I still think it a bad idea to take any negative trait's for the inner world. Almost everything we would want can be earned with time and effort. And it is not worth damaging Molly's soul structure to take a negative.
I still think it a bad idea to take any negative trait's for the inner world. Almost everything we would want can be earned with time and effort. And it is not worth damaging Molly's soul structure to take a negative.
I think that the way I found how to handle it wouldn't be a negative. Hopefully. In a couple of hours I'll be ready to present 1.3 version of the Courts (I'm writing a list of laws governing the resurrection right now).I still think it a bad idea to take any negative trait's for the inner world. Almost everything we would want can be earned with time and effort. And it is not worth damaging Molly's soul structure to take a negative.
Golden years tainted black as least has the advantage of being costless to use. So we can give it try on all enemies. Or even multiple trys just in case their defenses cost something.I feel like a lot of Kakuri charms run into the trope of "Useless Useful Spell".
It's a waste of time and xp to buy a Kakuri charm for fucking with Random Mook #47 and his family when we can use Intimidation or Sword for 99% of the same effect.
But, buying a Kakuri charm for fucking with Nicodemus has a significant chance of also being a waste because Nicodemus has probably seen and accumulated defenses against a lot of magical fuckery in the millennia he's been active, and he's not going to politely tell us in advance which types he has defenses against or how strong they are.
There's a narrow range of mid-bosses that Kakuri charms are most likely to be good against.
Same. Vast is non-negotiable for me. I can compromise on pockets of safety but not on Vast. Because once we pick the size, we are stuck with it. All others can be worked on but not size.We don't even know if Essence 6+ is possible.
I'd want to go with Vast from the start, it's my highest priority.
DP hasn't yet accepted any E6+ material. We haven't even started to discuss how to adapt Healing World to this quest or decide which of its optional rules are to be included and or/adjusted.
DP is open to the possibility.
Weird that something billed as a guardian of the dead would also be considered likely to work with Akuma of all people.Then something soft brushes against your leg, a cat, or at least that is what it looks like at first, though as your eyes strip away the shifting colors of the club lights you notice a coat of spots like a leopard and instantly know this is no common beast, but a creature of the threshold of worlds. Guardians of the dead, perhaps messenger, you reason, considering how you might follow the odd kitty.
But Brother Divsimar. places a hand on your shoulder and in a tone only just above the music: "Ware the senri who will hunt any that seem weak enough and make bargains with the strong, even if that strength is of the akuma."
That's a fair enough point, though I'd say that's more grounds for rebalancing them than ignoring most of the charm tree.I feel like a lot of Kakuri charms run into the trope of "Useless Useful Spell".
It's a waste of time and xp to buy a Kakuri charm for fucking with Random Mook #47 and his family when we can use Intimidation or Sword for 99% of the same effect.
But, buying a Kakuri charm for fucking with Nicodemus has a significant chance of also being a waste because Nicodemus has probably seen and accumulated defenses against a lot of magical fuckery in the millennia he's been active, and he's not going to politely tell us in advance which types he has defenses against or how strong they are.
There's a narrow range of mid-bosses that Kakuri charms are most likely to be good against.
Wan Kuei in general are pretty good with spirits and ghosts both.Weird that something billed as a guardian of the dead would also be considered likely to work with Akuma of all people.
It's just that Daemons, the former ministers of creation, who have seen all kinds of shit that there is under the sun at least once, are extremly difficult to fool with any kind of Illusion or mental effect.I partially disagree on this particular case though. Counting out Nicodemus is unwise, but the Dresden Files are short on ergonomic esoteric/mental defenses and the big nickelhead himself isn't specced as a mage.
He's not ignorant, but he also isn't the guy I expect to pick up and deflect a novel form of attack using his Batman style utility belt of purpose built tools.
Perhaps I'm too attached to the idea though; it'd be a shame if the one group CLW would be the most effective against and their leader who it's almost the perfect poison to were immune to it from the start because everyone hates social effects.
A Cold and Lonely World (••) requires us to touch him and spend the essence. If we are in a position to touch him we have other options more likely to work.It's just that Daemons, the former ministers of creation, who have seen all kinds of shit that there is under the sun at least once, are extremly difficult to fool with any kind of Illusion or mental effect.
But, since Nick and Anduriel are actually different people, how about hitting the other way?
Make Nick, the mentally squishy mortal, forget about Andy and wonder why the hell there's an evil voice in his head.
Might even be a miniscule chance he drops the Coin if they are both surprised.
My thoughts: A Cold and Lonely World can in principle, be used on ourselves. At which point it becomes a good disguise and escape charm. If we ever draw too much heat, or are being targeted by the government, or need to infiltrate a place without attracting attention, we could use this to temporarily stop being Molly, and become "a generic person of no background".I have been thinking about the Kakkuri curse charms for awhile. Mostly they seem kind of useless, but I have been thinking about them for a long time to try and find some uses.
This is the least promising of them. First off it is explicitly touch range and generally if we can touch a enemy we are much better off just using green sun nimbus on them. Second it only has a duration of days and there is no point in using it unless you are going to let them go afterwards. So a few days latter they might have learned their lesson about crossing us, but more likely they just learn not to let us touch them. And third and most damming it doesn't make other people forget about them so any followers they have are still a problem. The only use case I can think of is if there are people we don't want to kill who are only threating because of their followers and we only need them gone for a few days. Not promising at all. If someone else can come up with some use cases please let me know.With but a touch and an injection of enervating
Essence, the Infernal severs an individual from her
place in the world.
System: The Infernal touches her target, spends 2
Essence, and roll Manipulation + Subterfuge against
a difficulty of the target's Willpower. Success curses
them for one day per success. The target is are alienated from his own identity, from his relationships, and
from the shape of his life within the world. It's difficult for him to gain the attention of strangers without
doing something to anger them – and everyone is now
a stranger. Friends, allies, and loved ones do not recognize him, and no mundane effort will convince them
of his true identity; even if he displays a driver's license
or other such identification, they are likely to think
that this stranger somehow stole their friend's ID. He
is not only nobody: he is an outsider to all and sundry.
If he wishes to use any sort of supernatural power to
impose his will on another (such as the vampire Discipline of Dominate), he must first spend a Willpower
point to do so. He likely loses access to several Backgrounds while the curse persists.
First off this charm doesn't have any defined range limit in the system text. The flavor text could indicate being nearby, but that might only be talking about the already asleep use case and it is flavor text in any case. If this charm can be used at range then it becomes far more useful for example we could curse Broken Seeker. Even a skinwalker becomes far less scary with minus 5 or so to all of it's dice pools including soak. Another use case is after we get our own hell we can send people to it in dreams.The Infernal blows into the mouth or ear of another, befouling his dreams with the horrors of the Night Realm. When he awakens from restless nightmares of Kakuri, it will be to discover his torment has only begun. System: The Infernal spends 1 Essence or 1 Willpower and rolls Manipulation + Survival against a difficulty of the target's Willpower to inflict a curse upon her victim. When he lays down and attempts to rest, whatever surface he lays upon feels like the frozen earth and razor-sharp stones of Kakuri, and his flesh is chilled by the knife-edged winds of the Night Realm. Sleep is utterly impossible, and seeking it a literally Hellish misery. For every 24 hours the target is denied sleep in this fashion, he loses one die from all dice pools. This Charm's effects persist for a number of days equal to the Infernal's successes. If she uses this Charm upon an already-sleeping victim, it has no Essence or Willpower cost. The target dreams of being trapped in Kakuri, the Night Realm, and regains no Willpower upon awakening. Afterwards, the rest of the Charm takes its course normally. Vampires still enter their deathlike sleep each day as normal while under the effects of this Charm, but that sleep is tormented by dreams of Kakuri; they regain no Willpower upon awakening, and progressively lose dice as though denied rest altogether. The Infernal can revoke her curse at any time prior to its natural conclusion by reaching into the victim's mouth and drawing out a squirming black butterfly of absolute shadow, then setting it free.
At first glance this seemed like the worst by a long shot, but after carefully looking and thinking I have realized that it is clearly the best of the 3 by a long shot. Firstly there is no range limit all that is required is that we remined the person of a memory somehow. We could do it on the phone, write a note they read latter, show a picture, hum a few bars or maybe even have someone pass a message. All that we need is some way to transfer information which means that there isn't anyway to avoid it well still even potentially being a problem for Molly. Secondly it costs no essence to use so we can spam it all over the place as carefully targeted shotgun fire. Thirdly talking is generally a free action so we can just add this to every round of combat.For those lost in the dark there is, at least, always
the refuge of happier times and brighter memories.
The Infernal can deny even this comfort, poisoning
such memories with the darkness of her dread Essence.
System: The Infernal reminds her target of a happy memory ("Do you remember your wedding day?"),
then rolls Manipulation + Subterfuge against a difficulty of the victim's Willpower. Success taints and tarnishes the memory; the good things about it become
harder to recall, while flaws, problems, and irritations
are magnified until the memory becomes a source
of pain and anger. If the victim spends a number of
points of Willpower equal to the Infernal's Essence
rating, they may reclaim the joy in a tainted memory,
but this also provides the Infernal with a perfect copy
of the memory in question.
Ok now that I have convinced you of the ease of use let me tell you about why it's useful. The effects aren't really defined mechanically, but here a a few generally things we want to taint black. "Remember all the people you tortured to death?" "Remember when you learned to fight?" "Remember when you learned how to safely use magic?" Now I don't know what happens when someone's memories related to their skills are tainted black, but I doubt it does anything good for them at the they very least it would make using those skills feel unpleasant and irritating.
Even better the person we are doing this against might fight against it draining their willpower like water. And if we taint their lore and other useful knowledge then we learn it as well.
I partially disagree on this particular case though. Counting out Nicodemus is unwise, but the Dresden Files are short on ergonomic esoteric/mental defenses and the big nickelhead himself isn't specced as a mage.