Green Flame Rising (Exalted vs Dresden Files)

Could be booby trapped though since it's a wizards house.
She would get that same difficulty modifier on both counter magic and spotting traps. Even at a Max difficulty to spot at difficulty nine that's still seven dice or six depending on if it's alertness or awareness to spot magical traps at difficulty 3 with 7 dice even before using any Mana.
 
She would get that same difficulty modifier on both counter magic and spotting traps. Even at a Max difficulty to spot at difficulty nine that's still seven dice or six depending on if it's alertness or awareness to spot magical traps at difficulty 3 with 7 dice even before using any Mana.
I would expect spotting magical traps to be perception + Occult roll.
 
I would expect spotting magical traps to be perception + Occult roll.
You would think that yeah it's annoying really but unless you're analyzing an already found trap to understand what it does, You use awareness or alertness to spot magical effect things that's why we have so much trouble spotting veils and just generally things that are hiding out of sight from us.
 
If Olivia using Hell weaving 3 is fighting beside Molly under her orders then I would expect the difficulty adjustment to be -2.
I wonder if hypothetical Akuma of Molly could cheat using MiS to keep that active. It only applies while they're in service to their overlord, so the presence of the former activates the latter by default.
  1. Alchemy 1 is not quite as common as soda, but everyone can be expected to have some kind of product that uses it inside their home and most industrial processes use it at some point
  2. Alchemy 2 is prescription pharmaceuticals yeah, reasonably specialized and most people do not have it on hand everyday, but it is not going to raise any eyebrows. It is also more common in processes that need more exotic but still widely available effects. Stuff like enriching the lights that power the greenhouses that feed the Cities
  3. Alchemy 3 is where things get restricted in addition to being expensive, it is more common in military and strategic industrial use, though of course it is also used in medicine and niche industrial application.
  4. Alchemy 4 is rare and propriety as well as dangerous enough to make that only a very limited number of people are even allowed to make it
  5. Alchemy 5 is where things start getting conceptual, it is not just a matter of knowing the right person, but also having the right stuff to make the thing. Generally speaking if someone is making alchemical products to this level they probably made a deal with some kind of potent spirit, have access to rare Labyrinth-sourced tech or magic etc...
Those numbers seem a little disappointing.

There needs to be some balance, but if the magitech Industrial Revolution doesn't do to even the basic sorts of crafting what the real one did mundane everything it makes the comparison seem off.

Look at computers; the complexity of making a phone seems significantly higher than almost any basic tier alchemical product even if one is magical.

Half the processes for making chips you can buy by the ton have names that sound like wicked city charms, and electronics in general have material requirements like "a selection from seventeen special metals who's ores are only present in a handful of places on the planet".

If the modern world didn't have strong international trade in abundance (another thing industrializing made better) for the purposes of a person in the United States that requirement would come down to getting it from a single mountain in California.

You could probably loosely inspire an epic sounding backstory for a magical super weapon on the processes required to make the devices we're all using to post right now.

Keeping the high level stuff locked down makes sense, but a post industrial magitech planet where you apply the same scope of development seems like the sort of place where the lower level stuff would be substantially more common.
 
I wonder if hypothetical Akuma of Molly could cheat using MiS to keep that active. It only applies while they're in service to their overlord, so the presence of the former activates the latter by default.
I don't think MIS is going to encourage Akuma to work less directly for Molly.

By here is an interesting bit looking for sacrifices to pay for Hell weaving counts as service for the -1 bonus and Hell weaving 1 requires the sacrifice of a gold coin.
 
I wonder if hypothetical Akuma of Molly could cheat using MiS to keep that active. It only applies while they're in service to their overlord, so the presence of the former activates the latter by default.

Those numbers seem a little disappointing.

There needs to be some balance, but if the magitech Industrial Revolution doesn't do to even the basic sorts of crafting what the real one did mundane everything it makes the comparison seem off.

Look at computers; the complexity of making a phone seems significantly higher than almost any basic tier alchemical product even if one is magical.

Half the processes for making chips you can buy by the ton have names that sound like wicked city charms, and electronics in general have material requirements like "a selection from seventeen special metals who's ores are only present in a handful of places on the planet".

If the modern world didn't have strong international trade in abundance (another thing industrializing made better) for the purposes of a person in the United States that requirement would come down to getting it from a single mountain in California.

You could probably loosely inspire an epic sounding backstory for a magical super weapon on the processes required to make the devices we're all using to post right now.

Keeping the high level stuff locked down makes sense, but a post industrial magitech planet where you apply the same scope of development seems like the sort of place where the lower level stuff would be substantially more common.

The issue is not really the complexity of making it, it's that most alchemical substances will go off and the more potent the effect the more dangerous the fail state. More stable forms of magic like spirit binding are more common.
 
I don't think MIS is going to encourage Akuma to work less directly for Molly.

By here is an interesting bit looking for sacrifices to pay for Hell weaving counts as service for the -1 bonus and Hell weaving 1 requires the sacrifice of a gold coin.
My point was that technically Molly is constantly actively affirming that they work for her; they're subject to a force like gravity affirming that fact. It already passively approved of all non-traitorous activities.

So if hell weaving as an ability is basically a spiritual graft that gives you power when it determines you're doing what your patron wants then perhaps MiS would short circuit it.

The thing looks out the metaphorical window and as long as we haven't been betrayed by a particular person it sees a constant field of "I'm Molly and I approve this message" around the target regardless of what they're actually up to at the time.
 
Ok, so I continuing checking the system for exalted-devised custom organs and their synergies with Tiffany's lore of Ffesh 5. Note that this is essentially design beta-test. I expect this to end up with unbalanced things that will need to be banned.

Let's try for something with a 1 dot arcana as a basis (I think arcana variants are the best way to model this, since essentially we are grafting parts of custom-built creatures to/into people).

Sensory suit
Basis is a 1 dot Simulacra arcana. The type of arcana is arguable, because clones (which should be the closest to what we are going for) only require Arcana rating * 3 successes, and that might be too cheap. Corpse-monsters are arcana rating * 7, so something in between is probably appropriate. We shall see.

In any case, 1 dot arcana gets 6+4+3 attribute points. We'll be converting 11 of those into 22 freebie points. It also gets 11+7+4=22 ability dots, of which we'll use 3, and convert the rest into 19 freebie points. Finally, it gets 15 freebie points. So in total we have a pool of 22+19+15+1=57 freebie points to play with, roughly speaking. That's 8 bonus arcana features and 1 extra point, which is nice. We'll use all of them.

It gets 2 willpower points. Those are really not applicable, so 1 freebie point as compensation, I think.

We'll spend 2 arcana features that 1 dot arcana get by default on superior mind X2, and spend 5 attribute dots to raise perception to 7.

Now, we'll start buying with freebie point pool:
• Divine Favor (alertness): The Arcana gains a Favored Ability, which may be raised as high as 6 dots. Increasing the Arcana's Favored Ability only costs one freebie point per dot.
• Rapid Healing: If the Arcana is capable of natural healing, then it now heals at the same rate
as Exalted do.
• Reinforced Body: The Arcana has been reinforced with armored plates. It rolls three extra dice
to soak damage.
• Unnatural Sense (Magnetoperception): The Arcana has some superhuman sense, such as the ability to see in infrared, to see in the dark, or to hear radio waves.

We still have 29 points left.

With 20 points we'll buy

Regrowth (4)
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.

We'll use 3 leftover points to raise alertness to 6, 3 to buy Acute Senses (3 pt.) merit, and finally 3 more to buy nightstight (3 pt.) merit
The target gets
Perception 7, all perception rolls are done at -2 DC
Alertness 6 which counts as a favored ability (not sure if this is exalted favored or not)
Magnetoperception, which is useful for navigation
Low light vision
Sensory organs do not suffer permanent damage and can regenerate

If we go with "Lash needs as many successes as an arcane production takes", then at most she'd need 7 successes for that. With 7 successes she can grant 7 attribute points. This is somewhat on par with that. Yeah, I think this is mostly balanced here.

Alertness is an ability, but it's in the talents category, so I think that's okayish. Maybe even as few as 5 successes would be needed, given that a celestial exalt would be doing the design part, so Tiffany wouldn't need to handle that.

@DragonParadox ? Is this system breaking? We are starting to run into dangerous synergies, I think.
 
Changeling Eyes (C20 p187): 1 pt.
Touch of Frost(Molly's version): 1 pt
Devil's Mark M20 Book of Secrets pg.83: 1 pt
Cast No Shadow M20 Book of Secrets pg.82: 1 pt

Paranormal Prohibition M20 Book of Secrets pg.83: 4 pt "thou shall not knowingly consort with agents of the Outside" Chance for flaw Oathbreaker

@Yog I noticed that the plan for her powers are missing the possible 2 Extra powers and the Paranormal prohibition information section specifically mentions demonic pact as a source that you can get it from.
 
Changeling Eyes (C20 p187): 1 pt.
Touch of Frost(Molly's version): 1 pt
Devil's Mark M20 Book of Secrets pg.83: 1 pt
Cast No Shadow M20 Book of Secrets pg.82: 1 pt

Paranormal Prohibition M20 Book of Secrets pg.83: 4 pt "thou shall not knowingly consort with agents of the Outside" Chance for flaw Oathbreaker

@Yog I noticed that the plan for her powers are missing the possible 2 Extra powers and the Paranormal prohibition information section specifically mentions demonic pact as a source that you can get it from.
In order to prevent extreme minmaxing, normal chargen rules impose a limit of 7 pt. maximum flaws that can be purchased. I already got all 7 points with Vengeful + Debts +Bizarre Hunger. We get 10 more supernatural flaws to buy if we want, but they can only be used for Disciplines, not for more merits.
It looks fine, it's not like you can mass produce the things.
That's the potential issue - while not mass producible, such and similar implants would only cost 1 point of Faith for Tiffany to make. Which is a renewable resource. Meaning that in short order (on the order of one month) all relevant characters will be equipped.
 
In order to prevent extreme minmaxing, normal chargen rules impose a limit of 7 pt. maximum flaws that can be purchased. I already got all 7 points with Vengeful + Debts +Bizarre Hunger. We get 10 more supernatural flaws to buy if we want, but they can only be used for Disciplines, not for more merits.

That's the potential issue - while not mass producible, such and similar implants would only cost 1 point of Faith for Tiffany to make. Which is a renewable resource. Meaning that in short order (on the order of one month) all relevant characters will be equipped.
I specifically volunteered them for disciplines. To get extra dots in disciplines preferably Iron Mountain.
 
I specifically volunteered them for disciplines. To get extra dots in disciplines preferably Iron Mountain.
Ah, my apologies. In that case my response is that actually would prefer to get those with XP later. This is a mixed pragmatic and roleplaying issue for me. I don't want to get significant / noticeable flaws in order to make it easier to convince people to accept IDU.

If people want this strongly, I'll probably go and add it, but personally I am satisfied with what I have.
 
Ah, my apologies. In that case my response is that actually would prefer to get those with XP later. This is a mixed pragmatic and roleplaying issue for me. I don't want to get significant / noticeable flaws in order to make it easier to convince people to accept IDU.

If people want this strongly, I'll probably go and add it, but personally I am satisfied with what I have.
I do actually understand that but I would think spending XP would be more for like Qiao or Shintai something considerably more flavorful like that. Also the ones I picked were very least searched out I specifically pick one's that were both interesting but also not significant impedances if she ever left our service if that made sense.

The shadowless one I think is the most inconvenience thing I would think because one is just having interesting eyes, really cold hands, a symbol somewhere on her body like a tattoo or something similar and then a Geas not to knowingly consort with agents of the Outsiders. I just thought they were flavorful and suppressible and not super inconveniencing even if she doesn't benefit from mercy in servitude.
 
Also the ones I picked were very least searched out I specifically pick one's that were both interesting but also not significant impedances if she ever left our service if that made sense.
I feel like I have repeated this half a dozen times, but these aren't inconveniences that Olivia would only have to worry if she leaves our service, none of these drawbacks you listed here are removed by Mercy in Servitude. MiS is a powerful charm, but it has a very specific TYPE of disadvantage that it removes, and that is anything's Actively physically, mentally, or spiritually harmful to the one who own it.
Perception based drawbacks don't count in that, having no shadow or no reflection isn't a type of injury or derangement. Having a visible mark also isn't covered up. Having a cold touch is something that affects others, not yourself, and isn't removed.

Edit: If we were going to get more disadvantages, it should be something 'harmful' to Olivia that she could still live with, even if not easily, so it can be taken by MiS. Right now with Yog's build all MiS is doing is stoping her from craving raw meat and maybe retraining a permanent overwhelming sense of vengeance, if that is a trait of being a Creature of Darkness and not being Olivia. Seems like it is, she isn't singleminded enough for the 2dot derangement.

Also, @Yog , any chance for a slightly more flavorful unnatural appetite? 2dots doesn't give a lot of room, but maybe 'Frozen Meat' instead of 'Raw Meat', so it doesn't matter how hard it's cooked as long as it's hard as a rock? Be annoying to eat but it could by mulched or cubed still. If it were 3dots I would suggest Frozen Blood since that is more interesting to me.

Edit 2- It occurs to me that between Vengence, Higher Purpose, and Concentration, all future Olivianoids are going to be… intense creatures. With a predilection towards guns. Fun thoughts.
 
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Edit 2- It occurs to me that between Vengence, Higher Purpose, and Concentration, all future Olivianoids are going to be… intense creatures. With a predilection towards guns. Fun thoughts.

Have we unwittingly created a John Wick template?
No, seriously. I don't remember if the movie was up in 2006 (most likely not), but if it was, I bet someone would make a comparison. And we would have to deal with releasing another Baba Yaga on the world.
 
Other uses of IDU applying the "Olivia" template are going to give lesser results, but we won't know just how much they'll be reduced until we make the attempt.

We'll need to determine exactly how the template expresses in those cases. I don't see it being appropriate for all potential subjects, though.

Who should we try to recruit and give the Olivia treatment? Muggles with military training?
 
Anyone important whom we'd want to better be able to protect themselves or a specific place I think. Molly has troops so she doesn't really need hands.
There are better IDU options if we aren't trying to create lesser Olivia packages. If we just want to make people more powerful or able to protect a place, the upgrade priorities would be different.
 
Anyone important whom we'd want to better be able to protect themselves or a specific place, I think. Molly has troops so she doesn't really need hands.
The 'Olivianoid' template seems more geared to dedicated hunters then any kind of protector. The general themes would be the same as Olivia's, so focus on stealth, guns, intense singleminded focus, and some level of self-enhancement, lesser psychic powers, and hellmagic?
 
There are better IDU options if we aren't trying to create lesser Olivia packages. If we just want to make people more powerful or able to protect a place, the upgrade priorities would be different.
Oh yeah I missed the template bit somehow. Having a squad of "Olivia" types could be very effective for guerilla tactics. As natives they'd be able to better blend in than even Hand agents. It probably would be best to choose people who have a military history and aren't going back, so Veterans.

Still since this build does seem best for hit and run tactics we'd be better served just using the Hand in most cases.
 
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