Green Flame Rising (Exalted vs Dresden Files)

Trying to minimize offensive action if at all possible, just in case.
Else I would have Lash use Lore of Light 1 to flashbang the hostile guardians outside as soon as the door opens
I get where you're coming from, but we've already chosen violence. I don't want to make it worse than it has to be, but I don't think hitting the guy's magical home security robots with a flash bang is going to make a difference here.

I doubt this is a god's sanctum; we have seen Hades' demesne in canon, and Odin's and this lacks the same impact.
He could still be a god even if this isn't his proper sanctum. There's nothing saying a god couldn't acquire additional territory in the nevernever by some means that don't directly link to their core holdings or base nature. I doubt Laensidhe needed to formally extend her territorial claim in Winter to take the patch of spirit world by Harry's apartment for example.

If I was in their shoes I certainly wouldn't rent space in my core sanctum for love or money. Especially if I meant to make a somewhat regular habit of it.

Hopefully that's the case here too, because it'd make this less of an issue. If you build a safe house to rent out rooms in you've got to expect it'll get raided. He'd still need to do something about it, but it's not the same as running around his actual home.
What information? Improvise a blindfold, then make the jump.

I have no idea IC or OOC just how far the gifts of one of her Chosen extend, or how much information he might be able to elicit.
No reason to risk it.
I'd be less concerned about information he deliberately sells and more about what his presence might give away.

He is connected to his goddess somehow after all, it's not impossible that if she's watching or he prays that it'd give her a "direction" to look in when seeking out Molly's soul-world. There's also the issue with Molly's realm technically being a hell, and taking him there potentially being read as stealing the soul of a priest from their patron.

My bet is that it wouldn't happen, or would be over too fast to do more than make any hypothetical future conversation with Ishtar awkward*, but it seems more likely than a confused whamp who's been left to the mercies of a black court vampire picking out key insights from our arrival room.

* As opposed to allowing what is probably a fairly powerful goddess show up to pick a fight without most of the white god's nerfs in play. Which seems more like fear mongering than a realistic scenario.
 
Good night guys see you tomorrow with more... collective flight at Mach 0.3 :V

I'm going to have to start rolling stamina checks to see if anyone gets nauseous at this rate.
 
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Should we drop the guy off and go straight to killing the blamp if this goes smoothly?

I want to give him as little time as possible to react to what we just did since we promised to kill him.
 
Good night guys see you tomorrow with more... collective flight at Mach 0.3 :V

I'm going to have to start rolling stamina checks to seek if anyone gets nauseous at this rate.
No problem at all if we fly them feet first. Humans are well able to handle acceleration in that direction and basically handle it all day every day.
 
Okay, but not sure why you're so excited about this in particular. We already agreed to kill him, so at this point it's basically tactics.
The reason why I'm excited is because we came here for Sandra. The person that got us stuck with Winters Tender Mercies in the first place. The main reason we're in Vegas to begin with. Finally there are just more interesting things rather than this random black vampire in Vegas at this point. This is a functionally speaking distraction it's worth doing that's not in question but it doesn't make it not what we're here for.
 
The reason why I'm excited is because we came here for Sandra. The person that got us stuck with Winters Tender Mercies in the first place. The main reason we're in Vegas to begin with. Finally there are just more interesting things rather than this random black vampire in Vegas at this point. This is a functionally speaking distraction it's worth doing that's not in question but it doesn't make it not what we're here for.
It's a checkbox on the list, need to pay for that local broker somehow after all. Plus it might get us another divine contact to shake down trade with.

Clearly Ishtar still cares about the mortal world or she wouldn't be sponsoring magic, but also isn't willing to shoulder the risk required to stay directly active. We have a human's freedom and the power to bridge both sides of reality by at scale, which isn't quite unique but does give us a rare opportunity to trade say sending demons after someone messing with her cultists for information that's useless to her outside of the material world.

What I'm getting at that undead monstrosities for the local cult of a goddess to buy their current and potential future assistance is the infernal version of dropping to smell the roses. :V

Also kind of not the biggest thing she did to Molly here. Winter is bad, no question, but she set Molly up to ignorantly mentally and spiritually mutilate her friends in an effort to help them. Specifically with the intent of knocking her off the deep end so she'd among other things hurt even more of the people she cared about.

There's a guy who is going to be in a mental institution for the rest of his life because pills and therapy can't undo magic, or heal what it did after it's gone, any more than bandaids can help with Agg damage.

Rosie, who basically seems like another sister to her, got off light with derangement and general trauma. If Molly has thought to be a little more helpful at the time it's entirely possible she'd be comatose or completely incapable of engaging with reality but still aware enough to suffer while trying to.

All of which was in service to an eldritch monster trying to kill creation.

Bringing her to the attention of the fey is on the list, but it's a pretty low item regardless of their issues.
 
It's a checkbox on the list, need to pay for that local broker somehow after all. Plus it might get us another divine contact to shake down trade with.

Clearly Ishtar still cares about the mortal world or she wouldn't be sponsoring magic, but also isn't willing to shoulder the risk required to stay directly active. We have a human's freedom and the power to bridge both sides of reality by at scale, which isn't quite unique but does give us a rare opportunity to trade say sending demons after someone messing with her cultists for information that's useless to her outside of the material world.

What I'm getting at that undead monstrosities for the local cult of a goddess to buy their current and potential future assistance is the infernal version of dropping to smell the roses. :V

Also kind of not the biggest thing she did to Molly here. Winter is bad, no question, but she set Molly up to ignorantly mentally and spiritually mutilate her friends in an effort to help them. Specifically with the intent of knocking her off the deep end so she'd among other things hurt even more of the people she cared about.

There's a guy who is going to be in a mental institution for the rest of his life because pills and therapy can't undo magic, or heal what it did after it's gone, any more than bandaids can help with Agg damage.

Rosie, who basically seems like another sister to her, got off light with derangement and general trauma. If Molly has thought to be a little more helpful at the time it's entirely possible she'd be comatose or completely incapable of engaging with reality but still aware enough to suffer while trying to.

All of which was in service to an eldritch monster trying to kill creation.

Bringing her to the attention of the fey is on the list, but it's a pretty low item regardless of their issues.
I was keeping the Sandra part pretty short. Though It would be an understatement to say that I'm considerably more interested in having a face to face meeting with Sandra that I am with interacting anymore with anyone in Vegas. That isn't to say I don't want to check out the sin eater and the dragon but Sandra for me is the main event here in Vegas.
 
I get where you're coming from, but we've already chosen violence. I don't want to make it worse than it has to be, but I don't think hitting the guy's magical home security robots with a flash bang is going to make a difference here.
Thing is, I suspect this place does not belong to the Blampire using it as a safehouse.
It almost certainly doesnt belong to the Ferryman either; at most, I think his responsibility was to control the door/path leading to this location. The security constructs are likely integral to this place.

Since we dont know who owns it, I'd rather not thrash it.
I'd like to know who we are making enemies of before deciding whether its worth it. I mean, of course our personal safety and that of our party is paramount, but it doesnt appear to be necessary to throw hands to ensure our safety.


He could still be a god even if this isn't his proper sanctum. There's nothing saying a god couldn't acquire additional territory in the nevernever by some means that don't directly link to their core holdings or base nature. I doubt Laensidhe needed to formally extend her territorial claim in Winter to take the patch of spirit world by Harry's apartment for example.
Gods and spirits can only hold so much territory at a time in the Dresdenverse.
Its partly why Winter and Summer's borders in Faerie remain largely static, why spirits like Agatha and Evil Bob only control small bubbles in the NeverNever.

A god may have made this place, but I dont think a god currently owns or resides in it.


Also?
The Ferryman appears to have godlike power, but La Llorona was too....free with breaking and entering for me to think that she's going into a god's demesne. So I dont think this is his place, even if he was involved in bringing Mayeda here.

What happened to the Eebs when they trespassed in the Erlking's demesne is an example of what can happen to someone in the demesne of a god. And La Llorona certainly isnt in the weight class to survive those sort of hostile attentions.

I'd be less concerned about information he deliberately sells and more about what his presence might give away.
Also that.
Information being the currency that it is in the Dresdenverse, I dont really want to give it away for free.

Good night guys see you tomorrow with more... collective flight at Mach 0.3 :V
I'm going to have to start rolling stamina checks to see if anyone gets nauseous at this rate.
:V
I dont think anyone here has actually experienced Molly going 0-225 mph on a dime before.
Should be hilarious.
 
If Molly weren't already hilariously lethal with her sword, she could try grabbing people, accelerating to full speed, and letting them splatter against the nearest hard surface at Mach speeds.
 
[X] Plan Peregrine

So, I've been thinking. How broken of an undead warrior can the three members of our circle make, when working together? Because combined we are uniquely suited for making flesh-crafted abominations. Molly makes a horror, Lydia uses Command the Dead to animate it (fairly sure it was confirmed earlier that Lydia could do this in lieu of using a dragon nest's power), Lash further warps its flesh bringing up all of its physical parameters up to 10 (the maximum she can do). And the permissive ruling on converting dots in one category to freebie points allows for some broken things. This might be considered another stress test of the mechanics, I am not totally serious about that. So...

Designed by a circle of unfathomably unlikely allies, Doombringer automaton is one thing and one thing only - a weapon to be turned against those who would see the coming new Age be one of Ruin. Were it to be turned to evil, it would rival greatest monstrosities to come out of dread Kemmler's mind.
5 dot horror arcana
Willpower: ●●●●●●●●●● (5 base + 5 freebie points)
Health Track (Bruised x 2, Hurt, Injured Wounded, Mauled, Crippled, Incapacitated — an extra Bruised level).
Soak: 13, soaks aggravated at DC8
Attributes
PHYSICAL (primary 7 design converted to 7*5/2 rounded down=17 freebie points, attributes brought to 10 after creation by Lash's Flesh crafting)SOCIAL (tertiary, all dots are converted to additional arcana feature as per special Horror rule)MENTAL (secondary +2x Superior Mind, one point converted to freebie points at 5/2 rounded down = 2 freebie points)
Strength ●●●●●●●●●●Charisma ○○○○○Perception ●●●○○
Dexterity ●●●●●●●●●●Manipulation ○○○○○Intelligence ●●●○○
Stamina ●●●●●●●●●●Appearance ○○○○○Wits ●●●○○

Abilities

TALENTS (primary + 8 dots from Expertise)SKILLS (secondary +4 dots from expertise)KNOWLEDGES (5 dots converted into 5 freebie points)
Alertness ●●●●●Animal Ken ○○○○○Academics ○○○○○
Athletics ●●●●●Crafts ○○○○○Computer ○○○○○
Awareness ●●●●●Drive ●○○○○Finance ○○○○○
Brawl ●●●●●Etiquette ○○○○○Investigation ○○○○○
Empathy ○○○○○Firearms ●●●●●Law ○○○○○
Expression ○○○○○Larceny ○○○○○Medicine ○○○○○
Intimidation ○○○○○Melee ○○○○○Occult ○○○○○
Leadership ○○○○Performance ○○○○○Politics ○○○○○
Streetwise ●○○○○Stealth ●●●●●Science ○○○○○
Subterfuge ○○○○Survival ●●○○○Technology ○○○○○

Horrors are an intensely limited form of Arcana in many respects. Their secondary
category of Attributes can never have a rating higher than 3, while their tertiary category can
never have a rating higher than 2. Their Mental and Social Attributes always begin at 0,
regardless of their dot rating. All Social Attribute dots may be traded in for an extra Arcana
Feature, if desired. Horrors with Intelligence 0 are effectively feral, hungry animals who can
only understand and obey their master's commands. Horrors with intelligence 1 have enough
basic cunning to obey their master's commands and navigate the world with enough self-
awareness to hide themselves from scrutiny whenever possible, and may follow complex
instructions from their master, but are otherwise exhibit very few of the qualities associated with
higher intelligence. It's not that they don't understand the world as other Arcana do, it's just that
they don't care about anything but obeying the master and perhaps feeding on living flesh.
On the other hand, all horrors can soak lethal damage, reduce all wound penalties by two points
(and do not suffer wound penalties at all from bashing damage), cannot be knocked out by
marking bashing damage in their Incapacitated health box, and get an extra Arcana Feature
above and beyond what would normally be indicated for their dot rating.
Horrors generally look like exactly what they are: corpses mutilated and combined into a rotting
war machine.
The Arcana's body is made of tougher stuff than others of its kind. If the
Arcana could normally only soak bashing damage, it can now also soak lethal damage. If the
Arcana could normally soak lethal damage, it can now also soak aggravated damage at difficulty 8
The Arcana's body is incorporates some sort of deadly weaponry such
as metal fists, claws, fangs, horns, or sharpened bone protrusions. Her Brawl attacks inflict
Strength + 1 lethal damage.
The Arcana has been reinforced with armored plates. It rolls three extra dice
to soak damage.
The Arcana gains three additional dots of Mental Attributes, which may
increase its traits to 6. Taking this Feature a second time provides only two bonus dots, but raises
the permitted cap to 7.
The Arcana gains seven additional dots of Abilities, which may be used to raise
them above three dots. Taking this Feature additional times provides only five bonus dots.
When the Arcana is slain, the spark of Essence within it tries to surge back to life.
Roll its Arcana rating against difficulty 6. On a success, the Arcana returns to life a few minutes,
hours, or days later and permanently reduces its rating by one dot. If this reduces the Arcana to a
rating of zero, then it will unavoidably fall dead again, this time for good, at the end of the
current story.
The Arcana has some sort of deadly attack build into it, usually through Integrated
Weapons, and that attack is envenomed, inflicting +2 base damage if it is possible for the target
to be poisoned. If the Arcana lacks such a weapon, then it has some sort of integrated poison
delivery system such as a small needle somewhere on its body, and must lock in a grapple to
deliver it. Venom delivered in this fashion inflicts one level of lethal damage per turn of
continued injection.
The Arcana possesses a multitude of arms and/or legs. By spending a point
of Willpower, it can take an extra action at the end of each turn.
Perhaps the Arcana has tentacles. Perhaps it can stretch its limbs. Perhaps it
has an obscenely long neck, or arms. Perhaps its limbs are actually many, many arms joined
together in a crackling network of joints. Whatever the case, it can take appropriate actions
against targets or objects up to 8 yards away.
Perhaps the Arcana has inhuman legs. Perhaps it is a dozen torsos stitched together and
speeding along on a dozen sets of arms. Perhaps it is propelled by an elemental wind. Whatever
the case, its movement speed and is doubled, or tripled if this Feature is taken twice.
A heightened state of awareness allows you to sense impend-
ing harm. This gift could originate from primal perceptiveness,
intense conditioning, spirit voices that warn you of danger,
nanotech sensors, or other methods of refined cognizance.
Whatever the source of this Merit might be, your Storyteller
must make a secret Perception + Alertness roll for you when
some otherwise hidden threat is heading toward your character.
The difficulty for this roll depends upon the immediacy
of the danger; a distant, abstract sort of danger (like a plot to
kill you) is far harder to sense than an onrushing disaster (like
a sniper's bullet), and would thus have a higher difficulty (say,
difficulty 10 for the plot, difficulty 6 for the bullet). A simple
success would tell you that something's wrong, while a large
number of successes could pinpoint the nature and location
of the threat.
Your Storyteller, of course, is under no obligation to give
you objective details about that threat. She could be as vague
as "A chill tightens across your scalp," with perhaps a hint of the
direction and nature of the danger's source ("A sudden metallic
clicking sound echoes in from behind your right side. What do you do?").
Adverse weather does not bother you. Regardless of your
clothing or lack thereof, you're essentially immune to the effects
of exposure to harsh climates, as described in Mage 20, p. 435.
You still need to eat, drink, and breathe – this Merit won't save
you from starvation or suffocation – and climate-based obsta-
cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly
as they'll hinder anybody else. Aside from outright attacks by
the elements, however, you remain untouched by extremes of
temperature and climate. You might not always be comfortable,
but you'll survive.

Also, when building this, I checked, and it seems that it's actually mathematically better to buy Expertise Arcana Feature than buy ability dots. Expertise gives you 7 dots (14 freebie points cost) on the first purchase, and 5 dots (10 freebie points) on all following purchases, while being an Arcana Feature, which costs 7 freebie points. So, it's better to just buy Expertise if you can.
 
Thing is, I suspect this place does not belong to the Blampire using it as a safehouse.
Well yeah, it was exodus place he's renting.

It almost certainly doesnt belong to the Ferryman either; at most, I think his responsibility was to control the door/path leading to this location. The security constructs are likely integral to this place.
This one I'm not so sure on. They follow his theme at the very least.


Since we dont know who owns it, I'd rather not thrash it.
I'd like to know who we are making enemies of before deciding whether its worth it. I mean, of course our personal safety and that of our party is paramount, but it doesnt appear to be necessary to throw hands to ensure our safety.
We've broken in and taken from one of his guests, we're basically spitting in the face of his business model and local political position.
Molly makes a horror,
Horrors are Abyssal exclusive.
 
It's probably not his Domain in some deep sense, but it is a piece of the Nevernever adjacent to his physical place of residence and clearly shaped by him, or else there'd be no reason for greek-themed guards in the mirror of the Venetian Canals in Vegas.
 
Vote closed.
Adhoc vote count started by DragonParadox on Jan 7, 2024 at 9:57 AM, finished with 62 posts and 12 votes.

  • [X] Plan Peregrine
    -[X]Take your chances with the guardians. You're pretty sure you can blow past them
    -[X]Grab Mayeda and party with MHM
    -[X]Activate Dark Sun shield + Windborn Stride: 1m
    -[X]Ask Harry to activate his own mageshield
    -[X]Activate Melee Excellency for defense if necessary: 1m
    [X] Plan Peregrine plus flash
    -[X]Take your chances with the guardians. You're pretty sure you can blow past them
    -[X]Grab Mayeda and party with MHM
    -[X]Activate Dark Sun shield + Windborn Stride: 1m
    -[X]Ask Harry to activate his own mageshield
    -[X]Activate Melee Excellency for defense if necessary: 1m
    -[x]Have Tiffany make a bright flash of light as we burst out.
 
Arc 11 Post 51: What Price a Breath
What Price a Breath

12th of January 2007 A.D.

"If we are fast enough it does not matter how unpleasant those things are..." At the back of your mind is the fact that you might be making enemies you don't need. "Harry if you could get a shield up?"

He thinks about it for a moment, one suggestion from you, all of eighteen years and three months, the other from Lydia currently chewing on the end of a stray lock of hair as she ponders parting the veil. All in all you are at least a little sympathetic in spite of yourself. Usum alas does not get the joke.

"Aparturum!" the Wizard of Chicago intones and there's a sudden crackle like wind and static, almost enough to cover Tiffany saying 'feet first please'

"Keep your hands and feet inside the ride at all times!" you call lifting Mayeda, positioning the others. There's a snap as you open your shield and ready your blade followed by an almighty clang as you smash open the door and go as fast as the air will bear, as fast as your will can carry you, on the wings of burning essence

Lost 2 Essence -> Now at 9/15 (Windborn Stride andMelee Excellency)

An avalanche of stone limbs descends upon you and those you carry, claws and wings moving as fluid as flesh and each of them you match, shield to the elbow, knee hooked around a marble shoulder, foot in the nose to keep those teeth off Harry. Goodbye new sandals I hardly knew yeah...

"Fuego!" you hear Harry shout, a stream of white hot flame flying from his hand as he flies back.

"Harry, no, we're trying not to antagonize them!" you shout, but as the now five of you splash into the pool that leads to the outside he has just enough air to shout back.

"Burned the shoe...!" So they couldn't trace us, you mentally fill in the rest. Maybe you'd gone a bit overboard on the need for speed over there. It is only at this point that it occurs to you that Mayeda cannot breathe underwater. He's gonna have to trust la llorona's 'mercy', or at least so you think until Lash just grabs him by the collar and starts... ah... performing a novel application of mouth to mouth.

A few minutes later the five of you burst from the surface of the Venetian Canals like a particularly strange pod of dolphins, though you do carefully set everyone down right way up. Tiffany breaks the ki... medical procedure and steps into her shoes as though nothing out of the ordinary had happened.

"Huh... guess I did alright in the end after all... you're real go...goo...great at that, wonderful techni...experience at that," Mayeda comes too as you hand the gondolier another fifty dollars for his trouble and Harry tries and fails not to look surly about the whole thing.

The soft, slightly muffled sound of gloved hands clapping cuts him off. There on the shore, almost invisible against the darkness in his long sweeping black coat, were it not for the pallor of his face is a pale man of middling height sporting a top hat and of course crisp white gloves like phantoms moving in the night. He might have fallen wholesale from the cover of one of those paperback bodice rippers you definitely did not read when you were in middle school, right down to the rakish light in his eye if it weren't for the unnatural pallor that had stolen even the color of his lips.

"Evenin'. Now I'm not one to turn down a show like that, but is there any reason you are absconding with m'friend over there instead of looking for your fun at one of these other fine establishments," his accent is half cockney, half upper class and all of it mocking. His gaze as he looks from Lash to Harry to Lydia and finally to you unwavering. Looks like we found Nathanael Cobbler.

"Any reason why we wouldn't stake you were you stand, corpse?" Lydia shoots back.

"Well now m'lady Charon takes the spilling of blood on 'is ground very seriously and 'e has many, many friends to call on, more now than he used to if you know what I mean."

"And why would anyone who takes that name, much less one who is in the least worthy of it care about your blood, shambling thing?"

"Ah.." A tongue, just as pale as his lips makes its appearance, held between his teeth. "I know things. More than these here spooks you've been questioning. So how 'bout it, fancy a trade?"

What do you reply?

[] Sure, if he's feeling talkative no reason not to take advantage of it, you'll kill him later anyway
-[] Describe Sandra who him, ask if he's seen her
-[] What's been happening in the city
-[] What has he been doing with the Pallbearers
-[] Write in questions

[] Nope, you are not trading anything with a vampire of the Black Court

[] Write in


OOC: Lydia called all the ghosts in this place, one of them was in the pay of the vampire to report such things... which is why he was topside and not with Mayeda when you grabbed him. Upside and downside
 
Last edited:
[X] Plan Peregrine

So, I've been thinking. How broken of an undead warrior can the three members of our circle make, when working together? Because combined we are uniquely suited for making flesh-crafted abominations. Molly makes a horror, Lydia uses Command the Dead to animate it (fairly sure it was confirmed earlier that Lydia could do this in lieu of using a dragon nest's power), Lash further warps its flesh bringing up all of its physical parameters up to 10 (the maximum she can do). And the permissive ruling on converting dots in one category to freebie points allows for some broken things. This might be considered another stress test of the mechanics, I am not totally serious about that. So...

Designed by a circle of unfathomably unlikely allies, Doombringer automaton is one thing and one thing only - a weapon to be turned against those who would see the coming new Age be one of Ruin. Were it to be turned to evil, it would rival greatest monstrosities to come out of dread Kemmler's mind.
5 dot horror arcana
Willpower: ●●●●●●●●●● (5 base + 5 freebie points)
Health Track (Bruised x 2, Hurt, Injured Wounded, Mauled, Crippled, Incapacitated — an extra Bruised level).
Soak: 13, soaks aggravated at DC8
Attributes
PHYSICAL (primary 7 design converted to 7*5/2 rounded down=17 freebie points, attributes brought to 10 after creation by Lash's Flesh crafting)SOCIAL (tertiary, all dots are converted to additional arcana feature as per special Horror rule)MENTAL (secondary +2x Superior Mind, one point converted to freebie points at 5/2 rounded down = 2 freebie points)
Strength ●●●●●●●●●●Charisma ○○○○○Perception ●●●○○
Dexterity ●●●●●●●●●●Manipulation ○○○○○Intelligence ●●●○○
Stamina ●●●●●●●●●●Appearance ○○○○○Wits ●●●○○

Abilities

TALENTS (primary + 8 dots from Expertise)SKILLS (secondary +4 dots from expertise)KNOWLEDGES (5 dots converted into 5 freebie points)
Alertness ●●●●●Animal Ken ○○○○○Academics ○○○○○
Athletics ●●●●●Crafts ○○○○○Computer ○○○○○
Awareness ●●●●●Drive ●○○○○Finance ○○○○○
Brawl ●●●●●Etiquette ○○○○○Investigation ○○○○○
Empathy ○○○○○Firearms ●●●●●Law ○○○○○
Expression ○○○○○Larceny ○○○○○Medicine ○○○○○
Intimidation ○○○○○Melee ○○○○○Occult ○○○○○
Leadership ○○○○Performance ○○○○○Politics ○○○○○
Streetwise ●○○○○Stealth ●●●●●Science ○○○○○
Subterfuge ○○○○Survival ●●○○○Technology ○○○○○

Horrors are an intensely limited form of Arcana in many respects. Their secondary
category of Attributes can never have a rating higher than 3, while their tertiary category can
never have a rating higher than 2. Their Mental and Social Attributes always begin at 0,
regardless of their dot rating. All Social Attribute dots may be traded in for an extra Arcana
Feature, if desired. Horrors with Intelligence 0 are effectively feral, hungry animals who can
only understand and obey their master's commands. Horrors with intelligence 1 have enough
basic cunning to obey their master's commands and navigate the world with enough self-
awareness to hide themselves from scrutiny whenever possible, and may follow complex
instructions from their master, but are otherwise exhibit very few of the qualities associated with
higher intelligence. It's not that they don't understand the world as other Arcana do, it's just that
they don't care about anything but obeying the master and perhaps feeding on living flesh.
On the other hand, all horrors can soak lethal damage, reduce all wound penalties by two points
(and do not suffer wound penalties at all from bashing damage), cannot be knocked out by
marking bashing damage in their Incapacitated health box, and get an extra Arcana Feature
above and beyond what would normally be indicated for their dot rating.
Horrors generally look like exactly what they are: corpses mutilated and combined into a rotting
war machine.
The Arcana's body is made of tougher stuff than others of its kind. If the
Arcana could normally only soak bashing damage, it can now also soak lethal damage. If the
Arcana could normally soak lethal damage, it can now also soak aggravated damage at difficulty 8
The Arcana's body is incorporates some sort of deadly weaponry such
as metal fists, claws, fangs, horns, or sharpened bone protrusions. Her Brawl attacks inflict
Strength + 1 lethal damage.
The Arcana has been reinforced with armored plates. It rolls three extra dice
to soak damage.
The Arcana gains three additional dots of Mental Attributes, which may
increase its traits to 6. Taking this Feature a second time provides only two bonus dots, but raises
the permitted cap to 7.
The Arcana gains seven additional dots of Abilities, which may be used to raise
them above three dots. Taking this Feature additional times provides only five bonus dots.
When the Arcana is slain, the spark of Essence within it tries to surge back to life.
Roll its Arcana rating against difficulty 6. On a success, the Arcana returns to life a few minutes,
hours, or days later and permanently reduces its rating by one dot. If this reduces the Arcana to a
rating of zero, then it will unavoidably fall dead again, this time for good, at the end of the
current story.
The Arcana has some sort of deadly attack build into it, usually through Integrated
Weapons, and that attack is envenomed, inflicting +2 base damage if it is possible for the target
to be poisoned. If the Arcana lacks such a weapon, then it has some sort of integrated poison
delivery system such as a small needle somewhere on its body, and must lock in a grapple to
deliver it. Venom delivered in this fashion inflicts one level of lethal damage per turn of
continued injection.
The Arcana possesses a multitude of arms and/or legs. By spending a point
of Willpower, it can take an extra action at the end of each turn.
Perhaps the Arcana has tentacles. Perhaps it can stretch its limbs. Perhaps it
has an obscenely long neck, or arms. Perhaps its limbs are actually many, many arms joined
together in a crackling network of joints. Whatever the case, it can take appropriate actions
against targets or objects up to 8 yards away.
Perhaps the Arcana has inhuman legs. Perhaps it is a dozen torsos stitched together and
speeding along on a dozen sets of arms. Perhaps it is propelled by an elemental wind. Whatever
the case, its movement speed and is doubled, or tripled if this Feature is taken twice.
A heightened state of awareness allows you to sense impend-
ing harm. This gift could originate from primal perceptiveness,
intense conditioning, spirit voices that warn you of danger,
nanotech sensors, or other methods of refined cognizance.
Whatever the source of this Merit might be, your Storyteller
must make a secret Perception + Alertness roll for you when
some otherwise hidden threat is heading toward your character.
The difficulty for this roll depends upon the immediacy
of the danger; a distant, abstract sort of danger (like a plot to
kill you) is far harder to sense than an onrushing disaster (like
a sniper's bullet), and would thus have a higher difficulty (say,
difficulty 10 for the plot, difficulty 6 for the bullet). A simple
success would tell you that something's wrong, while a large
number of successes could pinpoint the nature and location
of the threat.
Your Storyteller, of course, is under no obligation to give
you objective details about that threat. She could be as vague
as "A chill tightens across your scalp," with perhaps a hint of the
direction and nature of the danger's source ("A sudden metallic
clicking sound echoes in from behind your right side. What do you do?").
Adverse weather does not bother you. Regardless of your
clothing or lack thereof, you're essentially immune to the effects
of exposure to harsh climates, as described in Mage 20, p. 435.
You still need to eat, drink, and breathe – this Merit won't save
you from starvation or suffocation – and climate-based obsta-
cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly
as they'll hinder anybody else. Aside from outright attacks by
the elements, however, you remain untouched by extremes of
temperature and climate. You might not always be comfortable,
but you'll survive.

Also, when building this, I checked, and it seems that it's actually mathematically better to buy Expertise Arcana Feature than buy ability dots. Expertise gives you 7 dots (14 freebie points cost) on the first purchase, and 5 dots (10 freebie points) on all following purchases, while being an Arcana Feature, which costs 7 freebie points. So, it's better to just buy Expertise if you can.
I want this I want this so much I don't care that we're spitting on gods face I want this.
 
So Charon would object to the spilling of blood on his ground.

SO, telekinetically pick him up, dragon him off Charon's territory and ask him some questions then?
 
[X] Plan The Gleaming Sword
-[X] Sure, if he's feeling talkative no reason not to take advantage of it, you'll kill him later anyway
--[X] Describe Sandra who him, ask if he's seen her
--[X] What's been happening in the city
-[X] After he is done answering those Crown question on the scene - Where are his bases?
-[X] Melee Excellency
--[X] Great Blow:

Exposing himself to attack, the assailant throws everything he has behind a massive blow that will hopefully put a permanent end to the fight. This blow demands two actions - one to draw back, the other to strike - although it can, as usual, be performed within the same turn as a multiple action.
Roll: Dexterity + Melee. Difficulty: Weapon +2
Damge: Weapon +3. Actions: 2
-[X] STUNT: after the answers. " May God have mercy on your soul. Nathanael Cobbler." Shooting forward a blur at a third the speed of sound. Before the vampire can even react you are in front of him arm drawn back. In your empty hand Sparks flame green and bright that flares into your sword. You bring your blade down.


Logic. He's feeling talkative right now and these are fairly innocuous questions that he has a lot of incentive to answer truthfully or very least not falsely. We know he's directly involved or very least interested in whatever the Pallbearers so we can Divine from his wallet whatever his interest in them was without needing to try and get the truth out of him. We have promised to dispatch of him. With his bases of operations we can find out any plans he might have had at a later date while we're still here in Vegas and wherever else he might have bases later.

The maneuver even with the multiple action penalty of using it in one turn grants considerable damage. At the moment because we are wet and just came out of freezing water possessed of the -1 to difficulty and 2 extra dice.
 
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