Green Flame Rising (Exalted vs Dresden Files)

Could somebody put up a comparison of the different plans that are up right now? Having trouble deciding which one to go for.
The Point of contention between the two leading plans is whether or not to invest XP in Etiquette 4 or a technology excellency.

Similar:

Boiling Sea Mastery
Transcendent Lord of Flies
Mercy in Servitude
Technology 2
Essence 2 for Lydia

XP Count: 22


Divergence:

Etiquette 4(3 XP), or Technology Excellency(4 XP)
 
Before anything else, it's my firm opinion that buying technology 2 without an excellency is a waste of XP. @DragonParadox some clarifications, if you don't mind:
1) Can we lean on Cyberdevils for their technology score when dealing with the spirit's place?
2) Would using the excellency have the same effect as increasing the ability itself narrative-wise?

Ok, so, let's actually try and see what we can do to get XP. I'll separate these by plot threads. If anyone wishes to pitch in, I'll be helpful.

Rosie plot thread.
1) Get her parents to accept her baby. This is social actions, probably at least connected to Etiquette. Unless we want to straight up intimidate them
2) Ensure that her baby is healthy. This is either alchemy (which we can't buy right now, but can do together with Dresden), or Medicine (which we don't have), or social (probably Empathy) to help her maintain a healthy lifestyle. Other than BSM, not sure what would help here. Maybe DPE? If being an addict magical user counts for being a CoD, which is unlikely (unless she used some of Pathfinder Inc. drugs)
3) Help her deal with an addiction. We could probably go the Pathfinder route and try and make a "universal addiction remover" using Gossamer, then work on reverse engineering it. Again, Alchemy, and unlikely to get done now.
4) Set her up with someone who can help her cope with her awakened Talent. This could, in principle, be Dresden, but I'm not sure if he would be the best fit here. Even if it would also be helpful for him. Social, likely empathy. Possibly Occult, if we tutor her ourselves somehow. This might be a point to buy
5) Get her a place to live. Possibly move out of your parent's house together with her, depending on how this goes. Law (emancipation, if needed), getting money by various means

5) A bit separated from Rosie plot-thread: get Lydia, Rosie and Cindy together. Establish a sort-of coven. Social again, but not etiquette.

Our family plot thread:
1) Better equip Michael. While it's arguable if we can make him a better armor, making him a KITT should be both doable and XP worthy. This is craft, technology.
2) Get Charity to work past her trauma and to accept that having magic is not inherently bad. An epic-level undertaking, based on empathy, I think. Definitely social.
3) Improve security of our family. Stuff like better safe rooms, possibly active turrets, etc. Craft, possibly technology.
4) Help Daniel to be the best boyfriend he can be with Lydia. Probably Empathy
4.2) Help him to get Arawn to accept him as a serious suitor. Possibly Etiquette. +1 point for etiquette.
4.3) Get Lydia to be accepted by Charity. Probably Empathy, ties with getting Charity to accept magic.
5) Possibly tutor our siblings? That depends on how good we do.

Icarus project plot thread:
1) Destroy the project or coopt it. Probably requires Law (which we would need when dealing with Mab). Probably requires Subterfuge. Probably requires Computers.
2) Set the project to do actual good. Hand them the information on Pathfinders, for example. Again, probably Law
3) Set them chasing actual aliens (half joking). Crown for finding the trail of said aliens, then either Subterfuge, Computers, or Law

Dresden plot:
1) Seduce Dresden. While we are unlikely to do it, it should be mentioned. Empathy, probably. And Appearance.
2) Help Dresden cure Susan. Combines with option 3 of Rosie plot thread. Definitely Alchemy.
3) Help Dresden with Lash, possibly flip Lash. Empathy, all the Empathy.
4) Get Dresden into 21st century and generally improve his living conditions. Craft, Technology.
4.2) Make him a better car that won't break down. Craft, Technology.
5) Aid him in his jobs / war against Red Court. RVD for courier duty could be good here. Possibly Mercy in Servitude to subvert some of the reds and get them to spy for us.

The Spirit lair plot thread:
1) Make good on our promise to the Spirit. Craft, Technology.
2) Actually turn the Lair into a Dragon's Nest. Requires transportation of the stash from Cleveland. Can be done with RVD, I think, but can also be done mundanely.
3) Get the spirit to swear itself to us to claim the Dragon Lair. Leadership, possibly etiquette.
4) Get the inhabitants of the nearby areas to accept our claim to the Dragon's nest. Intimidation or Leadership. Possibly Charisma as the primary attribute.
5) Recruit at least some of said inhabitants. Mercy in Servitude, Leadership, possibly intimidation.

Lydia plot thread:
1) Get her access to supernatural martial arts training. Social, possibly Etiquette.
2) Get her better armor, weapons, tools. Craft, possibly technology.
3) Get to the bottom of her nature. Crown use and occult.
4) Help Arawn recover quicker. Probably Occult. Might require recoverning stuff form various places, which is RVD.

Various plot threads:
1) Start Paranet. Computers, leadership, empathy.
2) Look for quick quests and objects to loot. RVD, Crown.
3) Get recognized as a Freeholding Lord under Accords. Law, Etiquette, Leadership.
4) Hunt down Thule Society. Crown, RVD.
5) Take the fight to Pathfinder inc. Computers, Law, RVD for raids, many things.

...

On the balance, I think Mercy in Servitude isn't actually critical right now. It's nice, but RVD is more useful in terms of ability to generate XP. I agree that Etiquette is very useful. So, having said all that, and for a moment assuming that Excellency is as good as an additional dot in the Ability (very much want a confirmation):

[X] Potential of Waves and Wastes
-[X] Boiling Sea Mastery, 4 XP
-[X] Transcendent Lord of Flies 4 XP
-[X] Rendered Villain Dispersal 4 XP
-[X] Technology Excellency 4 XP
-[X] Etiquette 4 3 XP
-[X] Lydia
--[X] Essence 2 8 XP


We use excellency in place of Tech 2. This gives us more dice. Raise Etiquette. Get incredible mobility and essence restoration charm (as well as a spying one, really) in RVD, which opens a lot of plot options and saves us a lot of travel time (Chicago's water supply as a teleportation network!).

We sacrifice Mercy in Servitude for the next buy, and use either intimidation or Leadership to ensure that we aren't bothered in our new Dragon's Nest. We can buy it the next time. This gives us the most potential to generate XP.
 
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Going off dice pool logic and ignoring difficulty modifiers...

4-5 dice = Average Human Professional
10 dice = Peak Human
11-12 Dice= Mildly Superhuman
13-16 Dice = Superhuman
17-20 Dice= Massively Superhuman
20+ = Heaven Shattering, a Virtue that defies absolute virtue
 
@Yog even in Exalted if a craft roll takes 4 dots in a skill to do, it takes 4 dots, excellency lets you hit above your skill level in short bursts. You still need a basic understanding to build things, without the excellency.
 
@Yog even in Exalted if a craft roll takes 4 dots in a skill to do, it takes 4 dots, excellency lets you hit above your skill level in short bursts. You still need a basic understanding to build things, without the excellency.
We have cyberdevils to consult, though. They have technology 3. I figure that between them, the excellency, and the dice adjusters, we should have better results than we would get by upping technology to 2. And we can afford to burn essence with CSR and RVD combination for quick essence recovery.
 
I could swear there's a quote in the ExWoD book that Exalts can utilize their Essence as if it was Mana for the purpose of augmenting Path Sorcery.
"The Exalted are capable of learning static magic either prior to or after Exaltation, if they have the Hedge Magic Merit (see Chapter Two). Knowing static magic does not prevent a person from Exalting as a Solar. Exalted hedge magicians don't and can't have Mana; they can use Essence in place of all of its functions." P.249
 
Going off dice pool logic and ignoring difficulty modifiers...
Rather than guess, we prolly should just test it. CCC + BSM + Soul Rendering Practice could allow us to get 20+ guaranteed sux without any real prep on any roll in a foreseeable future, and testing where exactly things softcap and wherever they even softcap would be a trivial 1-hour diversion at that point.

Yog spent some time arguing with Uju about what would be the result of pouring an absolutely gross amount of sux into mundane crafting would do; that's a good way to test things, methinks.

BTW, absolute amount of sux we can get on a random roll without custom homebrew stuff is probably somewhere in the low 50s. Difficulty adjusted down to autosux,maxed ability + attribute + excellency = 20, cold-based buff charm +2, stunt +2, By Agony Empowered +5, Soul Rendering Practice +15, Alchemy + Enchanting another +5-7, depending on stuff.

Pretty disgusting.
 
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I organized Lydia's Purchasable charms by function and dot rating(39 Total, 6 currently known, 33 Available), uses Green Flame Rising (Exalted vs Dresden Files) Crossover - Fantasy as reference.


Physical Offensive(Currently Owned: Rest-Granting Strike):
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.

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.

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).
Physical Defensive:
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.

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.

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.


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.


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.
Esoteric Offensive:
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.
Esoteric Defensive:
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.


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.
Sensory:
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.

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.
Mobility(Currently Owned: Open the Way, Chariot of the Earth):
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.


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.
Summoning/Minions(Currently Owned: Speaker to Crow and Hound):
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.

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.

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.
Information/Knowledge:
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.

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


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.
Utility/???(Currently Owned: Excellence of the Tireless Psychopomp):
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.


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.


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.



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).
Social:
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.

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.
Social Defense(Currently Owned: Thoughts of Oak Defence):
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
 
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[X] Potential of Waves and Wastes
-[X] Boiling Sea Mastery, 4 XP
-[X] Transcendent Lord of Flies 4 XP
-[X] Rendered Villain Dispersal 4 XP
-[X] Technology Excellency 4 XP
-[X] Etiquette 4 3 XP
-[X] Lydia
--[X] Essence 2 8 XP
 
[X] Mastery of Waves and Wastes
-[X] Boiling Sea Mastery, 4 XP
-[X] Transcendent Lord of Flies 4 XP
-[X] Mercy in Servitude 4 XP
-[X] Technology Excellency 4 XP
-[X] Technology 2 2 XP
-[X] Lydia
--[X] Essence 2 8 XP

I still want MiS, because it's broken, and I want minions. And I also want the Tech Excellency, so this is the plan I'm going with.
 
[X] Potential of Waves and Wastes
-[X] Boiling Sea Mastery, 4 XP
-[X] Transcendent Lord of Flies 4 XP
-[X] Rendered Villain Dispersal 4 XP
-[X] Technology Excellency 4 XP
-[X] Etiquette 4 3 XP
-[X] Lydia
--[X] Essence 2 8 XP

Soul Rendering Practice
We have WoQM that this has negative psychological effects to use, and can reasonably infer that there'll be social consequences if anyone figures out about it.
3) Help her deal with an addiction. We could probably go the Pathfinder route and try and make a "universal addiction remover" using Gossamer, then work on reverse engineering it.
IC I think Molly should have learned her lesson here; trying to magic away delicate problems can have profoundly negative consequences even when you think you know what you're doing and have the best of intentions while doing it.

Us knowing OOC that some specific thing is safer or different doesn't diminish the IC backslide into the same behavior that caused Molly and everyone around her so much pain. Which is inherently not good as character progression and is unlikely to go over well with Molly's social group.

"But I know what I'm doing" isn't an impressive or convincing argument when it's effectively the same one Molly would have made in the first place.

That's not to say that we shouldn't help her, but rather that our help should take a different form since Molly had by this point in canon started internalizing that you can't just reach in and fix people like broken toys; something that shouldn't be impacted by the quest so far.

Instead I think we should use the power of money to get her the best mundane treatment possible, and potentially get a wizard experienced with this sort of trauma involved in her treatment in a nonmagical way by horse trading with the white council.
 
I do not recall such.
We can technically use it once a week without overt mental harm, but the social ones are still a potential issue and I personally don't like the narrative impact of engaging in self harm for power even if it's just below the level that would cause consequences.

On a pure numbers level it's also much less useful if we stick to the "safe" application limits.

To buy it no, to repeatedly use it in a short span of time yes. Molly would be inflicting soul-deep pain on herself for power. Once per week or so is fine, more in an emergency, but if you get into the habit of spamming it there will be psychological consequences.
 
We can technically use it once a week without overt mental harm, but the social ones are still a potential issue and I personally don't like the narrative impact of engaging in self harm for power even if it's just below the level that would cause consequences.

On a pure numbers level it's also much less useful if we stick to the "safe" application limits.
I guess that just didn't register as a problem. "Once a week, more in a pinch" doesn't seems to be particularly constraining to me. I guess we theoretically could be cheesing it with Great Beast or Charred Sinner, but I wasn't about to suggest it.

I don't really see other things as particularly big obstacles given what Molly already does on habitual basis. We'll see what the thread as a whole thinks once we purchase most of the others low-hanging utilities.
 
I guess that just didn't register as a problem. "Once a week, more in a pinch" doesn't seems to be particularly constraining to me. I guess we theoretically could be cheesing it with Great Beast or Charred Sinner, but I wasn't about to suggest it.

I don't really see other things as particularly big obstacles given what Molly already does on habitual basis. We'll see what the thread as a whole thinks once we purchase most of the others low-hanging utilities.
We're looking at it from opposite angles. Yes technically it's below the level of permanent impact, but that's just another way of saying hurting yourself as much as you can without assured permanent damage.

It's something like figuring out where and how often you can cut yourself without leaving disfiguring scars.

It's not healthy, and would probably cause us problems when Molly's family learns about it. In particular I think we'll face a lot more scrutiny on what we're doing from both Micheal and Charity once they learn Molly's powers can actually hurt her.
 
Something I've been wanting to ask for a while…
1) Does Nemesis have any ability to disrupt/dispel defences that would otherwise stop it in its tracks, and 2) What level of contact is required for it to be transmitted to a new host? Could a text or a voicemail transmit it? What about an email or a phone call?
 
We're looking at it from opposite angles/family trouble, self-harm
Yeah, and I am not considering that an impossible obstacle. I am not really interested in dramatizing it when Molly already non-reacts to most bodily injuries and needs Charred Simmer baths after her training sessions. We had no input in that whatsoever, at that.

As far as I am concerned, it a level of painful effort normal humans are incapable of. Her family are right to worry about Molly overdoing it and treating her own suffering with irreverence, but it is better to be capable of adding 7-10 sux on demand when we are having a life-changing diplomacy duel with Mab or crafting an important masterwork than not. In fact, even 3-4 is really impactful at our current level.
Something I've been wanting to ask for a while…
1) Does Nemesis have any ability to disrupt/dispel defences that would otherwise stop it in its tracks, and 2) What level of contact is required for it to be transmitted to a new host? Could a text or a voicemail transmit it? What about an email or a phone call?
Defenses probably work as long as they are built against Nemesis-grade stuff. We don't really know about vectors.
 
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Something I've been wanting to ask for a while…
1) Does Nemesis have any ability to disrupt/dispel defences that would otherwise stop it in its tracks, and
2) What level of contact is required for it to be transmitted to a new host? Could a text or a voicemail transmit it? What about an email or a phone call?
1)Not to our knowledge.

The Gates are both a massive barrier and a great big CT machine that detects most attempts by Outsiders to sneak across.
Rashid is the Gatekeeper in part because his eye allows him to detect any attempts by Outsiders to get insidr the Gates by possessing the body of one of the defenders.

If Outsider infection was so ephemeral that shit like text and phone calls would do, the Outer Gates would likely have fallen ages ago.

2)Physical.
Leanansidhe to Maeve was via the athame she was gifted with at the Red Court ball in Chicago.
There's a reason I have negative trust for the Red Court
Defenses probably work as long as they are built against Nemesis-grade stuff. We don't really know about
Only known vectors are physical.

IIRC Nemesis gets less potent the more hosts it has? That's probably the reason why they don't, say, transmit through live TV during the Super Bowl.
As far as we currently know, there is apparently a limit on how many people Nemesis can possess/influence at a time.
We dont know what the limit is, but it exists. And the only confirmed vector at this time was physical: the knife that Bianca St Claire gifted to the Leanansidhe, and which was used to infect Maeve.
 
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