Green Flame Rising (Exalted vs Dresden Files)

[X] Use Anonymity Through Propriety to search though the files and effects of the research personnel for clues as to what happened here
 
Wouldn't the crown question be the most efficient method here, essence-wise?

[X] Use Anonymity Through Propriety to search though the files and effects of the research personnel for cules as to what happened here
 
[X] Use Anonymity Through Propriety to search though the files and effects of the research personnel for cules as to what happened here
 
If indeed a betting fish, I would put money on the Formians being involved in the Antarctic shenanigans.
 
[X] Use Anonymity Through Propriety to search though the files and effects of the research personnel for cules as to what happened here

This guy is suspicious: he supposedly wants to die, to the point of trying to drown himself, yet an Abyssal Exalt is always someone who chooses to live instead of die when given the choice. I'm sure some could come to regret that decision, but to do such a 180 in so little time speaks to something else.
 
This guy is suspicious: he supposedly wants to die, to the point of trying to drown himself, yet an Abyssal Exalt is always someone who chooses to live instead of die when given the choice. I'm sure some could come to regret that decision, but to do such a 180 in so little time speaks to something else.
Well I think his interlude clearly shows that he wanted to live, but he had no choice from his point of view. The moment when he was offered what he wanted aka Knowledge he clung to it. I must admit there are very strange priorities there and I agree that the person is clearly not ordinary. BUT we still know too much to understand why he is like this.
 
Vote closed.
Adhoc vote count started by DragonParadox on Mar 23, 2025 at 9:24 AM, finished with 17 posts and 5 votes.

  • [X] Use Anonymity Through Propriety to search though the files and effects of the research personnel for cules as to what happened here
    [X] Use Anonymity Through Propriety to search though the files and effects of the research personnel for clues as to what happened here
 
Arc 15 Post 85: A Whiff of Treachery New
A Whiff of Treachery

13th of March 2007 A.D.

With so many people going in and out of the heavily insulated doors it's easy enough to find a moment to dash in, eerie as it might be to get close enough to feel another's breath on your cheek from imposed courtesy, but that's not all. Inside you are met with what might be called carefully regimented chaos, the tools of trade and the repositories of knowledge as well as the distractions of the long winters set next to one another as only long habitation might make sense of, binders and bags, books and board games, note books bound with metal rings, colored markets tucked in odd corners, half made puzzles and sticky pads. It somehow feels more personal than intruding in an office building or a portmaster's office, but laying aside voyeuristic shame you find a computer and soon enough you have a name to put to your target, though he won't answer to it: Valentin Romero, a Doctor in Geology, an Argentinian citizen like most people on the base.

Lost 1 Essence (ATP)

A thin almost emancipated face ironically sunburned from last summer's sun looks out at you from the low resolution image eyes dark and lips quirked down into a frown. He had apparently been some kind of discipline problem, not aggressive but... if you were to summarize what's in here you'd say 'does not play well with others'. At first glance it's bizarre that one of the most isolated places on Earth would be this interested in team building and the like, but then when the nearest other people are thousand of miles away, yeah you can see it.

According to the director, one doctor Alvaro Zarka, Valentin had been foisted on them late in the 'project' and... Wait a second, 'the project', you haven't seen that form used before. There were of course several ongoing studies in meteorology, geology and astronomy going on, but that form is odd.

"Clippy is this as odd in the original Spanish?"

Gone were the days when your assistant couldn't understand context or would flood you with minutia, unsure of the standards she should use.

"Affirmative."

Even though it had not been immediately obvious at first since the good doctor isn't very good at making the distinction between official reports and unofficial analyses you had stumbled onto something of the latter, the start of a report that isn't meant to go though official channels to Buenos Aires. Unfortunately he wasn't so considerate as to leave the address it was meant to be saved as under S for Suspicious Patron, but a bit more digging around the room finds what looks like a board game box that looks suspiciously well used. Inside... well it looks like a code wheel from those old time games Dad showed one time, but something tells you it's not meant for playing Star Control.

After snapping pictures on all sides you move on to the combs building only to find a distressed operator trying to get the backup running. According to your running translation, rather than your own shaky grasp of the language the the satellite dish had just suffered a major short circuit, even though it had undergone maintenance less than a month ago.

Not for nothing did you spend so much time around Harry. A short circuit is the most common way for the tech-bane to manifest, say if someone didn't want news of a disappearance to. Seeing as you didn't want to resort to intorogation just yet and a search of on base digital fingerprints showed nothing but that one report you decide to have a look at the sleeping arangements of the missing researcher.... and find them cramped startan and almost agresively lacking in the kind of personality that seem comonplace across the rest of the base. Either you are dealing with someone who is genuinely ascetic or... someone who expects their belongings to be searched. Who the hell vacum-seals their toothbrush?

Molly Essence 7/18
Molly Willpower 6/9


What do you do?

[] Have code-breakers in Sanctuary work on the odd wheel

[] Time to get in the kidnapping buisness, find out who the director was sending reports to

[] Stick a cyber-demon in their satelite dish, find out what's wrong with it

[] Use the belongings you fount to ask questions about the new Exalt
-[] Write in questions (Limited by your Essence more than foci)

[] Write in


OOC: Enjoy.
 
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[x] Stick a cyber-demon in their satelite dish, find out what's wrong with it

When we want general information cyber-devils are the way to go.
 
[X] Stick a Cyber-Devil in their computer system and have it copy all of their files before moving on to investigating the satellite dish.
 
[X] Plan: One thing at a Time
-[X] Stick a Cyber-Devil in their network and have it copy all of their files to send to I.R.I.S when they restore communication before moving on.
-[X] Use the belongings you found to ask questions about the new Exalt
--[X] Using the sparse room. Too spartan, too bare to really be called lived in. "Where's the person who slept here right now?"


I'm sure this is really interesting and kind of important but we are here on a mission. Letting them get even more of a lead on us when they're well past gone is probably not a good idea. So copy the data and look over it later and Chase the person we're here for now.
 
"Clippy is this as odd in the original Spanish?"

Gone were the days when your assistant couldn't understand context or would flood you with minutia, unsure of the standards she should use.

"Affirmative."
Clippy really is the best. We should make a note to feed her the rendered down souls of someone tasty as a performance bonus at some point. Or at very least upgrade Molly's phone so that she has a nicer vessel.
 
Custom Infernal Charms New
@DragonParadox might I bother you to review the proposals for custom infernal charms?

General Infernal Charms
As she walks the path of ascension, the Infernal naturally sheds the limitations imposed by the laws of Creation.
System: Select an Ability or an Attribute. Its maximum possible dot rating increases by 1 permanently. This charm can be purchased multiple times. No single Abiility or Attribute may be expanded more than Essence rating times by the use of this charm. The Infernal must have an Essence rating of at least 4 to purchase this charm.
The Architects of Creation perceived existence through the lens of their themes, and with that perception forged Creation itself. For a moment, the Dreamer opens her eyes and changes the world with the lever of her Will
System: When buying this charm, select an Ability and a category of Attributes. Afterwards, spend 1 mote of Essence or 1 point of Willpower to substitute the selected Ability in place of any other Ability with the selected category Attribute roll for the rest of the scene. The charm can be purchased multiple times. The Infernal must have an Essence rating of at least 3 and have purchased The King and the Kingdom: The Thousand and First Hell to purchase this charm.
The Wheel of Ages grinds the works of mortals and immortals alike to dust. The acts of those who designed death and time themselves are not so fragile
System: When activating a charm, instinctively spend 1 Essence. The duration of the charm effect is increased by one category. The categories are: turn, minute, scene, hour, day, week, month, year, permanent. The Infernal must have an Essence rating of at least 4 to purchase this charm. Perfect Defense effects applied to the Primordial are not subject to this charm
At the beginning, Primordials forged Creation out of Chaos. They designed its laws and structures. To maintain its mechanisms, the populated Creation with gods – from the least god of a least blade of grass in the farthest field, to the Sun itself, resplendent in his perfection.

In this broken empty world, the legacy of the broken demiurges follows in their steps, recreating the world in their wicked image.

System: Concentrating upon a mundane object no larger than a residential building, the Infernal spends 2 motes of essence, rolls Essence + highest of Craft or Occult and gives the object a True Name. Doing so creates the least god of said object – a gaffling level creature of darkness spirit tied to the object. The spirit possesses perfect awareness over the object they are bound to, and can communicate with anyone in contact with said object. They automatically get access to Hear Prayer discipline, and may learn more advanced practices at a cost of (2 XP * current rating).

Once reaching Essence 4, the Infernal may pay additional 1 mote to upgrade the spirit she creates to a jaggling.

The item the spirit is bound to follows the rules for Awakened Items (Tradition Book꞉ Dreamspeakers (Revised) Pg.56 -57) in all respects sans the spirit's ability to communicate:
Any Dreamspeaker or other mage with three dots or
more in Spirit can awaken the spirit within any object or
device, and as stated on page 55-56 of the Mage Storytellers
Companion, even mages without that level of power can still
own such items. The question is, then, what good does it do
to have a spiritually awakened car or apartment? For devices
like computers or handguns, the benefits are obvious. Since
these devices are awake and aware, they will instantly know
if there is some problem with their function. Well before an
awakened gun jams, or a computer ceases to work, both of
them will show signs that indicate the existence and the
nature of the problem. A computer might briefly flash some-
what cryptic text indicating the nature of the potential glitch,
while a car or gun will likely make a odd and obvious noise
every time it is used. Anyone using such a device will notice
these signs on a successful Perception + Awareness roll. Such
information gives the Dreamspeaker, or anyone to whom
they describe the symptoms, a one-point (or Trait, in MET)
difficulty break on all rolls to fix the device.
Dreamspeakers with two or more dots in Spirit need not
rely on such indirect means. Any Dreamspeaker with at least
two dots in Spirit can easily talk to awakened devices. They
can talk to awakened devices they own and with which they
are extremely familiar without the necessity of making Arete
rolls. In addition, such devices can initiate conversations
with their owners if the owner possesses two or more dots in
Spirit or the Medium Merit.
More than one Dreamspeaker has been awakened in the
middle of the night by some chatty appliance asking for help
or telling him that someone is trying to steal or vandalize it.
In addition to giving the Dreamspeaker a bonus on all rolls to
fix devices that are experiencing problems, such communica-
tion allows a Dreamspeaker to instantly know if anyone else
has used the awakened device. If a Nephandus breaks into a
Dreamspeaker's apartment, her computer may well use its
webcam to photograph the intruder and will happily show the
Dreamspeaker the footage as soon as she returns.
In addition, the owner of an awakened device decreases
the difficulty of all rolls to use it by one. In contrast, anyone
whom the device dislikes receives a +1 increase in difficulty
to all rolls involving the device. Normally this means that
Dreamspeakers use their own awakened devices with great
ease and their enemies have trouble using such devices.
However, Dreamspeakers who abuse or neglect their own
awakened devices may find that their possessions have turned
against them.
Perhaps the most obvious impact of using awakened
devices are the numerous minor coincidences that accom-
pany their use. The horn of an awakened car may honk when
it is being stolen, an awakened computer may crash before a
dangerous virus can harm it and an awakened gun may misfire
if someone attempts to use it against its owner. In general,
such coincidences only occur when the device is threatened
with harm or if the owner is in serious danger. In all cases, such
coincidences should be events that can occur naturally.
Having too many awakened items can be a burden, of
course. In some ways, minor spirits can be like children: They
get into trouble of their own, demand attention and don't
always communicate effectively. Sometimes they' ll even do
strange things or hide their actions in an attempt to please the
owner. While a Dreamspeaker could surround himself totally
with awakened items, doing so has practical difficulties.
(Storytellers who don' t want to bother with role-playing out
these problems, but don't want Dreamspeakers gaining a
difficulty break on everything, might just limit a character to
owning a number of awakened items equal to or less than the
character's Arete.)
The Architects of Creation counted the Embodiment of Rulership and the Principle of Hierarchy among their numbers. Yet for all their might, they could not understand anyone but themselves, and it was that limitation that doomed them in the first Great War. Their inheritor does not share such a weakness, and uses her human origin to understand, and thus, overcome, both her enemies and allies.
System: Upon first purchasing this charm, the Infernal becomes aware of the ties that bind her to others - she learns the identities of all those to whom she is an Intimacy, whether positive or negative. From among those, she may select one being of her choice. After spending a week in meditation, she becomes perfectly aware of their history and motivations, and becomes able to learn their abilities, such as magic, charms, lores, etc. The Infernal may purchase these abilities as charms from a non-favored Hell in the following ways.

On True magick the Infernal may purchase the Rotes (Spells the mage has practiced and named or doesn't suffer the Fast Casting penalty on using) of the mage or mages affected by this charm as Charms at the dot rating of the highest sphere invoked in the effect substituting Essence for Arete, Spending 1 Essence and rolling at the base difficulty of the effect (Highest Sphere + 3). Only one such True Magick charm maybe used per turn.

On Fallen Lores the Infernal may purchase the Lores of the Demon or Demons affected by this charm as Charms at the dot rating of the Lore substituting Essence for Faith (Value and Resource) and the Lores are permanently attached to the Torment rating of the demon the were learned from at the moment they were purchased. Purposely using the High Torment effect instead of giving temporary Torment cost one Willpower. Only one such Enochian Invocation Charm maybe used per turn.

On Changing Breed Gifts the Infernal may purchase the Gifts of the Changing Breed or Changing Breeds affected by this charm as Charms at the dot rating of the Gift level six gifts count as level five substituting Essence for Gnosis (Value and Resource) and Rage For Willpower (Value) and paying Essence. The usage of Theriomophic Gift Charms wear away at the infernal ability to modulate their wrath giving +2 difficulty to willpower roll to resist provocations.

On Vampiric Disciplines the Infernal may purchase the Disciplines of the Kindred or Kuei Jin affected by this charm as Charms at the dot rating of the Discipline/2 Rounded up. Permanently active disciplines like fortitude, potence, Celerity, Iron Mountain. Instead the passive effects may be activated for one scene by reflexively spending one Essence and one willpower which Act as after Excellency dice adders and if they occupy a similar Niche cannot be used at the same time Iron Mountain and fortitude are mutually exclusive. The active portion of the disciplines extra actions, automatic successes on strength rolls may be used independently at the same blood/Essence cost as the normal discipline. Vampires have Virtues that govern their behavior Compassion, Self-Control, Courage, Yin and Yang, Hun and P'o sometimes some other Virtues. Exalts don't have those traits. Whenever a Discipline assumes that its target has a Virtue that the Exalt doesn't possess, use Willpower instead. If a rule references Dharma, consult the power equivalence chart in Chapter One. Drawing upon the Intrinsic Animus Charms lower the resistance of the infernal to cleansing flame they receive +2 difficulty to soaking damage from fire.

In order to gain access to abilities of other beings, the charm has to be repurchased. This Charm may be purchased as many times as desired, but while the Infernal has more purchases of this Charm than her Essence rating, she suffers one permanent derangement (see V20, p. 290-293, W20, p. 485-486, or M20, p. 649-650) per purchase over that limit, as she is lost in the perspectives of those who she tries to understand.The Infernal must have an Essence rating of at least 3 and have purchased The King and the Kingdom: The Thousand and First Hell to purchase this charm.
Standing over her lessers, the Infernal invokes her rights as both a conquering empress and the heir of primordial demiurges.

System: After defeating in a contest her victim was aware of, or creating someone, the Infernal may spend 5 motes of Essence and speak the terms of of one absolute prohibition. Her words, and the intent behind them, inscribe themselves upon the soul of her target - they cannot forget it, or misunderstand it, no matter how much they try or what effects they are under. To anyone with supernatural perception, the commandment makes form of green glowing scripture carved into the target's soul in a language that anyone seeing it can understand. The effect cannot be something that will directly and actively harm the target, like commanding a mortal human to stop breathing. The commandment she creates must have an escape clause that could, at least in theory, be fulfilled by the target within a year and a day. The infernal is not made aware if the escape clause is triggered.

An infernal may only subject a given person to one Commandment at a time.
For all their glory and transcendent power, Primordials were still static, defined by their set themes. The one who will become their greater is not so limited.
System: The Infernal expands their definition of self in one of two ways. Either she adds one new Signature Charm to her shintai form, or she gains 1 additional point to improve her Kingdom with. This Charm may be purchased as many times as desired, but while the Infernal has more purchases of this Charm than her Essence rating, she suffers one permanent derangement (see V20, p. 290-293, W20, p. 485-486, or M20, p. 649-650) per purchase over that limit, as her soul is consumed by the inhuman transformation and perspective. The Infernal must have an Essence rating of at least 3 and have purchased The King and the Kingdom: The Thousand and First Hell to purchase this charm.

Lanka charm:
The Infernal builds foundation of her future triumphs with the record of her past victories
System: once per scene, after violently murdering a sapient being, the Infernal may spend one Willpower point to perfectly preserve the memory of her victory. In a later scene, the Infernal can reflexively add a number of dice to any roll equal to the damage she dealt to the victim whose death is recorded by Slaughter Record Exultation. She may only "hold" one activation of this Charm at a time.

This is a charm that is a direct analog of Soul Rendering Practice, but instead of harming yourself, and suffering associated mental conditions, you murder others. In a more evil character it would incentivize sacrificing mortals, and being a murder hobo. For Molly, this is a charm that would grant her a singular boost out of killing tough enemies. In order to prevent it being spammable, the effect is limited to once per scene.

Fivefold Courts of Frozen Fate charms:
At the beginning of history, Primordials, the titan architects of Creation fought the greatest war to ever be waged against their own servants. They fought, and they lost, at least in part because they, each an embodiment of their own mythos, ultimately couldn't transcend their own boundaries. Their heirs are not so limited. By embracing the seed of her human nature, the Infernal overcome her own limitations
System: The infernal spends a mote of essence, touches a target and rolls her Essence against the difficulty of their Willpower. If she succeeds, then for the rest of the scene she can use their relevant ability instead of hers on any roll she makes.
The infernal may maintain up to her Essence connections at one time
Signature effect: the charm now adds the target's ability score to the Infernal's own, instead of overwriting it.

This charm is the Fivefold Courts answer to Heaven-Turning Calculations and All According to Plan solar and abyssal charms respectively. Where the solaroids shine with their own brilliance, the infernal instead borrows someone else's. It is meant to be used in one of two ways:
1) With the help of your minions. Literally making the strengths of your advisors yours, somewhat in reverse to Proxy Servant Protocol, and definitely synergetic with Emergency Minion Hologram (I would argue that EMH even in non-corporeal form should be usable for this)
2) Against your opponents. In a debate, or a formal duel, or some other form of engagement, where you have time to shake your opponent's hand, the Infernal may mimic their opponent's skills, making it a matter of attributes, equipment, and supplementary charms
 
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The Wheel of Ages grinds the works of mortals and immortals alike to dust. The acts of those who designed death and time themselves are not so fragile
System: When activating a charm, instinctively spend 1 Essence. The duration of the charm effect is increased by one category. The categories are: turn, scene, day, week, month, year, permanent. The Infernal must have an Essence rating of at least 4 to purchase this charm.
Isn't this kind of overpowered? It means we can spend 2 Essence to turn our Excellencies from (currently) 5 turns to Scene-long. Granted, most battles we fight are gonna be over in the 10 turns that using 2 Essence for two Melee Excellencies would take, but this also does mean Molly can stay in Shintai for an entire day. Which, uh. Is a terrifying idea. Unless Shintai doesn't count as a Charm?

Also, it means Molly can 'switch on' a lot of her Scene-long Charms for the entire day, like VLE and MHM and Hellscry Chakra, at the start of the day and quickly recover all the Essence in a bottle of bleach.
 
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