A thing I noticed on rereading is that we don't actually have any direct combat (attack or defense) charms so far. I think it's partially compensated by having FCFF-associated magical martial arts (which we know exist in story already), but it still sounds strange. Pillars of Creation is the closest I have so far. And it's strange, because our people have a strong martial tradition, and Molly herself is a strong fighter.
It's a charm that's for dealing with mortal world mostly, not for ensnaring Mab. Many 1 dot charms are about dealing with the mundane.
As to being helpful with clones - there's being cautious and there's being overly paranoid, I feel. Our clones should be able to prevent our secrets from being leaked for one scene no matter the circumstances. Willpower-provided successes, passives, suicide contingencies, etc. At the next scene we should have motes to spare for their discorporation.
It is highly situational, like how most of Infernal charms are supposed to be. In this situational niche the charm is very powerful. Also, it's supposed to be minion recruiting, and aimed mostly at mortals. Go to a scientific conference or a political debate for example, and listen to speakers introducing themselves. You get their true names, and can now boil them from inside, or turn them into fomori or apply magnanimous warding glyph to them, or learn their darkest secrets. All remotely from anywhere in the world at any time.This seems sort of impractical; unless we go hunting for mortals we're going to have a hard time collecting these.
I'm skeptical on how useful it is for the clones too. What happens if we get three alerts while in the middle of something like fighting the dragon?
It's a charm that's for dealing with mortal world mostly, not for ensnaring Mab. Many 1 dot charms are about dealing with the mundane.
As to being helpful with clones - there's being cautious and there's being overly paranoid, I feel. Our clones should be able to prevent our secrets from being leaked for one scene no matter the circumstances. Willpower-provided successes, passives, suicide contingencies, etc. At the next scene we should have motes to spare for their discorporation.
That's true, yes. I didn't want to tailor the charmset exclusively to our needs, and wanted to make it a bit more organic. Something that follow-up infernals can get access to in the future. Still, ok, I might remove it.I'm not sure about this one either, because we already have the ability to do this essentially.
Put whoever we want in the FCF, travel by RVD, then pull them out like we did for Las Vegas. The additional value is pretty marginal for a three dot charm in a limited charm set.
I have no problem with that, I'll do the edits a bit later.This one I like, my only suggestion is to change the essence cost of the first stage to an dex+occult roll. That would make it into a mirror of MiM mechanically; Molly does the same thing to take souls, but no longer reflexively teethes on anything that gets too close to her metaphorical face.
It's also better off in an opposed environment because of how charm counterspelling works. If someone is trying to kill a person we're protecting they'd be rolling to beat our successes at activation instead of our converted essence rating.
Maybe add "the shadow can choose to discorporate at any time on their own will"? But in general I like this. It's a bit of a double edged sword of a charm, but I like the idea in general. It's multi-purpose, and sufficiently weird to be an Infernal charm.This seems like a bad idea, since it makes it possible to use them as listening devices.
I missed that one, sorry. Could you link it?In terms of smoothing out the mechanics, how do you feel about the dice adder equivalent I wrote under the same themes? We probably don't want both in the charm set but Five Paths, One Ring is mechanically simpler even if it's also somewhat weaker.