately, the Infernal can spend 1 Essence to
radically accelerate her healing for 24 hours. So long as she takes no strenuous activity, the Infernal heals all bashing damage or one level of lethal damage per 15 minutes of rest. An hour of rest mends one level of aggravated damage
Assuming that the effect isn't broken, just suppressed by activity. Which I hope one of most expensive and exclusive charms would allow, we can have Molly do this first thing in the morning and CSR the essence back as part of her routine, giving her some serious ongoing regeneration.

There are a few other charms like that, which it'd be good to effectively translate into passives by applying them as a matter of course.
 
Most likely we can get it down to 14 or so. We got the discount when we god forged. We can probably do some other impressive feats of crafting (in other areas) to further lower the price. Probably some physical forging, something high tech, and maybe enchantment / empowerment / biomancy.

There is a reason why I keep pushing to try and breach 20+ successes on craft.
I would suggest that we need it rather sooner than that.
A whole set of improvements, from giving Molly liquid armor that counts for Boiling Sea Mastery, to getting Lydia low-profile armor that will actually stop a bullet or a sword slash to crafting household gods deliberately, is gated by that Charm.

In some ways its rather more critical than even the Hell.
But doesn't one of our charms grant immunity against the harmful effects of liquids that we are in contact with?
We dont have that charm yet.
Boiling Sea Mastery only protects against hostile aquatic environments, it doesnt protect against being poisoned with liquid poisons.

If we are creating an intimacy of hate right before using a charm that burns intimacy, of course we will use the newly created one. The only alternative is if the DP also makes us vote on which intimacy to burn (for whatever reason), since it doesn't say anywhere that the intimacy destroyed in this case would be random (meaning that our central intimacies run the risk).
After all, that's what the hate intimacy creation charm was made for.
This presumes that we only get hit once in a combat scene with something like this.
Which is something I would rather not bet on.

We dont need to activate it always, we can use our normal counterspell roll and only use this when we are hit.
Also Im pretty sure we can select the intimacy we want to sacrifice and having a minus one DC against an enemy is really powerfull for a 1 point charm
I guarantee we arent going to be getting hit once in a fight with stuff like that.
Especially as we get more infamous.

I would prefer Splintered-Gale Incarnation first, for sheer utility value of being able to stick a clone into our kingdom, and of having a clone attend mundane things (i.e. go to college).
Im a fan of both.
Splintered Gale is more utility-wise, and way more of a strategic gamechanger. City Still Stands is your tactical bossfight enabler.
Especially if paired with When The Tigers Run Free.

But I have to admit that City Still Stands is far more cinematic.
And I suspect the QM will enjoy wriiting that one more.
 
I would prefer Splintered-Gale Incarnation first, for sheer utility value of being able to stick a clone into our kingdom, and of having a clone attend mundane things (i.e. go to college).
Setting aside the arguments around that, defensive utility there does have some flaws.

We have that WoG modifying it so that they get some of our passives, but they're still more vulnerable. The more we have running around and the longer they're active on a unit level the more vulnerable we are to them being exploited.

In terms of our direct defense the clones catch you after you die rather than stopping it in the first place, which has two issues.

Firstly, it doesn't necessarily stop spirit killers. This sort of effect is almost exactly like being rendered helpless before reforming as a mantle holder in a lot of ways. We'd certainly cry foul over it if we used MiM and someone loopholed it with something like this.

Secondly, it takes us out of the fight, which could be something critical that gets people we care about killed or worse. If it's bad enough for us to need it then it's probably a pretty big deal.

The extra utility is nice, but since both are pretty expensive if we get the clones it shouldn't primarily be as a defense and we should probably place it bellow things like our perfect and our anti shaping charm.
 
The extra utility is nice, but since both are pretty expensive if we get the clones it shouldn't primarily be as a defense and we should probably place it bellow things like our perfect and our anti shaping charm.
Just so we're clear though?
Splintered Gale is my preferred choice for our second Signature charm at E4(E3 Signature charm should be the Hell charm).
Because thats about the point where we should enter Shintai and have a miniboss squad of clones spawn around us for the scene.
 
Just so we're clear though?
Splintered Gale is my preferred choice for our second Signature charm at E4(E3 Signature charm should be the Hell charm).
Because thats about the point where we should enter Shintai and have a miniboss squad of clones spawn around us for the scene.
The charm itself has utility, but as a signature it's crap.

Our "miniboss" squad couldn't outperform an equal sized group of well equipped ghouls even with the passives. It just doesn't stand up anything other than the super niche or completely impractical ones, even discounting the top shelf broken stuff.
 
Im a fan of both.
Splintered Gale is more utility-wise, and way more of a strategic gamechanger. City Still Stands is your tactical bossfight enabler.
Especially if paired with When The Tigers Run Free.
Splintered Gale as signature, + the clones learning the MA to buff Dex and Strength is way better. Multi action penalty is a killer, and having 3 more people you have to fight is super bad. Even worse if we have Hate intimacy charm to buff the clones.
 
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Splintered Gale as signature, + the clones learning the MA to buff Dex and Strength is way better. Multi action penalty is a killer, and having 3 more people you have to fight is super bad. Even worse if we have Hate intimacy charm to buff the clones.
They're fresh clones divorced from our usual set and can't use any of the exalted variants of normal skills. To make this work we'd need to learn the mortal versions of anything we want them to use. Equipment cloning is also fuzzy; even in the best case we'd have to carry around at least a little additional junk just for them.

Multi action is a problem, but bringing people to the fight or buying the charms that mitigate it as an issue for Molly directly are more effective solutions that don't require multiple lines of redundant investment just to work.
 
How does MHM apply force to a target when not being used to inflict bashing damage? Does it just move it through Exalted 'because I said so!' BS, or are there points of contact?

For example, we've got Madrigal in our brain grip. If we chose to shift his position, would he move just because that's our desire, or would it be a result of us shifting our grip on his head, shoulders, waist, etc?

If it's the latter, couldn't we use MHM to grip each leg independently and rip him in two like a wishbone? 9,000 pounds of force is a lot, after all.
 
They're fresh clones divorced from our usual set and can't use any of the exalted variants of normal skills. To make this work we'd need to learn the mortal versions of anything we want them to use. Equipment cloning is also fuzzy; even in the best case we'd have to carry around at least a little additional junk just for them.

Multi action is a problem, but bringing people to the fight or buying the charms that mitigate it as an issue for Molly directly are more effective solutions that don't require multiple lines of redundant investment just to work.
The clones are disposable tanks, they are extra attacks and health. They are a massive swing in a combat situation. And the clones just hitting things with 8 Dex, and 8 Strength is pretty good combat stats even if they cannot grab a random chair to melee with. And clones have to buy the mortal version of things yes, but they are going to that anyway, it to dangerous for the clones to not have Fortune Path so they can Death curse, as an emergency exit before we start sending them out to do things. Without that anybody could grab one of the clones and hit Molly with magical attacks from anywhere.
 
Firstly, it doesn't necessarily stop spirit killers. This sort of effect is almost exactly like being rendered helpless before reforming as a mantle holder in a lot of ways. We'd certainly cry foul over it if we used MiM and someone loopholed it with something like this.

Spirit killers aren't catch all effects. They deliberately don't work on people like other exalts. I think only the Abyssal one does.
 
The clones are disposable tanks, they are extra attacks and health. They are a massive swing in a combat situation. And the clones just hitting things with 8 Dex, and 8 Strength is pretty good combat stats even if they cannot grab a random chair to melee with. And clones have to buy the mortal version of things yes, but they are going to that anyway, it to dangerous for the clones to not have Fortune Path so they can Death curse, as an emergency exit before we start sending them out to do things. Without that anybody could grab one of the clones and hit Molly with magical attacks from anywhere.
They pop up fresh, no reabsorption or existence past Shintai so no persistent stuff. We personally need to learn compatible versions and carry compatible gear.

Even if they did, asking them to be repeat suicide bombers as we throw them into random fights isn't a great way to maintain a stable internal balance.
Spirit killers aren't catch all effects. They deliberately don't work on people like other exalts. I think only the Abyssal one does.

We aren't only fighting exalts and it's demonstrated that others can have similar tier effects for some things.

Being dead and briefly helpless is the only universal prerequisite for a spirit killer, if we end up in that state we're gambling on the other side having another specific blocker on their abilities to save us.
 
We aren't only fighting exalts and it's demonstrated that others can have similar tier effects for some things.

Being dead and briefly helpless is the only universal prerequisite for a spirit killer, if we end up in that state we're gambling on the other side having another specific blocker on their abilities to save us.

No. Being a spirit and being killed is a pre-requisite for being hit by a spirit killer.

If you're not a spirit, then even if you're killed you're an generally an inapplicable target.
 
They pop up fresh, no reabsorption or existence past Shintai so no persistent stuff. We personally need to learn compatible versions and carry compatible gear.

Even if they did, asking them to be repeat suicide bombers as we throw them into random fights isn't a great way to maintain a stable internal balance.
What one clone learns all future clones learn. If a clone spends all their 8AP on learning MA they can get a discount to equal to about 4 month of 1 AP for Exalted Molly. So about the max training discount, is achievable in a single turn for them in almost anything.
 
White Court Vampire blood has psychoactive effects upon skin/mucous membrane contact. That was demonstrated when Billy and Georgia hamstrung Madeline in Turn Coat, but didnt come back to finish the job because they were drugged by contact with her blood.

So you really dont want to use if for BSM activation unless you want to risk having to make Poison rolls.
That would be a unnatural mental influence so at the very least no effect until after the scene.
 
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No. Being a spirit and being killed is a pre-requisite for being hit by a spirit killer.

If you're not a spirit, then even if you're killed you're an generally an inapplicable target.
We've had this conversation before, spirit killer is a carry over term from exalted that doesn't map well to our current situation.

Just being immortal in any way works for the Abyssal version regardless of how you got it, which works for any exalt because no one is holding their chains anymore.

Sidereals technically have two:

smooth transition (••)
With but a gentle touch, the Sidereal enables a peaceful and painless transition between life and death. System: Spend 1 Essence while touching the Charm's subject. The Charm instantly and painlessly kills any Inca- pacitated or dying target, as well as anyone who wishes to die. If used on a corpse laying upon the naked ground, it sinks into the earth, quietly arranging for its own burial. If used on a torpid vampire, the vampire peacefully becomes ash. No one slain by this Charm ever lingers as a ghost. If used upon a wraith's fetter, the ghost is painlessly severed
from that fetter and does not undergo a Harrowing.
Which is anyone with a corpse, and a more traditional:

terminal sanCtion (••••)
The Sidereal calls upon an ancient sanction granting her the authority of Heaven to call even the gods themselves to answer her audit, and to destroy them if found wanting.
System: Target a spirit or ghost in the same location as the Sidereal, then spend 2 Essence and roll Intelligence + Law against a difficulty of the targeted being's Gnosis or Spite rating. If the target is in the Spirit World or Under- world, it immediately manifests in the physical world, wheth- er or not the Sidereal's roll succeeded. If the roll succeeded, then the Sidereal gains Terminal Sanction over the spirit or ghost. If she slays it during the current scene, then she has the following options: She can destroy the being utterly and permanently, bind it into an object (creating a fetish; see W20, p. 221), or compel its service for a year and a day.
Which is really more than is necessary for this argument.

One example of something that would work demonstrates that it's possible, and we know exalts aren't alone in this ability because of what Mab did to Nemesis. That's enough to shatter the presumption that we don't need to worry about this.
What one clone learns all future clones learn. If a clone spends all their 8AP on learning MA they can get a discount to equal to about 4 month of 1 AP for Exalted Molly. So about the max training discount, is achievable in a single turn for them in almost anything.
Not how it works:

splintered gale inCarnation (•••••)
The Infernal flays herself apart, creating duplicates
of herself.
System: The Infernal spends 5 Essence and
screams, issuing forth a crimson gale that resolves into a perfect copy of herself. This clone comes into the world naked, perfectly loyal to its creator, precisely aware of what it is, and in possession of the same per- sonality and memories as the Infernal. It has the same Traits as the Infernal, but is completely mortal, with no magic of any sort. Alternately, if the Infernal pos- sesses a working uterus, she can use this Charm to im- pregnate herself. This parthenogenetic child will grow up to be a perfect physical duplicate of the Infernal, but is otherwise a normal human being.
The Infernal can have up to her Essence rating in clones alive and active at once. By spending 1 Essence, she can cause a clone within her presence to unravel back into crimson wind which she absorbs, granting her all of the memories the clone accumulated during its existence. If the Infernal wishes, she may re-create specific absorbed clones in the future when using Splintered Gale Incarnation.
If the Infernal should ever die while any of her clones are abroad in the world, her body dissolves into a screaming wind that streams across the world and pours itself into the nearest clone. This destroys the clone's memories and identity as the Infernal takes over its body. Reincarnating in this fashion reduces the Infernal's Essence rating by 1. If this would reduce her to Essence 0, then reincarnation is impossible.
Signature Effect: When the Infernal dons her Shintai form, (Essence rating) clones emerge along- side her when her chrysalis shatters. They don't count against the normal clone limit of Splintered Gale In- carnation, and will vanish into crimson wind when the Shintai form ends; they cannot be reabsorbed. To be clear, these are clones of the Infernal's normal form, not her Shintai body.

We can record and recycle personalities that have learned things, but that's it. There isn't sharing across clones and the Shintai ones are basically a separate special pool. Maybe we can use our regular ones instead, but that means that they can't be doing things elsewhere and need to be withdrawn in advance.

As a charm there are benefits, but if we want a miniboss squad who matters then we have better options for equal or better effort that provides better results than the signature in performance and costs.
 
Which is really more than is necessary for this argument.

One example of something that would work demonstrates that it's possible, and we know exalts aren't alone in this ability because of what Mab did to Nemesis. That's enough to shatter the presumption that we don't need to worry about this.

Neither of those would effect an Exalt. The first doesn't prevent people coming back to life at all, just not linger as a ghost. The second can only target spirits and ghosts.
 
Not how it works:



We can record and recycle personalities that have learned things, but that's it. There isn't sharing across clones and the Shintai ones are basically a separate special pool. Maybe we can use our regular ones instead, but that means that they can't be doing things elsewhere and need to be withdrawn in advance.

As a charm there are benefits, but if we want a miniboss squad who matters then we have better options for equal or better effort that provides better results than the signature in performance and costs.
GM has confirmed that if a clone learns a MA, or path once absorbed, all future clones will have the knowledge.
 
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