Green Flame Rising (Exalted vs Dresden Files)

Yes, she knows all that stuff, including that Molly got shot. The precise volume of bullets that went into her is the only thing that was kept back
Thank you.
So yeah, we tell them both. Together.
Daniel we probably tell later, out of the house; either we tell him or Lydia will.
[X] Yes
-[X] Tell Charity and Micheal together at some point once things have calmed down
-[X] Use excellency to manage the presentation and fallout
-[X] Stunt: Taking a deep breath Molly catches first her father's, then her mother's, eyes.
-[X] "Things got… bad at the museum. A lot of people died before we even got there, and most of them weren't freed of their suffering even then". For a moment, the inside of a room you wish you didn't remember flashed before your eyes, and something of it must of shown on your face.
-[X] " We stopped the people who did it; but it got bloody. I killed the woman started it all, and I can't say I regret it. Maybe it wasn't what was right, nothing about what happened was, but it was what was left." Molly says, a certainty as enduring as stone and brass settling into her voice.
-[X] " I pray for the wisdom to do better, to be better, but I don't know what else we, I, could have done without innocent people suffering for it"
-[X] Answer any other questions they have about what we did and why.

I get why people don't want to talk about this, but Micheal and Charity aren't dumb. They'll know something is up, and they can always talk to Harry about it.

Even setting that aside, there are plenty of important reasons to do this. The first being that if we want to be treated like an adult making decisions and not a child hiding from punishment then we need to act like it. Talk things over, explain what we did and why. Demonstrate that as chaotic as things got Molly isn't a kid lashing out with fantastic cosmic power and no thought for what's actually going on.

Not doing that is a step backwards In our relationship with Charity and Micheal. Which is important not only on a practical level, but because they're Molly's parents and she loves them. Creating a situation where they dig. We evade, and the stress builds on the relationship till something snaps is a bad plan for everyone involved.
We dont use social Excellencies on our parents as a matter of policy, iircc.
The rest seems fine. Including the stunt.

If you remove the Excellency I'll vote for it.
 
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Why are you trying to get our allie nerfed. That is strange to me.
Maximum accrual of power isn't the primary goal in character design. An exigent terrestrial that stands at least a head, if not quite a head and shoulders, above the gold standard for terrestrials is strange.

Especially since she inherited from what appears to be the least competent guppy of a death god in the setting.
Thank you.
So yeah, we tell them both. Together.
Daniel we probably tell later, out of the house; either we tell him or Lydia will.

We dont use social Excellencies on our parents as a matter of policy, iircc.
The rest seems fine. Including the stunt.

If you remove the Excellency I'll vote for it.

Whoops, it's a reflex at this point or something.

[X] Yes
-[X] Tell Charity and Micheal together at some point once things have calmed down
-[X] Use willpower on the first social check, and at any point Molly feels is particularly critical.
-[X] Stunt: Taking a deep breath Molly catches first her father's, then her mother's, eyes.
-[X] "Things got… bad at the museum. A lot of people died before we even got there, and most of them weren't freed of their suffering even then". For a moment, the inside of a room you wish you didn't remember flashed before your eyes, and something of it must of shown on your face.
-[X] " We stopped the people who did it; but it got bloody. I killed the woman started it all, and I can't say I regret it. Maybe it wasn't what was right, nothing about what happened was, but it was what was left." Molly says, a certainty as enduring as stone and brass settling into her voice.
-[X] " I pray for the wisdom to do better, to be better, but I don't know what else we, I, could have done without innocent people suffering for it"
-[X] Answer any other questions they have about what we did and why.

Swapped to willpower because this is important and we're about to go to sleep anyway. It's also a perfectly fair resource to use against mortals; hell, Charity burns it against us regularly. Might as well buy a success on the key rolls here.
 
Maximum accrual of power isn't the primary goal in character design. An exigent terrestrial that stands at least a head, if not quite a head and shoulders, above the gold standard for terrestrials is strange.

Especially since she inherited from what appears to be the least competent guppy of a death god in the setting.


Whoops, it's a reflex at this point or something.

[X] Yes
-[X] Tell Charity and Micheal together at some point once things have calmed down
-[X] Use willpower on the first social check, and at any point Molly feels is particularly critical.
-[X] Stunt: Taking a deep breath Molly catches first her father's, then her mother's, eyes.
-[X] "Things got… bad at the museum. A lot of people died before we even got there, and most of them weren't freed of their suffering even then". For a moment, the inside of a room you wish you didn't remember flashed before your eyes, and something of it must of shown on your face.
-[X] " We stopped the people who did it; but it got bloody. I killed the woman started it all, and I can't say I regret it. Maybe it wasn't what was right, nothing about what happened was, but it was what was left." Molly says, a certainty as enduring as stone and brass settling into her voice.
-[X] " I pray for the wisdom to do better, to be better, but I don't know what else we, I, could have done without innocent people suffering for it"
-[X] Answer any other questions they have about what we did and why.

Swapped to willpower because this is important and we're about to go to sleep anyway. It's also a perfectly fair resource to use against mortals; hell, Charity burns it against us regularly. Might as well buy a success on the key rolls here.
That works for me.

VOTE
[X]BronzeTongue
 
[X] Yes
-[X] Michael
The QM confirmed that Charity was told most of the pertinent details of Molly getting into a firefight with Gorfel's goons, including her getting shot. And we know Charity saw us kill our way out of Arctis Tor.
She is well aware that death is part of the process.

The museum killings are going to be frontpage news by morning.
She will be able to make an informed guess about events, and its much better to be upfront than have her imagine the worst.
Like us having to kill mindcontrolled civilians.

Dont treat Charity like a mushroom.
Thats a good way to damage Molly's already fractious relationship with her, and you put Michael in an awkward position to boot.
Or make her have to go to ask Harry.
 
I suppose the issue is that Charity 'Willpower' Carpenter is going to know something is up and will find out what that something is, either from Michael, who will not lie or even deflect, or she'll go over and glare at poor Harry until he gives in, Harry has no chance against a strong and good woman on a mission for the people she loves.
 
I suppose the issue is that Charity 'Willpower' Carpenter is going to know something is up and will find out what that something is, either from Michael, who will not lie or even deflect, or she'll go over and glare at poor Harry until he gives in, Harry has no chance against a strong and good woman on a mission for the people she loves.

Telling Micheal but not her also hurts Molly's relationship with Charity and puts Micheal in a tough spot. The implication of something told in confidence that would upset his daughter to reveal vs. the worry of his wife for their child.

No need to engineer a situation that makes everything worse on an interpersonal level on top of everything else.
 
[X] Yes
-[X] Tell Charity and Micheal together at some point once things have calmed down
-[X] Use excellency to manage the presentation and fallout
-[X] Stunt: Taking a deep breath Molly catches first her father's, then her mother's, eyes.
-[X] "Things got… bad at the museum. A lot of people died before we even got there, and most of them weren't freed of their suffering even then". For a moment, the inside of a room you wish you didn't remember flashed before your eyes, and something of it must of shown on your face.
-[X] " We stopped the people who did it; but it got bloody. I killed the woman started it all, and I can't say I regret it. Maybe it wasn't what was right, nothing about what happened was, but it was what was left." Molly says, a certainty as enduring as stone and brass settling into her voice.
-[X] " I pray for the wisdom to do better, to be better, but I don't know what else we, I, could have done without innocent people suffering for it"
-[X] Answer any other questions they have about what we did and why.

I get why people don't want to talk about this, but Micheal and Charity aren't dumb. They'll know something is up, and they can always talk to Harry about it.

Even setting that aside, there are plenty of important reasons to do this. The first being that if we want to be treated like an adult making decisions and not a child hiding from punishment then we need to act like it. Talk things over, explain what we did and why. Demonstrate that as chaotic as things got Molly isn't a kid lashing out with fantastic cosmic power and no thought for what's actually going on.

Not doing that is a step backwards In our relationship with Charity and Micheal. Which is important not only on a practical level, but because they're Molly's parents and she loves them. Creating a situation where they dig. We evade, and the stress builds on the relationship till something snaps is a bad plan for everyone involved.
I have no problem telling Michael, my problem is Charity. Her behavior towards Molly, explanation or not, permanently tarnished anything pertaining to her to me, I no longer struggled with the options of going against her just out of great respect for Michael and because it seems everyone is okay with moving to another place as soon as possible.
 
I have no problem telling Michael, my problem is Charity. Her behavior towards Molly, explanation or not, permanently tarnished anything pertaining to her to me, I no longer struggled with the options of going against her just out of great respect for Michael and because it seems everyone is okay with moving to another place as soon as possible.
I'm not interested in living under her thumb either, but it's important to remember that she isn't an irrational tyrant. She has her issues, but when the rubber hits the road she was willing to storm Arctis Torr with a steel hammer to free Molly. She would have done it even if that's all she had.

When they got back she did clamp down, but remember what all of this looks like from the outside to someone with no idea what an exalt is. The relevant part is that when faced with new evidence of maturity and good faith in the part of her daughter she responded and changed her position. How many people do you know who do that on serious, emotionally charged, issues?

There's a reason that the intimacy is love/resentment instead of just resentment, and there's a lot of value in stopping it from going that way IC.
 
I have no problem telling Michael, my problem is Charity. Her behavior towards Molly, explanation or not, permanently tarnished anything pertaining to her to me, I no longer struggled with the options of going against her just out of great respect for Michael and because it seems everyone is okay with moving to another place as soon as possible.
.....
Her behavior towards Molly. You are talking about the behavior of the woman who walked into the capital of the Winter Court and home of the Queen of Air and Darkness with no magic and nothing more than a chainmail shirt and a warhammer to recover Molly from the fetches that kidnapped her, right?

The woman who without questions or objections brought out enough handmade wargear to equip Lydia at a couple minutes notice because Molly, her daughter, called ahead and asked? Who didnt insist on an explanation when we came home to pick up armor?

I know a lot of people have trouble parsing shades of gray in NPC characters, but seriously, you can disagree with someone, and still love them, want the best for them, and be willing to put your life, liberty and good name on the line for them when push comes to shove. Which is where Molly is at with her mother.


I mean, seriously, its worth asking how many people know mothers who have enough trust in their teenagers that their 17 year old will call home, say she's going to wage war with an evil magician, and request to borrow thousands of dollars worth of chainmail and wargear for her confederate(s).And get it, no questions asked.

Charity gets entirely too much shit in my opinion for someone who is the central pillar of the Carpenter home.
 
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Did a quick check so I changed my opinion.

PS
V20 pg 285 says that mortals treat aggravated damage as lethal damage anyway. So it doesnt matter to them.

However, other supernaturals? I think I would treat it as Lethal.
Because unless you are simulating one of their banes, it shouldnt be doing Agg quite so easily.
At least not in the Dresdenverse.

And its not like there are many people who can shrug off Lethal damage in Dresden Files.
Its plenty deadly as it is, to Reds and Whites and Fae and ghouls.
Even Blampires will die if beheaded.
Mages can deal Aggravated damage trivially through the sphere Forces.
Everything that uses fire is aggravated Damage in WoD, at least for Vampires, Werecreatures and Mages, aka the most common supernaturals.
 
What's the point of the distinction then? I though the whole idea with Agg was that it was harder to heal and that you couldn't soak it without armor or some sort of supernatural power to facilitate it.
Yes exactly.

Mortals can't soak lethal either and take a long time to heal anyway (might not heal at all without medical aid).
For them the difference between lethal and aggravated damage is non-existant.
It doesn't matter if you take a few bullets or Dresden's fire-blast, you propably die and if you don't the only major difference after the long and painful healing process is the look of the scars left.

It is relevant for various supernatural beings though.
Vampires for example need much more blood to heal aggravated damage than lethal and they can only soak it through a specific Discipline.
Likewise Mages have a hard time healing aggravated damage with their Life effects.
And those beings that have combat-time regeneration, like Werewolves, basically heal a level of lethal damage every round automatically, but can't heal from aggravated damage so easily.

Aggravated damage exists only to counter healing-abilities and is harder to soak by a few specific supernaturals.
 
[X] Yes
-[X] Michael
-[X] Charity

I don't think keeping this secret is going to be beneficial in the long run. Better get it over with quick.
Killing many other supernatural beings without agg is very hard though since they regenerate at combat speeds from anything short of dismemberment.
Heck, a lot of fighting supernatural powers that Harry does is using their banes to fling Agg at them, or adding Hellfire.

Doing it on raw DPS is a really bad day for a mortal because while you're grinding through their regen capacity they only need one good hit to pin you and another to perforate you.
 
Exigent of Death Charms
Final editing run:

Excellence of the Tireless Psychopomp (•)
The Exingent can draw on their divine Essence to fullfill its eternal duties with skill and power beyond any mortal.
System: The first time the character purchases this Charm, it may be applied to any of her Divine Attributes. At any time, the player may reflexively spend 1 Essence to add (Current Willpower) dice to all rolls using a relevant Attribute for (Essence rating + 1) turns in combat, or minutes outside of combat. This Charm can be repurchased to unlock additional Attributes, but Essence must be spent to add dice to each Attribute separately

Speaker to Crow and Hound (•)
The Exigent has a natural connection to certain animals, particularly those associated with Death. This includes Hounds, Corvidae and some cats.
System: The Exigent can always be understood by the animals and they are usually inclined to fullfill her requests within the limits of their own comprehension, though unpleasant tasks my require a Manipulation+Animal Ken roll to convince the animal.
By spending 1 Essence the Exigent can build an obviously supernatural connection to a single present animal, allowing her to share its memories and thoughts and to give it much more complex instructions for one scene.

Authority of the Psychopomp (•)
The Exigent is clad in the mantle of Authority over the dead, they respect and fear her instincivly.
System: Whenever the Exigent deals with a restless dead (both ghosts and physical dead such as Black Court Vampires), she permanently reduces the difficulty of all social actions (including the activation roll of powers to suborn the will of such creatures) by two. She can also communicate with Ghosts regardless of language-barriers.

Oxen Body (•)
The vitality of ancient heroes is echoed in the Exigent.
System: Add 1 Bruised (-0) and 1 Crippled (-5) Health level to your Healthtrack.

Flawless Hunter's Eye (•)
While Exigents Anima allows her to see the immaterial clearly, there are still times when unveiling her full power would be unwise, so she merely sharpens her own eyes.
System: Spend 1 Essence, for the rest of the Scene all Perception rolls are taken at -2 Difficulty and she only needs 1 Success on an Awareness roll to notice the exact location of an immaterial presence, allowing her to use her Anima-power on it.

Righteous Lion Defense (•)
The Exigent feels the call of duty and family in her Essence and will not be swayed from her path.
System: Any attempt to cause or force the Exigent to betray, undermine, or abandon her Intimacies automatically fails

Silent as Death (•)
The Exigent stirs the air to smother all noises she makes.
System: Spend 1 Essence or 1 Willpower. For the rest of the scene, the character's actions make no noise at all unless she wishes them to.

Command the Dead (•)
Exerting the combined pressure of Essence and will, the Exigent may order the bodies of the fallen to stand and do her bidding.
System: The player spends 1 Essence and rolls Charisma + Leadership. If attempting to usurp control of a zombie or similar mindless corpse-servant from another necromancer, the difficulty is the controlling character's Willpower. If attempting to exhort a corpse to stand up and serve her, the difficulty is 6. A zombie created or commandeered with this Charm will obey the Exigent's commands to the best of its very limited abilities. Zombies animated by Command the Dead lose their animation after one cycle of the moon unless stationed within a Dragon Nest, whose power may sustain them indefinitely.

Ghost-Warding Glyph (•)
The Exigent may mark any living person's forehead with a glyph scribed in blood. So long as it remains undisturbed, they are protected from the magic of the dead.
System: Spend 1 Essence. Until the mark is deliberately washed or scrubbed away, all Arcanoi and Disciplines directed against the protected individual raise their difficulty by the Exigent's Essence rating; if there's no roll involved, then they increase their cost in Blood, Pathos, Angst, or Chi by +1. The Exigent can't grant the Ghost-Waring Glyph's mark to herself.
Alternativly the Glyph can be used to enhance the threshold of a house, applying the effect to the entire property and making it much more difficult for incorporeal ghosts to enter. They have to make a Willpower roll (DC 7) and gain more successes than the caster's permanent Essence.

Carriage of the Ankou (•)
The Exigent has a marked vehicle that appears at her call. Traditionally this was a black coach, but today it may well be a car or motercycle.
System: Spend 2 Essence marking a vehicle or mount that you own. Afterwards a whistle is enough to call it to your side, where it will appear in three turn's time. The appearance is not very noticable to those not expecting to see supernatural effects, a car might simply be in a parking spot that was previously empty while nobody looked there.
You can only change the marked vehicle once per story.

Akashic Root Methodology (••)
The Exigent walks in the footsteps of dead giants, and the memories of the mortal dead shorten her path to enlightenment.
System: In the presence of appropriate resources, research and scholarly rolls progress ten times faster than normal, and benefit from a -1 DC reduction in difficulty, minimum DC3. Alternatively, spend 1 Essence to roll Intelligence + Academics at DC5; success locates pertinent information instantly.
Requires access to a library, archives or collection of cooperating experts, whether mortal or not, with plausible access to the relevant information. Computers and networked devices also count, as long as the information is not hidden/encrypted/passworded.


Hunter's Bolt (••)
The Exigent concentrates her Essence into killing projectile of some kind: perhaps a blast of pale flames, perhaps otherworldly lightning, perhaps a ghostly arrow. System:
Roll Dexterity + Athletics (difficulty 5) to aim the attack. The bolt has a damage rating of 5 (lethal) and a range of 40; reflexively spending 1 Essence makes this attack damage aggravated for the next (Essence rating) turns.

Spirit-Maiming Essence Attack (••)
The Exigent imbues her strike with Essence which negates the coherence of the otherworldly.
System: Reflexively spend 1 Essence when launching an attack. The attack inflicts aggravated damage to spirits, ghosts, and other beings not clothed in flesh. Additionally, should it strike any undead supernatural being, they lose (Exigent's Essence rating) points of whatever mystical substance fuels their powers – blood points, Gnosis, Quintessence, Glamour, Pathos, Essence, and the like. Creatures with a higher Essence (or equivalent) rating than the Exigent may resist this effect with a contested Essence-roll.

Arms of Iron (••):
The Ankou is a master of Iron and his Exigent may cover her arms and hands in the metal, from making a solid cover to growing spikes of it at will.
System: Spend 1 Essence to activate the Charm for the rest of the Scene. The Exigent's Brawl attacks deal STR+2 Lethal damage, while her clinches inflict Strength + 3 lethal damage. Additionally, anyone who strikes her with his bare hands must soak one level of lethal damage, and anyone who locks her into a clinch must soak two levels of lethal damage per round. Unless she also has the higher-level Charm Tools of Iron this is still more of a magical cover than conceptually pure Iron, it does not deal aggravated damage to Ghosts or Fey.

Ominous Portent Exercise (••)
The Exigent instinctively knows when death draws near, making her impossible to take unaware so long as she hasn't totally exhausted both body and spirit.
System: The Exigent may reflexively spend 1 Essence automatically notice an ambush or other such unexpected attack, allowing her to defend against it as normal.

Traces of Death Unveiled (••)
The Exigent may, with but a moment's touch, feel the chains that bind one of the living to the restless dead.
System: To activate this Charm, the Exigent must touch a living being and spend 1 Essence, then roll Perception + (Awareness, Investigation, or Occult). Her successes determine how much information she learns.
• 1 success: The Exigent learns whether or not the individual has any connection to the restless dead of any sort.
• 2 successes: The Exigent learns the nature of the connection: If the individual is the subject of a ghost's Passion or acts as its Fetter, if they are under the thrall of a vampire, or if their nature places one foot in the afterlife (as in the case of a revenant, dhampir, or dhampyr).
• 3 successes: The Exigent learns the depth of the bond: whether the mortal is the subject of a minor or major Passion or Fetter; whether she belongs heart and soul to a vampire through the Blood Bond or longterm psychic conditioning, or is merely being affected by transitory enchantments of the blood; or the precise nature of a half-dead being's lineage.
• 4 successes+: The Exigent learns the identity of the ghost or vampire the individual is tied to, including the creature's name and appearance

Rest-Granting Strike (••)
(Refluffed and weaker Soul-Eating Strike) The Exigent can send a creature to permanent rest.
System: When the Exigent slays any being, the player can opt to roll Wits + Occult (difficulty 6). Doing so prevents spirits (below Incarna-level) and ghosts from ever returning or reforming, prevents any ensouled being from becoming a wraith. The Exigent gains 3 Essence on the spot if the annihilated being was in any sense immortal, such as a spirit, ghost or vampire. Furthermore, the Exingent can reflexively spend 1 Essence to gain the ability to strike and damage intangible beings for the rest of the scene, so long as she can perceive them.

Open/Close the Way (••)
The Exigent has an affinity for the opening of otherworldly paths.
System: Spend 1 Essence and roll Wits+Occult (Difficulty local Gaunlet-rating) to open a Way. This can stay open for the rest of the Scene and be passed by entities from both sides. She may also attempt to close an open Way, succeding requires more successes than the effect that opened the Way achieved.

Thoughts of Oak Defence (••)
The Exigent solidifies her desire and duty, pushing away any externally-imposed thoughts or feelings.
System: Reflexively spend 1 Essence to utterly reject all thought and emotion-altering magic from a specific character or source for the rest of the scene.

Impervious Skin of Stone Meditation (••)
The Exigent draws the solidity of stone up into her flesh. She must be in contact with stone or soil to use this Charm. Traditionally this is accomplished by standing upon the bare Earth or a stone floor, but the Exigent carry a small rock in their pocket, or wear a precious stone on a ring in order to use this Charm at any time.
System: Reflexively spend 1 Essence to activate this Charm. The Exigent rolls (Stamina x 2) dice to soak damage for the rest of the scene.

Stalker in the Wild (••)
The Exigent is a hunter in forest and sky alike and the world does not hinder her hunt.
System: Reduce the difficulty of survival rolls to feed or protect yourself and others in any kind of wilderness natural or magical by 2. Animals never willingly harm the Exigent except in self-defence, regardless of training
By spending 1 Essence or Willpower the Exigent becomes immune to a single type of environmental hazard for the rest of the scene.


Invitation of Peaceful Respite (•••)
As death is sleep's brother the Exalted can bring either to the subjects of this Charm.
System: Spend 1 Essence to attempt to send a person capable of sleeping into a restful slumber for a full 8 hours, the sleep can only be interrupted through physical contact. A person sleeping the full time restores 2 points of Willpower if they would normally regain 1, or ignore the Nightmare flaw for that night.
A resisting target must make a Willpower Roll with a difficulty of the Exalt's (Manipulation + Empathy) and gain more successes than the Exalt's permanent Essence. People who might expect mental attacks (usually supernatural beings activly fighting the Exalted) can resist at -2 difficulty.

Exquisite Etiquette Style (•••)
Drawing on old instincts , the Exigent gains a nearly universal sense of etiquette and social currents. She rarely commits faux pas or social gaffes when dealing with unfamiliar cultures or social situations.
System: The Exigent lowers the difficulty of all Etiquette and Streetwise rolls by –1, and cannot botch with either Ability. Should she fail at any Etiquette or Streetwise roll against Fey, she may reflexively spend 1 Essence to attempt to re-roll it once.

Quarry Revelation Technique (•••)
The Exigent can read the shape her quarry leaves in the world; it is as though the land, the plants, the air itself conspire to lead her to her prey.
System: Once the character finds some evidence of a trail to follow, her player may spend 1 Essence to perfectly track the target for the next 24 hours. No roll is needed.

Chariot of the Earth (•••)
With a gesture of her hand the Exigent raises the earth to carry her on to her target.
System: Spend 1 Essence to conjure a wave of earth that can carry the Exalted and (Essence +1) passengers at up to 60mph. The earthwave leaves no traces and is in no way limited by its own size, allowing it to be ridden through narrow corridors.
When the Exigent wishes she can use the earthwave as a weapon, striking with Dexterity + Athletics at a target and dealing 5+Essence Dice of Bashing Damage on hit.

Tools of Iron (•••)
Iron is the bane of Fey and Ghosts alike and as the hunter of the Dead the Ankou's Daughter is its master.
System: Spend 1 Essence to create a weapon or ammunition of iron for the rest of the scene. This can't be a firearm, but it can be bullets for one. Aside from that any classical melee weapon and ammunition for any ranged weapon is an option.
The weapon deals aggravated damage to Fey and Ghosts.

Stay the Cold Hand (•••)
It is given to the Exigent to take lifes, but also to preserve those whose time has not yet come. At her touch the spectre of death retreats for a while.
System: Whenever the Exigent attempts an Intelligence+Medicine roll to give first to a still-living she may enhance the results to the following:

  • 0 Successes: As long as the Exalted doesn't botch the first aid suffices to keep the target from dying before the next sunrise or nightfall, often enough time to let other medics do their work
  • 2 Successes: At this point the Exalted ensures that no infection can set in and that the process of healing will be relativly quick and clean within the limits of mortal healing, even lacking further medical care
  • 4+ Successes: The target will heal with the speed of an Exalted and suffer no long-term damage of any kind from the wound
This Charm can only be used for first aid, it neither accelerates the healing of one who has already been treated nor does it improve the healing of any wounds recieved after its use.

Call the Restless (•••)
Not all restless ghosts are filled with the strenght and rage to truly oppose the psychopomp, most are merely lost, confused or upset. These the Exigent can call to her side to bring them rest.
System: Spend 1 Essence or Willpower and take an extended action to roll Charisma+Empathy to call restless ghosts towards yourself. You can make one roll instantly and another every 10 minutes, to a total of (Essence Rating) rolls. The affected area depends on the gathered successes, a botch sends the ghosts fleeing or raging and prevents you from calling out to them for a full day.
  • 1 Success: Room
  • 2 Successes: Building
  • 3 Successess: Street
  • 5 Successess: Neighbourhood
  • 7 Successess: Cty-Quarter
  • 9 Successess: City
  • 11+ Successess: Can affect wide countrysides at once
Unwilling Ghosts can resist this effect relativly easily with a DC 7 Willpower roll.

Unimped Assault of the Deathless (•••)
The Exigent's skin grows pale and she seems insubstantial as she becomes hard to harm by weapons without the weight stories and memories behind them.
System: Reflexively spend 1 Essence to activate this Charm for the rest of the scene. The Liminal halves any bashing damage she suffers (round down) after soak while it is active, and suffers bashing damage from bullets unless they're aimed at her head (a difficulty 8 called shot). This does not apply to magically enhanced weapons or fetishes.


Relentless Hunter's Trance (••••)
With a moment's intense concentration, the Exigent may become as enduring as the Earth itself.
System: Spend 1 Essence and roll Willpower (difficulty 6). For each success, the Exigent and her mount (if she is riding) may enjoy one of the following benefits for the rest of the scene:
• She no longer experiences penalties for fatigue and exhaustion, and indeed needs neither rest nor sleep.
• She no longer experiences penalties for starvation or dehydration, and indeed has no need to eat or drink.
• She no longer needs to breathe.
• Her Wound-Penalties are lowered by 1
As long as she is activly (physically) pursuing a target she may activate the Charm without cost until she catches up or gives up the chase.

Call the Hunt (••••)
With a sharp whistle or a hornblow the Exigent draws on the legend of the Wild Hunt to conjure its hounds to her side.
System: Spend 2 Essence to summon (Essence/2 rounded up) Hunting Hounds to serve the Exigent until the dawn of the next day. Mechanically these resemble Inugami (God and Monsters p119), though in appearance they are closer to large white Irish Wolfhounds in good health.

Companions of the Hunter (••••)
The Exigent may lay her blessing on an Animal she associated with, permanently empowering it as a part of her hunting party.
System: Choose a friendly Animal that falls either under Speaker to Crows and Hounds or that is a horse and spend 5 Essence while spending at least 2 hours paining its fur or feathers with magical symbols in woad.
The Animal gains 30 XP that it can freely spend on attributes and skills (including on greater Intelligence) and (5+Essence) points it can spend on Special Advantages (From Gods and Monsters).
A creature can only benefit from this effect once and the Exigent can only have (Essence*2) Animals blessed like this at the same time.

Cold Vengance Counterstrike (••••)
Accepting the forces turned against her, the Exalt may send them back against her attacker.
System: Reflexively spend 1 Essence when attacked. After the attack finishes resolving, the Exalt may make a Dexterity + Brawl counterattack against her attacker, so long as they're within striking distance. This attack adds a number of automatic successes equal to the levels of damage the Exalt suffered from the attack made against her (if any).

Restless Deathbringer Onslaught (••••)
The Exigent's attacks strike, one after another, like a smith's hammer shaping white-hot steel.
System: Reflexively spend at least 1 Essence. At the end of the turn, after all characters have taken their actions, the character may make two additional attacks at her full dice pool per point of Essence spent. She can make no more extra attacks than the lowest of her Brawl, or Athletics Abilities (to a minimum of 1).

Iron Storm Dance (••••)
As the Exigent calls for more Iron to protect her and aid her the very world around her reacts to her Essence and chips and shards and arrowtips fly around her form.
System: Reflexively spend 1 Essence. For the next (Essence rating) minutes, the Exigent adds two dice to all soak rolls, increases the difficulty of all ranged attacks against her by +1, and anyone within three yards of her must soak two levels of lethal damage per turn. If she also has the Charm Tools of Iron, this Charm deals aggravated damage against ghosts and fey.
Creatures touched by her power, such as animals under Companions of the Hunter or those bearing her Ghost-Warding Glyph are immune to the regular damage.

Shatter the Horns (•••••)
The blast of the hunting horns is terrible beyond description, not just to the hunted.
System: Spend 2 Essence to produce the sound of countless hunting horns, of the baying of hounds and the neighing of horses. This Charm can only be targeted at a restless dead. Roll Charisma + Intimidate (dif 10-Essence), the target can resist with a Willpower roll (Diff 7). If the Exigent wins the opposed roll the Dead is paralysed by fear and can roll willpower once per round until it beats the Exigent's initial roll.
Every mortal in (Essence x20 yards) is stuck by Delirium as if he had seen a Werecreature.

Warding of Divine Ancestry (•••••)
The Exalted solidifies her Essence to resist hostile magic and the powers of chaos.
System: Whenever the character is the subject of any hostile supernatural power that seeks to transform, infect, taint, transport, or control her body or spirit, the difficulty to do so is raised by 1. If affected anyway, she may spend 2 Essence and roll Stamina + Occult against difficulty 8. Success shatters the magic, protecting the Exigent completely. Since this expenditure isn't reflexive, the Exigent may spend a few moments fluctuating in mid-transformation or teleportation, as her Essence battles with the magic seeking to suborn her.


Acceptance of Inevitability Defense (•••••)
Faced with the inevitability of harm, the Exigent learns to trade calamity for lesser suffering, turning translucent and untouchable in exchange for stepping closer to her death.
System: Reflexively spend 1 Essence when struck by an attack which inflicts damage. That damage is negated, and the Exigent instead suffers one automatic level of aggravated damage. This Charm may only be used once per scene.

Ramparts of Obedient Earth (•••••)
With but a gesture and a surge of Essence, the Exigent may cause trenches to appear in the Earth, walls of stone to burst from the ground, or even to force open gaps in stone surfaces.
System: Spend 2 Essence. For the rest of the scene, the Exigent may roll Dexterity + Crafts to manipulate gross quantities of Earth anywhere within 200 yards, forming trenches, pits, walls, or other structures (difficulty 6 to 8, depending on how large or intricate a manifestation she's trying to create).

Lydia's Charmset 1.3
I hope that's acceptable @DragonParadox ?
 
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