Green Flame Rising (Exalted vs Dresden Files)

I'm honestly just looking forward to the debriefing we're going to give Harry when he gets out of jail. Granted, this isn't the form of trouble he expected Molly to get into, but still, hearing about our adventures in Undertown and dealing with a Wyrm about a place of power is going to do things to his blood pressure.

Meanwhile, Lash will be torn between laughing at Harry while she tries to take advantage of his panic to sink her claws in deeper, and worrying about the baby Exalt getting her own claws into a place of power like that.
 
[X] Take the Earth Wyrm's offer, much faster transport around this area of Undertown (Cost 8 AP of work with the tools you have available; potential future access to Dragon's Nest)
 
So what charms do we go for next turn?

I want a minimum of completing our combat charms.

Viridian Legend Exoskeleton (••) -6xp - Soak charm. With the Quoi or Shintai, that is a LOT of soak. In a soak or die game, having a lot of soak will be useful.
Scar-Writ Saga Shield (•) -3xp - Soak charm. Reduces difficulty by -1. Combined with above, if completes our tankiness.

Beyond that, I want to pick the Scene long Truth Charm which would come in handy and that Charm to see what a person feels the most shame for.

Naked Wicked Souls (•) - 3xp - Find out what deed in all of his history the target is most ashamed of. Very useful for our urge. Even better we do not roll against anything but difficulty. So even at max difficulty, we roll 5 dice or 10 dice with excellency. With enough sux we get a LOT of details. It is also a key ability so 1s do not subtract sux.

Factual Determination Analysis (••••) -16xp- Expensive but a scene long Truth charm for the low cost of 1 Essence. It would be very useful for dealing with supernaturals, especially as it is fiat backed. There is no roll but we recognizes the lie immediately for what it is. Meaning, they cannot stunt against it. So again very useful for our urge.

It also has this advantage.
Signature Effect: Whenever someone lies to the Infernal, and she recognizes the lie for what it is through Factual Determination Analysis, she may assume her Shintai form automatically, without the need of an Essence or Willpower expenditure or a dice roll. However, if the Infernal has not slain the liar by the time her transformation ends, then she suffers three levels of unsoakable aggravated damage upon returning to her true form.
Meaning we can freely use our shintai, instantly with no cost or set up.

Both would go a long way to complete our Social Charms and gives us options other than an excellency.
 
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Viridian Legend Exoskeleton (••) -6xp - Soak charm. With the Quoi or Shintai, that is a LOT of soak. In a soak or die game, having a lot of soak will be useful.
Scar-Writ Saga Shield (•) -3xp - Soak charm. Reduces difficulty by -1. Combined with above, if completes our tankiness.
Those are very useful, true enough.

I am hoping Michael's next mission points us against a denarian and I'd like the Sapphire Ritual of Exorcism to force the fallen angels out of their hosts.

The other stuff I'd like is Mercy in Servitude (4XP) to make us a nice employer.

Lastly some house-keeping (as many as we can afford depending on XP):
1-2 dots in Awareness 3-5 XP
1-2 dots in Investigation 3-5 XP
4th dot in Craft 3 XP
2nd dot in Athletics 2 XP

We really got shafted with our lack of Awareness and to a lesser extent Investigation this story, so I'd like to remedy that.
 
Hey dp could you tell us what a roll of 108 as the maximum possible roll would of given us? Its never going to happen now I'm curious though what kind of event or thing we could encounter from that though?
 
Factual Determination Analysis (••••) -16xp- Expensive but a scene long Truth charm for the low cost of 1 Essence. It would be very useful for dealing with supernaturals, especially as it is fiat backed. There is no roll but we recognizes the lie immediately for what it is. Meaning, they cannot stunt against it. So again very useful for our urge.
That's pretty expensive and I would not call it a priority.
As long as we have the threat of finding out lies with our Crown and a good dose of Empathy to notice them mundanely I'm okay on that front.

I think there are some cheaper and more important options.

Sun Denying Spite allows us to cover a large area in darkness that we can ignore. That alleviates all masquerade- or mundane authority-related problems, because nobody can prove or make videos of us doing stuff if nobody can see more than a few yards.
Yes, it's obviously magical and huge, but it is impossible to pin on us in particular by mundanes.
Also it disables all ranged fighters very effectivly.
9 XP

Another thing to consider is Erupting Fury Rebuke, AKA the mook-disabler. Every man-made object in a decent area violently explodes, leaving any human mooks both disarmed and wounded.
6 XP

Sandstrike Blast would also be a conclusive solution to all our Ranged-Attack issues. Either we pay one Essence to have a reliable and strong ranged weapon for the rest of the scene. Or we pay one Essence to fire a powerful area-attack.
8XP
 
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[X] Take the Earth Wyrm's offer, much faster transport around this area of Undertown (Cost 8 AP of work with the tools you have available; potential future access to Dragon's Nest)
 
I'm mostly leaning towards EIPP, since Shaping Defenses are important, and can stop what would otherwise be save-or-die effects.

Also, the upcoming boss fight is going to be awful without it. With our dad immune to our timestop, all of the time shenanigans are going to be thrown at us or Gard, and since Gard might have defenses from runes, that mostly means us. And then we have to wait until one of our allies snaps us out of it. And the bigger and more obvious of a threat we are, the more effort she's going to spend on keeping us locked down. Soak doesn't help that. VLE just makes us a more obvious target. Shintai just makes us a more obvious target. If we load up on soak charms, we're just going to spend a lot of the fight as a fancy glowing statue while Katrina focuses on whittling down our allies, and then our dad is likely to get hurt. And her plan will be to either slow us down and kill us or just run off after killing our allies, if she doesn't think she can kill us with our soak charms.

But if you take away the time shenanigans, we already should have enough to take her out. We roll 20 Melee dice after Excellency and stunts, with a Parry difficulty at base 4 due to our shield. That goes up to 24 dice with Shintai. We have 4 soak dice normally and 9 with Shintai, which means we can shrug off blows in Shintai that would cripple or kill a mortal with no other Charms needed. We do 6 dice of Agg damage before extra successes when we flare anima, 7 dice with Shintai. And we don't take any wound penalties until we suffer 4 HLs in normal form, or 16 HLs in Shintai. And all of this is while flanking her with our dad, who is also immune to her shenanigans. That's basically unstoppable, especially with Gard helping out, too.

Yes, it would take up almost our entire XP pool, but it would make more of a difference in the coming fight than any other Charm or combination of Charms could ever hope to.

Remember, the Big Deal when it comes to the Swords is that they make fights fair by removing these shenanigans from play, and that makes them some of the most powerful artifacts in the setting, because shaping attacks are the least fair thing ever, with the strongest just being "you either have a defense against this or you lose." EIPP lets us copy that advantage, when we're about to face a foe who abuses shaping effects like crazy. It's worth the cost.
 
That's pretty expensive and I would not call it a priority.
Yeah. That is why I put it in the "nice to have" category. I mainly want it for the signature effect but that is E3 away.
I'm mostly leaning towards EIPP, since Shaping Defenses are important, and can stop what would otherwise be save-or-die effects.
I would LOVE to have that but it is 20xp. So a hard sell, over taking VLE and SWS. Those two are the charms I am not going to compramise on, especially as Shaping defense will be competing with VEE.
 
So what charms do we go for next turn
VLE yes.
Scar Writ Shield not so much; I'd rather spend that 3-4XP on Boiling Sea Mastery, which reduces difficulty for everything by -1 while we're wet, or an Ox-Body to give us more HLs.

Im also voting for Rage Recast(Flight); thats a hill I'd die on.
Windborn Stride would be nice, but we dont strictly speakimg need it this turn; next turn maybe.
Factual Determination Analysis (••••) -16xp-
If we're buying a 4 or 5 dot charm, my vote is for either CCP for magic crafting, or Splintered Gale, which gives us clones.

At E2, we'd be able to summon 2 clones, which would give us 2x extra sets of hands with Craft 3, Tech 1 for working on the Last Station Dragons Nest and finishing it early.
Or for doing our homework and other mundane stuff without taking time away from exploring our magic.

Also, the upcoming boss fight is going to be awful without it.
We already have a defense against any attempts to manipulate our mind and senses.
As for shaping? Thats what temp WP is for.
And Michael is a paladin; area denial of shaping attacks is in his wheelhouse.

What I worry about is what she has in her pocket that we havent seen.
 
Hey dp could you tell us what a roll of 108 as the maximum possible roll would of given us? Its never going to happen now I'm curious though what kind of event or thing we could encounter from that though?

108, in fact anything over 100 would have gotten you a more knowledgeable elemental, he would have still said the same think in essence, but with a formality that rang oddly familiar to Molly. What that might have lead to is another matter that is not really that relevant because you did not roll 101+
 
In terms of charms, Viridian Exoskeleton, Boiling Sea Mastery and Mercy in Servitude are a must. I would argue that if we are going to be making underground our home turf, and / or getting minions, then Transcendent Lord of Flies would also be a very worthy investment:

Wheresoever there is neither hope nor respite,
there the Infernal marks herself at home.
System: The Infernal needs never make a Survival
roll to remain safe, comfortable, and fed in hostile, barren
environments such as deserts, tundra, or areas of urban
blight. The difficulty to feed and protect others in such
environments is reduced by three (minimum of 3). By
spending 1 Essence, she becomes completely immune to
environmental damage for the rest of the scene.

@DragonParadox does the Chicago underground count as the "area of urban blight"? And, further, does "difficulty to protect othersis reduced by three" extend to craft rolls for building shelter, amenities and fortifications? Does it extend to combat as long as we are protecting others in a hostile environment?

It also gives us an ability to shrug off environmental damage. Meaning that suddenly doing stuff like lighting the house we are in on fire mid combat is a valid tactic.

With these four charms we can expand in Chicago underground very effectively, setting up a power base and moving from "lone strong fighter" to "local power faction".
 
In terms of charms, Viridian Exoskeleton, Boiling Sea Mastery and Mercy in Servitude are a must. I would argue that if we are going to be making underground our home turf, and / or getting minions, then Transcendent Lord of Flies would also be a very worthy investment:



@DragonParadox does the Chicago underground count as the "area of urban blight"? And, further, does "difficulty to protect othersis reduced by three" extend to craft rolls for building shelter, amenities and fortifications? Does it extend to combat as long as we are protecting others in a hostile environment?

It also gives us an ability to shrug off environmental damage. Meaning that suddenly doing stuff like lighting the house we are in on fire mid combat is a valid tactic.

With these four charms we can expand in Chicago underground very effectively, setting up a power base and moving from "lone strong fighter" to "local power faction".

Undertown would fall under the incidence of that charm for sure yeah however the difficulty to protect others does not extend to things like extensive fortifications. Shelter for the night sure, improvised defenses for a few weeks again fine, but the process of refurbishing the Last Station would be basically making it not be Urban Blight which puts it outside the power of the charm.

Vote closed
Adhoc vote count started by DragonParadox on Sep 15, 2022 at 4:26 AM, finished with 104 posts and 33 votes.
 
What I worry about is what she has in her pocket that we havent seen.
We can spend the Crown to ask "what can she do in a fight?" or "how does she fight?", or something to the same effect to learn her combat abilities. This would give us an additional layer of preparation and surprise against her.

Undertown would fall under the incidence of that charm for sure yeah however the difficulty to protect others does not extend to things like extensive fortifications. Shelter for the night sure, improvised defenses for a few weeks again fine, but the process of refurbishing the Last Station would be basically making it not be Urban Blight which puts it outside the power of the charm.
Well, yeah, in this case it's obviously a self-defeating charm, where we get the benefits, but once we actually make the renovations, we lose them. Still worth it, especially if we extend beyond the station itself in our renovations. And it would still be damn useful.
 
We already have a defense against any attempts to manipulate our mind and senses.
As for shaping? Thats what temp WP is for.
And Michael is a paladin; area denial of shaping attacks is in his wheelhouse.
1) Only one of Katrina's 3 known tricks counts as mind magic to our Charm, and the other two are giving us an "unfair amount" (DPs words) of dice penalties to our Melee pool, or turning us into a fancy glowing statue until one of our allies touches us, so forgive me if I'm not comforted by a Charm that just means she doesn't have a third way to mess with us.

2) The way Gard described the effects made it sound like spending temporary willpower wasn't actually enough to get out, only being touched by an outside force works. Also, 1 temp WP is the potential cost for EIPP, if we decide not to spend essence, and I don't think it would be a 5-dot Charm to let us spend willpower to ignore effects if the rules already let us do that. And I don't see any rule that would let us do that, especially since it doesn't specifically say that it's a shaping attack, just a spell that affects your personal time flow, which EIPP still protects us from.

3) It might just be me, but the way DP phrased it, it sounded like Michael could only protect himself from the time effects by default, and he could only protect us by touching us to pull us out of it, or by using Prayer, which he can't do and fight at the same time.

Hopefully we'll get the 26 XP we need to get EIPP and VLE, but otherwise I'm prioritizing EIPP and then doing what I can with the remaining XP.
 
Im also voting for Rage Recast(Flight); thats a hill I'd die on.
Fair, but do keep in mind that I am the same for SWS, as I feel that the -1 difficulty is more impactful then Ox-Body. Soaking at 5 is a qualitative increase across the board.

.....yeah, I could go on, but lets just say that I will be pushing for it.
In terms of charms, Viridian Exoskeleton, Boiling Sea Mastery and Mercy in Servitude are a must.
The Last one is dependent on factors but yeah, it would be a "in" with the white court, especially if we cut a deal for curing the dregs in return for stuff.
 
Wait... And sorry to bother you again @DragonParadox , but would Transcendent Lord of Flies apply to our rolls for getting people to follow our commands / recruitment attempts, as long as our primary / important goal / motivation was well being and protection of our minions?
The Last one is dependent on factors but yeah, it would be a "in" with the white court, especially if we cut a deal for curing the dregs in return for stuff.
Red Court half vampires too, probably.
 
The Last one is dependent on factors but yeah, it would be a "in" with the white court, especially if we cut a deal for curing the dregs in return for stuff.
It would be an "in" with the White Court dregs.

Or any White Court vampire who wants relief from his urges.

It'd be a major concern to the existing power structure of the White Court.
They might even take it as a declaration of war.


Let's do it!
 
Wait... And sorry to bother you again @DragonParadox , but would Transcendent Lord of Flies apply to our rolls for getting people to follow our commands / recruitment attempts, as long as our primary / important goal / motivation was well being and protection of our minions?

Red Court half vampires too, probably.

As long as what you are protecting them from is the environment yes. So if you ask Timmy not to jump in the lava that would get you the bonus, but not if you are trying to persuade Timmy not to do something else stupid.
 
So what charms do we go for next turn?
Given the AP hell we're going to be in for the next few turns with building up the Earth Wyrm's nest, I really think it'd be a good idea to get the Qiao of the Meng up to the second dot so we have an easy source of Willpower so we can finally get Nightmare Fugue Vigilance.

An extra eight hours of time a day to do stuff in (including stuff that gets us XP) is basically necessary with all the responsibilities we have.

Beyond that some dots in Tech so we don't have that embarrassing event of failing to infect a phone with Hollow Mind Possession again, and to get power to the Nest.
I'm mostly leaning towards EIPP, since Shaping Defenses are important, and can stop what would otherwise be save-or-die effects.
I'm genuinely kind of annoyed that EIPP is the only shaping defense EvWoD Infernals get. I get it, there was only so much room, and I'd probably feel differently if we actually favored the Wicked City, but Lanka should have Purity of Madness Defense as a cheaper shaping defense. Something like:

Purity of Madness Defense (•••)
The Infernal is her own architect and does not abide the designs of other artists marring the blueprints of her will.
System: Whenever the character is the subject of any supernatural power that seeks to transform, infect, taint, transport, or control her body or spirit, the effect becomes obvious and she may make the informed decision either accept it or to reject it by reflexively spend 1 Willpower and roll Willpower against difficulty 7. Success shatters the hostile magic, protecting the Infernal completely, and immunizes her against repeated attempts to exert the same sort of influence for the rest of the scene.

The lack of a limit track made conversion difficult, (the original cost limit instead of motes) but given said original talked about the limit being "mental strain" I think making it cost willpower lines up thematically. Generally a worse, and therefor cheaper, EIPP, but matches up pretty well with the Solar Chaos Repelling Pattern.
We really got shafted with our lack of Awareness and to a lesser extent Investigation this story, so I'd like to remedy that.
I'm with you on Awareness, but normally we'll have Dresden to take care of investigation for us. Him getting sidelined for this probably won't be the norm. If it happens again I'll rethink that, but for now it's more efficient to focus on the things we don't have allies for.
 
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Flight seems very non-essential.

Personally, I'd drop most charm purchases if we can get Harry to teach us Alchemy. With Tool Transcending Constructs we can make very good alchemical items incredibly quickly. Getting to the point where we can duplicate the equivalent of three dot supernatural powers would be a massive force multiplier. Being able to have the equivalent of something as simple as Fortitude and Celerity 3 IC in demand would do more for our combat prowess than most individual charms, and that's disregarding the vast range of things that three dot werewolf gifts can do.

I'm pretty sure there's a three dot gift that allows flight, even.
 
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Flight seems very non-essential.

Personally, I'd drop most charm purchases if we can get Harry to teach us Alchemy. With Tool Transcending Constructs we can make very good alchemical items incredibly quickly. Getting to the point where we can duplicate the equivalent of three dot supernatural powers would be a massive force multiplier. Being able to have the equivalent of something as simple as Fortitude and Celerity 3 IC in demand would do more for our combat prowess than most individual charms, and that's disregarding the vast range of things that three dot werewolf gifts can do.

I'm pretty sure there's a three dot gift that allows flight, even.
...Does that include 3 dot Infernal Charms? I'm wondering cause that would include Frothing Devil Catalyst, which would mean we could actually pull off the "Refine Oil from Hell for sale" trick we joked about earlier.
 
Meaning we can freely use our shintai, instantly with no cost or set up.

Both would go a long way to complete our Social Charms and gives us options other than an excellency.
nother ox body wouldnt be amiss in that case. 3 agg... isn't pretty.

I see us eating it a lot. Especially if we say... lie to ourselves? To be extra cheeky.

Though using it to trigger the city still stands would be hilarious.
 
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