1)Pre-War, the Wardens were less than 300 full-time. Less than 200, maybe.
They're expanding back out, but this isnt an army the way you think of modern armies.
And a lot of wizards have some healing bullshit.
2)Listens to Wind does not work alone. He has apprentices and assistants.
At the end of Dead Beat, he showed up with half a dozen other medics:
Ramirez made it out of that evening alive. He had four broken ribs and two dislocated shoulders, but he came through. With Butters's help, I was able to get him, Luccio, and Morgan back to my place. At some point in the evening, Butters had taken off his drum and let Morgan take over the drumming duties while he tried to help Luccio, and as a result her wound hadn't been quite as fatal as she had thought it would be.
They were far too badly hurt to stay at my place, though, and Senior Council member "Injun Joe" Listens-to-Wind himself showed up with half a dozen more stay-at-home wizards who knew something about medicine and healing to move them to a more secure location.
"Just don't get it," Morgan was telling Listens-to-Wind. "All of these things happening at once. It can't be a coincidence."
"It wasn't," I heard myself say.
Morgan looked at me. The resentment in his eyes hadn't changed, but there was something else there that hadn't been before-dare I hope it, some modicum of respect.
The Red Court attacking Council medical facilities was a major plot point in Dead Beat.
Beings on the order of Mab are as rare in the NeverNever as they are in reality.
Beings on a lower tier? Far more common.
Zeus and Hades and the like might all have their demesnes in the NeverNever, but you arent going to run into them while on a casual jaunt along the Ways.
You kinda have to go looking for them at home.
In fairness I'm thinking more in quantity there are plenty of them in the nevernever. Just you know the nevernever is basically infinite so you're as likely to find butterfly spirits or any number of things first.
In fairness I'm thinking more in quantity there are plenty of them in the nevernever. Just you know the nevernever is basically infinite so you're as likely to find butterfly spirits or any number of things first.
I cant speak to that.
We have only seen two gods in the NeverNever that I can recall: Anansi, who is currently frozen in Arctis Tor, and Hades, who is in his own realm and we havent seen outside it.
I cant speak to that.
We have only seen two gods in the NeverNever that I can recall: Anansi, who is currently frozen in Arctis Tor, and Hades, who is in his own realm and we havent seen outside it.
While I would forgive Molly for not knowing Emma-O's personal history with people stealing shit from him?
Apparently noone here has read the Illiad.
Specifically, Hector stripping Achilles' armor from the body of Patroclus, and precisely how Achilles reacted to that.
Damn, Morgan is not holding back. I dunno whether he killed the Lord hiding out in his place of power or ganked him on the battlefield, but it sounds like a chemical firestorm was involved. Sheesh, what a rockstar.
Iirc, DragonParadox said that Morgan's build as a wizard is, to a large extent, specifically geared toward punching up to kill things that should normally be able to kill a wizard in a fight. He is a combat specialist.
[X] Bring them all home to dinner, it is not often you have diplomatic dealings with people you can bring home and it should set them at ease
[X]Empathy and Etiquette Excellency, All Things Betray and Hellscry Chakra as necessary.
I think showing the Last Station has advantages.
It shows that we are interested in this side of reality, that we are building to last, not just in ephemera.
Also it shows that we are building an organization here.
Both hint that we are not just some god hiding out in the Nevernever and occasionally coming over, but that we are seeing this world as our home.
As I remember it, Patroclos died because he imitated Achilles, not because Hector was offended by him wearing Achilles' armor.
No creature of darkness can mistake Daniel for Molly, no matter what they wear.
Achilles took particular offense to Hector stripping Patroclus of his(Achilles) armor, and wearing it.
In pre-modern terms, bearing the arms of a defeated champion would in and of itself draw other champions to test you
In Exalted, bearing looted artifacts from an Imperial or Lookshyan DB House would be a magnet for other DBs looking to avenge the insult and recover the weapon.
In the KOTE setting, Emma-O has a longstanding reputation for vengefulness and long memories against rival Yama Kings.
Let alone a mortal. Add to that the face/rep element involved?
We arent looking at random akuma encounters here, or shen or Jade Court looking to test who has the worthiness to bear a blade that potent.
Emma-O is likely to give the matter his personal attention; his servitors are called Shikome Assassins for a reason.
You either reforge it to make it unrecognizable, or expect the bearer to get shikome'd.
I think showing the Last Station has advantages.
It shows that we are interested in this side of reality, that we are building to last, not just in ephemera.
Also it shows that we are building an organization here.
Both hint that we are not just some god hiding out in the Nevernever and occasionally coming over, but that we are seeing this world as our home.
They know Last Station exist.
Its not secret, Dresden probably mentioned it when the Merlin asked, and any spirit or oracle they summoned to take a look at Chicago will know where it is.
What they dont know are the details of our upgrades, and we have zero reason to share that, just like they wont share their own security details. At least not for free.
They know we are not some god.
The Merlin himself scanned us with our permission, and his bodyguards looked us over; we and our family have a mundane data trail that any five hundred dollar private investigator can turn up.
If you want to impress on them that we are human, take them home to a dinner at our family home.
Let that Mentor 5 work.
Its why we paid for it.
What we are being asked is how we present ourself.
Are we presenting ourself as a Player with Power magical and temporal, but someone who remains fundamentally human, with human roots? Or are we just playing power politics?
In regards to a possiblity of dinner at home - is Charity herself a Law breaker? When she was a part of the cult, has she ever broken any Laws?
In any case, it's bound to be uncomfortable. Last Station is a chance to show what we have built. Not in terms of guns and power generators, but in terms of community.
EDIT: Not to say that it doesn't have merit. But it's a big imposition on our family, and needs additional prep.
Also, in regards to spies - our house is guaranteed to be under technological surveillance.
In any case, it's bound to be uncomfortable. Last Station is a chance to show what we have built. Not in terms of guns and power generators, but in terms of community.
There is no great community at Last Station.
Just the 20 or so people that Molly currently has as members of the Jade Dogs
And I suspect most of them dont actually want to be known on sight by foreign wizards.
Unlikely.
Its used as a hub for Knights; its protection from surveillance kinda is a necessity to avoid their activity being tracked. Nicodemus has no aversion to technology after all.
And its explicitly immune to magical surveillance by Word of Odin.
I dont think you realize how cheap private investigators are for someone of Nicodemus' resources.
Someone who literally has tribes of people dedicated to following him, and around two thousand years of life and investment in human society.
Salary.com tells me that a Chicago PI in September 2023(not 2006, but after 15 years of inflation) has an average paycheck of between $43k and $64k, with 90th percentile being around $74.7k
How much does a Private Investigator make? The average annual salary of Private Investigator in Chicago,Illinois is $54,302 or $26 per hour, ranging from $34,433 to $75,890 and $17 to $36.
www.salary.com
Nicodemus would literally have people on retainer to bug the Carpenter household 24/7 if that was true.
Even if he didnt send a team of his mooks(remember, he has tribes of people dedicated to him) to just sit in town and watch?
A half a million would buy him electronic and physical surveillance, and leave money for bonuses from commercial PIs.
And not just him; the White Court, the Fae, and everyone else would have people watching their house.
Yet they dont appear to exist in canon.
Ergo, the White God Insurance Plan has provisions for stuff like mundane surveillance of the Carpenter home by potential hostiles.
I dont think the bad guys can one weird trick their way out of this one.
Else they would already have done so.
I think there is a difference between Micheal's house before and after his retirement?
Before it was clearly far from absolute, it got invaded by Fetches and his family was in danger a few times.
What held off any major actions was probably more Micheal's reputation as someone who can and will slay a Dragon when necessary than any divine intervention.
Only after his retirement was the security upgraded, to stop people who though they could take revenge on an ex-Knight.
I think there is a difference between Micheal's house before and after his retirement?
Before it was clearly far from absolute, it got invaded by Fetches and his family was in danger a few times.
What held off any major actions was probably more Micheal's reputation as someone who can and will slay a Dragon when necessary than any divine intervention.
Only after his retirement was the security upgraded, to stop people who though they could take revenge on an ex-Knight.
Michael's personal reputation of badassery isnt going to protect them when he isnt there.
The Fetches got access by trickery(they got Molly to invite them in, apparently by wearing Dresden's face), and even then, inside the house, they didnt get near most of the kids.
The protection extended as far as Michael just showing up in time to save his daughter from the White Council tribunal.
It may have gotten a lot more overt after Michael retired.
Or it just was that, because Dresden was dead in Ghost Story, he could see things that he otherwise wouldnt have been able to when he was alive.
Major plot elements of Death Masks and Small Favor would not have worked if the Carpenter household had been under surveillance; not knowing that Shiro and Sanya were in town was a key element in both the death of Ursiel's host and in Dresden surviving that book. As was Dresden surviving the Gruff manhunt.
And the fact that Dresden's house got raided but his apprentice's home in the Carpenter household did not is prima facie evidence that there was no mundane surveillance in Changes either.
[X] Bring them all home to dinner, it is not often you have diplomatic dealings with people you can bring home and it should set them at ease
-[X] Cook them a dinner in a manner of the Courts. Use crafting excellency, WHWH, BSM, etc. to make the best possible meal.
[X]Empathy and Etiquette Excellency, All Things Betray and Hellscry Chakra as necessary.
Ok, yeah, there are convincing arguments, mainly about not prejudicing them against the courts.
On the surveillance stuff, in quest we have circumstantial evidence that the knights aren't closely watched at their places of residence.
The reds knew of our presence explicitly from tracking his license plate on existing mortal traffic cameras. Thats a significant degree of separation in that the only surveillance devices in used are set up by mortals for mortal purposes and aren't operated at the convenience of the various powers running around interested in Knight business.
If better surveillance was available they'd probably be buying it from someone if they're going as far as they already were.
Uriel is nobody's fool, he probably isn't going to smite people over crossing the knights, but he's still the guy reliably winning knife fights with the Devil. Getting his attention is bad for your health if you're the type to be worried about the knights in the first place.
With how God works, I imagine anyone trying would just have mounting bad luck: just little things that would be annoying if they didn't just keep happening. You might still get some results but it would be the spottiest coverage in the history of mankind and you wouldn't be able to rely on it for dick-all.
It probably wouldn't even require an angel to directly notice, providence being just kind of being part of this world's physics.
So... Given that Rosie's kid is going to have us as a faerie godmonther, they need to have protection, if only due to direct association with us. Sadly, I doubt Uriel can be relied upon to provide a literal guardian angel here. There are the following options that I see:
1) VEE, to grant them Guardian Angel Merit - only works when they are old enough to voice a wish. Might work of Rosie herself asks for a guardian angel for her kid.
2) Forging them a guardian ourselves. With the kid themselves acting as the keystone of an emanation, I propose the following design:
Emanations can soak lethal damage, but not aggravated.
Select either the Umbra or the Underworld. This is the emanation's native home. It may roam freely in its native realm, where it enjoys the natural ability to converse with the other native denizens and to navigate without undue difficulty (in the Umbra, this amounts to having the Charm Airt Sense, while in the Underworld it amounts to having several dots of Argos). The phantasm may manifest in the physical world only while within one hundred yards of its keystone, or within ten yards of its master. It must pay one Willpower to remain manifest for a scene. It may pay one Willpower to immediately teleport to its master's or keystone's location.
If the phantasm's master the emanation's name, the Arcana hears her words wherever it may be. If she commands the ephemera to attend her, it may teleport to her master's location and manifest without paying any Willpower. If the keystone is destroyed, the phantasm is also destroyed. If the emanation is slain, it may reform one hundred years later within its keystone. Each point of Essence fed into the keystone by its master quickens this recovery by 10 years.
If the emanation's master has learned The King and the Kingdom: The Thousand and First Hell, the phantasm may treat its master's Hell as a keystone.
Emanations are always otherworldly, disturbing beings with demonic features of some sort that cannot be mistaken for as human.
The Arcana gains three additional dots of Physical Attributes, which may increase its traits to 6. Taking this Feature a second time provides only two bonus dots, but raises the permitted cap to 7.
The Arcana gains three additional dots of Mental Attributes, which may increase its traits to 6. Taking this Feature a second time provides only two bonus dots, but raises the permitted cap to 7.
The Arcana can project its thoughts into the minds of other nearby people to communicate with them. It can communicate with its master across up to (Arcana rating x 100 miles) of distance. By spending a point of Willpower, it can also receive communications from someone… or, to put it another way, it actively reads their surface thoughts for the rest of the scene. The target can always sense this, and can shut the Arcana out by spending a point of Willpower.
Whether due to wings, magical levitation, or bladders full of rotten gasses, the Arcana is capable of flight at its normal movement speed.
The Arcana's body is made of tougher stuff than others of its kind. If the Arcana could normally only soak bashing damage, it can now also soak lethal damage. If the Arcana could normally soak lethal damage, it can now also soak aggravated damage at difficulty 8.
A Trait held most commonly by trolls and redcaps, Granite
Skin is quite literally an epidermal layer of thin, hard stone.
You're a great deal tougher than you might be normally, but
have the undesirable effect of leaving small flakes of stone
behind every time you bend or flex. You possess the equivalent
of chainmail armor at all times (see p. 285). Granite Skin does
not cause a Dexterity penalty, but does impose a +1 difficulty
to all rolls involving moving quietly.
While all fae are conscious of the bonds of oaths, for you
it's almost of a religious nature. Whenever you're overwhelmed,
the thought of your duties is enough to give you the strength
to persevere. In game terms, you reduce the difficulty of rolls
pertaining to the fulfillment of your oaths by three. Similarly,
the power of your sense of duty may be sufficient to allow
temporary immunity to other supernatural effects (Storyteller's
discretion). No Willpower may be spent on actions having to
do with the breaking of oaths. This is not cumulative with the
effects of the Merit True Love (see p. 186), though it can be
combined for purposes of roleplaying.
To your detractors your head is full of rocks. In truth, your
determination and stubbornness makes you unshakable once
your mind is set. Characters attempting any mind-altering magic
against you are at +3 difficulty, up to a maximum difficulty of
9. This Merit does not affect powers dealing with emotions.
Characters with Willpower scores below 5 cannot take this Merit.
You cannot speak. You may communicate with the
Storyteller and describe your actions, but cannot talk
to player or Storyteller characters unless everyone
concerned purchases a commonly understood sign
language (via the Language Merit) or you write down
what you wish to say.
(1 or 2 pt. Flaw, M20: book of secrets, p.): 2 pt. version
According to certain legends, witches cast no shadow. And
while that isn't true of most mages, it's somehow true for you.
Maybe you suffer from a lingering Paradox Flaw, manifest your
own cultural fears, or made a bargain that cost you your shadow
or reflection. In any case, your shadow and /or reflection are
absent from your presence. For one point, you're missing one of
those things, for two points you lack them both, and although
most folks won't notice this consciously, they do tend to feel
uneasy in your presence even if they're not sure why. (Technological
machines record this phenomenon, too.) Add +1 to the
difficulty of all your Social-Trait rolls under most circumstances,
and +2 to the difficulty if a witness makes a perception-based roll
(difficulty 7) and figures out why you seem so weird.
A pact or some other metaphysical occurrence has left you
with what old-school witch-hunters consider a "devil's mark": a
minor but noticeable deformation that remains insensate to pain
and yet allows a creature to draw your Quintessence out through
your body in physical form. Despite preconceptions, the origins
of this mark might not have come from a pact with some infernal
entity. That fact doesn't keep people – Sleepers and otherwise –
from looking askance at you if and when this mark can be seen,
especially since there's often something disconcerting about the
way it appears – a third nipple, a red or black growth, a vaguely
demonic face or sigil embedded in your flesh, and so forth.
Thankfully, you don't have to worry too much about
witch-hunters in the technologically industrialized world.
(Other regions are a different story; even rural areas of socalled
advanced nations still hold people who will harm or
kill someone who's "different.") The mark's disconcerting
appearance, though, may lead you to cover it up anyway. Folks
who do believe old-fashioned ideas about "witches" will not take
kindly to that devilish brand, so it could become a real problem
under the wrong circumstances. On the plus side, however,
you actually can nurture a Familiar (as in the Background
Trait of that name) on the mark, and do so without physical
discomfort. Of course, the idea of a talking, midnight-blue
winged tarantula taking hits of Quintessence off your body
may be uncomfortable in its own right.
Forged from dreams, hopes, and fears of a devoted mother thrust into a terrifying Moonlit world, and animated by by the awesome power of an Infernal exalt, this silent guardian knows precisely what it was born for - to guard and protect their charge from danger, to ensure that they would not be taken by enemies of its creator. Normally existing just out of sight in a spirit realm, it possesses a form reminiscent of a human, but one that couldn't be mistaken for one. With pale purple skin, and a mane of wild black "hair" composed of cold flames, rather than mundane matter, its body is that of an idealized, perhaps over-idealized male bodybuilder, proportions taken far beyond human and to the very edge of functionality, nearing grotesque. A mark not unlike the one upon the brow of its creator is branded into its neck. Gold armor that wouldn't be out of place on Sumerian soldier covers its form. It would take a keen eye indeed to realize that the armor is actually part of its body.
Behind its yellow eye, a keen, perceptive mind shines, ever watching and ever-vigilant, ready to protect its charge from any danger, be it by fighting against the attackers, or taking the child and flying away with all its speed. This mind is full of loyalty and is as hard as rock upon which a world could be built. It would take a truly impossible power to have it break its oaths.
Superhumanly strong and fast unarmed flying brawler with superhuman perception. Soaks aggravated damage, has +3 soak from granite skin. 12 dice for brawl. -3 DC for protecting their charge, +3 difficulty for anyone to affect its mind (so, in an opposed roll, that would be a 6 DC difference: -3 for the guardian, +3 for the attacker), should be capable of succeeding basically any willpower roll.
Oh, and yes, this is essentially Star Platinum, if you haven't guessed.
[X] Bring them all home to dinner, it is not often you have diplomatic dealings with people you can bring home and it should set them at ease -[X] Cook them a dinner in a manner of the Courts. Use crafting excellency, WHWH, BSM, etc. to make the best possible meal.