- Location
- washington
Oh by the way before we do a council confrontation we 100% want to get full essence regen I imagine.
This is some horror movie shit.[X] Infiltrate through the water system, it might lead you to someplace awkward, but at least you'll be inside the wards
-[X] Under BMI so even the wards can't tell that you are anything but water.
--[X] Turn into Horace Shaw
-[X] Activate Anonymity Through Propriety
Double layer of precaution. BMI into our target should bypass automatic magical defenses - they have to be tuned into the master of the house, and ATP would protect against sapient guardians.
I dont see the point.[X] Infiltrate through the water system, it might lead you to someplace awkward, but at least you'll be inside the wards
-[X] Under BMI so even the wards can't tell that you are anything but water.
--[X] Turn into Horace Shaw
-[X] Activate Anonymity Through Propriety
Double layer of precaution. BMI into our target should bypass automatic magical defenses - they have to be tuned into the master of the house, and ATP would protect against sapient guardians.
I wouldn't say full of shapeshifters they're decently rare in Dresden files. I mean I'm sure there are countless in the nevernever and I'm not saying there aren't a lot just like it's no where near as common as glamours. Also those who can shapeshift to a specific persons body are even rarer given again I'm sure there are plenty just you know not common other than the endless nevernever where I'm sure there are countless more.I dont see the point.
Magical defenses arent automatic specifically because the Dresdenverse is full of magical shapeshifters and glamor users.
You need the right key or passphrase to open them. Dresden's wards, for example, he needs to deactivate himself.
Molly and Murphy canonically used talismans he made for them to get through it.
ATP is Charisma + Etiquette at DC4.
Molly is rolling Charisma 4 + Etiquette 5 + Stunt 2 at DC3(Base 4 - BSM 1), which makes for an average of 9 successes.
Ergo, it requires someone with Willpower 9 or higher to even notice her.
Veils and illusions are common. Faking the shape of one's soul and magical aura is much rarer.I dont see the point.
Magical defenses arent automatic specifically because the Dresdenverse is full of magical shapeshifters and glamor users.
You need the right key or passphrase to open them. Dresden's wards, for example, he needs to deactivate himself.
Molly and Murphy canonically used talismans he made for them to get through it.
ATP is Charisma + Etiquette at DC4.
Molly is rolling Charisma 4 + Etiquette 5 + Stunt 2 at DC3(Base 4 - BSM 1), which makes for an average of 9 successes.
Ergo, it requires someone with Willpower 9 or higher to even notice her.
I mean even faking the shape of one's body to match another's is pretty rare no mortal can do it. Well no canonical living mortal can at least.Veils and illusions are common. Faking the shape of one's soul and magical aura is much rarer.
Dresden is not the most skilled in subtle arts, and smart defenses afd subtle arts.
I would.I wouldn't say full of shapeshifters they're decently rare in Dresden files. I mean I'm sure there are countless in the nevernever and I'm not saying there aren't a lot just like it's no where near as common as glamours. Also those who can shapeshift to a specific persons body are even rarer given again I'm sure there are plenty just you know not common other than the endless nevernever where I'm sure there are countless more.
It was literally the plot of the short story Something Borrowed that Jenny Greenteeth impersonated Georgia the werewolf at her own wedding so thoroughly that her paramour Billy the werewolf shapeshifter could not tell any difference.Veils and illusions are common. Faking the shape of one's soul and magical aura is much rarer.
Dresden is not the most skilled in subtle arts, and smart defenses afd subtle arts.
Harry hasnt seen it onscreen =/= Its rare. We certainly see Quintus Cassius do it.I mean even faking the shape of one's body to match another's is pretty rare no mortal can do it. Well no canonical living mortal can at least.
Well it would be sort of bad. The whole point of this is to have someone to interrogate.If we do use @Yog's plan and happen to encounter Shaw, if my assumption about how ATP would mess with his head proves accurate, his only recourse would be to use the Sight to overcome BMI and possibly ATP (if the Sight can even do that). That wouldn't necessarily be a bad thing, however, if getting a full dose of MOLLY-ness burns out his eyes or fries his brain.
I doubt it would kill him. Would probably soften him up quite a bit, though.Well it would be sort of bad. The whole point of this is to have someone to interrogate.
Well Tiffany uses the Demons the Fallen (1 and 2) splatThis quest is fantastic and I love to read it, so please forgive me for lurking without voting.
What books are you using to run this DragonParadox? I see Exalted VS Wod, which I have, but I'm not sure about the full splat list or editions being referenced, and there is quite a lot of referencing in the arguments.
Form of Steadfast Earth (1 pt. Form Element)
The Splendor takes the form of something that is solid and durable and sturdy. It might be made
of stone, metal, or mineral deposits. It might be a crystal or gemstone. It might be dirty and
roadworn. This Element defines the Splendor's physical form and gives it a character, and that
character is aligned with the elemental power of earth. Other Elements may draw upon this fact.
The Splendor is extremely rugged, and the first attempt to damage or destroy it in any scene
automatically fails. As an Adornment, it grants its user one extra die of soak. As the basis for a
Fascination, it may generate the creator's choice of: useful tools for a certain kind of work; an
aura of quiet and serenity; periodic foreboding tremors in the earth.
Ruinous Misery (3 pt. Root Element)
This Element can only be part of a Fascination.
The Splendor destroys its targets' finances and fortunes. Roll Manipulation + Finance against
difficulty (10 – Splendor's rating) when this curse strikes at a valid individual. They lose a
number of dots of Resources equal to the successes rolled. The lost dots return at a rate of one
per story as their cash-flow equalizes, assuming their life hasn't collapsed in the meantime.
Deadly Poison (1 pt. Mystic Element)
The Splendor afflicts those it targets with a deadly poison. Poisoned individuals must make a
Stamina roll against difficulty (4 + Splendor's rating) each turn or suffer a level of unsoakable
lethal damage. Once the target has succeeded at this roll three times in a row, the poison has run
its course.
This Element is normally part of a Fascination. It may only be incorporated into an Adornment if
that Adornment has the Form of Imminent Violence, in which case the weapon is envenomed
and delivers this Element upon inflicting lethal damage.
Mystic Fortification (1 pt. Mystic Element)
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.
Sovereign Elemental Sway (1 pt. Mystic Element)
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.
Form of Crackling Fire (1 pt. Form Element)
The Splendor takes the form of something that is hot, or brightly-colored, or energetic. It might
be decorated with flame-like markings, it might actually be on fire, or it might simply be a free-
standing flame which does not burn its owner. This Element defines the Splendor's physical
form and gives it a character, and that character is aligned with the elemental power of fire.
Other Elements may draw upon this fact.
The Splendor cannot be burned. As an Adornment, it lowers the difficulty for its user to soak
damage from heat or fire by two, or allows them to soak their Stamina to soak such damage if
they're not normally able. As the basis for a Fascination, it may generate the creator's choice of:
sufficient warmth to provide protection from freezing weather; sufficient light to see for
(Splendor's rating) x 10 yards around the Splendor; or may be literally ablaze with the intensity
of a bonfire.
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.
Form of Graceful Winds (1 pt. Form Element)
The Splendor takes the form of something that is graceful, or cold, or crackles with electricity, or
is marked with decorations evocative of winds and clouds. It might be made of ice. This Element
defines the Splendor's physical form and gives it a character, and that character is aligned with
the elemental power of air. Other Elements may draw upon this fact.
The Splendor cannot be harmed by wind, cold, or electricity. As an Adornment, increases its
user's basic movement speed, before any multiplication by Charms or other powers, by
(Splendor's rating) yards per turn. As the basis for a Fascination, it may generate the creator's
choice of: clear skies; specific constant (nonviolent) behavior of the wind (blowing north to
south at a brisk but not dangerous speed, for example); or specific whimsical behaviors of the
wind (whisking away people's hats, bookmark, or other loose items and depositing them next to
the Splendor, for example).
Form of Portentous Moonlight (1 pt. Form Element)
The Splendor takes the form of something otherworldly. It may be a religious symbol, an overtly
magical object such as a wand or pentacle, or a strange haze. It may be an inchoate thing of
coalesced light which can be held and touched. This Element defines the Splendor's physical
form and gives it a character, and that character is aligned with the power of the Spirit World.
Other Elements may draw upon this fact.
The Splendor can be summoned directly into the Umbra when made to manifest, if its owner
desires. As the basis for an Adornment, it grants its user the ability to see and interact with spirits
on the other side of the Gauntlet. As the basis for a Fascination, it can interact with both the
physical world and the Spirit World.
Form of Steadfast Earth (1 pt. Form Element)
The Splendor takes the form of something that is solid and durable and sturdy. It might be made
of stone, metal, or mineral deposits. It might be a crystal or gemstone. It might be dirty and
roadworn. This Element defines the Splendor's physical form and gives it a character, and that
character is aligned with the elemental power of earth. Other Elements may draw upon this fact.
The Splendor is extremely rugged, and the first attempt to damage or destroy it in any scene
automatically fails. As an Adornment, it grants its user one extra die of soak. As the basis for a
Fascination, it may generate the creator's choice of: useful tools for a certain kind of work; an
aura of quiet and serenity; periodic foreboding tremors in the earth.
Form of Verdant Wood (1 pt. Form Element)
The Splendor takes the form of something that is vital, or lively, or green, or fecund, or, most
likely, something made of wood. It might even be a living plant. This Element defines the
Splendor's physical form and gives it a character, and that character is aligned with the
elemental power of wood. Other Elements may draw upon this fact.
The Splendor easily blends into natural surroundings when it would be useful for it to be hidden,
and immediately stands out when its owner is looking for it, or to those it wishes to attract. As an
Adornment, increases its user's Initiative modifier by two. As the basis for a Fascination, it may
generate the creator's choice of: fragrant scents; an area encompassing (Splendor's rating x 5)
yards in which animals and insects will not attack; enticing fruit, which may act as the focus for
a Root Element; or an aura of peace and tranquility.
This 4 yard radius disk of beaten brass holds a deceptively simple power. Upon its surface an agreement is engraved, offering the reader protection from various forms of harm in exchange for guarding a passage from unwanted intrusion.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.
Body Spikes: The Arcana's body is covered in deadly spikes, jagged stakes, or sharpened
bones. Anyone who directs an unarmed attack against it must soak one level of lethal damage.
The Arcana's grapples inflict Strength + 2 lethal damage.
Integrated Weapons: The Arcana's body is incorporates some sort of deadly weaponry such
as metal fists, claws, fangs, horns, or sharpened bone protrusions. Her Brawl attacks inflict
Strength + 1 lethal damage
Poisonous: The Arcana's body is highly toxic. Anyone imbibing or coming into infectious
contact (that is, via a mucous membrane such as the eyes or nostrils, or open wound) with its
blood or bodily secretions must soak (Arcana rating) levels of lethal damage.
Superior Body: The Arcana gains three additional dots of Physical 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.
BrawlExpertise: 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.
BrawlDivine Favor: 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.
Unwieldy (2 pt. Flaw)
The Arcana doesn't really have proper hands, as such; or if it does, they're not really equipped
with functional fingers. It also doesn't have anything to adequately substitute for the lack, like
nimble tentacles or pseudopods. As such, it suffers a +2 difficulty penalty when engaging in
tasks requiring fine manipulation.
Hideous (1 pt. Flaw)
The Arcana's appearance is monstrous, revolting, or terrifying. Its Appearance is permanently
rated at 0. Horrors can take this Flaw, and usually do, but it awards no points for them.
Stealth: The Arcana can use some method, such as color-blending, an optic camouflage field,
or simply becoming the same substance as a nearby wall, to hide effectively. Reduce the
difficulty of all Stealth rolls by two.
Superior Body: The Arcana gains three additional dots of Physical 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
Rancid Stench: The Arcana is surrounded by an incredibly distracting, distressing, and usually
disgusting aura. In the vast majority of cases, this Feature adorns Horrors whose presence is
accompanied by a literally eye-watering pong, but it might also be used for phantasms
surrounded by a psychic field of mild hallucinations or the like. Anyone within (Arcana rating x
3) yards of the Arcana increases the difficulty of all actions by one
As 6 Point Flaw: OTHS' magic only works on things in their mouth, and then only when attempting to interfere with other supernatural powers.Conditional Magic (1 to 6-pt. Merit or Flaw)
There is one thing in the world that is a great boon, or bane, to your character's magic. Perhaps her spells work particularly well against men, or on Tuesdays, or just after a storm, or on people dressed all in black. Maybe she's powerless to affect those who are or who bear that certain thing, such as her magic being unable to affect Christians or those who carry a piece of rowan and red thread. It may be that a certain individual gave her power over them, or perhaps it is utterly proof against her magic due to an oath she swore or spells that were placed on her.
The conditions that affect your magic may be common, uncommon or rare, and the value of this Merit or Flaw depends on the rarity of the condition. The base costs listed here assume that you have a difficulty modifier of three on all Arete rolls under the given conditions. You may adjust the difficulty by one for every point more or less you devote to the Trait.
Innate Ability: Suppress a wide range of magical powers using anti-psi rules.5 point Merit
Innate Magical Ability You have some sort of magical ability that makes you unique. The ability is different from any normal vampiric power or Discipline. The exact nature of the ability should remain somewhat mysterious to you, though you have some say in what the ability is. The ability has an estimated power level similar to a Level Three Discipline. (PGS)
Lucky (3-pt. merit)
You were born lucky - or else the Devil looks after his own. Either way, you may repeat any three failed rolls per story, including botches, but you may try only once per failed roll.
TasteDefective Sense (1-pt. Flaw)
One of your character's senses is dulled or abnormally damaged in some fashion. Perhaps the character is hard of hearing, has limited taste receptors, is color-blind or is correctably nearsighted. In each case, you suffer a two-point penalty to the difficulty of all rolls involving the flawed sense. Obviously, you cannot take this Flaw in conjunction with an Acute Sense of the same type!
We should probably get some verification on this first. I think there's a good argument for it, but still.COMMENTARY
Morgan isnt old for a wizard.
He was born around 1889 by Word of Butcher, which would put him around 118 years old in 2007.
Assuming average natural lifespan for most wizards is in the 300s, that puts him in the wizard equivalent of his late 30s; dude isnt even middle aged.
Im guessing Molly is doing the teenager thing where everyone above 25 is OLD.
Gonna note that our target Shaw is pretty strongly flagged as an alchemist and a poison user.
Molly is not immune to poisons, because we havent taken the poison negator charm.
This is going to be tricky.
===
VOTE
[X] Infiltrate through the water system, it might lead you to someplace awkward, but at least you'll be inside the wards
-[X] Activate Anonymity Through Propriety
RATIONALE
Couple reasons:
1) Dont trip the external alarms. If we trip the alarms, we risk his confederates learning he was attacked
2) If we enter via RVD, we can ensure that we remain soaked with water, which will allow Boiling Sea Mastery to remain active.
Since we are going after a wizard poison user without a poison negator of our own, we are going to need every edge we can get.
3)If he has live-in staff, they are probably in on this. And we probably want to take them too
And there's a non-zero possibility there are victims on-site that we dont want to leave behind for the mortal police
4)He may have documents at home that provides supporting evidence.
I mean, Peabody canonically uses magical inks for his mind-control.
This guy provides magical reagents.
ATP means anyone who doesnt make the Willpower check wont even see Molly.
We already use BMI most of the time to hide Molly's aura.
I dont see a particular need to hide much else; if necessary, Molly can simply wear a balaclava when entering the house.
Most sorcerers, including Olivia, who are not quite magical enough to count as full Wizards (who do draw from M20), use Sorcerer Revised for their Path-magic.Olivia Uses Mage 20th Anniversary edition and Kindred of the East
I knew that, but I didn't know which book it was in.Most sorcerers, including Olivia, who are not quite magical enough to count as full Wizards (who do draw from M20), use Sorcerer Revised for their Path-magic.
This is because M20 Paths of Power, the newer Sorcerer book, is pretty new and wasn't available until recently.