Green Flame Rising (Exalted vs Dresden Files)

If we use Formor Powers (which we could by the homebrew-Charm's wording), we definitely need to assign them some kind of value, cause one freebie per power would be insane.

From the inquisition book.

As for the points, it is 1 point = 1 Dot as per the charm.
Nah, a 7-Dot Merit costs 7 points.
And as far as I can tell both M20 and V20 agree that the first point of True Faith alone is a 7 Dot Merit.
 
These are NOT gifts though? They come under mutations and are z separate thing unique to Fomori. I mean you cannot purchase them in Char gen.
Pretty sure its the intent that you can.
The mechanical means by which we are supposed to access Gifts is a Fomor power.
Specifically, this one:
Gifted Fomor: The fomor can learn Level One or Level Two Homid, Ahroun, or Black Spiral Gifts. The Gift's effects always appear twisted or warped in some way.

For instance, a fomor using Persuasion might appear to be brainwashed and speak in tongues, speak through chittering
insectile mandibles hidden within her mouth, influence onlookers with the double-irises of her hypnotic eyes, or possess the fanaticism and determination of a religious cultist.
I've spent entirely too much time cross-referencing a bunch of books with Wyrmfoe and the reference books this evening.
And I may not be done before bedtime.
If we use Formor Powers (which we could by the homebrew-Charm's wording), we definitely need to assign them some kind of value, cause one freebie per power would be insane.
Kinda the point of having an E4 Infernal make clones of herself.
I pointed it out, but the vote passed anyway, and the QM doesnt have an issue with it.
So pay attention to the rules, but tinker away.
 
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If we use Formor Powers (which we could by the homebrew-Charm's wording), we definitely need to assign them some kind of value, cause one freebie per power would be insane.


Nah, a 7-Dot Merit costs 7 points.
And as far as I can tell both M20 and V20 agree that the first point of True Faith alone is a 7 Dot Merit.
Inquisitor is its own line like vampire like Mage and it has true Faith as a power not just a merit and it's over costed in fucking Mage simply because it allows you better counter spelling than arete. Why does the faction with the most magic focus and most expensive Magic acquisition as far as experience go have the worst counter spell in the entire line to the point where every single mage of any Creed would be better off having nightfolk counter spell.
 
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Nah, a 7-Dot Merit costs 7 points.
And as far as I can tell both M20 and V20 agree that the first point of True Faith alone is a 7 Dot Merit.
The charm literally says this. I should know, I was the one who wrote that part.
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. They each have Essence X 10 points to spend on merits and gifts at 1 point per dot.
The part is highlighted for clarification.

So this is not BP. They get points that trade 1 Dot of a background to one point.

So a 5 Dot Merit costs 5 points and 10 Dot Merit is 10 points.

I specifically made it that way to avoid complications with xp and to make it simpler.
 
From the inquisition book.

As for the points, it is 1 point = 1 Dot as per the charm.
The charm literally says this. I should know, I was the one who wrote that part.

The part is highlighted for clarification.

So this is not BP. They get points that trade 1 Dot of a background to one point.

So a 5 Dot Merit costs 5 points and 10 Dot Merit is 10 points.

I specifically made it that way to avoid complications with xp and to make it simpler.
Ok, so, I tried looking it up. Which book are you talking about? Which book line at least?

Because different book lines treat it differently:
M20 treats each dot of True Faith as a separate 7 dot merit. I.e. 1 dot of True Faith the power is a 7 dot Merit called "True Faith", and you can buy the merit "True Faith" up to 5 times. So, gaining True Faith 5 would cost 35 points at chargen:
True Faith (7 pt. Merit)
Strong belief is essential for a mage. You, however, hold
stronger beliefs than usual. Possessing convictions in a greater
outside power, you can channel that power for miraculous feats
that go beyond mere magick.
Game-wise, your character has one dot of True Faith – a
potent force, in the World of Darkness, that reflects devotion
to a god or pantheon. Despite the usual association between
Faith and Christianity, your character can belong to any sincere
creed with an established moral code and historical legacy.
(Sorry, but True Faith in postmodern satires like the Flying
Spaghetti Monster does not count.) A Technocrat can hold
True Faith too, although such Faith is pretty unusual. (See
Technocratic Faith
, Chapter Five, p. 184.) Even Marauders
and Nephandi can possess True Faith, although the Fallen
version of this Merit inverts the usual purity associated with
True Faith. Such Faith adds one die per point to Willpower
rolls, offers countermagick rolls (even for characters who cannot
normally use countermagick), and might allow the character
to employ other miraculous powers at the Storyteller's option.
Faith is no simple thing. It must be lived as well as
recognized. A person with True Faith strives to be an exemplar
of her creed, suffers crises of conviction, and might find
herself losing the Faith entirely. Conversely, she can also grow
into a paragon of her creed's virtues, embodying everything
good (or evil) about her Path. Deeds in accord with that Faith
strengthen or restore it, whereas acts opposed to the creed
weaken this Merit. For a mage, such Faith is an innate part
of her magickal focus – the two must be in alignment, because
they both depend upon the same beliefs. Some people believe
that mystics of the Celestial Chorus depend entirely upon
True Faith and do not use True Magick at all. (For details
about that option, see the Revised Edition Tradition Book:
Celestial Chorus, pps. 63-65.) People who can see auras view
True Faith as a shining corona of light… or a crackling storm
of colors for malignant creeds. For details, see
Aura Colors and Textures in Chapter Ten, (p. 507).
True Faith costs 7 points per dot and may be purchased
only during the character creation stage. Events within the
chronicle can raise or lower it, at the Storyteller's discretion.
People with True Faith are rare, and folks with Faith greater
than 2 might as well be living saints. Again, a character must
live, and perhaps die, by her convictions… a difficult thing, at
times, for a mage, thanks to the compromises that a Path so
often demands.
Folks who possess True Faith often perform other miracles. As an optional rule, the Storyteller may allow a character with
that Merit to channel her convictions into a range of holy (or unholy) powers:
• Conviction: By invoking the strength of her character's convictions, the player can spend a point of Faith like a point
of Willpower.
• Healing: By laying on hands, the character can try to heal another character even if she lacks the Life Sphere. A
successful Faith roll, difficulty 6, heals one bashing or lethal health level, and two successes can heal one aggravated
health level. A character with malignant True Faith can cause damage at the same rate.
• Intercession: By praying for another person, the character can stabilize a sick or dying person, forgive sins, act as
a "phone call to God," or perform some other intercession between a character and the Powers that Be.
• Penance: A firm or compassionate lecture might get another character to repent his sins and offer remorse and
penance to the appropriate Powers That Be. Game-wise, this might demand a contested roll of True Faith versus the
offender's Willpower. The difficulty is the offender's Willpower, although additional social-feat rolls during the lecture
can lower that difficulty for the character with Faith. If the evangelist succeeds, the sinner hesitates, breaks down, or
otherwise expresses remorse and potential conversion.
• Shielding: When assaulted by fire, torture, or other attacks, a Faith-full individual can try to soak the attack with a
True Faith roll. Each success adds to the character's soak roll, even against aggravated attacks, for one turn. At the
Storyteller's discretion, a successful roll might protect the character entirely; flames, beasts, temptations, and other
torments might be diverted by a strong display of Faith.
• Transmutation: With a successful Faith roll, the character can transmute water to wine, turn fire to air, negate the
effects of poison, or perform other miracles even if she lacks the Matter or Forces Spheres. Essentially, that character's
gods direct their powers through their chosen one, displaying their powers over Earthly phenomena.
The Storyteller can, of course, create other miracles that suit the nature of the character and her chosen powers. As
mentioned elsewhere, such miracles come from that higher power – that is, the Storyteller – not from the player. She can
declare what she'd like to have happen, but the final manifestation of Faith… or lack of that miracle… is the Storyteller's
call. Such acts – being miraculous, not magickal – do not invoke Paradox, even though they transcend Consensus Reality.
• You might be able to drive away vampires with a prayer. (Faith roll, difficulty = vampire's Willpower.) Enemies
of your faith feel uneasy in your presence. One die added to countermagick and Willpower rolls.
•• You can sense magick as if you had an Awareness Trait equal to your True Faith rating. If you already have
Awareness, add this Trait to that dice pool. Your prayers can cause physical pain to a vampire or other
powerful enemy of your faith. Two additional dice for Willpower and countermagick rolls.
••• Intense devotion allows you to detect vampires or other supernatural beings whose essence is opposed to
your creed. Such perceptions are intuitive, not perfect – you get feelings that suggest the presence of unclean
things, rather than having an automatic Evil/ Goodness Detector. Night-Folk and mages whose nature
opposes your Faith feel distinctly uncomfortable around you and generally try to corrupt you if possible, or
escape you if not. Three additional dice for Willpower and countermagick rolls.
•••• Vampires cannot ghoul you, nor influence you with mind-altering Disciplines. Mages who try to sway you with
Mind Sphere magicks add +2 to their difficulties. Your touch can burn powerful enemies of your creed (Faith
roll, difficulty 7; one aggravated health level per success); and your prayers can harm enemies, or help allies,
at the Storyteller's discretion. Four additional dice to Willpower and countermagick rolls.
••••• An incarnation of everything good or bad about your creed, you drive opponents of your creed to their knees
when you address their presence. Sinners weep in anguish when you pray; enemies must spend a Willpower
point, flee when you approach, or make a Stamina roll each turn to remain in your presence. (Difficulty is 5 +
the enemy's Intelligence Trait, because smarter enemies recognize how much they should fear you.) You can
burn such enemies as above, or perhaps invoke other miracles at the Storyteller's judgment. Five additional
dice to Willpower and countermagick. At this pinnacle, you're one short step away from your vision of
Ascension.
V20 line treats it slightly differently. The core book has a 7 dot merit "True Faith" which gives you 1 dot of True Faith trait, and one dot only:
You have a deep-seated faith in and love for God, or
whatever name you choose to call the Almighty. You
begin the game with one point of True Faith (see the

sidebar on p. 372); this Trait adds one die per point to
all Willpower and Virtue rolls. You must have a Hu-
manity of 9 or higher to choose this Merit, and if you
lose even a single point, all your Faith points are lost
and may be regained only when the lost Humanity is
recovered. Individuals with True Faith are capable of
performing magical acts akin to miracles, but the exact
nature of those acts are up to the Storyteller.
And True Faith itself is treated as a trait:
True Faith is a special Trait that only a few
people in the World of Darkness possess.
While many mortals are more or less devoted
to a belief in some form of higher being or
purpose, only a small number have the burn-
ing zeal, the profound conviction that can
protect them against creatures like vampires.
Note that, while most vampire legends por-
tray the Damned being repelled by crosses and
the like, Faith can manifest in any religious
form. A devout Jew might be able to ward off
vampires with her Star of David, or a Taoist
might be able to intone special prayers, while
a Christian lacking True Faith finds his cruci-
fix impotent against the undead.
This Faith is not necessarily increased
through experience. Certainly, it may rise as a
result of a person's experience, but it is more
vital than that, more a measure of conviction
and strength of mind. Nor is it something that
comes from outside the individual, from some
God or angel. Whether or not their beliefs are
correct, these people believe so unwaveringly
that their own conviction protects them. At
the Storyteller's discretion, Faith should rise
or fall to reflect a person's religious certainty
and zeal.
The Faith Trait has a rating of 1 to 5. Exactly
what protection is afforded to the individual
by the Trait depends on this rating, as de-
scribed below. These are just guidelines,
however. Storytellers should amend them as
required to fit the tone of their chronicles, or
to add drama to their stories.
• Any character with Faith may attempt to
ward off vampires by brandishing a holy sym-
bol or uttering prayers. The person rolls Faith
against a difficulty equal to the vampire's
current Willpower points. The number of suc-
cesses indicates the number of steps backward
the vampire is forced to take. If no successes
are scored, the vampire need not step back
but may not advance. A botch indicates that
the vampire may advance unhindered. Fur-
ther, if the cross, Bible, or other holy symbol
is placed against the vampire's body, each
success causes an aggravated health level of
damage, burning into the flesh.
•• A mortal with a Faith rating of 2 or more
may resist Dominate and similar vampiric
mind-control powers by spending Willpower
(one point protects for a few turns).
••• A person with a Faith of 3 or more may
be able to sense the presence of a vampire,
and can purchase the Awareness Skill. She
need not consciously try to sense a vampire's
presence, but must be in peaceful, quiet
surroundings — perhaps alone in thought,
praying, reading the Torah, meditating on
the Bible, etc. The person will not sense the
vampire's presence if she is preoccupied (e.g.,
arguing) or in a crowded, noisy place (jostled
by a mob, in the midst of a raucous banquet,
etc.). This ability is not infallible; the Story-
teller should let the person sense the vampire
only when it is dramatically convenient, or
only after a successful Awareness roll. Note
that the person cannot know exactly what
she senses through her Faith; all that she will
know is that something unclean or evil is
nearby.
•••• The mortal may not be turned into a
ghoul, and is immune to any mind-altering
Disciplines such as Dominate, Presence, and
Obfuscate.
••••• The person is so pure, so holy, that
she can fill a vampire with self-loathing,
disgust, terror, and even physical pain. Any
vampire hearing the person pray, preach,
or recite psalms, or who is touched by the
faithful, may be forced to flee immediately.
A vampire who is unable to flee is reduced to
a gibbering wreck, flailing on the floor and
screaming, sobbing, or begging forgiveness.
To avoid fleeing, the vampire must either
expend one Willpower point per turn or make
a Stamina roll each turn (difficulty of 5 + her
own Intelligence) — the higher the vampire's
Intelligence, the higher the difficulty, as the
more tortured and guilty she feels.
In theory, a mortal might have a Faith rating
of greater than 5, but these people are one in a
billion — the sort of people who are venerated
as saints. They are unlikely to enter a chroni-
cle, but their powers would be enormous.
There is actually one easy way for a vampire
to detect a person with a Faith rating, other
than bitter experience — the use of Aura Per-
ception can find it. A mortal with Faith has
her aura permanently altered so that she has
a silver or gold "halo" around her body. The
strength of the Faith determines the bright-
ness of the halo.
Remember that Faith represents a person's
total commitment to her beliefs. That person
will act accordingly. Those with high Faith
ratings may seem fanatical, even insane to
those not of their religion.
Cainites do not normally have Faith ratings,
although it is still possible (see the Merit on
p. 494).
The supplementary book "The Hunters Hunted II (20th edition)" of V20 line treats it as a numina path instead:
Faith is a sacred trust in the divine usually manifested
in the form of a religion. Millions of people enrich their
lives through this sacred trust, but only a blessed few
have been personally touched by the divine. True Faith
is a combination of this trust and a divine favor that
brings about a profound conviction that can protect
an individual against the depredations of the evil,
the corrupt, and the profane — such as the Kindred.
The blessings of True Faith are very rare. Devoted
worshippers of every faith exist, but only a scant few
have this robust holy connection. Official religious
investments are not required to possess True Faith;
characters with True Faith are not required to be
priests, rabbi, or clerics to be chosen. Indeed, many
men of the cloth themselves aren't so favored as to
be able to command True Faith.
Characters with True Faith have the ability to perform
miracles. Some believe that the presence of these special
people is a sign that, whatever higher powers exist, they
have not forsaken the world.
The Light of God theory proposes that those with
True Faith are ordinary mortals who have been chosen
by the divine to protect the world. A few theorists believe
that they are Nephilim, mortal descendants of angels or
other higher beings.
Acquiring True Faith
True Faith is a gift of the divine. Characters with True
Faith are chosen to bear that gift for a specific purpose.
It is recommended that players interested in True Faith
Numina have a discussion with the Storyteller about the
background and potential story for their characters. A
player should select a religion or creed that fits with the
character's background and story.
The manifestation of True Faith often requires that
the Faithful individual suffer through a crisis, a "dark
night of the soul" in which the universe seems to test
her belief and resolve. Many of the Faithful have spent
long periods of contemplation considering the many
facets of their faith as it applies to the world, considering
how best to follow the tenets of their faith. Should one
of the Faithful fail to follow the mandates of her faith
(as determined by the Storyteller), her player must
make a Conscience roll at a difficulty of 9 to resist
the wavering of the character's True Faith and the
concurrent loss of a level in the Numina. A character
who flagrantly disregards the core beliefs of her faith
finds that her connection to the divine becomes more
and more distant.
Regaining faith is much harder once an individual has
lost it. This can be an intense storytelling experience for
a hunter, as the character experiences a true crisis of faith
and must work diligently and piously to return to the good
graces of the divine. Whether gaining, losing, or regaining
True Faith, such a story element should be treated as a
strong dramatic turning point in a character's development.
In addition, Storytellers are encouraged to handle True
Faith with care. On the one hand, the close relationship
of True Faith with real-world religions requires respectful
treatment of the faiths in representation. At the same
time, the reduction of the ways of higher powers to an
abstract system of dice rolls and "powers" can undermine
the gravity of what the Numina represents.
No character may begin a chronicle with more than
one level of the True Faith Numina.
True Faith is increased by acts of devotion toward the
character's revered higher power or cause. Additional
points are awarded only at the Storyteller's discretion,
based on appropriate behavior and deeds. The Storyteller
should closely consider the Faithful's actions during the
course of the story and inform the player when he believes
that it is appropriate that next level be purchased.
Unlike the other Numina Paths, True Faith only has
a single Path.
True Faith grants the believers special benefits:
• Each level of True Faith grants an extra point of
Willpower.
• Each point of True Faith acts as a die of divine protection
to resist the effects of Numina, vampire Disciplines, or other
supernatural powers. When a character would be affected
by a Kindred Discipline or other power, her player may
spend a point of Willpower and roll the character's True
Faith rating as a dice pool against a difficulty of 7. Successes
earned on this roll subtract successes from the activation
roll of the power in question. This protection affects only
powers that would directly affect the character, and only if
a dice roll is required to determine their degree of success.
It offers no protection against passive or indirect uses of
powers such as Aura Perception or Fortitude.
The True Faith Numina, like any other, has a rating
of 1 to 5. Exactly what protection is afforded to the
individual depends on this rating, as described below.
At their discretion, Storytellers may wish to amend
or alter these benefits to reflect the intervention of
higher powers as it illustrates the themes of their
own chronicles.
• Any character with True Faith may attempt to repel vampires,
ghosts, and other supernatural creatures by brandishing a holy
symbol or uttering prayers. The player of the Faithful spends
a Willpower point and rolls her character's True Faith rating
against a difficulty equal to the creature's permanent Willpower.
The successes garnered indicate the number of turns
that the creature must flee from the character while she
invokes the protection of prayer or the holy symbol. If
the activation roll yields no successes, a supernatural
creature need not step back, but may not advance. A
botch indicates that it may advance unhindered. If the
religious symbol is placed against a vampire's body, each
success causes a level of aggravated damage, burning into
the creature's flesh.
•• The Faithful may sense the presence of a vampire.
She need not consciously try to detect the vampire's
presence, but she must be in peaceful, quiet surroundings,
perhaps alone in thought, praying, reading a religious book,
meditating, etc. The Faithful will not sense the vampire if
she is preoccupied (e.g., arguing) or in a crowded, noisy
place (jostled by a mob, in the midst of a party, etc.). This
ability doesn't light up the vampire like a beacon; the
Storyteller reveals the presence of the vampire only when
the Faithful's attention would indicate such. Note that the
character doesn't know exactly what she senses through her
faith. All she knows is that something sinister is nearby.
••• The Faithful is immune to Chimerstry,
Dementation, Dominate, Obfuscate, and other
supernatural effects that confound the mind.
•••• The Faithful may not be turned into a ghoul. She
is unaffected by Presence and other supernatural effects
that manipulate emotions.
••••• The mere presence of the Faithful may fill a
vampire or other supernatural creature with self-loathing,
disgust, terror, or even physical pain. The player of any
vampire who hears the Faithful pray or preach, or who is
touched by the Faithful, must make a successful Rötschreck
roll (difficulty 9) to resist having the Kindred flee immediately
and for the duration of the scene. A vampire who is unable
to flee is reduced to a gibbering wreck, flailing on the floor,
screaming, sobbing, or begging for mercy.

A miracle is an instance of direct divine intervention.
The Faithful often pray to the divine as a form of worship
and meditation. On rare and inspiring occasions, the
divine answers a prayer in the form of a miracle. Such
miracles should be rare, never more than one in a story,
and always dramatic.
The Storyteller should examine the motivation of
the character invoking the miracle. The divine likely
doesn't care if the Faithful wants to drive a luxury
car, win the lottery, or even survive an encounter with
a random vampire. Every religion has martyrs, and
death is sometimes in the divine plan. Prayers that
are selfless and seek to help or inspire others have
the best chance of being answered. No hard-and-fast
system for invoking miracles exists — it's simply a
dramatic reminder that Faithful individuals bear a
divine duty and can occasionally serve as conduits
for their greater power's will in the world.
Miracles are impossible to define mechanically, as they
should be specifically tailored to the situation. Some
examples include:
• Helping a barren woman be able to bear a child
• Curing a terrible and painful disease, such as cancer
• Helping someone trapped under a collapsed building
• Finding yourself at the side of a friend in desperate need
The Inquisition book (Inquisition (2nd edition)) of V20 line has the following text for True Faith system:
System
Faith is a Trait on a scale from one to ten; most characters,
mortal or otherwise, will have a zero rating in Faith. Faith costs
seven freebie points per dot at character creation. If increas-
ing a Faith rating, it costs the Inquisitor's current rating x 3,
in experience points, up through a Faith rating of five. For
ratings higher than five, it costs the character's current level
x 5. Characters must have a minimum Humanity rating of
nine to have Faith; if their Humanity ever drops below nine,
then all Faith points are lost, and they can only be recovered
by extreme regret and penitential deeds (and, of course, by
raising one's Humanity back to ten). Supernaturals who would
develop Faith are limited: they may start with no more than
one dot of Faith, which costs seven freebie points.
Which seems close to M20.
 
Oh. I think I see where this confusion started.

You were asking about points and I saw people stating that the merits only went up to 5 or 7 and pointed at the inquisitor book, which has True Faith 10.

So sorry for the confusion. But yeah, the Points from the charm are free floating dots, like DP said and not BP points.
 
[X]Pursuer of Diligent Scholarship V.2
-[X] True Faith - 10 points
-[X] Charmed Existence - (5 pt. Merit)
-[X] Soak Aggravated - (5 pt. Merit)
-[X] Dragons Never Die (1 pt. Merit)
-[X] Jack-of-All-Trades (3 pt. Merit)
-[X] Acute Senses (1 pt. Merit)
-[X] Lightning Calculator (1 pt. Merit)
-[X] Persuasion (Level One)
-[X] Eidetic Memory (2 pt. Merit)
-[X] Bale Armor (Level One)
-[X] Mental Speech (Level Three)
-[X] Wyrm Hide (Level Two)
-[X] Numbing 1 pt
-[X] Truth of Gaia (Level One)
-[X] Shadows at Dawn (Level Two)
-[X] Gifted Fomor 1 pt

Starting from the top True Faith provides the benefits elaborated by Yzarc "10 dice of counter magick, immunity to mind control, 10 dice to soak, healing ability, ward away evil, redeem evil, cleanse vampirism and a few others like warnings from visions etc." Charmed existence provides a limited immunity to ones and their ability to subtract successes. Soaking aggravated is exactly what it says on the 10 the ability to soak aggravated damage natively for the Clones it would be difficulty 8 but due to the fact they benefit from the passive of Scar-Writ Saga Shield they soak at difficulty 7.

Dragons Never Die is the ability to stunt like an exalt which means if a clone plunges through a stained glass window to throw themselves on someone with their sword they will not suffer an increase in difficulty for doing that in fact they may receive bonus dice for doing that. Jack of All Trades don't suffer a penalty for using Skills you don't possess, take only a +2 difficulty and are allowed to roll for Knowledges you do not possess.

Acute Senses reduces the difficulty of perception based rolls by two. Like spotting someone attending to come up behind you or someone trying to sneak around you or just generally noticing things in your environment. Lightning calculator reduces the difficulty of math and calculation-based rolls by two. This functionally means any intelligence + academics roll relating to mathematics is taken at a - 2 difficulty this is a mostly School tool.

Persuasion (Level One) — This gift is essentially a -1 difficulty reducer for most social rolls. As well as allowing the dislodging of long-standing ideas and feelings or imparting those types of things into people essentially it's an ability to have a strong lasting impactful dialogue in one conversation. Eidetic Memory is exactly how it sounds it's a perfect memory that barring something particularly hectic happening to a clone she can remember the who what where why and how of everything that was happening in a situation which is very helpful if we're going to be sending her out in public away from our other clones and our main body for prolonged spans.

Bale Armor, All attacks against the clone suffer a –1 die penalty while this Gift persists. Not a difficulty reduction an outright penalty of a dice while generally a increase or decrease of one difficulty is the difference between an additional success or not they're still a chance for a high difficulty roll to yield additional successes beyond the average not with this one. Wyrm Hide, roll Manipulation + Leadership. Each success grants an additional soak die, up to a maximum of three. As long as he doesn't botch the roll, the Black Spiral also treats lethal damage as bashing. This act is essentially pods version of Viridian Legend exoskeleton armor and hide together also the ability to treat bullets as bashing damage is really good. Which because of Scar writ Saga we soak at difficulty 5.

This Gift enables mental communication, even over vast distances. The user must either know the target personally (although friendship isn't necessary) or have something that belongs to that person, such as a lock of his hair. Bird-spirits and spirits of intellect teach this Gift. System: The player rolls Charisma + Empathy (difficulty 8) and spends a Willpower point; the effects last for a scene. The character may hold a mental conversation with a target at a maximum distance of 10 miles (16 km) per success. Mind reading isn't possible, but the werewolf may use social Abilities such as Intimidation.
This is at minimum a 10 mile phone home feature. That essentially allows the call for assistance to go out without any visible cue without any way to know about it and straight to anyone who can call for help as well it can call servants friends family anyone within the anywhere from 10 to 40 miles you can expect on an average activation.

Numbing essentially allows her to fight till death with no wound penalties whatsoever and have an additional three Health levels. Which means even if somehow disarmed partially delimbed can still run away at full speed call for help and generally just do anything and everything with full efficiency.

Truth of Gaia is essentially a perfect lie detector it doesn't tell what the truth is it just can detect anytime anyone is lying to her which I don't know if I need to explain how beneficial that is to someone who's going to be out in public and talking to people on the street is going to be but it's extremely beneficial.

Shadows at Dawn After relating a bit of lore, the player rolls Wits + Subterfuge (difficulty of the opponent's Wits + Subterfuge). If the roll succeeds, whatever information the Uktena imparts completely vanishes from the target's memory when the sun next rises. There notice how there's no defense roll there it's just if you beat this difficulty you delete the memory of you telling them whatever information you told them in that moment. Secret information trading Made Easy and with Charming Existence we ignore ones on the roll so by paying a willpower you have almost 0% chance of failing the roll at all.

Gifted fomor allows the usages of gifts with gnosis or rage as requirements to be substituted with willpower.

Merits
Charmed Existence (5pt Merit) Your unlife is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Whatever the reason, you may ignore a single "one" on every roll you make. This makes it far less likely that you will ever botch, and grants you more successes than others obtain.

Soak Aggravated Damage (5 pts.)

As with Soak Lethal Damage, above, you can soak both lethal and aggravated damage.

Dragons Never Die (1 pt. merit) You enjoy the same stunting benefits as the Exalted.

Jack-of-All-Trades (3 pt. Merit) You know a little about a lot. When attempting to make a roll using a Skill (not a Talent) that your character does not possess, you don't suffer the usual penalty. (See Skills, Mage 20, p. 279.) If you're trying to use a Knowledge your character does not possess, you can still make the roll but with an addition of +2 to the normal difficulty. (See Knowledges, Mage 20, p. 283.)

Acute Senses (1 or 3 pt. Physical Merit) Your physical senses are unusually sharp, capturing nuances that few people ever notice. In game terms, your character reduces the difficulty of her Perception-based rolls by -2. At the 1-point level, a single sense (vision, hearing, touch, taste, smell) is more acute than usual; at the 3-point level, all five physical senses are equally sharp.

Lightning Calculator (1 pt. Merit). Your head is a calculator of impressive capability. With a few moments of thought, you can perform intricate mathe- matical feats – a useful talent for Hermetic wizards, Syndicate operatives, Enlightened engineers, and other mages who employ math and geometry in their work. System-wise, this Merit allows you to reduce the difficulties of math- and calculation-based rolls by -2. Simple calculations take no time at all, while sophisticated problems may demand a turn or more. Obviously, your character needs access to the proper data before she can work out calculations... and garbage in, garbage out, so make sure your data is accurate!

Eidetic Memory (2 pt. Merit) Gifted with the proverbial photographic memory, you clearly recall details about something you read, view, or other- wise experience. A serious boon for ritual magicians, field ops, and tech-minded magi, this Merit lets your character remember stuff even if you, the player, do not. Under most circumstances, your character easily recalls the memories in question. Really detailed memories, or ones gathered under stressful conditions, might require a Perception + Alertness roll before the character can remember essential elements of the moment she's trying to recall. Memory, of course, is subjective, and so while this Merit allows you remember things as you perceive them, those memories will still be based upon your perspective – internal as well as external – which is not the same as having access to some objective god-view of that experience! Especially in a game about subjective reality, that's an important distinction – one that also keeps this Merit from becoming a potential game-breaker.

Gifts
Persuasion (Level One) — This Gift imbues a homid's words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift. System: The player rolls Charisma + Subterfuge (dif- ficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).

Bale Armor (Level One) — The Black Spiral Dancer's body is limned in a terrible green-black radiance that saps the strength from her enemies' blows and inflicts toxic burns upon their flesh. A Furmling teaches this Gift. System: The player spends one Willpower point to activate the Gift. The light illuminates a 100-foot area around the Dancer for the rest of the scene. All attacks against the werewolf suffer a –1 die penalty while this Gift persists, and anyone who lands a Brawl attack against the Dancer takes one level of bashing damage.

Mental Speech (Level Three) — This Gift enables mental communication, even over vast distances. The user must either know the target personally (although friendship isn't necessary) or have something that belongs to that person, such as a lock of his hair. Bird-spirits and spirits of intellect teach this Gift. System: The player rolls Charisma + Empathy (difficulty 8) and spends a Willpower point; the effects last for a scene. The character may hold a mental conversation with a target at a maximum distance of 10 miles (16 km) per success. Mind reading isn't possible, but the werewolf may use social Abilities such as Intimidation

Wyrm Hide (Level Two): The Black Spiral can harden his skin into a leathery hide. Like a Black Spiral calling upon a Bane Protector, the Black Spiral must proclaim his need for aid from the baneful spirit. Some achieve this through trash-talking or insane rants, often accompanied by physical posturing or disturbing dances. System: Spend one Gnosis and roll Manipulation + Leadership. Each success grants an additional soak die, up to a maximum of three. As long as he doesn't botch the roll, the Black Spiral also treats lethal damage as bashing.

Truth of Gaia (Level One) — As judges of the Litany, Philodox may easily separate truth from falsehood. A Gaffling of Falcon teaches this Gift. System: The player rolls Intelligence + Empathy (difficulty equals the subject's Manipulation + Subterfuge). This Gift reveals only which of the words that have been spoken are true and which are false. It doesn't reveal the truth behind a lie unless the speaker utters it. If the speaker is uncertain whether his words are true or false, the Gift identifies them as neither.

Shadows at Dawn (Level Two) — Sometimes, one must give information to get information. However, Uktena are notoriously tightfisted with secrets. With this Gift, the werewolf can share a bit of knowledge that later vanishes from the subject's memory. An ancestor-spirit teaches this Gift. System: After relating a bit of lore, the player rolls Wits + Subterfuge (difficulty of the opponent's Wits + Subterfuge). If the roll succeeds, whatever information the Uktena imparts completely vanishes from the target's memory when the sun next rises.

Fomori Powers

Numbing: The fomor's body becomes completely numb, feeling no pain. During this time, she feels no sensations. She can't talk properly (as though her tongue is anesthetized), and she can cut herself without feeling anything. Some fomor become addicted to this release from suffering. For some poor bastards, feeling nothing is better than feeling pain, emotional or otherwise. System: The fomor spends one Willpower point and rolls Stamina + Medicine (difficulty 6). The effects last for one scene. The fomor suffers no wound penalties and has three extra Health Levels. However, when this power wears off, the extra Health Levels disappear; if the fomor is below Incapacitated, she dies and melts into a dissolving pile of muscle and bone. Fortunately, she doesn't feel a thing.

Gifted Fomor: The fomor can learn Level One or Level Two Homid, Ahroun, or Black Spiral Gifts. The Gift's effects always appear twisted or warped in some way. For instance, a fomor using Persuasion might appear to be brainwashed and speak in tongues, speak through chittering insectile mandibles hidden within her mouth, influence onlookers with the double-irises of her hypnotic eyes, or pos- sess the fanaticism and determination of a religious cultist. System: Each Gift counts as a separate power. If the Gift requires Rage or Gnosis, the freak can spend Willpower instead (unless it has somehow acquired Rage or Gnosis).
[X] Maker of Immaculate Relics Untarnished
-[X] True Faith - 10 points
-[X] Charmed Existence - (5 pt. Merit)
-[X] Soak Aggravated - (5 pt. Merit)
-[X] Dragons Never Die (1 pt. Merit)
-[X] Mechanical Aptitude (1 pt. Merit)
-[X] Gifted (3 pt. Merit)
-[X] Apecraft's Blessings (Level One)
-[X] Master of Fire (Level One)
-[X] Diagnostics (Level One)
-[X] Sheng-Nong's Eyes (Level One)
-[X] Hyperfocus (3 pt. Merit)
-[X] Gifted Fomor 1 pt
-[X] Shapechanger (3 pt Merit)
--[X] Armored Hide 1 pt
--[X] Phoenix Form 1 pt
--[X] Exoskeleton 1 pt
--[X] Numbing 1 pt
Merits

Charmed Existence (5pt Merit) Your unlife is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Whatever the reason, you may ignore a single "one" on every roll you make. This makes it far less likely that you will ever botch, and grants you more successes than others obtain.

Soak Aggravated Damage (5 pts.) As with Soak Lethal Damage, above, you can soak both lethal and aggravated damage.

Dragons Never Die (1 pt. merit) You enjoy the same stunting benefits as the Exalted.

Mechanical Aptitude (1 pt. Merit) Oh, you technophile, you! Blessed by the machine gods, you've got a knack for mechanical gear. As with most Merits of this type, such aptitude allows you to reduce difficulties by -2 when you're making rolls based around working with mechanical technology.

Gifted (3 pt. Merit) The difficulties of all Craft and Expression rolls are reduced by three.

Hyperfocus (3 pt. Merit). Given time and a lack of distractions, you can focus your mind to an uncanny extent. For every hour spent focusing without distractions on a mundane task (not on a magick-casting roll), you may add one die to your dice pool for each roll made during an extended action (as described in Mage 20, p. 389). This bonus has a limit of three dice, total. So if, for example, Nix has Hyperfocus and spends two hours on a task, zir player adds two extra dice to Nix's dice pool; three hours' focus provide three dice, but four hours of focus keeps those three dice. All two or three dice, however, get used every time Nix's player makes a roll to complete that extended action.

Shapechanger (3, 5, or 8 pts.) Certain creatures may change their forms in radically different ways. With this Advantage, your character shares that gift. Though you're not one of the legendary Changing Breeds, your physical body is less established than those of other beings. A miraculous talent possessed by witches, spirit-animals, totem blessed people, certain Bygones, and especially wise beasts, this inheritance violates "normal" physics and biology, yet conforms to older laws of poetic reality. This Trait lets your character assume different forms. All of the natural abilities of a non magical form (wings, speech, swimming, sharp teeth, etc.) become your character's own capabilities, although special ones (fiery breath,spirit-walking, and so forth) must be purchased as Advantages. The same rule applies to abilities that are not natural to the new body: A man who wishes to become a talking pig, for example, must still purchase the ability to form human speech with the pig's anatomy. Chapter Five: Crafting Characters 211In most cases, your Attributes and Abilities remain unchanged unless those physical characteristics are incompatible with your new form (a mouse, for instance, with a Strength of 5). No other object shares your ability to change, and so you must discard clothing, armor, weapons and so forth every time you transform. Such transformations typically demand one turn, although extreme shifts in size and mass might take a turn or two longer than that. An innate shapechanger retains her mind and personality when she changes forms. The things she knows in one body carry over into other physical shapes. Characters who can sense auras or perceive paranormal effects might notice the shapechanger's true nature with a Perception + Awareness roll, difficulty 7. That shapechanger's scent remains more-or-less consistent through her various incarnations; she might be a wolf who smells like a woman, or a woman who smells like a wolf, or a being whose smell doesn't seem quite "natural" to the body she "wears" at the time. The number of forms you can attain depends upon the points spent upon this Advantage:

• (3 points) One alternate form (hawk, lynx, woman,shark).

• (5 points) Any form within a limited range (cats, humans,birds, equines, and the like).

• (8 points) You can assume any form, although you must purchase Advantages to cover things like venom, armor, radical changes in size and Attributes, and so forth.

Gifts

Apecraft's Blessings (Level One) — Though many of Gaia's children use tools, none have mastered them so thoroughly as humanity. The homid focuses this mastery into the tools she uses, causing their spirits to awaken and lend her aid. An ancestor-spirit or spirit of a man-made object teaches this Gift. System: The werewolf spends a turn concentrating, and then the player rolls Wits + Crafts (difficulty 7). Each success reduces the difficulty by one on the next roll she makes for her character to employ a tool made by human hands. The purpose is irrelevant—this Gift is equally efficacious for attempts to repair an engine, drive a car or fire a gun.

Master of Fire (Level One) — Fire-spirits were among the very first to make pacts with humanity, allowing men to warm themselves, drive off wild beasts, and clear the land. The cornerstones of civilization were laid in these simple acts, granting the spirits of flame much prestige. Homid Garou remembers and continues to call upon these ancient pacts to protect themselves as the final fires of the Apocalypse loom. An ancestor-spirit or fire elemental teaches this Gift. System: The player spends one Gnosis point. For the rest of the scene, fire inflicts bashing rather than aggravated damage to the Garou.

Diagnostics (Level One) — The Glass Walker can tell at a glance what is wrong with a machine. He can then enlist the aid of the machine's spirit in repairing it. Any technological spirit can teach this Gift. System: The character automatically succeeds at all attempts to diagnose a problem with broken technological devices. The player spends one point of Gnosis as theGarou mentally convinces the spirit of a broken device to aid her in fixing it. The time required to fix the device is halved, as are the number of successes needed to repair it.

Sheng-Nong's Eyes (Level One) — The Boli Zousizhe can see from the perspective of his tools and draw on their concentration for the task at hand, allowing him to perform multiple actions with ease. While this was originally used to wield two swords with equal dexterity, any tools can be used; even the werewolf's own hands count as a "tool." Either a monkey-spirit or a spirit of war teaches this Gift. System: The player spends one Gnosis point to receive an extra action. For the rest of the scene, the Garou need not be able to see his opponents in order to attack them. No visibility modifiers or off-hand penalties affect his actions while this Gift is in effect.

Fomori Powers

Gifted Fomor: The fomor can learn Level One or Level Two Homid, Ahroun, or Black Spiral Gifts. The Gift's effects always appear twisted or warped in some way. For instance, a fomor using Persuasion might appear to be brainwashed and speak in tongues, speak through chittering insectile mandibles hidden within her mouth, influence onlookers with the double-irises of her hypnotic eyes, or possess the fanaticism and determination of a religious cultist. System: Each Gift counts as a separate power. If the Gift requires Rage or Gnosis, the freak can spend Willpower instead (unless it has somehow acquired Rage or Gnosis).

Armored Hide: The fomor has tough skin that's resilient to harm. It might be a leathery hide that soaks damage, reptilian scales that deflect attacks, or an oozing discharge that causes weapons to slide off it. System: The fomor has an additional three dice for soaking lethal and bashing damage. The freak can also use those dice to attempt to soak aggravated damage (difficulty 8.)

Phoenix Form: The fomor can immolate himself, becoming a walking bonfire. The flames do not damage him, but they ignite anything they touch, including ammunition (which may explode) and any building the fomor enters. System: The fomor spends one Willpower point and rolls Stamina + Occult (difficulty 7). The flames are considered a raging chemical fire (three Health Levels of damage; difficulty 9 to soak). The effects last one turn per success.

Exoskeleton: The fomor has a hard, gnarled, ossi- fied carapace sporting bizarre ivory growths. System: The exoskeleton grants the fomor +3 Strength and +3 Stamina. If this raises an Attribute above 5, the creature's appearance is so impossible that seeing it incites the madness of the Delirium.

Numbing: The fomor's body becomes completely numb, feeling no pain. During this time, she feels no sensations. She can't talk properly (as though her tongue is anesthetized), and she can cut herself without feeling anything. Some fomor become addicted to this release from suffering. For some poor bastards, feeling nothing is better than feeling pain, emotional or otherwise. System: The fomor spends one Willpower point and rolls Stamina + Medicine (difficulty 6). The effects last for one scene. The fomor suffers no wound penalties and has three extra Health Levels. However, when this power wears off, the extra Health Levels disappear; if the fomor is below Incapacitated, she dies and melts into a dissolving pile of muscle and bone. Forunately, she doesn't feel a thing.
[X] Burden Everlasting of the Dutiful Sovereign
-[X] Charmed Existence - (5 pt. Merit)
-[X] Dragons Never Die (1 pt. Merit)
-[X] Jack-of-All-Trades (3 pt. Merit)
-[X] Inner Strength (2 pt. Merit)
-[X] Enchanting Feature (2 pt. Merit)
-[X] Judge's Wisdom (4 pt. Merit)
-[X] Natural Linguist (2 pt. Merit)
-[X] Regal Bearing (1 pt. Merit)
-[X] Poker Face (2 pt. Merit)
-[X] Confidence (2 pt. Merit)
-[X] Natural Leader(2 pt. Merit)
-[X] Persuasion (Level One)
-[X] Staredown (Level Two)
-[X] Infectious Laughter (Level One)
-[X] Truth of Gaia (Level One)
-[X] Mental Speech (Level Three)
-[X] Strength of Will (Level Five)
-[X] Gifted Fomor 1 pt
 
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I mean, that's what DP said, Pods was created not from an academic drive, but from a conflict of wanting to continue the routine of a normal school life while knowing how much time she was spending there that she could do making real change as an Exalted. The Acedemic focus is almost secondary to the connection to her 'muggle side'
Her name has scholarship in it, I'd say academic drive is a significantly larger part of her nature than this implies.
 
So now devious strategy time, while you guys talk out the SGIs I have a chance to show some more of what's happening out in the world at last.

Lets see how Vegas is doing.
Adhoc vote count started by DragonParadox on Jun 12, 2024 at 10:22 AM, finished with 151 posts and 9 votes.

  • [X]Pursuer of Diligent Scholarship V.2
    -[X] True Faith - 10 points
    -[X] Charmed Existence - (5 pt. Merit)
    -[X] Soak Aggravated - (5 pt. Merit)
    -[X] Dragons Never Die (1 pt. Merit)
    -[X] Jack-of-All-Trades (3 pt. Merit)
    -[X] Acute Senses (1 pt. Merit)
    -[X] Lightning Calculator (1 pt. Merit)
    -[X] Persuasion (Level One)
    -[X] Eidetic Memory (2 pt. Merit)
    -[X] Bale Armor (Level One)
    -[X] Mental Speech (Level Three)
    -[X] Wyrm Hide (Level Two)
    -[X] Numbing 1 pt
    -[X] Truth of Gaia (Level One)
    -[X] Shadows at Dawn (Level Two)
    -[X] Gifted Fomor 1 pt
    [X] Maker of Immaculate Relics Untarnished
    -[X] True Faith - 10 points
    -[X] Charmed Existence - (5 pt. Merit)
    -[X] Soak Aggravated - (5 pt. Merit)
    -[X] Dragons Never Die (1 pt. Merit)
    -[X] Mechanical Aptitude (1 pt. Merit)
    -[X] Gifted (3 pt. Merit)
    -[X] Apecraft's Blessings (Level One)
    -[X] Master of Fire (Level One)
    -[X] Diagnostics (Level One)
    -[X] Sheng-Nong's Eyes (Level One)
    -[X] Hyperfocus (3 pt. Merit)
    -[X] Gifted Fomor 1 pt
    -[X] Shapechanger (3 pt Merit)
    --[X] Armored Hide 1 pt
    --[X] Phoenix Form 1 pt
    --[X] Exoskeleton 1 pt
    --[X] Numbing 1 pt
    [X] Burden Everlasting of the Dutiful Sovereign
    -[X] Charmed Existence - (5 pt. Merit)
    -[X] Dragons Never Die (1 pt. Merit)
    -[X] Jack-of-All-Trades (3 pt. Merit)
    -[X] Inner Strength (2 pt. Merit)
    -[X] Enchanting Feature (2 pt. Merit)
    -[X] Judge's Wisdom (4 pt. Merit)
    -[X] Natural Linguist (2 pt. Merit)
    -[X] Regal Bearing (1 pt. Merit)
    -[X] Poker Face (2 pt. Merit)
    -[X] Confidence (2 pt. Merit)
    -[X] Natural Leader(2 pt. Merit)
    -[X] Persuasion (Level One)
    -[X] Staredown (Level Two)
    -[X] Infectious Laughter (Level One)
    -[X] Truth of Gaia (Level One)
    -[X] Mental Speech (Level Three)
    -[X] Strength of Will (Level Five)
    -[X] Gifted Fomor 1 pt
    [X] Plan Acolytes Totem Based Build
    -[X] Social Molly
    -[X] Smart Molly
    -[X] Sorcerer Molly
    -[X] Ritualist Molly
    [X] Miraculous Remembrance of Life
    -[X] Past Lives 5
    -[X] Living legend, 5 pts
    -[X] Inner Knight, 5 pts
    -[X] Guardians Angel, 6 Pts
    -[X] Spirit Magnet, 6 Pts
    -[X] Spirit Mentor, 3 Pts
    -[X] Oracular Ability, 3 Pts
    -[X] Eidetic Memory, 2 Pts
    [X]Mastigos's Ideas
    -[X] Hero
    --[X]Magic Sensitivity 1
    --[X]Code of Honor 2
    --[X]Daredevil 3
    --[X]Iron Will 3
    --[X]Luck 3
    --[X]Oracular Ability 3
    --[X]Self Confidence 5
    --[X]Charmed Existence 5
    --[X]Fountain of Life 5
    --[X]Jack of All Trades 5
    --[X]Innate Magical Ability 5
    --[X]Clear Sighted 6
    --[X]True Faith 7
    --[X]Compulsion (seek adventure) -1
    --[X]Overconfident -1
    --[X]Impatient -1
    --[X]Wyld Mind -2
    --[X]Curiosity -2
    --[X]Lifesaver -3
    --[X]Compulsion (Be bold) -2
    --[X]Compulsion (Never flinch from the righteous path) -3
    -[X] Party Animal
    --[X] Animal Magnetism 1
    --[X] Cupid's Gift 1
    --[X] Entrepreneur 1
    --[X] Natural Leader 1
    --[X]Concentration 1
    --[X] Bardic Gift 2
    --[X] Drug Resistance 2
    --[X] Enchanting Voice 2
    --[X] Refined 2
    --[X] Sexy 2
    --[X] Obscure the Truth (Gift) 2
    --[X] Innocent 2
    --[X] Holy Aura 2
    --[X] Surreal Beauty 3
    --[X] Blase 3
    --[X] Sex Appeal 3
    --[X] Soothing Voice 3
    --[X] Gifted Liar 3
    --[X] Corporate Ties 3
    --[X] Political Ties 3
    --[X] Innate Magical Ability(illusions) 5
    --[X] Cursed(DRAMA! Not always but your presence tends to escalate social events to be bigger and more dramatic, such that even good events require more time and attention) -1
    --[X] Bard's Tongue -1
    --[X] Soft-Hearted -1
    --[X] Image Obsession -2
    --[X] Incorrigible Flirt -2
    --[X] Iron's Curse -2
    --[X] Compulsion (accept any reasonable offer to dance) -2
    --[X] Geasa (Never be the first to resort to violence) -2
    [X] Maker of Immaculate Relics Untarnished
    [X] Burden Everlasting of the Dutiful Sovereign
    [X]Pursuer of Diligent Scholarship V.2
 
I'm going to advocate Haven Affinity (Our palace), a one point merit that grants an additional dice to all die pools when acting on home ground, for our regent self.
 
Arc 13 Interlude 3: Sin City Epitaph
Sin City Epitaph

2th of February 2007 A.D.

Silk did not think of herself as the nine to five type, not unless it was 9 PM to 5 AM, the thought of following the whims of some faceless bureaucrat, the words in an Email, sterile as a hypochondriac's handshake made her want to scream, not working for the G-Man turned not to be like that at all, not when the G-Man was M-Man, magic made the world go 'round, at least her sort of magic did. Lawbreaker, she had heard the word before, a whisper of a whisper, a sign she had to move on before the ones in Grey Cloaks came with swords, fucking swords came to town, but now she could finally relax, a Margarita with a little something spicy in her right hand, a little red book in her left marking off all the secrets slipped between the... silks. She always knew the Bond girls were the ones who ran the show.

***​

Big Corry was not having a good time of it and he didn't know why. It was like someone had decided to curse him with a plague of honest men and uppity talent. People didn't kiss the ring the way they were meant to, they didn't even bend over. It was all questions and hedges, protections and pay. People he knew for years, people he'd buried bodies with, not literally mostly, weren't taking his calls or worst still they were retiring. Who ever heard of a police commissioner retiring at forty five to spend more time with his family, it was a conspiracy, but he couldn't untangle it because every time he came close the the ill-tempered dragon that was the federal government would start making noises. Third lawyer in two months who'd stopped taking his calls.

Her high-heeled bichiness in Chicago wasn't any use either. Pivot from the flesh trade. To what? Toys R Us? What the fuck did she think Vegas was made of if not selling everything down to the skin and then stripping skin as well? Sex sold and the best sex sold all-inclusive.

A flash of metal drew his eye to the frosted glass, to the lights of the Strip below, to the killer far off, already lowering his weapon. Corry was faster than most, flush with stolen life, no matter how few would sell themselves to the company there were always be some for the boss. He wasn't faster than a speeding bullet.

So passed Big Corry, mourned only by those unfortunate souls who would in the long run be best off for his death.

***​

The Marchwarden of Las Vegas sat in an office and counted his chips, cool and collected, waiting for a call. It had seemed like a good idea at the time, taking out the trash, the ones who benefited from the old way of doing things. Of course it had been Arlene's idea and Arlene wasn't... doing very well in the new Vegas. She hated the way the Silk and her spooks had prioritized getting people out of power over getting justice. She almost got herself hit with domestic terrorism charges.

As opposed to you Alex, you just hired an assassin to do your dirty work, he thought, hand picking on the tie that felt all too much like a noose. Best in the business, best in the business, he reminded himself.

The phone ringing almost startled him out of his skin, though you wouldn't know to look at him. One of the Sin Eater's gifts was the sort of Gravitas that well suited his role, it would take a sharper eye that most men had to see that he Alexanter Harromont was shaking in his new expensive boots.

"Target has been neutralized," came the lazy voice on the other side of the line, like he did this every day, which might just be the case.

"Good," the Marchwarden said, with a twist of his thoughts sending his consciousness into the rivers of date that flower though wires alight and pooled in servers, changing zeros to one and ones to zeros, a password arcane that only he could undo. "You have your money."

Now to make Corry's second in command an offer he couldn't refuse. At the back of his mind the Sin Eater purred, murder too was its remit, hot or cold.

***​

Silk didn't bother to buy people close to the new master of Vegas, he might get jumpy, but she did have an ear to the catering service he preferred, she marked well the champagne on the bill and she sent her Email upstairs.

OOC: In conclusion the Library won big, cleaned up a lot of the mortal support structure for the blood trade. Arlene almost got into deep trouble, but got saved by the Marchawarden who then decided to eliminate the last of Vegas' old order by paying Kinkaid to do the deed instead of having him set a bomb. Normally Lara would be pissed, but Correy was in her shit-list for working with the Old Dragon and after the mess down there she is not all that keen to stick her tail in Vegas, at least not until the waters clear a little so she can take aim.
 
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Should be "not"
the had heard the word
Should be "she"
the way they were meat to
Should be "meant"
the ill tempered dragon
Should be "ill-tempered"
bichiness in Chicago
Should be "bitchiness"
Should be "metal"
to the figer far off
Should be "fighter", though assassin might fit better
Should be "well"

Well, it sounds like Las Vegas is better off for this New Year's January Cleaning. For the first time in well over a century to boot, sounds like the Library's gonna be happy working with Molly with these kind of results panning out.
 
Should be "not"

Should be "she"

Should be "meant"

Should be "ill-tempered"

Should be "bitchiness"

Should be "metal"

Should be "fighter", though assassin might fit better

Should be "well"

Well, it sounds like Las Vegas is better off for this New Year's January Cleaning. For the first time in well over a century to boot, sounds like the Library's gonna be happy working with Molly with these kind of results panning out.

Fixed, thanks.
 
While I enjoyed the cleaning I am also narrowing my eyes dubiously towards Silk and these spies, if she or they try this blackmail or influence thing when we build our embassy in Vegas I will vote to throw our swords at them without a doubt.

I don't care if this is normal in diplomacy, if the LoC approves this against us, we will use our Crown to make their lives difficult
 
To make clear: much as I have come to at least respect Library of Congress, Solar Exaltation falling under their control is also unacceptable.
 
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