Ok, seeing as there is some discussions about what we'll do in the future, I just want to point out:
We still haven't taken care of of that goddamn proving ground, and if we don't do it right away, I am still pretty sure it's going to be taken by someone else.
So please, let's do that and then finish that excruciatingly long arc once and for all.
Oh, and in anticipation for the charm vote that is probably coming relatively soon, we really should take the Five courts clone charm Yog made (or any other good ones if someone manages to somehow make one in the interim), it might be impossible to leave AP hell, but that doesn't mean we can't make things better when it comes to it.
Doing two things at once and still not having enough time is still doing two things at once, and the sooner you begin doing those two things, the better off you are and will be, forever.
If we don't do it within this arc (and we should) we could probably delay down payment to archive (ie crafting) by one turn. Because I completely agree, we really should finish that thing.
I'm sorry, did she just give out a chunk of her True Name for free? She is still Margaret Katherine Amanda Carpenter- she's not just Margaret Katherine Amanda Carpenter any more (she doesn't even know her own True Name in full as far as I can recall), but I still can't see any reason for her to just hand out "Carpenter" from her own lips like that. To a fey, in hell, no less.
If we don't do it within this arc (and we should) we could probably delay down payment to archive (ie crafting) by one turn. Because I completely agree, we really should finish that thing.
We should lock down the proving ground, then spend next turn doing debt payments, crafting our own gear/stuff for our circle, undermining Harvard, and diplomatic outreach.
We keep saying we want some short cool down arcs, that's what this one was supposed to be. Running a prep arc where we do a lot of building and social combat seems more likely to fill that for us, and provide a chance to look over the situation to refine our plans.
Edit:
I just brought it up and still forgot to list it. I think we should at least try to do something about the financial crisis. Even discounting the "mundane" suffering, which we shouldn't, it's the perfect situation for nemesis to exploit.
Debt payment, Boston, personal builds, and starting diplomatic stuff to handle that would be my big 4 priorities.
I'm sorry, did she just give out a chunk of her True Name for free? She is still Margaret Katherine Amanda Carpenter- she's not just Margaret Katherine Amanda Carpenter any more (she doesn't even know her own True Name in full as far as I can recall), but I still can't see any reason for her to just hand out "Carpenter" from her own lips like that. To a fey, in hell, no less.
That is precisely one piece of her true name ('Molly' does not cont) , less than she regularly uses in her day to day life for anyone with a microphone do use.
That is precisely one piece of her true name ('Molly' does not cont) , less than she regularly uses in her day to day life for anyone with a microphone do use.
I'm sorry, did she just give out a chunk of her True Name for free? She is still Margaret Katherine Amanda Carpenter- she's not just Margaret Katherine Amanda Carpenter any more (she doesn't even know her own True Name in full as far as I can recall), but I still can't see any reason for her to just hand out "Carpenter" from her own lips like that. To a fey, in hell, no less.
In addition to what DP said, we have EIPP. Trying to use name magic with one name is a very bad plan, but even if they had the whole thing we could stop it cold.
Ok, seeing as there is some discussions about what we'll do in the future, I just want to point out:
We still haven't taken care of of that goddamn proving ground, and if we don't do it right away, I am still pretty sure it's going to be taken by someone else.
So please, let's do that and then finish that excruciatingly long arc once and for all.
Oh, and in anticipation for the charm vote that is probably coming relatively soon, we really should take the Five courts clone charm Yog made (or any other good ones if someone manages to somehow make one in the interim), it might be impossible to leave AP hell, but that doesn't mean we can't make things better when it comes to it.
Doing two things at once and still not having enough time is still doing two things at once, and the sooner you begin doing those two things, the better off you are and will be, forever.
I'd like to bring up my version for that again as well:
The first of all acts was to name. Each titan tearing themselves from the roiling chaos and defining themselves against it. A fact that no debasement could ever wholly take from them.
Echoing that act their heirs turn their hands on their own souls; naming each part according to their own design, thereby becoming in small part like those spoke themselves into being.
System:
The infernal spends 5 essence and meditates for at least one scene, turning inwards to look at their own soul. Once there, she must make a willpower roll to search her own memories for something that defines her.
It can be nearly anything; important memories, strong beliefs, trauma, what matters is that it's true and personal to the exalt. This can be very unpleasant, and lower successes should result in facing less comfortable things.
Whatever she finds, the infernal then names and begins the process of shaping into a new facet of her soul. She may have no more than her essence rating of these. If one is destroyed its body dissolves into iron wind, and the element of her soul it embodies is numbed in whatever manner is appropriate until she repeats this ritual at +1 DC to find and reform it.
If the infernal dies instead her essence manifests as screaming wind and flees to the nearest clone, killing it in her place. This wounds the infernal's spirit, dropping her one essence level that may not be regained by any means before she reforms the facet she replaced.
Once named facets may be embodied or dispelled with a thought, supposing they aren't currently destroyed and are in the infernal's presence, but she must pay 1 mote to copy over any memories directly.
As they are subordinate faces of the infernal's soul she may not use her charms through them to directly affect the world. However, as they are still part of her they may still affect themselves.
In general this means abilities that solely impact the infernal and do not rely on active interaction. The infernal may not use excellency through a clone any more than she may fire a shotgun with her nose, but can defend any part of her 'face' with equal strength. When doing so they share the infernal's essence pool.
By default the clones form as an approximation of the infernal as a mortal, perfectly loyal to its creator, fully aware of what it is, and in possession of her memories. However, for the same resource investment as making one outright she may invest them with the appropriate number of arcana features.
If the infernal has a hell they may spend one arcana feature point to provide an emanation style return function. By spending one willpower they may vanish in a burst of flaying wind to return to her hell. This counts as a clone death for the purposes of the charm, save for that it does not numb the associated elements of the infernal's soul as the facet slides smoothly back into place.
I think it's got the mechanics to make it possible to address the major issue of SGI without being a broken I win button and a lot of fun flavor for Molly's progression.
I do like the resurrection charm @Yog built though, so it might be worth considering dropping the res from this one and using that space for something else. Maybe something like second order interactions? Stuff like letting you pay essence to swap instances around. Effectively "teleporting" primary!Molly around without being obvious from the outside. That or dropping the numb effect, though I like that aspect personally.
Thinking about this from a gameplay perspective doesn't following a spirit vision to awaken and name the aspects of your soul sound more engaging than splitting off forks that only tangentially play into Molly's personal development?
We should lock down the proving ground, then spend next turn doing debt payments, crafting our own gear/stuff for our circle, undermining Harvard, and diplomatic outreach.
We keep saying we want some short cool down arcs, that's what this one was supposed to be. Running a prep arc where we do a lot of building and social combat seems more likely to fill that for us, and provide a chance to look over the situation to refine our plans.
Edit:
I just brought it up and still forgot to list it. I think we should at least try to do something about the financial crisis. Even discounting the "mundane" suffering, which we shouldn't, it's the perfect situation for nemesis to exploit.
Debt payment, Boston, personal builds, and starting diplomatic stuff to handle that would be my big 4 priorities.
We need the Proving Ground part to field test the suit before the dive into the Labyrinth at the core of our soul.
The month after the next one we already have going to a convention with Rosie, handling Alphas (that, at least, should be a quick thing), and probably continuing craft (I am unconvinced we'll be able to finish everything in one turn). This plus school leaves us with 2 options (maybe 3 if we finish everything the next turn). One of those should probably be the city god, because we need to work on home defenses, and the other (if we go for synergies) making Porter that body we promised him. We also have the follow-up to Las Vegas, I think, but hopefully that will be handled partially by taking the action to handle the exaltation. So, I am all for pushing and trying to fit the action here if we can.
I also hope that Olivia will be able to take some of the Order of Cauldron actions off our plate, maybe together with Tiffany. Lydia is handling some of the spirit side events offscreen, which is very good. If we manage to get Daniel (or some other trusted character) the Dawn shard, that should also help. If we can further get the abyssal shard to someone heroic in the process of dying and save them that way, that's also a plus.
I think it's got the mechanics to make it possible to address the major issue of SGI without being a broken I win button and a lot of fun flavor for Molly's progression.
I do like the resurrection charm @Yog built though, so it might be worth considering dropping the res from this one and using that space for something else. Maybe something like second order interactions? Stuff like letting you pay essence to swap instances around. Effectively "teleporting" primary!Molly around without being obvious from the outside. That or dropping the numb effect, though I like that aspect personally.
Thinking about this from a gameplay perspective doesn't following a spirit vision to awaken and name the aspects of your soul sound more engaging than splitting off forks that only tangentially play into Molly's personal development?
I don't think we are getting access to custom charms yet. They are probably locked behind some story events. And will definitely need to go through adjustment and vetting by QM. And we'll also need to develop signature effects for them, I think, which will be another headache.
I am still waiting on the answer of whether we can direct CCG to a non-Earth realm. Because, if handled correctly, that could work as a final kick to MIkaboshi's groin.
[X] Open Calibration's Gate (Mikaboshi may not contest this, but will briefly create a cosmic alignment through which any of the demons of the Wicked City may pass; you may have to defend the gate on the other side until you can close it)
[X] Open Calibration's Gate (Mikaboshi may not contest this, but will briefly create a cosmic alignment through which any of the demons of the Wicked City may pass; you may have to defend the gate on the other side until you can close it)
You mean something else than first demon on earth right? Cause we've seen plenty of demons on earth. Also good chance there was a time long long ago where said beings of her scale were allowed on earth right?
Demon.
Capital-D, as in Demon The Fallen the WoD splat.
Not small d- demon.
In the Dresdenverse they have only 30x Fallen in Coins, and they are pretty strongly restricted in their ability to work their will on the world, and angels and archangels literally checking them whenever they overstep.
In WoD they have hundreds, if not thousands; many Earthbound and more being created, as well as many Demons stealing bodies from the dead as they flee the Abyss. Lucifer Morningstar was never bound in Hell, he is living in LA IIRC as a washed up director and is actually pretty chill; its his former lieutenants that are bugfuck insane.
A single Earthbound with Lore 5 and Mastery 5 could have global effects on its own.
We're not counting all the elder vampires either, both Kindred and Kuejin. Caine, the First Vampire is still walking the Earth.
Or the Nephandi. Or Pentex. Or Threat Null or the Zmei or the Mael'jin or the Chulorviah or the Zigg'raugglurr or even more that I do not remember. All of whom mostly act with impunity until they offend a bigger player.
Like when the methuselah Baba Yaga essentially took over Russia's supernatural world for ten years and literally locked off the Umbra with a so-called Shadow Curtain.
The Dresdenverse is a death world by modern standards.
The World of Darkness is far, far worse, and a lot more permissive about bad guys throwing power around.
The direct quote is
[....]
This is pretty direct. This is very close to "they are first circle demon analogs". The whole "they are its nightmares manifest" is unlikely to be metaphorical, given what we know of how Primordial soul structures work.
Like I said, that is pretty much identical to their relationship with the Deathlords and the Abyssals in Creation.
They were their creators/progenitors, but it didnt make the Neverborn actors, or with some grand plan, or even conscious.
I think you are reading too much into that.
I'm sorry, did she just give out a chunk of her True Name for free? She is still Margaret Katherine Amanda Carpenter- she's not just Margaret Katherine Amanda Carpenter any more (she doesn't even know her own True Name in full as far as I can recall), but I still can't see any reason for her to just hand out "Carpenter" from her own lips like that. To a fey, in hell, no less.
We should lock down the proving ground, then spend next turn doing debt payments, crafting our own gear/stuff for our circle, undermining Harvard, and diplomatic outreach.
Lotsa social.
We have a backlog of social stuff we havent addressed, and I'd like to get both the Alphas and the Morty Lindquist issues addressed. Even if it means that we dont get to do any training next turn.
Speaking of social, the reaction of the Shih should be interesting.
[X] Open Calibration's Gate (Mikaboshi may not contest this, but will briefly create a cosmic alignment through which any of the demons of the Wicked City may pass; you may have to defend the gate on the other side until you can close it)
Demon.
Capital-D, as in Demon The Fallen the WoD splat.
Not small d- demon.
In the Dresdenverse they have only 30x Fallen in Coins, and they are pretty strongly restricted in their ability to work their will on the world, and angels and archangels literally checking them whenever they overstep.
In WoD they have hundreds, if not thousands; many Earthbound and more being created, as well as many Demons stealing bodies from the dead as they flee the Abyss. Lucifer Morningstar was never bound in Hell, he is living in LA IIRC as a washed up director and is actually pretty chill; its his former lieutenants that are bugfuck insane.
A single Earthbound with Lore 5 and Mastery 5 could have global effects on its own.
We're not counting all the elder vampires either, both Kindred and Kuejin. Caine, the First Vampire is still walking the Earth.
Or the Nephandi. Or Pentex. Or Threat Null or the Zmei or the Mael'jin or the Chulorviah or the Zigg'raugglurr or even more that I do not remember. All of whom mostly act with impunity until they offend a bigger player.
Like when the methuselah Baba Yaga essentially took over Russia's supernatural world for ten years and literally locked off the Umbra with a so-called Shadow Curtain.
The Dresdenverse is a death world by modern standards.
The World of Darkness is far, far worse, and a lot more permissive about bad guys throwing power around.
Like I said, that is pretty much identical to their relationship with the Deathlords and the Abyssals in Creation.
They were their creators/progenitors, but it didnt make the Neverborn actors, or with some grand plan, or even conscious.
I think you are reading too much into that.
But thats just my opinion.
Yup.
MAB gives you her name, from her own lips.
Fuck with it if you dare.
Lotsa social.
We have a backlog of social stuff we havent addressed, and I'd like to get both the Alphas and the Morty Lindquist issues addressed. Even if it means that we dont get to do any training next turn.
Speaking of social, the reaction of the Shih should be interesting.
Wasn't really arguing about setting so much as phrasing. Also the coins are only a couple millennia old as far as I know I more meant in the far far past there was possibly some fallen on the earth or at least when they were still angels that is.
[X] Open Calibration's Gate (Mikaboshi may not contest this, but will briefly create a cosmic alignment through which any of the demons of the Wicked City may pass; you may have to defend the gate on the other side until you can close it)
[X] Open Calibration's Gate (Mikaboshi may not contest this, but will briefly create a cosmic alignment through which any of the demons of the Wicked City may pass; you may have to defend the gate on the other side until you can close it)
I am very disappointed that our first time using this isn't directly to Outside, if only because I like causing problems and stress for everyone.
Come to think of it, I wonder what Sanctuary can get out of the Technician and Iron Elementals?
(And the +2DC is the Hope Plague finally showing its teeth, will it become +3DC the next time he gets to roll? )
Ways only go to wherever is on the opposite side of the gauntlet from where you are when you open them. CCG may be able to stretch associations further, but it should all be the same basic portfolio.
I am still waiting on the answer of whether we can direct CCG to a non-Earth realm. Because, if handled correctly, that could work as a final kick to MIkaboshi's groin
I don't think we are getting access to custom charms yet. They are probably locked behind some story events. And will definitely need to go through adjustment and vetting by QM. And we'll also need to develop signature effects for them, I think, which will be another headache
In the Dresdenverse they have only 30x Fallen in Coins, and they are pretty strongly restricted in their ability to work their will on the world, and angels and archangels literally checking them whenever they overstep.
In WoD they have hundreds, if not thousands; many Earthbound and more being created, as well as many Demons stealing bodies from the dead as they flee the Abyss. Lucifer Morningstar was never bound in Hell, he is living in LA IIRC as a washed up director and is actually pretty chill; its his former lieutenants that are bugfuck insane.
This is a really bad comparison, because WoD demons and the Fallen aren't really the same. Angels are planet busting monstrosities at a minimum, there are guys who could legitimately collapse the entire dimension the mortal world exists in who hesitate to screw with them and only manage it because god has a boot on their throats.
The fusion setting isn't playing the same way in some regards, but specifically claiming an earthbound is even a wet fart by comparison is disingenuous.
[X] Open Calibration's Gate (Mikaboshi may not contest this, but will briefly create a cosmic alignment through which any of the demons of the Wicked City may pass; you may have to defend the gate on the other side until you can close it)
This is a really bad comparison, because WoD demons and the Fallen aren't really the same. Angels are planet busting monstrosities at a minimum, there are guys who could legitimately collapse the entire dimension the mortal world exists in who hesitate to screw with them and only manage it because god has a boot on their throats.
The fusion setting isn't playing the same way in some regards, but specifically claiming an earthbound is even a wet fart by comparison is disingenuous.
1)Fallen are Fallen, not loyal angels. Not any longer.
Shared ancestry does not means they retain the same level of power on the mortal plains. Of course, we dont know what their post-Fall upper limit is, just that Michael alone comprehensively kicked Lucifer's ass after he fell, so *shrug*
2) An Earthbound with <Lore 5> and the Mastery Background at 5 has an area of effect thats at least continental-scale, depending on their permanent Faith and the Lores they know.
Article:
MASTERY
The Earthbound are perhaps the greatest masters of lore that Creation has ever seen — even though their lore is a twisted and corrupt thing than can only destroy. While the evocations of other demons are often limited in power and range, the evocations of the Earthbound — powered by staggering expenditures of Faith — can reach across a continent, strike down dozens of victims or set a city afire. The Mastery Background measures how much extra Faith the character can spend on enhancing its evocations. For full details of how the Earthbound enhance their evocations, see "That Hideous Strength" (p. 79).
X Your character has not mastered his lore, so he cannot spend any Faith on enhancing evocations
• You can spend one point of extra Faith to enhance an aspect of an evocation.
•• You can spend two points of extra Faith to enhance an aspect of an evocation.
••• You can spend three points of extra Faith to enhance an aspect of an evocation.
•••• You can spend four points of extra Faith to enhance an aspect of an evocation.
••••• You can spend five points of extra Faith to enhance an aspect of an evocation. evocations.
Article:
LORE MASTERY
The Earthbound are the twisted masters of lore. Denied physical bodies, the Dread Kings compensated by learning new and more powerful ways to directly control Creation through their evocations. They have learned to evoke effects of incredible intensity and power, but doing so can cost massive amounts of Faith.
As well as performing evocations as normal, you can choose to enhance an evocation after successfully rolling for its effect. Only characters with at least one dot in the Mastery Background can enhance evocations in this fashion.
To enhance an evocation, increasing its range, area of affect, number of targets or other such variables, the player spends Faith after making a successful evocation roll. Each point of Faith spent increases a specific aspect of the evocation tenfold: 10 times the range, affecting up to 10 targets instead of one, etc. Spending two points increases the aspect 100 times, spending three points increases it 1,000 times and so on. If multiple aspects of the evocation could be enhanced, each must be enhanced with Faith points separately. Only those aspects that affect the parameters of the evocation can be affected; aspects relating to the power of the evocation cannot be improved. Therefore, you could affect the range of a combat- related evocation by spending Faith, but not the damage it inflicts.
The amount of Faith you may spend on an aspect is determined by the Mastery Background. You can spend Faith equal to the rating in the Background in each aspect of the evocation. So with a Mastery rating of 2, you could spend two points of Faith to increase the duration and two more points to increase the range, but you could not spend three or more points on either aspect. The duration of evocations that last for an entire scene may not be increased in this fashion.
Example: Belial possesses the Lore of Storms and Mastery 4, and he wishes to lash Los Angeles with a hurricane. Performing Invoke the Storm, the Earthbound receives nine successes, so Belial can direct winds that have a Strength pool of nine dice, and lightning bolts that inflict 10 dice of lethal damage pepper the area of effect. The storm has a radius in yards equal to Belial's Faith, and it lasts for a number of turns equal to the Faith rating as well. With a Faith of 8, this means the storm has a radius of eight yards and lasts eight turns. Each point of Faith Belial spends increases the radius or the duration tenfold. By spending four points of Faith, Belial increases the radius to 80,000 yards, for a storm about 91 miles wide; with another 4 Faith, the storm lasts 80,000 turns, or approximately two and three quarter days. Belial cannot spend Faith to increase the Strength of the wind or the damage of the lightning bolts — just the duration and area of the storm.
The most appropriate Lores for broad scale impact are Lore of Storms and Lore of Earth; in particular, Lore of Earth 5 plus Mastery 5 is a global earthquake.
EDIT
Lore of Chaos and Lore of Contamination are Earthbound-exclusive, and would have similar grave effects.
1)Fallen are Fallen, not loyal angels. Not any longer.
Shared ancestry does not means they retain the same level of power on the mortal plains. Of course, we dont know what their post-Fall upper limit is, just that Michael alone comprehensively kicked Lucifer's ass after he fell, so *shrug*
2) An Earthbound with <Lore 5> and the Mastery Background at 5 has an area of effect thats at least continental-scale, depending on their permanent Faith and the Lores they know.
Article:
MASTERY
The Earthbound are perhaps the greatest masters of lore that Creation has ever seen — even though their lore is a twisted and corrupt thing than can only destroy. While the evocations of other demons are often limited in power and range, the evocations of the Earthbound — powered by staggering expenditures of Faith — can reach across a continent, strike down dozens of victims or set a city afire. The Mastery Background measures how much extra Faith the character can spend on enhancing its evocations. For full details of how the Earthbound enhance their evocations, see "That Hideous Strength" (p. 79).
X Your character has not mastered his lore, so he cannot spend any Faith on enhancing evocations
• You can spend one point of extra Faith to enhance an aspect of an evocation.
•• You can spend two points of extra Faith to enhance an aspect of an evocation.
••• You can spend three points of extra Faith to enhance an aspect of an evocation.
•••• You can spend four points of extra Faith to enhance an aspect of an evocation.
••••• You can spend five points of extra Faith to enhance an aspect of an evocation. evocations.
Article:
LORE MASTERY
The Earthbound are the twisted masters of lore. Denied physical bodies, the Dread Kings compensated by learning new and more powerful ways to directly control Creation through their evocations. They have learned to evoke effects of incredible intensity and power, but doing so can cost massive amounts of Faith.
As well as performing evocations as normal, you can choose to enhance an evocation after successfully rolling for its effect. Only characters with at least one dot in the Mastery Background can enhance evocations in this fashion.
To enhance an evocation, increasing its range, area of affect, number of targets or other such variables, the player spends Faith after making a successful evocation roll. Each point of Faith spent increases a specific aspect of the evocation tenfold: 10 times the range, affecting up to 10 targets instead of one, etc. Spending two points increases the aspect 100 times, spending three points increases it 1,000 times and so on. If multiple aspects of the evocation could be enhanced, each must be enhanced with Faith points separately. Only those aspects that affect the parameters of the evocation can be affected; aspects relating to the power of the evocation cannot be improved. Therefore, you could affect the range of a combat- related evocation by spending Faith, but not the damage it inflicts.
The amount of Faith you may spend on an aspect is determined by the Mastery Background. You can spend Faith equal to the rating in the Background in each aspect of the evocation. So with a Mastery rating of 2, you could spend two points of Faith to increase the duration and two more points to increase the range, but you could not spend three or more points on either aspect. The duration of evocations that last for an entire scene may not be increased in this fashion.
Example: Belial possesses the Lore of Storms and Mastery 4, and he wishes to lash Los Angeles with a hurricane. Performing Invoke the Storm, the Earthbound receives nine successes, so Belial can direct winds that have a Strength pool of nine dice, and lightning bolts that inflict 10 dice of lethal damage pepper the area of effect. The storm has a radius in yards equal to Belial's Faith, and it lasts for a number of turns equal to the Faith rating as well. With a Faith of 8, this means the storm has a radius of eight yards and lasts eight turns. Each point of Faith Belial spends increases the radius or the duration tenfold. By spending four points of Faith, Belial increases the radius to 80,000 yards, for a storm about 91 miles wide; with another 4 Faith, the storm lasts 80,000 turns, or approximately two and three quarter days. Belial cannot spend Faith to increase the Strength of the wind or the damage of the lightning bolts — just the duration and area of the storm.
The most appropriate Lores for broad scale impact are Lore of Storms and Lore of Earth; in particular, Lore of Earth 5 plus Mastery 5 is a global earthquake.
EDIT
Lore of Chaos and Lore of Contamination are Earthbound-exclusive, and would have similar grave effects.
I don't think we are getting access to custom charms yet. They are probably locked behind some story events. And will definitely need to go through adjustment and vetting by QM. And we'll also need to develop signature effects for them, I think, which will be another headache.
Dragon already said that we could have customs charms, at the very least when it comes to a SGI replacement (which this is). This is what prompted the creative wave of new charms.
Also, we are about to reach essence 4, and I don't really see any better event to unlock custom charms.
1)Fallen are Fallen, not loyal angels. Not any longer.
Shared ancestry does not means they retain the same level of power on the mortal plains. Of course, we dont know what their post-Fall upper limit is, just that Michael alone comprehensively kicked Lucifer's ass after he fell, so *shrug*
2) An Earthbound with <Lore 5> and the Mastery Background at 5 has an area of effect thats at least continental-scale, depending on their permanent Faith and the Lores they know.
Article:
MASTERY
The Earthbound are perhaps the greatest masters of lore that Creation has ever seen — even though their lore is a twisted and corrupt thing than can only destroy. While the evocations of other demons are often limited in power and range, the evocations of the Earthbound — powered by staggering expenditures of Faith — can reach across a continent, strike down dozens of victims or set a city afire. The Mastery Background measures how much extra Faith the character can spend on enhancing its evocations. For full details of how the Earthbound enhance their evocations, see "That Hideous Strength" (p. 79).
X Your character has not mastered his lore, so he cannot spend any Faith on enhancing evocations
• You can spend one point of extra Faith to enhance an aspect of an evocation.
•• You can spend two points of extra Faith to enhance an aspect of an evocation.
••• You can spend three points of extra Faith to enhance an aspect of an evocation.
•••• You can spend four points of extra Faith to enhance an aspect of an evocation.
••••• You can spend five points of extra Faith to enhance an aspect of an evocation. evocations.
Article:
LORE MASTERY
The Earthbound are the twisted masters of lore. Denied physical bodies, the Dread Kings compensated by learning new and more powerful ways to directly control Creation through their evocations. They have learned to evoke effects of incredible intensity and power, but doing so can cost massive amounts of Faith.
As well as performing evocations as normal, you can choose to enhance an evocation after successfully rolling for its effect. Only characters with at least one dot in the Mastery Background can enhance evocations in this fashion.
To enhance an evocation, increasing its range, area of affect, number of targets or other such variables, the player spends Faith after making a successful evocation roll. Each point of Faith spent increases a specific aspect of the evocation tenfold: 10 times the range, affecting up to 10 targets instead of one, etc. Spending two points increases the aspect 100 times, spending three points increases it 1,000 times and so on. If multiple aspects of the evocation could be enhanced, each must be enhanced with Faith points separately. Only those aspects that affect the parameters of the evocation can be affected; aspects relating to the power of the evocation cannot be improved. Therefore, you could affect the range of a combat- related evocation by spending Faith, but not the damage it inflicts.
The amount of Faith you may spend on an aspect is determined by the Mastery Background. You can spend Faith equal to the rating in the Background in each aspect of the evocation. So with a Mastery rating of 2, you could spend two points of Faith to increase the duration and two more points to increase the range, but you could not spend three or more points on either aspect. The duration of evocations that last for an entire scene may not be increased in this fashion.
Example: Belial possesses the Lore of Storms and Mastery 4, and he wishes to lash Los Angeles with a hurricane. Performing Invoke the Storm, the Earthbound receives nine successes, so Belial can direct winds that have a Strength pool of nine dice, and lightning bolts that inflict 10 dice of lethal damage pepper the area of effect. The storm has a radius in yards equal to Belial's Faith, and it lasts for a number of turns equal to the Faith rating as well. With a Faith of 8, this means the storm has a radius of eight yards and lasts eight turns. Each point of Faith Belial spends increases the radius or the duration tenfold. By spending four points of Faith, Belial increases the radius to 80,000 yards, for a storm about 91 miles wide; with another 4 Faith, the storm lasts 80,000 turns, or approximately two and three quarter days. Belial cannot spend Faith to increase the Strength of the wind or the damage of the lightning bolts — just the duration and area of the storm.
The most appropriate Lores for broad scale impact are Lore of Storms and Lore of Earth; in particular, Lore of Earth 5 plus Mastery 5 is a global earthquake.
EDIT
Lore of Chaos and Lore of Contamination are Earthbound-exclusive, and would have similar grave effects.
The fallen in the coins are limited by the rules of the game to confine their influence to earth and to "subtle" uses of power. The lack of splat books declaring the number of dice to roll for their powers shouldn't be taken to mean they don't have them.
We are going to come out in some Asian city aren't we? Likely in some sweat shop that never heard of workers rights or OSHA compliance except as something that they won't let happen.