Green Flame Rising (Exalted vs Dresden Files)

Splendors do not provide perfect defenses.
They can provide elemental immunities, but not PDs. And I dont think its a great idea to invest one of her only 2 slots in stuff that a 2-dot charm already covers.

Im being conservative about what the QM allows. If she gets Stamina 7, great.
If not, Stamina 5 is already enough for her to walk through assault weapon fire from mooks without spending Essence.
If she spends Essence, she can get shintai-level soak.
That's semantics. The armors provide perfect effect defense against damage from certain sources.
 
I literally cannot follow your logic.

The clones are tied to current Molly due to the simple fact that they are born from current Molly, not past Molly.
The difference between a mortal and an exalted is the difference between a candle, and an actual star they are not comparable or even related.
Success undoes the hostile magic before it can finish affecting the Infernal,protecting her completely, and immunizes her against repeated attempts to exert the same sort of influence for the rest of the scene.
And read the charm, every thirty minuets Molly has to pop her Perfect defense or be hit with a curse, scenes are not long. A no name magic user could just sit in the middle of nowhere firing of curse after thou a clone forever, until Molly is dead.
 
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VOTE
[X]Plan Shadow Clones
-[X]Molly: 40xp
--[X]Splintered Gale Incarnation: 20xp
--[X]Sandstrike Blast: 8xp
--[X]Countermagic 2/4(Human + Vampire): 6xp
--[X]Ox-Body Technique 3: 3xp
--[X]By Rage Recast 3: Swift Stride: 3xp
--[X]Lash raise Stamina to 5
--[X]Remaining Bank: 1xp
-[X]Lash: 11xp
--[X]Investment: Fomor Power: Numbing 1: +3HL + wound penalty negation [Lore of Flesh 5, permanent]
--[X]Investment: Special Advantage 6: Regrowth: [Lore of Flesh 5, permanent]
--[X]Investment: Special Advantage 5: Soak Aggravated Damage [Lore of Flesh 5, permanent]
--[X]Lore of Light 2: Bend Light: 5 XP
--[X]Occult Aptitude: 3XP
--[X]Countermagic 1/4(Spirit): 3xp
-[X]Lydia: 11xp + Molly 1
--[X]Occult 2: 2xp
--[X]Ox-Body 4: 3xp
--[X]Devil Fighter/Mo Kung 2: Dragon Speed: 4xp
--[X]Countermagic 1/4 (Fae): 3xp
--[X]Lash raise Stamina to 5
-[X]Olivia: 11xp
--[X]Lash raise Stamina to 5
--[X]Bank XP



RATIONALE
Im assuming that Lash can only improve 1x Attribute for other people per turn.
To represent the fact that everyone has things they are doing, and that each person needs time to adjust to permanent changes in their Attribute spread and how it works for them day to day.

=====
For Molly? SGI is the clone charm that gives her shadow clones. Sandstrike Blast is Molly's ranged attack, gives her eyebeams/swordbeams and a big AoE attack for things like taking out groups of enemies. By Rage Recast: Swift Stride doubles her speed when she has her Aspects active, and stacks with the one in shintai(I checked, x4 is legal).

Countermagic(Human)allows her to counterspell human wizards and sorcerers, and to undo human magic traps and curses.

=====
For Lash?
Lore of Light 2 allows her to debuff ranged attacks without activating Apocalyptic Form, and to do Predator-level invisibility. Occult Aptitude improves her ability to defend against magic attack, and to address Occult issues.
Countermagic(Spirit) gives her countermagic against demons, ghosts and the like, and to undo magic traps and curses by the same.

Special Advantage Regrowth gives her Wolverine-level regeneration.
She doesnt get a Perfect Defense, but with this unless you kill her and destroy the body entirely with fire or acid, she will put herself back together. Eventually.

Special Advantage Soak Agg Damage allows her to soak lethal and agg damage with her stamina.
Solves a major fragility problem.

Fomor Power Numbing(It's legal, I asked) gives her +3HLs and wound negation.
Id take it twice, but Im limiting her number of Investments to [dots of permanent Faith].

=====
Lydia? Dragon Speed allows her to buff her Dexterity for the scene by +3/+4.
Occult 2 goes without saying, because we just saw why no supernatural should have low Occult.
Countermagic(Fae) allows her to defend against fae magics, and to undo magic traps and curses by fae.

Ox-Body at E4 raises her HP from 13 to 15.

Stamina upgrade because it increases her soak; at Stamina 5, with Marble Skin active, she's pretty much immune to most mooks with ARs. And she can boost her soak much higher, all the way to 20, which puts her in the same general area as Molly in shintai.

=====
Olivia?
Stamina upgrade because it boosts Soak.
She banks her XP because 11xp isnt enough to buy her upgrades.

=====
NOTE
Countermagic is divided into four according to Sorcerer Revised:
Vampire magic.Fae magic.Human magic. Spirit magic(which is ghosts, demons, etc).
All of which cost 3xp each, or 12xp for the lot.
 
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A Fomorach for 8m (SGI + IDU) with fomor Powers and Garou Gifts, built on Molly's base statline is a bloody menace, even in the Dresdenverse
And we still don't have confirmation that we can do that here, so it's a little soon to scream victory.
@DragonParadox I recall this being brought up a long time ago and IIRC you had given a response back then. Can you confirm if the way Uju wants to use it here is a possibility or not so we can avoid retreading old ground here?
 
--[X]By Rage Recast 3: Swift Stride: 3xp
We already have that. And it doesn't say it can be stacked up.
--[X]Investment: Fomor Power: Numbing 1: +3HL + wound penalty negation [Lore of Flesh 5, permanent]
--[X]Investment: Special Advantage 6: Regrowth: [Lore of Flesh 5, permanent]
--[X]Investment: Special Advantage 5: Soak Aggravated Damage [Lore of Flesh 5, permanent]
These, I think, should be a separate thing. They are IC actions, not XP spending. That's my very strong opinion. Plus, we don't know if she can do those.
 
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SHaping defenses apply to Molly.
Point of order:
Shaping defenses will protect you against shaping damage.
They wont necessarily protect you against being used to target you from afar.

So for example, if a witch is using your hair to cast a death curse on you, that will strike you dead? Thats shaping damage.
If they are using it to target you with lightning bolts? Thats not shaping damage.
Worth keeping it in mind.


We already have that. And it doesn't say it can be stacked up.

These, I think, should be a separate thing. They are IC actions, not XP spending. That's my very strong opinion.
1)x2 base speed is an integral feature of Devil-Beast Shintai, and stacks with further purchases of Swift Stride.
devil -beast shintai
The character assumes an inhuman, bestial form
such as that of an eyeless dragon, enormous wolf
with fur made of jagged glass, or gargantuan
serpent whose hood burns with sanity-rending
glyphs. This form is always capable of inflicting
lethal damage with unarmed attacks, but suf-
fers a –3 penalty to all attempts to perform fine
manipulation due to its lack of proper human
hands. It doubles its movement speed, and may
reflexively run at its full sprinting speed each
turn without using an action to do so.
Select one of the following trait arrays:
Strength +4, Dexterity +1, Stamina +3, Appearance 0
Strength +3, Dexterity +2, Stamina +3, Appearance 0
Strength +3, Dexterity +0, Stamina +5, Appearance 0
Aspects: Select two: body spikes, demon armor, or
demon weapons. Then select three more Aspects.
I pointed it out to the QM, and they agreed it made sense.
Its legal.

2)Look at the plan; the Investments dont cost XP.
Permanent changes seem like the sort of thing that end of story arc downtime is meant for.

Can you give me the page number? I cannot find it.
Page 63, Sorcerer Revised.
My copy isnt allowing me to copy-paste, or I'd do it for you.
Sorry.
 
I dont think so. At Stamina 5, Lydia's already basically immune to random mook spam even before she activates a charm because she has Marble Skin. She gets 2x 4-dot/5-dot Splendors/Prodigies as her cap.
There's stuff she could put in there thats a lot more useful than armor.

My understanding is that 4x 1 dot reagents =/= 2x 2 dot reagents =/= 1x 4-dot reagent.
At least for Splendors; you might be able to argue differently for Prodigies.

Like I said, Tiffany's booster is my personal priority.
And Tiffany only gets 1x slot to attune a Prodigy or Splendor.
What goes there kinda should be carefully picked. Not just burning a major reagent.
For reagents technically the RaW is that you need a certain level base value reagent and then adding to that takes you to the next level.

1 dot reagent + 2 dot reagent = 3 dot splendor
1 dot + 1 dot + 1 dot = 3 dot splendor

4 and 5 are special though, in that you need a higher quality reagent for both steps.

She's not really immune to mook spam, because action penalties on defense and simple statistics. Not rolling is better, and lets everyone save essence for other things when not facing singular threats.

Thata a temporary vacuum in the immediate aftermath of Dead Beat.
Dresden specifically commanded Wardens in Atlanta, NYC, Dallas and Boston as per Small Favor as part of his oversight of the eastern US. All major cities that required a Council presence
The council has always been spread thin. Technically Dresden is responsible for a whole region all on his own. The setup in the city doesn't make sense with strong presence from other factions.

It might be more accurate to say we could own Cambridge outright and from their become the primary agent in Boston, but given the situation the end result should be much the same.

Armors provide perfect defenses. Constant free perfect defenses, including against stuff that cannot be soaked normally. And a plethora of supplementary bonuses.

Also, stamina 7, not 5.
I think the important part is that it's not bound to statistics. Even if perfect attacks did ignore the immunity not having to roll to ignore bullets and common mundane weapons is vastly superior to having a higher soak against them.

Also. Lydia doesn't have as much freedom with high stats as Molly does. We have BMI so we can trivially hide it, but Lydia has to deal with delirium. It's possible to do so, but the extra steps involved are still worth noting.
Gained Boston Wonder Forge (Incomplete)
So how long will it take to finish enough for us to use?
Well, since we are on the clone charm discussion....

@DragonParadox, are you allowing the homebrew versions of those charms at the very least?

There are a number around that would be interesting to know about (Thinking of @Yog's and @BronzeTongue's versions in particular, though the Akuma version can work too, not picky as long as we get more AP out of it and the ability to go to school and do other things at once at this point)
Here's the last version of my attempt at this:

The first of all acts was to name. Each titan tearing themselves from the roiling chaos and defining themselves against it. A fact that no debasement could ever wholly take from them.

Echoing that act their heirs turn their hands on their own souls; naming each part according to their own design, thereby becoming in small part like those spoke themselves into being.

System:
The infernal spends 5 essence and meditates for at least one scene, turning inwards to look at their own soul. Once there, she must make a willpower roll to search her own memories for something that defines her.

It can be nearly anything; important memories, strong beliefs, trauma, what matters is that it's true and personal to the exalt. This can be very unpleasant, and lower successes should result in facing less comfortable things.

Whatever she finds, the infernal then names and begins the process of shaping into a new facet of her soul. She may have no more than her essence rating of these. If one is destroyed its body dissolves into iron wind, and the element of her soul it embodies is numbed in whatever manner is appropriate until she repeats this ritual at +1 DC to find and reform it.

If the infernal dies instead her essence manifests as screaming wind and flees to the nearest clone, killing it in her place. This wounds the infernal's spirit, dropping her one essence level that may not be regained by any means before she reforms the facet she replaced.

Once named facets may be embodied or dispelled with a thought, supposing they aren't currently destroyed and are in the infernal's presence, but she must pay 1 mote to copy over any memories directly.

As they are subordinate faces of the infernal's soul she may not use her charms through them to directly affect the world. However, as they are still part of her they may still affect themselves.

In general this means abilities that solely impact the infernal and do not rely on active interaction. The infernal may not use excellency through a clone any more than she may fire a shotgun with her nose, but can defend any part of her 'face' with equal strength. When doing so they share the infernal's essence pool.

By default the clones form as an approximation of the infernal as a mortal, perfectly loyal to its creator, fully aware of what it is, and in possession of her memories. However, for the same resource investment as making one outright she may invest them with the appropriate number of arcana features.

If the infernal has a hell they may spend one arcana feature point to provide an emanation style return function. By spending one willpower they may vanish in a burst of flaying wind to return to her hell. This counts as a clone death for the purposes of the charm, save for that it does not numb the associated elements of the infernal's soul as the facet slides smoothly back into place.

I wouldn't be opposed to changing the Arcana feature thing for Fomori/Akuma build points as used under the Akuma variant of the base charm, though it sort of causes an issue with the trick I wanted to use for instant escape. Not sure I like the passives mirroring for the baseline clones, but it's at least worth comparing it with the way I'm balancing charm effects.

I'm clearly biased since I wrote it, but I prefer the fluff of this because it brings the unity of spirit into focus rather than implying it and generally makes the clones more interesting on a per instance basis.

Haven't considered a signature effect for it, but something like the base charm would be okay. You get a bunch of temporarily realized fractions of Molly, or potentially something like the second order demons of her active clones.
 
@DragonParadox Btw I remember it being agreed upon after the Olivia vote that during major votes like this there'd be a moratorium on voting of some time frame. Not sure if you want to keep to that.

Edit: Here
That does sound sensible, I could do a 24 hour moratorium before important/complex votes if you guys like with an interlude built in.
 
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@DragonParadox Btw I remember it being agreed upon after the Olivia vote that during major votes like this there'd be a moratorium on voting of some time frame. Not sure if you want to keep to that.

Oops, thanks for the reminder. Vote will open tomorrow morning for me which is about 12 Hours from now

So how long will it take to finish enough for us to use?

I have not decided yet, I'll have to think about who can contribute AP to make it go faster and how long it will take on passive drip
 
Yes, or rather you will be after this update at the start of Art 13.
Let me clarify - can we buy Eschaton Shintai right now, or do we need to wait until the next turn when it becomes available?
1)x2 base speed is an integral feature of Devil-Beast Shintai, and stacks with further purchases of Swift Stride.
I don't see how this is relevant? I don't see anything here about being able to buy swift stride multiple times.
2)Look at the plan; the Investments dont cost XP.
Permanent changes seem like the sort of thing that end of story arc downtime is meant for.
I strongly disagree. This should be an AP to design the changes (for supernatural boosts at least), implement them (those involve rolls that can be botched!), and get adjusted to them.
Page 63, Sorcerer Revised.
My copy isnt allowing me to copy-paste, or I'd do it for you.
Sorry.
Ok, I checked. Is it this one?
C0UNTERSPELLS AND UNWEAVING

Any sorcerer who does more than dabble in the Arts will learn at least some basic countermagic, if only so that they can try and undo the messes they inevitably create while learning. There are as many different forms of countermagic as there are spells; in plain terms, however, they are divided into two basic types: Counterspells and Unweaving.

Counterspells are cast at an incoming spell or effect and serve to blunt or dispel it before it can take effect. Roll Wits + Occult (difficulty 8); each success you score cancels one of the opponent's successes. If the opponent ends up without enough successes for the spell to go off, then it fails (but she still loses whatever costs she paid, be it blood, Quintessence, Willpower or whatever). You can spend Willpower to aid a Counterspell, but you must score at least one natural success for the Counterspell to work at all.

Unweaving is the art of disassembling another spell caster's effect. The sorcerer must have knowledge of the Path that was used to create the effect in the first place (if trying to unweave an effect not based on sorcery, such as Thaumaturgy, Sphere magic or the like, use the Path most applicable). If your character has at least one dot in the Path (or a related one) being used, roll Intelligence + Occult (difficulty 8), using the Extended Rolls rules (see above). You must score at least as many successes as the original caster scored to unweave the spell; otherwise, it may be weakened, but it will remain. Long standing Enchantments and those based on Thaumatuigy or Sphere magic can take more effort to unweave: In the case of very ancient, very powerful Enchantments, sometimes as many as 15 or even 20 successes might be needed (time for some teamwork).

Spells cast by sorcerers (or others) that are more knowledgeable than the unweaver are significantly more difficult to undo. For every two levels of difference between the unweaver's level in a Path and the original caster's level, an additional success is needed. Thus, if you have no knowledge of the Path of Hellfire and your opponent has four dots with 6 successes on an effect, you would need 3 successes in order to cancel the first success and 8 to completely wipe out the spell.

Counterspells and Unweavingworkagainstsorcery and Sphere magic (and, if the Storyteller wishes, against the mystic powers of vampiric magic, faerie glamour and the like). There are also specialized versions of Counterspells and Unweaving designed to work against spirit powers (such as spirit Charms, ghostly manifestations and similar otherworldly occurrences). These must be bought separately. Each group of countermagic costs 3 freebie or experience points, so buying a full set of countermagics costs 12 points. For a sorcerer more interested in staying alive than in dealing damage, it's an investment well worth the cost.
 
Where are the stats for these paths again? I can't find them in any of the informational threadmarks and don't want to have to go digging for what our minions can do.

I have them bookmarked:

Idea for Gurvel based on Anklog Dragon-Kings with thanks to @Artemis1992
  • +1 Strenght and Stamina, can go up to 6
  • One additional Bruised (-0) Health Level
  • 3 Inherent Armor, stacks with external armor (The armor can soak lethal and aggravated, Stamina only soaks Bashing as normal
  • Greatly reduced effects of radiation (mostly narrative, actually soaks with full stamina if some Werewolf-power uses radiation as a weapon)
  • Inherent Str+2 Lethal damage with Claw or Bite
  • -1 Dex for using tools that require fine manipulation and manual dexterity, be it a pen, a scalpel or a lockpick. Additional to that -1 Dex penalty for using any tools or weapons not specifically made for Gurvel
Path of Fire
This is halfway between a Martial Art, Sorcery and a racial trait, in that only Gurvel can learn it (for the cost of a Sorcery-Path) but almost every Gurvel has the inherent talent to learn it.
Another being with a particular affinity for fire-based magic might try to learn it with a Gurvel-Tutor and double XP-Costs.

• FLASHING AGILITY
The fire burning within the Gurvel lends him speed and reflexes beyond the suggestions of his bulky frame.
Spend a WP to add the Dots in the Path of Fire to Initiative and Athletics for one scene

•• FIERY PROWESS
In a flash of internal fire the Gurvel moves with great grace and precision for a single moment.
Spend a WP to add the Dots in the Path of Fire to a single Dex-based roll.

••• BOLT OF FIRE
Externalizing the fire within, the Gurvel spits out a bolt of fire to set his foes ablaze. Gurvel that have mastered this power, can also create lesser flames for mundane tasks, such as lighting a campfire or heating a cup of tea.
Spend a WP and roll Dex+Athletics to attack with a small fireball. The attack has a range of 60 yards and a base-damage of 4 Aggravated or Lethal (depending on the target's vulnerability to fire) damage. By spending additionally a point of Yang Chi (if his Chi is awakened for Martial Arts) the target is set on fire and takes 3 levels further damage per round if it doesn't put out the flames

What do you guys think? Personally I think it works out very nicely thematically and balances well with the greater combat prowess being paid with in the sheer obviousness of 'radioactive dragonman'.
Since it is going to be relevant to planning here's a glimpse of what the Path of Civilization does, just the parts which the Dragonmen have:

Civilization
Civilization, the House of Law, representing the city, concerned with the teamwork and unity of mind, taught first for it is the aspect which most resonates with mind of man, tocatli, gurvel and seta alike.


• Band of Brothers
The first step on the path to mastering the Martial Arts is no punch or kick, but a training of mental discipline.
The fighter spends a point of Yang Chi and reflexively rolls Willpower (DC 9) and gains the number of successes as temporary willpower for the rest of the scene. The DC is reduced by 1 for every 3 allies standing besides him, or by 1 per ally with Civilization on Dot 3 or higher, to a minimum of DC 3.

Coordinated Assault
In the first real fighting move this discipline has shown its strength against beasts, blademasters and spirits for centuries.
You spend a point of Chi and roll Dex+Brawl or Melee (depending on your current armament), as do all your allies that haven't acted this turn. You and allies with Coordinated Assault roll at DC 6, other allies at DC 8.
Your attack is performed normally, but the next ally who succeeded this roll and attacks the same target in this round, attacks at -1 difficulty, the next at -2 and so on until the fourth and any further allies attack at -4 Difficulty.
This technique can only be applied to melee and brawl attacks, not ranged attacks.

Interposing Defence
The heart of this discipline is the protection of one's comrades.
Reflexivly spend a point of Chi to intercept an attack not aimed at you, but at another target in 3 yards. You can still attempt to parry or block (not dodge) though this imposes the usual multi-action penalties for this turn. If you have already acted before and not reserved an action, you can't actively defend yourself. Either way, the difficulty of your soak-roll is reduced by 1 for this attack.
On a successful block or parry, regain one temporary Willpower.
I have not decided yet, I'll have to think about who can contribute AP to make it go faster and how long it will take on passive drip
This seems like it should have been noted in the vote. It makes sense, but one of things we were tossing around was using it for our build turn and if it's a huge project like the dragon nest that changes a lot of things.
 
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