Green Flame Rising (Exalted vs Dresden Files)

In regards to that, and proposing a new addition / concept to the defense, I went through the craft document again. And, as others have said before, craft system is broken. I will, admit it, again. Here are two relevant elements (effects):


Neither allow a saving throw, and both are perfect mental effects.

I'll try and make a design.
If we were to create something to protect, I think it would be much better to create that cursed land of BronzeTongue, it would be both a protection and a means of attacking the Red Court on a nearly continental scale. Much more efficient.
 
Seconded. @BronzeTongue You should bring it up when you have the time.
There are two versions. Both try to kill the targets, but one inflicts industrial strength poverty for a good period of time while the other steals souls to be eaten by an starving incan god or damned to our hell for… I dunno, science? We'd figure something out. :V

Form of Steadfast Earth (1 pt. Form Element)
The Splendor takes the form of something that is solid and durable and sturdy. It might be made
of stone, metal, or mineral deposits. It might be a crystal or gemstone. It might be dirty and
roadworn. This Element defines the Splendor's physical form and gives it a character, and that
character is aligned with the elemental power of earth. Other Elements may draw upon this fact.
The Splendor is extremely rugged, and the first attempt to damage or destroy it in any scene
automatically fails. As an Adornment, it grants its user one extra die of soak. As the basis for a
Fascination, it may generate the creator's choice of: useful tools for a certain kind of work; an
aura of quiet and serenity; periodic foreboding tremors in the earth.
Soul Snare (3 pt. Root Element)
The Splendor captures souls. It may hold a number of souls equal to its rating. Captured soul of
potent supernatural beings may later be fashioned into Prodigies or used in Splendor-crafting.
Lesser souls might be bartered to beings interested in them, or used as display pieces.
To use Soul Snare as an Adornment, the Splendor must also have Form of Imminent Violence.
The soul of anyone slain by the Splendor is drawn into it.
As a Fascination, Soul Snare either indiscriminately absorbs the soul of anyone who dies in its
vicinity, or may be designed to exercise discretion and only capture certain departing souls. If
combined with the Form of Dust and Ash, anyone who dies while interacting with the Splendor
whose soul is not trapped by it is guaranteed to linger in the Underworld as a wraith. Coupled
with Form of Dust and Ash and a location-type Form such as Form of the Hearth, this fate
befalls anyone who dies in the Splendor's area of effect.
Deadly Poison (1 pt. Mystic Element)
The Splendor afflicts those it targets with a deadly poison. Poisoned individuals must make a
Stamina roll against difficulty (4 + Splendor's rating) each turn or suffer a level of unsoakable
lethal damage. Once the target has succeeded at this roll three times in a row, the poison has run
its course.
This Element is normally part of a Fascination. It may only be incorporated into an Adornment if
that Adornment has the Form of Imminent Violence, in which case the weapon is envenomed
and delivers this Element upon inflicting lethal damage.
Mystic Fortification (1 pt. Mystic Element)
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.
Incorporated into a Fascination, this Element allows the Splendor to rewrite the details of
landscapes and objects, rerouting the paths of a graveyard, changing the appearance of a corpse,
repairing a rundown wooden shack, or making a barren landscape green and verdant.
This curious blessing takes the form of a coating of rich soil dusted across its master and their immediate possessions, as if they'd been working in some fertile field for hours. This sacred soil provides some basic ability to shape that which resonates with it, allowing its master to change the details of their immediate surroundings.

When a creature that feeds on mortals comes in contact with them or the dirt falling off their body it burrows in like the roots of an alien plant, spreading inside their body and rotting away what it touches into more soil.

If this kills the target then they fully decompose into rich fertilizer and their soul is drawn away to the earth that took them.

System:
Each time a creature who feeds mortals that comes into contact with the owner of this splendor or the dirt coating their form while in their immediate presence they are subject to the Hunger of the Earth, a murderous magical poison.

Each turn they must make a stamina roll against difficulty 9 or suffer a level of unsoakable lethal damage. This will continue until they die or manage to succeed three turns in a row. If they die while subject to this effect their souls will be drawn into the splendor.

To avoid this fate they must either flee the presence of the splendor's master, surrender to them, or endure the damage.

Form of Steadfast Earth (1 pt. Form Element)
The Splendor takes the form of something that is solid and durable and sturdy. It might be made
of stone, metal, or mineral deposits. It might be a crystal or gemstone. It might be dirty and
roadworn. This Element defines the Splendor's physical form and gives it a character, and that
character is aligned with the elemental power of earth. Other Elements may draw upon this fact.
The Splendor is extremely rugged, and the first attempt to damage or destroy it in any scene
automatically fails. As an Adornment, it grants its user one extra die of soak. As the basis for a
Fascination, it may generate the creator's choice of: useful tools for a certain kind of work; an
aura of quiet and serenity; periodic foreboding tremors in the earth.
Ruinous Misery (3 pt. Root Element)
This Element can only be part of a Fascination.
The Splendor destroys its targets' finances and fortunes. Roll Manipulation + Finance against
difficulty (10 – Splendor's rating) when this curse strikes at a valid individual. They lose a
number of dots of Resources equal to the successes rolled. The lost dots return at a rate of one
per story as their cash-flow equalizes, assuming their life hasn't collapsed in the meantime.
Deadly Poison (1 pt. Mystic Element)
The Splendor afflicts those it targets with a deadly poison. Poisoned individuals must make a
Stamina roll against difficulty (4 + Splendor's rating) each turn or suffer a level of unsoakable
lethal damage. Once the target has succeeded at this roll three times in a row, the poison has run
its course.
This Element is normally part of a Fascination. It may only be incorporated into an Adornment if
that Adornment has the Form of Imminent Violence, in which case the weapon is envenomed
and delivers this Element upon inflicting lethal damage.
Mystic Fortification (1 pt. Mystic Element)
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.
Incorporated into a Fascination, this Element allows the Splendor to rewrite the details of
landscapes and objects, rerouting the paths of a graveyard, changing the appearance of a corpse,
repairing a rundown wooden shack, or making a barren landscape green and verdant.
This curious blessing takes the form of a coating of rich soil dusted across its master and their immediate possessions, as if they'd been working in some fertile field for hours. This sacred soil provides some basic ability to shape that which resonates with it, allowing its master to change the details of their immediate surroundings.

When a creature that feeds on mortals comes in contact with them or the dirt falling off their body it burrows in like the roots of an alien plant, spreading inside their body and rotting away what it touches into more soil.

If this kills the target then they fully decompose into rich fertilizer and crumbles across the ground.

As they suffer from the rebuke of the earth, they also find its riches slipping from their hands. Fate will conspire to drive them into poverty for a time, a lingering act of spite for any who live long enough to regret going where they do not belong.

System:
Each time a creature who feeds mortals that comes into contact with the owner of this splendor or the dirt coating their form while in their immediate presence they are subject to the Hunger of the Earth, a murderous magical poison.

Each turn they must make a stamina roll against difficulty 9 or suffer a level of unsoakable lethal damage. This will continue until they die or manage to succeed three turns in a row.

The first turn a target takes damage from this splendor, the owner also rolls manipulation+finance against difficulty 7. The target loses that many dots of the Resources background, which return at a rate of 1 per story.
 
Vote closed.
Adhoc vote count started by DragonParadox on Dec 24, 2024 at 3:29 PM, finished with 32 posts and 11 votes.

  • [X] Plan Superior Intelligence
    -[X] Use one of the helicopters as a Crown Focus to learn who is trying to find you, focusing on whether they are magical or not
    --[X] If they are non-magical
    ---[X] Fetch a Carlos to hold a veil for you in the hopes that you can set up something more long lasting in the days ahead
    ---[X] Put a cyberdevil in the helicopters to listen to their communications
    -[X] If they are magical
    --[X] Activate All Things Betray with Willpower, Hellscry Chakra in emotion-sensing mode if there are creatures of darkness, Empathy excellency, ATP
    --[X] Fly to the helicopter with the magical being (CoD if one is present), negotiate their surrender
    [X] Fetch a Carlos to hold a veil for you in the hopes that you can set up something more long lasting in the days ahead
    -[X] Infect each helicopter, along with any additional communication or GPS equipment they are carrying, in order to corrupt their location data. Not only do we not want them to notice any anomalies in this region, we also want them to believe the suspicious area is elsewhere.
    [X] Fetch a Carlos to hold a veil for you in the hopes that you can set up something more long lasting in the days ahead
 
Arc 15 Post 28: A Whirling Prod New
A Whirling Prod

3rd of March 2006 A.D.

'Who are you?' you ask of the green speck in the sky, barely seen from the branch one of the forest giants still dozens of miles out from the gate, expecting a simple answer, mundane or not, legitimate transport or vampire's thrall. As it happens the answer is neither. These are helicopters of the Colombian Air Force, the same kind that sometimes payroll these skies looking for the clandestine runways of drug dealers, but they are also not in this corner of the jungle by accident. 'Who sent you?' you ask the second question and are struck again by that same sickening scent of rancid blood that you had first felt in Marin's presence, the Red King. This is a canary in a coal mine, you are being poked and prodded to see how you will react.... and not simply from the flyby. There aren't any vampires aboard, nor any loyal halfbloods, just mortals whose blood won't be missed from the vampires' feast even though there's just a bomb on each of them.

Lost 3 Essence -> Now at 12/18 (Two Questions and Excellency+ATP)
Regained 2 Essence -> Now at 14/18


"Fuck!" you curse, mind whirring with the implications. The Red Court knows where the gate is they are planning to explode one of more of the helicopters remotely as close to the site as they can... which means it doesn't matter if they can see it or not. The point would be just to cause an incident, a media firestorm following the physical one.

Steady on, you I this, you steady yourself. This just means that cyber-spirit you had been planning to put on each of the choppers if they were normal humans needs to go in a slightly different place. Not like they can notice me. Just have to get a closer look at the bombs and turn off whatever remote mechanism they are using to give the signal.

And then what?
the question intrudes. You can't stay here 24/7 just to ensure there won't be any more. Regina and the garrison are going to need some way to... God, disarm unwitting Kamikaze.

"This comes near the line of the Winter Queen's patience Majesty," Usum says with something like anticipation. "Perhaps crosses it."

He...has a point. There's nothing magical about a helicopter explosion or even three, but setting them off in the hope of forcing an enemy to depart or reveal themselves, you would say that goes against the spirit of the Accords. Alas as the design of faerie folk it does not have a spirit, only the letter.

You need some advice on how Mab would rule this from someone who knows her, someone well disposed enough not to try to trade on the information....

"Hi Maeve, how's life treating you?"

"Better than it is that bitch Sandra that's for sure," a laugh like jagged icicles falling from the stopper of a silver bell comes though on the other side. "What about you, still fucking up the Unwelcome Ones and their puppets?"

"Red Court so yeah," you nod. "Listen if one of them is planning to blow up military helicopters on top of one of my outposts how would that go Accord-wise?"

"You're territory or theirs?" she asks, somehow managing to give the impression she's blowing bubblegum even though her voice didn't get any less clear.

"Used to be theirs until two weeks ago or so..."

"Used to as in...?"

"Killed a bunch of them, they stopped coming and are now sending... this."

She laughs, Maeve may or may not find the prospect of helicopters exploding generally funny, but she's mostly laughing with you not at you, senses still twinging from when you had lipped out of sight it's pretty easy to read her, especially since she isn't even half trying to hide her feelings.

"That'll do it. You're within your rights to just vanish every mortal they send at you. Make a brand new Bermuda Triangle and no I don't know if that's what made the Bermuda Triangle come out like that, it was just an example."

"What if I'm not a member of the Accords?" you press.

"You're not but..." she trails off, thinking. "Behave like you are and you should be fine. Wouldn't be the first time."

On the one hand Maeve is trying to help in her own way, on the other: "Listen, what if I don't want to vanish people until the Red King gets bored runs out of proxies or bombs?"

"I'm really not the one to ask about how not to kill," there's something just for the barest flash of an instant that sounds like regret. "I'd wish you good luck, but I don't want to summon Tyche into your business, she's a mess. Good... lying I guess, bomb defusing?"

"Same here," you answer, not hiding the smile in your voice in spite of the worry. Maeve seems to have gotten a little better at least. Thus you bid the lady of the Winter Court farewell and consider your next move.

What do you do?

[] Keep to the plan now with added stealth bomb difussal

[] Call Mab for arbitraton, the Red Court is causing exposure just to grief you

[] Write in


OOC: I thought about breaking this before the conversation with Maeve, but that would have made for a very short update and this way at least you get some more information.
 
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Disarm the bombs now, build memetic defenses against mere mortals later. And thank God we went with a plan that found out the reasons why they were here. If we had just temporarily hidden it could have become problematic in the future when the helicopters exploded.
 
Ok, not how I expected this to go, but I'll take it. As a suggestion (probably not going to vote until I get some sleep today): roll with it. Appear to the soldiers, and, using small words and a flaming sword, explain how their government has been subverted by vampires. Offer help. Basically, flip them.

Edit: this is likely a Nemesis affiliated operation
 
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This was kinda funny.

Maeve: Now, are you being kamikazed on your own land, or while you're trespassing?
Molly: I think we can say it's my land now, by right of conquest.
Maeve: Great! You clearly don't need me to tell you this girl, but go wild(er)! Anyone who matters won't care what you do to mortals, and anyone who cares won't matter!
 
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