Green Flame Rising (Exalted vs Dresden Files)

1) An Excellency outside of combat lasts (Essence + 1) minutes.
Yes this is what I was talking about it less Essence Plus One turns in combat we activated it for combat why would it still be active after the combat ends we have a conversation and a walk. Now Dragon Paradox may say that, yes you switch from combat time to normal time when a combat ends in your Excellency is still active I don't think you can just assume that though.
 
To do the math offhead, Soak 11 at DC4 will on the average soak 8HL of damage.
That means that a 20 Damage bomb with average rolls at DC6 would deal 8-10HLs of damage. Basically Molly would soak it all, or take around 2 HP of damage.
We just saw a layered spell why would it only be 20 levels of damage. In what world does that assumption make sense a normal bomb can be 20 damage.

Denarians have direct access to Hellfire and this one is a full-blown wizard accumulating enough damage successes on a force roll to get to 30 damage is 15 (five rounds) seconds for an above average wizard for a greater denarian sorcerer if they could do it in 9 (3 rounds) seconds I would not be surprised it might be a lucky roll to do that but it'd be very easy.

Hell this assumes there isn't just an actual bomb that's been enforced with magic to make it more powerful which would decrease that number of rounds to possibly one if it's a good bomb.

We've already seen implanted spells and this guy is obviously another Patsy and if he's done a clever trick already why not something a bit more hammer-like for the second one.
 
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Yes this is what I was talking about it less Essence Plus One turns in combat we activated it for combat why would it still be active after the combat ends we have a conversation and a walk. Now Dragon Paradox may say that, yes you switch from combat time to normal time when a combat ends in your Excellency is still active I don't think you can just assume that though.
We activated the Occult Excellency at the end of the fight, after we'd KO'd the thralls.
Thats when the enemy Fuck You contingency activated.

We just saw a layered spell why would it only be 20 levels of damage. In what world does that assumption make sense a normal bomb can be 20 damage.

Denarians have direct access to Hellfire and this one is a full-blown wizard accumulating enough damage successes on a force roll to get to 30 damage is 15 (five rounds) seconds for an above average wizard for a greater denarian sorcerer if they could do it in 9 (3 rounds) seconds I would not be surprised it might be a lucky roll to do that but it'd be very easy.

Hell this assumes there isn't just an actual bomb that's been enforced with magic to make it more powerful which would decrease that number of rounds to possibly one if it's a good bomb.

We've already seen implanted spells and this guy is obviously another Patsy and if he's done a clever trick already why not something a bit more hammer-like for the second one.
Because I checked for what to expect.

In M20, a car bomb is 20 dice of damage AoE. A truck bomb is 30 dice of damage AoE.A ritual-cast trap by 4 elder wizards in this quest(Team Morgan's trap back in South America) had 12 dice of Agg damage, 24 for vampires.
We have benchmarks for what to expect.


Setting traps is not a free action, and ritual casting takes time.
Namshiel cant be simultaneously trying to crack his way into a Council safe room and be ritual-casting magical traps on multiple people on the offchance that we trigger them.

He's potentially the scariest mortal wizard we've encountered thus far, but he has mortal limits.

The fact that he went with mind-control traps on the other thralls rather than some explosive conflagration suggests that no, casual suicide bombs are not on the table.
Else he'd have already used them.
 
Setting traps is not a free action, and ritual casting takes time.
You don't need a Ritual cast to set a trap Wizards can just take more rounds of time and casting a spell and they get to roll their Arete multiple times. Unlike Sorcerers they can just roll turn after turn after turn at a certain point it does become a ritual but three rounds is not that point.

Hell Dresden when he freezes the lake in the books is essentially doing the same thing freeze a lake is way too big a spell for him to just cast even if it is pretty low level magic of taking the heat out of the lake so he just casts it over multiple rounds.
 
You don't need a Ritual cast to set a trap Wizards can just take more rounds of time and casting a spell and they get to roll their Arete multiple times. Unlike Sorcerers they can just roll turn after turn after turn at a certain point it does become a ritual but three rounds is not that point.
If it was as simple as you assert, Namshiel would have left traps EVERYWHERE. So would Peabody, for that matter.
Those thralls we disabled would each be carrying truck-bomb style programmed effects. So would the phone.
What you are asserting only works for an instacast evocation.

You are talking about a contingent effect programmed to set off in the future under a specific set of conditions and have enough damage to count as a suicide bomb. Something that yields more damage than a thrall wizard throwing magical mayhem. That requires enough successes that you need extended rolls with a set duration, and you can still botch and have to start all over again.

And thats assuming you dont need material components.

M20 optional rules for ritual casting are on p541
Less than 5 successes: 5 minutes per roll
5-10 successes: 1 hour per roll
>10 successes: 4 hours per roll

The Storyteller is afforded a great deal of freedom to freestyle the duration of such extended rolls as they wish, but those are the numbers.
Hell Dresden when he freezes the lake in the books is essentially doing the same thing freeze a lake is way too big a spell for him to just cast even if it is pretty low level magic of taking the heat out of the lake so he just casts it over multiple rounds.
When Dresden creates an iceberg in Cold Days?
Under M20 rules, he's doing an instacast spell, with his Mantle either providing reduced DCs or extra automatic successes due to the nature of the spell.

Its not a trap. Its not something that has to be programmed to trigger later.
There is nothing complicated about it.
 
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M20 optional rules for ritual casting are on p541
Less than 5 successes: 5 minutes per roll
5-10 successes: 1 hour per roll
>10 successes: 4 hours per roll
A brief rite (one to five successes) reflects a short observance: a song, a quick prayer, activating a mechanical sequence, sticking pins in a doll, that sort of thing. Game wise, this involves one or two rolls and 5 minutes or less of story time. Magic wise, the right conjures a simple effect through either a focus or she'll force of will, depending on the Mage's abilities.
That's not 5 minutes per roll that's 5 minutes or less total for one or two.
In the section before this shaking bones at someone also counts as a ritual probably a brief rite that takes less than 30 seconds but is more then you would get casting a normal spell in combat time.

Yet again is he had a brief right that was 30 seconds of him shaking the ashy bones of Shango at him he could roll twice which considering he's a ancient sorcerer who is a full wizard and a powerful one at that I just doubt that 20 damage is what we're looking at.

Though you are completely correct none of that is a free action.
 
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Like I said?
If it was that easy, we wouldnt be worrying about suicide bombs on thrall wizards, we'd be worrying about landmines on random stretches of tunnels and anchored to random projectiles.

It just does not appear to work that way.
 
-[X]Molly Action: Countermagic
Countermagic to what? That's not how it works. Here is the desertion of countermagic:
Counterspells and Unweaving
Any sorcerer with even the faintest sense of self-pres-
ervation learns how to stop magic as well as perform it.
Early on it allows them to fix their own mistakes. At
later stages, sorcerers have an uncanny habit of finding
themselves in conflict with each other and with other
denizens of the World of Darkness. Being able to protect
themselves from other supernatural powers is an essential
survival skill.
The two basic sorts of countermagic are Counterspells
and Unweaving. They work against sorcery and Sphere
magick, and in some cases against the powers of other
supernatural beings (See the section on Crossovers for
details). There are even specialized versions to counteract
each distinct sort of supernatural power. For 3 freebie or
experience points, the sorcerer can learn to counter the
magic of one of vampires, spirits, ghosts, or the fae. So
12 points will buy a full spectrum of countermagic. Many
sorcerers attest that this investment of time and energy
has paid off wonderfully in ensuring their survival.
Counterspells are the simpler form of countermagic.
Here, the sorcerer just attempts to blunt the incoming
effect, sapping its strength and possibly even causing it to
fail. A Wits + Ability roll at difficulty 8 cancels successes
one-for-one. The Ability is usually Occult for mystic
sorcerers and Science for technomagical ones, though
others are often useful. Countermagical Ability is cho-
sen at character creation. If the sorcerer scores enough
successes that their opponents effect fails, all costs paid
for it are still paid. The sorcerer can spend a Willpower
point to aid countermagic, but they must achieve one
natural success for it to work at all: simple force of will
cannot work unless channeled through a ritual.
Unweaving more directly dismantles a spell. While
countermagic attempts to draw the energy out of whatever
is happening and works very generically, unweaving is
targeted and counteracts the specific problem the sorcerer
is dealing with. To do this, the sorcerer must have the
Path used in their opponent's spell (or the most applicable
Path for non-sorcerous opponents). Then, they can make
the Path's roll at difficulty 8 to subtract successes from
the spell or effect. Unlike counterspells, unweaving can
be used as an extended ritual to unmake complex and
powerful enchantments.
Knowledge is a part of this, however, and if the
unweaver's opponent is more knowledgeable, an extra
success is needed for each rank of difference. These
successes are counted first, so a sorcerer with Hellfire 3
trying to unmake a rank 5 effect would need to first get
two successes to begin, and then match the number of
successes on the effect being unwoven.
There are no incoming effects, so counterspells don't apply. And Unweaving doesn't work because Molly doesn't have knowledge of what's going on. Sorry, but your plan just doesn't work.
 
[x] Plan 'Fire in the Hole' sounds good
-[x] Might as well Shadow Spite Curse the host as they do.
-[x][Stunt] You would love to jump in sword first, but that might get you in the way of the lines of fire so instead you stand by the opening and wish doom on the enemy. It feels more potent than it sounds.
 
Countermagic to what? That's not how it works. Here is the desertion of countermagic:

There are no incoming effects, so counterspells don't apply. And Unweaving doesn't work because Molly doesn't have knowledge of what's going on. Sorry, but your plan just doesn't work.
I'd assume he means countermagic readied for the first thing Thornyboy does.
 
Tiffany is giving this plan and with Find the Faithful she should be able to identify Namshiel's location from miles away let alone less then 10 feet.
 
Well, if there ever was a Solar openly in this world, why not Gilgamesh?

Because Gilgamesh as a Solar doesn't work. He's at least a century younger than Merlin and doesn't have Merlin's reputation for living for millennia. Gilgamesh's myth/history occurs somewhere in the span of 6 centuries from the 30th Century BC to the 24th century BC.
 
You know random thought and not that I want it anytime but does exalted vs world of darkness let you buy those things that lets you get to 6 dots in stuff like melee?
 
Well here's hoping he's trying to pull another fast one rather than "think fast chuckle nuts" with a Hellfire grenade rather than a flashbang.

[X]Plan Glassbreak
 
Vote closed.
Adhoc vote count started by DragonParadox on Oct 7, 2024 at 12:21 PM, finished with 119 posts and 10 votes.

  • [X]Plan Glassbreak
    -[X]Molly Action: Countermagic (Occult Excellency still active)
    -[X]Molly Action: Movement
    -[X]Molly Action: Attack: Bashing damage. Melee Excellency if necessary. Grab the phone as well, break the camera.
    -[X]Olivia: Leg shot
    -[X]Retroactive Activation
    --[X]Anima + Aspects: Flight + Demonsword + Transcendent Anathema + Surprise Negator
    --[X]All Things Betray + Hellscry Chakra: 2m
    --[X]Tiffany: Flesh 3: Raise Molly's Stamina to 10 for the scene
    -[X]STUNT: The world comes into sharp clarity as you focus, dropping the phone into a pocket even as you reach out with your will the hooded figure, a hand of Essence and will making contact with the ethereal fire of magic and smothering it. You dont turn your head as you bark "Negative ID, Tiffany. Olivia, disable!" You wait a beat for the shot you know is coming, then you move, hilt already in motion for the back of the target's head.
    [X] Plan Breach
    -[X] Preparatory phase
    --[X] Activate ATB with willpower
    --[X] Activate Aspects: Flight, Sword, Transcendent Anathema + Surprise Negator
    --[X] Activate Emergency Minion Hologram: summon a squad of heavy gurvel infantry, 3 of whom are solid (4 essence total)
    -[X] Breach Phase
    --[X] Tiffany uses Lore of Light 1 as a flashbang
    --[X] Gurvel breach
    --[X] Molly uses Shadow Spite Curse, then follows her minions
    --[X] Others are on overwatch for traps, and do countermagic
    [x] Plan 'Fire in the Hole' sounds good
    -[x] Might as well Shadow Spite Curse the host as they do.
    [x] Plan 'Fire in the Hole' sounds good
    -[x] Might as well Shadow Spite Curse the host as they do.
    -[x][Stunt] You would love to jump in sword first, but that might get you in the way of the lines of fire so instead you stand by the opening and wish doom on the enemy. It feels more potent than it sounds.
 
Arc 14 Post 45: Peeling Away Lies
Peeling Away Lies

18th of February 2007 A.D.

Lost 2 Essnece -> Now at 12/18 (Hellscry Chakra+ATB)

A crippling curse comes to your lips, a fraction of a second away from diving for cover Lash would know how to deal with the Fallen, but something's not right, the sound from before, the phone in plain view, like signposting his own death. "Negative ID, Tiffany. Olivia, disable!"

Like the whistling blade of a guillotine your power arcs to but the threads, and meets no resistance. As you rush forward you are gripped by vertigo:
...
Just beyond the closed glass doors turned away you stands is a thin figure garbed in grey
....
Before you is a being of poisoned geometries that lie upon the canvas of space and time as once they spoke truth
...
Ringing all around cacophony, like the the storms of other minds, too many, too close like when you were a child


Auras clash in the glass as you break it, like a film of oil over murky waters, just as you'd imagine one of the Fallen would look wrapping around the soul of one long tainted, just as you imagined. In that moment you realize your gut or maybe just your fears hadn't been lying to you, the threads were backwards, not spinning from his fingers, but by his fingers making a puppet of the man, the wizard.

There's no time to say anything else as in the same moment you shatter the glass Olivia's shot shatters his tibia utterly.

"Son of a fatherless whore!" Tiffany curses viciously, in plain English this time. "That's LaFortier"

The phone still turning slowly in the air rings out with the mocking voice of the Denarian: "Ah, poor deluded Samuel, isn't it enough you had him tossed in the dungeon? Must you shatter his leg as well? We didn't have anything to do with that by the way. We are just good at finding things other people try to hide and you know what they say, a wizard is a terrible thing to waste."

The battery sparks, about to explode before Morgan barks out a command and it's wrapped in a sphere of water, the simple levitation enchantment grounded into uselessness. Good thing to know he has some limits.

"That was... perfect, it wasn't just the look and the sound of it. I could feel Namshiel in there," Tiffany pushes her heir angrily out of of her eyes as the wardens gather around the collapsed wizard.

"An illusion that complete leaves its marks," Tzola props up LaFortier and manually opens an eye, whispering something in Latin too fast for you to follow. "Do not be alarmed."

From blood and labored breath he draws out a tripartite image: one a sorcerer wrapped in glowing mists, his face obscured, another grey gaunt figure covered in spines all too literal and the last a man in an ugly brown sweatshirt and faced black pants marked with chemical stains. "Behold the faces of our enemy that we might not mistake him again." Turning his head he speaks a little more loudly than he strictly has to. "No one open their Sight! He will be anticipating that."

Morgan nods once sharply, Lady M sniffs.

"Can you heal this even with the spell on him?" you motion to the elder wizard, at least in shock if not in some worse state.

"It will be twice as hard since I'm healing two wounds but..." your friend stops. "The wound would have woken Peabody in his cell. He might try to make something of that. It's not as though he has anything to loose."

What does Tiffany do?

[] Heal LaFortier and Peabody, between the latter and Tiffany your money's on her (Opposed Faith vs Arete Rolls; Peabody takes -2 from being distracted)

[] Leave some of the wardens with LaFortier while the rest of you continue hunting Thorned Namshiel
-[] Write in who

[] Write in


OOC: Well you did not dispell the illusion, but you did see through it in time not to add more blunt force trauma to LaFortier. Tiffany also got a bit of a nasty shock there. She is used to Supernatural Awareness being reliable but when one is talking about a millennia old sorcerer who also has the same ability to play around with that is less true.
 
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