Green Flame Rising (Exalted vs Dresden Files)

Given the nature of combat here?
Combat doesnt really occur at ranges where sniping is useful.
Ranged yes, sniping no.

And psychoportation is distinctly suboptimal when she needs support.
Thats just asking for someone to bring a deployable ward and lock her down. Do remember that this is the universe where Eldest Malk, Cat Sith, was ganked, and he was a Cheshire Cat style teleporter as well.
I think it depends on how she is setup. Snipers have been shown to be effective already in the story. Yes, we were able to neutralize them, but against people who can't deflect or catch bullets, or using special ammunition, it's a viable path. The other aspect is infiltration, where teleportation is valuable too. And yes, teleportation, like everything else, can be countered. Which is why i put hellfire as a backup.

Hellfire seems like a suboptimal purchase. Her primary as a sniper will probably be a really fancy gun from our hell, potentially a selection of them for different targets.

Firearms doesn't always apply evenly to all kinds of guns, but this is a download from an infusion of hell power. Getting a pistol as a sidearm would be more effective.
Ok, sounds reasonable. So, this frees up 15 XP. Raise clairvoyance up to 3, or Occult to 4 and Larceny to 3?
Reading though it myself and I think that you can likely ignore just about everything, but the demon arts section of the companion. About half of normal character creation is picking the aspects of your po soul and how it influences you, but with Mercy In Servitude the Po soul will behave itself so it isn't an issue.

Hun score is equal to willpower.
Reading up on the effects, I think demon Shintai is fairly useless for Olivia, save maybe for flavor. Black Wind 3, Hellweaving 3, Iron Mountain 3 as a backup option.
 
Good night guys, see you tomorrow with well Inner Darkness Unshackled.

It is sure to cause some interesting reactions. :V
Having the ability to apparently just boost people into being murder machines will be a fun one to add to the list. Even with Olivia being a special case this is dramatically more powerful than I was expecting.

It's almost too bad taking psychic vampirism would be such a bad idea, cause it seems like we're just a hair shy of being able to convince people we made our own new house of whampire.

Also, this is past the point in the books where Kincaid clues Harry in on how he'd kill a wizard and avoid the death curse right?

As I recall he has a little moment where he realizes that snipers existing undercuts a pillar of wizard security, and that the council hasn't really noticed because the supernatural world as a whole is slow to catch up on these sort of implications.

The extra attention they pay here might lead to some alarming little moments of realization when they notice that she's basically been built into quite nearly the perfect person to eat genuine wizards alive.

Maybe not in direct combat, and they can do things to counter her tricks, but even someone like Morgan is only as powerful as his attention span allows. Slip once, get distracted once, go outside without clearing most of a kilometer of stealth specced sorcerer-demonhosts once and she has you.

As far as they will know we can print more like her as we please*. Which in combination with this:
"The problem isn't the girl, it is what she represents..." Anastasia whispered to herself, an argument made loud enough to cause the vaults of the the Hall of Glass shake. "As above so below."

Nestled among many philosophical principles passed on by the old and often given only lips service to newly ascended wizards of the Council was the idea that the Nevernever was a tilted mirror, it reflected the physical world yes, but due to the angle at which it rested it often reflected aspects of the changing world before those had become material manifest, the same principle that allowed prophetic spirits to exist writ impossibly large, too large in fact for any one mortal wizard to guess as to the pattern, but if one were to gather the wisdom of many....
Really doesn't imply that the coming age is going to be a fun time to be a wizard. :V


* Actually, on this note, does Olivia count as the first of a new kind or is she still in the realm of a uniquely built individual? She definitely doesn't sound like something fundamentally new the way Lash was, but a bespoke demon symbiote tailored to Molly's themes does seem like a new breed of the broader metaphorical bane clade.

If that's the case, would it actually be easier to make lesser versions of her build from people without her innate advantages than it'd otherwise be now that a template exists? Like with the fey and how their "species" all have to have a First/Elder example to define them.
 
Given the nature of combat here?
Combat doesnt really occur at ranges where sniping is useful.
Ranged yes, sniping no.
Agreed.

Being able to snipe, as in having the training and appropriate weapon, isn't a bad thing for when the situation calls for it, but I don't think we should focus Olivia on that.

Short to mid-range seems better to me.
 
* Actually, on this note, does Olivia count as the first of a new kind or is she still in the realm of a uniquely built individual? She definitely doesn't sound like something fundamentally new the way Lash was, but a bespoke demon symbiote tailored to Molly's themes does seem like a new breed of the broader metaphorical bane clade.

If that's the case, would it actually be easier to make lesser versions of her build from people without her innate advantages than it'd otherwise be now that a template exists? Like with the fey and how their "species" all have to have a First/Elder example to define them.

Yes, although you are master of a whole hell realm, you still have plenty of space for other builds.
 
I know that Hun and Willpower not the same thing, but the character creation says to set willpower to be equal to Hun. So I figured with how we are doing the character creation right now doing it the other way round makes sense.

That's for Wan Kuei, as a consequence of the mess their souls are in after they died, their P'o went to a Hell and their Hun hung onto their body in the material world.

Dhampyrs, who are the best examples of mortals with an awakened P'o, don't have Hun equal to Willpower; as the remaining strength of their ego isn't based on how intact their Hun soul is.
 
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Ok, so. As I go to sleep, my current vote proposal.

[X] Plan stealth Archer
-[X] Character generation v.3
Willpower 9

Attributes
PHYSICALSOCIALMENTAL
Strength ●●○○○Charisma ●●○○○
Perception ●●○○○
Dexterity ●●●○○Manipulation ●○○○○Intelligence ●●○○○
Stamina ●●○○○Appearance ●●●○○Wits ●●●●●

Abilities
TALENTSSKILLSKNOWLEDGES
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 ○○○○○

Paths:
While some mages take advantage of Arcane to walk
unnoticed through society, psychics can make use of this
Phenomenon. A sort of mass hypnosis, it projects "don't
notice me" into the minds of everyone nearby. It isn't
true invisibility: the psychic still shows up on cameras
and electronic surveillance equipment in general, animals
are unaffected because their minds are so different, etc.
Even some people might shrug it off because they can
tell something is wrong indirectly. Those looking for
something amiss can roll Perception + Stealth against
the psychic's roll, and if they have more successes, they
can see the psychic with no difficulty.
The number of successes on the roll determines how
thoroughly hidden the character is: one success makes the
characters still noticeable but people will tend to avert
their eyes, whereas with three or more successes almost
no one will noticed them. Mind Shields, of any sort, do
protect against this. The levels of this power dictate how
the psychic can behave and still remain hidden, and at
the higher levels, they can interact with select others and
even disappear from memories.
Cost: One Willpower.
Roll: Wits + Stealth
Duration: As long as the psychic actively maintains
the effect (this counts as an action).
Cost of Failure: On a botch, the psychic instead sends
out a "look at me!" signal to everyone in the vicinity.
Effects
• Hide: The character must remain completely still
to remain unnoticed. If they move, speak or do anything
else, the effect ends.
•• Slow Movement: Now the psychic can move while
maintaining their invisibility. However, they can only
move slowly, and cannot do anything that would draw
attention to them while maintaining the effect.
••• Invisibility: Now the psychic can walk and behave
normally, so long as they are not attempting to disappear
while being directly observed.
•••• Selective Invisibility: At this level of control,
the psychic can be invisible to some people but not to
others. This requires a Wits + Empathy roll (difficulty
7) and each success allows another person to see them
while everyone else is fooled by the Psychic Invisibility.
••••• Forget You Ever Saw Me: At the peak of power,
the invisible psychic is able to make a group of people forget
seeing them. The group's highest Perception + Alertness
pool is rolled (at difficulty 7) against the psychic's roll. If
the psychic gets a single success more than the observers,
they simply vanish from view. If they get at least three
successes more, they not only vanish but the observers
forget the psychic was there, losing memories one turn
back for every two successes.
Associated Spheres: Mind
Backgrounds:

Sorcerers are unable to shape the raw essence of cre-
ation like mages can. They need a slightly more refined
energy to aid in their work. This energy, called chi, ki,
essence, mana, orgone, prana, ionized electrolytes or
any number of other things, can be harnessed to aid
the techniques that sorcerers use. The ability to use it is
referred to as technê, or practice/the craft.
Sorcerers find this energy, most commonly called
mana (despite most sorcerers not being Polynesian) diffi-
cult to obtain. Those who are particularly skilled can draw
it from Nodes with resonance matching theirs, though the
Path of Mana Manipulation gives more options. They can
roll Perception + Meditation at difficulty 7, each success
restores a point of mana, but each point of mana drawn
will drain two points of quintessence from the Node.
Mana can be spent to decrease the difficulty of sorcery
rolls, by up to -3, on a one-for-one basis.
X You have to get by on your skill alone.
• May store a pool of/expend one Mana
•• May store a pool of/expend two Mana
••• May store a pool of/expend three Mana
•••• May store a pool of/expend four Mana
••••• May store a pool of/expend five Mana
Merits and Flaws
Your mind is mystically empowered. So much so, that
instead of being restricted to use mana only on sorcery,
you can use it to reduce the difficulty of any mental task.
This has the same restrictions as spending mana to aid
sorcery. The specific form this takes depends on the task,
perhaps making the sorcerer more insightful, perceptive,
or quicker to solve puzzles.

Mostly used by sorcerers with the Martial Arts Practice,
this merit indicates a deep understanding of the flow of
magical and life energy. A sorcerer with this merit has
prowess beyond what mere skill can accomplish, and in-
stead has learned to use their Mana to enhance themselves
physically. A sorcerer with this merit can spend Mana to
decrease the difficulty on physical actions in addition to
sorcerous ones.
Your physical senses are unusually sharp, capturing nuances
that few people ever notice. In game terms, your character
reduces the difficulty of her Perception-based rolls by -2.
At the 3-point level, all five physical senses are equally sharp.
Even without employing your Arts, you have a preternat-
ural gift for seeing things as they are, not as they appear to be.
Illusions, disguises, cloaking spells, and other forms of trickery
rarely deceive your eyes.
In game terms, you can make a Perception + Awareness
roll to see through metaphysical deception powers: vampiric
Disciplines, faerie cantrips, werecreature Gifts, Sphere-based
illusions, and other powers that are based on deceiving a wit-
nesses' perceptions. This roll works only against powers that deceive
the target's perceptions, not against any other form of Gift, Discipline,
cantrip, and so forth. (Vampiric Obfuscate, for example, but not
Presence or Dominate.)
The difficulty for that roll is generally 5 + the highest Sphere
Rank or other level involved in that power; a Forces 2 /Prime
2 illusion, then, would be difficulty 7, while a vampire's Mask
of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a
character could normally get a roll to see through the illusion
(as shown in How Do You DO That?, pp. 129-132), then your
character subtracts -3 from her difficulty when trying to do so.
Your clear sight also reduces your difficulty by -3 when you
try to see through a disguise, a cloaking spell or device, or other
attempts to conceal the truth from an onlooker. It does not,
however, allow you to see through darkness, notice stealthing
or invisible characters, or otherwise perceive something that
you would not be able to see without this Merit; combining this
Merit with the physical Merit: Acute Senses, however, could
make you a formidably perceptive character.
The Muses work their will through you, or so it appears.
Whenever you employ your artistic talent (as in, the Talent:
Art in Mage 20, p. 275), reduce the difficulty of those rolls by -2. As
with other Merits of this kind, this Merit does not reduce the difficulty
of magick-casting rolls, but may reduce the difficulty of Attribute
+ Ability rolls that are involved with magickal acts. (For more details, see
Abilities Enhancing Magick, Mage 20, pp. 533.)
They've hurt you, and now they'll pay! Someone has committed
a crime you cannot and will not forgive, and whenever you get
the chance, you'll shower them with red-hot vengeance. This
grudge has become your highest priority in life – everything else
is merely a distraction. You may put this quest for revenge aside
temporarily if you spend a Willpower point in order to do so.
Until the guilty parties have been punished, though, vengeance
drives you to become that most dangerous of creatures: a mage
on a mission that ends only with blood.
You prefer – maybe even need – to eat weird shit… quite
possibly in a literal sense of that expression. Perhaps you've
sworn a vow, suffered a curse, been treated (or created) with
unhallowed rituals or arcane hyperscience, or initiated into
an occult fellowship with… interesting admission demands. In
any case, you must consume substances that may be degrading,
unpleasant, expensive, or downright illegal.
The more inconvenient the substance, the more this Flaw
is worth:
• (2 points) Easy to procure, though not as easy to devour
(paper, fresh eggs, poop, etc.).
• (3 points) Unpleasant, hazardous, and perhaps illegal
to consume (rotten meat, swamp water, raw cannabis,
and so forth).
• (4 points) Specialized, foul, criminal, and /or expensive
chow (human blood, custom-brewed potions or meals,
and the like).
• (5 points) You really shouldn't eat such things… but
you must (live humans, toxic sludge, gold dust, highly
specialized food-like concoctions, and other similar
forms of sustenance).
For each dot in your Stamina Trait, you can go one day
without satisfying your special dietary requirements. After that,
you lose one health level per day until you either consume
your particular substance, or else die of hunger or thirst, suf-
fer the punishment of a vow unfulfilled, or otherwise endure
whichever other consequences might result from denying your
bizarre hunger.
For a related (and probably essential) companion Trait,
see the physical Merit: Cast-Iron Stomach, p. 36. And for a
potentially related focus-instrument, see the Chapter Three
Expanded Instruments entry for Cannibalism, pp. 206-207.
-[X] XP spending v.2
Attributes
PHYSICALSOCIALMENTAL
Strength ●●○○○Charisma ●●○○○
Perception ●●●●○
Dexterity ●●●○○Manipulation ●○○○○Intelligence ●●●○○
Stamina ●●○○○Appearance ●●●○○Wits ●●●●●

Abilities
TALENTSSKILLSKNOWLEDGES
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 ○○○○○

Paths:
Psychics, spies and magicians have all desired the
ability to see things that are far away from them as they
happen. This power allows psychics to cast their senses
out and observe places far away from them. Though sight
is the easiest, as they advance in this power, they can
use their other senses as well, though even their sense
of touch will let them feel sensations without affecting
the place they are observing. Despite sensing whatever is
happening at the place being viewed, the psychic is not
actually present in any sense. For that, Astral Projection
is necessary.
Once they pick a location to view, they can move their
vision around the area. However, they cannot leave the
area with their senses, and to even go to the next room,
or the forest around the clearing they are viewing, they
must make another Clairvoyance roll.
Cost: One Willpower
Roll: Perception + Awareness
Modifiers: -2 to +2 difficulty modifier based on how
familiar the psychic is with the location.
Duration: Concentration
Cost of Failure: On a botch, the psychic has sent their
senses away but gains nothing from it, they are rendered
blind (and otherwise insensate depending on the level)
for one turn per success.
Effects
• Though hazy and often dreamlike, the psychic can
see anything within approximately a mile of them.
•• At this level, sight clears up and faint hearing is
available. The range also increases, to 4 miles plus one
mile per success.
••• Sound is now clear, and a limited sense of touch
becomes available to the psychic. Texture is too subtle to
detect, but solidity can be managed, as though through a
heavy pair of gloves. The range now extends to 10 miles
per success rolled.
•••• Touch improves to the point where textures can
be made out, and strong scents can be perceived. The
location can now be 100 miles away per success rolled.
••••• With mastery of this power, the psychic can use
all five senses as though they are there, and can do so for
a location that is 1000 miles away per success.
Associated Spheres: Correspondence
This power allows a psychic to travel from one place
to another without visiting the intervening space. They
simply disappear from one place an then reappear in
another. How this works is mysterious, but most of the
psychics who do it don't particularly care, they only care
that they can get where they're going very, very quickly.
When the psychic teleports, they can carry a reason-
able load of personal possessions with them. No psychic
has ever been recorded successfully transporting more
than about 100 pounds of materials, however. Whenever
this is attempted, a feedback loop of some sort occurs
causing the psychic to take 6 levels of bashing damage.
Cost: One Willpower point
Roll: Perception + Alertness
Time: Instantaneous
Cost of Failure: One a botch, the psychic ends up
inside a solid object, taking 8 dice of Aggravated damage
and the same to the object teleported into. Alternatively,
the psychic ends up somewhere wildly different than
their intended location, often leaving behind valuable
equipment and even their clothing.
Effects
• Short Hop: The teleporter can appear 12 + Intel-
ligence meters from where they started. Through some
means, they must be able to perceive their destination.
•• Simple Jump: Exactly like Short Hop, but with
range 20 + (3 x Intelligence) meters.
••• Long Jump: Similar to Simple Jump, though
the distance is now 40 + (6 x Intelligence) meters and it
can be doubled by spending a full turn in concentration
to prepare.
•••• Very Long Jump: Exactly as Long Jump, though
range is now 80 + (12 x Intelligence) meters.
••••• Blind Jump: Finally, with this power, the psychic
no longer needs to be able to see their destination, but
can teleport to places they are familiar with. This requires
that they spend a scene memorizing a location and spend
a point of Willpower. These locations must be stationary.
Associated Spheres: Correspondence
-[X] Awakened Sleeper
--[X] Black Wind 3 dots
--[X] Hellweaving 3 dots
--[X] Iron Mountain 1 dot


Differences from the previous version:
1) Occult 4 and Larceny 3 instead of hellfire 2
2) No supernatural flaws. The more I think about it, the less I want them. Our creation should be as flawless as can be.

Overall concept is an infiltrator + sniper + high perception specialist + actress (for non-combat role)


@DragonParadox I would be grateful if you check and confirm how much Xp is spent per dot of ability. Because in M20 it's just "3" which is obviously wrong, and for all other splats it's 2 X current rating. I used 3 X current rating, but I am unsure

I'm off to sleep.

And how does mana relate to chi? Are those different energies or does Olivia get a common pool?

EDIT: Put bizarre hunger back in at 3 points (blood, not necessarily human one), in order to get The Flow of Ki (3-pt. Merit) in.
 
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Agreed.

Being able to snipe, as in having the training and appropriate weapon, isn't a bad thing for when the situation calls for it, but I don't think we should focus Olivia on that.

Short to mid-range seems better to me.
Glimpse of Yomi and Razor wind should cover her short to mid range needs.
 
Note that unless Olivia gets training to be a Shih, she can't use Razor Winds, as she can't access her Yin Chi, only Demon Chi.

Such training usually takes a decade…
 
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I think it depends on how she is setup. Snipers have been shown to be effective already in the story. Yes, we were able to neutralize them, but against people who can't deflect or catch bullets, or using special ammunition, it's a viable path. The other aspect is infiltration, where teleportation is valuable too. And yes, teleportation, like everything else, can be countered. Which is why i put hellfire as a backup.
Snipers have been shown to be tried, at locations where they had forewarning and had time to setup.
They dont appear to have had all that much luck.

The reason Im specifically calling out psychoportation is
1)The consequences of a botch being 8 dice of Agg damage
2) Teleport Ward in the Sorcerer system being a 2-dot Ritual.
Thats sufficiently low-tier that if people are aware of someone with near-mortal pools using psychoportation, thats not going to turn out very well for Olivia.

Just my opinion though.
Need to go back to writing my own plan.
Ok, sounds reasonable. So, this frees up 15 XP. Raise clairvoyance up to 3, or Occult to 4 and Larceny to 3?
How are you spending 15XP on 2 dots of Path Sorcery?
Even assuming you were using Sorcerer Revised XP costs instead of this quest's costs, buying a new Path is 7xp.
 
Ok, sounds reasonable. So, this frees up 15 XP. Raise clairvoyance up to 3, or Occult to 4 and Larceny to 3?
It's not mechanically useful, but I'm tempted to add this:

Unaging (2-pt. Merit)
Your mage does not age, ever. Perhaps she drank an elixir in the Mythic Ages, or she tasted the Peach of Immortality, or she ate the Apples of the Hesperides, or she dined on the forbidden savor of mermaid's flesh. Perhaps she was injected with the perfect Iterator nanotech or Progenitor symbiote. Perhaps her body is composed of timeless stone or metal. Perhaps the cause is a complete mystery. Regardless, she remains unchanged as the years pass by, save for scars and accumulated knowledge.
Invested with hell power seems like a very good justification for getting one of the cheaper immortality merits.

I also like the idea of conditional magic:

Conditional Magic (1 to 6-pt. Merit or Flaw)
There is one thing in the world that is a great boon, or bane, to your character's magic. Perhaps her spells work particularly well against men, or on Tuesdays, or just after a storm, or on people dressed all in black. Maybe she's powerless to affect those who are or who bear that certain thing, such as her magic being unable to affect Christians or those who carry a piece of rowan and red thread. It may be that a certain individual gave her power over them, or perhaps it is utterly proof against her magic due to an oath she swore or spells that were placed on her.

The conditions that affect your magic may be common, uncommon or rare, and the value of this Merit or Flaw depends on the rarity of the condition. The base costs listed here assume that you have a difficulty modifier of three on all Arete rolls under the given conditions. You may adjust the difficulty by one for every point more or less you devote to the Trait.

Points Condition

1 point Unique: The Sword of Roland, the Matriarch of the MECHA construct, Leap Year.

2 points Scarce as hen's teeth: Current or former members of the Council of Nine, your former Mentors, once in a blue moon.

3 points Rare, but not unheard of: loadstones, Swedish royalty, werewolves, rowan and red thread, the holy days of the archangels.

4 points Special order: virgins, middle eastern eye-bead charms, any member of Iteration X, during a thunderstorm.

5 points Available without much trouble: cold iron, silver, Christians, any member of the Traditions, a windy day, holy ground.

6 points Common as dirt: men, anyone who's ever been baptized, the color purple, under cloud cover, Tuesdays.
Specifically as middling grade merit and flaw pair where she gets a bonus when performing magic that's on theme and takes a malus when doing so outside of it.

The base for this is +/-3 difficulty on arete rolls which isn't really applicable, but it seems reasonable to translate that to casting rolls instead.

Her theme in this case being striking from a distance and by stealth. Hiding, stalking, spells cast by surprise on the unwary - all terrifyingly easy. Trying to be a meat head? Hard.

It's powerful, interesting, and mirrors how Molly has to interact with her charm conditions. Her CCC/TLF/WHWH equivalent would be "but how can I make this about rogue shit though?"
 
Added bizarre hunger back in at 3 points (desire for blood, not necessarily human one), in order to get The Flow of Ki (3-pt. Merit), so Olivia can use mana for any and all types of actions.
Snipers have been shown to be tried, at locations where they had forewarning and had time to setup.
They dont appear to have had all that much luck.
Against a celestial exalt and with mundane equipment.
The reason Im specifically calling out psychoportation is
1)The consequences of a botch being 8 dice of Agg damage
2) Teleport Ward in the Sorcerer system being a 2-dot Ritual.
Thats sufficiently low-tier that if people are aware of someone with near-mortal pools using psychoportation, thats not going to turn out very well for Olivia.
1) Or displacement
2) True, but can be countered. Psychoportation uses perception + alertness. Olivia rolls perception at -2 DC (Acute senses 3 points), can use mana for further -3 DC, in combat has scene long -1 DC to all actions furthening Molly's goals, one of which is survival of her circle. That's -6 DC. Perception + Alertness is important and common enough that we can justify giving Olivia a splendor with Invincible Assertion (+1 or +2 successes and cannot botch) and Mystic fortification for further -2 DC. That's up to -8 DC (-5 if she doesn't spend mana), and +2 successes in the opposed roll. That's not mortal levels. Further, it's still useful outside of combat, and Olivia's supposed to be stealth archer. If people know where she is, something is already wrong.
How are you spending 15XP on 2 dots of Path Sorcery?
Even assuming you were using Sorcerer Revised XP costs instead of this quest's costs, buying a new Path is 7xp.
Sorceror: Paths of Power has the following costs:
Next, Freebie points are spent. At this stage, the
character may buy Abilities above the previous limit of
3. A starting character begins with 21 Freebie points.
Freebie point and XP costs are as per M20, with a Paths
costing 7 freebies (or 5 x current rating with XP, 10 XP
for the first dot), and Rituals costing 3 Freebies or XP
equal to their rating each.
10 XP to start, 5 X current rating to continue.
It's not mechanically useful, but I'm tempted to add this:
I am avoiding this, because we'll be providing it via different means later anyway. Either via alchemy, or custom-built organ systems co-designed with Lash. Same reason I am not putting in poison resistance, regeneration, etc. Those can be granted later.
I also like the idea of conditional magic:
Oh, this one is interesting, but I'll think about it in the morning.
I think we should consider Flaws like not having a reflection.
She's an aspiring actress, and doesn't want to lock herself completely into a vigilante life. Giving her lack of reflection potentially ruins this for her.
 
She's an aspiring actress, and doesn't want to lock herself completely into a vigilante life. Giving her lack of reflection potentially ruins this for her.

Only if MiS goes away. Things that are inconvenient but not fatal if she leaves Molly's service seem sensible to me.
 
Agreed.

Being able to snipe, as in having the training and appropriate weapon, isn't a bad thing for when the situation calls for it, but I don't think we should focus Olivia on that.

Short to mid-range seems better to me.
Everyone else is optimized for that, which means they're vulnerable to being outranged.

To be frank, our party is also full of people better than her at those ranges and she needs a niche to stay competitive.

Her fights would be like submarine warfare. She disappears into an urban environment and if she notices you before you notice her you die.

With a good FCF long arm and the sniping rules we saw with Gorfel I wouldn't be surprised if she could just introduce herself by asking people to soak 30 dice of Agg damage on the spot.
 
MiS doesn't make the flaw disappear, I think.
Not that one I wouldn't think, but while I can't see the flaw list, there are probably a lot of persistently nasty ones that ARE removed by MiS. The Bizzare hunger is one of those, but if there are any sort of 'Chronic X' flaws you can add them if you really need the points since MiS eats that kind of thing.
 
MiS doesn't make the flaw disappear, I think.

It makes a Fomor's Taints go away, and Taints are almost exactly the same thing as supernatural flaws. It's pretty much the one thing that MiS is designed to make go away.

Others I'd suggest;

Beast in the Mirror (1 or 2pt. Flaw) Whenever you stare into a reflective surface, you see your Beast leering back at you. If this horror is visible to you alone, this Flaw is worth only one point. If mirrors betray your monstrous nature to everyone, this Flaw is worth two points. even at the one-point intensity, magi and other gifted souls may occasionally glimpse your true nature for a moment. Even ordinary mortals can sense there is something faintly wrong with you, adding +1 to the difficlty of most Social rolls if they have ever seen your reflection.

Using the P'o in place of the Beast as is appropriate for Wan Kuei versions of vampire merits/flaws.

Bound to the Earth (4pt. Flaw) You feel a deep mystical connection with the earth and must rest amid two or more handfuls of soil from a place of personal significance. The dirt may come from your homeland or your empty grave, as befits your attachment. Every day of rest that you forgo such contact cumulatively halves all dice pools until all actions use a single die. This Flaw occasionally manifests among blood sorcerers as a result of botched magic, tying a vampire to a grave he violated for a ritual component or the tainted soil of Kupala's domain. Tzimisce may not purchase this Flaw.

Using the 'earth' of the FFC as she's now bound to the place.
 
in combat has scene long -1 DC to all actions furthening Molly's goals,
If the akuma has a Demon Mentor (see Kindred of the East, p. 94), then he derives even greater benefits from this power because of his intimate connection with a member of the Kings' courts (or even one of the Kings himself, perhaps). The reduction in difficulty should last longer (up to a night or more, in some cases), and if the Yama Kings see fit, may even be increased to -2 to all difficulties in crucial situations (for example, arranging and performing a ritual to open a gate to the Yomi World to bring forth an army of goblin spiders into the Middle Kingdom).

Considering that if we had brought Olivia to Las Vegas and gave her missions to do that would likely be -2 DC the whole trip. Molly is the best Demon mentor you can get.
 
Yeah, I get what @Yog is going for with sourcing it somewhere else, but on a fluff level it being part of the base package instead of an add on feels a lot better.

We elevate her to something else, a lesser peer to things like whampires but still something worth putting in the same category.

It's entirely subjective, but I like the narrative better.
It would be a neat part of a basic , lesser upgrade package for subjects who don't benefit from Olivia's unique heritage and abilities. DP confirmed we can do that, and being able to promise biological immortality is a great selling point.

Now if we can make this a package that breeds true, Olivia could be the first of an entirely new sort of supernatural being.
 
Against a celestial exalt and with mundane equipment.
Also the Eebs and their hit team against Dresden wearing his standard coat in Changes.
When he was coming out of the FBI building after having been arrested and interrogated.
Not a scratch.

And half-vampire Martin against Duke Paolo Ortega at Wrigley Field. Hit him two or three times, didnt work then either.

Successful sniper work requires very specific circumstances for success, both with regards to environment and preptime.
Not to mention that sniper work requires a mindset close enough to homicide that most professional soldiers cant or wont do it.

The only person who has ever successfully killed people with a sniper rifle in the Dresden Files was Kincaid at the Shedd Aquarium and at the Chicago harbor. At the Chicago Harbor Dresden specifically set himself up to be assassinated, and at the Shedd Aquarium he had a generous amount of preptime and the attacking Denarians came to him.


Sorceror: Paths of Power has the following costs:
I see.
You should have been using the rules on the front page.
 
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