Green Flame Rising (Exalted vs Dresden Files)

OK, vote closed, we are doing this.
Adhoc vote count started by DragonParadox on Jun 28, 2024 at 5:02 AM, finished with 187 posts and 27 votes.

  • [X] Sounds like a plan, explain it to them here, behind the wards of the Caer Sindi
    [X] Plan Layers of Deception
    -[X] Give options for peaceful possibilities of restoring Arthur to life as possible compromises, should they prove themselves trustworthy, retrieving the Shroud only one of them, to obscure the Crown of Eyes
    --[X] Subterfuge excellency
    -[X] Sounds like a plan, explain it to them here, behind the wards of the Caer Sindi
    --[X] Use the Crown on the prison cell to ask "who is observing this scene right now?" before speaking
    [x] Release them under the conditions previously agreed to, you have a year to observe them before deciding on if you want to go with Tiffany's idea of luring the Denarians in the open
    [X] Release then, but only if they swear they will not seek to restore Arthur without your permission. This includes not enacting plans that could eventually contribute to that restoration. We will decide if and when such actions are carried out and will tolerate no machinations they may undertake behind our back which could endanger a world they no longer understand or the people who inhabit it.
    [X] Convince them no resurrection could ever work right, and they risk Arthur's legacy and how he's remembered
    -[X] Apply water to trigger Boiling Sea Mastery
    -[X] Naked Wicked Souls if we think it would help
    -[X] Empathy Excellency + Without Honor + Stunt + spend Willpower for an automatic success.
    -[X] STUNT: You settle besides the door to the cell, water glistening in your hair even as the jailors hang back."Humor me a moment, if you would." You begin, pitching your voice to carry to all three men on the other side of the door. "I would like to share a story with you, a fable of these modern days by Stephen the son of Pollock. You see, once there was a healer named Louis, who lived in a small town with his wife Ruth and his two children, and their cat." And slowly you settle into an abridged rendition of the plot to Pet Sematary.
    [X] Help us, knights of another time, a poor fit you might make in some ways but the world is poor itself in others and there are many trials needing your strength
 
OK, vote closed, we are doing this.
Adhoc vote count started by DragonParadox on Jun 28, 2024 at 5:02 AM, finished with 187 posts and 27 votes.

  • [X] Sounds like a plan, explain it to them here, behind the wards of the Caer Sindi
    [X] Plan Layers of Deception
    -[X] Give options for peaceful possibilities of restoring Arthur to life as possible compromises, should they prove themselves trustworthy, retrieving the Shroud only one of them, to obscure the Crown of Eyes
    --[X] Subterfuge excellency
    -[X] Sounds like a plan, explain it to them here, behind the wards of the Caer Sindi
    --[X] Use the Crown on the prison cell to ask "who is observing this scene right now?" before speaking
    [x] Release them under the conditions previously agreed to, you have a year to observe them before deciding on if you want to go with Tiffany's idea of luring the Denarians in the open
    [X] Release then, but only if they swear they will not seek to restore Arthur without your permission. This includes not enacting plans that could eventually contribute to that restoration. We will decide if and when such actions are carried out and will tolerate no machinations they may undertake behind our back which could endanger a world they no longer understand or the people who inhabit it.
    [X] Convince them no resurrection could ever work right, and they risk Arthur's legacy and how he's remembered
    -[X] Apply water to trigger Boiling Sea Mastery
    -[X] Naked Wicked Souls if we think it would help
    -[X] Empathy Excellency + Without Honor + Stunt + spend Willpower for an automatic success.
    -[X] STUNT: You settle besides the door to the cell, water glistening in your hair even as the jailors hang back."Humor me a moment, if you would." You begin, pitching your voice to carry to all three men on the other side of the door. "I would like to share a story with you, a fable of these modern days by Stephen the son of Pollock. You see, once there was a healer named Louis, who lived in a small town with his wife Ruth and his two children, and their cat." And slowly you settle into an abridged rendition of the plot to Pet Sematary.
    [X] Help us, knights of another time, a poor fit you might make in some ways but the world is poor itself in others and there are many trials needing your strength

Sounds like a plan! :V
 
Arc 13 Post 19: Judgement Cast
Judgement Cast

4rd of February 2007 A.D.

Steal a holy relic from the Church to use as bait for some of the worst people and the worst things in the universe... The decision feels like it should be harder, filled with soul searching and doubt, but you have searched your soul and found only certainty in the memory of your father's sad eyes when you asked what happened to his friend Shiro, in the long unbroken silences when 'work' came out, in the understanding of how Tiffany had been pruned into a spite and venom upon the world yet always a slave to her maker. Even in the fear that remains at facing the Devil's own vanguard that had laid low so many knights you find only assurance. If they are going to come for you then you will come for them. Arrogance some may call it to set your will and your mind against those of messengers who were with God in the Begining, whoever tainted, but at the root of your soul the Crown whispers voicelessly. Its fires had been stoked to bring death to the deathless, an end to eternities.

"I'm in." Such small words for so grand a plan.

Tiffany lets out a sigh of relief for worry she'd been hiding, Daniel gives you a smile seasoned with bravado, Olivia just nods in firm understanding.

"It's a pact then," Lydia proclaims, the air itself seeming to grow heavy as though the stones themselves are listening. Who else is, you wonder, struck by suspicion. Thankfully that's one question you don't have to live with. Only the names of you five echo back from the Crown, even the hounds had left the dungeons so you could have a chat with the prisoners. You tip your head to Tiffany, good guess, to which she quirks an eyebrow in pride half self-deprecating, half sincere.

Lost 1 Essence -> Now at 14/15

Lydia opens the speaking slit again and asks, no commands bluntly: "If you would have your freedom knights tell me true, how do you plan to fulfill your vows once your service is out."

Lydia Loses 1 Essence -> Now at 5/7

For a moment Lyr seems to freeze, not even breathing then he says just as straightforward. "You have a guess." It's not really a question. "The Shroud of Christ," he adds after a moment. "Gwair suggested we seek it instead of the Cauldron, but others there were who said Arthur would not wish for his knights to take like bandits in the night from the vaults of the Emperor in the East, for all that he too was unworthy of his crown for the refusal to aid his brothers in the West. Now Arthur lies in sleep of death. If he should find such fault with us I welcome it since that would mean he has breath to do it with."

Gwair himself glares at the golden haired knight's glib tone, though from the way it bounced off his resulting smile you'd guess that is common enough an occurrence. Even that mirth does not last long as you explain the bare bones of Tiffany's plans, to make a snare of Fallen Angels from the moment, to pry the coin from the corpse of Nicodemus Archleone and his fellows.

"Mighty are you daughter of death, but mightier still have fallen seeking to make an end of the Dark One's brood," to his credit Madon seems genuinely concerned with the safety of the girl who, at least for the moment, is still his jailer.

"Mightier still we are all together," you uncoil the whole of your soul, eyes beyond count burning, brighter than they ever had before, mingling with silver and pale crystal light. Tiffany takes a step forward, but does not unveil herself, either from a wish to be subtle, or not wanting to risk a failure, drained as she is from empowering Daniel earlier.

The others take a step back, but it's Lyr who is moved to shock, the air starting to play around him, tugging at hair and beard, though not a wisp passes the door. "What fire do you hold Margret Queen of Cities Five?"

"My own," your answer brooks no clever wordplay nor self-deception. "In the Halls of Winter it was found, bound against itself, to me it came when mortal strength would not suffice to overcome the trials ahead. Perilous it is, for such is the nature of fire." You reach a hand almost through the slit, letting the cold waft in. "Grasping it is for such is the nature of ice, but I do not burn that which is not foul, nor bind any save what this world should not have to bear."

In another, time, another place, they'd likely have asked for surety, but you are companion to the one who, alone of all the world can free them. Or perhaps they trust your father's good name even not having met him, the judgement of Excalibur.

"Add three more swords to that tally," Madon says quietly.

Gwair speaks up then in Welsh, not Latin, though the answer from Sir Madon is translation enough, no need to look to Tiffany.

"We swore to oppose the thralls of Hell long ere Arthur fell on Cambo-landa. How can we let the young ones fight this battle alone, only because it risks being our end? By your silence you agreed to service for a year and a day to the Daughter of Arawn. Was it only for the belief that it was without peril?"

"You are right," the younger knight —at least you think he's younger, hard enough to judge in the stillness of this place. "It was unworthy of me to ask that a quest just as ardently sought should be delayed for the sake of our own. To us and us alone, falls the judgement, the last of Arthur's knights."

Lyr's smile grows vicious. "Let us remind them why they feared to cross the borders of Camelot, why six of their fellows came to languish under Merlin's wards. I Lyr Half-Tongue... " he begins and one by one the knights make their vows. No magic binds them, for they are mortal still, despite the Essence flowing through their veins, but you have no doubt they will keep them all.

Lydia presses her hand to the door and then presses into it, flesh and essence sinking deep, like recognizing like. Attuning it like the strange figure you won from Opal in the house of the Mothers, Usum whispers. Smoothly, without sound it parts down the middle. For the first time in more than fifteen centuries the last Knights of the Round Table walk free.

Though the hall the hounds begin to bay, from the foundations to the peak crowned in pale flame, not a warning, but in joy. Again they could walk the wide world beyond the sceptered isle.
Lydia Reaches Essence 4 -> Essence Restored to 8/8
Lydia Gains Incarnate Hounds of Arawn


Tiffany clears her throat and says in English. "It might be wiser to take the Ways to Chicago. I do not think they would find it anymore shocking than Brittan, less so perhaps for being set atop unfamiliar bones."

"Or I could teach them here, the basics and the language," Lydia says, obviously not thinking much of the prospect. The point had been to take what hounds desire it home with her.

"I'll teach them," Tiffany steps up. "I might not remember their world perfectly, but I'm still closer to it than most and I can make some observations of their strengths and weaknesses for when such things are needed."

"Oh... thank you. What can I...?"

Tiffany cuts Lydia off with a dramatic shrug, meant you suspect to veil sincerity she's not that comfortable with yet. "It is what friends are for is it not?"

As though to emphasise the point a veritable avalanche, a cornucopia of hounds, a dogo-copia maybe, bursts in and start asking Lydia all kinds of questions: Where are we going to live? Are you in charge there? Are you advising the rulers? Are there beast spirits to run with or just spirits of thought, lightning and steel? They cheat in races...

"We cheat too though," one of the smaller hounds speaks above the din kindling a spark of long cherished divine power they all share.

As Creatures of the Otherworld the Hounds that Lydia called to her side have strength, wit and will far beyond any mortal beings in addition to
  1. The power of speech, once attuned to the land the Hounds can speak all languages spoken in that land the better to guide the dead
  2. The ability to cross the veil in places of death, choosing to walk in spirit or in flesh (See Deathless Beast Fetter)
  3. The ability to bite at the heels of the unquiet dead, no matter what form they may take (Damage always counts as Aggravated against the undead)
Additionally they retain one legacy of their past as divine hounds beloved of the Lord and Lady of the Underworld

[] Bad Luck Curse: The hallmark power of black cats and other beasts of ill-omen, this Charm directs the tides of fate and fortune to curse the ass of some beleaguered mortal.
The spirit's player spends one point of Essence and rolls that spirit's Gnosis against difficulty 6. Each success on that roll changes the result of the targeted character's next roll into a 1. Thus, an otherwise-successful roll can be turned into a failure… and, if there are no more successes left, but one or more 1s on that roll, into a botch. The spirit may use this Charm as often as it likes. Pissing off a black-cat spirit, then, is a fast-track trip to a really bad day.

[] Deflect Harm: With an invisible wave of power, the spirit deflects incoming attacks made against the spirit or — if the spirit "lends" this Charm to a mortal host — the host imbued with the spirit's blessings. Each point of Essence spent by the entity blocks one health level of damage from an incoming attack that turn.
This Charm deflects bashing, lethal, and aggravated damage equally well, and protects against damage caused by magickal assaults as well as it protects against physical ones.
A spirit may employ this Charm for as long as that character's Essence Trait holds out. A mortal host blessed with this Charm by a spirit helper, however, may deflect up to five health levels of damage per turn; additional damage slides past the deflection effect and affects the host normally.

[] Good Luck Charm: By adjusting the flow of fortune, the spirit offers good luck to the object of its affections. One Essence point allows the another character to reroll a single task, though for better or worse that character must keep the results of the second roll. This Charm can be employed only once for any given task but can be used as often as the spirit desires. Being lesser magic this charm does not apply to rolls relating to the use of Ancient Sorcery (Casting Spells and Creating Splendors)

[] Blinding Fog: Conjuring a thick curtain of dark smoke, the spirit confounds the vision of pathetic mortals in its midst. Such smoke is a hallmark power of certain djinn and elementals, though spirits of water, moors, swamps, or coasts may conjure blinding fog instead. The spirit's player spends two points of Essence in order to conjure the cloud. That cloud obscures all forms of mortal vision, including magickal and hypertech sight, for as long as the spirit concentrates on the cloud's existence. This billowing curtain fills an area of roughly 10 feet square for each point of that spirit's Rage Trait. The cloud appears wherever the spirit wants it to manifest, and it disperses one turn after the spirit stops concentrating on its presence.

[] Spirit Gossip: Heading off into the Umbra to speak to other spirits, the entity can gather information about Otherworldly matters. Obviously, the entity in question must be able to enter the appropriate Realms and talk to the appropriate spirits without getting smacked for its presumptuousness. A demonic imp, for instance, who wants to go quiz some angels is liable to have a difficulttime finding anything other than a celestial beatdown.
This Charm requires no Essence to cast; instead, the spirit departs its immediate surroundings in search of information. Depending on what questions that spirit asks, and which methods it employs while looking for the answers, the spirit's player rolls the character's Gnosis plus any
appropriate Abilities (if it has them), such as Occult , Etiquette, Intimidation and so on. Thanks to variations of time-passage between the Umbra and the material world, this excursion might take as little as a turn or two, or else as long (for a really involved search with complications) as a day or more.

OOC: The hounds are built like weak familiars, I know that is quite strong for her to have dozens of them, but well... Molly has SGI clones, I think it is fair for Lydia to have her own inteligent magical agents.
 
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Hmm, Bad Luck Curse would be great for focusing down boss enemies, Deflect Harm functions as a general combat trait, and Fog and Gossip functions as different types of espionage options. I suppose the question is what do we need most? Anti-boss fight, general combat, sources of info, or cover to let us undertake Obvious actions that might risk secrecy or the masquerade?
 
am not generally in the school of people who believe that Exalted effects uber alles, especially in another setting where there are explicit mechanics to allow some of the denizens contest them.
There are straight up mechanics for opposing perfect effects in ExWoD, IIRC.

Even in Creation, high-Rank Gods had Excellencies and perfect effects to oppose Exalted effects.
I'm not saying that the exalted were unstoppable or always won everything, but they're significant because they've been given the depth of power to matter even at the very top.

I'd once again like to make the argument that the rules for charm opposition and generally screwing with the exaltations were written specifically for the case of mage game crossovers. The justification was about not undoing what mages are in their own setting:

How come mages get to screw around with Exaltation when that was always strictly off-limits in Exalted itself? Mostly for the same reason the Gurahl get to bring the dead back to life, even though that was a feat be- yond the power of even the mightiest of the Chosen back in Exalted: this is a different era and it plays by different rules. Mages have the power to at least attempt to rewrite reality according to their will, and I didn't feel it was Exalted vs World of Darkness's job to delegitimize what mages are. The Exalted are "guests" in the World of Darkness, albeit very unruly ones. They're crashing in on someone else's story. I didn't want this book to make the World of Darkness feel like a paper mockery of itself by just taking away any facts or features that might be troublesome for the Chosen.

I personally don't like this because it undercuts too much of what the exalted are supposed to be. They're monsters of past ages and deeper laws that survive the turning of the world because the first and greatest of all creator entities - one who knew weakness and mortality before entropy as we know it was even possible - turned that flaw against itself to make something too sublime to ever truly be lessened.

Even accepting it though what we're playing isn't a mage game. The things to be preserved about that setting aren't a thing here. There's also a difference between perfect effects and more normal charm powers. The answer to perfects should have to be perfects, that's the basic premise behind them.


More generally, I disagree with your evaluation that the white god has to be stronger than a primordial - primarily because of the parameters you're using to judge strength.

The entities we're discussing here operate at a deeper level than base physics. A mote of essence isn't an amount of matter or energy, it's word count in a living story. That's why one mote can fuel so many different effects; different writing styles and narratives require different amounts of work to convey an idea or justify an action.

A space opera staring an interstellar missile frigate probably has an easier time nuking things than a WW2 story centered on a marine battalion, while the WW2 one is probably who you want to call for a gun fight in the jungle.

The biggatons do matter, especially when talking about people who have to live in the story instead of bringing their own from home, but as a cross comparison between entities at that level it's not necessarily the decider.

A lot of this is speculative, but to my eye stuff like the sheer scale of the physical universe and other key changes to reality as compared to creation are part of the white god's paradigm. So asking him to blow up a galaxy is exactly like asking Theion to disrupt or dissolve a hierarchy. To them those things are atomic objects that don't require extra effort to interact with.

Maybe the white god is stronger, maybe he's weaker, but how much energy it'd take to do things within our system isn't a good measure for comparing different ones.
 
"I'll teach them," Tiffany steps up. "I might not remember their world perfectly, but I'm still closer to it than most and I can make some observations of their strengths and weaknesses for when such things are needed."

"Oh... thanks you. What can I...?"

Tiffany cuts Lydia off with a dramatic shrug, meant you suspect to veil sincerity she's not that comfortable with yet. "It is what friends are for is it not?"
Tiffany is adorable man.

I suppose the question is what do we need most? Anti-boss fight, general combat, sources of info, or cover to let us undertake Obvious actions that might risk secrecy or the masquerade?
She's in our party but I think we should focus predominately on what Lydia needs from them since these are her familiar's and Molly gains power much faster.
 
[X] Bad Luck Curse: The hallmark power of black cats and other beasts of ill-omen, this Charm directs the tides of fate and fortune to curse the ass of some beleaguered mortal.

Debuffing seems like the best choice for fighting the harder enemies, and fighting Denarians would count.
 
Ok, Bad Luck Curse is looks extremely tempting.
Not only is it a power that can change how a boss fight goes completely, it is also something that can be used, and used subtly, in basically everything where any opposition is involved, from making guards fail to notice spying, to social combat, to making resistance rolls fail (for example if someone is rolling against the Hope Plague in hell). So it is versatile, effective and ironic.

This said, Deflect Harm sheer ability to increase their survivability is extremely powerful.

Other powers, while extremely nice, have less of an impact in my opinion, since we have other methods to get similar results.

Currently I would tentatively choose Bad Luck Curse, I think.
 
No, that would be too powerful, keep in mind these are all the scraps of divine power, not the real deal whole and vital.
Ok, fair enough, I can see it being too powerful otherwise.
Than I am changing my opinion.
I am now strongly for Deflect Harm for following reasons:
Dogs are mooks. Relatively strong ones and there might be some ways to revive them if they are not too far gone, but I expect us to see losses among them, given our foes. Deflect Harm gives them an ability to be able to survive dangerous situations they otherwise wouldn't, I think this to be extremely important.
Edit:
It also gives them an option to be far more capable bodyguards, the ability to effectively intercept damage for others without having to take damage themselves sounds as something that can be really useful.

[x] Deflect Harm: With an invisible wave of power, the spirit deflects incoming attacks made against the spirit or — if the spirit "lends" this Charm to a mortal host — the host imbued with the spirit's blessings. Each point of Essence spent by the entity blocks one health level of damage from an incoming attack that turn.
 
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The entities we're discussing here operate at a deeper level than base physics. A mote of essence isn't an amount of matter or energy, it's word count in a living story. That's why one mote can fuel so many different effects; different writing styles and narratives require different amounts of work to convey an idea or justify an action.

A space opera staring an interstellar missile frigate probably has an easier time nuking things than a WW2 story centered on a marine battalion, while the WW2 one is probably who you want to call for a gun fight in the jungle.

The biggatons do matter, especially when talking about people who have to live in the story instead of bringing their own from home, but as a cross comparison between entities at that level it's not necessarily the decider.

A lot of this is speculative, but to my eye stuff like the sheer scale of the physical universe and other key changes to reality as compared to creation are part of the white god's paradigm. So asking him to blow up a galaxy is exactly like asking Theion to disrupt or dissolve a hierarchy. To them those things are atomic objects that don't require extra effort to interact with.

Maybe the white god is stronger, maybe he's weaker, but how much energy it'd take to do things within our system isn't a good measure for comparing different ones.
To add to your point a little bit. In that line of essence being a tool to write a story rather than a definitive energy it cost a solar the same amount to do every activity I'm about to list and they all do extremely different things that have completely different scales and have completely different actual energy requirements but they all cost the same amount of essence.
Halo of Ministerial Dominion
Cost: 20m, 1wp
Mins: Bureaucracy 5, Essence 4
Type: Simple (Dramatic Action)
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: Speed the Wheels

Roll (Intelligence + Bureaucracy + Essence), not Influence. This Charm's Dramatic Action activation time generally requires one day of effort per dot of Magnitude of the bureaucracy the character attempts to gain support within, though stunts may reduce this period at the Storyteller's discretion. Halo of Ministerial Dominion's activation roll must overcome the Dodge MDV of the leader of the targeted organization for the Charm to take effect. This Charm may not be resisted with an opposed roll; instead, the leader of the bureaucratic organization may choose to block a successful activation by spending 5 Loyalty. Doing so immunizes the organization against this Charm for one season.

Market Buster Strike
Cost: 20m, 1wp
Mins: Bureaucracy 5, Essence 5
Type: Simple (Dramatic Action)
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: Frugal Merchant Method

This Charm's Dramatic Action activation time generally takes one week, though stunts may reduce this period at the Storyteller's discretion. Its activation roll may not be resisted; instead, the Lawgiver's (Intelligence + Bureaucracy) roll must overcome a difficulty of ([Bureaucracy + Influence] ÷ 2), with the Bureaucracy and Influence values derived from the highest total rating possessed by any character who opposes the Solar's market manipulations. Ignore the final sentence of the Charm.
These charms are essentially taking over of a regular organization and mass Market manipulation costing 20 motes.
Youth-Restoring Benison
Cost: 20m, 3wp
Mins: Medicine 7, Essence 7
Type: Simple (One dramatic action)
Keywords: Combo-OK, Obvious, Shaping, Touch
Duration: Instant
Prerequisite Charms: Anointment of Miraculous Health, Wholeness-Restoring Meditation

This legendary Charm was employed only rarely in the First Age, as a reward for the most loyal of a Solar's mortal retinue, or to preserve a favorite servant or lover. It involves a complex, delicate 12-hour medical procedure that resets the Essence flows of the target's body and mends instabilities of the flesh. At the end of the process, the target is physically returned to the flower of youth—18 years of age for humans, or the proportional equivalent for animals. The target retains all memories and skills. This procedure is efficacious only when used on behalf of mortals or animals, and it wears off after a year and a day, returning the target to his previous age unless the Solar chooses to renew the Charm's application with another 12-hour procedure. Alternatively, the Lawgiver's player may choose to spend one experience point in addition to the standard cost of the Charm, removing the need for upkeep. The target will then begin to age normally from the point of his "reset" youth.
At Medicine 10, Essence 10, the experience point cost for enduring youth disappears. The Solar is still capable, though, of performing the Charm so that the target requires yearly maintenance.

A Hood On Death
Cost: 20m, 1wp
Mins: Medicine 7, Essence 7
Type: Simple
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Ailment-Rectifying Method, Contagion-Curing Touch

Transcending individual treatment, the Solar exercises sovereignty over disease, giving it form at her behest. The Solar selects a specific disease. All instances of the targeted disease within (Essence x 20) miles are immediately pulled from those who suffer from them, traveling at the speed of prayer to the Solar's location. There they coalesce over the course of one day, leaping together in a roiling mass of filth and shadow that eventually becomes a single, powerful plague god of that particular disease—one which harbors an indestructible Intimacy of loyalty to the Solar who caused it to come into being. The spirit may somewhat resemble the Solar in appearance. This god is equivalent to a spirit of the second rank or third rank, depending on the virulence and magnitude of the disease and its outbreak (see The Compass of Celestial Directions, vol. III—Yu-Shan, pp.122-124) The spirit always has the Bane Weapon Charm, which is efficacious against other spirits of the disease it represents, and a special Charm called Consume Sickness, which allows the spirit to spend 10 motes to draw out the sickness it represents from a person and consume it, gaining a point of Willpower or restocking a Virtue channel in the process. This Charm may only function if a number of individuals of Magnitude 6 or above are infected with the disease within the targeted area.
These essentially allow for the restoration of someone to be prime of their youth for a year and a day and the creation of a Celestial deity the healing of a magnitude of people and the Loyalty of a god strong enough to affect entire cities with its strength 20 motes.
Wyld-Shaping Technique
Cost: 20m, 1wp
Mins: Lore 5, Essence 3
Type: Simple (Dramatic Action)
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Any Two Lore Excellencies, Chaos-Repelling Pattern

In the First Age, Lawgivers used the Wyld-Shaping Technique to conquer the Wyld and expand Creation. They stood at the edge of the world and forced shape into the teeth of the howling storm. This Charm forces a region of chaos to take form as the Exalt commands.
Wyld-Shaping Technique is an extended dramatic action. The dice pool used equals (the Solar's Intelligence + Lore). Each roll requires five hours of effort, and the character pays the Charm's cost with each roll. This roll has a base difficulty of 1 in regions of Pure Chaos, 3 in the Deep Wyld, 5 in the Middlemarches and 10 in the Bordermarches of the Wyld. The Lawgiver can spend accumulated successes at any point to complete part of her construction. This functions as follows.
Demesne: To forge a demesne, the Solar must first create the land and then spend successes equal to its demesne level.
Land: To create a stable region—such as land—the Solar must spend successes equal to its Resources value. She can spend up to five successes at a time. This does mean that creating fertile land and mineral resources requires more effort per acre than blasted plains, desolate marshes and lifeless ocean. The Solar can use Wyld-Shaping Technique in this region as if it were the Middlemarches of the Wyld, but all other effects consider it a Tainted Land—touched by Wyld energy, but a part of Creation.
Magical Things: To create a manse or artifact, the Solar applies the successes on this roll directly as Craft successes in manse or artifact construction. This Charm cannot speed the construction process more than tenfold, but the character is specifically permitted to supplement this process with Craft Charms such as Craftsman Needs No Tools.
People: To create extras, the Solar spends successes equal to the number of Background dots necessary to have them as followers. To create useful Essence 1 servants, the Solar spends one success per servant. Increase the required successes by one if the character is creating a coherent military unit, social group or government out of the chaos. The Solar can spend up to five successes at a time.
Wealth: To create portable wealth, the Solar must spend successes equal to its Resources value. She can spend up to five successes at a time.
Things made by this Charm are not real in and of themselves. Their reality stems entirely from Creation—from the reality of the Lawgivers, the Imperial Mountain and the Loom of Fate. As long as the created things continue to interact with Creation or the Exalted, as through the magical trade networks established in the First Age to tame the Wyld, they survive.
Wyld Cauldron Technology
Cost: —
Mins: Lore 5, Essence 4
Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Wyld-Shaping Technique

The Lawgiver may craft reality from the Wyld. This Charm enhances the Exalt's Wyld-Shaping Technique, allowing the character to make permanent and real things.
Land/Wealth: The character can make real land or wealth with Wyld-Shaping Technique. This follows the normal rules, but the character must make a sacrifice—normally, a quantity of orichalcum or jade with Resources value equal to the Resources value of the creation. The character cannot sacrifice functional artifacts. The character can instead spend (Resources value x 2) in experience points, carving the necessary land or wealth out of his soul. Magical Things: If the character builds a manse or artifact out of materials imported from Creation, the result is real—it does not lose its reality as described above.
People: The character can change a person or a social group with Wyld-Shaping Technique. Doing so subtracts an external penalty equal to the target's MDV from the successes on the character's Wyld-Shaping roll. If the character succeeds, she may change the target's Motivation and impose a number of points of Wyld mutations equal to the Solar's Essence. The target can resist this change by spending four Willpower. The target can alternatively spend two Willpower and state a short condition, such as "do not make me hideous" or "do not make me a traitor," which limits the Solar's options but does not prevent the effect. Storytellers can veto conditions such as "do not change me at all." Targets of this Charm must be present in the Wyld and within (Essence x 10) yards of the Solar.
The creation of real and permanent lands materials and people 20 Motes if solars wants to make them completely independent of Creation they have to pay some level of their own soul but in that way it acts like soul in Dresden Files in the fact they can just grow it back defending what they Wrought. So when Uju says the White God is stronger than any of the primordials it's kind of missing the point I imagine it cost the white God just as much Essence to delete a Galaxy as it does to make a star. Because functionally the narrative is removal or addition to A system that they made rather than an actual inclement or measurement of strength.
 
Dogs are mooks. Relatively strong ones and there might be some ways to revive them if they are not too far gone, but I expect us to see losses among them, given our foes. Deflect Harm gives them an ability to be able to survive dangerous situations they otherwise wouldn't, I think this to be extremely important.
Yeah I'm leaning towards that too. They can also use the Charm on Lydia or anyone else for that matter. It's a nice power for mans best friend to have.
 
[X] Bad Luck Curse: The hallmark power of black cats and other beasts of ill-omen, this Charm directs the tides of fate and fortune to curse the ass of some beleaguered mortal.
I don't remember if I mentioned it here, but I once played a mage whose familiar had this ability. And she solved a critical battle by turning the nefadi mage's throw into a mega botch and enemy got sucked into a black hole because of it.
 
I don't remember if I mentioned it here, but I once played a mage whose familiar had this ability. And she solved a critical battle by turning the nefadi mage's throw into a mega botch and enemy got sucked into a black hole because of it.
That sounds like an extremely specific and ideal case though since the power only effects one dice.
 
[x] Deflect Harm: With an invisible wave of power, the spirit deflects incoming attacks made against the spirit or — if the spirit "lends" this Charm to a mortal host — the host imbued with the spirit's blessings. Each point of Essence spent by the entity blocks one health level of damage from an incoming attack that turn.
 
[x] Deflect Harm: With an invisible wave of power, the spirit deflects incoming attacks made against the spirit or — if the spirit "lends" this Charm to a mortal host — the host imbued with the spirit's blessings. Each point of Essence spent by the entity blocks one health level of damage from an incoming attack that turn.
 
Just like its peer it does not work on Ancient Sorcery. Other than that any one die can be turned into a 1, keep in mind though it is only one die at a time and that is your action, unless you catch someone right on the edge of a fail or a both it is not that powerful...
Maybe you could clarify the descriptions in the voting section. Because maybe I don't understand something, but there you can read it as "number of successes on a gnosis roll = number of changed dice."

That sounds like an extremely specific and ideal case though since the power only effects one dice.

Well, it could be a discrepancy between the rules or a translation problem. But it doesn't matter. I get your point and I'll think about it.
 
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