Green Flame Rising (Exalted vs Dresden Files)

Why would we want these? Our group is composed of exalts, who are already very resistant to poison and disease, or a fallen with super flesh shaping powers. Moreover, our anti poison charm is also our liquid immunity charm and we can it out for free once we have the thing.

Seems redundant.
If you allow me to get a bit inside baseball at the moment we are actually really vulnerable to poison in pretty much every form whether that be gaseous metallic or liquid.

With a stunning stamina total of three even with a minus two difficulty on soaking damage from being exalted and another minus one from Scar Writ Saga shield Poison that is three dice at difficulty 6 to resist some damage from poison we are actually concerned about such as Sarin or chlorine gas or similar substances.

Anyone with Alchemy one is capable of making poisons that could straight up overwhelm us at the moment if it was airborne. Just one of tunnel with alchemical chlorine gas or something similar and we take possibly the full brunt of seven aggravated damage in one round and if it's super effective or something dictates it procs twice we could take even more.

At the moment even with the best luck we're still looking at four aggravated damage a turn in such an environment or if it was just regular sarine or chlorine gas or similar poison four lethal a turn. With a well-crafted marble that goes from with the best luck four per turn to 0 because we'd be rolling to resist at difficulty 5 with 10 dice that's if we have a dead average roll to create said Stone.

That's just for us by the way. Lydia is in an even worse spot rolling at difficulty 7 for said poisons with a grand total of two dice and Olivia to my knowledge would be rolling at difficulty 9 also rolling two dice Dresden is a similar story hell even Lash with a great stamina of five not looking good because she has no difficulty reducers at all so she would also be rolling a difficulty nine difficulty nine at five dice is doable for two maybe three rounds before you fall even with her healing that's still an atrocious amount of damage to try and take never mind if she gets unlucky and actually flat out dies.

There's a reason I was like giving the Clones self termination that would kill them would make it nearly impossible to capture them you take poison damage on ingestion of said poison possibly more than once. A clone with alchemical cyanide/Harsh acidic could realistically take anywhere from 10 to 12 aggravated damage in one round from taking a pill and possibly immolating from the inside out becoming a pool of undifferentiated acid.
 
Exalted get an extra -2 DC on poison checks. Also oddly enough poison is only dangerous to Molly if it's an attack if it's environmental she becomes immune.
I was including the -2 DC from being exalted. Scar-Writ Saga Shield adds another -1 DC. The poisons I was mentioning are all soaked at DC 9 which are Toxin rating six or seven which include Antrax, Strong Acids, Sarin gas, Cyanide, Acidic Sludge and other such pleasant surprises.

That is interesting but I don't think that's how that's supposed to work but we might have to get clarification on that. The environmental charm would protect you if you were fighting like say near a volcano and there's just awful fumes rising from everywhere, yes those things are poisonous because they contain sulfur and other awful gases as well as sublimated stone but you would become immune to them because they're a part of the environment I'm unsure of someone flooding a room with gaseous poison with you in it counts as Environmental.
 
I was including the -2 DC from being exalted. Scar-Writ Saga Shield adds another -1 DC. The poisons I was mentioning are all soaked at DC 9 which are Toxin rating six or seven which include Antrax, Strong Acids, Sarin gas, Cyanide, Acidic Sludge and other such pleasant surprises.

That is interesting but I don't think that's how that's supposed to work but we might have to get clarification on that. The environmental charm would protect you if you were fighting like say near a volcano and there's just awful fumes rising from everywhere, yes those things are poisonous because they contain sulfur and other awful gases as well as sublimated stone but you would become immune to them because they're a part of the environment I'm unsure of someone flooding a room with gaseous poison with you in it counts as Environmental.
Well if would have to be a fairly big gas cloud. Molly moves fast and if she is trying to escape out of a room that is -3 DC.

Could you take down Mab just by filling the air with iron dust?
 
Last edited:
Well if would have to be a fairly big gas cloud. Molly moves fast and if she is trying to escape out of a room that is -3 DC.

Could you take down Mab just by filling the air with iron dust?
True enough.

I don't see why not if you had Alchemy you should probably make some kind of a gaseous iron so it's more fine than just dust that can be blown away by the queen of air and darkness. But yeah it's poison that would do aggravated damage every moment that she's in said cloud. Hell I'm unsure if a normal human could stand to be in the presence of such a cloud either without having their lungs coated in Iron particles and swiftly dying.
 
If you allow me to get a bit inside baseball at the moment we are actually really vulnerable to poison in pretty much every form whether that be gaseous metallic or liquid.

With a stunning stamina total of three even with a minus two difficulty on soaking damage from being exalted and another minus one from Scar Writ Saga shield Poison that is three dice at difficulty 6 to resist some damage from poison we are actually concerned about such as Sarin or chlorine gas or similar substances.

Anyone with Alchemy one is capable of making poisons that could straight up overwhelm us at the moment if it was airborne. Just one of tunnel with alchemical chlorine gas or something similar and we take possibly the full brunt of seven aggravated damage in one round and if it's super effective or something dictates it procs twice we could take even more.

At the moment even with the best luck we're still looking at four aggravated damage a turn in such an environment or if it was just regular sarine or chlorine gas or similar poison four lethal a turn. With a well-crafted marble that goes from with the best luck four per turn to 0 because we'd be rolling to resist at difficulty 5 with 10 dice that's if we have a dead average roll to create said Stone.

That's just for us by the way. Lydia is in an even worse spot rolling at difficulty 7 for said poisons with a grand total of two dice and Olivia to my knowledge would be rolling at difficulty 9 also rolling two dice Dresden is a similar story hell even Lash with a great stamina of five not looking good because she has no difficulty reducers at all so she would also be rolling a difficulty nine difficulty nine at five dice is doable for two maybe three rounds before you fall even with her healing that's still an atrocious amount of damage to try and take never mind if she gets unlucky and actually flat out dies.

There's a reason I was like giving the Clones self termination that would kill them would make it nearly impossible to capture them you take poison damage on ingestion of said poison possibly more than once. A clone with alchemical cyanide/Harsh acidic could realistically take anywhere from 10 to 12 aggravated damage in one round from taking a pill and possibly immolating from the inside out becoming a pool of undifferentiated acid.
Well attacks of this nature would have to be delivered first, so vulnerability is variable.
There's also this:

poison and disease

Exalted lower the difficulty to resist, soak, or recov- er from all poisons and diseases by –2. Non-supernat- ural diseases can weaken the Exalted, but cannot kill them, and each successive roll an Exalt makes to recov- er from a disease lowers its difficulty by –1. Incurable diseases such as HIV are purged from an Exalt's system after (8 – Stamina) weeks
ExWoD pg 36.

Poison like this isn't impossible, but it isn't a common DF tool and we're very resistant to it anyway. If something does happen our layered defenses mitigate and various other things can be done about the situation.

The problem isn't that this is totally useless, it's if opportunity cost. I could make a better argument that we're uniquely vulnerable to flamethrowers because we have no soak advantage on being doused in fire. Moreover, that sort of thing actually does come up more than once in canon so it's got a more reasonable basis as a concern. Which is a better use of resources?

As it happens, I don't actually think either one is, but I think it's useful to demonstrate the issue at hand. A particular option doesn't just have to be useful, it's got to be most useful alternative we can reasonably see.

This exact thing with buying niche recipes that are potentially useful at one specific task has bitten us before. We have 6 recipes right now; outside of healing and malcoffee they might as well not exist. The runner up is Unbreakable Mirror which was used twice, both times to make vehicles for other people.

This looks like a very similar argument as what was made for those entries. If we ever bother making them they'll rattle around doing nothing useful until maybe most of a year from now it's kinda helpful once with something that we could handle without it, and had advanced warning of anyway.

Like what happened in Vegas. Poison gas did come up, but we actually knew beforehand because it's not a trivial weapon to deploy.

I'm not saying it's impossible for this to be an issue, but the practicalities here make the margin on a spending a recipe slot on it pretty small.
 
Nothing with any kind of magic in it no. Even for four dots that is a very esoteric transformation altering mass and volume in a reversible manner. Oh and also it does not work on living things because they all technically have their own internal magic running though them.
Yeah, I guessed. Are magic (alchemical) reagents possible to store? Food? Blood?

Also, please check these out:
●●●● Savestate. Upon consumption, the potion inflicts one level of unsoakable aggravated damage upon the consumer. The damage is represented by a horrific scar forming above their heart. For the next 24 hours, if the scar is damaged, and the potion's user is still alive, their body will return to the state they were in when the scar formed within the next *lost health levels* combat turns. The potion cannot return someone from the dead. If the potion doesn't trigger within 24 hours of consumption, its effects dissipate, but the damage dealt by it doesn't. Healing the damage counts as disrupting the scar.

A near-perfect healing potion, with hopefully enough drawbacks to be allowed.

●●●● Magic cleaner. A clear liquid that when poured over an enchanted object removes the magic from it. This functions similar to unweaving with the number of dice used identical to the number of successes during the potion's making. If drunk by or injected into a magic user, the potion instead acts as a difficulty adder, with each two successes beyond the first one adding one level of difficulty to any magic using roll by said person. The effect is identical to getting drunk, and lasts as long as it takes the potion to metabolize (same time frame as strong alcohol)

Very much needed counter-spelling in a bottle

●●●● Element Nine. Using a sample of an element (only chemically pure non-magical elements can be used) as a catalyst, the resulting product is a small chip of the material used coated in a clear glistening film, solid to the touch. When the film is broken (on impact or by melting it, as it melts at 100 C), it will convert Successes solid or liquid matter it's in contact with into the material used in its creation. Success table is
1 Success 1 lb.
2 Successes 5 lbs.
3 Successes 15 lbs.
4 Successes 25 lbs
5+ Successes 15 lbs/success

Essentially, works like Midas's touch, only instead of turning objects into gold, it turns them into the element we used in making it. Could be used for some horrifying things. This is sorta classical alchemy, potentially converting stuff into gold. Has multiple applications, from combat to breaking into vaults, to economic stuff.

●●●● Blood Pill. A small gelatinous bubble of seemingly congealed blood, it contains the amount of blood and health levels sacrificed during its creation. When consumed, it instantly grants those to the user (health to everyone, blood to vampires).

Also these:
●●●● Food pill. Converts food sacrificed in the process of its creation into a small pill. The pill, when ingested, provides the body with the same nutritional value as the total amount of food consumed in its making, at the rate that is most healthy for the body. While it does, the sense of hunger is suppressed. Magical effects are not preserved.

That's how I would handle maggot mana plague recipe. Sorta like cliche xianxia food pill, essentially.

●●●● Prep Time. Adds dice to the next action taken after consuming or injecting it. The amount of dice added equals 1 + 1 for each two successes during its making up to 5. Works for extended actions like crafting. Doesn't stack (only one prep time can be used at a time).

An excellency in a bottle. And yes, I left Elder Scrolls alchemical abuse (take the pill, make a better pill, take a better pill, repeat) in by design, but capped it at 5 added dice (which require 11 successes, i.e. exalted territory). I expect it would take exotic and expensive resources to make the pills at 4, so the balance is in the money and resources spent.
 
Well attacks of this nature would have to be delivered first, so vulnerability is variable.
There's also this:


ExWoD pg 36.

Poison like this isn't impossible, but it isn't a common DF tool and we're very resistant to it anyway. If something does happen our layered defenses mitigate and various other things can be done about the situation.

The problem isn't that this is totally useless, it's if opportunity cost. I could make a better argument that we're uniquely vulnerable to flamethrowers because we have no soak advantage on being doused in fire. Moreover, that sort of thing actually does come up more than once in canon so it's got a more reasonable basis as a concern. Which is a better use of resources?

As it happens, I don't actually think either one is, but I think it's useful to demonstrate the issue at hand. A particular option doesn't just have to be useful, it's got to be most useful alternative we can reasonably see.

This exact thing with buying niche recipes that are potentially useful at one specific task has bitten us before. We have 6 recipes right now; outside of healing and malcoffee they might as well not exist. The runner up is Unbreakable Mirror which was used twice, both times to make vehicles for other people.

This looks like a very similar argument as what was made for those entries. If we ever bother making them they'll rattle around doing nothing useful until maybe most of a year from now it's kinda helpful once with something that we could handle without it, and had advanced warning of anyway.

Like what happened in Vegas. Poison gas did come up, but we actually knew beforehand because it's not a trivial weapon to deploy.

I'm not saying it's impossible for this to be an issue, but the practicalities here make the margin on a spending a recipe slot on it pretty small.
That was me including the innate poison resistance of the exalted. Poison in my mind is the tool people who don't think they could probably kill you in a straight up fight and because we have revealed ourselves to the American government (I'm American myself) they're not particularly trustworthy in any sense. This is not even including actors who are outside of the American government in this instance just people who have intelligence assets attached to the American government not in the Library of Congress specifically but just near senators and other people that would be alerted to things the Library of Congress knows.

In my mind the amount of people that are willing to come to us in a straight-up fight are only going to slowly the dwindle down but people willing to take more cowardly approaches are just going to increase as time goes on in my mind this Marble helps us, helps our allies and maybe in the future literally prevents us from taking damage from just having tear gas and other such methods used against us never mind food being poisoned being able to eat pretty much anything because unless the poison is Magic we can soak it at difficulty 5 with 10 dice is actually pretty good.

Poison at least in my mind is different from fire. Mostly because we soak aggravated damage from fire already innately so any amount of armor we have increases our ability to soak it. Poison circumvents that. Only our innate stamina is used to reduce the amount of damage we take. This goes for all of our party members the poisons I was suggesting are powerful but they're not rare or impossible to produce by just an average chemist the Alchemy would be necessary to make it aggravated poison damage but I'm using the toxin table from Mage 20th page 442.

Theoretically it's toxin rating 6-7 hypothetically with magic 8-9 and 10 poisons that we need to be concerned about because they deal their rating in damage if you have three dice to soak with and you take 7,8,9 Health boxes of lethal or aggravated damage that immediately gives us and Lydia wound penalties. Dresden, Tiffany and possibly Olivia can straight up die on unfortunate rolls at that difficulty.
 
True, but why is this a priority?

We have no particular reason to believe this type of threat is a significant factor right now, or that it'd manifest in a way that can't be managed before it has long term consequences by our various means of healing them.

Opportunity cost is a thing.
It is a vulnerability, and a glaring one at that. I expect our enemies to use biological or chemical warfare at some point. But you might be right. I propose a number of alternatives for it and Theia's tears in the post above. Depending on if any of those are approved, I might switch.

And I still would like to hear alternative ideas, even on just the conceptual "hey, this would be nice / cool / interesting" level. Maybe some examples from classical or other fictional alchemy?
I don't under why that's supposed to matter.

Anyone worth trading immortality to is going to do so checking, and if they don't others who learn of it will. A potion is very different than a full transformation, and given that VEE for example will show up in someone's aura after one use I find the idea that people taking even a surface level look at someone who cut a deal won't notice anything.

If they notice they're going to care, the idea that people won't see this as some sort of trick isn't worth serious consideration.
How is a potion different from another consumable that transforms you into "you, but immortal" mechanically modeled as simulacra: clone transfromation splendor?
Fair. I'm not suggesting we stick exclusively to super murder, but anything worth shooting with napalm is worth shooting with evil napalm.

Edit:

To be clear with my concern on the poison recipe, this looks similar to the fog and glue ones to me.

Something with a bit of utility that we'll play up while voting and then will never be relevant before it's overtaken by events.
Yeah, it's a bit of a concern. Honestly, this design might be more useful for Molly as something to
a) Give to her Court alchemists to mass produce / develop
b) Give to Harry and other capable allies to use
c) Trade for multiple other recipes with fae / Odin's forces.

It still holds utility to Molly, but BMI + TTC cover a lot of its functionality. And if we ever get the "make technological weapons" charm, that's even more of its functionality gone (if you are talking about Theia's tears). Which is why I worry, and propose alternatives.
 
If you allow me to get a bit inside baseball at the moment we are actually really vulnerable to poison in pretty much every form whether that be gaseous metallic or liquid.

With a stunning stamina total of three even with a minus two difficulty on soaking damage from being exalted and another minus one from Scar Writ Saga shield Poison that is three dice at difficulty 6 to resist some damage from poison we are actually concerned about such as Sarin or chlorine gas or similar substances.

Anyone with Alchemy one is capable of making poisons that could straight up overwhelm us at the moment if it was airborne. Just one of tunnel with alchemical chlorine gas or something similar and we take possibly the full brunt of seven aggravated damage in one round and if it's super effective or something dictates it procs twice we could take even more.

At the moment even with the best luck we're still looking at four aggravated damage a turn in such an environment or if it was just regular sarine or chlorine gas or similar poison four lethal a turn. With a well-crafted marble that goes from with the best luck four per turn to 0 because we'd be rolling to resist at difficulty 5 with 10 dice that's if we have a dead average roll to create said Stone.

That's just for us by the way. Lydia is in an even worse spot rolling at difficulty 7 for said poisons with a grand total of two dice and Olivia to my knowledge would be rolling at difficulty 9 also rolling two dice Dresden is a similar story hell even Lash with a great stamina of five not looking good because she has no difficulty reducers at all so she would also be rolling a difficulty nine difficulty nine at five dice is doable for two maybe three rounds before you fall even with her healing that's still an atrocious amount of damage to try and take never mind if she gets unlucky and actually flat out dies.

There's a reason I was like giving the Clones self termination that would kill them would make it nearly impossible to capture them you take poison damage on ingestion of said poison possibly more than once. A clone with alchemical cyanide/Harsh acidic could realistically take anywhere from 10 to 12 aggravated damage in one round from taking a pill and possibly immolating from the inside out becoming a pool of undifferentiated acid.
Well, both we and Lydia can temporarily raise our Stamina via Steel Skin (it does raise Stamina, not Armor, so it should help).

Then we are fast enough (and hard to stop) to likely leave the affected area quickly.

Lash can heal and immunize herself against poison relatively easily.

Dresden is the most vulnerable, I admit. Technically a Mage of his skill has a dozen different means to protect himself from airborn poison, by filtering the air, transmuting the poison, bringing fresh wind around him, whatever. But Wizards are more limited in the spontaneous creation of new spells, so likely Dresden could only use his wind-manipulation spell to drive the gas away from him?
 
Well, both we and Lydia can temporarily raise our Stamina via Steel Skin (it does raise Stamina, not Armor, so it should help).

Then we are fast enough (and hard to stop) to likely leave the affected area quickly.

Lash can heal and immunize herself against poison relatively easily.

Dresden is the most vulnerable, I admit. Technically a Mage of his skill has a dozen different means to protect himself from airborn poison, by filtering the air, transmuting the poison, bringing fresh wind around him, whatever. But Wizards are more limited in the spontaneous creation of new spells, so likely Dresden could only use his wind-manipulation spell to drive the gas away from him?
In my mind it's Stacks with steel skin it's essentially just poison armor, it reduces the difficulty of soaking damage from Poison adds soak dice to resist poison. That's just me though because I've been waiting for so long for us to like get this third dot in Alchemy so we can get a proper set of armor, sword and shield made with our crafting charms and a magical metal and equipping Lydia with actual armor and gauntlets as well.
 
In my mind it's Stacks with steel skin it's essentially just poison armor, it reduces the difficulty of soaking damage from Poison adds soak dice to resist poison. That's just me though because I've been waiting for so long for us to like get this third dot in Alchemy so we can get a proper set of armor, sword and shield made with our crafting charms and a magical metal and equipping Lydia with actual armor and gauntlets as well.
Might I interest you in these designs? Or get some feedback?

Judge's Deadly Noose - weapon for Lydia. A whip / lasso / noose hybrid. Whips use brawl, so it gives her some range options. Summon stats subject to revising, as I learned a few tricks since I made them and can make them better.

Warding Garments of Death - armor for Lydia

Armor of Frozen Fate - armor for Molly, I'll have to design 4 and 5 dot upgrades, as I don't remember making them
 
Food pill is fine, prep time is too powerful for mortal magic. Getting more flat successes is hard with mortal magic.
Not successes. Dice. It adds 1 dice to one task immediately after consumption per two successes during brewing process after the first 1 (so +1 dice at 1 success, +2 at 3, +3 at 5 etc up to 11 +5 at 11 successes, where it caps).

Also, there are 4 more proposals in this post. Savestate is probably too powerful, but Element 9, magic cleaner, and blood pill might be workable, I think?
 
Not successes. Dice. It adds 1 dice to one task immediately after consumption per two successes during brewing process after the first 1 (so +1 dice at 1 success, +2 at 3, +3 at 5 etc up to 11 +5 at 11 successes, where it caps).

Also, there are 4 more proposals in this post. Savestate is probably too powerful, but Element 9, magic cleaner, and blood pill might be workable, I think?

Then it is equivalent to one of Lash's lores not as powerful but more general. Still not workable. Severstate is also too powerful yeah. Element 9 works, but as Alchemy 5, it is permanent transmutation magic that is more flexible than Midas Touch. Cleaner is fine, though certain kinds of magic will resist is.
 
Then it is equivalent to one of Lash's lores not as powerful but more general. Still not workable. Severstate is also too powerful yeah. Element 9 works, but as Alchemy 5, it is permanent transmutation magic that is more flexible than Midas Touch. Cleaner is fine, though certain kinds of magic will resist is.
So, based on this repsonce, I think we might want to switch one of the 4 dot potions to magic cleaner. It's a disenchantment and counter magic recipe.

Essentially the choice I see is between "our party gets strong disease and potion resistance", "our party gets limited game-like inventory for mundane things and our projectile users get huge boost in offensive capability" and "our party gets counter magic, and magic user neutralizing drugs".

Laying it out like this, I am inclined to drop the poison and disease protector for a later purchase, and pick up the magic cleaner potion. Lots of versatility.

I am disinclined to drop Theia's tears for their impact on our Court economy. Even if Alchemy 4 is top cutting edge laboratories, economics of scale still make the impact of this potion very significant, I feel. And also for general versatility and the image of Harry or Murphy shooting a rhampire lord with their guns, and the target actually feeling it
 
Last edited:
[X] Plan steroids
-[X] Level up Alchemical Formulas
--[X]●●● Astarte Venerian
--[X]●●● Nabu Mercury
--[X]●●● Prima Metallum
--[X]●●●● Theia's tears
--[X]●●●● Body Building
--[X]●●●● Aelgean Marble

Theia's touch is the name I came up with for gemification. Theia is the goddess responsible for the glittering of gems. Also mother of the Sun and the Moon, which probably would play a bit of fun with Molly's past life memories.

When poured over an object, the target transforms into a small clear gem with an image of the original object inside. When the gem is crushed, which can be done by hand or by smashing it against a solid surface, the object is released back into its original form as if no time has passed since its transformation.

Maximum weight limit of the target that can be transformed this way depends on the amount of successes when preparing the potion:
1 Success 1 lb.
2 Successes 5 lbs.
3 Successes 15 lbs.
4 Successes 25 lbs
5+ Successes 15 lbs/success

In general, I am tempted to call this "plan steroids".

EDIT: Gave the plan a name.
Yog, don't you want to add recipes for healing Aggravated Damage? That's what we purchased 4 dots for, as far as I remember.
 
Yog, don't you want to add recipes for healing Aggravated Damage? That's what we purchased 4 dots for, as far as I remember.
I don't particularly feel that need, no. We (and I think Lydia) heal agg. naturally, if slowly. Tiffany is capable of healing agg. in combat time with Lore of Awakening 3. So, I don't feel the particular need for such a potion.
 
don't particularly feel that need, no. We (and I think Lydia) heal agg. naturally, if slowly. Tiffany is capable of healing agg. in combat time with Lore of Awakening 3. So, I don't feel the particular need for such a potion.
Lol, Yog, it sounds entirely unreasonable.

[X] Plan healing Aggravated Damage and Escape Artist
-[X] Level up Alchemical Formulas
--[X]●●● Astarte Venerian
--[X]●●● Nabu Mercury
--[X]●●● Prima Metallum
--[X]●●●● A Healer's Chance
--[X]●●●● Theia's tears
--[X]●●●● Emergency escape

•••• A Healer's Chance. Converts one point of aggravated damage to lethal damage per success during crafting
•••• Emergency escape. Gives ability to teleport up to 12 meters in any direction within line of sight up to three times within one scene.

Reasoning:

We spent XP on Alchemy 4 exactly because we can't always rely on the very limited Tiffany's Faith pool (edit: remember, we can't always take Tiffany in every conflict and she has to rely on the dicepool to heal aggravated damage) to heal all our non-Exalted companions from the aggravated damage. EIPP also requires a lot of time of rest to heal aggravated damage, which could be impossible in the situation of ongoing conflict.

Also, the fight with Dragon showed that Molly has a bit of a weakness to being Held.
 
Last edited:
We spent XP on Alchemy 4 exactly because we can't always rely on the very limited Tiffany's Faith pool (only three points! one point of damage per faith point!) to heal all our non-Exalted companions from the aggravated damage. EIPP also requires a lot of time of rest to heal aggravated damage, which could be impossible in the situation of ongoing conflict.

Also, the fight with Dragon showed that Molly has a bit of a weakness to being Held.
Lore of Awakening 3 doesn't consume Faith points.
 
Lol, Yog, it sounds entirely unreasonable.

[X] Plan healing Aggravated Damage and Escape Artist
-[X] Level up Alchemical Formulas
--[X]●●● Astarte Venerian
--[X]●●● Nabu Mercury
--[X]●●● Prima Metallum
--[X]●●●● Healing potion
--[X]●●●● Aelgean Marble
--[X]●●●● Escape Potion

(****) Healing potion: salve that when applied heals one level of aggravated damage in seconds.
(****) Escape potion: grants the consumer ability to escape clutches of their enemies for a scene. The consumer cannot be held by any enemy for a scene.

Reasoning:

We spent XP on Alchemy 4 exactly because we can't always rely on the very limited Tiffany's Faith pool (only three points! one point of damage per faith point!) to heal all our non-Exalted companions from the aggravated damage. EIPP also requires a lot of time of rest to heal aggravated damage, which could be impossible in the situation of ongoing conflict.

Also, the fight with Dragon showed that Molly has a bit of a weakness to being Held.
I agree with the enhanced healing potion. Even if Lash can heal aggravated damage now, a significant part of the push to spend XP to increase our Alchemy rating was to gain the same ability ourselves.

And I want the Escape Potion option, too.
 
Back
Top