Green Flame Rising (Exalted vs Dresden Files)

[] Wood, Virulent and ever-changing
I think we should choose Wood, our main objective here is for this Plague of Hope to also contaminate the Cyber Demons of Wicked City, so Mikaboshi will never be able to truly cleanse it from his kingdom, they are literally countless and everywhere, and the Fairies don't will be able to do this because they are not used to targeting them or have much technological knowledge, unlike their many experiences with human souls and physical demons.
 
I think we should choose Wood, our main objective here is for this Plague of Hope to also contaminate the Cyber Demons of Wicked City, so Mikaboshi will never be able to truly cleanse it from his kingdom, they are literally countless and everywhere, and the Fairies don't will be able to do this because they are not used to targeting them or have much technological knowledge, unlike their many experiences with human souls and physical demons.


On the other hand, Molly isn't very aligned with Wood as an element. I think that Lash is, but Molly IMO is closer to fire, air, and earth.
 
Wood should be Molly's contribution since the main point is that this thing should be made nearly impossible to create effective countermeasures for.
 
It is only then that you realize Mother Summer is standing next to you with what might be the hundredth cup of water to pour on your head for all you've been keeping track of time. So you flush but bite back an apology. That's just guest right working as it should, no matter how grand the host.

In most cases, guest right means not poisoning your guest, giving them good food and drink, and keeping them safe from any dangers.

In Molly's case, guest right means you get to throw water balloons and shoot water guns at her.
 
@DragonParadox does this look okay?
A grouping of potions that increase the users ability to learn and retain information about a subject or subjects (though not infinitely or indefinitely ). While brewing the potion the maker selects either 1 ability or 3 thematically related abilities ( The Scholar: Academics,Science, Occult. The Thief: Subterfuge, Stealth, Larceny. The Soldier: Athletics, Survival, Firearms. The Star: Performance, Etiquette, Expression. Etc…) this potion raises the ability cap for the given abilities from five to six to seven to eight to nine to ten these potions do not grant any ability dots just the ability to purchase abilities above the Mortal five if any success would push this above 10 immediately distribute them to duration. Successes are distributed between duration and effect at a rate of one ability cap per success and one time interval per success time intervals are how often between doses you need to take the potion to keep your enhanced abilities the first interval is daily second is a weekly dose the third interval is monthly, the fourth interval quarterly, fifth interval biannually, the Sixth interval yearly. Failure to keep on this regimen potions grants a negative dice penalty equal to the abilities over the Mortal cap and they increase difficulty the same amount for a number of days equal to the number of dots over the mortal ability cap x 2 after number of weeks equal to the transcendent ability it fades away back to Mortal standards. The first successes of both time interval and ability caps are succeeded by Brewing the potion successfully. If the three abilities are chosen they must be raised in sequence (Yes: ability A - 2 above ability cap, ability B - 2 above ability cap, ability C - 1 above ability cap. No: ability A - 3 above ability cap, ability B - 1 above ability cap, ability C - 1 above ability cap)
Transcendent Capacity solution hopefully follows in line with the slow aging regimen it is an understated supernatural ability that essentially allows you to pay more to have the opportunity to pay more to get more abilities but it is a supernatural ability because low generation vampires and Elder Supernaturals of the 10,000 and I think the werewolves can also raise their abilities above five if they reach a certain age or Dharma threshold. I tried to make the failure to comply or stay on top of the amount of potions you need to take as harsh as the slow aging regimen but it's hard to get as harsh of age a month per day till death.
 
Depending on how this turns out, the fact that Molly has four (4) more grand favors will feature heavily in the geopolitical concerns of the supernatural and mundane world, as well as in the nightmares of anybody in the know.
Fortunately, that list is very small.
Because noone boasts about that sort of thing.
=====
The White and the Green
Rolls
Talking Raksha
Game Starts: First one to +5 successes over the opposition wins
Round 1: Molly vs Opal
Opal Cup Grace -> How Many dice she gets to re-roll
Re-roll
Round 2: Molly vs Opal
Re-roll
Final Gambit: Grace vs Willpower
One More Round: Molly vs Opal
(Excelency winns the day)
Huh.
Opal almost beat us in the very first round. If that Heart Grace Rerolls had proc'd, she'd have won.
Raksha lady throwing around 14 dice is serious business.

Loling at both Lydia and Lash's reaction to yet more impromptu Molly bullshit.
Maybe one of them will want to learn how to play. Or Molly could introduce it into Sanctuary, with a short introduction and ruleset. I wonder what both Mothers thought about that little display

Yay artifact.
Its not all that great as an artifact IMO, but as a link to the past, its very interesting.
Elements you realize, each of your three will have to align your contribution to one,m but which might that be?

[] Flame, that it be kindled bright and burn far
[] Air, that it would slip under any ward
[] Earth, as solid and unbreakable as the mountains
[] Wood, Virulent and ever-changing
[] Water, Eroding all certainties
Thats easy.

Molly: Fire
Lydia: Earth
Lash: Air
Mother Summer: Wood, Water


Molly's association with Fire and Ice both are currently strongest, and probably self-evident IMO, both as an Infernal and as a smith; the fires of Malfeas burn strong in her thematically.
Lydia is Earth, for the certainty of death, and the association with iron; she even has earth-manipulation charms.

Lash is Air, because angelic association, and how her original purpose was to get inside the protections of a wizard.
Alternatively, Water, for transformation/change.

Mother Summer gets Wood, because its classically a Summer Fae thing, and she has experience with virulent disease, and Water, because eroding all certainties ie transformation/change, are both very strong Summer themes.
 
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@DragonParadox does this look okay?
A grouping of potions that increase the users ability to learn and retain information about a subject or subjects (though not infinitely or indefinitely ). While brewing the potion the maker selects either 1 ability or 3 thematically related abilities ( The Scholar: Academics,Science, Occult. The Thief: Subterfuge, Stealth, Larceny. The Soldier: Athletics, Survival, Firearms. The Star: Performance, Etiquette, Expression. Etc…) this potion raises the ability cap for the given abilities from five to six to seven to eight to nine to ten these potions do not grant any ability dots just the ability to purchase abilities above the Mortal five if any success would push this above 10 immediately distribute them to duration. Successes are distributed between duration and effect at a rate of one ability cap per success and one time interval per success time intervals are how often between doses you need to take the potion to keep your enhanced abilities the first interval is daily second is a weekly dose the third interval is monthly, the fourth interval quarterly, fifth interval biannually, the Sixth interval yearly. Failure to keep on this regimen potions grants a negative dice penalty equal to the abilities over the Mortal cap and they increase difficulty the same amount for a number of days equal to the number of dots over the mortal ability cap x 2 after number of weeks equal to the transcendent ability it fades away back to Mortal standards. The first successes of both time interval and ability caps are succeeded by Brewing the potion successfully. If the three abilities are chosen they must be raised in sequence (Yes: ability A - 2 above ability cap, ability B - 2 above ability cap, ability C - 1 above ability cap. No: ability A - 3 above ability cap, ability B - 1 above ability cap, ability C - 1 above ability cap)
Transcendent Capacity solution hopefully follows in line with the slow aging regimen it is an understated supernatural ability that essentially allows you to pay more to have the opportunity to pay more to get more abilities but it is a supernatural ability because low generation vampires and Elder Supernaturals of the 10,000 and I think the werewolves can also raise their abilities above five if they reach a certain age or Dharma threshold. I tried to make the failure to comply or stay on top of the amount of potions you need to take as harsh as the slow aging regimen but it's hard to get as harsh of age a month per day till death.

It makes sense, but the mortal who takes this and then buys those dots isn't going to be fully mortal after that. This is basically the metaphysics behind the refresh mechanic in the Dresden Files RPG, the more powerful you get in some ways the less human you are. Preternatural skill plus slowing age is very much in that category. I'd say the cost would be gaining an intimacy liked to your ability. For instance if you take a potion marked the scholar you would gain a increased inclination to learn hidden things, a thief to sneak and steal etc...
 
Fortunately, that list is very small.

Because noone boasts about that sort of thing.

The news from Avalon had come in the middle of a heated debate on how much manpower they should put towards the study of changes to the tides of magic in the middle of a war. Miss Carpenter had done the... highly improbable again and gained not one but three grand favors of Summer enough to restart questions on it she were planning to make a move to expand her power into the material world under cover of such favors spent.

The (former?) Warden Commander knows. The Senior Council of the White Council knows. Peabody, who Molly knows is a traitor to Reality itself, knows.

The cat's kinda out of the bag at this point. It certainly doesn't sound like Summer made too much effort at hiding their grand favors to Molly.
 
It makes sense, but the mortal who takes this and then buys those dots isn't going to be fully mortal after that. This is basically the metaphysics behind the refresh mechanic in the Dresden Files RPG, the more powerful you get in some ways the less human you are. Preternatural skill plus slowing age is very much in that category. I'd say the cost would be gaining an intimacy liked to your ability. For instance if you take a potion marked the scholar you would gain a increased inclination to learn hidden things, a thief to sneak and steal etc...
Yeah that follows my thought process on it because at four dots of being an alchemist you are leaving the human abilities space the only spaces to go up are direct emulations of Supernatural powers and outright becoming a supernatural of some description the ability to raise your attributes and abilities above the human maximum are already within your grasp this just allows essentially like the slow aging regiment the acquisition of superhuman skill along with a superhuman lifespan because the alchemist with just four dots you can live up to a millennia and that is beyond Human by any stretch of the imagination.
 
It makes sense, but the mortal who takes this and then buys those dots isn't going to be fully mortal after that. This is basically the metaphysics behind the refresh mechanic in the Dresden Files RPG, the more powerful you get in some ways the less human you are. Preternatural skill plus slowing age is very much in that category. I'd say the cost would be gaining an intimacy liked to your ability. For instance if you take a potion marked the scholar you would gain a increased inclination to learn hidden things, a thief to sneak and steal etc...
I mean denarians are 100% human and many are basically immortal.
 
I mean denarians are 100% human and many are basically immortal.
the denarians are 100% human but they'll ping as a supernatural no matter what scan you use and the same will be true if anyone who takes and successfully uses this potion because at that point they are someone of Supernatural Providence even if that Supernatural province is just great skill.
 
the denarians are 100% human but they'll ping as a supernatural no matter what scan you use and the same will be true if anyone who takes and successfully uses this potion because at that point they are someone of Supernatural Providence even if that Supernatural province is just great skill.
Thats not really what dp is saying though hes saying they'd not countr as mortal. Which is something thousand year old denarians are still considered.
 
[] Flame, that it be kindled bright and burn far
[] Air, that it would slip under any ward
[] Earth, as solid and unbreakable as the mountains
[] Wood, Virulent and ever-changing
[] Water, Eroding all certainties
VOTE
[X]Plan Storm, Earth and Fire
-[X] Flame, that it be kindled bright and burn far: Molly
-[X] Air, that it would slip under any ward: Lash
-[X] Earth, as solid and unbreakable as the mountains: Lydia
-[X] Wood, Virulent and ever-changing: Mother Summer
-[X] Water, Eroding all certainties: Mother Summer




View: https://www.youtube.com/watch?v=KTIzpZXv3bc

Storm, earth and fire, heed my call.
Wonder if Molly played Warcraft 3; she'd have been 14 when The Frozen Throne came out.
 
Leave me now, you hear, they're here and not for you or would you rather she ask favors too and see what we can brew up together."

"I'd rather we didn't cook up stars where no stars were before," comes the reply in a half-grumble as you briefly marvel imagining what manner of terror that would be
Was that dialogue between Lash and the Crone or...?
 
[] Flame, that it be kindled bright and burn far

[] Air, that it would slip under any ward

[] Earth, as solid and unbreakable as the mountains

[] Wood, Virulent and ever-changing

[] Water, Eroding all certainties
Tiffany should definitely be wood because of her lores, and Lydia earth because it's got the closest association to her lineage of the set.

Molly's favored hells are Kakuri, Lanka, and The Fivefold Courts. That's wind, fire, and whatever our hell counts as. It's pretty balanced, but on an abstract level I can see an argument for water as it's a place of great change.

At first glance I'd place Molly on fire so that she can connect the chain: Air -> Water -> Wood -> Fire -> Earth

But if we can fit Lydia to air, probably with her connection to crows, then we could do the same around water. Bonus points for potential BSM insights compounding on that role like they did with Carlos.

So I guess it comes down to if we have a better narrative for

Air -> Water -> Wood
or

Wood -> Fire -> Earth

"A clever crow slips in on a summer wind, preceding chaotic rains that feed the growth of new life on blasted plains"

Vs.

"A forest grown tangled and sickly sparks an inferno, and in its wake leaves the fuel for something new"

Something to that effect at least. On the balance my preference is for the former over the latter, because it's thematically less destructive, but it also might be less directly opposed to Mikaboshi.
 
Could examining it be enough to advance our own crafting abilities? Or do artifacts not work like that?

[X] uju32
I dont really expect it to.
Im in it for the lore.

Tiffany should definitely be wood because of her lores, and Lydia earth because it's got the closest association to her lineage of the set.
I dont think so. Theming is not just from your magic, but from the person themselves, their personality and their life history.

For one thing, Tiffany is the sister-child of a Fallen Angel, and also someone who was assigned to get around the mental and social defenses of a wizard trained to resist that sort of temptation.
She's so Air it hurts.

For another, the Demon Lore that corresponds to Wood would be Wild, not Flesh or Awakening.
Molly's favored hells are Kakuri, Lanka, and The Fivefold Courts. That's wind, fire, and whatever our hell counts as. It's pretty balanced, but on an abstract level I can see an argument for water as it's a place of great change.
Kakuri is Ice and Darkness.
Lanka is Fire.
 
For one thing, Tiffany is the sister-child of a Fallen Angel, and also someone who was assigned to get around the mental and social defenses of a wizard trained to resist that sort of temptation.
She's so Air it hurts.
Her strongest Lores are of flesh, longing, and awakening. The things she knows the best are life, the passions that drive it, and the moment where simple instinct sparks into something more.

Her role was a tempter, but the associations of slipping around defenses and angels to flight/the sky seem secondary to the foundations of her knowledge and abilities. We want her working life stuff in the ritual because she's a participant, not just an index of connections, and this is what she does.

And flesh absolutely qualifies because wood is the totem for all of life under this system, just as water isn't just H2O.
Kakuri is Ice and Darkness.
Lanka is Fire
Yeah, but cold is a wind thing. which is why our protection splendors allow wind items to block it, along with lightning and actual wind, while water only does drowning.

Even without that the cold biting winds of Kakuri are a touchstone for it so the association is there anyway.
 
[X] Plan Wildfire
-[X] Wood: Tiffany
-[X] Fire: Molly
-[X] Earth: Lydia

Tiffany is heavily wood aspected, if "Life takes chances" had a mascot it'd be the thrice rebel angel chasing who knows what dream.

Molly is fire in the engine of change here and a bunch of other fire metaphors that we don't need to get into.

Lydia, on top of the obvious literal connections, is also rooted in all the concepts of the afterlife that the Yama Kings defile. Having her be the end point but not necessarily the final result is a good thematic link.
 
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