Green Flame Rising (Exalted vs Dresden Files)

Wait, I thought the wheel option was the one for just doing it without talking to the council first. Choosing the other doesn't lock us into unnecessary and extensive exp purchases does it?
 
I really dont think the Hell option is a good idea.
Even assuming it works, because IIRC it should only work if you actually die in Sanctuary, not if your dead body was brought there.
Sanctuary's Wheel only needs the soul to work, no body required. Our did you think Lydia was digging up hundred year old bones to rez people in Sanctuary as we planed.
 
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Okay, so why this option when? Seriously, if it won't work and the GM knows it won't work...Why give us this choice? This isn't a trap like the maze.
I dont have the time at the moment to review the ExWoD document or Yog's Hell, but my recollection of the mechanics are that you have to die in Hell to be reborn in Hell.
Wont be the first time the QM has forgotten something.

And thats assuming that @BoredMan isnt correct about the whole "turn into a Creature of Darkness" dealie.
Sanctuary's Wheel only needs the soul to work, no body required. Our did you think Linda was digging up hundred year old bones to rez people in Sanctuary as we planed.
Who? There's been no Linda in this quest as far as I am aware.
 
The wizards know that you can put a soul into a body without consequences to their free will; thats what happened to Luccio.
Most of them have a religious hatred for that kind of magic that extends beyond the practical reasons behind the laws.

Frankly I don't think we see anyone properly raise the dead like this after they're well and truly gone other than Kemmler. Swapping souls between living bodies or bringing someone back who's been dead for only slightly longer than modern medicine can bring you back from isn't the same thing as taking hours dead meat and putting ghosts into it.

I think it's somewhat nonsensical for Lydia to be allowed to do this in the first place, but even letting that go it's got a significantly larger stigma associated with it than the wheel does even if maybe-hell is scary.

In terms of taboo violations your proposal is the equivalent of going "No, no, they're step siblings so it's okay".

I dont have the time at the moment to review the ExWoD document or Yog's Hell, but my recollection of the mechanics are that you have to die in Hell to be reborn in Hell.
Wont be the first time the QM has forgotten something.
We have at least two rulings on this. I asked about it directly when voting to have Lydia poke the wizard souls in the first place.

On a narrative level I don't see why it'd need to work that way. This is the torment feature of our hell. The base inspiration the exaltation took is for sucking in dead souls and subjecting them to the res conditions. People can just leave again because infernals make proper matter instead of using ectoplasm for everything.
 
Arc 14 Interlude 17: Liberty's Siege
Liberty's Siege

18th of February 2007 A.D.

According to Casey 'Secret Nazi Moon Base' was a common story beat in modern media, Martha knew vaguely recalled learning after seeing her playing one of those new computational machine games. If only it had been that obvious. Looking down at the grotesque approximation of a man, its head an amalgamation of wolf and man dressed in a crude imitation of the uniforms of the Third Reich made of iron and... Was that lizard skin? Murmuring a spell quickly under her breath and holding out a golden bead marked with impossibility small script she touched a part of it unmarred by blood and her eyebrows darted right up into her into her hairline. That was going to get some wizards of her acquiescence interested some of them even for serious reasons and not just to indulge the little boy who lived inside every man, whether they be thirty or three hundred. A reality marble that size that approximated the proper laws of physic so closely...

"We've secured the perimeter ma'm," James called out respectfully from he door, barked out really. He was a good boy, but she had never quite gotten him to drop the military mannerisms he'd developed in Vietnam. She rather suspected he got a kick out of fighting some of the enemies of his father's war no matter how grim a sign their presence may be. "We are still working on contact with the Hidden Halls but..." he hesitated.

"We have to check all the contacts seven-fold given that we know we have traitors and not a few of them," she finished. Her face Martha knew did not show anger or sadness, a skill she had learned even before wizardry

Her Library of the Obscure was not a place that could get attacked by just any horde of lunatics out of the deep Nevernever, they had been lead here, slipped past the outer wards even, only the fact that she had the sense of contracting out the inner wards to Wyldfae used to dealing with hostile glamor-craft had prevented the attack from being much more devastating than it was.

If I had to fight that Mistfiend on anything like even ground things would not have gone as well as they did.. Martha was not one easily scared by death, but the creatures of the Outside could do much worse than kill their victims. She wouldn't take Rashid's responsibility for all the tomes in the lost Library of Alexandria. One would like to imagine the warlocks, the traitors, had underestimated the defenses of the library rather badly. After all she did not advertise, but the fact that some of them were in street clothes not to mention seemed frightened by their own bestial allies would indicate that this force had been thrown together on the fly either in an act of opportunism or desperation. Frankly neither option filled her with confidence.

Was it one of the new books, the scrolls, something dark, something they wanted? The system for taking in new works was long and laborious, complicated by the fact that she only had three assistants. The demands of war trumped those of long-term scholarship. All of said assistants were also he guard and thus not the best equipped to do library work, though again looking at the slaughter all around contrasting with the relative lack of damaged texts she could not say they had not served her well in his instance.

Served me? Come a long way didn't you Martha? She still found herself a little repulsed at the faux feudal language of the Council after all this time, the tongue of masters and servants, especially as it crept into her own head. But now was not the time to interrogate her feelings on the matter, now was the time to get back to the Hidden Halls with news of the attack, check if anyone had heard of things like this.

"Wish we could've taken one alive," she mused. "Why were they so desperate, why now of all times? Where in the Devil did they get that mistfiend?"

Another time she might have worried about invoking attention she did not need, but something told her the Devil was surely paying attention to whatever this was already.

OOC: Remember those Nevernever mages? Welp Martha Liberty found some of them, or rather they found her in her library deep in the Nevernever, thankfully the attack was very disorganized and she rolled well for prep. Still those werewolves were not something she or anyone really had been expecting. Let's just say Gorfel was not the only thing to escape from Nazi occultist circles at the end of the war unfortunately. Previous vote still open since I did not have the time to clarify things all of today.
 
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impossibility small script she touched a part of it unmarred by blood and her eyebrows darted right up into her into her hairline. That was going to get some wizards of her acquiescence interested some of them even for serious reasons and not just to indulge the little boy who lived inside every man, whether they be thirty or three hundred. A reality marble that size that approximated the proper laws of physic so closely...
Did they find hollow earth or whatever the Dino-nazi clubhouse was called?
 
@DragonParadox is this an okay splendor?

It is primarily working with Sovereign Elemental sway as it has got two servings of Mystic fortification and works primarily like weather control sorcery.

As every other method of weather control in world of darkness is extremely vague like Forces 4 weather witching in Mage the Ascension (though that is kind of fitting that the base difficulty for weather witching is seven which I kept for actively using the storm to do things) or kind of strange and vague like the lore of storms from Demon the Fallen.

Though it is considerably stronger than weather control sorcery simply because there is no hour or hours long wait for an effect in that way it is very similar to lore of storms from demon the Fallen.

Tempestes Domini ●●●●

Taking the Form of a 2x3 inch tattoo of A stately emblem, emblazoned with storm-charged clouds casting snow and lightning over a desolate wind-scoured field. While dislodged from its home/Host it appears to be a Cloud of flowing silver Cumulonimbus wreathed in lightning. Gives the bearer the power to manipulate and control the Weather as well as all the elements therein. While granting protection from them all.

System: Taking control of existing weather events is a difficulty 7 Power roll (Splendor rating + Essence, P'o, Faith, Instinct, Arete/2, Ritual, Mana). Enhancing or reducing an existing phenomenon is also a Power roll in which its difficulty is the desired intensity with the number success between the current intensity and that intensity. Example: Killing Frost to cold breeze is a difficulty 4 roll that requires 5 successes. A Dense Fog to a Monsoon is a Difficulty 8 roll that requires 3 successes.

The Spontaneous generation of Weather phenomenon (ie, enclosed spaces and dead calms) works by taking two turns. The First turn is making a Generation roll (Manipulation + Awareness) against a difficulty of the Scale of the phenomenon ( 4 - 100 yards in diameter, 5 - Effects about a half-mile area, 6 - Up to 2 miles in area, 7 - An area roughly five miles in diameter, 8 - An area 20 miles in diameter, 9 - An area nearly 100 miles in diameter).

Successes on this roll determine the duration of the generated weather phenomenon ( 1 Success 3 rounds, 2 Success 1 Minute, 3 Success up to an hour, 4 Success up to a day, 5 up three days, additional Successes follow the days per success 6 Successes 6 days 7 Successes 7 days ect…) Successes in excess of the chosen duration may reduce the difficulty by up to -3 on the Intensity roll.

Storm Forging is potentially two rolls in one action that dictate the intensity, control and power of a phenomenon. The first is an Intensity (Wits + Craft) roll made at the difficulty of the well intensity of the event. Difficulty 4 is small changes in the environment: a sudden cold breeze, a slight drop in room temperature, difficulty 5 are Minor changes to the environment summoning up a dense fog, ensuring that skies are cloudy or creating favorable winds.

At Difficulty 6 The rains and winds are at your command. Rain Showers come when you call them, and strong winds blow where you will. You can change the local temperature by as much as 30 degrees in either direction and can calm strong storms and winds that can generate moderately difficult terrain +1 difficulty on enemy actions.

Difficulty 7, Storms move and surge where you will; powerful rains, gale force winds and cold snaps (changes of up to 40 degrees in temperature) You can also take control of existing weather patterns Or use the generated pattern; with an additional (Reflexive) Power roll at difficulty 7 which allows you to direct some phenomenon of the storm (hailstones, powerful waves, lightning bolts, smashing winds, etc.) at a specific target. These attacks do (the wielders Force successes) in damage; a new roll must be made for each attack. Lightning bolts do lethal damage (aggravated if the subject "botches" the soak roll), other attacks do either lethal or bashing damage depending on their exact effects. Additional successes on the Intensity roll can generate difficult terrain up to + 3 to the difficulties of various rolls.

Difficulty 8, Control over the thunderstorm is absolute. Great winds surge and crash when you command, and no man can stand when you send the winds against him. The blizzard and the drought are your weapons. Additional successes on the Intensity roll can generate difficult terrain up to + 3 to the difficulties of various rolls. Elemental attacks sent against others do 3 health levels + wielder Force successes on a difficulty 7 Power roll.

Difficulty 9, Summon the most destructive of weather patterns: tornadoes, hurricanes and monsoons, killing Frosts and raging thunderstorms. Additional successes on the Intensity roll can generate difficult terrain up to + 3 to the difficulties of various rolls. Their elemental attacks can kill even the most powerful of men; attacks do a base of 5 health levels + wielder Force successes on a difficulty 7 Power roll.

● Generation (Manipulation + Awareness)(1 action)
● Intensity (Wits + Craft)(1 Action)
● Power (Splendor rating + Essence,P'o,Faith,Arete/2, Ritual, Mana) (Reflexive)

Construction/Generation of Wind/Cloud/Lightning objects due to the 'uniqueness' of the medium simple monobody/featureless constructs are fast & easy ranging from Difficulty 3 rough spheres to difficulty 5 pole/rod/javelin everything in that range can be made reflexively. Featured/Complex forms require a turn to shape and range from Cube (difficulty 6) to Glove/Boot (difficulty 8) needing to spontaneously generate the given Cloud or Lightning increases the difficulty by 1. Weapons maintain both base difficulty and Mode(Attribute + Ability) when made of Wind/Cloud/Lightning.

By default Wind/Cloud constructs deal Bashing and Lightning Deals Lethal changing this requires an additional success on the craft roll. By default lightning cannot be made solid enough to resist Solids or forces though constructs of lightning deal damage on contact where Wind and Cloud constructs do not. Single turn constructs can either dissipate or release their compressed content indiscriminately. Objects with no successes in duration must be used on the turn they are created and are subject to multiple action rules. Additional successes on these craft rolls can be allocated in different ways from blast area, difficulty of wielding the construct or the soak of said construct (neither of which cannot be lowered by more than three), to the amount of Health levels a construct (1 success per Two health levels) possesses.

Coaxing water in the air to condense or Electricity from sockets to coalesce is a Manipulation + Awareness roll; this roll's base difficulty starts at 5 but rises higher if you're trying to alter a large or rarer amount of that element (Water from desert or arid air, Electricity from a Sparking transformer/Lightning Bolt) and can be lowered by favorable conditions (High humidity or fog, Electricity from power station or power lines). Additional successes on this roll may reduce the difficulty to shape Lightning/Cloud/Wind by up to -3 difficulty. In Shintai the character is considered to have all three on hand ready to shape (No difficulty break either way for craft actions).

How long lasting and how damaging a given construct is follows the Base Damage or Duration table (page 504 Mage: The Ascension 20th Anniversary Edition) as a Force spell rolled with (Splendor rating + Essence, P'o, Faith, Arete/2, Mana) dice at difficulty 5, duration can't go above a scene. Static constructs and Armor count damage as soak with no auto success.

● (Optional) Condense/Coalesce (Manipulation + Awareness)(1 action)
● Create Quality- Form (Wits + Craft) (Reflexive at Difficulty 5 and below) (1 Action)
● Stats (Splendor rating + Essence,P'o,Faith,Instinct,Arete/2,Ritual,Mana)(Reflexive)
● Create-Stats One action, Two rolls such as with Violence as Focus
Examples
Exalted Sen takes a turn to make a vague lightning sword with a defined edge; they generate the lightning and so make a Wits + Craft roll against difficulty 7; Scoring 2 successes they succeed in forging the blade while reducing the difficulty to wield it by one.

They then roll (Stat)8 dice against difficulty 5 and gets 4 successes one automatic success on damage(Force) they allocate 2 to duration making the construct last a scene the rest are allocated to damage making a blade that deals 6 damage and hits on difficulty 5 if left impaled in a target they take 6 damage per turn until they make a difficulty 9 strength roll to dislodge the construct.

The final enemy begins to flee from them so they rear back their hand and shapes a small sphere. Making a reflexive Wits + Craft roll against difficulty 4(3) they score 4 successes lowering the difficulty to strike their target by 3 and increasing blast radius by one.

They then roll (Stat)8 dice against difficulty 5 and score 6 successes, one automatic success on damage(Force) they allocate none to duration and all to damage. This bolt hits on difficulty three and deals 14 Lethal Damage in a ten meter radius where it hits.
Fin the Dhampyr while being pursued by his 'family' through the city needs armor and armaments for the fight about to begin so begins to draw power from the nearby street lights he makes a Manipulation + Awareness roll against difficulty 6 he scores 3 successes 2 more than he needs reducing his craft roll difficulty by -2.

He then makes the gloves and so makes a Wits + Craft roll against difficulty 6(8) he scores 4 successes 3 more than he needs so succeeds in forming the gloves while reducing the difficulty to hit by 3 imbuing his fist with the speed of lightning. He then rolls (Stat)6 dice against difficulty 5 and gets 3 successes one automatic success on damage(Force) he allocates 2 to duration making the construct last a scene the last is allocated to damage making his hands brawl weapons that deal Strength + 4 damage on a successful hit at difficulty 3 and will last a scene.

Though this is not quite enough to protect him from his ancestors' disciplines so he gathers the wind around him to compress into armor. Making a Wits + Craft roll against difficulty 8 to compress the wind around his form but not to constrict his movements.

He scores 3 successes 2 more than he needs so succeeds in forming the Wind body plate that blunts the impacts that connects by lower Soak difficulties by two. He then rolls (Stat)6 dice against difficulty 5 and gets 4 successes he allocates 2 to duration making the constructed armor last a scene the last two are allocated to Soak (damage) meaning Fin has Stamina + 2 Soak dice rolled at difficulty 4 against all damage for the rest of the scene.
Temna the Sorceress seeking to further occlude her path and slow her pursuers in the fog seeks to cause the fog to thicken to a near white out. The perfect condition for Cloud shaping(-3) and The volume of Fog(+3) she is trying to manipulate cancel out meaning she rolls her Condense roll of Manipulation + Awareness at base difficulty 5 scoring 4 successes getting -3 difficulty on the crafting roll.

Trying to make a largely amorphous mass she then makes a Wits + Craft roll against difficulty 3 due to a great roll for condense she begins with three automatic successes making the roll she ends up with 9 successes that she dedicates for Area(Blast radius) making a ninety meter cloud of near white. Counting as difficult terrain with +3 Difficulty to most actions of anyone not Temna.

Believing she has shaken her Pursuer she dips into an alley and raises a fog wall behind her. Due to Great conditions that she herself has already set up she begins her condense roll with one automatic success and difficulty 3. She rolls then scores five successes plus the automatic success due to low difficulty for six successes total which lowers the subsequent shaping roll by three. Forming a more solid featured mass in the alley.

She then makes a Wits + Craft roll against difficulty 3(5) with one automatic success making the roll she ends up with 6 successes that she dedicates to the soak difficulty of the wall (-3) and Health levels of the wall (0/0/0/0/0/0). She then rolls (stat) 9 dice against difficulty 5 and gets 6 successes she allocates 2 to duration making the constructed cloud wall last a scene the other 4 are allocated to Soak (damage). The Alleyway is blocked by a Cloud wall with 6 health, 8 Soak, that soaks damage at difficulty 3.
Form of Graceful Winds (1 pt. Form Element)
The Splendor takes the form of something that is graceful, or cold, or crackles with electricity, or is marked with decorations evocative of winds and clouds. It might be made of ice. This Element defines the Splendor's physical form and gives it a character, and that character is aligned with the elemental power of air. Other Elements may draw upon this fact.
The Splendor cannot be harmed by wind, cold, or electricity. As an Adornment, increases its
user's basic movement speed, before any multiplication by Charms or other powers, by
(Splendor's rating) yards per turn.

Form of the Hero's Shadow (2 pt. Form Element)
The Splendor manifests in the world as an enchantment embedded in a specific person present at the time of its summoning, chosen by its owner. If it has no other Form Element, then it appears as a mark like a tattoo somewhere on the infected individual's body. Wherever they go, so too goes the Splendor. If it has a physical Form Element, then it appears in the infected individual's possession, and will always return to them at the beginning of each scene even if thrown away, left behind, or given away. If its physical Form is something immobile like a tree, then the targeted individual is going to find that tree wherever they go for the duration of the Splendor's manifestation.
If the Splendor is an Adornment, then this Element allows its benefits to be enjoyed by the person to whom the Splendor is attached, even if they're not its owner and not attuned to it. Even if they're not Exalted at all.

Sacred Protection (3 pt. Root Element)
This Splendor defines that which cannot threaten those within its influence, according to the Splendor's character as defined by appropriate Form Elements.
It provides immunity to damage from wind, cold, and electricity (air); being crushed, cut, or
pierced by stone or metal (earth); being burned (fire); being drowned (water); being poisoned or struck by wooden objects (wood); disease (death); possession (spirit); or the twisting of the mind by supernatural powers (dreams).

Mystic Fortification (1 pt. Mystic Element)(x2)(Sovereign Elemental Sway)
One of the Splendor's snares or benefits is particularly wicked or potent. Modify one roll associated with the Splendor by increasing or decreasing its difficulty by two, or modify one value associated with activating or resisting its effects (such as the number of points of Willpower that must be spent to shake off a Beautiful Lie) by two.

Sovereign Elemental Sway (1 pt. Mystic Element)
The Splendor manipulates and reshapes that which resonates with its character, as defined by Form Elements such as Form of Crackling Fire and Form of Ash and Dust. The benefits
provided depend on whether the Splendor is an Adornment or Fascination, and on which Form or Forms it has incorporated.
Incorporated into an Adornment, this Element allows the Exalt to use Craft actions to sculpt
wind, water, and fire as though they were clay, creating impossible works of art or short-lived elemental tools. Living wood can be induced to grow into patterns the Exalt desires in the same fashion, while the difficulty to work with stone or metal is reduced by two. The difficulty to craft dead flesh into Arcana may be reduced by two as well. The Exalt can raise or lower the Gauntlet by one degree per success on a Crafts roll to modify it, and can rework the chimerical identity of things.
 
Did they find hollow earth or whatever the Dino-nazi clubhouse was called?

More will be revealed in the debrief update.

@DragonParadox is this an okay splendor?

It is primarily working with Sovereign Elemental sway as it has got two servings of Mystic fortification and works primarily like weather control sorcery.

As every other method of weather control in world of darkness is extremely vague like Forces 4 weather witching in Mage the Ascension (though that is kind of fitting that the base difficulty for weather witching is seven which I kept for actively using the storm to do things) or kind of strange and vague like the lore of storms from Demon the Fallen.

Though it is considerably stronger than weather control sorcery simply because there is no hour or hours long wait for an effect in that way it is very similar to lore of storms from demon the Fallen.

Tempestes Domini ●●●●

Taking the Form of a 2x3 inch tattoo of A stately emblem, emblazoned with storm-charged clouds casting snow and lightning over a desolate wind-scoured field. While dislodged from its home/Host it appears to be a Cloud of flowing silver Cumulonimbus wreathed in lightning. Gives the bearer the power to manipulate and control the Weather as well as all the elements therein. While granting protection from them all.

System: Taking control of existing weather events is a difficulty 7 Power roll (Splendor rating + Essence, P'o, Faith, Instinct, Arete/2, Ritual, Mana). Enhancing or reducing an existing phenomenon is also a Power roll in which its difficulty is the desired intensity with the number success between the current intensity and that intensity. Example: Killing Frost to cold breeze is a difficulty 4 roll that requires 5 successes. A Dense Fog to a Monsoon is a Difficulty 8 roll that requires 3 successes.

The Spontaneous generation of Weather phenomenon (ie, enclosed spaces and dead calms) works by taking two turns. The First turn is making a Generation roll (Manipulation + Awareness) against a difficulty of the Scale of the phenomenon ( 4 - 100 yards in diameter, 5 - Effects about a half-mile area, 6 - Up to 2 miles in area, 7 - An area roughly five miles in diameter, 8 - An area 20 miles in diameter, 9 - An area nearly 100 miles in diameter).

Successes on this roll determine the duration of the generated weather phenomenon ( 1 Success 3 rounds, 2 Success 1 Minute, 3 Success up to an hour, 4 Success up to a day, 5 up three days, additional Successes follow the days per success 6 Successes 6 days 7 Successes 7 days ect…) Successes in excess of the chosen duration may reduce the difficulty by up to -3 on the Intensity roll.

Storm Forging is potentially two rolls in one action that dictate the intensity, control and power of a phenomenon. The first is an Intensity (Wits + Craft) roll made at the difficulty of the well intensity of the event. Difficulty 4 is small changes in the environment: a sudden cold breeze, a slight drop in room temperature, difficulty 5 are Minor changes to the environment summoning up a dense fog, ensuring that skies are cloudy or creating favorable winds.

At Difficulty 6 The rains and winds are at your command. Rain Showers come when you call them, and strong winds blow where you will. You can change the local temperature by as much as 30 degrees in either direction and can calm strong storms and winds that can generate moderately difficult terrain +1 difficulty on enemy actions.

Difficulty 7, Storms move and surge where you will; powerful rains, gale force winds and cold snaps (changes of up to 40 degrees in temperature) You can also take control of existing weather patterns Or use the generated pattern; with an additional (Reflexive) Power roll at difficulty 7 which allows you to direct some phenomenon of the storm (hailstones, powerful waves, lightning bolts, smashing winds, etc.) at a specific target. These attacks do (the wielders Force successes) in damage; a new roll must be made for each attack. Lightning bolts do lethal damage (aggravated if the subject "botches" the soak roll), other attacks do either lethal or bashing damage depending on their exact effects. Additional successes on the Intensity roll can generate difficult terrain up to + 3 to the difficulties of various rolls.

Difficulty 8, Control over the thunderstorm is absolute. Great winds surge and crash when you command, and no man can stand when you send the winds against him. The blizzard and the drought are your weapons. Additional successes on the Intensity roll can generate difficult terrain up to + 3 to the difficulties of various rolls. Elemental attacks sent against others do 3 health levels + wielder Force successes on a difficulty 7 Power roll.

Difficulty 9, Summon the most destructive of weather patterns: tornadoes, hurricanes and monsoons, killing Frosts and raging thunderstorms. Additional successes on the Intensity roll can generate difficult terrain up to + 3 to the difficulties of various rolls. Their elemental attacks can kill even the most powerful of men; attacks do a base of 5 health levels + wielder Force successes on a difficulty 7 Power roll.

● Generation (Manipulation + Awareness)(1 action)
● Intensity (Wits + Craft)(1 Action)
● Power (Splendor rating + Essence,P'o,Faith,Arete/2, Ritual, Mana) (Reflexive)

Construction/Generation of Wind/Cloud/Lightning objects due to the 'uniqueness' of the medium simple monobody/featureless constructs are fast & easy ranging from Difficulty 3 rough spheres to difficulty 5 pole/rod/javelin everything in that range can be made reflexively. Featured/Complex forms require a turn to shape and range from Cube (difficulty 6) to Glove/Boot (difficulty 8) needing to spontaneously generate the given Cloud or Lightning increases the difficulty by 1. Weapons maintain both base difficulty and Mode(Attribute + Ability) when made of Wind/Cloud/Lightning.

By default Wind/Cloud constructs deal Bashing and Lightning Deals Lethal changing this requires an additional success on the craft roll. By default lightning cannot be made solid enough to resist Solids or forces though constructs of lightning deal damage on contact where Wind and Cloud constructs do not. Single turn constructs can either dissipate or release their compressed content indiscriminately. Objects with no successes in duration must be used on the turn they are created and are subject to multiple action rules. Additional successes on these craft rolls can be allocated in different ways from blast area, difficulty of wielding the construct or the soak of said construct (neither of which cannot be lowered by more than three), to the amount of Health levels a construct (1 success per Two health levels) possesses.

Coaxing water in the air to condense or Electricity from sockets to coalesce is a Manipulation + Awareness roll; this roll's base difficulty starts at 5 but rises higher if you're trying to alter a large or rarer amount of that element (Water from desert or arid air, Electricity from a Sparking transformer/Lightning Bolt) and can be lowered by favorable conditions (High humidity or fog, Electricity from power station or power lines). Additional successes on this roll may reduce the difficulty to shape Lightning/Cloud/Wind by up to -3 difficulty. In Shintai the character is considered to have all three on hand ready to shape (No difficulty break either way for craft actions).

How long lasting and how damaging a given construct is follows the Base Damage or Duration table (page 504 Mage: The Ascension 20th Anniversary Edition) as a Force spell rolled with (Splendor rating + Essence, P'o, Faith, Arete/2, Mana) dice at difficulty 5, duration can't go above a scene. Static constructs and Armor count damage as soak with no auto success.

● (Optional) Condense/Coalesce (Manipulation + Awareness)(1 action)
● Create Quality- Form (Wits + Craft) (Reflexive at Difficulty 5 and below) (1 Action)
● Stats (Splendor rating + Essence,P'o,Faith,Instinct,Arete/2,Ritual,Mana)(Reflexive)
● Create-Stats One action, Two rolls such as with Violence as Focus
Examples
Exalted Sen takes a turn to make a vague lightning sword with a defined edge; they generate the lightning and so make a Wits + Craft roll against difficulty 7; Scoring 2 successes they succeed in forging the blade while reducing the difficulty to wield it by one.

They then roll (Stat)8 dice against difficulty 5 and gets 4 successes one automatic success on damage(Force) they allocate 2 to duration making the construct last a scene the rest are allocated to damage making a blade that deals 6 damage and hits on difficulty 5 if left impaled in a target they take 6 damage per turn until they make a difficulty 9 strength roll to dislodge the construct.

The final enemy begins to flee from them so they rear back their hand and shapes a small sphere. Making a reflexive Wits + Craft roll against difficulty 4(3) they score 4 successes lowering the difficulty to strike their target by 3 and increasing blast radius by one.

They then roll (Stat)8 dice against difficulty 5 and score 6 successes, one automatic success on damage(Force) they allocate none to duration and all to damage. This bolt hits on difficulty three and deals 14 Lethal Damage in a ten meter radius where it hits.
Fin the Dhampyr while being pursued by his 'family' through the city needs armor and armaments for the fight about to begin so begins to draw power from the nearby street lights he makes a Manipulation + Awareness roll against difficulty 6 he scores 3 successes 2 more than he needs reducing his craft roll difficulty by -2.

He then makes the gloves and so makes a Wits + Craft roll against difficulty 6(8) he scores 4 successes 3 more than he needs so succeeds in forming the gloves while reducing the difficulty to hit by 3 imbuing his fist with the speed of lightning. He then rolls (Stat)6 dice against difficulty 5 and gets 3 successes one automatic success on damage(Force) he allocates 2 to duration making the construct last a scene the last is allocated to damage making his hands brawl weapons that deal Strength + 4 damage on a successful hit at difficulty 3 and will last a scene.

Though this is not quite enough to protect him from his ancestors' disciplines so he gathers the wind around him to compress into armor. Making a Wits + Craft roll against difficulty 8 to compress the wind around his form but not to constrict his movements.

He scores 3 successes 2 more than he needs so succeeds in forming the Wind body plate that blunts the impacts that connects by lower Soak difficulties by two. He then rolls (Stat)6 dice against difficulty 5 and gets 4 successes he allocates 2 to duration making the constructed armor last a scene the last two are allocated to Soak (damage) meaning Fin has Stamina + 2 Soak dice rolled at difficulty 4 against all damage for the rest of the scene.
Temna the Sorceress seeking to further occlude her path and slow her pursuers in the fog seeks to cause the fog to thicken to a near white out. The perfect condition for Cloud shaping(-3) and The volume of Fog(+3) she is trying to manipulate cancel out meaning she rolls her Condense roll of Manipulation + Awareness at base difficulty 5 scoring 4 successes getting -3 difficulty on the crafting roll.

Trying to make a largely amorphous mass she then makes a Wits + Craft roll against difficulty 3 due to a great roll for condense she begins with three automatic successes making the roll she ends up with 9 successes that she dedicates for Area(Blast radius) making a ninety meter cloud of near white. Counting as difficult terrain with +3 Difficulty to most actions of anyone not Temna.

Believing she has shaken her Pursuer she dips into an alley and raises a fog wall behind her. Due to Great conditions that she herself has already set up she begins her condense roll with one automatic success and difficulty 3. She rolls then scores five successes plus the automatic success due to low difficulty for six successes total which lowers the subsequent shaping roll by three. Forming a more solid featured mass in the alley.

She then makes a Wits + Craft roll against difficulty 3(5) with one automatic success making the roll she ends up with 6 successes that she dedicates to the soak difficulty of the wall (-3) and Health levels of the wall (0/0/0/0/0/0). She then rolls (stat) 9 dice against difficulty 5 and gets 6 successes she allocates 2 to duration making the constructed cloud wall last a scene the other 4 are allocated to Soak (damage). The Alleyway is blocked by a Cloud wall with 6 health, 8 Soak, that soaks damage at difficulty 3.
Form of Graceful Winds (1 pt. Form Element)
The Splendor takes the form of something that is graceful, or cold, or crackles with electricity, or is marked with decorations evocative of winds and clouds. It might be made of ice. This Element defines the Splendor's physical form and gives it a character, and that character is aligned with the elemental power of air. Other Elements may draw upon this fact.
The Splendor cannot be harmed by wind, cold, or electricity. As an Adornment, increases its
user's basic movement speed, before any multiplication by Charms or other powers, by
(Splendor's rating) yards per turn.

Form of the Hero's Shadow (2 pt. Form Element)
The Splendor manifests in the world as an enchantment embedded in a specific person present at the time of its summoning, chosen by its owner. If it has no other Form Element, then it appears as a mark like a tattoo somewhere on the infected individual's body. Wherever they go, so too goes the Splendor. If it has a physical Form Element, then it appears in the infected individual's possession, and will always return to them at the beginning of each scene even if thrown away, left behind, or given away. If its physical Form is something immobile like a tree, then the targeted individual is going to find that tree wherever they go for the duration of the Splendor's manifestation.
If the Splendor is an Adornment, then this Element allows its benefits to be enjoyed by the person to whom the Splendor is attached, even if they're not its owner and not attuned to it. Even if they're not Exalted at all.

Sacred Protection (3 pt. Root Element)
This Splendor defines that which cannot threaten those within its influence, according to the Splendor's character as defined by appropriate Form Elements.
It provides immunity to damage from wind, cold, and electricity (air); being crushed, cut, or
pierced by stone or metal (earth); being burned (fire); being drowned (water); being poisoned or struck by wooden objects (wood); disease (death); possession (spirit); or the twisting of the mind by supernatural powers (dreams).

Mystic Fortification (1 pt. Mystic Element)(x2)(Sovereign Elemental Sway)
One of the Splendor's snares or benefits is particularly wicked or potent. Modify one roll associated with the Splendor by increasing or decreasing its difficulty by two, or modify one value associated with activating or resisting its effects (such as the number of points of Willpower that must be spent to shake off a Beautiful Lie) by two.

Sovereign Elemental Sway (1 pt. Mystic Element)
The Splendor manipulates and reshapes that which resonates with its character, as defined by Form Elements such as Form of Crackling Fire and Form of Ash and Dust. The benefits
provided depend on whether the Splendor is an Adornment or Fascination, and on which Form or Forms it has incorporated.
Incorporated into an Adornment, this Element allows the Exalt to use Craft actions to sculpt
wind, water, and fire as though they were clay, creating impossible works of art or short-lived elemental tools. Living wood can be induced to grow into patterns the Exalt desires in the same fashion, while the difficulty to work with stone or metal is reduced by two. The difficulty to craft dead flesh into Arcana may be reduced by two as well. The Exalt can raise or lower the Gauntlet by one degree per success on a Crafts roll to modify it, and can rework the chimerical identity of things.


You can definitely make that, though I will note that would be even more disruptive to the local weather patterns than high level weather magic is normally, it does not just make hurricanes, it teleports them, If you use that at full power without a very good reason the fey courts would have words with you.
 
The whole event is going to be reverberating all across the supernatural world, isn't it? I wonder, and we should check, how many and what deadman switches the traitors and their masters had,
 
Most of them have a religious hatred for that kind of magic that extends beyond the practical reasons behind the laws.

Frankly I don't think we see anyone properly raise the dead like this after they're well and truly gone other than Kemmler. Swapping souls between living bodies or bringing someone back who's been dead for only slightly longer than modern medicine can bring you back from isn't the same thing as taking hours dead meat and putting ghosts into it.

I think it's somewhat nonsensical for Lydia to be allowed to do this in the first place, but even letting that go it's got a significantly larger stigma associated with it than the wheel does even if maybe-hell is scary.

In terms of taboo violations your proposal is the equivalent of going "No, no, they're step siblings so it's okay".
We dont see people raise the dead at all after they're gone, period.
Thats the province of faith magic and bigtime religious figures along the lines of Elijah and Jesus Christ.
Necromancers dont resurrect the dead, they fuck with their ghosts and bodies.

Kemmler reanimated the bodies, but other than himself he didnt ever bring anyone back. Kumori bound a dying/dead man's soul to their body until the body could be revived. We see Corpsetaker summon and control ghosts, but if the soul has passed on, you cant actually reach into wherever the soul has gone to recall it.

However, if the soul is still around? If it hasnt passed on to its destination? Then you have options.

Dresden, specifically, was put back in his body after wandering around for like half a year in Ghost Story; the body was kept viable, so he had somewhere to go. There is an another restless soul in Chicago, Sir Stuart Winchester, thats been watching over Mortimer's family since the 1700s(he's an ancestor), but he doesnt have a body to return to.

We have at least two rulings on this. I asked about it directly when voting to have Lydia poke the wizard souls in the first place.

On a narrative level I don't see why it'd need to work that way. This is the torment feature of our hell. The base inspiration the exaltation took is for sucking in dead souls and subjecting them to the res conditions. People can just leave again because infernals make proper matter instead of using ectoplasm for everything.
I dont have the time right now to review the source books, so I cant make hard assertions.
But my recollection about how the feature is supposed to work is very much geographically circumscribed; anyone can be resurrected, but you do have to die in Sanctuary to do so. You can leave after that.

The mortal Sanctuary agents who repeatedly worry about being lost to the Wheel would be much less so if they could simply be collected and returned.
 
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The mortal Sanctuary agents who repeatedly worry about being lost to the Wheel would be much less so if they could simply be collected and returned.
We don't know how this works. The agents are taking a risk.

Molly's world is an afterlife, as recognized by Lydia. It's possible that our agents will go to our world and be resurrected, but we cannot be sure, and there's o way to check without risk. Hence the worry
 
Liberty's Siege​
18th of February 2007 A.D.

According to Casey 'Secret Nazi Moon Base' was a common story beat in modern media, Martha knew vaguely recalled learning after seeing her playing one of those new computational machine games. If only it had been that obvious. Looking down at the grotesque approximation of a man, its head an amalgamation of wolf and man dressed in a crude imitation of the uniforms of the Third Reich made of iron and... Was that lizard skin?
OOC: Remember those Nevernever mages? Welp Martha Liberty found some of them, or rather they found her in her library deep in the Nevernever, thankfully the attack was very disorganized and she rolled well for prep. Still those werewolves were not something she or anyone really had been expecting. Let's just say Gorfel was not the only thing to escape from Nazi occultist circles at the end of the war unfortunately. Previous vote still open since I did not have the time to clarify things all of today.
This sounds uncannily like the wolfwaffen from Ghost Story.
Ghost Story Attack on Evil Bob's base said:
On the way, I got a glimpse of the opposition. They wore the black and-grey uniforms of the old Waffen-SS, but they weren't human. Their faces were stretched and distorted into the muzzle and jaws of a wolf, which looked damned peculiar without any fur covering it. Their eyes were black, empty holes—and I'm not being metaphorical when I say that. There were simply no eyes there. Just empty sockets. Machine-gun crews and riflemen—or maybe riflethings—alike poured fire into us, a panting, eager hunger to spill blood apparent on their monstrous faces.
Which suggests that this is Evil Bob's work, and that he found his way to these guys.
Further suggesting that the whole protracted harassment/infiltration campaign against Sigrun Gard was also connected to this.
 
Dresden, specifically, was put back in his body after wandering around for like half a year in Ghost Story; the body was kept viable, so he had somewhere to go. There is an another restless soul in Chicago, Sir Stuart Winchester, thats been watching over Mortimer's family since the 1700s(he's an ancestor), but he doesnt have a body to return to.
The body was kept alive you mean. He never technically fully died.

That's my point really. These guys are fully dead and we don't have living bodies to put them in. Taking an existing shell is evidently simpler than making someone properly come back to life in their own.

Magically animating a corpse and getting a soul to ride it isn't the same as resurrection.

I think the far and away easiest and most effective option is to use our hell. Which should definitely do this; the FCF are an afterlife and the wheel is something used on souls sent there. Lydia's first reaction to seeing it was to request we send ghosts there to get new lives, and every time it's come up past that point we've gotten roughly the same answer.

Why is this suddenly an issue now?
 
So are you going to change your vote to using our kingdom then instead of nercomancy?
 
The body was kept alive you mean. He never technically fully died.

That's my point really. These guys are fully dead and we don't have living bodies to put them in. Taking an existing shell is evidently simpler than making someone properly come back to life in their own.

Magically animating a corpse and getting a soul to ride it isn't the same as resurrection.

I think the far and away easiest and most effective option is to use our hell. Which should definitely do this; the FCF are an afterlife and the wheel is something used on souls sent there. Lydia's first reaction to seeing it was to request we send ghosts there to get new lives, and every time it's come up past that point we've gotten roughly the same answer.

Why is this suddenly an issue now?
I dont think there's a narrative or technical difference between the body being brought back to life, and the body having been kept alive the way it was. Just like Harry's body actually died in Grave Peril when Kravos attacked him in his dreams, and was resuscitated/given CPR by Susan for his soul to return to it.

Similarly?
These bodies are sufficiently intact to have any physical damage fixed by Tiffany and the body itself kept alive by Molly and her Tool Constructs producing a set of life-support equipment.

=====
I have reservations about Lydia's judgement there, especially since her Occult remains low.

Do remember that most ghosts arent the original people in the Dresdenverse paradigm.
Some of them are restless souls that have failed to pass on for one reason or the other, but most of them are psychic imprints of people who have moved on, and once their anchor is resolved, they sort of go away.

Harry had a ghost in Grave Peril. It went away after its anchor/fetter was resolved in the same scene.
And in Ghost Story, the only other people he encountered in Chicago's ghost population who were clearly people were Sir Stuart and Corpsetaker.

=====

Like I said, I dont have the time to dig through my source books
Only got home a day or so ago, and I've got other things to catch up on IRL as well as a backlog of replies.
So I cant really make any hard assertions.
 
I have reservations about Lydia's judgement there, especially since her Occult remains low.

Do remember that most ghosts arent the original people in the Dresdenverse paradigm.
Some of them are restless souls that have failed to pass on for one reason or the other, but most of them are psychic imprints of people who have moved on, and once their anchor is resolved, they sort of go away.
I apologize, but you again think that everything works the same here or ghosts can't really be resurrected by the Molly Hell system just because they are not souls. I believe that we can trust the GM's decisions and statements that this will work or can work. I understand your possible mistrust, but in my opinion Arvan would most likely correct his daughter and he should have had a much larger occult dice pool, especially with a specialization on death.
 
I would say that it's reasonable to think that if we can transport a dead person to Sanctuary, they will be swept up by the Wheel.

I'd like to remind everyone that Lydia has identified our world as an afterlife previously, and intended to ferry the dead to it. Basically, we have been over this before, in-story. It should work. We even nearly spent an AP on this.

Here is the part about how this is supposed to work:
"This world is an afterlife, that is why souls linger beyond Lethe's touch why everything is so awake and aware, guardians, they should... could be guardians. Though it is kind of strange how..." she taps her foot on the marble. "Solid everything is not just subjectively, objectively. As manifest as matter. Not to mention the people. You realize you are a goddess now right? To these people?"

"They think I am..." you start and cut yourself off before Usum can even offer up the many, many arguments on the tip of his nonexistent tongue. "Yeah, I guess I am."

You are not expecting the next question. "So are you planning to take more souls in, from the world out there I mean?"

Reflexively you shake your head. It was bad enough when those Infected started treating you like their old bosses, you are not going to go looking for more of that.

Seeing your reaction she lets it go all though the little presentation of each of the Five Cities which Ameli and her team had helped create for Earth people, taking into account the data they had on Earth, though once the presentation is over she works herself up to explaining: "The reason I asked before about taking in more souls is that a lot of the unquiet dead, ghosts desire above all other things to live again, not caring where or how, they want the taste of food, the smell of summer in the air, the touch of sunlight on their faces, those are the most vulnerable to the blandishments of necromancers. An afterlife that is just life, but a little stranger..."

And here is a continuation, Lydia talking to the priests of the city of endings about death.

Also, this is an interesting line of discussion that I have forgotten about:
Should we craft up some sort of ferryman charm for Lydia to get or is she just going to have to take a few ghosts at a time when Molly manages the transport?

Or maybe this is just a natural option with Rest-Granting Strike (••) when the death god in question has access to a cooperating afterlife.

Maybe Molly will have to do some sort of ritual appointing her to the position?

If the rest granting strike option works then combined with this intimacy Lydia will be much better able to recover resources far more quickly. Which in turn allows Lydia to be much more active.
It is going to take some kind or artifact or sorcery... or Using VEE on ghosts to get them into your hell.

Lydia has a few Charms that are for sending ghosts to Rest.

Sure she can't form a connection to our afterlife to make that count?
You would need a spell or artifact to help her do it. Her understanding of her powers is limited, though she can of course grow into them.
 
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