Green Flame Rising (Exalted vs Dresden Files)

Ah the latter, though thinking about it that may be doubling up function too much.
To be honest, getting all attribute to 10 at E3 is powerful enough. Even at E4.

E5 is the "wtf? Hax" stage where you expect ridiculous things.

Are you sure you want to allow stacking at E4? Because at E4 we get the second shintai. So our bonuses go like this +10 Base Dex + 4 Shintai + 3 Second Shintai. So that is 17 Dex with a shintai. This is without excellency.

The second thing is, that funnily enough, there are surprisingly few things to raise cap outside of the shintai, which we will not be able to spam unless we jump through some hoops.

So I can change the 4 Dot charm, but I just want to clarify if you want to allow it as it does seem unbalanced if we pop a shintai and largely useless otherwise due to lack of any other Attribute boosters.
 
So this charm is a copy of the Body of the Dragon. The theme is that the physical enhancements of the capstone of the Qiao of the Mo Kung but with a CMA twist.

With regards to balance, the Qiao of the Mo Kung already allows us to raise all Attributes to 9, so raising it to 10 is not a problem.

I added immunities as they are all physical immunities that are fluffed as being there due to the increased stats. Due to the raw power granted by the form, those concerns like wounds etc are put in the back burner.

The reroll of 1s are due to the enhanced mental attributes and we already ignore 1s on our key ability.
This seems really far too powerful for a three-dot power.
Maybe at 5, but even then it's pretty heavy.
 
This seems really far too powerful for a three-dot power.
Maybe at 5, but even then it's pretty heavy.
We can get body of the dragon at E1. We need to roll wp but we can get ALL attributes to 8/9 on the devil hunter path as per raw E1.

So it is not overpowered, especially since it is gated at E3.
 
Last edited:
For example? I want Appearance 5. I would have voted for Appearance 5 in chargen.
It would have been more optimal to buy Appearance 5, Cha 1, Man 1, then raised Man/Cha from 1 to 3 dots in play; 4 XP each to 2 dots, then 8XP to 3 dots. But we didnt get it.

I dont think we can afford Appearance 5 in play. I'll still vote for more App, but Appearance 3 max.
And thats probably after we hit E3.
Why would you want that?

It is barely rolled rolled and I kinda suspect that narrativly at max Appearance it warps back around to being unnaproachable to most people.
But even if not, it seems kinda like pointless vanity.

Appearance only matter to people we don't already know, for everyone relevant Charisma and Manipulation are more important.

Eh I think its fine exalted by nature are very overpowered and even the current martial art lets us raise our attributes pretty high. Limiting this to 5 dots seems like a major nerf.
It is the effect of a 5-Dot Qiao.
Then enhanced from 9 to 10.
And added to it the ability to ignore wound-penalties, which is a powerful effect in itself.
And then it enhances all dice to no longer roll 1s.
And then it greatly hinders divination.

That's 4 effects with values between 2 and 4 Dots at least all put together into one for the cost of 3 Dots.
 
Why would you want that?

It is barely rolled rolled and I kinda suspect that narrativly at max Appearance it warps back around to being unnaproachable to most people.
But even if not, it seems kinda like pointless vanity.

Appearance only matter to people we don't already know, for everyone relevant Charisma and Manipulation are more important.


It is the effect of a 5-Dot Qiao.
Then enhanced from 9 to 10.
And added to it the ability to ignore wound-penalties, which is a powerful effect in itself.
And then it enhances all dice to no longer roll 1s.
And then it greatly hinders divination.

That's 4 effects with values between 2 and 4 Dots at least all put together into one for the cost of 3 Dots.
its also gonna take a lot of working to get it and is not a unique thing so please don't try to nerf it.
 
We can get body of the dragon at E1. We need to roll wp but we can get ALL attributes to 8/9 on the devil hunter path as per raw E1.

So it is not overpowered, especially since it is gated at E3.
Okay, first you have to actually mention that it is gated by Essence, since most Charms in this setting are by default not.

Secondly, it's not just the gate that concerns me, but the XP-Cost. Buying a scene-long array of effects that should propably take 3 or 4 Charms with various costs between 2 and 4 Dots for the cost of single 3-Dot Charm is simply not well balanced in my view.
 
Okay, first you have to actually mention that it is gated by Essence, since most Charms in this setting are by default not.

Secondly, it's not just the gate that concerns me, but the XP-Cost. Buying a scene-long array of effects that should propably take 3 or 4 Charms with various costs between 2 and 4 Dots for the cost of single 3-Dot Charm is simply not well balanced in my view.
Will adjust things. Give me a few minutes.
 
To be honest, getting all attribute to 10 at E3 is powerful enough. Even at E4.

E5 is the "wtf? Hax" stage where you expect ridiculous things.

Are you sure you want to allow stacking at E4? Because at E4 we get the second shintai. So our bonuses go like this +10 Base Dex + 4 Shintai + 3 Second Shintai. So that is 17 Dex with a shintai. This is without excellency.

The second thing is, that funnily enough, there are surprisingly few things to raise cap outside of the shintai, which we will not be able to spam unless we jump through some hoops.

So I can change the 4 Dot charm, but I just want to clarify if you want to allow it as it does seem unbalanced if we pop a shintai and largely useless otherwise due to lack of any other Attribute boosters.

I forgot ebout the second shintai, best not to change it.
 
Sorry, but I think several of the effects are OP compared to either Qiaos or regular Charms.
Alright, clarified a few things. The Charms are part of a Secret Art to be somewhat on par with the Sidereal arts.

Like Sidereal arts or Secret Arts, you can only purchase the charm if your essence is equal to the Charm Rating. So if it is a 3 Dot charm, you need Essence 3 to purchase it.

Due to being based on the Stat boosting Qiao and Infernal Monster Style, it has no bullshit or estotic abilities but instead gives a strait up power boost. So in that regard, at E3, having your attributes boosted to 10 is balanced by the fact that you can break that cap only at E5, which is the Bullshit tier.

I changed the E4 charms since it was underpowered for what it does compared to the other E4 Secret arts and adding Essence Dice in all actions attempt fixes it, putting it roughly on par with the other Secret Arts.

I moved the reroll 1s part to the E2 charm for much the same reason that compared to the other Secret arts, it was under powered.

I moved the Scurry Protection to E5 as it makes sense and the charm was too situational for the shintai and this lagging behind the E5 Secret Arts that were there previously. So

I left the Attribute booster and penalty reducer at E3 because it is a Secret Art on par with the others now. Having checked the others, it is, while powerful, not that powerful compared to effects like Poxes of Contagion Form (•••), which makes power/resource/Essence use hurt them and if they do, infect them with magic aids. There are similar charms on this level that are similarly bullshit.
I forgot ebout the second shintai, best not to change it.
I will not change that part but I have made some other changes as I adjusted the Charms to regular Charms and not as a Secret Art as it was supposed to be.

If you do not think the new changes are good, I'll Change it back.
 
Last edited:
Looking at the charms, I might be tempted to make some of them Forms, so they're incompatible with other form type charms.

I'd probably also reintroduce the 2E rules that form type charms are incompatible with shintai.
 
Looking at the charms, I might be tempted to make some of them Forms, so they're incompatible with other form type charms.

I'd probably also reintroduce the 2E rules that form type charms are incompatible with shintai.
please no otherwise it makes purchasing them with exp worth far less. I wouldn't really want to get it at all if we can't use it in shintai.
 
Alright, clarified a few things. The Charms are part of a Secret Art to be somewhat on par with the Sidereal arts.
Okay, I can see that so far.
Would that be 4 x Current Rating in XP for the Charm (After going through the IC-effort to develope it all?

It's definitly a fitting Charmset for a Martial Artist Infernal.

As a personal opinion I would still prefer that rather than focus on building a style that only Molly would ever use, it seems better to rediscover/build a Terrestrial Style that enlightened mortals could learn.
Giving people like the Shih better options than their Qiao in the fight against the predators out there appeals to me, as does giving our special-forces from Hell an extra-edge.
 
It is a CMA/SMA. So only other exalted are going to learn it regardless.

If we want a TMA we also run into the "People do not have Essence" problem.

At least with this we MAY be able to teach it to our soul pantheion, if we ever get around to building them.
 
I can see a couple of dots, but why am excellency as well? We can stack circumstances to get around the need for a high dice pool to work things out. Especially since things we need investigation for will tend to happen over the course of days to weeks, so we have time to get devils and hirelings to do things for us.

We can't be too specialized, but if we invest that level of exp in everything we might need to to instead of building workarounds with other resources we won't get good enough to really excel.
That's why I was going with an Excellency rather than buying more dots.

also if investigation is urgent we'd use the crown not investigation most of the time.
But Investigation will help us figure things out so we don't need to waste our single question on something, or be able to ask a more focused question.

Would it be worth our time to construct some sample builds as yard sticks for long term planning?

I don't want to end up arguing over hypothetical minutiae, but one of the issues with this sort of forum game is bouncing between individual problems without a specific long term plans for a build.

Having some "Molly, 50-100 exp from now" comparison points might be useful for informing actual build votes as long as we don't descend into salt making them.
Eh, that's kind of what I've been doing with some of my suggested lists. Just without bringing the XP costs into things.
Can always try that.

At minimum, would hopefully get discussion so we know what charms and such are non-starters.
 
Feel free if you have the time.
Im still trying to figure out the fluff for a Inner Hell proposal.
Lets say we have a 50 exp budget covering our next three point buys.

We want a perfect defense, some durability boosts, and some combat stuff in there so let's start with that.

I think we need either two complementary perfect defenses or one with a flaw we can solidly cover in the long term. My preference is counter conceptual imposition because it's issue is cost and not loss of function, but it's also expensive for us to get. So BME makes more sense; it offers good protection and a teleport ability to use even when we're not under attack.

Then Scar writ saga shield and Viridian legend exoskeleton for the soak gods.

Cap it off with wind borne stride, which is also the last of the common consensus charms that most of us already agree are worth the time

That leaves us with 24 exp to play with for expanding our utility kit.

We probably want some finance to manage those piles of money we want, so let's set aside 5 for that.

I'm split on how to spend the rest of it. Demon binding and crafting have a lot of potential, but I'm not sure what the most efficient way to expand on that is since we haven't used it yet. Also because I don't have access to the mortal sorcery path stuff.

For the moment I'm thinking lateral support instead of direct expansion. We talked about the combat potential of anonymity through priority earlier; regardless of how that actually pans out the charm would be excellent for getting around unnoticed and putting devils in things.

It's worth noting that the charm text doesn't allow people to save against it until we do something that pokes at them personally in some way, so presumably just wandering around an office building shouldn't trigger it.

I just now recalled that we'll want some exp reserved for magic martial arts as well, so let's spend 4 of our 11 remaining sample exp on getting boiling sea mastery since it'll make us better at everything to the tune of -1 difficultly for the price of a bottle of water and leave the rest for other uses.

I personally want to mess with regular magic more, but I haven't gotten around to buying the book yet to look at the details. So I'm going to list the last 7 as to be used on mortal supernatural stuff like martial arts and summoning.

So summarized:
- Combat:
BME for perfect defense, 9 exp
SWSS for soak reduction, 3 exp
VLE for soak dice pool increase, 6 exp
WBS for speed, 8 exp

- Support:
ATP for pseudo stealth to use with devils, 8 exp
BSM for -1 diff while wet and some ancillary aquatic benefits, 4 exp
Finance 2 for money problems, 5 exp

- Misc:
Martial arts and magic paths, 7 exp

Bloodless murK evasion (•••)
The Infernal yields before the futile aggression of
her enemies, dissolving into a cold, bodiless darkness and reforming somewhere nearby.
System: Reflexively spend 1 Essence. The attack fails to strike the Infernal without any further dice rolls, and she may teleport to any shadow within her Willpower rating in yards. She may also simply use Bloodless Murk Evasion to teleport to a shadow in the absence of an attack. This Charm cannot be used in direct sunlight, nor to avoid any attack enhanced by magic designed to strike down creatures of darkness.
sCar-Writ saga shield (•)
The Infernal scribes a litany of the pain and hard-
ships she has endured upon her heart and her very bones, fortifying her flesh against harm.
System: The Infernal permanently lowers the diffi- culty of all soak rolls by one.
viridian legend exosKeleton (••)
The Infernal calls forth the shattered masonry and brazen decorations of Lanka and forges them into ar- mor which adorns her flesh like a second skin. Ancient demonic script glows faintly upon this shell, incoherent- ly attempting to speak of the glories of the Demon City. System: Reflexively spend 1 Essence to activate this Charm. The Infernal adds the highest of her Strength, Stamina, or Charisma to her soak rolls for the rest of the scene, but raises the difficulty of all Stealth attempts by +1 due to the glowing script that
adorns her armor

Wind-Born stride (••)
The Infernal moves with the ferocious speed of the
killing winds of Hell.
System: The Infernal's movement speed is perma-
nently tripled, and she doubles the result of all Initiative rolls. By reflexively spending 1 Essence, she can instead increase her movement tenfold for her Essence rating in turns. Outside of combat, her movement speed in- creases by one factor for every full minute she continues to run (so after a minute of running flat-out, her move- ment speed is quadrupled; after another minute, it is quintupled) until it caps out at a tenfold increase.
Signature Effect: The Infernal's Shintai form is peerless in its speed. On her turn, in addition to any other movement she makes, the Infernal may reflexively move to any point within (Essence x 100) yards that she could reach through normal movement. This is light- ning-quick movement, not teleportation; it can't take her through a locked door, or up the side of a sheer wall (unless she has the ability to run up walls, of course).

anonymity through propriety (••)
The Infernal wraps herself in a mantle of Essence which devours the attention of the weak-willed, mak- ing it feel like an impossible burden to notice the Exalt
or interfere in her affairs.
System: Spend 1 Essence and roll Charisma + Et-
iquette against difficulty 4. Anyone whose Willpower rating is equal to or lower than the resulting successes cannot notice or acknowledge the Infernal unless she directly interacts or interferes with them. If she's tak- ing some indirect action that would distress a character were he to acknowledge it (such as reading his diary or murdering his spouse), and that character has Will- power 5+, they can spend a point of Willpower and make a Willpower roll against difficulty 7 to attempt to acknowledge and confront the Infernal. This Charm lasts for one scene.
Signature Effect: Anonymity Through Propriety acti- vates at no cost when the Infernal dons her Shintai form.
Boiling sea mastery (•)
The Infernal is a sea monster, and the depths hold no terrors for her of any sort.
System: This Charm conveys the following benefits:
• All rolls made while the Infernal is wet (whether that means she's standing in the rain, submerged in water, has just stepped out of the shower, or has just upended a bottle of water over her head) are made at –1 difficulty.
• The Infernal can swim at three times her land- locked movement speed, and can breathe underwater.
221

• TheInfernalcanstandormoveacrossthesurfaceof any liquid as though it were solid ground, as she desires.
• The Infernal can survive unharmed in any sort of hostile aquatic environment, from the crushing depths of the deepest trenches to the boiling sea of fat and grease that is the Hell of Boiling Oil.
• The Infernal suffers no penalties or difficulties while attempting to perceive her surroundings while submerged. She can hear and see clearly around herself out to at least 200 yards despite impediments such as churning silt or being in the absolute darkness of the sub-light layers of the ocean.
Signature Effect: Whenever the Infernal is com- pletely submerged in liquid, she may assume her Shintai form automatically, without the need of an Essence or Willpower expenditure or a dice roll. How- ever, transforming in this fashion leaves the Infernal trapped within her chrysalis for three turns before she emerges in her Shintai form, during which time she cannot defend herself in any way save to soak damage.

Looking at it now this is a little heavy on the combat stuff, and doesn't have as much magic as I'd like in it. Tuning it better would require more definite plans on what we want to do long term though, so this seems good enough for now.

I haven't actually played exalted before, so I'm sure there are mistakes in here.

The point was mostly to put together a generic baseline to compare against when making individual purchases.
 
Last edited:
That's why I was going with an Excellency rather than buying more dots.

But Investigation will help us figure things out so we don't need to waste our single question on something, or be able to ask a more focused question.


Eh, that's kind of what I've been doing with some of my suggested lists. Just without bringing the XP costs into things.
Can always try that.

At minimum, would hopefully get discussion so we know what charms and such are non-starters.
ehhh aside from the fact of all the other things we have that helps investigating without investigating we also can use the crown on more than one focus like items of a person, people, areas, etc etc. Also to actually be genuinely good it would cost us a lot of exp.
 
Back
Top