Green Flame Rising (Exalted vs Dresden Files)

[X] Capture them, you don;t want to risk killing anyone
-[X] As you close your eyes to protect from the flashbangs already in the air you kick a chunk of brick at your feet from the destroyed wall into the face of the one threatening dad in a single motion as you lunge into the room. Moving from memory, shield up and dashing near to the ground, you sweep the legs of the faux-angel with a shotgun with the flat of your blade. You then shield-bash him mid-fall so he flies back, impacting the fellow with the AK. You open your eyes as the EMPs set to go off as you entered send the world immediately from the flashbang's blinding light into shadow, leaving you the only one with night vision to finish up.


Yeah, this is great.
 
[X] Capture them, you don;t want to risk killing anyone
-[X] As you close your eyes to protect from the flashbangs already in the air you kick a chunk of brick at your feet from the destroyed wall into the face of the one threatening dad in a single motion as you lunge into the room. Moving from memory, shield up and dashing near to the ground, you sweep the legs of the faux-angel with a shotgun with the flat of your blade. You then shield-bash him mid-fall so he flies back, impacting the fellow with the AK. You open your eyes as the EMPs set to go off as you entered send the world immediately from the flashbang's blinding light into shadow, leaving you the only one with night vision to finish up.
 
[X] Capture them, you don;t want to risk killing anyone
-[X] As you close your eyes to protect from the flashbangs already in the air you kick a chunk of brick at your feet from the destroyed wall into the face of the one threatening dad in a single motion as you lunge into the room. Moving from memory, shield up and dashing near to the ground, you sweep the legs of the faux-angel with a shotgun with the flat of your blade. You then shield-bash him mid-fall so he flies back, impacting the fellow with the AK. You open your eyes as the EMPs set to go off as you entered send the world immediately from the flashbang's blinding light into shadow, leaving you the only one with night vision to finish up.
 
FIGHT MECHANICS
Im assuming the GM forgot the flashbangs and will edit when they wake up.
And that we activated the EMP devices before breaking in.
Looking at the bright side of things there are four people in the room so if you handle them that's most of the thralls dealt with, but on the other hand there are four people and they are heavily armed.

The guy closest to you wearing what you can only think of as a disinterested dad's idea of what dressing their kid as a Hell's Angel is toting a very serious looking double barrelled shotgun where as the fellow over by the couch who had just enough time to dive to cover had the barrel of an all too familiar semiautomatic pointed towards dad.

As for the other two, there's the guy next to the fire alarm, getting ready to break it with the but of his own riffle and the last one is shouting and cursing up a storm... while aiming what looks like a bloody AK 47 of all things at you. Also the only one in body armor, Usum notes though you don't think that will do him much good against your sword or Gard's axe.
Combatants
Molly: Sword and board. Dex 4, Melee 5 for a dice pool of 9. 18 dice with an Excellency, 20 with Excellency + Stunt.
Michael: Sword. Matched Molly. Minimum Dex + Melee dicepool of 9
Gard:???. Assuming Expert Dex and Expert Melee, minimum Dex 4 + Melee 4. Probably higher because Norse demigoddess

Hostile Thralls
If Average stats, Dex 2 + Firearms 2 = dice pool of 4.
If Good stats, Dex 3 + Firearms 3 = dice pool of 6.

Our enemies are rolling 4 to 6 dice each.
No idea if they have 4HLs or 7HLs

Gear
Thrall 1: Shotgun Dmg 8. No armor. Not aiming yet.
Thrall 2: Semiauto Dmg 5. In Cover. No armor. Aiming at Dad.
Thrall 3: Assault rifle/AK Dmg 7. Armor 3(Kevlar vest). Aiming at Molly.
Thrall 4: Rifle Dmg 8. No armor. Trying to break alarm

Location
Thrall 1 is closest to entry point, either standing in front of, or sitting on couch.
Thrall 2 is behind couch, using couch as cover.
Thrall 3 and 4 are at the far end of the room.

Commentary
Flashbang inflicts Blind, which increases difficulty of any action they want to take by +2 DC, and gives a +2 dice bonus to any relevant roll taken against them. That means that, if they are Average Thralls with a dice pool of 4, they are going to be rolling (4-2)=2 dice at DC (6+2=8) on their attack rolls until their eyes clear.

If Good Thralls with a dice pool of 6, they are going to be rolling (6-2=) 4 dice at DC8.

===
As the guy with the only AK in the room, and the only one with armor, Thrall 3 is the most dangerous.
Because Assault Rifles/AKs can do Automatic Fire, which gives a +10 dice bonus to accuracy against one person if they magdump the rifle, while increasing difficulty to hit by +2 DC and burning all the ammo in their magazine.

Which would mean even if Blinded, he can roll 12-14 dice at DC8.
And because he has Armor 3, he has the most ability to soak damage.Molly needs to full Excellency this guy. Just throw Dex 4 + Melee 5 + Excellency 9 + Stunt 2 + Blind bonus 2 = 22 dice at him and blow through his armor.

===
Thrall 2 is in Cover. Cover increases the difficulty of your enemies to hit you by (x+1), but also of you to hit your enemy by (x).
So he will be rolling 2-4 dice at [Base DC 6 + Blind 2 + Cover 1(behind wall/couch)] = DC 9 to shoot at Michael.
Poor odds to hit.

Thrall 1 is out in the open, and isnt aiming.
He's the least alert, and is easily within range of whoever is behind us next.

Thrall 4 is trying to break the alarm, and is near Thrall 3.
So Molly can bounce off Thrall 3 and hit Thrall 4.

We can take multiple actions, but each successive action increases in difficulty and loses one dice.
 
FIGHT MECHANICS
Im assuming the GM forgot the flashbangs and will edit when they wake up.
And that we activated the EMP devices before breaking in.

Combatants
Molly: Sword and board. Dex 4, Melee 5 for a dice pool of 9. 18 dice with an Excellency, 20 with Excellency + Stunt.
Michael: Sword. Matched Molly. Minimum Dex + Melee dicepool of 9
Gard:???. Assuming Expert Dex and Expert Melee, minimum Dex 4 + Melee 4. Probably higher because Norse demigoddess

Hostile Thralls
If Average stats, Dex 2 + Firearms 2 = dice pool of 4.
If Good stats, Dex 3 + Firearms 3 = dice pool of 6.

Our enemies are rolling 4 to 6 dice each.
No idea if they have 4HLs or 7HLs

Gear
Thrall 1: Shotgun Dmg 8. No armor. Not aiming yet.
Thrall 2: Semiauto Dmg 5. In Cover. No armor. Aiming at Dad.
Thrall 3: Assault rifle/AK Dmg 7. Armor 3(Kevlar vest). Aiming at Molly.
Thrall 4: Rifle Dmg 8. No armor. Trying to break alarm

Location
Thrall 1 is closest to entry point, either standing in front of, or sitting on couch.
Thrall 2 is behind couch, using couch as cover.
Thrall 3 and 4 are at the far end of the room.

Commentary
Flashbang inflicts Blind, which increases difficulty of any action they want to take by +2 DC, and gives a +2 dice bonus to any relevant roll taken against them. That means that, if they are Average Thralls with a dice pool of 4, they are going to be rolling (4-2)=2 dice at DC (6+2=8) on their attack rolls until their eyes clear.

If Good Thralls with a dice pool of 6, they are going to be rolling (6-2=) 4 dice at DC8.

===
As the guy with the only AK in the room, and the only one with armor, Thrall 3 is the most dangerous.
Because Assault Rifles/AKs can do Automatic Fire, which gives a +10 dice bonus to accuracy against one person if they magdump the rifle, while increasing difficulty to hit by +2 DC and burning all the ammo in their magazine.

Which would mean even if Blinded, he can roll 12-14 dice at DC8.
And because he has Armor 3, he has the most ability to soak damage.Molly needs to full Excellency this guy. Just throw Dex 4 + Melee 5 + Excellency 9 + Stunt 2 + Blind bonus 2 = 22 dice at him and blow through his armor.

===
Thrall 2 is in Cover. Cover increases the difficulty of your enemies to hit you by (x+1), but also of you to hit your enemy by (x).
So he will be rolling 2-4 dice at [Base DC 6 + Blind 2 + Cover 1(behind wall/couch)] = DC 9 to shoot at Michael.
Poor odds to hit.

Thrall 1 is out in the open, and isnt aiming.
He's the least alert, and is easily within range of whoever is behind us next.

Thrall 4 is trying to break the alarm, and is near Thrall 3.
So Molly can bounce off Thrall 3 and hit Thrall 4.

We can take multiple actions, but each successive action increases in difficulty and loses one dice.
I assume most types of thrall would suffer a debuff as most are slow thinkers and generally don't last long. Also can't follow complex orders now I'm sure there are exceptions and very light mind control can probably mitigate that.
 
I wasn't sure what else to do about the gun facing dad, humans with guns are one of the KotC noted weaknesses. In retrospect I should also be more explicit about using the sword to keep using the Melee dice.

Having given it some more thought, how's this for a rewrite?
[] As you close your eyes to protect from the flashbangs already in the air you kick a chunk of brick at your feet from the destroyed wall into the face of the one threatening dad in a single motion as you lunge into the room. Moving from memory, shield up and dashing near to the ground, you sweep the legs of the faux-angel with a shotgun with the flat of your blade. You then shield-bash him mid-fall so he flies back, impacting the fellow with the AK. You open your eyes as the EMPs set to go off as you entered send the world immediately from the flashbang's blinding light into shadow, leaving you the only one with night vision to finish up.
One general point about writing stunts is that you want to set the scene without telling the GM what to do.
Yours is pretty good, but a nitpick is that you dont really interact with the environment or your party as much as I'd like.

And narratively, you did make a couple errors
-EMP bombs dont make light, especially not when they are inside guitar cases.
-You dont enter a building at the same time as your flashbangs. Else they blind and stun you as well as your victims. And Molly has no environmental resistance charms.

If I was writing a stunt, it would be along these lines


=====
VOTE
[X] Capture them, you don;t want to risk killing anyone
[X]STUNT: Entering in the wake of Gard's flash grenades, you take in the room and prioritize, shield unfolding in your left hand like a malignant flower. "Ware shotgun" you bark over your shoulder as you duck past the wannabe biker with preternatural grace, divine fire burning in your veins as you focus. A hop and you ride the couch's backrest down on the pistol gunman taking cover behind it, bringing your combined weight down on him with a satisfying thump. Another beat and you're in the AK gunner's face, his eyes widening with alarm as your arm delivers a full strength slash to the upper body with the flat of your blade. In the same continuous motion you lunge smoothly past him into the fourth thrall's back, shield forward as you drive him into the wall and the alarm with the full weight of your body. Then you turn.


====
REASON
Molly burns 1 Essence.
Rolls Dex 4 + Melee 5 + Excellency 9 + Stunt 2 + Blind 2 = 22 dice.
Movement speed 20 + 3*Dex4 = 32 yards per turn

Prioritize the most alert, then the most likely to do damage, and the most difficult to reach.
Thrall 2 >>> Thrall 3 >> Thrall 4 > Thrall 1
===
Thrall 2(semiauto): 22 dice at DC6
Thrall 3(AK): 21 dice at DC7
Thrall 4(Rifle): 20 dice at DC8
Defend: 19 dice at DC9

Not sure Im remembering the multiple actions rule properly here though, but Im going off our fight with Gorfel's goons.
 
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Thrall 2(semiauto): 22 dice at DC6
Thrall 3(AK): 21 dice at DC7
Thrall 4(Rifle): 20 dice at DC8
Defend: 19 dice at DC9

Not sure Im remembering the multiple actions rule properly here though, but Im going off our fight with Gorfel's goons.
The first action already takes a penalty of 1 and it escalates from there, so DCs are 7-8-9 if we don't have anything to reduce difficulty.
Also you can only make 1 Attack (unless you have extra-actions or limbs), no matter how you split your actions otherwise. The rest can go into parries and such, which is luckily very easy due to our shield.

On the positive side, being blinded does not reduce the blinded person's Dice by 2, it increases their difficulty by 2.
That means successfully using Full Auto is impossible as it would be DC 10.
 
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And narratively, you did make a couple errors
-EMP bombs dont make light, especially not when they are inside guitar cases.
-You dont enter a building at the same time as your flashbangs. Else they blind and stun you as well as your victims. And Molly has no environmental resistance charms.
-Never said they did. Reread it, it's the flashbangs that made the light, the EMPs made shadow by shorting out the electricity.
-That's why I had Molly have her eyes closed as she charged in, doesn't do much for the "bang" bit, but Exalted resilience mean hearing will recover, and hopefully none were close enough to physically concuss her. Don't think Environmental resistance would do anything anyway since flashbangs are an attack.

As for your stunt, it doesn't seem fast enough, if that makes sense. The time to say "Ware shotgun" is more than enough time to fire said shotgun. If you want to ride the couches backrest down, that's speed of gravity at most, which is, again, slow in fights like these.

That's why I made an effort to at least stagger as many as I could with the same actions (kicking a brick as part of a charge, bashing a thug into another), I had an earlier version where I flipped the couch on the guy behind it, but I had a hard time picturing that being done quick enough to avoid someone starting shooting so I cut it.

You have a point that I didn't interact with the environment and party enough, but yours puts me in mind of the kind of action movies that leaves me wondering why the thugs are just letting the hero run around the room taking them out and haven't started shooting already.
 
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Votes as they stand. Pretty much decided with only the stunt being argued.
Adhoc vote count started by Yzarc on Sep 7, 2022 at 3:13 AM, finished with 39 posts and 16 votes.

  • [X] Capture them, you don;t want to risk killing anyone
    [X] Put them down as fast as you can, there's a kid's life on the line
    [X] Capture them, you don;t want to risk killing anyone
    -[X] As you close your eyes to protect from the flashbangs already in the air you kick a chunk of brick at your feet from the destroyed wall into the face of the one threatening dad in a single motion as you lunge into the room. Moving from memory, shield up and dashing near to the ground, you sweep the legs of the faux-angel with a shotgun with the flat of your blade. You then shield-bash him mid-fall so he flies back, impacting the fellow with the AK. You open your eyes as the EMPs set to go off as you entered send the world immediately from the flashbang's blinding light into shadow, leaving you the only one with night vision to finish up.
    [X]STUNT: Entering in the wake of Gard's flash grenades, you take in the room and prioritize, shield unfolding in your left hand like a malignant flower. "Ware shotgun" you bark over your shoulder as you duck past the wannabe biker with preternatural grace, divine fire burning in your veins as you focus. A hop and you ride the couch's backrest down on the pistol gunman taking cover behind it, bringing your combined weight down on him with a satisfying thump. Another beat and you're in the AK gunner's face, his eyes widening with alarm as your arm delivers a full strength slash to the upper body with the flat of your blade. In the same continuous motion you lunge smoothly past him into the fourth thrall's back, shield forward as you drive him into the wall and the alarm with the full weight of your body. Then you turn.
    [X] Capture them, you don;t want to risk killing anyone
    -[X] Closing your eyes to protect from the flashbangs already in the air you move from memory, throwing you shield at the arm of the one threatening dad, while ducking under their aim and dashing near to the ground to sweep the legs of the faux-angel with a shotgun. You then kick him mid-fall so he flies back, impacting the fellow with the AK. You open your eyes as the EMPs set to go off as you entered send the world immediately from the flashbang's blinding light into shadow, leaving you the only one with night vision to finish up.
 
@DragonParadox I have a few questions if you do not mind.

1. Can we use VEE on ourselves?

2. Is there any charm like VEE that would help in learning the Qiaos?

3. How do Qiaos show up on our Char sheet? As background dots?
 
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@DragonParadox I have a few questions if you do not mind.

1. Can we use VEE on ourselves?

2. Is there any charm like VEE that would help in learning the Qiaos?

3. How do Qiaos show up on our Char sheet? As background dots?
  1. No, though you could grant them to a familiar
  2. VEE cannot held with Numia or other magic directly, though it can give merits that make you better at learning or using it
  3. As Numia, hedge magic
 
The first action already takes a penalty of 1 and it escalates from there, so DCs are 7-8-9 if we don't have anything to reduce difficulty. Also you can only make 1 Attack (unless you have extra-actions or limbs), no matter how you split your actions otherwise. The rest can go into parries and such, which is luckily very easy due to our shield.

On the positive side, being blinded does not reduce the blinded person's Dice by 2, it increases their difficulty by 2.
That means successfully using Full Auto is impossible as it would be DC 10.
I dont have my ExWoD book nearby, so I cant confirm.
I do have access to a copy of V20 here, and it does say that, and I quote:
Blinded: Add two dice to attack rolls made against a blinded target. Furthermore, blind characters are at
+2 difficulty on all actions.
V20, page 279
It doesnt reduce the blind person's dice, it increases the dice pool of an attacker by 2 dice, AND increases the blind characters DCs on all actions by 2.

Standard difficulty is DC6 in V20. Firing a gun is used as an example.
So someone blinded by a flashbang but firing a gun anyway without a compensatory merit or piece of kit is rolling at DC8 (6+2)

DCs are capped at 9.
So when an NPC or PC has an action whose cumulative DC is 10 or 11 or higher, it just caps at 9.
 
V20, page 279
It doesnt reduce the blind person's dice, it increases the dice pool of an attacker by 2 dice, AND increases the blind characters DCs on all actions by 2.

Standard difficulty is DC6 in V20. Firing a gun is used as an example.
So someone blinded by a flashbang but firing a gun anyway without a compensatory merit or piece of kit is rolling at DC8 (6+2)

DCs are capped at 9.
So when an NPC or PC has an action whose cumulative DC is 10 or 11 or higher, it just caps at 9.
I know that, but I didn't know difficulty just goes back to 9, rather than being impossible.
 
-Never said they did. Reread it, it's the flashbangs that made the light, the EMPs made shadow by shorting out the electricity.
-That's why I had Molly have her eyes closed as she charged in, doesn't do much for the "bang" bit, but Exalted resilience mean hearing will recover, and hopefully none were close enough to physically concuss her. Don't think Environmental resistance would do anything anyway since flashbangs are an attack.

As for your stunt, it doesn't seem fast enough, if that makes sense. The time to say "Ware shotgun" is more than enough time to fire said shotgun. If you want to ride the couches backrest down, that's speed of gravity at most, which is, again, slow in fights like these.

That's why I made an effort to at least stagger as many as I could with the same actions (kicking a brick as part of a charge, bashing a thug into another), I had an earlier version where I flipped the couch on the guy behind it, but I had a hard time picturing that being done quick enough to avoid someone starting shooting so I cut it.

You have a point that I didn't interact with the environment and party enough, but yours puts me in mind of the kind of action movies that leaves me wondering why the thugs are just letting the hero run around the room taking them out and haven't started shooting already.
I assumed we would set off the EMP even before we took down the wall, just like we took down the landlines.
They're AoE devices, and brick walls dont make much if any difference.
Besides, its around 2PM on a summer Saturday afternoon. There's plenty of light.

I looked up flashbangs before writing.
Believe me, you dont want to be in the same room.

Ware shotgun is a second to say; less if you're hurrying.

Nah.
Molly would have hit the couch backrest with her own weight moving at speed.
Its fraction of a second duration to ride it down.

Flashbang.
Flash-bangs produce a stunningly loud sound, and that has the potential to cause hearing loss if it hits near you, says Ashley Larrimore, M.D., an emergency medicine physician at The Ohio State University Wexner Medical Center. A flash-bang can hit around 175 decibels when it is detonated, she says. For comparison, a jet engine is about 140 decibels.

The closer you are to the detonation, the more dangerous it becomes. "The sudden noise causes temporary deafness, ear ringing, and disruption of the inner ear fluid, which can cause loss of balance," Dr. Larrimore explains. "If a person is in a crowd, this is unlikely to cause any permanent damage. However if the person is near it when it detonates, the noise could be enough to cause permanent hearing loss."
The fact that they're still pointing weapons is a testimony to how good Kattrin's mojo is.
Or that the RNG gods crave blood.
I know that, but I didn't know difficulty just goes back to 9, rather than being impossible.
Its an ExWoD rule.
IIRC.
Remind me later to find the page for you; its somewhere in the first 50 pages.
 
So when an NPC or PC has an action whose cumulative DC is 10 or 11 or higher, it just caps at 9.
I think this is PC/Exalted only?

Pg 43

Difficulty Lock
In Exalted vs World of Darkness, the difficulty of your rolls never goes over 9. If something suggests that it should push the difficulty to 10, it remains at 9 instead.

Design Note: This is a decision made simply be - cause the math on difficulty 10 rolls is fucked to the point of being utterly nonfunctional on any roll where you aren't invoking a Caste Ability or a specialty. Un - less one of those mechanics is in play, the size of your dice pool is literally irrelevant because every die has an equal chance to add or take away a success.
 
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I assumed we would set off the EMP even before we took down the wall, just like we took down the landlines.
They're AoE devices, and brick walls dont make much if any difference.
Besides, its around 2PM on a summer Saturday afternoon. There's plenty of light.

I looked up flashbangs before writing.
Believe me, you dont want to be in the same room.

Ware shotgun is a second to say; less if you're hurrying.

Nah.
Molly would have hit the couch backrest with her own weight moving at speed.
Its fraction of a second duration to ride it down.
So was I, but the update wasn't specific about it, so I was using flowery language to confirm we had. I was picturing the section we were entering as a windowless backroom, thus dark even in early afternoon, save for light streaming in from the hole we just made (which was, itself, in a shadowy allyway, so not that much light)

A trigger can be pulled in substantially less than a second, and if you're jumping over a couch you can only fall at the speed of gravity, which isn't that fast compared to well-trained twitch reflexes. Although it's just occurred to me I'm not sure what you mean by "riding it down", I was picturing Molly hopping on one side of the couch, then sliding down the backrest to the other side lengthwise before falling off (which seems slower than just running around it TBH), but the way you phrased that sentence almost sounds like she knocked the couch over.
The fact that they're still pointing weapons is a testimony to how good Kattrin's mojo is.
Or that the RNG gods crave blood.
I was under the assumption that they hadn't been thrown yet.
Its an ExWoD rule.
IIRC.
Remind me later to find the page for you; its somewhere in the first 50 pages.
As far as I remember that was only for the Exalted themselves.
 
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[X] Capture them, you don;t want to risk killing anyone
[X]STUNT: Entering in the wake of Gard's flash grenades, you take in the room and prioritize, shield unfolding in your left hand like a malignant flower. "Ware shotgun" you bark over your shoulder as you duck past the wannabe biker with preternatural grace, divine fire burning in your veins as you focus. A hop and you ride the couch's backrest down on the pistol gunman taking cover behind it, bringing your combined weight down on him with a satisfying thump. Another beat and you're in the AK gunner's face, his eyes widening with alarm as your arm delivers a full strength slash to the upper body with the flat of your blade. In the same continuous motion you lunge smoothly past him into the fourth thrall's back, shield forward as you drive him into the wall and the alarm with the full weight of your body. Then you turn.
 
[X] Capture them, you don;t want to risk killing anyone
-[X] As you close your eyes to protect from the flashbangs already in the air you kick a chunk of brick at your feet from the destroyed wall into the face of the one threatening dad in a single motion as you lunge into the room. Moving from memory, shield up and dashing near to the ground, you sweep the legs of the faux-angel with a shotgun with the flat of your blade. You then shield-bash him mid-fall so he flies back, impacting the fellow with the AK. You open your eyes as the EMPs set to go off as you entered send the world immediately from the flashbang's blinding light into shadow, leaving you the only one with night vision to finish up.
 
[X] Capture them, you don;t want to risk killing anyone
-[X] As you close your eyes to protect from the flashbangs already in the air you kick a chunk of brick at your feet from the destroyed wall into the face of the one threatening dad in a single motion as you lunge into the room. Moving from memory, shield up and dashing near to the ground, you sweep the legs of the faux-angel with a shotgun with the flat of your blade. You then shield-bash him mid-fall so he flies back, impacting the fellow with the AK. You open your eyes as the EMPs set to go off as you entered send the world immediately from the flashbang's blinding light into shadow, leaving you the only one with night vision to finish up.
 
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