Green Flame Rising (Exalted vs Dresden Files)

@uju32: Could you make clear what use cases you plan on with your build? Yog is fairly clear send Olivia to scout and sniper where Olivia can generally act independently.

What do you see Olivia doing?
 
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1) The QM has said nothing about whether she gets power progression under any system.
OOC: Say hello to your new Circlemate. Hopefully the above is at least somewhat balanced, neither of these systems was designed to balance against each other really, but the Fomori are definitely the weaker of the bunch so I feel like a 1/2 trade off works. It will be possible to advance both powers and disciplines with XP in the future, but not with this bonus XP as she acquired it as a mortal.
Read the text in bold. She can literally buy both types of powers with experience. This is the most common progression of powers. We choose the starter package. Then she will be a hybrid of Formor and Dhampir.

I also very much doubt that we will not be able to buy new disciplines or new powers given that we are currently choosing only one package. And this is about upgrading both packages.
 
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@uju32: Could you make clear what use cases you plan on with your build? Yog is fairly clear send Olivia to scout and sniper where Olivia can generally act independently.

What do you see Olivia doing?

A couple drafts ago(Version 3) it was

The base proposal here is to make Olivia Desh a mid range ranged fighter with good stealth and recon, plus the ability to engage at long range if necessary, but not to rely on it.
And to ensure she can survive getting hit long enough to get away.
More details here: Green Flame Rising (Exalted vs Dresden Files) Crossover - Fantasy
 
Interested in seeing it, but its more likely something Sanctuary will be interested in than something we want to work on.

So:

A custom built symbiotic organism slash organ system in the same way a mytochondria is a symbiotic microorganism, or gut flora are flora. It takes place and functions of liver, kidneys, stomach, parts of intestines. It works at the very limit of what is possible with organic technology (because calling it simple biology is doing it a disservice). It is capable of processing any organic material for nutrients, including plastics, no matter how toxic (merit: cast-iron stomach, poison resistance). It automatically neutralizes all mundane poisons, toxins and drugs (merit: Alcohol /Drug Tolerance): those taken orally by directly digesting them before they can enter bloodstream, and those breathed in or injected by constantly processing and filtering the blood. It identifies bacteria and viruses in the blood, drink, food it processes, and catalogues them, forming long-term immunity to all diseases, even ones that normally don't allow for such (merit: Eidetic Memory). It constantly floods the bloodstream with a highly potent mixture of stem cells, stimulants, clotting agents, etc, resulting in rapid healing of even the worst wounds (special advantage: Healing Lick, heal 1 level of agg damage per round). It is unaging (arcana feature) and, through processing the blood and producing its healing cocktail shares the trait with the host organism (arcana feature: unaging). It is capable of regenerating large amounts of damage to itself, like a starfish or a human liver (special advantage: regrowth at 4 points). It is armor plated, thermally stabilized, and internally reinforced, and capable of shrugging a lot of damage (can soak agg at difficulty 8). While it signals to the host body its status, it doesn't ovewhelm it with pain (no wound penalties from damage to the ISIS, ISIS itself doesn't suffer wound penalties). Finally, if triggered by the host, it's capable of flooding the body with a potent combat cocktail, though it can't do so too often.
System-wise it works like this:

variant Golem
Design notes (non-standard rule applications and variants):
1) Attributes: strength, dexterity - not applicable, reduced to 0. Social attributes not applicable - reduced to 0. Mental - mostly not applicable, kept at animal level with wits 1 intelligence 1. Total number of attribute dots used - 4, total number of attribute dots sacrificed - 9 from chargen + 2 from golem type of arcana (from strength) + 6 from attribute floor level = 17. If converting to freebie points at 2X discount rounding down, i.e. for 2 freebie points per attribute dot, that's 34 freebie points.
2) Abilities inapplicable - in total 22 dots of abilities sacrificed. That's 22 more freebie points for conversion.
3) Seven points of flaws. Animal mind and dependence on the blood of their host.
4) So, total 15+34+22+7=78 freebie points.
5) In addition to normal merits, I am using two special advantages from Gods and Monsters. Since those are very powerful, I am buying it at 5X point cost. Ie I am equating one point of special advantage to one attribute dot. I think that's fair enough.
6) The special advantages I am buying are a 6 dot healing lick, which heals 1 point of aggravated damage per turn, and regrowth at 4 points, which allows the ISIS itself to regenerate from major trauma. This costs me 50 freebie points, and leaves me with 28 more.
7) I use 21 freebie points to buy 3 additional arcana features

Willpower 3 (not actually applicable)
soak: 12 (9 stamina + 3 Reinforced Body). Doesn't suffer wound penalties

Attributes
PHYSICALSOCIAL (not applicable)MENTAL (mostly inapplicable)
Strength ○○○○○○○○○Charisma ○○○○○
Perception ○○○○○
Dexterity ○○○○○○○Manipulation ○○○○○Intelligence ●○○○○
Stamina ●●●●●●●●●Appearance ○○○○○Wits ●○○○○

Abilities - inapplicable



• Environmental Adaptation: The Arcana's body is immune to environmental or movement
penalties and incidental damage from a certain type of harsh environment. This can protect it
against arctic cold, poisonous fumes, or the burning heat of a desert, but not against intense perils
such as industrial acids or molten lava.
• Hardened Form: 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.
• Rapid Healing: If the Arcana is capable of natural healing, then it now heals at the same rate
as Exalted do.
• Superior Body X2: The Arcana gains three additional dots of Physical 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.
• Unaging: The Arcana is designed with especially durable enchantments, or has had its genetic
profile modified to disable ageing, or has had its corpse sprayed with remarkably efficacious
preservatives. If the Arcana is of a variety that would normally get older (or wind down over
time) and eventually die, it doesn't. Phantasms and golems don't normally need this Feature to
endure indefinitely, unless the golem is made of something notably prone to wear and tear like
soft wood or wax.
• Unfeeling: The Arcana cannot feel pain. It reduces all wound penalties by two, and takes no
wound penalties at all from bashing damage. Horrors cannot take this feature, as it is already
built into them.
• Reinforced Body: The Arcana has been reinforced with armored plates. It rolls three extra dice
to soak damage.
The Arcana has the mind of a beast. While it can still understand its master's commands, it
cannot understand anyone else's speech, and cannot use language. It cannot be designed to
possess the following Abilities: Academics, Computer, Crafts, Drive, Etiquette, Firearms,
Finance, Larceny, Law, Science, or Technology.
The Arcana has either a highly specific need that must periodically be met for it to remain alive
and animate. It must either be fed a very specific substance, ritually recharged with magic from a
Dragon Nest by one of the Chosen, or recharged with a highly specific fuel or power source.
Each time its dependence period goes by and the Arcana is left unsatisfied, it suffers one level of
aggravated damage that cannot be healed by any means until the dependence is satisfied. The
value of this Flaw depends on how often the Arcana needs to be fed or recharged: One point for
every month, two points for every two weeks, three points for every week, three points for every
three days, or five points for daily.
You can eat more or less anything without gagging.
Squirming bugs, synthetic goop, a freshly-gutted carcass with
the innards still hanging out… hey, it's all food, so chow down!
Anything you can physically devour and digest is yours for
the eating. This Merit does not in any way protect you from
the effects of said substances (rotted meat can still poison
you), but you can keep down a meal that would make the
average person puke from its mere proximity… an especially
useful gift if you have the supernatural Flaw:
Bizarre Hunger (see p. 87).
You can drink folks under the table or otherwise party
till everybody else drops. System-wise, this Merit lets you
make a Stamina roll (difficulty 7) to shake off the effects of
intoxication – a useful talent for hard-pounding Ecstatics and
tough-as-leather Black Suits!
In its one-point form, this Merit functions only for "natural"
drugs (booze, pot, cocaine, etc.), not for lab-synthesized concoctions
(LSD, meth, krokodil, etc.). For two points, however, the Merit can
neutralize the psychoactive effects of any drug unless that drug has
been created as the vector for a Sphere-based magickal Effect. (That is,
say, a pill that delivers a Life 3 /Mind 3 Effect to the person who
takes it, as opposed to an "ordinary" pill that a mage takes as part
of the focus instruments Drugs and Poisons or Brews, Potions,
and so forth, as detailed in Mage 20, pp. 588-600.) In the latter
case, the character needs to use countermagick; this Merit will not
help to counteract such drugs. "Awakened" substances, however
(as per Mage 20, p. 443) are treated as "synthesized concoctions"
even if they are, in all other forms, "natural.
For a more comprehensive resistance to toxins, see Poison Resistance, below.
Toxins may sicken you, but probably won't kill you. Although
magickal poisons may be the exception to this rule, your body
shakes off the worst effects of natural and synthesized poisons.
When attacked by such substances, add two dice to your
character's Stamina roll when resisting their effects; a successful
roll reduces the intensity of powerful toxins, and eliminates
the deadlier effects of lesser ones altogether. Sure, she might
feel a little woozy and could get seriously ill, but even if you
fail that roll your character probably won't die.
Although it works against toxic bacteria, this Merit does not
protect against diseases spread from viruses, genetic conditions,
and so forth. For details, see Drugs, Poisons, and Disease in
Mage 20, pp. 441-444 and 456. And because intoxicants are
toxins too, this Merit helps you survive overdoses of booze or
drugs – see Alcohol /Drug Tolerance, above.

Gifted with the proverbial photographic memory, you
clearly recall details about something you read, view, or other-
wise experience. A serious boon for ritual magicians, field ops,
and tech-minded magi, this Merit lets your character remember
stuff even if you, the player, do not.
Under most circumstances, your character easily recalls
the memories in question. Really detailed memories, or ones
gathered under stressful conditions, might require a Perception
+ Alertness roll before the character can remember essential
elements of the moment she's trying to recall.
Memory, of course, is subjective, and so while this Merit
allows you remember things as you perceive them, those memories
will still be based upon your perspective – internal as well as
external – which is not the same as having access to some ob-
jective god-view of that experience! Especially in a game about
subjective reality, that's an important distinction – one that
also keeps this Merit from becoming a potential game-breaker.
Folks with such memories are often subject to PTSD, as in
the Flaw of that name. That's especially true when people face
Things Man Was Not Meant to Know, as described in Mage
20, p. 407. Vivid recall has its drawbacks, and in the traumatic
world of a mage, some things really are best forgotten!

The host character gains three temporary Bruised health levels,
ignores wound penalties, and adds two dice to her Strength
and one die to her Stamina until every enemy within easy reach
or sight is dead or incapacitated. The boost lasts for a scene.
This cannot be activated more than once per day

The symbiont secretes healing solution that heals 1 bashing level of damage per turn.
Lethal and aggravated damage are healed at the following rate:
Bruised 12 hours
Hurt One day
Injured Two days
Wounded Two days
Maimed Three days
Crippled Five days
Incapacitated Ten days
The blood of the hydra flows in your veins… or at least,
it seems that way sometimes. To an extent, you can regrow
severed body parts. It'll hurt, and it takes time. Given enough
opportunity, however, your body can restore itself.
The extent to which you can pull a Deadpool depends
upon the points invested in this Advantage. For two points,
you can regrow fingers, horns, claws, a tail, or some other
secondary appendage. For four points, you can regrow gouged
eyes, severed limbs, a ripped-out tongue, and a secondary
organ or two if their absence won't cause immediate death.
And for six points, you must be burnt to ashes, dissolved in
acid, poisoned to death by sickness or toxins, or otherwise
consumed entirely before the restoration process ends for good.
Again, this is a painful process. The Advantage does not
in any way alleviate the agony of losing body parts, and the
damage heals at a steady pace unless it's being enhanced by
other magical means. A severed finger or missing eye takes
roughly a day to grow back; damaged limbs or non-essential
organs take three days or so before they're functional again,
and essential organs, your head, your spine, and other com-
plex, essential body parts demand a week or so. Missing limbs
will start out small and then grow back gradually (again, as
per Deadpool), and organs will function poorly until they've
been restored to health. Penalties for things like missing legs
or blinded eyes are yours to endure, and you must spend
a point of Willpower in order to regrow vital organs, your
heart, your head, and so forth. Still, given enough points in
this Advantage and plenty of time to heal, you can survive
almost anything…
Except fire or acid. If such caustic or cauterizing sub-
stances are applied to the injured area, you're not growing
that part back again without some serious favors owned to
high-powered magical healers.
@DragonParadox what is your opinion? Too broken? I think almost all of this is actually biologically possible in real world, save for rapid aggravated wound healing. If that's too broken a feature, maybe lower the rate of regeneration to agg per hour / day? But keep bashing / lethal at 1 per turn.

Molly's design, Lash's production, probably requires a lot of successes for Lash to make with Lore of Flesh 5. Like 9 or so, i.e. requiring boosts to Lash.
 
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@DragonParadox Is it safe to assume that unless we do something that would dispell it, Molly is always using BMI when going about her day to hide the hell aura?
 
Other than the healing that looks fine. Healing Agg is hard, even Lash had to climb to three dots in a specific lore to get it.
Ok, so, how about this: Instead of Healing Lick 6 I take Healing Lick 3, which gives 1 round of lethal or bashing regeneration per turn. Agg is still healed from, but not in combat time. Instead, I buy
Wounds don't sideline you for long. Although you lack
the startling regenerative powers of werecreatures, your body
heals at an amazing rate. This Advantage accelerates the usual
recovery rate for injuries. Every two points spent on this Trait
moves you one category higher on the Healing Damage charts
(see "Health and Injury," Mage 20, p. 406). If, for instance, you
were taken to Mauled by bashing damage, two points would
allow you to heal in one hour rather than the usual six hours,
and four points would allow let you heal those injuries almost
immediately. Lethal and aggravated damage, of course, takes
longer to heal. Even then, though, this Advantage helps you
recover more quickly than usual. Story-wise, such characters
remain hardy and healthy despite the battering they endure.
With six or eight points spent on Rapid Healing, such crea-
tures can shrug off most forms of harm.
That's for the symbiont itself. Rapid healing the arcana feature indicates that it heals itself at the same rate as exalts do before this is applied. This buy moves it one category higher on the healing chart (ExvsWoD revised p. 36), and, let's say, lets the host heal agg at exalted rate. Would that work?
 
Read the text in bold. She can literally buy both types of powers with experience. This is the most common progression of powers. We choose the starter package. Then she will be a hybrid of Formor and Dhampir.

I also very much doubt that we will not be able to buy new disciplines or new powers given that we are currently choosing only one package. And this is about upgrading both packages.

Sorry, that is unclear I meant either powers or disciplines. No mixing and matching with XP, just that both can advance.
 
Ok, so, how about this: Instead of Healing Lick 6 I take Healing Lick 3, which gives 1 round of lethal or bashing regeneration per turn. Agg is still healed from, but not in combat time. Instead, I buy
Wounds don't sideline you for long. Although you lack
the startling regenerative powers of werecreatures, your body
heals at an amazing rate. This Advantage accelerates the usual
recovery rate for injuries. Every two points spent on this Trait
moves you one category higher on the Healing Damage charts
(see "Health and Injury," Mage 20, p. 406). If, for instance, you
were taken to Mauled by bashing damage, two points would
allow you to heal in one hour rather than the usual six hours,
and four points would allow let you heal those injuries almost
immediately. Lethal and aggravated damage, of course, takes
longer to heal. Even then, though, this Advantage helps you
recover more quickly than usual. Story-wise, such characters
remain hardy and healthy despite the battering they endure.
With six or eight points spent on Rapid Healing, such crea-
tures can shrug off most forms of harm.
That's for the symbiont itself. Rapid healing the arcana feature indicates that it heals itself at the same rate as exalts do before this is applied. This buy moves it one category higher on the healing chart (ExvsWoD revised p. 36), and, let's say, lets the host heal agg at exalted rate. Would that work?

That is still very powerful regeneration. I'd call that 4 points not 2.
 
That is still very powerful regeneration. I'd call that 4 points not 2.
Hmm, ok. No problem. So, let's split the difference maybe?
1) The cost of Healing Lick variant remains at 6 points (30 freebie points)
2) The bashing regeneration is 1 health point per turn
3) The lethal and aggravated regeneration granted to the host are one category lower than exalted healing. So, like this:
Bruised 12 hours
Hurt One day
Injured Two days
Wounded Two days
Maimed Three days
Crippled Five days
Incapacitated Ten days

Or is that still too powerful?
 
Hmm, ok. No problem. So, let's split the difference maybe?
1) The cost of Healing Lick variant remains at 6 points (30 freebie points)
2) The bashing regeneration is 1 health point per turn
3) The lethal and aggravated regeneration granted to the host are one category lower than exalted healing. So, like this:
Bruised 12 hours
Hurt One day
Injured Two days
Wounded Two days
Maimed Three days
Crippled Five days
Incapacitated Ten days

Or is that still too powerful?

That works.
 
Because I think Dhampir is the best starting point for the future from a story perspective.
Fair enough.
I dont agree, but fair enough.

Why would Olivia go to Hell if Molly dies?
I mean, she would if she herself dies, but the death of her patron doesn't automatically mean that she goes down with her.

Awakened Po means that Yomi Wan has a claim on you.
Those were the rules last I checked, at least.
You are literally using a Demon Art after all.

Different universe, so who knows.
Buying Discipline Dots in stuff you have already unlocked is the norm.
It would have to be made explicit, if that were not the case.
I dont have any assurance of being able to source Tier 6 Gifts either for anyone not a Molly clone.
It is what it is.
 
Thanks, edited the original text of the build so I can link to it later. How many successes with Lore of Flesh 5 would Lash need to make the thing? Molly is the one doing the design using exalted crafting (with Lash helping), and conveying the design using Source Code Compliance Protocol to communicate.

She would need to match the number of successes Molly puts into its creation in an extended roll.
 
I disagree with your design philosophy primarily. Your build has some high numbers, but it seems unfocused in a lot of ways.

You sink a lot of power into a beast mode that's neat for things we already have people for, and I don't see a lot of synergy with the one ability that's carrying over and should be pretty core to her kit on a thematic level in my opinion.

She's got a beast mode and gifts for brawl, but is better at firearms, a gift that rolls science for her sensory change but zero dots in it, a bunch of recovery stuff that I don't see much of a point in, and social skills to dominate mortals but barely enough to get by past that. You gave her enough speed boosts to be faster than everyone else but not quite keep up with Molly, and in general things that don't seem like they'd come up much or can be handled by other means.

Like willpower. She'd be hell on wheels for Qiao, so why not save the exp for the sleep thing and the willpower gift for something else and have her train that?

I haven't read all the discussion so perhaps I'm missing something, but I'm looking at this and wondering what she's really supposed to be for.
In order:

1) She doesnt have Brawl Gifts. Im genuinely unsure which you are referring to.
And I dont see who actually does ranged in the party at the moment.


2) Cybersenses rolls Perception + Science OR Willpower for activation, not for use.
We dont need more Science to activate the Power because it has Unholy Blessing taking the DCs for all activatable powers down to where its an autosuccess.


3)Because WP is the primary casting resource for both magic and resistance to mental and emotion magic.
So I prioritized passive regen of it.


4) Her social dicepools are competitive among low to medium tier-supernaturals.
Especially in combination with the DC reduction from Gift: Persuasion.

Big Corey in Vegas was rolling 8 dice on Charisma + Subterfuge.
Even Lara Raith maxed out at Charisma + Empathy 10 when we met her at Thomas' coffee shop.
She's good enough to hang.


5) I did not think she would get Qiao. And the rules are we try to spend everything here, as I understand it.
Not to mention that a specific criticism here has been to not do what Molly or the others are doing, which makes it hard to propose that a new character be built around Shih Arts, when the point of introducing her is something new.
 
Read the text in bold. She can literally buy both types of powers with experience. This is the most common progression of powers. We choose the starter package. Then she will be a hybrid of Formor and Dhampir.

I also very much doubt that we will not be able to buy new disciplines or new powers given that we are currently choosing only one package. And this is about upgrading both packages.
No she cant.
One path or the other, not both.

EDIT
Oops, QM already answered you.
@uju32: Could you make clear what use cases you plan on with your build? Yog is fairly clear send Olivia to scout and sniper where Olivia can generally act independently.
What do you see Olivia doing?
I'll come back to collate my previous arguments, because people seem to have missed it.
Will try to tag you then.

So:

A custom built symbiotic organism slash organ system in the same way a mytochondria is a symbiotic microorganism, or gut flora are flora. It takes place and functions of liver, kidneys, stomach, parts of intestines. It works at the very limit of what is possible with organic technology (because calling it simple biology is doing it a disservice). It is capable of processing any organic material for nutrients, including plastics, no matter how toxic (merit: cast-iron stomach, poison resistance). It automatically neutralizes all mundane poisons, toxins and drugs (merit: Alcohol /Drug Tolerance): those taken orally by directly digesting them before they can enter bloodstream, and those breathed in or injected by constantly processing and filtering the blood. It identifies bacteria and viruses in the blood, drink, food it processes, and catalogues them, forming long-term immunity to all diseases, even ones that normally don't allow for such (merit: Eidetic Memory). It constantly floods the bloodstream with a highly potent mixture of stem cells, stimulants, clotting agents, etc, resulting in rapid healing of even the worst wounds (special advantage: Healing Lick, heal 1 level of agg damage per round). It is unaging (arcana feature) and, through processing the blood and producing its healing cocktail shares the trait with the host organism (arcana feature: unaging). It is capable of regenerating large amounts of damage to itself, like a starfish or a human liver (special advantage: regrowth at 4 points). It is armor plated, thermally stabilized, and internally reinforced, and capable of shrugging a lot of damage (can soak agg at difficulty 8). While it signals to the host body its status, it doesn't ovewhelm it with pain (no wound penalties from damage to the ISIS, ISIS itself doesn't suffer wound penalties). Finally, if triggered by the host, it's capable of flooding the body with a potent combat cocktail, though it can't do so too often.
System-wise it works like this:

variant Golem
Design notes (non-standard rule applications and variants):
1) Attributes: strength, dexterity - not applicable, reduced to 0. Social attributes not applicable - reduced to 0. Mental - mostly not applicable, kept at animal level with wits 1 intelligence 1. Total number of attribute dots used - 4, total number of attribute dots sacrificed - 9 from chargen + 2 from golem type of arcana (from strength) + 6 from attribute floor level = 17. If converting to freebie points at 2X discount rounding down, i.e. for 2 freebie points per attribute dot, that's 34 freebie points.
2) Abilities inapplicable - in total 22 dots of abilities sacrificed. That's 22 more freebie points for conversion.
3) Seven points of flaws. Animal mind and dependence on the blood of their host.
4) So, total 15+34+22+7=78 freebie points.
5) In addition to normal merits, I am using two special advantages from Gods and Monsters. Since those are very powerful, I am buying it at 5X point cost. Ie I am equating one point of special advantage to one attribute dot. I think that's fair enough.
6) The special advantages I am buying are a 6 dot healing lick, which heals 1 point of aggravated damage per turn, and regrowth at 4 points, which allows the ISIS itself to regenerate from major trauma. This costs me 50 freebie points, and leaves me with 28 more.
7) I use 21 freebie points to buy 3 additional arcana features

Willpower 3 (not actually applicable)
soak: 12 (9 stamina + 3 Reinforced Body). Doesn't suffer wound penalties

Attributes
PHYSICALSOCIAL (not applicable)MENTAL (mostly inapplicable)
Strength ○○○○○○○○○Charisma ○○○○○
Perception ○○○○○
Dexterity ○○○○○○○Manipulation ○○○○○Intelligence ●○○○○
Stamina ●●●●●●●●●Appearance ○○○○○Wits ●○○○○

Abilities - inapplicable



• Environmental Adaptation: The Arcana's body is immune to environmental or movement
penalties and incidental damage from a certain type of harsh environment. This can protect it
against arctic cold, poisonous fumes, or the burning heat of a desert, but not against intense perils
such as industrial acids or molten lava.
• Hardened Form: 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.
• Rapid Healing: If the Arcana is capable of natural healing, then it now heals at the same rate
as Exalted do.
• Superior Body X2: The Arcana gains three additional dots of Physical 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.
• Unaging: The Arcana is designed with especially durable enchantments, or has had its genetic
profile modified to disable ageing, or has had its corpse sprayed with remarkably efficacious
preservatives. If the Arcana is of a variety that would normally get older (or wind down over
time) and eventually die, it doesn't. Phantasms and golems don't normally need this Feature to
endure indefinitely, unless the golem is made of something notably prone to wear and tear like
soft wood or wax.
• Unfeeling: The Arcana cannot feel pain. It reduces all wound penalties by two, and takes no
wound penalties at all from bashing damage. Horrors cannot take this feature, as it is already
built into them.
• Reinforced Body: The Arcana has been reinforced with armored plates. It rolls three extra dice
to soak damage.
The Arcana has the mind of a beast. While it can still understand its master's commands, it
cannot understand anyone else's speech, and cannot use language. It cannot be designed to
possess the following Abilities: Academics, Computer, Crafts, Drive, Etiquette, Firearms,
Finance, Larceny, Law, Science, or Technology.
The Arcana has either a highly specific need that must periodically be met for it to remain alive
and animate. It must either be fed a very specific substance, ritually recharged with magic from a
Dragon Nest by one of the Chosen, or recharged with a highly specific fuel or power source.
Each time its dependence period goes by and the Arcana is left unsatisfied, it suffers one level of
aggravated damage that cannot be healed by any means until the dependence is satisfied. The
value of this Flaw depends on how often the Arcana needs to be fed or recharged: One point for
every month, two points for every two weeks, three points for every week, three points for every
three days, or five points for daily.
You can eat more or less anything without gagging.
Squirming bugs, synthetic goop, a freshly-gutted carcass with
the innards still hanging out… hey, it's all food, so chow down!
Anything you can physically devour and digest is yours for
the eating. This Merit does not in any way protect you from
the effects of said substances (rotted meat can still poison
you), but you can keep down a meal that would make the
average person puke from its mere proximity… an especially
useful gift if you have the supernatural Flaw:
Bizarre Hunger (see p. 87).
You can drink folks under the table or otherwise party
till everybody else drops. System-wise, this Merit lets you
make a Stamina roll (difficulty 7) to shake off the effects of
intoxication – a useful talent for hard-pounding Ecstatics and
tough-as-leather Black Suits!
In its one-point form, this Merit functions only for "natural"
drugs (booze, pot, cocaine, etc.), not for lab-synthesized concoctions
(LSD, meth, krokodil, etc.). For two points, however, the Merit can
neutralize the psychoactive effects of any drug unless that drug has
been created as the vector for a Sphere-based magickal Effect. (That is,
say, a pill that delivers a Life 3 /Mind 3 Effect to the person who
takes it, as opposed to an "ordinary" pill that a mage takes as part
of the focus instruments Drugs and Poisons or Brews, Potions,
and so forth, as detailed in Mage 20, pp. 588-600.) In the latter
case, the character needs to use countermagick; this Merit will not
help to counteract such drugs. "Awakened" substances, however
(as per Mage 20, p. 443) are treated as "synthesized concoctions"
even if they are, in all other forms, "natural.
For a more comprehensive resistance to toxins, see Poison Resistance, below.
Toxins may sicken you, but probably won't kill you. Although
magickal poisons may be the exception to this rule, your body
shakes off the worst effects of natural and synthesized poisons.
When attacked by such substances, add two dice to your
character's Stamina roll when resisting their effects; a successful
roll reduces the intensity of powerful toxins, and eliminates
the deadlier effects of lesser ones altogether. Sure, she might
feel a little woozy and could get seriously ill, but even if you
fail that roll your character probably won't die.
Although it works against toxic bacteria, this Merit does not
protect against diseases spread from viruses, genetic conditions,
and so forth. For details, see Drugs, Poisons, and Disease in
Mage 20, pp. 441-444 and 456. And because intoxicants are
toxins too, this Merit helps you survive overdoses of booze or
drugs – see Alcohol /Drug Tolerance, above.

Gifted with the proverbial photographic memory, you
clearly recall details about something you read, view, or other-
wise experience. A serious boon for ritual magicians, field ops,
and tech-minded magi, this Merit lets your character remember
stuff even if you, the player, do not.
Under most circumstances, your character easily recalls
the memories in question. Really detailed memories, or ones
gathered under stressful conditions, might require a Perception
+ Alertness roll before the character can remember essential
elements of the moment she's trying to recall.
Memory, of course, is subjective, and so while this Merit
allows you remember things as you perceive them, those memories
will still be based upon your perspective – internal as well as
external – which is not the same as having access to some ob-
jective god-view of that experience! Especially in a game about
subjective reality, that's an important distinction – one that
also keeps this Merit from becoming a potential game-breaker.
Folks with such memories are often subject to PTSD, as in
the Flaw of that name. That's especially true when people face
Things Man Was Not Meant to Know, as described in Mage
20, p. 407. Vivid recall has its drawbacks, and in the traumatic
world of a mage, some things really are best forgotten!

The host character gains three temporary Bruised health levels,
ignores wound penalties, and adds two dice to her Strength
and one die to her Stamina until every enemy within easy reach
or sight is dead or incapacitated. The boost lasts for a scene.
This cannot be activated more than once per day

The symbiont secretes healing solution that heals 1 bashing level of damage per turn.
Lethal and aggravated damage are healed at the following rate:
Bruised 12 hours
Hurt One day
Injured Two days
Wounded Two days
Maimed Three days
Crippled Five days
Incapacitated Ten days
The blood of the hydra flows in your veins… or at least,
it seems that way sometimes. To an extent, you can regrow
severed body parts. It'll hurt, and it takes time. Given enough
opportunity, however, your body can restore itself.
The extent to which you can pull a Deadpool depends
upon the points invested in this Advantage. For two points,
you can regrow fingers, horns, claws, a tail, or some other
secondary appendage. For four points, you can regrow gouged
eyes, severed limbs, a ripped-out tongue, and a secondary
organ or two if their absence won't cause immediate death.
And for six points, you must be burnt to ashes, dissolved in
acid, poisoned to death by sickness or toxins, or otherwise
consumed entirely before the restoration process ends for good.
Again, this is a painful process. The Advantage does not
in any way alleviate the agony of losing body parts, and the
damage heals at a steady pace unless it's being enhanced by
other magical means. A severed finger or missing eye takes
roughly a day to grow back; damaged limbs or non-essential
organs take three days or so before they're functional again,
and essential organs, your head, your spine, and other com-
plex, essential body parts demand a week or so. Missing limbs
will start out small and then grow back gradually (again, as
per Deadpool), and organs will function poorly until they've
been restored to health. Penalties for things like missing legs
or blinded eyes are yours to endure, and you must spend
a point of Willpower in order to regrow vital organs, your
heart, your head, and so forth. Still, given enough points in
this Advantage and plenty of time to heal, you can survive
almost anything…
Except fire or acid. If such caustic or cauterizing sub-
stances are applied to the injured area, you're not growing
that part back again without some serious favors owned to
high-powered magical healers.
@DragonParadox what is your opinion? Too broken? I think almost all of this is actually biologically possible in real world, save for rapid aggravated wound healing. If that's too broken a feature, maybe lower the rate of regeneration to agg per hour / day? But keep bashing / lethal at 1 per turn.

Molly's design, Lash's production, probably requires a lot of successes for Lash to make with Lore of Flesh 5. Like 9 or so, i.e. requiring boosts to Lash.
It appears to work.
Molly could certainly make it; I dont know if Lash could, especially since we explicitly made a point of "She's NOT a crafter". Its not biologically possible in the real world, but it works as a design.

I dont know why it bugs me though, but it does.
Feels more invasive than awakening a demon in someone for some reason. Definitely requires significantly more invasive work to install or remove, and in someone who is explicily nervous of implants.
 
She would need to match the number of successes Molly puts into its creation in an extended roll.
Ok. So, that's 15 successes (since I used 3 dot arcana as basis). Shape Flesh uses Dexterity + Medicine rolls. The rolls is contested against target's Willpower, and is rolled at DC7. I assume the target is also rolling at DC7. Lash can boost her Dex to 10. This gives her 15 base dice. That's definitely not enough. Let's try and make it better. We need to do two things: boost Lash's rolls and make opposing rolls harder.

Lash get splendor with Invincible assertion, which gives her +2 successes with mystic fortification. That's -2 DC, so the roll is now at 5 DC. Still not enough. Path of Fortune can lower DC by another 2 points. That's DC 3. With alchemy 5 we can probably make an analog of this
••••• An elixir (requiring at least five points of vampiric Vitae) that simulates three dots of Potency for the user for three hours (meaning +3 dice to strength, and Willpower or Mana can be spent to upgrade those 3 dice to 3 automatic successes instead). This fluid also creates a ravening hunger, however; for a day and a night, the drinker will eat whatever food may be nearby, even rotted or knowingly toxic sorts, although this may be staved off by spending Willpower.

but for dexterity. That's +3 successes. Lash can also spend 1 WP for one additional successes. That's 15 dice at DC 3 + 6 successes total, with an opposite roll that can be negated with a simple splendor or some other way. Doable. Very hard, a major investment, but doable.
It appears to work.
Molly could certainly make it; I dont know if Lash could, especially since we explicitly made a point of "She's NOT a crafter". Its not biologically possible in the real world, but it works as a design.

I dont know why it bugs me though, but it does.
Feels more invasive than awakening a demon in someone for some reason. Definitely requires significantly more invasive work to install or remove, and in someone who is explicily nervous of implants.
I tried limiting it to stuff that is at least theoretically possible biologically. The advantage of Lash doing this is that it doesn't burn resources after initial setup, so it's easier to mass produce. And Lash can craft it inside human bodies, so they don't actually see what happens. No scars, and fully internal transmutation. It is a majorly invasive modification though, yes. But not magic. A product of magic-like practice, but not magic by itself, not exactly.

This is meant for to be relatively mass-producible, in that it's meant for elite minions, where we eventually end up with tens of people equipped with this over the course of years.
 
Ok. So, that's 15 successes (since I used 3 dot arcana as basis). Shape Flesh uses Dexterity + Medicine rolls. The rolls is contested against target's Willpower, and is rolled at DC7. I assume the target is also rolling at DC7. Lash can boost her Dex to 10. This gives her 15 base dice. That's definitely not enough. Let's try and make it better. We need to do two things: boost Lash's rolls and make opposing rolls harder.

Lash get splendor with Invincible assertion, which gives her +2 successes with mystic fortification. That's -2 DC, so the roll is now at 5 DC. Still not enough. Path of Fortune can lower DC by another 2 points. That's DC 3. With alchemy 5 we can probably make an analog of this
••••• An elixir (requiring at least five points of vampiric Vitae) that simulates three dots of Potency for the user for three hours (meaning +3 dice to strength, and Willpower or Mana can be spent to upgrade those 3 dice to 3 automatic successes instead). This fluid also creates a ravening hunger, however; for a day and a night, the drinker will eat whatever food may be nearby, even rotted or knowingly toxic sorts, although this may be staved off by spending Willpower.

but for dexterity. That's +3 successes. Lash can also spend 1 WP for one additional successes. That's 15 dice at DC 3 + 6 successes total, with an opposite roll that can be negated with a simple splendor or some other way. Doable. Very hard, a major investment, but doable.

I tried limiting it to stuff that is at least theoretically possible biologically. The advantage of Lash doing this is that it doesn't burn resources after initial setup, so it's easier to mass produce. And Lash can craft it inside human bodies, so they don't actually see what happens. No scars, and fully internal transmutation. It is a majorly invasive modification though, yes. But not magic. A product of magic-like practice, but not magic by itself, not exactly.

This is meant for to be relatively mass-producible, in that it's meant for elite minions, where we eventually end up with tens of people equipped with this over the course of years.

It is easier than that. Her rolls are not contested if she is working on a willing host and they cannot be contested if she is working on an unconscious one.

Good night guys, see you tomorrow as we decide what Olivia becomes and then we are off to check out College.
 
It is easier than that. Her rolls are not contested if she is working on a willing host and they cannot be contested if she is working on an unconscious one.

Good night guys, see you tomorrow as we decide what Olivia becomes and then we are off to check out College.
It's actually better to have it be contested, but raise the difficulty of the contesting roll to above 10 artificially (non-exalts don't have a DC9 cap after all). That way she gets 1 more success out of Invincible assertion.
 
I like the mechanical role of Yog's build more, but Uju32's feels more like a person with powers, rather than powers with a vestigial person.

Also, if this is going to be the template for the Olivioids going forward, Uju's is probably more on-theme for IDUing our brother later.

Is there any way we can get a custom version of Siren's Veil that has the DC adjuster but not the extremely squicky "ideal mate" bit?
 
In order:

1) She doesnt have Brawl Gifts. Im genuinely unsure which you are referring to.
And I dont see who actually does ranged in the party at the moment.


2) Cybersenses rolls Perception + Science OR Willpower for activation, not for use.
We dont need more Science to activate the Power because it has Unholy Blessing taking the DCs for all activatable powers down to where its an autosuccess.


3)Because WP is the primary casting resource for both magic and resistance to mental and emotion magic.
So I prioritized passive regen of it.


4) Her social dicepools are competitive among low to medium tier-supernaturals.
Especially in combination with the DC reduction from Gift: Persuasion.

Big Corey in Vegas was rolling 8 dice on Charisma + Subterfuge.
Even Lara Raith maxed out at Charisma + Empathy 10 when we met her at Thomas' coffee shop.
She's good enough to hang.


5) I did not think she would get Qiao. And the rules are we try to spend everything here, as I understand it.
Not to mention that a specific criticism here has been to not do what Molly or the others are doing, which makes it hard to propose that a new character be built around Shih Arts, when the point of introducing her is something new.
1) My bad, I meant this:

Weapons of Malfeas: A true champion of the Wyrm, assembled of sizzling sinew & and living nightmare, the fomor possesses a most grotesque & unwholesome edge.

System: The fomor chooses one of the following benefits when this Power is gained:
• Instincts for Violence: Whenever she is attacked in close combat (usually with a Melee or Brawl roll), the fomor may make a free counterattack upon her foe without even thinking about it, as if her body was not entirely her own: striking with a head-butt, shoulder-check, backhand, knee-strike or with another limb unique to the fomor: a wing-buffet, tentacle-flex, or tail-swipe, for example.

The fomor rolls Dexterity + Brawl (difficulty7) as
a free reaction. If this roll is successful, the fomor inflicts a base damage of Strength -1 lethal (often still enough to kill a human). No more than one free counterattack of this type may be made per turn.


The trait picks for the other beast mode things can be used for other stuff, but it looks a lot like a fist fight form.

2) Fair, I thought it was something that actually cared about the dice pool. Still think it's a strange addition when you're not building a character around things that play into each other.

3) It is, but you're paying for low sleep requirements and a willpower regen boost during a phase of character building where you can make changes that aren't allowed once you start playing barring spec circumstances.

It seems wasteful to run this way.

4) Only in the raw dice sense, which isn't the end of it.

5) I assumed it was trainable, because the Shih often work out how to do them or are outright taught by demons/supernatural gribblies. My suggestion was to spend everything now and make willpower renewal part of her training task list later assuming we want it.

If she doesn't there are other options to try.

Overall I guess my issue is that with your build is a taste thing. From my perspective it's somehow both painfully generic and weirdly fiddly despite the eye watering quantity of system text it uses.

The tech senses are niche and don't seem to mix well with anything else she's got going on. The transformation that uses most of her points and makes her fast brawler who also uses guns sometimes. The healing is neat, but secondary at best to her kit as a whole.

Socially she's packing peanuts to any scene the rest of the circle is in, and magically her own defining ability is basically sidelined.

Seems like we'd end up with a lot of "oh yeah, and Olivia was there too" whenever doing things as a group. She doesn't need to match up in every way, but that's an unfortunate position for someone who's supposed to be at least a minor member of the circle.

It's not that she'd be weak exactly, but that she'd just be bigger type of goon.
 
Also, if this is going to be the template for the Olivioids going forward, Uju's is probably more on-theme for IDUing our brother later.
When it's our brother's turn to be under IDU, we'll do another round of voting like this because I refuse to just use someone else's already defined plan on him, he deserves our special attention.

But yes, Olivia's final model can be copied in masse for our elite mooks if we want, to save us time, whichever plan wins.
 
Regardless of which build we go for with Olivia, and whether or not she is able to fill in as a true circlemate, she will definitely be a serious power in Chicago.

She's going from being only a step or two up from a normal muggle to something able to fight and win against most supernatural predators she could reasonably encounter. Not just able to hide from them, but to find and kill them with relative impunity.

That's going to be a heady experience for Olivia. I bet there are other members of the Order of the Cauldron who would like to get in on that action, even if they don't end up getting as significant a boost as Olivia.
 
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