Green Flame Rising (Exalted vs Dresden Files)

I don't want to mess around with descendents of those who used to live on the island. It's not as if the spirit would be familiar with them, just seems like we'd be complicating things.

Adhoc vote count started by BoredMan on Jul 13, 2024 at 11:25 PM, finished with 34 posts and 7 votes.

  • [X] Wait to learn that the Church might know about Father Francis
    -[X] While we wait, visit the north, the Empty Roost with the memories of murdered things. With Lydia + Dresden
    -[X] All Things Betray + Hellscry Chakra + Excellencies as needed
    [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
 
[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
 
Also this is unrelated to anything currently going on but goddamn am I regretting that we didn't use the Crown to see if Broken Seerer actually had any contingencies in place for our 'sudden but inevitable betrayal'. Could've made a plan vote to use BS as a focus and to try and kill him or not based on the result. So much regret.
 
But the spirit doesn't get the benefits of the splendor without the primal form feature unless I've missed a house rule. That's a significant part of the benefit to taking it.
Ah, sorry, this wasn't clear - the owner of the splendor is the spirit, not the user. Form of Hero's shadow allows the benefits to be enjoyed by the person the form is attached to, but, as I understand it, the owner also gets to enjoy the benefits (or at least should enjoy them through Synergy effect). Not sure how mechanically sound the idea is, but I think it's sound enough to work.
Why?
We are going to meet our local NeverNever neighbors and ask questions. Why bring spirit binders to a meet and greet? And given the numbers in play are described as "darkens the skies" we cant possibly bring enough to matter in the event of hostilities.

Besides, it makes it harder for Molly to retreat if she has to watch out for additional people.
She can bail with Harry and Lydia; start adding more people and things get iffier.
Given that Porter says that the Great Chicago Fire was fanned with wind from the North, best to exercise some caution.
I meant primarily for Demonreach itself, but even for the investigating the spirit - this is literally spiritbinders' jobs, they are basically the experts on placating spirits.
 
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I don't want to mess around with descendents of those who used to live on the island. It's not as if the spirit would be familiar with them, just seems like we'd be complicating things.
To be clear, I don't want to pressure them or consider them essential or anything but if, say, it turns out that Olivia or some other Order of Cauldron member is descended from those who lived on the island, I think it would be beneficial to have them with us. Spirits transferring their feelings from individual mortals to their entire bloodlines is a well-known trope for a reason, and we want to have Demonreach in a good mood.
 
I meant primarily for Demonreach itself, but even for the investigating the spirit - this is literally spiritbinders' jobs, they are basically the experts on placating spirits.
I do like that part of the plan, but I have no interest in us looking up the descendants of the previous inhabitants.
 
I do like that part of the plan, but I have no interest in us looking up the descendants of the previous inhabitants.
I don't want to mess around with descendents of those who used to live on the island. It's not as if the spirit would be familiar with them, just seems like we'd be complicating things.
Ok, since several people commented on this, how about this. I'll add a variation of the plan without looking for descendants of the island inhabitatnts:

[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

[X] Plan Proper Expedition without family drama
-[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
 
[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

[X] Plan Proper Expedition without family drama
-[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
 
[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
 
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.
Ok, you know what? You are right.

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 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.

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.
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 is shrouded in a psychic ward that makes it unthinkable to even consider harming
it in any way. Anyone attempting to do so must succeed at a Willpower roll against difficulty (4
+ Splendor's rating) and then spend a Willpower point on each turn in which they attempt to do
harm to the Splendor.
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.

In its mobile form, the ring takes shape of a miniature eastern dragon around an arm long with jade-like scales.
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 truth in the words spoken around it.
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
When in the form of a ring, the spirit 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 a projection of itself 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.

When in its dragon form, it looks like a minuscule dragon with jade-like scales, around an arm's length from head to the tip of its tail.
Its a ring 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
3 dot adornment splendor
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.
This Element can only be part of an Adornment.
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 reweaves the target's destiny to ensure that she will receive help when she needs it.
Upon summoning the Splendor, roll Manipulation + Leadership against difficulty 6. Each
success grants the target one dot of Allies or Backup. If used in an Adornment, the user chooses
how to divide the dots as she likes. If used in a Fascination, the distribution of dots is determined
when the Splendor is conjured (and can be set to be either static or contextual). This cannot give
the target more total dots of either Background than the Splendor's rating. She does not choose
who her Allies or Backup are; they will reveal themselves as needed, as the need for them
arrives.
If the Splendor is a Fascination, these dots last for one day for a 1-2 dot Splendor, one week for a
3-dot Splendor, one month for a 4-dot Splendor, and one year for a 5-dot Splendor.
What is a green lantern ring without the iconic lantern itself? Tying together the myths of the genie's lamp and the spirit of modernity, this manifestation of ancient magic takes the form of a railway lantern, seemingly cast from brass, and decorated with endlessly shifting images and carvings of dragons, spirits and things more fantastical yet, impossible to fully perceive with a naked eye. Shadowless green flame, a distant descendant, or perhaps the last remaining ember of the Green Sun itself burns within, demanding nothing less than perfection from those that peer into its light, and yet, granting them the shot at achieving it, the transcendent flame within illuminating the path unending that stretches into the future.

Forged for and together with the spirit of the ring and the ring itself, it belongs primarily to the spirit, and not the user. In order to activate it and obtain its effects, the spirit would manifest it in front of the ring, and the user would sincerely swear the oath, the spirit echoing the words should they ring true. In this case, the power of the spirit is renewed. The same effect can be achieved even without the oath, even mind-combat, should the user willingly feed the spirit their willpower. If the user dies, or proves themselves unworthy, the second effect of the lantern kicks in, twisting destiny in such a way that a new user will come into possession of the ring

I think this works out. I modified spirit's unnatural sense to be a lie detector, and tied everything with a 3 dot adornment Green Lantern. The cosplay writes itself.
 
Vote is very close... also it's 30 degrees Celsius in here (86 Freedom Degrees for anyone who's into that :V ) and I do not think I can write without melting.
Adhoc vote count started by DragonParadox on Jul 14, 2024 at 8:03 AM, finished with 45 posts and 9 votes.

  • [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
    [X] Wait to learn that the Church might know about Father Francis
    -[X] While we wait, visit the north, the Empty Roost with the memories of murdered things. With Lydia + Dresden
    -[X] All Things Betray + Hellscry Chakra + Excellencies as needed
    [X] Plan Proper Expedition without family drama
    -[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
 
Vote is very close... also it's 30 degrees Celsius in here (86 Freedom Degrees for anyone who's into that :V ) and I do not think I can write without melting.
Adhoc vote count started by DragonParadox on Jul 14, 2024 at 8:03 AM, finished with 45 posts and 9 votes.

  • [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
    [X] Wait to learn that the Church might know about Father Francis
    -[X] While we wait, visit the north, the Empty Roost with the memories of murdered things. With Lydia + Dresden
    -[X] All Things Betray + Hellscry Chakra + Excellencies as needed
    [X] Plan Proper Expedition without family drama
    -[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
I would probably move very far north, maybe even immigrate well up into Canada, if it wasn't for air conditioning.

Yep, I'm a wuss.
 
Ah, sorry, this wasn't clear - the owner of the splendor is the spirit, not the user. Form of Hero's shadow allows the benefits to be enjoyed by the person the form is attached to, but, as I understand it, the owner also gets to enjoy the benefits (or at least should enjoy them through Synergy effect). Not sure how mechanically sound the idea is, but I think it's sound enough to work
HS passes the benefits to someone else, it doesn't duplicate them. There are ways to get a splendor to effect multiple people, but is basically down to AoE or the primal form.

There's a reason the example for it was a cursed item.
 
HS passes the benefits to someone else, it doesn't duplicate them. There are ways to get a splendor to effect multiple people, but is basically down to AoE or the primal form.

There's a reason the example for it was a cursed item.
Yeah, I ended up going with your suggestion. I think I like the end result.

Also, @DragonParadox I think I might have stumbled upon an unforseen, but actually plot-interesting mechanical implication. A bound spirit with Synergy 5 allows a magic user to use magic as part of the gestalt. Since spirits shouldn't be subject to corruptive effects of mortal magics, this might mean that spirit binding is an art that allows for (mass) production of wizards immune or at least resistant to the mental effects of breaking the Laws. And, unlike splendors, we don't need reagents to make spirits. And once we have a manse we won't even have month-long downtimes limiting us.
 
Yeah, I ended up going with your suggestion. I think I like the end result.

Also, @DragonParadox I think I might have stumbled upon an unforseen, but actually plot-interesting mechanical implication. A bound spirit with Synergy 5 allows a magic user to use magic as part of the gestalt. Since spirits shouldn't be subject to corruptive effects of mortal magics, this might mean that spirit binding is an art that allows for (mass) production of wizards immune or at least resistant to the mental effects of breaking the Laws. And, unlike splendors, we don't need reagents to make spirits. And once we have a manse we won't even have month-long downtimes limiting us.

That is true but you have just reinvented Fomori, if a spirit is in constant contact with a mortal while they use magic eventually the spirit is just going to stick, with all the dangers inherent to that.
 
That is true but you have just reinvented Fomori, if a spirit is in constant contact with a mortal while they use magic eventually the spirit is just going to stick, with all the dangers inherent to that.
So, you bind the spirit to an object, give the spirit a 5 point psi-focus flaw, and have it act through the object only. I'm not reinventing fomori. I am inventing bargain bin mass-producible blackstaff.
 
So, you bind the spirit to an object, give the spirit a 5 point psi-focus flaw, and have it act through the object only. I'm not reinventing fomori. I am inventing bargain bin mass-producible blackstaff.

Kind of though perhaps closer to a Denarian's coin, the Spirit is the one who has to choose to use Synergy and they are the ones who get to choose how the magic is used
 
[X] Wait to learn that the Church might know about Father Francis
-[X] While we wait, visit the north, the Empty Roost with the memories of murdered things. With Lydia + Dresden
-[X] All Things Betray + Hellscry Chakra + Excellencies as needed

[X] Plan Proper Expedition without family drama
-[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
 
[X] Plan Proper Expedition

[X] Plan Proper Expedition without family drama
-[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
 
Kind of though perhaps closer to a Denarian's coin, the Spirit is the one who has to choose to use Synergy and they are the ones who get to choose how the magic is used
Providing a healthy alternative to denarians and giving the council the ability to use magic more offensively without risking their minds - what's not to like?

Let's see how cheaply I can make it... Funnily enough, a 1 dot arcana is doable. I need 25 freebie points for Hedge Magic + Synergy 5 combination. 15 points are given from the start. 5 points are gained from Psi-Focus. By Sacrificing all abilities, I gain 22 freebie points. I don't actually need the spirit to be sapient (in fact, making it sapient would be cruel, I think), so I can leave intelligence at 0, and give it perception 4 and Wits 2, and charisma 4. The spirit is going to be communicating through the use of synergy, and vague impressions only, so giving it No Mouth flaw also works. This gives me 2 additional free points. With this budget I raise Willpower up to 10, and occult to 2.

And so, behold! A Harry Potter style magic wand!

No, seriously, this is in all respects a Harry Potter style magic wand.
(1 dot Emanation)

10 willpower (2 + 8 freebie points)
Attributes
PHYSICAL (tetriary, points sacrificed for 7 freebie points)SOCIAL (secondary)MENTAL (primary)
Strength ○○○○Charisma ●●●●
Perception ●●●●
Dexterity ○○○○Manipulation ○○○○Intelligence ○○○○
Stamina ●●●○Appearance ○○○○Wits ●●○○

Abilities
(bold are favored abilities)
TALENTS (tetriary, points sacrificed for 4 freebie points)SKILLS (secondary, points sacrificed for 7)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 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 gains a Favored Ability, which may be raised as high as 6 dots. Increasing the Arcana's Favored Ability only costs one freebie point per dot.
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.
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
Inspired by a popular series of children's books, the existence of this spirit is a mark of the turning ofthe Wheel of Ages. For all it's a humble and small non-sapient spirit bound to a carved piece of wood, and the very least that Exalted Craftsmen can create, it represents a paradigm shift in sorcery. For if bonded with a new talent, it will shield them from the corruptive effects of Law Breaking, and provide them with the prodigious ability to wield magic, and boost their ability to sense magic to the very limit of human potential.

So... Yeah. And once we have a manse, we can start mass-producing those. Because this is something we can make in an afternoon at most. Molly's school of Witchcraft and Wizardry anyone?
 
Providing a healthy alternative to denarians and giving the council the ability to use magic more offensively without risking their minds - what's not to like?

Let's see how cheaply I can make it... Funnily enough, a 1 dot arcana is doable. I need 25 freebie points for Hedge Magic + Synergy 5 combination. 15 points are given from the start. 5 points are gained from Psi-Focus. By Sacrificing all abilities, I gain 22 freebie points. I don't actually need the spirit to be sapient (in fact, making it sapient would be cruel, I think), so I can leave intelligence at 0, and give it perception 4 and Wits 2, and charisma 4. The spirit is going to be communicating through the use of synergy, and vague impressions only, so giving it No Mouth flaw also works. This gives me 2 additional free points. With this budget I raise Willpower up to 10, and occult to 2.

And so, behold! A Harry Potter style magic wand!

No, seriously, this is in all respects a Harry Potter style magic wand.
(1 dot Emanation)

10 willpower (2 + 8 freebie points)
Attributes
PHYSICAL (tetriary, points sacrificed for 7 freebie points)SOCIAL (secondary)MENTAL (primary)
Strength ○○○○Charisma ●●●●
Perception ●●●●
Dexterity ○○○○Manipulation ○○○○Intelligence ○○○○
Stamina ●●●○Appearance ○○○○Wits ●●○○

Abilities
(bold are favored abilities)
TALENTS (tetriary, points sacrificed for 4 freebie points)SKILLS (secondary, points sacrificed for 7)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 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 gains a Favored Ability, which may be raised as high as 6 dots. Increasing the Arcana's Favored Ability only costs one freebie point per dot.
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.
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
Inspired by a popular series of children's books, the existence of this spirit is a mark of the turning ofthe Wheel of Ages. For all it's a humble and small non-sapient spirit bound to a carved piece of wood, and the very least that Exalted Craftsmen can create, it represents a paradigm shift in sorcery. For if bonded with a new talent, it will shield them from the corruptive effects of Law Breaking, and provide them with the prodigious ability to wield magic, and boost their ability to sense magic to the very limit of human potential.

So... Yeah. And once we have a manse, we can start mass-producing those. Because this is something we can make in an afternoon at most. Molly's school of Witchcraft and Wizardry anyone?
It's canon that Dresden is very annoyed by Harry Potter for the obvious reasons, so he should have the first one.
 
Also, I don't think that cooldown is a big obstacle. Even a few of these would be nice and I don't see why we couldn't just knock over dragon nests to borrow, use some in our hell, or potentially cheat with splendors. See this feature:

Flowering of the World (9 pt. Root Element)
This Element can only be part of a Fascination.
The Splendor unfurls into a bastion of ancient power. It must possess Form of the Hearth to
incorporate this Element. The area encompassed by the Splendor becomes a temporary, minor
Dragon Nest for so long as the Splendor is deployed. Anything which destroys the power of the
Nest also destroys the Splendor.

The base mechanics of splendors let you reset them, and the rule for this is that on start up it produces temporary dragon nest.

I think there's an argument to be made that you could basically reboot your crafting space between builds to skip the cooldown time for other stuff at the price of a dedicated 5 dot splendor.

Edit:

Another thing on this. Since it's being bound to an object anyway taking the time to produce a weak prodigy might be worth it in some cases. Even a simple one is enough to pay for a 5 dot emanation and can provide some decent benefits themselves.

Give it 1 dot level power and add one dot in cost to make it useable by a non-exalt. Potentially buy down the price by restricting it to gestalt casting only. Following the pattern of the given bonuses, double the range and decrease casting difficulty by 1 for all magic cast using the item as a foci.

Depending on that buy down limit the added cost is 1-2 hours of work and 5-10 motes of essence.

Since Synergy uses the best of all group member's stats and allows mixing paths together I'd use the extra points to pick up relevant support stats and paths that mix well with wizard power. Like the example given straight in the text of the path with clairvoyance.

There's also the possibility of making task specific ones that enhance the ability of a wizard to do things they can't readily do alone. For example, path of healing so they can make combined casting checks with the Wizard's power behind them that they simply don't have the skill to do themselves. The trick would be to focus on the spirit being a source of fine control and leaving the power/core stats to the caster, that way it gets maximum returns and avoids trivializing the user.
 
Last edited:
It's canon that Dresden is very annoyed by Harry Potter for the obvious reasons, so he should have the first one.
Very true. We could respect his dignity and make him a ring focus, of course, but we should at least make the joke in-story.
The base mechanics of splendors let you reset them, and the rule for this is that on start up it produces temporary dragon nest.
Sadly, only adornments can be banished at will, and Flowering of the World is Fascination only:
Adornments promptly manifest, appropriately enough, adorning their owner and providing her their benefits. If an Adornment is removed, it ceases to provide its blessings until put back on again. If an Adornment is seized by another character who is not its owner, it provides them no benefit and fades away at the end of the scene, resuming its slumber in its owner's heart until summoned again. An Adornment's owner may banish it with a turn of concentration if the Adornment is in her possession.
Fascinations manifest in their owner's possession or immediate presence (as appropriate), and then remain for however long they ought to last, according to their rating. It's impossible to sever attunement to a Fascination while it is manifest, or to deliberately banish it before it has run its course. A Fascination's owner is always immune to any malignant effects it might produce. If a Fascination demands a dice roll, it uses its owner's traits.
We might be able to cheat with the exorcism sorcery we know.
 
Very true. We could respect his dignity and make him a ring focus, of course, but we should at least make the joke in-story.
Or we could make his a wand but all the others something else so we can see the look on his face when he realizes that not only did we make Harry Potter wands, but that we specifically set him up as the only wizard using one.

Genuinely torn on whether that's funnier than making wands serious business in the supernatural world or not. The post masquerade stuff would be a riot.


Very true. We could respect his dignity and make him a ring focus, of course, but we should at least make the joke in-story.

Sadly, only adornments can be banished at will, and Flowering of the World is Fascination only:

We might be able to cheat with the exorcism sorcery we know.
You can set rules on that, the time periods are what they get by default if you don't add a conditional or you make the condition the passage of time. So you could set it to "When an item powerful enough to disrupt the local flow of power is created here" and it would shut down afterwards. Which is not the same thing as being banished by destruction, so it shouldn't have a cooldown to be deployed again.

Edit: a cite for the fascination stuff in the crafting rules:
attunement to a Fascination while it is manifest, or to deliberately banish it before it has run its
course. A Fascination's owner is always immune to any malignant effects it might produce. If a
Fascination demands a dice roll, it uses its owner's traits.
A one-dot Adornment remains manifest for one scene. A one-dot Fascination remains manifest
for one story, or a set period of time defined by its owner lasting up to one week.
A two-dot Adornment remains manifest for one day. A two-dot Fascination remains manifest for
one story, or a set period of time defined by its owner lasting up to one month.
A three-dot Adornment remains manifest for one week. A three-dot Fascination remains
manifest until some condition defined by the owner at the time of its summoning is met. If that
condition is the passage of time, the Fascination may endure for up to a year.
A four-dot Adornment remains manifest for one month. A four-dot Fascination remains manifest
until some condition defined by the owner at the time of its summoning is met. If that condition
is the passage of time, the Fascination may endure for up to a decade.
A five-dot Adornment remains manifest for one year. A five-dot Fascination remains manifest
until some condition defined by the owner at the time of its summoning is met. If that condition
is the passage of time, the Fascination may endure for up to a century.
Fascination rule building is a core part of their function above the feature specific stuff.

Incidentally we should use this feature more. Fascinations, especially regional ones, are highly programmable compared to most items.

Our big security stuff for Boston and Chicago should involve selectively hostile cross dimensional reality warping well before any manses are involved.
 
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