Your argument of "only Nemesis would be a threat" is not very compelling, dude.
It's actually the opposite of compelling.
Does this have consequences both ways?
As in if he is reborn under the wheel does that count as the land he is part of being reborn with it as well? If so will that give us some sort of leverage?
I've been against doing anything like this and as much as I want to save Mallko I don't see how we can risk this without something really changing the game.
An angry god turning a huge slice of real estate into territory partially under our rules might be the start of that.
Ok, @DragonParadox I have tons of questions that influence the decision:
1) Would this be permanent, or could it be closed after the god is healed? If the latter, how long until the god will be healed, can we make an estimation? As I understood the plan, it was for the god to pass through the Wheel. I presume this takes some time. A year and a day? One Lunar month? Until the next dawn? Until we hit E5? Something in-between?
2) How does our influence transfer through the gate? Does the Law of the Wheel extend through it? Does Lord of the Land? Is it a sharp divide?
3) Since the connection is through the god, how much power / knowledge / influence over the passageway do they get? Essentially, does this quote apply here: "Yog-SothothMallko knows the gate.Yog-SothothMallko is the gate.Yog-SothothMallko is the key and guardian of the gate. "?
I am thinking that if this not permanent, we could benefit from this. Yes, establish secure perimeter, let in no one, add Splendor safeguards, etc. But get a powerful ally. Make this god a splendor to axiomatically prevent possession (it's only a 1 dot splendor), and this protects the gate at least, I think.
Question: since Shintai apparently allows us to partially overlap Sanctuary with physical world, couldn't we just extend the Wheel to this location with this and just do the "kill and ressurect" on the spot?
Actually, I don't want to assume, so I'm just going to ask for sure @DragonParadox can you reveal, if this is the Stargate situation, where to opening on the Sanctuary side is a specific location that could be fortified, not something that moves around randomly?
The second option literally says find a way to sever it later. I literally meant that we have a ancient sorcery spell that has to do with opening portals to other Realms that we can study further to sever this portal to our Realm. Even if that doesn't close the portal and makes it lead somewhere else.That's not what that does though. This god is connected to the land from what I understand bringing him over will result in a constant Gate from Molly's soul to this specific location because of that. We aren't going to be able to change the location of the opening. It would have to stay open right here unless/until we figure out a way to drag the rest of him over. Which could take months.
One that is not how the crown works we can't use the crown on the five fold Court of Fate itself we can use them on nemesis to find all of his hosts. Even if they are from the five-fold court of Fate if we could look at a recording of the entire population that left or entered the court and use the video storage Medium as a focus to ask who in this video is nemesis infected null or X, X and X...Saying that we'd only have to worry about Nemesis attacks on Sanctuary does not make this appealing. I don't want to have to worry about Nemesis shenanigans in the Five Courts.
Remember we can't use the Crown of Eyes on it because that counts as using it on the Exaltion. If Nemesis infiltrates someone there it'd cause problems. We wouldn't be able to find him just by using the Crown.
Nemesis isn't the only Outsider that jacks bodies either. Remember that while the Five Court's defences against such things are unknown to the outside world that goes both ways. The Five Courts aren't terribly aware or experienced in this regard, they'd be dealing with infiltration attempts from aliens, something that they didn't know even existed until rather recently.
This could be a shit show.
OOC: The thing about this particular God, he's rooted in the land and the people, he literally cannot all come with you as you are. Now you are one of the Celestial Exalted, you can solve the problem eventually, but in the meantime your soul would have a backdoor to one of least mystically safe parts of the world. Basically how Hard do you think you are and how well do you think you can persuade the Red King of that fact.
This conversation was already had... Please don't start this again. He has a limited amount of slots and Uriel acts against him. If he had the option of starting nuclear war just by possessing people it already would've happened. Also while Nemesis knows we can detect its presence somehow doesn't mean he'd think that we can find him amongst the Five Court's billions of people.And Nemesis is always a threat anyway. There are things and people we care about on this plane and I'm honestly surprise it hasn't tried to infect all of them it can. Or just processed the leaders of nuclear countries and started a nuclear war on Earth.
And how exactly would we study a spell that Molly just instinctively knows how to do? That doesn't make sense. Also no DP just explained it the God would act as a Way we wouldn't get to arbitrarily move it, it'd stay open to this location until we pull him over entirely.I literally meant that we have a ancient sorcery spell that has to do with opening portals to other Realms that we can study further to sever this portal to our Realm. Even if that doesn't close the portal and makes it lead somewhere else.
That's not how that works. We can't use the Crown to look at itself. The Five Courts counts as Molly/Exaltion so using a recording to ask about it should not work. We'd need a foci for Nemesis which we are inherently limited and if we don't make the roll he gets to block the Crown.Even if they are from the five-fold court of Fate if we could look at a recording of the entire population that left or entered the court and use the video storage Medium as a focus to ask who in this video is nemesis infected null or X, X and X.
People will obviously attack through the opening. At least that's a fair assumption to make after what we just did to the Reds. This would give Nemesis opportunities to infiltrate. He's the best at what he does amongst all of the Outsiders and has been compared to Uriel. I would not make the automatic assumption that his presence would be detected when even the Crown can fail at such.This is before we get into the fact that they would need to be an incident that would allow Nemesis to infect someone he can't just appear out of nowhere otherwise the world would have already ended.
This is before we get into the fact that people in our court are either actively sharing their bodies with other entities that would notice if another Spirit suddenly entered their body no matter how stealthy it is or just have magic of their own with which to resist possession and finally can have protection from possession in the form of amulets Enchanted items just fomori gifts, usage of Rage.
First of all no that isn't at all what I said.If your reason to say making a portal is a bad idea is Ultimate spy would need to break most of the rules somehow appear out of nowhere without any of the people that specifically get carte blanche to cheat when Outsiders do things that are against the rules (Uriel, Angels, God/Gods)
Okay the option that Dragon Paradox themselves gave us says find a way to sever it. I think the spell that calls portals to other dimensions might be helpful for discovering a way to sever a portal to our dimension. It's not studying the spell itself it's studying the Spells effects.That's not how that works. We can't use the Crown to look at itself. The Five Courts counts as Molly/Exaltion so using a recording to ask about it should not work. We'd need a foci for Nemesis which we are inherently limited and if we don't make the roll he gets to block the Crown.
Ok, so this is actually a hard decision.
First, Nemesis - is not an issue, realistically. Why? Because Nemesis doesn't need the gateway to pass into our realm. They need someone infected. And our people are mostly not immune. Any agent we send into the world, any visitor we take in is a possible Nemesis inflitrator. Reversely - it doesn't get to just walk through a gate without a host. So, threat profile for Nemesis doesn't change.
What does change?
We get an ability to move industrial quantities of people and equipment through. On reverse, the enemy gets a hard point to enter through. This runs into stuff Molly should know about, but we do not, so. @DragonParadox what are Molly's thoughts on:
1) What happens if a) a multi-megaton nuclear device is detonated Earthside near the gate? b) a tunguska event happens Earthside near the gate?
2) As far as Molly understands the military capability of her Courts, how hard a chokepoint can they make? If given time to properly fortify, what kind of defenses and defenders can they make, assuming optimal selection of the entryway by Molly? Basically, if Red King personally tries to zergrush us with his retinue, would the courts be able to stop them with military might at the gate?
3) How populated is the area we are in? Basically, if an alien military base materializes here overnight, how big of a masquerade breach we are talking about?
We have responsibility for our citizens, but keeping the courts strictly isolated from Earth is not fulfilling said responsibility long term.
Not really for two reasons:We can't use the Crown of Eyes on itself or the Exaltation which the Five Court's counts as. If Nemesis gets in we'd straight up never find him unless he screws up to make himself known or we get another foci for him and think to ask.
Three meters across only? So, basically something that can be blocked with a bank vault door, right? A large one, yeah, but manageable. Enchanted, obviously. First with mortal magics, and then with splendor magic.
- Whatever portion of the kinetic energy hits the gate keeps going, the gate itself is only a circle three meters across
- Molly does not know enough about the resources of the Red King and his court to he sure, that is why it's in your hands
- One of the least populated areas of South America in general, but that river back there is the Rio Negro and it does see traffic
This conversation was already had... Please don't start this again.
Three meters across only? So, basically something that can be blocked with a bank vault door, right? A large one, yeah, but manageable. Enchanted, obviously. First with mortal magics, and then with splendor magic.
Do we get to select where it's located in the Sanctuary? Basically is "in an underground WMD test site bunker" a viable emergence point? If yes, we could quickly refurbish it.
The nature of the openings in question is different. Anyway this shouldn't be a concern. If we bring him over entirely it should close. Without doing that though you shouldn't expect it to.Okay the option that Dragon Paradox themselves gave us says find a way to sever it. I think the spell that calls portals to other dimensions might be helpful for discovering a way to sever a portal to our dimension. It's not studying the spell itself it's studying the Spells effects.
@DragonParadox Is using the Crown in this way viable, that is on the people of the Five Courts or would that count as asking about the Five Courts itself? I'm including land spirits and whatever else the Five Court's has.It doesn't matter if they're from our hell that's not how that works.
1) I said that. I've also pointed out that those foci are limited and can fail. We'd need reason to ask (otherwise we waste the foci) which means until then he does as he pleases unless he screws up and makes his presence known or we go after him later of our own accord.Not really for two reasons:
1) We can't use it on ourselves, but can use it on Nemesis. Finding "all Nemesis possessed" is possible
2) Shadow Spite Curse suffers no such limitation.
And, as I already said, we are already at risk of Nemesis. This doesn't meaningfully change by the creation of a gate.
Sure the threat may already exist to an extent. That doesn't mean I think this is worth increasing it to an unknown degree.And @Yog had a point. Won't the threat of it possessing one of Sanctuary's people returning from missions from Earth already mean the threat is already there anyway?
That's a good point. We would best be able to deal with an Outsider excursion there. Doesn't mean I want us to deal with that sort of distraction but it's a good point.That's kinda my point, though. Won't those slots being used on Earth actually be more dangerous, because Earth is full of entrenched malicious factions, players and plots and often seems to hang on a knife-edge?
Meanwhile Sanctuary is politically and metaphysically stable. In the worst case scenario of successful nemesis infiltration, it should actually be able to soak sabotage better than our Earth interests.
Form of Dreams and Nightmares (1 pt. Form Element)
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.
Sacred Protection (3 pt. Root Element)
This Splendor defines that which cannot threaten those within its influence, according to the
Splendor's character as defined by appropriate Form Elements.
It provides immunity to damage from wind, cold, and electricity (air); being crushed, cut, or
pierced by stone or metal (earth); being burned (fire); being drowned (water); being poisoned or
struck by wooden objects (wood); disease (death); possession (spirit); or the twisting of the mind
by supernatural powers (dreams). If its protection is bestowed by a Fascination, it lasts for a
number of hours equal to the Splendor's rating, and may be set to persist indefinitely while
within the Splendor's influence in the case of Forms such as Form of the Hearth.
If more than one characteristic is drawn upon when this Element grants its Protection, then
instead of invincibility, damage is simply downgraded from aggravated to lethal, lethal to
bashing, and bashing damage cut in half after soak (round down), while immunity to possession
and thought alteration become the ability to make a Willpower roll at difficulty (10 – Splendor's
rating) to immediately shake the effect off, and immunity to disease becomes the ability to make
a Stamina roll at difficulty (10 – Splendor's rating) to immediately shake the infection off.
Perception + SurvivalShattering Futility (6 pt. Root Element)
This Splendor damns its targets to futile toil. Name a roll consisting of (Attribute) + (Ability) and
a specialty. Afflicted targets automatically fail this roll whenever they attempt it. No matter what
the dice say, they always generate zero successes. Alternately, a more mundane task can be
selected, such as "waking up on time," "using a fork," or "dressing yourself." The maximum
duration this curse can last (assuming it doesn't abate because the target fulfilled some condition
built into the Splendor) is 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.
Entrapment (2 pt. Mystic Element)
This Element can only be part of a Fascination.
The Splendor bends space around itself so that paths recursively lead back to it. When someone
wishes to leave the Splendor's presence they must succeed at a difficulty (4 + Splendor's rating)
roll of Perception + (Survival or Streetwise, as appropriate to the environment). If this fails, they
are lost for at least 30 minutes before they can try again. Being caught in the Splendor's web for
one hour is a frequent activation condition for Splendors with this Element.
If the Splendor also contains one of the location-type Form Elements, such as Form of the
Hearth, then Entrapment may be used to rearrange the affected location's geography. Potential
options include routing everyone who enters the afflicted area to a particular location within it,
forcing a difficulty (4 + Splendor's rating) roll to navigate the area successfully, causing specific
rearrangements of how space connects to itself within the area, or causing specific spatial
anomalies that only trigger for some people who meet certain criteria.
Sapphire Circle ExorcismSorcerous Imbuing (0 pt. Mystic Element)
The Splendor's outward trappings may be modified to reflect the aesthetics of an ancient sorcery
spell that the creator knows. For example, a Splendor that uses Scourge the World and Form of
Graceful Winds to create a deadly ice storm might instead create a swirling rain of obsidian
butterflies, or a downpour of venomous spiders.
How much territory counts as his body for the purposes of this transition/a splendor like the above?
- It would take figuring out how to untangle it, just healing him would not fix it
- It is s sharp divide, think star gate. There are ways to extend it with other charms and sacrifices but you do not get them automatically
- Yep, he would be the passage. Keep in mind though the Red Court has kept this poor fellow prisoner a long time, they know him all foo well
This is so far away from that that even if you are being facetious I can't let it go. This is a random portal in the ass end of Brazil. There's no amount of slight manipulation that Nemesis could pull outside of literal possession that would make a normal person come here there's no military assets there's nothing here. The only people that would come here are the Reds and we're trying to fucking kill them anyway it's a fixed position portal that we can surround on all sides because it's only 3 m wide we could literally make a bank fault that contains it it's not a... there's a variety of reasons it's not an outer gate from the fact that we can close it given proper conditions to the fact it can just be defended without needing to send thousands to a meat grinder it's just so far removed from that.Y'all know how reality has an Outsider problem? And how the Outer Gates are a thing?
I wonder how the Outer Gates and that Outsider problem came along in the first place? God probably thought he could handle them, too, and we can all see how well that has turned out.
Let's not create our own Outer Gates, please?
Oh @DragonParadox before you head to bed you mind looking at those potions you said you were going to look at them today.
Some more potions. @DragonParadox are these okay?
A Potion by many names Pneumatic Channel Opener, Ki Foundation Pill, Electrolyte Ionizer this Alchemical concoction widens the vital channels of the sorcerer's lifeforce to the world and in certain circumstances to themselves mind, body and even soul. This potion facilitates the cultivation of Mana stores and uses within a taker. In this it puts the sorcerer in a state to shape themselves to hold or hone their energy of choice by making Willpower difficulty 9 Rolls every 2 hours that state lasts by accumulating Three successes the sorcerer acquires a dot of the Mana Background each dot requires an additional 3 successes (1=3, 2=6, 3=9…) or the first merit point of one of the merits Force of Spirit, Strength of Psyche or Flow of Ki none of which are transferable these points cost 3 successes each (1=3, 2=3, 3=3...). A successful brew lasts 4 hours and has a difficulty of 9 additional successes can be allocated to duration 1 success per 2 hours or difficulty -1 per 2 successes.
Rationale: This is largely experimental, kind of based on M20 Sorcerer Quint manipulation being able to grant physical merits through the manipulation of energy native to that body. Though it also come from the fact there is to the best of my knowledge no way to gain the initial Mana background in play even though the merit itself mentions ingesting rare substances or engaging in strenuous rituals. Though I do think it aligns well with the wheel house of alchemy at very least according to the flavor.from the blessings of Acat to the Mayans and the Woad of the Gauls to the To Moko of Maori the world over there are legends of tattooed or painted warriors taking blows that would lay low a man in full plate and continuing to fight. This recipe is in keeping with that tradition. Fortifying ink can be used in two ways: paint or tattoo. When used as body paint it lasts until the painted person sleeps, has fought a battle or it is washed away ( heavy rainfall, bathing, being thrown into a body of water) no clothing can be worn over it as they would rub it away. When used as a tattoo the effects last considerably longer but are not as powerful and can be detected with a difficulty 7 Awareness roll or automatically with sensory magics such as Auspex, Prime Sight or Mana detection though they can be reactivated without needing to redo them, both grant the bearer the ability to soak lethal and aggravated damage if they could not before with their stamina at difficulty 8 as well as 1 dice of soak on a successful mix. As body paint success after the first are divided between difficulty to soak lethal, difficulty to soak aggravated and soak dice. Neither difficulty can be lower by more than three and soak dice can only go up 2 (3 total). As a Tattoo successes past the first are divided between difficulty of lethal and Aggravated Soak neither of which can be lowered by more than 2 and Duration (1 = 2 Weeks, 2 = 1 Months, 3 = 3 Months, 4 = 5 Months, 5 = 1 Year) how long it takes before the magic fades and soak dice which can only go up 1 (2 total). They can be revitalized by either brewing another batch of fortifying ink and painting over the tattoo and leaving the ink for 3 day without it being rubbed or washed away or 5 Mana being infused into the tattoo ala the mana background or a ritual of the Mana Manipulation Path or a form magical energy being splashed or infused into the tattoo (Quintessence, Vitae, Pathos, Essence, Gnosis, Faith) though the effects of those non-regulated infusions may have deleterious or strange effects on the bearer.
Rationale: As a base difficulty of seven recipe a maxed out sorcerer with 10 dice could expect 3 to 4 successes on a roll which when applied to the Woad can translate to difficulty 7 lethal and aggravated soak and 2 soak dice (3) or a difficulty 6 lethal and difficulty 7 aggravated soak and 2 soak dice (4) even with a legendary roll of five or more successes it is about equal to a -1 difficulty to soak lethal and agg and wearing a well crafted chest plate. Humans when they wear armor soak at base difficulty anyway. The tattoos are a bit different and the trade off is largely story based. Bearing obviously magical tattoos in situations can make people question your intentions and generally are not inconspicuous. They do provide a strong benefit for a long period of time but are on the level of a permanent leather duster with slightly worse soaking difficulty not to mention there are more ways to divide successes. In the end I think this right where it belongs it makes a human sorcerer super-humanly capable of taking an Ass whooping.
●●● You can make substances that enhance their target to superhuman levels or create materials that exceed normal limitations (supernaturally strong alloys, etc.). Some of these substances can temporarily invest their imbiber with some low-level psychic ability for a limited period of time (no more than one hour or so).
Potion Quality Sorcerer use (Stamina + Extras) Duration 1 turn per 2 successes Charge (Stamina + Occult)(Difficulty 6) Intensity (Only Soak Difficulty not Damage)(Fire & Poison only) Allocate successes between Damage and Range Usage 1 Extra Use per scene per 2 successes Fire (Dexterity + Melee)(Difficulty 7) (See. Hellfire targeting Sorcerer Revised pg.80)
Though it has many names Ddraig's Roar, Breath of Qīnglóng and many more the trend remains the same where there are dragons and alchemist no matter their stripe, there are alchemist that idolize or want to copy dragons. This potion grants the sorcerer the ability to fire a breath weapon like a dragon for a story. By taking a deep breath and catalyzing the reaction the Sorcerer makes a reflexive Stamina + Occult roll at difficulty 6 to ready their breath weapon. The sorcerer can allocate successes of that roll between Range (10 Meters per success this assumes cone if the sorcerer fires a more concentrated stream it is 20 meters per success but can only hit a single target) and Damage for each success allocated to damage, two dice of Lethal damage is done. Hitting a target with a breath weapon blast requires a successful Dexterity + Melee roll (Difficulty 7).
Any target that can soak the appropriate type of attack can try to soak the sorcerer's "breath weapon." The sorcerer can employ this attack up to their Stamina times per Scene. The range of those attacks depends upon the nature of that assault; a "pinpointed" lightning strike generally reaches further than a localized cloud of gas. The typing of the potion is decided on brewing. Fire,Water,Lightning,Ice,Poison/Acid. Successes on this potion are divided between additional usage in a scene two successes per additional usage per scene (2 = Stamina + 1, 4 = Stamina + 2..) and Intensity at 1 success per level ( Fire's Heat Campfire (Difficulty 5 Soak) to Chemical (Difficulty 9 soak) ,Toxin Rating 2 (Difficulty 7 Soak) to Toxin Rating Six (Difficulty 9 soak) and finally Duration (how long the flames engulf, the poison lingers, the lightning courses) with one turn per 2 successes allocated. For details about toxins, electricity, fire, and other assaults, see "Environmental Hazards" in Mage 20, pp. 435-444.
Rationale:This is extremely long it was just supposed to be a mix of a potion that gives a supernatural ability for a story (M20 Sorcerer Pg.20 last recipe a powder that gives every other turn bashing and lethal regeneration) and the concept of dragon breath which could be a Force 3 Prime 2 or Matter 3 Prime 2 Effect (Additional Abilities, M20 How do you do that pg 19). Though like like every other weapon it has to have a targeting mechanism and a way to decide how much damage and to who so it essentially acts like a half cast spell with quality .or Sizemorphic Medium: A concoction that allows a sorcerer to grow or shrink in size at will for a day. The sorcerer makes a reflexive willpower roll and the number of successes must match or exceed the level of growth or shrink rating or spend a willpower and grow or reduce to the desired size this can only be done once per turn. Successes are divided between the sizes that the sorcerer is capable of growing to and shrinking to as well as how long.
● one turn
●● three turns
●●● one scene
● Big: Slightly larger than a normal human the character with this gains one extra bruised level of health and one Soak.
●● Huge: A character with this modification is roughly twice the average person, adding +1 to strength and 2 extra bruised levels and 1 Soak. Gain +1 to Dexterity for movement purposes only.
●●● Massive: A character with this modification is roughly four times the average person and around 2.5 to 3 meters tall, gaining +2 Strength 3 Extra bruised levels and 2 Soak. The size of a massive character is both an advantage and a disadvantage - they gain +50% to lifting capacity and +2 to Dexterity for movement, but are much more obvious taking - 1 difficulty to be hit.
●●●● Humongous: A character with this modification is eight times the mass and twice the height of an average person, gaining +3 Strength, and 4 Extra bruised levels and 2 Soak, as well as +3 Dexterity for movement purposes. Furthermore, their size doubles their lifting capacity and taking - 2 difficulty to be hit.
● Small: Roughly the size of a prepubescent child. Increases the difficulty to hit the Drinker by one.
●● Dwarven: A character with this is about roughly half as tall/wide/thick as an average person, reducing Strength and Stamina by 1. Dexterity is also reduced by 1 for movement purposes only. Characters which are small are more vulnerable to damage but harder to hit, losing 1 bruised from their Health Level track but increasing the difficulty to hit them by 1 and lowering their stealth difficulties by 1.
●●● Tiny : A Tiny character is roughly 1/4th normal dimensions, reducing Strength and Stamina by 2. Characters which are tiny are more vulnerable to damage but harder to hit, losing 1 bruised and 1 hurt, and 1 Mauled Health Level from their track but increasing the difficulty to hit them by 2 and lower their stealth difficulties by 2. Finally, Tiny characters are slower, losing 3 dexterity to all movement.
●●●● Miniscule: A miniscule character is an 1/8th their normal dimensions, reducing Strength and Stamina by 3. Miniscule characters can suffer fatal injury from mere annoyances to normal humans, reducing their HL track by 1 Bruised, 1 Hurt , 1 injured, and 1 Wounded Health Level but they increase the difficulty to hit them by 3 and lower their stealth difficulties by 3 .Miniscule characters lose 4 dexterity for the purposes of movement.