Green Flame Rising (Exalted vs Dresden Files)

[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.
 
Yes, this is something they already have.
Ok then. In this case the choice is clear.

[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.

Companion of the Hunter can grant both Bad Luck and Good Luck charm through a single Special Advantage, but the defensive options it can grant are much worse / more costly. The optimal build is Deflect Harm here + Tides of Fortune (5 pts Special Advantage, grants both Good and Bad Luck charms with Willpower instead of essence) + Alarcity 2 pts (grants additional action for 1 WP point) + either Blending or Aww!.
 
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Companion of the Hunter can grant both Bad Luck and Good Luck charm through a single Special Advantage, but the defensive options it can grant are much worse / more costly.
If we can get it later than this should be a no brainer between the two. Also I think the Bad Luck charm would synergize pretty well with the Shadow Spite Curse.

Edit: To be clear I'm advocating for the Deflector.
 
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If we can get it later than this should be a no brainer between the two. Also I think the Bad Luck charm would synergize pretty well with the Shadow Spite Curse.
Yes. Lydia gets to spend 9 Special Advantage points on up to 7 hounds (1 slot is taken by her raven). Tides of Fortune is a 5 point special advantage that reads as follows:
Tides of Fortune (5 pts.)
Invoking the fickle currents of fortune, you can employ
a combination of the spirit powers Bad Luck Charm and
Good Luck Charm. Instead of spending a point of Essence,
you must spend a point of Willpower to confer ill or happy
fortune upon the target of your whims. For details about
those Charms, see below.
The remaining 4 points should be dumped into this:
Alacrity (2-6 pts.)
Damn, you're fast! Capable of bursts of inhuman speed,
you can strike before most people can think. Each two points
spent in this Advantage, up to the maximum six points,
allows you to spend a Willpower point and take one extra
action within a single turn. That six-point Advantage, for
instance, would let you act four times in a single turn for the
cost of one Willpower point. Subsequent Willpower points
spent that turn do not add up, however; six points let you
act four times in one turn no matter how many Willpower
points you spent that turn. This bonus lasts only one turn
per point of Willpower spent that turn; if you need to burn
Willpower in order to move like the wind, however, you can
do so for as long as your Willpower lasts.
This way the hounds get 3 actions per turn, and can be super efficient, by attacking, cursing the target with bad luck, and defending with the Deflect Harm in one 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.

The part that allows them to lend the deflection to others is what convinced me. Imagine that elite Sanctuary fire team we brought to Vegas, only each has a dog ready to shield them.

Our people already got magic ray guns, but they don't have magic energy shields, AFAIK. They got the DPS, but they are still almost too squishy for the kind of battlefield we would bring them.
 
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[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.
 
This seems like a really, really, horrible idea but I guess we're committed now. We should definitely not do this for a while though, I want to have some serious fortifications in place first so we don't all die. At minimum multiple dedicated splendors, wards, bound gods, and armies of magitech blenders.

Also something set up to ruin this whole era for them. I don't expect to be able to kill them unless we're essence 5 and put a lot of work into it first, and even then killing multiple would be a trial, but sticking them with curses that will take serious time and energy to wash off without cheating is more viable.

I'm thinking we get into the vampire war first; the knights are unlikely to object and we can do a good deed while harvesting exp/resources to fuel our trap.
 
[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.

Also something set up to ruin this whole era for them. I don't expect to be able to kill them unless we're essence 5 and put a lot of work into it first, and even then killing multiple would be a trial, but sticking them with curses that will take serious time and energy to wash off without cheating is more viable.

I'm thinking we get into the vampire war first; the knights are unlikely to object and we can do a good deed while harvesting exp/resources to fuel our trap.

Yes, after they get used to our time, we can send them, attack teams and robotic teams from the sanctuary along with one of our specialized clones with leadership to attack Reds targets. We even have a meeting with Carlos this turn where we can tell the White Council that they can hire us as mercenaries for this.

We kill vampires and still get paid.
 
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[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.

It seems like offense is relatively easier to get than defensive skills here. And in general I think there hasn't been a ton of direct threat to Molly in most recent arcs, but more threats to those around her and stuff she cares about.
 
[X] Spirit Gossip: Heading off into the Umbra to speak to other spirits, the entity can gather information about Otherworldly matters.

This sounds like a great communication tool and can let us scout ahead when in hostile territory.
 
[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.
 
@DragonParadox Errors
If they are going to come for you than you will come for them.
I think this should be "then".
If you would have your freedom knights tell me true, how to you play to fuffil your vows once your service is out.
Gwair sugested we seek it instead of the Cauldron, but others there were to 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.
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 heard, though not a wisp passes the door
Beard maybe, though heard would also fit.
I do not think they would find it anymore shocking than Brittain, less so perhaps for being set atop unfamiliar bones."
"Oh... thanks you. What can I...?"
The power of speech, once attunes to e land the Hounds can speak all languages spoken in that land the better to guide the dead
 
Kind of undermined by the Crown of Eyes though along with Lydia's ability to speak to and summon spirits/ghost.

I think I'm leaning towards the protective ability, but ghost scouting is legit neat so I feel obligated to try advocating for it/looking deeper in the damage reduction.

First for the damage reduction, part of me wonders how useful it might be. I'll admit I'm really not familiar with the system or its math so more than open to analysis that says what I'm talking about isn't possible. It's 1 Essence to 1 Damage Level, and considering Molly's Essence can be used to dispel any curse ever at 1 to 1 it...seems not very worth it for her or other party members.

So as mentioned itd be best for squishes, which is great! Molly knows and cares about a lot of squishes after all. This part really depends on the system math, but how big of a game changer is 5 damage? I'm seeing pretty big numbers in Molly's latest fights and I get those are top scale big numbers, but would 5 consistently make or break living vs dying if say somehow pops over for a drive by? Also wonder if there might be hidden costs to the ghost doggos having to constantly be abalative armor. Seems unpleasant.

Okay now points in favor of ghost scouting. Honestly this is a cool world and being able to interact with more of it is always good. Lydia does have ghost pulling powers, but they aren't always reliable and seem to veer towards getting her in contact with people that need help vs pure info. And yes there's the crown, but there's always times where we're Essence limited (or don't wanna burst into unholy eye flames), and ghost dog scouting can be in a lot of places at once and get more scene focuses for the crown.
 
Ok. Speaking of Caer Sindi as a whole, though. It's a spirit realm, right? How bad is its general condition? And what would it take to establish a permanent connection from Lydia's residence to it? NeverNever is fluid, as I understand it, and conceptually connected to real world, so this might be possible.

The foundations are seem solid
The furnishings are rotting/rotted/gone
Lydia has not even looked at the throne room
The various hunting implements/weapons/trophies of lives lived are more or less frayed depending on origin and age

As for connecting it to her home, she could do so, the most straightforward way to do so is to bury a bunch of bodies of the recently deceased on the property and then personally guide their souls to the tower. even when they pass on that connection will still exist through Lydia herself.
 
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