Green Flame Rising (Exalted vs Dresden Files)

We are just going to have to agree to disagree then, especially as this seems to have become something of a derail.

But IMO Dresden does very much seem to go "just roll Willpower, lol" every time any sort of mental compulsion is mentioned in the books (Red Court saliva, White Court Hunger, pressure to change your personality from Mantles, etc). And Uriel and the rest of the "Heaven faction" are clearly treating Free Will as something more than just an opportunity you might get.
I didn't call it an opportunity you might get I'm saying free will is basically infinite opportunity. Also yeah I mean a lot of those things have a save that doesn't mean its impossible to just straight up lose in a battle of wills or that people are inviolable is what I'm saying.
 
[x]Plan helping hand plus greater binding
-[x]Buy False Hope Springs
--[x][stunt]"Antonio Verdi, you are trapped in the bottom of a hole that you have been pushed into. But you can also be pulled out of it." You hold out a hand to him glowing with green fire. Ready to pull him up off the ground. "If you will take my hand and swear yourself to make things right under me"
--[x]If he takes it also use Inner Devils unchained.

[X]Plan helping hand
-[x]Buy False Hope Springs
--[x][stunt]"Antonio Verdi, you are trapped in the bottom of a hole that you have been pushed into. But you can also be pulled out of it." You hold out a hand to him glowing with green fire. Ready to pull him up off the ground. "If you will take my hand."
 
Current tally:
Adhoc vote count started by uju32 on Sep 15, 2024 at 7:04 PM, finished with 59 posts and 10 votes.

  • [X] Don't interfere with Morgan's work.
    [X] Plan Rendition
    -[X] Writein: Try to keep him alive for more through interrogation once you deal with the traitor inside the Halls
    --[X]Tiffany: Lore of Flesh 1 Body Control: Deep coma + blindness
    --[X]Sophia: Summon Stormcrow to take him to gym: -1WP
    --[X]Lydia: Call the gym to alert them to incoming prisoner
    --[X]Molly: Crown question: What are the defensive/ongoing plans of the conspiracy? Focus: Copper tube
    [X] Try to keep him alive for more through interrogation once you deal with the traitor inside the Halls even if it does mean shedding another pair of War Weavers
    [X]Plan helping hand
    -[x]Buy False Hope Springs
    --[x][stunt]"Antonio Verdi, you are trapped in the bottom of a hole that you have been pushed into. But you can also be pulled out of it." You hold out a hand to him glowing with green fire. Ready to pull him up off the ground. "If you will take my hand."
    [x]Plan helping hand plus greater binding
    -[x]Buy False Hope Springs
    --[x][stunt]"Antonio Verdi, you are trapped in the bottom of a hole that you have been pushed into. But you can also be pulled out of it." You hold out a hand to him glowing with green fire. Ready to pull him up off the ground. "If you will take my hand and swear yourself to make things right under me"
    --[x]If he takes it also use Inner Devils unchained.
    [X] use him as a focus:
    -[x] ask tiffany to fleshcraft him into a reversable, but more helpless state
    -[x]put him in a coma
    -[x]leave a pair of war weavers
    [X] Put him in a coma under a lighter guard, for most Talents that would be more than secure enough, but a wizard's mind can be quite slippery, all the more so when it started to come undone
 
[X] Plan Rendition
-[X] Writein: Try to keep him alive for more through interrogation once you deal with the traitor inside the Halls
--[X]Tiffany: Lore of Flesh 1 Body Control: Deep coma + blindness
--[X]Sophia: Summon Stormcrow to take him to gym: -1WP
--[X]Lydia: Call the gym to alert them to incoming prisoner
--[X]Molly: Crown question: What are the defensive/ongoing plans of the conspiracy? Focus: Copper tube
 
[X] Uju32

Edit:

Since storm crows aren't exactly a thing for the DF and Molly doesn't have contact with any earth spirits in general are we going to pull something out of sanctuary for this?
 
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Applying a lingering touch to her unwitting new subject – a firm hand upon the shoulder, a lover's embrace, a boot placed upon the chest of the fallen – the Infernal places a mystic brand on her target, invisible to normal senses but plainly apparent to mystic scrutiny: it is a mark of ownership, a warning, and a terrible weapon. Should the one so marked ever dare to defy or raise a hand against the Infernal, the glyph detonates in a torrent of acid and fire.
System: The Infernal touches her target for at least one full turn and spends 1 Essence to place the glyph.
Scrutiny with mystic sensory powers such as Aura sight or various feats of magick reveal a sigil bubbling with suppressed green flames. The target instinctively understands that he must not oppose the Infernal, but gains no clear idea of the consequences. Attempting
to attack the Infernal instantly causes the glyph to detonate, as does unambiguously telling her "no" in response to a request or command. When the glyph erupts, it inflicts (highest of Strength, Charisma, or Intelligence) levels of automatic aggravated damage.
Thankfully, this also purges the glyph, releasing the target from servitude – at least so long as the Infernal doesn't apply another one.
I have talked down this charm quite a few times in the past, but it occurs to me that it is actually a fairly good charm for dealing with a bunch of recovering Warlocks tempted to backslide without having to kill them all. It's basically the Doom of Damocles, but more obvious. Nothing quells temptation like a certainly of terrible and immediate consequences.
 
[X] Plan Rendition
-[X] Writein: Try to keep him alive for more through interrogation once you deal with the traitor inside the Halls
--[X]Tiffany: Lore of Flesh 1 Body Control: Deep coma + blindness
--[X]Sophia: Summon Stormcrow to take him to gym: -1WP
--[X]Lydia: Call the gym to alert them to incoming prisoner
--[X]Molly: Crown question: What are the defensive/ongoing plans of the conspiracy? Focus: Copper tube
 
We don't have 3 essence to spare right now.

Also, that stunt might be politically complicated with the council. Not that we can't do some recruiting, but so obviously taking advantage of it as they could easily see things isn't going to reduce tensions.
It's just an option. Also kinda of need to get at least a little consent before using inner darkness unchained on someone even if this really isn't the time for informed consent. I personally prefer the hand up option. Really like the image.
 
@DragonParadox I'm so sorry this is so long Jesus Christ there is no mechanical back-end for Sovereign Elemental sway at all. Which I imagine is fine for regular table play where depending on what the tone and speed of play looks like the qualities may differ but it is actually terrible for trying to build mechanics around it.

I initially just wanted to add Sovereign Elemental Sway with two servings of mystical fortification on it so the storm heart would allow the character to command the elements of a storm as well and bring up the elements to the proper amount for a five-dot splendor (Not having the proper amount makes my brain itch) without changing the difficulty or the elements of how the shintai transformation works because that's already really strong and as you said before edge of system and I thought it added some good flavor but then saw there is no mechanical elements attached whatsoever.

It is you can create impossible works of art and short lived Elemental tools with nothing else behind it. Not what they look like, what they do, how difficult they are to make, how long it takes to make them nothing. So Mystic fortification just goes into either speeding up or increasing the range of objects you can create using Sovereign Elemental Sway or something along those lines.

I ended up having to go through three separate sources all of which were Mage the Ascension because every other game line doesn't really have rules for conjuring/creating objects. Possibly in real time never mind of completely exotic not matter. A lot of the information is sourced from Violence As Focus & Violence Enhances Magick Mage 20th Pg 445, Base Damage or Duration Table pg 504. Walls, Floods, Force-Fields, Etc. HDYDT pg 37 and Elemental Fury Chi, Slipstream & Elemental Armor Pg 66-67 and last but certainly not least Elemental Touch Merit Gods & Monsters pg.204

Any feed back you could give would be greatly appreciated.
A thunderstorm packed into the soul a powerful weaving of concealed ancient sorcery, an imitation of power innate. While dislodged from its home/Host it appears to be an orb containing a pitch black thunderstorm with the occasional crack of yellow lightning. While embedded the bearer fears not the sting of a storm whether that be chill,sleet or lightning.

They can also shape the seething lightning and raging winds to their whim, in some cases even becoming one with it drawing upon the crackling yellow lightning and the shroud of clouds from the bearer's soul. If the bearer has the power to imbue the embedded Storm heart they may activate its dread transformation.

An invocation of the storm that bathes the bearer of the storm heart in lightning suffusing their form and transforming them into a being of Lightning, Clouds and Raging Winds.

System: Construction/Generation of Wind/Cloud/Lightning objects due to the 'uniqueness' of the medium simple monobody/featureless constructs are fast & easy ranging from Difficulty 3 rough spheres to difficulty 5 pole/rod/javelin everything in that range can be made reflexively. Featured/Complex forms require a turn to shape and range from Cube (difficulty 6) to Glove/Boot (difficulty 8) needing to spontaneously generate the given Cloud or Lightning increases the difficulty by 1. Weapons maintain both base difficulty and Mode(Attribute + Ability) when made of Wind/Cloud/Lightning.

By default Wind/Cloud constructs deal Bashing and Lightning Deals Lethal changing this requires an additional success on the craft roll. By default lightning cannot be made solid enough to resist Solids or forces though constructs of lightning deal damage on contact where Wind and Cloud constructs do not. Single turn constructs can either dissipate or release their compressed content indiscriminately. Objects with no successes in duration must be used on the turn they are created and are subject to multiple action rules. Additional successes on these craft rolls can be allocated in different ways from blast area, difficulty of wielding the construct or the soak of said construct (neither of which cannot be lowered by more than three), to the amount of Health levels a construct (1 success per Two health levels) possesses.

Coaxing water in the air to condense or Electricity from sockets to coalesce is a Manipulation + Awareness roll; this roll's base difficulty starts at 5 but rises higher if you're trying to alter a large or rarer amount of that element (Water from desert or arid air, Electricity from a Sparking transformer/Lightning Bolt) and can be lowered by favorable conditions (High humidity or fog, Electricity from power station or power lines). Additional successes on this roll may reduce the difficulty to shape Lightning/Cloud/Wind by up to -3 difficulty. In Shintai the character is considered to have all three on hand ready to shape (No difficulty break either way for craft actions).

How long lasting and how damaging a given construct is follows the Base Damage or Duration table (page 504 Mage: The Ascension 20th Anniversary Edition) as a Force spell rolled with (Splendor rating + Essence, P'o, Faith, Arete/2, Mana) dice at difficulty 5, duration can't go above a scene. Static constructs and Armor count damage as soak with no auto success.

● (Optional) Condense/Coalesce (Manipulation + Awareness)(1 action)
● Create Quality- Form (Wits + Craft) (Reflexive at Difficulty 5 and below) (1 Action)
● Stats (Splendor rating + Essence,P'o,Faith,Instinct,Arete/2,Ritual,Mana)(Reflexive)
● Create-Stats One action, Two rolls such as with Violence as Focus
Examples
Exalted Sen takes a turn to make a vague lightning sword with a defined edge; they generate the lightning and so make a Wits + Craft roll against difficulty 7; Scoring 2 successes they succeed in forging the blade while reducing the difficulty to wield it by one.

They then roll (Stat)8 dice against difficulty 5 and gets 4 successes one automatic success on damage(Force) they allocate 2 to duration making the construct last a scene the rest are allocated to damage making a blade that deals 6 damage and hits on difficulty 5 if left impaled in a target they take 6 damage per turn until they make a difficulty 9 strength roll to dislodge the construct.

The final enemy begins to flee from them so they rear back their hand and shapes a small sphere. Making a reflexive Wits + Craft roll against difficulty 4(3) they score 4 successes lowering the difficulty to strike their target by 3 and increasing blast radius by one.

They then roll (Stat)8 dice against difficulty 5 and score 6 successes, one automatic success on damage(Force) they allocate none to duration and all to damage. This bolt hits on difficulty three and deals 14 Lethal Damage in a ten meter radius where it hits.
Fin the Dhampyr while being pursued by his 'family' through the city needs armor and armaments for the fight about to begin so begins to draw power from the nearby street lights he makes a Manipulation + Awareness roll against difficulty 6 he scores 3 successes 2 more than he needs reducing his craft roll difficulty by -2.

He then makes the gloves and so makes a Wits + Craft roll against difficulty 6(8) he scores 4 successes 3 more than he needs so succeeds in forming the gloves while reducing the difficulty to hit by 3 imbuing his fist with the speed of lightning. He then rolls (Stat)6 dice against difficulty 5 and gets 3 successes one automatic success on damage(Force) he allocates 2 to duration making the construct last a scene the last is allocated to damage making his hands brawl weapons that deal Strength + 4 damage on a successful hit at difficulty 3 and will last a scene.

Though this is not quite enough to protect him from his ancestors' disciplines so he gathers the wind around him to compress into armor. Making a Wits + Craft roll against difficulty 8 to compress the wind around his form but not to constrict his movements.

He scores 3 successes 2 more than he needs so succeeds in forming the Wind body plate that blunts the impacts that connects by lower Soak difficulties by two. He then rolls (Stat)6 dice against difficulty 5 and gets 4 successes he allocates 2 to duration making the constructed armor last a scene the last two are allocated to Soak (damage) meaning Fin has Stamina + 2 Soak dice rolled at difficulty 4 against all damage for the rest of the scene.
Temna the Sorceress seeking to further occlude her path and slow her pursuers in the fog seeks to cause the fog to thicken to a near white out. The perfect condition for Cloud shaping(-3) and The volume of Fog(+3) she is trying to manipulate cancel out meaning she rolls her Condense roll of Manipulation + Awareness at base difficulty 5 scoring 4 successes getting -3 difficulty on the crafting roll.

Trying to make a largely amorphous mass she then makes a Wits + Craft roll against difficulty 3 due to a great roll for condense she begins with three automatic successes making the roll she ends up with 9 successes that she dedicates for Area(Blast radius) making a ninety meter cloud of near white. Counting as difficult terrain with +3 Difficulty to most actions of anyone not Temna.

Believing she has shaken her Pursuer she dips into an alley and raises a fog wall behind her. Due to Great conditions that she herself has already set up she begins her condense roll with one automatic success and difficulty 3. She rolls then scores five successes plus the automatic success due to low difficulty for six successes total which lowers the subsequent shaping roll by three. Forming a more solid featured mass in the alley.

She then makes a Wits + Craft roll against difficulty 3(5) with one automatic success making the roll she ends up with 6 successes that she dedicates to the soak difficulty of the wall (-3) and Health levels of the wall (0/0/0/0/0/0). She then rolls (stat) 9 dice against difficulty 5 and gets 6 successes she allocates 2 to duration making the constructed cloud wall last a scene the other 4 are allocated to Soak (damage). The Alleyway is blocked by a Cloud wall with 6 health, 8 Soak, that soaks damage at difficulty 3.
This transformation works largely like the Shintai transformation of The infernal exalted. Except it only cost one mystical resource and one Willpower rather than two of each. Additional attempts to activate this false Shintai requires a roll of (Splendor rating) Dice, beginning at difficulty 6 and increasing by +1 with each subsequent attempt, to a maximum of difficulty 9. If the difficulty Is already 9, No more rolls can be made.

Failure on any of these rolls causes the shell of the storm to crack, botches cause 2, after receiving four such cracks the storm shell ruptures causing the storm to Rampage on the inside of the bearers soul causing them (Splendor rating) x 2 Dice of aggravated damage that can only be soaked with stamina. Should the bearer manage to ride out that storm. The heart cannot be used again until the next story or 28 days past whichever comes first.

As an emulation of innate power No Lunar, no Solar if they possess Supernal - Final Ray of Light, No Abyssal should they possess Apocalyptic - Birth of Sanity's Sorrow nor Any exalt that possesses Birth of the Perfect Ego Juggernaut Form and Finally as the origin no Infernal may Activate this thunderous heart.
Thunder Bringer Shintai
The character assumes a modified version of her own human form, a living thunderstorm surging with lightning and wind but still fundamentally recognizable as the character as Trails of clouds and lashing winds abound.

Strength +3, Dexterity +3, Stamina +3 Appearance ≤ 3
Golem (Storm) Health Levels: 0/0//0//0//0//0//-3//Inc
Arcana Features:
-Elemental Frame (Air): Immune to damage from electricity, it cannot be moved against its will by powerful winds and is immune to falling damage.
-Reinforced Body : +3 Soak
-Flight: the Arcana is capable of flight at its normal movement speed
-Superior Body (x2): Strength +1, Dexterity +3 Stamina +1
-Unfeeling: The Arcana cannot feel pain. It reduces all wound penalties by two, and takes no wound penalties at all from bashing damage.
Merit / Advantages:
-Soak Aggravated Damage (5 pts.)
-Alacrity (6 pts): 3 Extra actions per turn where Willpower is spent for this effect.
-Armor (2 Pts): +1 Soak
-Flexibility (2 pts) +2 to Athletics for (escaping ropes, grappling an opponent, and so forth) You may also tuck yourself into spaces that a creature of your size would not usually be able to squeeze into, and might (depending on the situation) be able to slither between bars, coil around branches, and so forth.
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.

Form of the Hero's Shadow (2 pt. Form Element)
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.

Transformation (3 pt. Root Element)
The Splendor causes a transformation in accordance with its character, as defined by Form
Elements such as Form of Graceful Air. The nature of the transformation depends on the Form or Forms in play, but might include transformation into things like a sparrow (air), pig (earth), a living flame (fire), a fish (water), a stag (wood), a walking corpse (death), a semitranslucent spirit (spirit), or a fantastic beast such as a sphinx (dreams). These are meant to be examples, and not an all-inclusive list.
As an Adornment, this Splendor requires a point of Willpower and a turn spent in transformation to either assume the characteristic form or return to the user's native form.

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).

Mystic Fortification (1 pt. Mystic Element)(x2)(Sovereign Elemental Sway)
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.
 
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As long as that took to make it is a very interesting concept, great job. It works and I'll add one other thing, if Molly ends up making that she is going to get a roll for some memories of old.
 
[X] Uju32

Edit:

Since storm crows aren't exactly a thing for the DF and Molly doesn't have contact with any earth spirits in general are we going to pull something out of sanctuary for this?
My assumption is that, for the sake of simplicity, stormcrows are a thing in the DF, as is Grandfather Thunder.
And that you can find populations of them in both Sanctuary and the real world, just like you can find elementals in Sanctuary and the real world. Much simpler for the QM than having to make yet another original creation.

Also, Sophia absolutly does have contact with earth spirits.
Thats how she taught the Alphas to make contracts to learn Rank 1 Gifts.
It's just an option. Also kinda of need to get at least a little consent before using inner darkness unchained on someone even if this really isn't the time for informed consent. I personally prefer the hand up option. Really like the image.
1)I dont see Molly to be willing to risk friction with the White Council to offer amnesty to an adult wizard who has apparently been a central member of the conspiracy that has probably cost them hundreds of wizards in the ongoing war.
One who's attempted to commit homicide with offensive magic.

Even I think its a tough sell to Molly.


2) Costs too much.
For the price of using IDU, Molly could literally take him to Sanctuary for holding in a high-security cell, come back and still have 1m of Essence left over.
 
My assumption is that, for the sake of simplicity, stormcrows are a thing in the DF, as is Grandfather Thunder.
And that you can find populations of them in both Sanctuary and the real world, just like you can find elementals in Sanctuary and the real world. Much simpler for the QM than having to make yet another original creation.

Also, Sophia absolutly does have contact with earth spirits.
Thats how she taught the Alphas to make contracts to learn Rank 1 Gifts.
Elementals are a type of creature, us having them doesn't seem like an indication of shared spiritual lineage like that to me. A grandfather thunder who exists in both worlds would be weird since they're separate creations.

What I meant with contact is that she doesn't have long standing summoning contracts or anything. Gifts are imitations of spirit powers, but many also presume a relationship with the world we don't have. See the Glass Walker gifts that rely on the debts of people's long dead ancestors as another example.

Normally being able to summon them is the same as having the right to command them because only their boss can give you the right. Which is presumably why you don't have to resolve a contest to bind or pay the spirit involved.

It'd make more sense if the wind Dragon took Grandfather Thunder's role in the DF, and either Molly herself or a component of her soul manifested as a spiritual organ filled it in the FCF. Then summoning them from "home" would let the gift work as written because our claim on their service would be as good at Grandfather Thunder's is on his guys.

Maybe for convenience make it a convergent evolution thing where they're functionally the same but completely separate, probably with some iron wind flavor? If it works for buzzards in real life it can work for us here.
 
[X] Plan Rendition

Elementals are a type of creature, us having them doesn't seem like an indication of shared spiritual lineage like that to me. A grandfather thunder who exists in both worlds would be weird since they're separate creations.

What I meant with contact is that she doesn't have long standing summoning contracts or anything. Gifts are imitations of spirit powers, but many also presume a relationship with the world we don't have. See the Glass Walker gifts that rely on the debts of people's long dead ancestors as another example.

Normally being able to summon them is the same as having the right to command them because only their boss can give you the right. Which is presumably why you don't have to resolve a contest to bind or pay the spirit involved.

It'd make more sense if the wind Dragon took Grandfather Thunder's role in the DF, and either Molly herself or a component of her soul manifested as a spiritual organ filled it in the FCF. Then summoning them from "home" would let the gift work as written because our claim on their service would be as good at Grandfather Thunder's is on his guys.

Maybe for convenience make it a convergent evolution thing where they're functionally the same but completely separate, probably with some iron wind flavor? If it works for buzzards in real life it can work for us here.
We have been called Goddess Queen several times, the world/realm is our soul and that diplomat mage said that requesting information from the noosphere after our permission is given is requesting information from an entire court of spirits.

What happens, I think, is that when Sophia, like the our other selfs who have Gifts, calls upon a spirit that has an analogue in our sanctuary for something, it will respond not as something done through a personal agreement or old debts but because is literally the Supreme Chief/All Mother of all spirits of FCF is ordering it.

I think the comparison in Werewolf: The Apocalypse would be Gaia herself ordering a spirit instead of a Garou or Clan (and even then it is not perfect because there are spirits that are not under her authority there and all of the FCF are literally formed from the energy of our soul).
 
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[X] Plan Rendition


We have been called Goddess Queen several times, the world/realm is our soul and that diplomat mage said that requesting information from the noosphere after our permission is given is requesting information from an entire court of spirits.

What happens, I think, is that when Sophia, like the our other selfs who have Gifts, calls upon a spirit that has an analogue in our sanctuary for something, it will respond not as something done through a personal agreement or old debts but because is literally the Supreme Chief/All Mother of all spirits of FCF is ordering it.

I think the comparison in Werewolf: The Apocalypse would be Gaia herself ordering a spirit instead of a Garou or Clan (and even then it is not perfect because there are spirits that are not under her authority there and all of the FCF are literally formed from the energy of our soul).
Yeah, that's what I was getting at. Calling Grandfather Thunder's guys specifically would be weird.

Sister Sanctuary is toddler!Gaia. Probably not viable for multiple lore reasons, but it'd be really funny to see that interaction go down.
 
@DragonParadox Errors. From before.
I talked to Captain Lucio
Need two "c".
claws in in me or the siren two months before than.
"That's a lot of things trying to get into your head." The line between perceived sympathy and pity is razor sharp here, but his expression you manage to walk it.
Second on, I really, really don't want to drown."
it. the generation that comes after Carlos,
"I can do the math you know, if they got me they probably got a heck of a lot more, by friends, my colleagues.
out of reach though a haze of black. The promise of false spring... it's meant to be a lie, a lure, the kind of tool the Hollow Man would revel in, but tell it enough time, tell it without price and damnation itself will freeze in black ice.



A Rally Made in Haste
Carlos pipes up putting on a nonsense facade, well worn by the looks of it.
No nonsense facade.
"We this in the Nevernever?"
That's how he shows relief and stress... and anger come to that.
Can't tell if it was worded this way intentionally or not.
"I can get you there in about ten minutes assuming you don't mind a detour though Sanctuary,"
"Normally I'd say you shouldn't bring too many strange guests to this party, but the pigeon's long since flown the coop and it's rolling down the hill on fire right now."

"The coop not the pigeon?" you ask. Maybe Harry's contagious.

"The coop. Setting the pigeon on fire's our job." For all your power, a chill runs down your spine at the tone. He takes a deep breath and in a more normal tone of voice adds: "They are going to try to ambush you as soon as you set foot in the city..."
Square up old man. Fucking swing.



The Sound of Silence
Well either way he's definitely not going into empty bathroom over the next ten minutes.
Missing "the" or "an" after into.
For one absurd moment you think the speakers broke then replaced with worry.
Missing "it's" after then?



Gate of Ether, Snare of Stone
A shout of something Latin turns turns into a hammer of force coming not though the door as you'd anticipated but from the ceeling.
What happens next is almost woo fast to follow.
backwards onto a floor that now has the consistancy of of mud... no quicksand.
poneytail caught in a sick parody of a snow angel set in magically softened tile and comcrete.
one hand twisting amother until they break apart,
On the one hand trying to organize without being able to talk is is going to make this a lot more complicated
 
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Fixed, thanks again for all the help.
A few missed.
claws in in me or the siren two months before than.
"You have a good hat?" Harry can't keep himself from quipping. That's how he shows relief and stress... and anger come to that. Harry quips a lot.
*Googles*

Oh...This is a British thing? I don't think Molly's monologue would contain British diction though. As an American that just sounds like it should say "come to think of it" FYI.
has the consistency of of mud... no quicksand.
On the one hand trying to organize without being able to talk is is going
 
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