That's a very neat idea, but I am fairly sure that for metaphysical reasons, Lydia would need to be involved in the process of upgrading her to celestial status. Like, in such a proposed deal, I expect she'd need / want to be the one to gather resources for splendor making.
And yes, Lydia getting / claiming her own realm is a nice idea.
It might be enough to have her conduct the final exchange, but I don't see a reason to exclude her from reagent gathering in either case.
The proposed gate is to NeverNever. One of the next actions in upgrading Last Station on the path to making it a full Manse with all benefits of such would be to explore, secure and remake NeverNever around the place. Having a secure gate that allows travel from Earthside to NeverNever side would be very valuable for this.
Okay, I was just asking because the nevernever covers a lot of different places and depending on how you made it there could be different issues.
Tangentially related, but can we actually make a manse? Holden explicitly nukes that in the FAQs, and I don't recall a house rule on this. Might have just missed it though.
IIRC we actually took more damage than a "little scratch" before DP went back and changed the numbers but by then people had already committed to the vote.
Yeah, the reason we reacted like that is because we took like half our health track in damage from an unblockable attack. You can see an artifact of that in how the damage line is pitiful but the next narrative but has Molly worrying about her ability to survive another strike like that.
I'll agree that perfects don't make regular defenses obsolete though. They're reflexive, so you can apply them in context based on what's happening, allowing us to save them for AoEs or perfect attacks, and the strategies they enable are more synergistic than they might initially appear.
The easiest are the perfect soak charms. By RaW if we were playing this at a table we wouldn't need to choose to activate the chant until after we saw the attack roll. I'd argue that translated to a quest Molly should be able to choose to activate this sort of defense based on how solid a hit feels. High soak makes the mote efficiency of our defensive scheme higher because we can more accurately choose what needs to be blocked outside the obvious.
WStW helps with multi-attacker active defense issues. 1 + essence level dodges to use as we please across the turn for 2 motes and a reflexive action means we can selectively target the most dangerous attacks and save our active defense/soak for the their most penalized multi attacks.
CCI is second worst in this regard, but stuff like using soak for adds while we go full attack against a boss that can't hurt us for a turn would leverage both.
BME is the one the synergies the least with any other kind of defense. It's better for a ranges fighter trying to kite people.
Sorry to piggy back here, I just wanted to point out that while the dice on any given specific exchange can't benefit from both at once, tactically there are options that benefit from both.