Green Flame Rising (Exalted vs Dresden Files)

Thinking about it more, shouldn't we go for melee instead of brawl here?

We can slap her with the flat of the blade, and use the stupid large dice pool and -3 difficultly from WHWH to do so in a way that trips her up without causing lasting harm.

Seems much more likely to work than a tackle at 7 dice.

Without honor without hope isn't a difficulty reducer it's a dice adder. While we benefit from it we get 2 additional dice to all actions.
 
[X] Ignore the ghosts, you are tough, go after Lydia
-[X] Draw Usum and activate melee excellency, attempt to trip Lydia up or knock her down without causing lasting harm.
-[X] Reserve the second essence point for this turn for IPM
[X] (Stunt) As you draw Usum and take your first step forward the cold seems to seep into your bones, bringing power with it. Then you blur forward with a flash of brass and an echo of hissing fire.

Without honor without hope isn't a difficulty reducer it's a dice adder. While we benefit from it we get 2 additional dice to all actions.
Whoops, not sure how I mixed up the effect with CCC. Still, in this context we can hit something like 22 melee dice. Which seems more likely to work than a 7 dice tackle even with the added difficulty of not cutting her.

Edit: 9 dice tackle I mean.
 
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[X] Ignore the ghosts, you are tough, go after Lydia
-[X] (STUNT) You fluidly rise rise from your seat and jump onto the Earth-Wyrm's nose in a single motion, landing in a crouch. "Throw me," you hiss, and are immediately launched upwards, adding your own jump to increase the height you reach. Specters reach out to stop you, but you use their momentary tangibility against them to use them as stepping stones, throwing your shield to embed in the stone of the gateway as you reach the level Lydia and her possessor are on. "Only way out is through ME,"
you growl as she turns back towards you in shock.
-[X] Activate IPM

Yeah Wyrm launch seems best way for our non flying gal to quickly get some height
 
[X] Ignore the ghosts, you are tough, go after Lydia
-[X] (STUNT) You fluidly rise rise from your seat and jump onto the Earth-Wyrm's nose in a single motion, landing in a crouch. "Throw me," you hiss, and are immediately launched upwards, adding your own jump to increase the height you reach. Specters reach out to stop you, but you use their momentary tangibility against them to use them as stepping stones, throwing your shield to embed in the stone of the gateway as you reach the level Lydia and her possessor are on. "Only way out is through ME," you growl as she turns back towards you in shock.
-[X] Activate IPM

Yeah Wyrm launch seems best way for our non flying gal to quickly get some height
This seems like a bad idea on a few levels.

We don't really know the wyrm's disposition yet, and getting a blunt order like this might just annoy it rather than getting us help.

Even if it does respond positively, we just got told that since it's an earth spirit it doesn't do surprise well. The delay between it figuring out what's going on and acting could be enough to put us behind.

Finally, we'd have to make a check just to land and at least part of it would be contingent on how good this dragon is at throwing things with its head. We'd probably have a 9 dice pool, which isn't bad, but if we need to land then run and we end up at an awkward angle corpsetaker could still escape.
 
I will note that we don't need IPM to avoid possession, because Celestial Exalted gain flat immunity to possession as part of the package. The part of our soul the possession would latch on to is taken up by the Exaltation.

In other words: we already have 4 souls instead of the normal 2 for humans, there simply isn't enough room for Capricorpus to move in, as well.
 
I will note that we don't need IPM to avoid possession, because Celestial Exalted gain flat immunity to possession as part of the package. The part of our soul the possession would latch on to is taken up by the Exaltation.

In other words: we already have 4 souls instead of the normal 2 for humans, there simply isn't enough room for Capricorpus to move in, as well.
The IPM use isn't for possession, it's for more mundane mind magic. She has at least some ability in the field so it's not that unreasonable a concern.

Also, I don't think the number and positioning of the souls isn't the relevant part here. It's that the exaltation comes with built in "No, and screw your for trying" tier defenses against possession as a basic feature.

Even the primordials couldn't break that rule in laboratory conditions with the closest thing to admin rights any being can have.

Stapling soul bits and spirits to a human would just get you a horrific abomination, not someone immune to possession.
 
I was mostly being cute, and correcting what I saw as a misunderstanding about our vulnerability to possession. Regular mind magic is still a valid point, though.

Also, while I'm pointing stuff out, we still have our Subterfuge Excellency running from the previous post, so attempts to trick her into trying to possess us with Manipulation + Subterfuge + Stunt + WHWH get 16 dice. Just to give a general ballpark of our chances of succeeding there.
 
Also, while I'm pointing stuff out, we still have our Subterfuge Excellency running from the previous post, so attempts to trick her into trying to possess us with Manipulation + Subterfuge + Stunt + WHWH get 16 dice. Just to give a general ballpark of our chances of succeeding there.
That might be worth exploring, but only if we can get some idea of the consequences from Molly's occult score first. Bouncing her soul off of the inside of Lydia's skull could have consequences.
 
VOTE
[X]Ignore the ghosts, you are tough, go after Lydia
-[X]Ask the stone elemental to try and counterspell any stone/earth magic that Lydia or Capi attempts near it
-[X]Reflexive IPM activation if necessary
-[X]Activate Melee Excellency. -1 Essence
-[X]Sprint up the stone into close combat range, grab, and either clinch + drag or tackle them off the staircase. Maintain hold.
-[X]STUNT: "Block her magic" you whisper to the elemental below you before vaulting off, anima banner screaming to life around you like a declaration of war. Feet pounding, you charge up the shaky edifice of concrete and steel, wraiths rattling off your shield like hail. Lydia, no, the Capriocorpus, begins to back up, her look of triumph replaced by focus as she pilots her stolen body...to do what, you cant tell. And you adjust your trajectory.


REASONING
The priority is to get Lydia away from the portal. Ergo, we grapple and drag or tackle. Like this

Melee dicepool= Dexterity 4/Strength 4 + Melee 5 + Excellency 9 + Stunt 2 + Without Honor Without Hope 2 = 24 dice.
Attack difficulty is DC6.
Athletics dicepool = Dexterity 4 + Athletics 1 + Stunt 2 + Without Honor Without Hope 2 = 9 dice.
Soak dicepool= Stamina 3 + Ebon Scales 1 + Without Honor 2 = 6 dice

With Melee Excellency active, we have a Parry dice pool of 24 at DC 4 for at least 3 turns.
Tackle (Lydia) is a -1 Diff action, so 24 dice at DC7.
Hold is normal difficulty, so 24 dice at DC6.
V20 Falling damage is 1 bashing dice/10 feet of height, so roll 2 Bashing dice for 20 feet.


The Capriocorpus in Lydia is 20 feet/6 yards off the ground and a turn away from the portal.
Molly's jogging speed is (12 + Dex4)= 16 yards/meters a turn.
Her running speed in a combat turn is (20+3*Dex4)=32 yards/meters.

With an applicable stunt, Molly can reach her, grab her and bring her down to earth in the same turn.

Option 1 is Clinch/Hold at DC6 and drag her down from the stairs in the same Move action that took us up the structure.
Option 2 is Tackle her off the stone staircase at DC7 and roll Dex+Athletics to stick the landing; by the rules she risks 2 bashing from falling 20 feet.
Option 3 is Clinch and throw both of them off the staircase, maintaining the Hold on the way down

Once we're on the ground, we're much closer to Michael.

The Capriocorpus saw us frighten the ghouls, so she knows we have some supernatural power.
She doesnt know we have supernatural physical prowess, because she didnt see us fight.
So Molly busting out moves in her face is going to come as a surprise.

Capi's choice of magic here(ghosts instead of stone) suggests that she doesnt have access to, or easy control, of Lydia's earth magics. So sprinting up the construct should be safe.
Nevertheless, asking the earth dragon to stand ready to counter any earth magic she can force seems wise.
 
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VOTE
[X]Ignore the ghosts, you are tough, go after Lydia
-[X]Ask the stone elemental to try and counterspell any stone/earth magic that Lydia or Capi attempts near it
-[X]Reflexive IPM activation if necessary
-[X]Activate Melee Excellency. -1 Essence
-[X]Sprint up the stone into close combat range, grab, and either clinch + drag or tackle them off the staircase. Maintain hold.
-[X]STUNT: "Block her magic" you whisper to the elemental below you before vaulting off, anima banner screaming to life around you like a declaration of war. Feet pounding, you charge up the shaky edifice of concrete and steel, wraiths rattling off your shield like hail. Lydia, no, the Capriocorpus, begins to back up, her look of triumph replaced by focus as she pilots her stolen body...to do what, you cant tell. And you adjust your trajectory.


REASONING
The priority is to get Lydia away from the portal. Ergo, we grapple and drag or tackle. Like this

Melee dicepool= Dexterity 4/Strength 4 + Melee 5 + Excellency 9 + Stunt 2 + Without Honor Without Hope 2 = 24 dice.
Attack difficulty is DC6.
Athletics dicepool = Dexterity 4 + Athletics 1 + Stunt 2 + Without Honor Without Hope 2 = 9 dice.
Soak dicepool= Stamina 3 + Ebon Scales 1 + Without Honor 2 = 6 dice

With Melee Excellency active, we have a Parry dice pool of 24 at DC 4 for at least 3 turns.
Tackle (Lydia) is a -1 Diff action, so 24 dice at DC7.
Hold is normal difficulty, so 24 dice at DC6.
V20 Falling damage is 1 bashing dice/10 feet of height, so roll 2 Bashing dice for 20 feet.


The Capriocorpus in Lydia is 20 feet/6 yards off the ground and a turn away from the portal.
Molly's jogging speed is (12 + Dex4)= 16 yards/meters a turn.
Her running speed in a combat turn is (20+3*Dex4)=32 yards/meters.

With an applicable stunt, Molly can reach her, grab her and bring her down to earth in the same turn.

Option 1 is Clinch/Hold at DC6 and drag her down from the stairs in the same Move action that took us up the structure.
Option 2 is Tackle her off the stone staircase at DC7 and roll Dex+Athletics to stick the landing; by the rules she risks 2 bashing from falling 20 feet.
Option 3 is Clinch and throw both of them off the staircase, maintaining the Hold on the way down

Once we're on the ground, we're much closer to Michael.

The Capriocorpus saw us frighten the ghouls, so she knows we have some supernatural power.
She doesnt know we have supernatural physical prowess, because she didnt see us fight.
So Molly busting out moves in her face is going to come as a surprise.

Capi's choice of magic here(ghosts instead of stone) suggests that she doesnt have access to, or easy control, of Lydia's earth magics. So sprinting up the construct should be safe.
Nevertheless, asking the earth dragon to stand ready to counter any earth magic she can force seems wise.

I like the general idea, but I'm not sure that engaging with the spirit is a good idea.

We don't know what it can actually do, and even if it can't help much we'd be creating a fairly open debt if it chose to help. It's not a fey, but they're not the only ones who deal in that stuff.

Outside of that just trying costs us time and possibly damages future relations for uncertain gains.
 
I like the general idea, but I'm not sure that engaging with the spirit is a good idea.

We don't know what it can actually do, and even if it can't help much we'd be creating a fairly open debt if it chose to help. It's not a fey, but they're not the only ones who deal in that stuff.

Outside of that just trying costs us time and possibly damages future relations for uncertain gains.
I mean they can't create debt from nothing you have to accept terms.
 
I like the general idea, but I'm not sure that engaging with the spirit is a good idea.
We don't know what it can actually do, and even if it can't help much we'd be creating a fairly open debt if it chose to help. It's not a fey, but they're not the only ones who deal in that stuff.

Outside of that just trying costs us time and possibly damages future relations for uncertain gains.
Having it ram the structure was a vote option last turn.
Molly has obviously decided its an option.
Which is why I asked the QM what the spirit was doing.

Not to mention that said debt, if any, might be paid/covered by Lydia and her father.
We just need to save her life first.
 
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I like the idea of getting the spirit to help us with the jump, throwing us could technically be classed under our preexisting contract of transportation. But directly asking it to join in the combat or counter magics seems like a step too far. Maybe if we could phrase it as the removal of obstructions to our movement?

We still have our empathy excellence running right? Could we try to get Lydia to hesitate or fight back against Capricorpus? Something like:
-[] "Lydia!" you shout with the heartrending tenor of someone who knows that if they lose sight of their friend they may never see them again.
 
If you are a spirit that sounds like an us problem.
Especially since we're asking a relatively minor spirit to risk a grudge from a powerful necromancer that we might not even be able to kill here and now.

Just being here is risky for him, fighting corpsetaker could easily make him a target.
I mean they can't create debt from nothing you have to accept terms.
No, they can create debt out of implied things. It's why you're not supposed to take gifts without conditions on them first.

It gets brought up when Mab walks into Harry's office for the first time. He had a deal with Leansidhe, but because she sold it to Mab it was converted to a more dangerous debt that had no deal limiting what could be done with it. Which is why she could control his body before they struck new terms.

That scene presented the whole thing as a default state for debts you don't strike terms on, not some weird loophole on favor trading.
Having it ram the structure was a vote option last turn.
Molly has obviously decided its an option.
Which is why I asked the QM what the spirit was doing.

Not to mention that said debt, if any, might be paid/covered by Lydia and her father.
We just need to save her life first.
Being exalted doesn't mean having enhanced wisdom. I wouldn't say it's a trap, but I wouldn't be surprised if things that are IC for Molly to consider can cause problems.

Passing the debt might be possible, but it's a gamble. It might also annoy everyone involved enough to lose us standing to some extent.
 
If you are a spirit that sounds like an us problem.
Definitely a collective problem.
Because its already committed to transport and intelligence exchange; getting paid for that requires that Molly et al make it through.
In for a penny and all that.

And asking it to counterspell earth magic in this area, which it can actually make some claim to?
Less inflammatory than asking it to get actively involved in the fighting.
I mean, do remember Gard describes them as pretty territorial.
This leans on that by asking it to oppose earth magic being used in its general location without even a bye your leave.
 
I like the idea of getting the spirit to help us with the jump, throwing us could technically be classed under our preexisting contract of transportation. But directly asking it to join in the combat or counter magics seems like a step too far. Maybe if we could phrase it as the removal of obstructions to our movement?

We still have our empathy excellence running right? Could we try to get Lydia to hesitate or fight back against Capricorpus? Something like:
-[] "Lydia!" you shout with the heartrending tenor of someone who knows that if they lose sight of their friend they may never see them again.
1)Asking it to join combat was an option last turn. That hasnt changed. At worst it says no.

2)No we cant.
No, they can create debt out of implied things. It's why you're not supposed to take gifts without conditions on them first.
Fae can. Sometimes.
Not spirits. Dresden lived with a spirit in his head for several years, and another in his apartment, without stacking up implied obligations. Thats a Fae, in particular a Sidhe thing.

This is an elemental, not a member of the Sidhe Courts.

Being exalted doesn't mean having enhanced wisdom.
I wouldn't say it's a trap, but I wouldn't be surprised if things that are IC for Molly to consider can cause problems.

Passing the debt might be possible, but it's a gamble.
It might also annoy everyone involved enough to lose us standing to some extent.
True.
But again, toppling the staircase thing was something that was an option last turn.
Molly thought any potential costs were worth it to prevent a necromancer absconding with Lydia. That hasnt changed.

Standing is not really a priority.
I'd rather prevent the Capriocorpus trying to collapse that staircase thing on us. Twenty feet of concrete and steel can do significant damage, and we have an unarmored kid with us.

And frankly, noone is going to think any less of Molly for getting help to prevent the Capriocorpus absconding with a death god's scion. Noone thinks any less of Dresden for asking help from everything from brownies when facing off against a Master Blampire in a shopping mall.

This is not a Sidhe. Its not going to demand our firstborn or an eye.
At worst it says no.
 
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in fairness for gifts a decision is still being made and something accepted. asking something doesn't exactly accrue debt unless there is a statement in there.
 
Fae can. Sometimes.
Not spirits. Dresden lived with a spirit in his head for several years, and another in his apartment, without stacking up implied obligations. Thats a Fae, in particular a Sidhe thing.

This is an elemental, not a member of the Sidhe Courts.
Fair enough, though I'd point out that this sort of ability is somewhat common across the stretch of pure nevernever beings that bother dealing with the mortal world.
True.
But again, toppling the staircase thing was something that was an option last turn.
Molly thought any potential costs were worth it to prevent a necromancer absconding with Lydia. That hasnt changed.
Yeah, but Molly thinking it might be true doesn't mean it actually is. If we don't have too we shouldn't expend time and social capital we don't need to.

There's also a huge difference between ramming a physical target and getting into a magical slugging match with a necromancer possessing a dollar store demigod.

I think he'll probably refuse and be upset we asked, but not before wasting some of the three seconds we have to act in if we want to capture corpsetaker.

Talking isn't a free action in this system is it?
 
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