Green Flame Rising (Exalted vs Dresden Files)

This assumes that the council has been making systematic use of Demonreach. Which is a hell of an assumption.
There are canonically >6,000ish inmates in Demonreach IIRC.
Thats an average of 4 incarcerations a year for the last 1500 years.
Thats a pretty active clip.

Now this assumes that all the inmates were captured after Demonreach was built, which we dont know.
But even assuming that Im off by an order of magnitude, that would still come to several incarcerations every century.
For a society of people who live several centuries, thats pretty systematic.

No, that's exactly why it is kept as secret as possible, and no one knows how it works. Similarly as how Blackstaff is kept as secret as possible, and Gatekeeper doesn't share his secrets either.
Strongly disagree.

This was a major magical construction, not just across space but across time, and Odin spent time explaining to Harry just how it requires more power than a single mortal wizard can to do even minor temporal changes, never mind that you can detect such things for years and decades before they are done and show up with countermeasures.

The Merlin would not have been able to accomplish this without a lot of people both agreeing and covering for him.
Just watching his back to prevent anyone jostling his arm would have required a significant amount of buy-in.

See what happened to Dresden when he tried to bind the Erlking without backup
 
ExWoD doesn't follow that anymore. Because things are broken the shards steal people with significant destinies for something else to use as hosts. He's certainly a valid target for that, but we don't have reason to believe the question deviates from the book here yet.

This is also way too young a spot for a shard to be interred. The shards can't be free to arrange stuff like that or they'd have been doing things before now.
Temporal manipulation was explicitly involved in the construction of Demonreach, and we know solar exaltations were active within the last... ten thousand years? Something like that. It wouldn't surprise me to find a Sidereal shard here.

I was more referring to the nevernever stuff than the labyrinth. Poking around isn't actually making defenses, and while they'd be nice Porter getting stronger also makes it harder to attack his Sanctum.

In terms of the Mayan gods doing so is a blind jump because we don't know what they're actually like or capable of here. It's also almost certainly going to involve attacking their most heavily fortified areas and itself be a huge investment to pull off because the reds are using them for stuff. They're not going to have their captured pantheon in a forgotten cellar or glorified supernatural junk drawer.

I'm not implicitly against it, but I don't see why that makes it optimal to do nothing until that point when we have low risk high impact options right now.
We are impossibly well designed for breaking people out of prisons, and if Mikaboshi couldn't hold a valuable prisoner in literal hell, I am fairly sure Reds won't be able either.

As to NeverNever exploration - unless secured it's a serious risk. Plus I am fairly sure that we need to do this and to build NeverNever side infrastructure if we want to raise a functional manse.

There are canonically >6,000ish inmates in Demonreach IIRC.
Thats an average of 4 incarcerations a year for the last 1500 years.
Thats a pretty active clip.

Now this assumes that all the inmates were captured after Demonreach was built, which we dont know.
But even assuming that Im off by an order of magnitude, that would still come to several incarcerations every century.
For a society of people who live several centuries, thats pretty systematic
Assuming that it was White Council as an institution who provided the prisoners is a folly. Odin and fae courts know of this place, and I am fairly sure Odin was involved with its construction. Also Archive likely puts stuff here.
We'll have to disagree then, because you don't build stuff like this by letting anyone know you are doing it.
 
Temporal manipulation was explicitly involved in the construction of Demonreach, and we know solar exaltations were active within the last... ten thousand years? Something like that. It wouldn't surprise me to find a Sidereal shard here
I don't really agree; the temporal manipulation here was crossing large spans of time in the scope of mortal civilization to build the place. That's not the same as screwing with prehistoric superweapons. If one's in there it'd have to be inextricably bound to a critter that was imprisoned there.


We are impossibly well designed for breaking people out of prisons, and if Mikaboshi couldn't hold a valuable prisoner in literal hell, I am fairly sure Reds won't be able either.
We have advantages in hell that don't apply here, and even then it was the most dangerous thing we've ever tried. In any case even if we do this later that doesn't change the value of shifting the balance of the war now.

Even if your huge pile of assumptions is right in the end weapons and aid now directly translate to fewer deaths.
As to NeverNever exploration - unless secured it's a serious risk. Plus I am fairly sure that we need to do this and to build NeverNever side infrastructure if we want to raise a functional manse.
It remains a risk unless we have something set up in Porter's sanctum. Our trouble will almost certainly be from out of town, and knowing the terrain around our area is useful but doesn't change the security situation appreciably compared to actually securing it.

The manse thing might be correct, but it's a guess you're making for a long term project. Some free AP at some point could make sense, but we don't have reason to believe it's urgent compared to involvement in world shaping stages of the vampire war.

If we took the nevernever search AP and the unused point we could do serious arms transfers while searching for information on the gods or whatever else we want to do with the war.

Which is also good for the traitor cleanup, because credit with the organization as an ally will help with the political aspects of almost any approach we take. Killing vampires together and being the source of the new ray guns that saved your ass last week or whatever makes gives us leeway we don't currently have.
 
I was more referring to the nevernever stuff than the labyrinth. Poking around isn't actually making defenses, and while they'd be nice Porter getting stronger also makes it harder to attack his Sanctum.
To be honest the survey in my mind is just getting a lay of the land knowing what ways from the never never people can attempt to get in do you think anyone made the Trek to try and pass the volcano monster or is it more likely they came from a slightly different direction just knowing the terrain on the other side is distinctly helpful for planning a defense. I was deeply interested in the completely undocumented South that the spirits gave us for that very reason.
 
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This is splitting hairs. The cup isn't sitting on a table in a collapsed building or something. To do what the denarian wanted it needed to be inside the defenses as an inmate. Otherwise the spirit going to pick it up would fall under your Naagoloshi clause of not being relevant to the prison spirit.
Being an object isn't relevant when that object is a spirit organ.
I dont believe so.

As the quote states, the Cup Grace was sent to Demonreach in order to induce Embermane to attack the island to get it back.
To get its Cup back Embermane would have to attack the island's outer defenses and get through them, regardless of where the Cup itself was located.



For this situation to make sense the Cup must be sealed behind the defenses. I also don't see how the presence of a human matters here. The prison accepts all sorts of inmates and I don't see a reason why something which is itself the spirit of an island would for some reason miss the concept of something which is (part of) a spiritual life form but biologically inert.

The premise of this situation heavily implies it doesn't have such a filter because if it wasn't imprisoned then the spirit could have visited as freely as Shagnasty did and left with the Cup in hand.
You are under a misapprehension.

Demonreach has multiple layers of defenses. You can get past one, and be stuck at the others.
The very first layer starts at the shoreline. There's different ones we get to see on the island proper(when there's a Warden and the island is active), around the lighthouse that begins to lead towards containment, and all along the tunnel.

When Maeve and Lily staged their attack on Alfred, they were allowed past the first layer, but couldnt get past the one around the lighthouse, nevermind getting any further towards the actual containment tunnels.
The Outsiders who were simultaneoulsy attacking, on the other hand, didnt even get past the first layer at the shoreline

It can be easily on the island itself, and not be in the prison cells.


Because Harry didn't have those ties till later and didn't want to release anyone until after he had the job. The island can't readily revoke the authority of a Warden, so it's important to filter bad actors. If a cultist showed up with the intent of releasing their god obviously you'd want to reject them at the door if you're applying any standard at all. Once that's set the question becomes what the cutoff is for a rejection.

The safest cutoff is not accepting anyone taking the job for the purpose of release because the designer can't know in advance when some low security inmate might be super dangerous for reasons that won't happen until centuries after they're dead.
That's inaccurate.

Harry was Thomas Raith's brother, the Leianansidhe's godson and indebted to the Winter Queen when Alfred chose him.
If you are correct and Alfred vetted him, it would have picked this up and disregarded them as issues.
Anyway, Harry isnt the person going there to free the Cup Grace. Molly is.




Not a human makes its priorities different, not killing attackers is different than unauthorized withdrawal. This situation requires the Cup to by some means be a valid inmate or the fire spirit would have it back by now.
No it does not.
If Embermane does not have authorized access to the island, he cant get it back, even if it was simply lying in the grass.
Even if he knew exactly where it was.



Assuming that it was White Council as an institution who provided the prisoners is a folly. Odin and fae courts know of this place, and I am fairly sure Odin was involved with its construction. Also Archive likely puts stuff here.
The Warden is the only person who can incarcerate people here.
Thats not really something in dispute.
Which means White Council.

We'll have to disagree then, because you don't build stuff like this by letting anyone know you are doing it.
Agree to disagree then.

But just to reiterate?
You cannot build something like this in secret. It requires too much prep, too many resources, and draws the attention of too many Serious People in the doing.

My opinion.
 
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[X] As confident as you have to be, this is the right thing to do. Embermane did not deserve to be mutilated in the plots of the Fallen
-[X] If it turns malicious and deaf to reason, you are relatively confident in being able to drive it off Earth or put it down.
 
The Warden is the only person who can incarcerate people here.
Thats not really something in dispute.
Which means White Council.
Both parts of this are wrong, or at least not confirmed, as I understand it. We don't know if only the Warden can place something in confinement (and the current situation suggests it's wrong), and we don't know if all or even most Wardens were from White Council.
I don't really agree; the temporal manipulation here was crossing large spans of time in the scope of mortal civilization to build the place. That's not the same as screwing with prehistoric superweapons. If one's in there it'd have to be inextricably bound to a critter that was imprisoned there.
Solar pharaohs suggest at least some exalted activity within the span of current mortal global civilization. I could probably speculate that it's plausible for solar exalted pharaohs to be active up until the start of bronze age collapse (12th century BC), which in setting would be caused by solar god kings with posthuman competence going away. But this is idle speculation.
We have advantages in hell that don't apply here, and even then it was the most dangerous thing we've ever tried. In any case even if we do this later that doesn't change the value of shifting the balance of the war now.

Even if your huge pile of assumptions is right in the end weapons and aid now directly translate to fewer deaths.
DIrect continued aid is bound to translate into retaliations and escalating conflict, which is why we need to secure the homefront first.
It remains a risk unless we have something set up in Porter's sanctum. Our trouble will almost certainly be from out of town, and knowing the terrain around our area is useful but doesn't change the security situation appreciably compared to actually securing it.

The manse thing might be correct, but it's a guess you're making for a long term project. Some free AP at some point could make sense, but we don't have reason to believe it's urgent compared to involvement in world shaping stages of the vampire war.

If we took the nevernever search AP and the unused point we could do serious arms transfers while searching for information on the gods or whatever else we want to do with the war.

Which is also good for the traitor cleanup, because credit with the organization as an ally will help with the political aspects of almost any approach we take. Killing vampires together and being the source of the new ray guns that saved your ass last week or whatever makes gives us leeway we don't currently have.
My main point is - we need to secure Chicago against intrusion. If not NeverNever exploration, because ok, yeah, some speculation there, then I'd be pushing for raising the god of Chicago. Actually, yeah, this is what I am going to be doing next turn.


Regardless current discussion, @DragonParadox (and others proficient in the system), I am currently doing some design work for an arcana build, and want to consult with you:
1) Are Arcana allowed to have Psychic Phenomena (specifically, Psychic Vampirism at 2 dots (sap Willpower), and Synergy at 5 dots) without buying hedge magic merit first? This would mean that they can't buy dots in those with XP, and are limited to the abilities bought during character building phase. This is all subject to being thematically appropriate of course.

If allowed, how much would they cost to buy?
2) How would you model consensual-only psychic vampirism? Ie the Arcana can drain willpower from a person it touches, but only if the victim initiates the process themselves willingly.

Combining with the previous question - would such a thing work as a custom arcana feature?
3) Is Techne an appropriate Background for a spirit (Emanation) arcana to have, granting it access to mana?
3) Does the combination of essence-stocking spirit and psychic vampirism work, and is it too busted? Essentially, if an arcana has (or is affected by) a splendor that has Essence-Stocking Spirit, and the Arcana is a psychic vampire that also has a mana pool, would regaining a point of willpower by draining someone trigger Essence-Stocking Spirit and let it regain its full mana pool?

Essentially, I am considering a redesign of the Green Lantern Ring AI. Right now it's a targeting system primarily. Instead, what I want to do is the following:
1) Give it Techne 5 to give it a mana pool with Flow of Ki, Force of Spirit and Strength of Psyche merits.
2) Give it consensual-only Psychic Vampirism and full Synergy psychic phenomena.
3) As a 5 dot upgrade put Essence-Stocking Spirit in the ring build.

The idea is that the ring user would be able to use their willpower to get access to Ring AI's mana pool. Basically, "spend 1 WP for 5 mana to play with". The ring's AI would interface with them via a combination of telepathy and Synergy 5, lending them the ability to use mana for any task, and the spirit's mana pool would be regained by the user spending a willpower point to give to the spirit (via custom psychic vampirism and Essence-Stocking Spirit).

This seems super-thematic, and essentially how Green Lantern Ring is supposed to work, I think. In terms of narrative it works much better than what I have right now.
 
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Both parts of this are wrong, or at least not confirmed, as I understand it. We don't know if only the Warden can place something in confinement (and the current situation suggests it's wrong), and we don't know if all or even most Wardens were from White Council.

Solar pharaohs suggest at least some exalted activity within the span of current mortal global civilization. I could probably speculate that it's plausible for solar exalted pharaohs to be active up until the start of bronze age collapse (12th century BC), which in setting would be caused by solar god kings with posthuman competence going away. But this is idle speculation.

DIrect continued aid is bound to translate into retaliations and escalating conflict, which is why we need to secure the homefront first.

My main point is - we need to secure Chicago against intrusion. If not NeverNever exploration, because ok, yeah, some speculation there, then I'd be pushing for raising the god of Chicago. Actually, yeah, this is what I am going to be doing next turn.


Regardless current discussion, @DragonParadox (and others proficient in the system), I am currently doing some design work for an arcana build, and want to consult with you:
1) Are Arcana allowed to have Psychic Phenomena (specifically, Psychic Vampirism at 2 dots (sap Willpower), and Synergy at 5 dots) without buying hedge magic merit first? This would mean that they can't buy dots in those with XP, and are limited to the abilities bought during character building phase. This is all subject to being thematically appropriate of course.

If allowed, how much would they cost to buy?
2) How would you model consensual-only psychic vampirism? Ie the Arcana can drain willpower from a person it touches, but only if the victim initiates the process themselves willingly.

Combining with the previous question - would such a thing work as a custom arcana feature?
3) Is Techne an appropriate Background for a spirit (Emanation) arcana to have, granting it access to mana?
3) Does the combination of essence-stocking spirit and psychic vampirism work, and is it too busted? Essentially, if an arcana has (or is affected by) a splendor that has Essence-Stocking Spirit, and the Arcana is a psychic vampire that also has a mana pool, would regaining a point of willpower by draining someone trigger Essence-Stocking Spirit and let it regain its full mana pool?

Essentially, I am considering a redesign of the Green Lantern Ring AI. Right now it's a targeting system primarily. Instead, what I want to do is the following:
1) Give it Techne 5 to give it a mana pool with Flow of Ki, Force of Spirit and Strength of Psyche merits.
2) Give it consensual-only Psychic Vampirism and full Synergy psychic phenomena.
3) As a 5 dot upgrade put Essence-Stocking Spirit in the ring build.

The idea is that the ring user would be able to use their willpower to get access to Ring AI's mana pool. Basically, "spend 1 WP for 5 mana to play with". The ring's AI would interface with them via a combination of telepathy and Synergy 5, lending them the ability to use mana for any task, and the spirit's mana pool would be regained by the user spending a willpower point to give to the spirit (via custom psychic vampirism and Essence-Stocking Spirit).

This seems super-thematic, and essentially how Green Lantern Ring is supposed to work, I think. In terms of narrative it works much better than what I have right now.

Hedge magic merit is necessary to unlock any kind of magic. On the other hand you give something Synergy 5 there is no need to bother with psychic vampirism at all, synergy already allows you to share willpower with willing beings. Otherwise yeah, that build works
 
Hedge magic merit is necessary to unlock any kind of magic. On the other hand you give something Synergy 5 there is no need to bother with psychic vampirism at all, synergy already allows you to share willpower with willing beings. Otherwise yeah, that build works
I also thought it does, but I can't see it in the text:
Synergy
While sorcerers are often able to work together
effectively, psychics tend to have a lot more difficulty.
This very rare Phenomenon allows one psychic to link
several together to allow them to accomplish things that
they never could on their own. The synergist is able to
link together two psychics per dot of Synergy, plus one
for each success spent to do so.
Cost: Two Willpower points.
Roll: Perception + Awareness
Cost of Failure: On a botch, a random member of
the group has a random Phenomenon activate uncon-
trollably, causing everyone to suffer the Cost of Failure
for that power.
Effects
• Psychic Sense: This is a passive ability. Whenever
the psychic touches another psychic, they roll Perception
+ Awareness at difficulty 6. With success, they detect
that the person they are in contact with is a psychic
and with three successes they get a general idea of the
psychic's strength and the nature of their powers. This
only detects psychics, not other supernatural beings with
mental powers.
•• Share Will: Now, psychic links can be formed.
When linked, the group can use any power known to any
member of the link. The character with Synergy, however,
makes the roll. Each other member may spent a point
of Willpower to boost the effectiveness, however. For
any sensory power, the entire group receives the results.
••• Group Effect: The group of psychics become more
in synch. In addition to being able to spend Willpower
on the group's working, the highest Attribute and highest
Ability in the group is used for any Psychic Phenomenon.
•••• Share Powers: Now, the group can use multiple
powers at a time (though they are not combined in any
way). Each member can donate any two of the following
to an effect: an Attribute, an Ability, a Power.
••••• Power Gestalt: In addition to using multiple
powers, now the psychics can combine them. For example,
Clairvoyance will allow them to target things they see
from far away with other powers, such as Telepathy (or,
if they're in a more hostile mood, Pyrokinesis).
Associated Spheres: Mind
Two dot power is called "share will", but what it does is allow members of the psychic gestalt to spend their willpower on a collective working, not to transfer it from one to the other. Unless you are house ruling it to allow willpower transfer between members? Which would be great - god knows I'll need the extra points saved on psychic vampirism if I am to make this work.
 
Vote closed.
Adhoc vote count started by DragonParadox on Jul 13, 2024 at 10:33 AM, finished with 48 posts and 12 votes.

  • [X] As confident as you have to be, this is the right thing to do. Embermane did not deserve to be mutilated in the plots of the Fallen
    -[X] If it turns malicious and deaf to reason, you are relatively confident in being able to drive it off Earth or put it down.
    [X] As confident as you have to be, this is the right thing to do. Embermane did not deserve to be mutilated in the plots of the Fallen
    - [X] and it's not like the situation is forever stable ether. That spirit is going to try to fix itself eventually and better that we do it now on our terms with minimal collateral and a hope of diffusing whatever fallen plan exists than later in an uncontrolled manner and potentially causing horrible problems.
    [X] As confident as you have to be, this is the right thing to do. Embermane did not deserve to be mutilated in the plots of the Fallen
    [X] More confident than not, and if it turns out you are wrong you can deal with him by force
    [X] More confident than not, and if it turns out you are wrong you can deal with him by force
    -[x] It's impossible to predict how a spirit who is missing a large part of themselves will act when reunited. All I am sure of is I will be there and can beat it in a fight.
 
@DragonParadox Errors
Not well' about summarizes it, there's been a blood shortage among a lot of the charities linked to the Catholic Church throughout the Midwest made worst by a series of just-this-side-of-defamatory articles implying that the blood had been tainted. The AIDS Epidemic may be something you know mostly from stories of your parents and half understood news pieces when you were a kid, but people have a log memory especially when fear and supposed scandal are mixed in.
and if possible a Father Murphy who had spared the city worst devastation even in death.
 
Ok, so this is my proposed remake of a green lantern ring splendor. It utilizes my better understanding of the system, and house rule allowances @DragonParadox generously provided. As a result, the ring became much closer to how a green lantern ring should be, with less features that are not in-theme. It also, importantly, became a legacy artifact that with time and users will be mentioned among other legendary artifacts, It also occurred to me that this should work as blackstaff does, in the sense of possibly shielding the user from corruptive effects of using magic to kill. Anyway, here it is:

The Splendor takes the form of something that is evocative of the fantastic. It might be a child's
toy, a brightly-decorated banner, a monster or carnival mask, or a treasure chest. It might be a
kaleidoscope, or a bundle of bright balloons. This Element defines the Splendor's physical form
and gives it a character, and that character is aligned with the power of the Dreaming. Other
Elements may draw upon this fact.
The Splendor stands out as a powerful work of magic when seen with chimerical eyes or mystic
scrutiny, but it seems nigh-impossible to credit it with any specific significance if observed with
purely mundane senses. Even when presented with compelling evidence that there's something
weird about the object, anyone who hasn't made a magical survey of the Splendor must make a
Willpower roll against difficulty (4 + Splendor's rating) to accept such a conclusion.
As an Adornment, it raises the difficulty to affect the user with hostile works of Glamour by one.
As the basis for a Fascination, it may have one minor impossible feature such as floating in
defiance of gravity, reflecting people's true selves when looked into, or aging backwards in time
The Splendor manifests in the world as an enchantment embedded in a specific person present at
the time of its summoning, chosen by its owner. If it has no other Form Element, then it appears
as a mark like a tattoo somewhere on the infected individual's body. Wherever they go, so too
goes the Splendor. If it has a physical Form Element, then it appears in the infected individual's
possession, and will always return to them at the beginning of each scene even if thrown away,
left behind, or given away. If its physical Form is something immobile like a tree, then the
targeted individual is going to find that tree wherever they go for the duration of the Splendor's
manifestation.
If the Splendor is an Adornment, then this Element allows its benefits to be enjoyed by the
person to whom the Splendor is attached, even if they're not its owner and not attuned to it. Even
if they're not Exalted at all.
This Splendor defines a rigid certainty and imposes it upon existence.
When used in an Adornment, define a specific roll of (Attribute) + (Ability) and a specialty that
it falls under. When the user makes such a roll, she cannot botch and cannot fail regardless of the
difficulty. No matter what, she always generates at least one success. If this roll is opposed by
another character, Invincible Assertion instead adds two bonus successes.
When used in a Fascination, define a specific roll of (Attribute) + (Ability) and a specialty that it
falls under. Under circumstances defined by the Splendor, such rolls cannot fail in its presence,
and always generate at least one success. If such a roll is opposed, it adds two bonus successes.
This Element may be incorporated into a Splendor more than once.
The Splendor stokes the fires of the Exalt's Essence whenever she affirms her innermost self.
When she regains Willpower from fulfilling her Nature, she also refills her Essence pool.
The Splendor creates a mundane object which resonates with one or more of its characters, as
defined by Form Elements such as Form of Crackling Fire or Form of Ash and Dust. Conjured
objects can have a Resources value no higher than the Splendor's rating.
Incorporated into an Adornment, this Element allows the Exalt to spend a turn and to make a
Wits + Craft roll against difficulty (4 + object's Resources value) to summon whatever object
she likes to hand, so long as it resonates with the Splendor's character in some way, such as a
shovel for an earth-affiliated (or death-affiliated…) Splendor. Objects can be created no more
than once per scene.
Incorporated into a Fascination, this Element allows the Splendor to create particular objects in
response to certain stimuli and conditions which are in accord with its character — often, this
trigger is "when someone is cursed by the Splendor's Root Element." No more than (Splendor's
rating) objects can be created per scene.
One of the Splendor's snares or benefits is particularly wicked or potent. Modify one roll
associated with the Splendor by increasing or decreasing its difficulty by two, or modify one
value associated with activating or resisting its effects (such as the number of points of
Willpower that must be spent to shake off a Beautiful Lie) by two.
The Splendor manipulates and reshapes that which resonates with its character, as defined by
Form Elements such as Form of Crackling Fire and Form of Ash and Dust. The benefits
provided depend on whether the Splendor is an Adornment or Fascination, and on which Form or
Forms it has incorporated.
Incorporated into an Adornment, this Element allows the Exalt to use Craft actions to sculpt
wind, water, and fire as though they were clay, creating impossible works of art or short-lived
elemental tools. Living wood can be induced to grow into patterns the Exalt desires in the same
fashion, while the difficulty to work with stone or metal is reduced by two. The difficulty to craft
dead flesh into Arcana may be reduced by two as well. The Exalt can raise or lower the Gauntlet
by one degree per success on a Crafts roll to modify it, and can rework the chimerical identity of
things.
Incorporated into a Fascination, this Element allows the Splendor to rewrite the details of
landscapes and objects, rerouting the paths of a graveyard, changing the appearance of a corpse,
repairing a rundown wooden shack, or making a barren landscape green and verdant.
Taking a form of a heavy sigil ring, it is at once recognizable by any comic geek, and yet unlike any comic book paraphernalia out there. Semi-transparent, it looks as though it is carved from some manner of unearthly crystal, with an unreadable runic symbol on top, seemingly existing in more dimensions that can be perceived by a naked eye. If seen against the light, or from the corner of an eye, shadows of movement can be glimpsed inside of its structure, impossible forms of dreams and nightmares ready to come forth upon its master's command.
Exactly what it says on the can, a green lantern ring. A ring that is capable of generating temporary constructs made out of solidified energy / stuff of dreams and nightmares. The constructs are physical, but not permanent. The ring is also capable of generating forcefields and operating them. In principle, this could be used to achieve flight.
(5 dot Emanation)

6 willpower (5 +1 freebie points)
Attributes
PHYSICAL (tetriary, points sacrificed for 7 freebie points)SOCIAL (secondary)MENTAL (primary + 2X superior mind)
Strength ●○○○○Charisma ●●●○○
Perception ●●●●●●●
Dexterity ●○○○○Manipulation ●●●●○Intelligence ●●●●○○○
Stamina ●○○○○Appearance ●○○○○Wits ●●●●●●●

Abilities

TALENTS (tetriary, points sacrificed for 5 freebie points)SKILLS (secondary, points sacrificed for 9 freebie points + 5 from expertise)KNOWLEDGES (primary)

Alertness ○○○○○
Animal Ken ○○○○○Academics ●●○○○
Athletics ○○○○○Crafts ●●●●●Computer ●●●●●
Awareness ○○○○○Drive ○○○○○Finance ○○○○○
Brawl ○○○○○ Etiquette ○○○○○Investigation ○○○○○
Empathy ○○○○○
Firearms ○○○○○Law ○○○○○
Expression ○○○○○Larceny ○○○○○Medicine ●●○○○
Intimidation ○○○○○Melee ○○○○○Occult ●●○○○
Leadership ○○○○○Performance ○○○○○Politics ○○○○○
Streetwise ○○○○○Stealth ○○○○○Science ●●○○○
Subterfuge ○○○○○Survival ○○○○○Technology ●●○○○


Backgrounds
Sorcerers are unable to shape the raw essence of cre-
ation like mages can. They need a slightly more refined
energy to aid in their work. This energy, called chi, ki,
essence, mana, orgone, prana, ionized electrolytes or
any number of other things, can be harnessed to aid
the techniques that sorcerers use. The ability to use it is
referred to as technê, or practice/the craft.
Sorcerers find this energy, most commonly called
mana (despite most sorcerers not being Polynesian) diffi-
cult to obtain. Those who are particularly skilled can draw
it from Nodes with resonance matching theirs, though the
Path of Mana Manipulation gives more options. They can
roll Perception + Meditation at difficulty 7, each success
restores a point of mana, but each point of mana drawn
will drain two points of quintessence from the Node.
Mana can be spent to decrease the difficulty of sorcery
rolls, by up to -3, on a one-for-one basis.
X You have to get by on your skill alone.
• May store a pool of/expend one Mana
•• May store a pool of/expend two Mana
••• May store a pool of/expend three Mana
•••• May store a pool of/expend four Mana
••••• May store a pool of/expend five Mana
Emanations can soak lethal damage, but not aggravated. Select either the Umbra or the Underworld. This is the emanation's native home. It may roam freely in its native realm, where it enjoys the natural ability to converse with the other native denizens and to navigate without undue difficulty (in the Umbra, this amounts to having the Charm Airt Sense, while in the Underworld it amounts to having several dots of Argos). The phantasm may manifest in the physical world only while within one hundred yards of its keystone, or within ten yards of its master. It must pay one Willpower to remain manifest for a scene. It may pay one Willpower to immediately teleport to its master's or keystone's location. If the phantasm's master the emanation's name, the Arcana hears her words wherever it may be. If she commands the ephemera to attend her, it may teleport to her master's location and manifest without paying any Willpower. If the keystone is destroyed, the phantasm is also destroyed. If the emanation is slain, it may reform one hundred years later within its keystone. Each point of Essence fed into the keystone by its master quickens this recovery by 10 years. If the emanation's master has learned The King and the Kingdom: The Thousand and First Hell, the phantasm may treat its master's Hell as a keystone. Ephemera are always otherworldly, disturbing beings with demonic features of some sort that cannot be mistaken for as human.
The Arcana gains three additional dots of Mental Attributes, which may increase its traits to 6. Taking this Feature a second time provides only two bonus dots, but raises the permitted cap to 7.
The Arcana gains seven additional dots of Abilities, which may be used to raise them above three dots. Taking this Feature additional times provides only five bonus dots.
The Arcana can project its thoughts into the minds of other nearby people to communicate with them. It can communicate with its master across up to (Arcana rating x 100 miles) of distance. By spending a point of Willpower, it can also receive communications from someone… or, to put it another way, it actively reads their surface thoughts for the rest of the scene. The target can always sense this, and can shut the Arcana out by spending a point of Willpower.
Unnatural Sense: The Arcana has some superhuman sense, such as the ability to see in infrared, to see in the dark, or to hear radio waves.

In this specific case the arcana senses how worthy according to the code of honor designed during its creation those around it are.
The Arcana has most likely has a machine-mind, though it might
also have some other quirk like a technological spirit having been bound into it during its
creation. Whatever the case, the difficulty of all the Arcana's Computer rolls are reduced by two.
The Arcana lacks the necessary anatomy for easy communication. It can still understand speech, and it could speak if it possessed the proper facilities to do so, but alas, it doesn't. It can still communicate effectively with its master through pantomime.
For most Psychics, the only Practice necessary is
Psionics and the only Instrument is thought-forms. For
you, however, you need something more. For the three
point version, that extra bit that you need is a simple
gesture or spoken phrase or incantation. At four points,
some specific physical focus is needed, often a crystal
or something that resonates with the power (a pocket
watch for Psychic Hypnosis, for instance). The five point
version only works with one specific object, rather than
a given type, so rather than "a pocket watch" you might
need "my grandfather's pocket watch" and you will have
serious trouble if that item is lost or stolen.
The Exalt has either already made extensive study
of the mystic arts prior to Exaltation, or has the po-
tential to do so in the future. She may buy Paths and
rituals from Sorcerer Revised Edition. A dot of a Path
costs 4 Freebie Points during character creation, while
rituals cost 2 Freebie Points. During play, Paths cost 4
experience points for the first dot, and current rating ×
4 for additional dots, while rituals cost their rating in
experience points. Twilight Castes, Daybreak Castes,
No Moon Castes, Air Aspects, Chosen of Secrets, Mar-
row and Soil Aspects, and all Infernal Exalted pay cur-
rent rating × 3 for additional dots, instead.
The Merit costs only 3 points for Chosen of the
Twilight, Daybreak, and No Moon Castes. It costs 4
points for Sidereals, Air Aspects, Marrow and Soil As-
pects, and Infernals.

Mostly used by sorcerers with the Martial Arts Practice,
this merit indicates a deep understanding of the flow of
magical and life energy. A sorcerer with this merit has
prowess beyond what mere skill can accomplish, and in-
stead has learned to use their Mana to enhance themselves
physically. A sorcerer with this merit can spend Mana to
decrease the difficulty on physical actions in addition to
sorcerous ones.
Most sorcery comes in the form of either psychic
phenomena or disciplined study. For you, however, there
is another option. You have a supernatural talent for social
interactions. You can spend Mana directly to reduce the
difficulty of social rolls, to a minimum difficulty of 3 and
a maximum change of -3.
Your mind is mystically empowered. So much so, that
instead of being restricted to use mana only on sorcery,
you can use it to reduce the difficulty of any mental task.
This has the same restrictions as spending mana to aid
sorcery. The specific form this takes depends on the task,
perhaps making the sorcerer more insightful, perceptive,
or quicker to solve puzzles.
While sorcerers are often able to work together
effectively, psychics tend to have a lot more difficulty.
This very rare Phenomenon allows one psychic to link
several together to allow them to accomplish things that
they never could on their own. The synergist is able to
link together two psychics per dot of Synergy, plus one
for each success spent to do so.
Cost: Two Willpower points.
Roll: Perception + Awareness
Cost of Failure: On a botch, a random member of
the group has a random Phenomenon activate uncon-
trollably, causing everyone to suffer the Cost of Failure
for that power.
Effects
• Psychic Sense: This is a passive ability. Whenever
the psychic touches another psychic, they roll Perception
+ Awareness at difficulty 6. With success, they detect
that the person they are in contact with is a psychic
and with three successes they get a general idea of the
psychic's strength and the nature of their powers. This
only detects psychics, not other supernatural beings with
mental powers.
•• Share Will: Now, psychic links can be formed.
When linked, the group can use any power known to any
member of the link. The character with Synergy, however,
makes the roll. Each other member may spent a point
of Willpower to boost the effectiveness, however. For
any sensory power, the entire group receives the results.
••• Group Effect: The group of psychics become more
in synch. In addition to being able to spend Willpower
on the group's working, the highest Attribute and highest
Ability in the group is used for any Psychic Phenomenon.
•••• Share Powers: Now, the group can use multiple
powers at a time (though they are not combined in any
way). Each member can donate any two of the following
to an effect: an Attribute, an Ability, a Power.
••••• Power Gestalt: In addition to using multiple
powers, now the psychics can combine them. For example,
Clairvoyance will allow them to target things they see
from far away with other powers, such as Telepathy (or,
if they're in a more hostile mood, Pyrokinesis).
Associated Spheres: Mind
The spirit of the ring takes a form of constantly shifting paradoxical geometric shapes, observable within the ring as a play of light and unnatural darkness. On the rare occasions it manifests outside, the substance of its body is brilliant emerald energy intervened with impossibly black darkness. Something in a lizard part of a human brain finds the constantly changing form unnatural, dangerous and disturbing. it would take a kind mind indeed to see hidden alien beauty and see past its appearance to connect to the deep and kind mind it houses.

Lacking perceivable mouth or equivalent, its ability to physically talk is limited to producing dazzling displays of music. It uses a form of telepathy to communicate, projecting a pleasant gender-neutral voice into the minds of those it talks to.

While it the surface of its body lacks lacks any recognizable sensory organs, its senses are beyond human, capable of perceving the world with perfect clarity. And what it sees, hears and senses, it translates to the master of the ring.

Its core goals are to be the guardian of the ring, ensuring the success of its wielders, and making sure that, should the unthinkable happen, the ring passes onto the next wielder. It serves as an archive of knowledge and skill, learning from the users of the ring, observing their magic, should they have any, and lending this knowledge and ability to the future users. Through it, every next Green Lantern is not just a hero, but a continuation of unbroken legacy that will one day span thousands of years and be known throughout the universe.
Its a ring AI / guardian spirit. It allows the user to tap into its skills and, in the future, as it accumulates XP, to use various Sorcery Paths of the previous users. It also provides partial Blactstaff functions, as paths used through its synergy psychic phenomena should be shielded from the corruptive effects of mortal magic.
Freebie Point balance:
15 points from the start + 7 from trading in physical attribute points + 14 from trading in secondary and tertiary ability points + 7 from flaws - 1 from willpower - 12 from merits - 10 from background - 20 from Synergy Psychic phenomena =0
 
A note on Graces, for Unshaped at least, Graces are 'sapient' creatures.

Two dot power is called "share will", but what it does is allow members of the psychic gestalt to spend their willpower on a collective working, not to transfer it from one to the other. Unless you are house ruling it to allow willpower transfer between members? Which would be great - god knows I'll need the extra points saved on psychic vampirism if I am to make this work.
Ah, the wording is slightly different in M20 Sorcerer.
 
Both parts of this are wrong, or at least not confirmed, as I understand it. We don't know if only the Warden can place something in confinement (and the current situation suggests it's wrong), and we don't know if all or even most Wardens were from White Council.
No, this I am confident about.

Its a core plot point in canon that only the Warden of Demonreach can put things in confinement, and that the Warden has to be alert and sufficiently willful to hold the lock in the first place. We see Dresden bind Ethniu, so we know how it works. There's a whole ritual involved in binding a new inmate, and the Warden is an essential component.

The entire plot of both Cold Days and Battle Grounds revolves around this.

Demonreach would not have put up all the fight it did in Cold Days to keep the Outsiders from getting to the island if, as soon as they got to the island, it could simply dump them into Magic Supermax without needing authorization or supervision. And Nemesis would not have tried to sneak onto the island in Justine's body at the end of Battle Grounds when Dresden was too exhausted to try to bind it if Demonreach could just dump it into incarceration automatically.

Those defenses around and on the island?
Exist because without the Warden there, the island can fend you off or kill you, but it cant incarcerate you. That appears to have been a design feature.

The QM might choose to change that. But until they do, I work with canon feats.



Butcher has never even suggested that it was a position open to non-White Council wizard, even assuming any existed.
Else the Red Court would have gone for a power grab a long time ago by training some human warlock and sneaking them on to the island to try. Or the Fomori would have done it. Or the Denarians. Or the Black Council. Or the Kemmlerites.

Not all humans are on the side of Humanity.
 
I dont believe so.

As the quote states, the Cup Grace was sent to Demonreach in order to induce Embermane to attack the island to get it back.
To get its Cup back Embermane would have to attack the island's outer defenses and get through them, regardless of where the Cup itself was located.
It can be easily on the island itself, and not be in the prison cells
Why would it be subject to them any more than Shagnasty was then? It could go get the thing and leave without challenging the prison.




That's inaccurate.

Harry was Thomas Raith's brother, the Leianansidhe's godson and indebted to the Winter Queen when Alfred chose him.
If you are correct and Alfred vetted him, it would have picked this up and disregarded them as issues.
Anyway, Harry isnt the person going there to free the Cup Grace. Molly is.
They weren't in the prison or conflict with the island when he got the job. It's the difference between hiring a regulator who has ties to big business outside your industry and hiring one who admits they want to specifically rule in favor of an entity you're actively litigating a case on.


No it does not.
If Embermane does not have authorized access to the island, he cant get it back, even if it was simply lying in the grass.
Even if he knew exactly where it was.
We never see it default hostile to people who haven't pissed it off already. The Denarians had to get the item on the cup somehow too; if it was going to give a spirit that treatment at the door why would it accept part of it and just let the detached organ of a security threat sit on the beach or whatever?


Solar pharaohs suggest at least some exalted activity within the span of current mortal global civilization. I could probably speculate that it's plausible for solar exalted pharaohs to be active up until the start of bronze age collapse (12th century BC), which in setting would be caused by solar god kings with posthuman competence going away. But this is idle speculation.
The solar was released for a fight that blew things up and then bottled again. The Pharaoh comparison doesn't necessarily mean they were actually a dynasty themselves
Ok, so this is my proposed remake of a green lantern ring splendor. It utilizes my better understanding of the system, and house rule allowances @DragonParadox generously provided. As a result, the ring became much closer to how a green lantern ring should be, with less features that are not in-theme. It also, importantly, became a legacy artifact that with time and users will be mentioned among other legendary artifacts, It also occurred to me that this should work as blackstaff does, in the sense of possibly shielding the user from corruptive effects of using magic to kill. Anyway, here it is:

The Splendor takes the form of something that is evocative of the fantastic. It might be a child's
toy, a brightly-decorated banner, a monster or carnival mask, or a treasure chest. It might be a
kaleidoscope, or a bundle of bright balloons. This Element defines the Splendor's physical form
and gives it a character, and that character is aligned with the power of the Dreaming. Other
Elements may draw upon this fact.
The Splendor stands out as a powerful work of magic when seen with chimerical eyes or mystic
scrutiny, but it seems nigh-impossible to credit it with any specific significance if observed with
purely mundane senses. Even when presented with compelling evidence that there's something
weird about the object, anyone who hasn't made a magical survey of the Splendor must make a
Willpower roll against difficulty (4 + Splendor's rating) to accept such a conclusion.
As an Adornment, it raises the difficulty to affect the user with hostile works of Glamour by one.
As the basis for a Fascination, it may have one minor impossible feature such as floating in
defiance of gravity, reflecting people's true selves when looked into, or aging backwards in time
The Splendor manifests in the world as an enchantment embedded in a specific person present at
the time of its summoning, chosen by its owner. If it has no other Form Element, then it appears
as a mark like a tattoo somewhere on the infected individual's body. Wherever they go, so too
goes the Splendor. If it has a physical Form Element, then it appears in the infected individual's
possession, and will always return to them at the beginning of each scene even if thrown away,
left behind, or given away. If its physical Form is something immobile like a tree, then the
targeted individual is going to find that tree wherever they go for the duration of the Splendor's
manifestation.
If the Splendor is an Adornment, then this Element allows its benefits to be enjoyed by the
person to whom the Splendor is attached, even if they're not its owner and not attuned to it. Even
if they're not Exalted at all.
This Splendor defines a rigid certainty and imposes it upon existence.
When used in an Adornment, define a specific roll of (Attribute) + (Ability) and a specialty that
it falls under. When the user makes such a roll, she cannot botch and cannot fail regardless of the
difficulty. No matter what, she always generates at least one success. If this roll is opposed by
another character, Invincible Assertion instead adds two bonus successes.
When used in a Fascination, define a specific roll of (Attribute) + (Ability) and a specialty that it
falls under. Under circumstances defined by the Splendor, such rolls cannot fail in its presence,
and always generate at least one success. If such a roll is opposed, it adds two bonus successes.
This Element may be incorporated into a Splendor more than once.
The Splendor stokes the fires of the Exalt's Essence whenever she affirms her innermost self.
When she regains Willpower from fulfilling her Nature, she also refills her Essence pool.
The Splendor creates a mundane object which resonates with one or more of its characters, as
defined by Form Elements such as Form of Crackling Fire or Form of Ash and Dust. Conjured
objects can have a Resources value no higher than the Splendor's rating.
Incorporated into an Adornment, this Element allows the Exalt to spend a turn and to make a
Wits + Craft roll against difficulty (4 + object's Resources value) to summon whatever object
she likes to hand, so long as it resonates with the Splendor's character in some way, such as a
shovel for an earth-affiliated (or death-affiliated…) Splendor. Objects can be created no more
than once per scene.
Incorporated into a Fascination, this Element allows the Splendor to create particular objects in
response to certain stimuli and conditions which are in accord with its character — often, this
trigger is "when someone is cursed by the Splendor's Root Element." No more than (Splendor's
rating) objects can be created per scene.
One of the Splendor's snares or benefits is particularly wicked or potent. Modify one roll
associated with the Splendor by increasing or decreasing its difficulty by two, or modify one
value associated with activating or resisting its effects (such as the number of points of
Willpower that must be spent to shake off a Beautiful Lie) by two.
The Splendor manipulates and reshapes that which resonates with its character, as defined by
Form Elements such as Form of Crackling Fire and Form of Ash and Dust. The benefits
provided depend on whether the Splendor is an Adornment or Fascination, and on which Form or
Forms it has incorporated.
Incorporated into an Adornment, this Element allows the Exalt to use Craft actions to sculpt
wind, water, and fire as though they were clay, creating impossible works of art or short-lived
elemental tools. Living wood can be induced to grow into patterns the Exalt desires in the same
fashion, while the difficulty to work with stone or metal is reduced by two. The difficulty to craft
dead flesh into Arcana may be reduced by two as well. The Exalt can raise or lower the Gauntlet
by one degree per success on a Crafts roll to modify it, and can rework the chimerical identity of
things.
Incorporated into a Fascination, this Element allows the Splendor to rewrite the details of
landscapes and objects, rerouting the paths of a graveyard, changing the appearance of a corpse,
repairing a rundown wooden shack, or making a barren landscape green and verdant.
Taking a form of a heavy sigil ring, it is at once recognizable by any comic geek, and yet unlike any comic book paraphernalia out there. Semi-transparent, it looks as though it is carved from some manner of unearthly crystal, with an unreadable runic symbol on top, seemingly existing in more dimensions that can be perceived by a naked eye. If seen against the light, or from the corner of an eye, shadows of movement can be glimpsed inside of its structure, impossible forms of dreams and nightmares ready to come forth upon its master's command.
Exactly what it says on the can, a green lantern ring. A ring that is capable of generating temporary constructs made out of solidified energy / stuff of dreams and nightmares. The constructs are physical, but not permanent. The ring is also capable of generating forcefields and operating them. In principle, this could be used to achieve flight.
(5 dot Emanation)

6 willpower (5 +1 freebie points)
Attributes
PHYSICAL (tetriary, points sacrificed for 7 freebie points)SOCIAL (secondary)MENTAL (primary + 2X superior mind)
Strength ●○○○○Charisma ●●●○○
Perception ●●●●●●●
Dexterity ●○○○○Manipulation ●●●●○Intelligence ●●●●○○○
Stamina ●○○○○Appearance ●○○○○Wits ●●●●●●●

Abilities

TALENTS (tetriary, points sacrificed for 5 freebie points)SKILLS (secondary, points sacrificed for 9 freebie points + 5 from expertise)KNOWLEDGES (primary)

Alertness ○○○○○
Animal Ken ○○○○○Academics ●●○○○
Athletics ○○○○○Crafts ●●●●●Computer ●●●●●
Awareness ○○○○○Drive ○○○○○Finance ○○○○○
Brawl ○○○○○Etiquette ○○○○○Investigation ○○○○○
Empathy ○○○○○
Firearms ○○○○○Law ○○○○○
Expression ○○○○○Larceny ○○○○○Medicine ●●○○○
Intimidation ○○○○○Melee ○○○○○Occult ●●○○○
Leadership ○○○○○Performance ○○○○○Politics ○○○○○
Streetwise ○○○○○Stealth ○○○○○Science ●●○○○
Subterfuge ○○○○○Survival ○○○○○Technology ●●○○○


Backgrounds
Sorcerers are unable to shape the raw essence of cre-
ation like mages can. They need a slightly more refined
energy to aid in their work. This energy, called chi, ki,
essence, mana, orgone, prana, ionized electrolytes or
any number of other things, can be harnessed to aid
the techniques that sorcerers use. The ability to use it is
referred to as technê, or practice/the craft.
Sorcerers find this energy, most commonly called
mana (despite most sorcerers not being Polynesian) diffi-
cult to obtain. Those who are particularly skilled can draw
it from Nodes with resonance matching theirs, though the
Path of Mana Manipulation gives more options. They can
roll Perception + Meditation at difficulty 7, each success
restores a point of mana, but each point of mana drawn
will drain two points of quintessence from the Node.
Mana can be spent to decrease the difficulty of sorcery
rolls, by up to -3, on a one-for-one basis.
X You have to get by on your skill alone.
• May store a pool of/expend one Mana
•• May store a pool of/expend two Mana
••• May store a pool of/expend three Mana
•••• May store a pool of/expend four Mana
••••• May store a pool of/expend five Mana
Emanations can soak lethal damage, but not aggravated. Select either the Umbra or the Underworld. This is the emanation's native home. It may roam freely in its native realm, where it enjoys the natural ability to converse with the other native denizens and to navigate without undue difficulty (in the Umbra, this amounts to having the Charm Airt Sense, while in the Underworld it amounts to having several dots of Argos). The phantasm may manifest in the physical world only while within one hundred yards of its keystone, or within ten yards of its master. It must pay one Willpower to remain manifest for a scene. It may pay one Willpower to immediately teleport to its master's or keystone's location. If the phantasm's master the emanation's name, the Arcana hears her words wherever it may be. If she commands the ephemera to attend her, it may teleport to her master's location and manifest without paying any Willpower. If the keystone is destroyed, the phantasm is also destroyed. If the emanation is slain, it may reform one hundred years later within its keystone. Each point of Essence fed into the keystone by its master quickens this recovery by 10 years. If the emanation's master has learned The King and the Kingdom: The Thousand and First Hell, the phantasm may treat its master's Hell as a keystone. Ephemera are always otherworldly, disturbing beings with demonic features of some sort that cannot be mistaken for as human.
The Arcana gains three additional dots of Mental Attributes, which may increase its traits to 6. Taking this Feature a second time provides only two bonus dots, but raises the permitted cap to 7.
The Arcana gains seven additional dots of Abilities, which may be used to raise them above three dots. Taking this Feature additional times provides only five bonus dots.
The Arcana can project its thoughts into the minds of other nearby people to communicate with them. It can communicate with its master across up to (Arcana rating x 100 miles) of distance. By spending a point of Willpower, it can also receive communications from someone… or, to put it another way, it actively reads their surface thoughts for the rest of the scene. The target can always sense this, and can shut the Arcana out by spending a point of Willpower.
Unnatural Sense: The Arcana has some superhuman sense, such as the ability to see in infrared, to see in the dark, or to hear radio waves.

In this specific case the arcana senses how worthy according to the code of honor designed during its creation those around it are.
The Arcana has most likely has a machine-mind, though it might
also have some other quirk like a technological spirit having been bound into it during its
creation. Whatever the case, the difficulty of all the Arcana's Computer rolls are reduced by two.
The Arcana lacks the necessary anatomy for easy communication. It can still understand speech, and it could speak if it possessed the proper facilities to do so, but alas, it doesn't. It can still communicate effectively with its master through pantomime.
For most Psychics, the only Practice necessary is
Psionics and the only Instrument is thought-forms. For
you, however, you need something more. For the three
point version, that extra bit that you need is a simple
gesture or spoken phrase or incantation. At four points,
some specific physical focus is needed, often a crystal
or something that resonates with the power (a pocket
watch for Psychic Hypnosis, for instance). The five point
version only works with one specific object, rather than
a given type, so rather than "a pocket watch" you might
need "my grandfather's pocket watch" and you will have
serious trouble if that item is lost or stolen.
The Exalt has either already made extensive study
of the mystic arts prior to Exaltation, or has the po-
tential to do so in the future. She may buy Paths and
rituals from Sorcerer Revised Edition. A dot of a Path
costs 4 Freebie Points during character creation, while
rituals cost 2 Freebie Points. During play, Paths cost 4
experience points for the first dot, and current rating ×
4 for additional dots, while rituals cost their rating in
experience points. Twilight Castes, Daybreak Castes,
No Moon Castes, Air Aspects, Chosen of Secrets, Mar-
row and Soil Aspects, and all Infernal Exalted pay cur-
rent rating × 3 for additional dots, instead.
The Merit costs only 3 points for Chosen of the
Twilight, Daybreak, and No Moon Castes. It costs 4
points for Sidereals, Air Aspects, Marrow and Soil As-
pects, and Infernals.

Mostly used by sorcerers with the Martial Arts Practice,
this merit indicates a deep understanding of the flow of
magical and life energy. A sorcerer with this merit has
prowess beyond what mere skill can accomplish, and in-
stead has learned to use their Mana to enhance themselves
physically. A sorcerer with this merit can spend Mana to
decrease the difficulty on physical actions in addition to
sorcerous ones.
Most sorcery comes in the form of either psychic
phenomena or disciplined study. For you, however, there
is another option. You have a supernatural talent for social
interactions. You can spend Mana directly to reduce the
difficulty of social rolls, to a minimum difficulty of 3 and
a maximum change of -3.
Your mind is mystically empowered. So much so, that
instead of being restricted to use mana only on sorcery,
you can use it to reduce the difficulty of any mental task.
This has the same restrictions as spending mana to aid
sorcery. The specific form this takes depends on the task,
perhaps making the sorcerer more insightful, perceptive,
or quicker to solve puzzles.
While sorcerers are often able to work together
effectively, psychics tend to have a lot more difficulty.
This very rare Phenomenon allows one psychic to link
several together to allow them to accomplish things that
they never could on their own. The synergist is able to
link together two psychics per dot of Synergy, plus one
for each success spent to do so.
Cost: Two Willpower points.
Roll: Perception + Awareness
Cost of Failure: On a botch, a random member of
the group has a random Phenomenon activate uncon-
trollably, causing everyone to suffer the Cost of Failure
for that power.
Effects
• Psychic Sense: This is a passive ability. Whenever
the psychic touches another psychic, they roll Perception
+ Awareness at difficulty 6. With success, they detect
that the person they are in contact with is a psychic
and with three successes they get a general idea of the
psychic's strength and the nature of their powers. This
only detects psychics, not other supernatural beings with
mental powers.
•• Share Will: Now, psychic links can be formed.
When linked, the group can use any power known to any
member of the link. The character with Synergy, however,
makes the roll. Each other member may spent a point
of Willpower to boost the effectiveness, however. For
any sensory power, the entire group receives the results.
••• Group Effect: The group of psychics become more
in synch. In addition to being able to spend Willpower
on the group's working, the highest Attribute and highest
Ability in the group is used for any Psychic Phenomenon.
•••• Share Powers: Now, the group can use multiple
powers at a time (though they are not combined in any
way). Each member can donate any two of the following
to an effect: an Attribute, an Ability, a Power.
••••• Power Gestalt: In addition to using multiple
powers, now the psychics can combine them. For example,
Clairvoyance will allow them to target things they see
from far away with other powers, such as Telepathy (or,
if they're in a more hostile mood, Pyrokinesis).
Associated Spheres: Mind
The spirit of the ring takes a form of constantly shifting paradoxical geometric shapes, observable within the ring as a play of light and unnatural darkness. On the rare occasions it manifests outside, the substance of its body is brilliant emerald energy intervened with impossibly black darkness. Something in a lizard part of a human brain finds the constantly changing form unnatural, dangerous and disturbing. it would take a kind mind indeed to see hidden alien beauty and see past its appearance to connect to the deep and kind mind it houses.

Lacking perceivable mouth or equivalent, its ability to physically talk is limited to producing dazzling displays of music. It uses a form of telepathy to communicate, projecting a pleasant gender-neutral voice into the minds of those it talks to.

While it the surface of its body lacks lacks any recognizable sensory organs, its senses are beyond human, capable of perceving the world with perfect clarity. And what it sees, hears and senses, it translates to the master of the ring.

Its core goals are to be the guardian of the ring, ensuring the success of its wielders, and making sure that, should the unthinkable happen, the ring passes onto the next wielder. It serves as an archive of knowledge and skill, learning from the users of the ring, observing their magic, should they have any, and lending this knowledge and ability to the future users. Through it, every next Green Lantern is not just a hero, but a continuation of unbroken legacy that will one day span thousands of years and be known throughout the universe.
Its a ring AI / guardian spirit. It allows the user to tap into its skills and, in the future, as it accumulates XP, to use various Sorcery Paths of the previous users. It also provides partial Blactstaff functions, as paths used through its synergy psychic phenomena should be shielded from the corruptive effects of mortal magic.
Freebie Point balance:
15 points from the start + 7 from trading in physical attribute points + 14 from trading in secondary and tertiary ability points + 7 from flaws - 1 from willpower - 12 from merits - 10 from background - 20 from Synergy Psychic phenomena =0
Wasn't there a ruling where we could anchor the splendor to a prodigy and use that for the arcana to get some extra juice from it? I recall some designs using that trick at some point.

Also, I think it's worth considering dropping mystic fortification for the primal form element. The DC modification is great, but look consider the animal companion rule:
Form of Primal Nature (1 pt. Form Element)
The Splendor takes the form of something that is primitive, crude, bestial, or a beast. Items tend
to be natural objects like rocks and branches, or are crudely-worked, or are decorated with beast-
motifs. More often, the Splendor is literally a living animal. This Element defines the Splendor's
physical form and gives it a character, and that character is aligned with the feral, primitive, and
bestial. Other Elements may draw upon this fact.
While animal-form Splendors are never hostile to their owner, they do not obey that individual as
a servant. Instead they will follow their normal instincts and habits, or else act according to some
particular pattern of behavior established when the Splendor is designed. If the Splendor is an
Adornment, it may be designed so that its blessings benefit the animal rather than the Exalt.
Taking a second characteristic Form makes it possible for an Adornment to take the shape of
both a beast and an item used by its owner, and to give its benefits to both of them.

Designate the ring as the item form and use the manifestation of the spirit as the animal. Without that by default the spirit shouldn't have the splendor benefits or be able to use it at the same time as the ring's owner. With it you get something which can independently support the user directly rather than just advising. It also adds an additional element to key the higher features off of, which provides even more options.
 
Arc 13 Post 34: In the Lake that Should be Sea
In the Lake that Should be Sea

8th of February 2007 A.D.

"As confident as I have to be, this is the right thing to do. Embermane did not deserve to be mutilated in the plots of the Fallen," you answer without missing a beat. About to add what you'd do should he turn to malice and be deaf to reason you fall silent as the priest gives a short sharp nod. The right way to go about it after all then.

"I'll check the files, have someone check the files, they are under lock and key, few copies of them made least they come to the wrong kind of attention."

"Couldn't you just make a lot of them, hold them in many places so that the enemy would have little hope of destroying all of them?"

"If only we had an infinite number of trustworthy souls willing to fight this battle," Father Forthil answers wearily.

It's the damn secret again, never enough people, never the right answers to hand because you have to hide monsters from the world. Maybe if people knew the kind of war the Church, or parts of it at least is helping to fight across the world they'd be a bit more supportive. It's one of those things that isn't spoken of often, but all too clearly seen in lowering attendance. Faith isn't as easy as it used to be, maybe because they are hiding away the miracles.

***​

"You think all telling people that Hell is indubitably real and the Devil's Own walk abroad would do is make them go to Church more?" Lash picks up a chocolate truffle a she speaks, though she isn't smiling as she is wont to do when taking that tone. "Remember the Wars of Religion?"

"Not personally," you answer dryly. "God doesn't really care about all that does he, that was all the greed of prices and the misunderstanding of prelates..."

"And now..." she raises a finger. "There is one more side in the war, the position that this or that piece of doctrine does not matter is also doctrine and when you know for a fact that devils are trying to deceive you any piece of doctrine could be a Trojan Horse. Today it's grace alone, not good works, tomorrow it's making sacrifices of Baphomet."

"Wait," you narrow your eyes. "Isn't that a medieval Frankish corruption of Mohamed?"

"Yes, hence my point, men will invent demons for those they dislike to supposedly worship, imagine how much worse it would be if they knew what was out there."

"So why don't the Fallen just rip the curtain themselves?" you ask trying to look at the other side of thing.

"Because no matter what man, invested with free will might choose to do with such insights in the long run in the short run they would invite a reaction." She corkscrews her finger vaguely skyward. "One they would not enjoy."

Is that what all of them think or just Lasciel you wonder, The Great Chicago Fire isn't what one would think of as subtle. Still that's not what you'd come over to ask. "D'you know of anything about the prison itself on the lake? I don't know if Harry told you but it's meant to have a five pointed star at its base."

"A warning that he'll probably die if he goes there before he picks up the Coin in full, though of course that might be a lie I was led to believe the better to sell it. One interesting thing is that the threat was supposedly from the White Council as much as the defenses of the island."

"And you are just letting him look for it?" Your eyes snap to hers shocked.

"I trust Harry to be a good bit more clever than my other self assumed and I trust you to keep him out of trouble if that fails," comes an answer more plainspoken than most you can get out of her.

"But do you know where it is?"

In response she takes a faintly tourist-y map out of her purse and flips it open to where she had circled an area of the map in red. "Closest I can get."

Close enough, you think. If you join with the water of Lake Michigan you'd be able to feel the shore in that area and end up on the shore of the island with no name.

***​


The next person you seek out is Lydia that evening. The white walls of her home rising up among still leafless trees accompanied by the sighing of the wind which if one listens to closely almost sounds like the baying of hounds rather excited hounds, that soon show themselves to guide you to the door. Inside you are surprised to find a meeting of the Order of the Cauldron going on where one of the hounds who had not come running to the door was introducing themselves to a new and intrigued company, at least they are intrigued now. Odds are good it had started more tentative.

"Hi Molly I wanted to call you but Clippy told me you were at dance... recital, no that's not the word. Show?"

"Urgh, yeah, Hope's in the ballet phase, hopefully not for much longer though." But I'm trying to show Mom and Dad that just because there are more of you that doesn't mean you don't have time for family in original iteration, you add only to your self.

"Can I use your library to look for something?"

"Better, I'll help." You recognize that smile from the mirror. She's found something new that she can do.

The library itself is as dark and somber as ever, not so grand as to seem a showpiece, not so small as to be called an ordinary sort of study, that messy middle ground filled with leather tomes that had known the touch of who knows how many hands aligned in an order as purposeful as it is hard to guess at.

"There's an island on lake Michigan with no name, a prison for beings out of time, if you have anything on that...."

Before you had even finished speaking Lydia had raised her arms upwards, a cold wind rising with them. Books rattle in their places like bones in their coffins, the dust in the pages now given voice. The whispers grow and grow again, though never in any ineligible language, or maybe its in all of them that had passed dead lips. Then a black nameless book falls from the highest shelf yet floats down like a leaf on the wind right into Lydia's hand.

Your friend flips it open and reads slowly since she has to translate: "Upon the Lake That Should be Sea stands the Island that should be a Mountain, keeper of those things bright and protean which the world can no longer endure, yet which cannot be Cast Out for in the doing too much would be given to Those Beyond that they did not know before. Power is there that can break the Fate of the world, or reforge it. Once there was a dwelling-of-men there, once the island listened to harvest songs and delighted in the laughter of children and it was content in the children-of-earth it guarded, but in the Year of the Lord 1854 the deadly bile..." she frowns. "I think this just means 'Cholera', anyway cholera washed them away on black tides. None know the cause only that it became more perilous by far to tread there..." she stops again, longer.

"What?" you ask at last.

"It's just a note in my father's hand that says 'Kemmler', my father says that's a good reason to leave sleeping monsters lie, but that seems foolish to me after all I've seen. Sleeping monsters tend to wake up."

As if on cue another book falls down from a high shelf and this one slimmer and newer. "The new guardian managed to persuade one of the local men-of-business to open a canning factory on the island in the hopes of returning the spirit of the place to greater tranquility though it served him little in the end for the mortals were..." another stop, this one to edit less than polite terms you suspect. "Superstitious and foolish. They gave to the island only fear and anger so that is all they received in return."

"So the spooky prison for monsters likes... people?" you half ask. "We can probably find people for it."

"We are people right?" Lydia is obviously ignoring her father. "We should go and greet it."

What do you do?

[] Wait to learn that the Church might know about Father Francis

[] Find the island by entering the lake and go there
-[] Write in with who

[] Write in


OOC: Porter does not remember more than what he told you, that there was something in the water that did not help with the fire. He spent a lot of time alone and it was not good or his memory, or rather his ability to distinguish things outside of his nature and those of the other elements.
 
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Its a core plot point in canon that only the Warden of Demonreach can put things in confinement,
Citation please.
Butcher has never even suggested that it was a position open to non-White Council wizard, even assuming any existed.
Else the Red Court would have gone for a power grab a long time ago by training some human warlock and sneaking them on to the island to try. Or the Fomori would have done it. Or the Denarians. Or the Black Council. Or the Kemmlerites.
This doesn't make any sense, based on how Dresden bound it.
Wasn't there a ruling where we could anchor the splendor to a prodigy and use that for the arcana to get some extra juice from it? I recall some designs using that trick at some point.

Also, I think it's worth considering dropping mystic fortification for the primal form element. The DC modification is great, but look consider the animal companion rule:

Designate the ring as the item form and use the manifestation of the spirit as the animal. Without that by default the spirit shouldn't have the splendor benefits or be able to use it at the same time as the ring's owner. With it you get something which can independently support the user directly rather than just advising. It also adds an additional element to key the higher features off of, which provides even more options.
I'll think of it. Not sure about the prodigy ruling. Mystic fortification is important, because by default you can only do one conjuration per scene. Mystic Fortification drops this to once per turn, allowing combat use. It's fairly critical to the design.
 
Let's connect Merlin's supermax prison to Molly's supermax prison for ubermax prison. Surely there's nothing wrong with connecting your soul to Demonreach! :V
 
"So the spooky prison for monsters likes... people?" you half ask. "We can probably find people for it."

"We are people right?" Lydia is obviously ignoring her father. "We should go and greet it."
New friend get?

NEW FRIEND GET!

Edit: also, something something punitive measures bad, especially for those who are only a threat due to nature and not by choice.
My point is that the people in this prison should be given books and games consoles and such.

Maybe a few splendours even, something that would allow them to exist more freely without causing risk to the world? [BeepSmile still does not understand 'splendour' beyond "they can break some rules"].
 
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[X] Plan Proper Expedition
-[X] Use the current scene to find supernaturally aware descendants of people who lived on the nameless island via the crown. Maybe some of them would be willing to come and help put the spirit of the place in a better mood
-[X] Go to the Sanctuary to seek Spiritbinder help. A distraught spirit of a magical prison seems like something Labyrinth explorers might have experience with
-[X] Wait to learn that the Church might know about Father Francis


keeper of those things bright and protean which the world can no longer endure, yet which cannot be Cast Out for in the doing too much would be given to Those Beyond that they did not know before.
Oh, I think this is the key. Those that the world can no longer endure. We just need to strengthen the world enough that some of them might be released. Or, indeed, arrange transfer to our own realm.
 
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I'll think of it. Not sure about the prodigy ruling. Mystic fortification is important, because by default you can only do one conjuration per scene. Mystic Fortification drops this to once per turn, allowing combat use. It's fairly critical to the design
Then how about dropping ESS? It's a lot harder for a mortal to reliably proc it in the field so the value is more limited. For those 3 points you could take the primal form element and buy Scourge of the World with the balance.

My read is that you can pick a different mode per form type but that the particular response is locked at the time of creation. So I'd be tempted by setting the beast option to summoning beasts and the dream one to the DC adjuster, or seeing if DP would let us stack both feature to get a better quality dream animal summon for him.

Danial is learning the path of civilization, so pulling in allies is synergistic with his build. The DC adjuster is just another way to keep him from getting rolled by mooks. Critically, these don't take his resources to invoke so they enhance his fuel efficiency without the uncertainty of being able to trigger a refill on the fly.

It even fits the fluff decently as something the AI becomes empowered to do for the user once it's plugged into the splendor's systems directly.

I think making a chi restoration potion should be on our list anyway for all kinds of reasons, so we could move that project up and get him a regular supply to cover any gaps later.
 
New friend get?

NEW FRIEND GET!

Edit: also, something something punitive measures bad, especially for those who are only a threat due to nature and not by choice.
My point is that the people in this prison should be given books and games consoles and such.

Maybe a few splendours even, something that would allow them to exist more freely without causing risk to the world? [BeepSmile still does not understand 'splendour' beyond "they can break some rules"].
Demonreach is more a frozen in carbonite type of prison. They're not actually awake.

Also, the place is only ever described in canon as full of mega monsters, bright and protean doesn't mean they aren't malicious. I wouldn't be surprised if it's primarily old near Rakasha lifeforms that enjoy eating people.
 
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