First of all, I want to say congratulations - despite being somewhat short, this is a great update with very, very good, visual writing. It shows clearly that we are somewhere alien, in the place of great, ancient and best forgotten evil.
Anyway, on what to do - I'll hold off on voting for now to see if anyone has a clever idea or two. I am very, very tempted to go after him, and am regretting leaving Olivia back at White Council headquarters - having a sniper would have been super useful right now. Killing Hollow Man here and now solves a lot of issues, but I'm unsure how we could do it.
Actually, wait a second.
@DragonParadox do we still have Occult excellency running? We activated it to countermagic the veil buster, then immediately used the Calibration gate (let's call it one minute to do so), which should have left us with ~ 3 combat turns worth of excellency, roughly. Minus two turns (join battle and expand domain), we should be at the least turn of it. Also, are Hollow Men naked? Can we grab something of theirs to pull them in?
[X] Plan Get Over Here!
-[X] Activate Mind-Hand Manipulation
-[X] Drag Hollow Men closer to you, using the combination of MHM and Lord of the Land conjured iron winds
--[X] Either as multiple actions, or as a single omnidirectional pull, whichever is more effective.
-[X] STUNT: Your enemy is near the very border of your domain, but still very much within it. What lies beyond it is not emptiness and eternal darkness of the sky of Sanctuary, but something far, far more foul. Still, it is reminiscent of the world of your soul, with only one thing truly missing. And so, with a thought you bring it forth - the black iron, razor sharp and logic cold pick up, a great cyclone shielding you and your allies from the glare of the baleful dead stars, blowing, in defiance of Earthly weather patterns, towards the center, rather then to the corners. And amid the hurricane-strength winds relentlessly tearing at the Hollow Men caught within, your concentration adds its crushing weight to the assault, yanking them towards the center, and away from escape.
MHM should be activating with DC 4 (-1 BSM, -1 Signature), with 18 to 20 dice, with specialty Unless TLF applies (attack is defense here, and we are defending our allies against Labyrinth), in which case, 22 to 24 dice at DC 3. That's 14 successes on average at worst, 22 at best, which gives Molly roughly six tons of force. Equally distributed among 5 targets, that's 1.2 tons per each hollow man. Unless those are parallel actions and/or grappling. In which case I think we might still actually be able to pull those off. -2 to -5 initial DC, with 18 dice. So, we get
17 dice, -4 DC
16 dice, -3 DC
15 dice, -2 DC
14 dice, -1 DC
13 dice, 0 DC adjustment.
You know what? This should be doable.
Also, it's incredibly funny to me how I am unintentioally recreating the description of the charm from my
custom charmset,
Wind-Guarded Thoughts ●●●
The mind of the Infernal is guarded by the iron-filled winds that shield her realm.
System: Whenever someone attempts to read the Infernal's mind by any means, roll Perception + Awareness against difficulty 8. Success reveals not only the mind-reading attempt, but also who is responsible. The Infernal may then pay 1 Essence to reflexively shield her thoughts, making them impossible to read for the rest of the scene. Further, whenever a character attempts to read the Infernal's mind or delve within her soul somehow, they must make a reflexive (lowest of Dexterity or Wits) + Stealth roll opposed by Infernal's Perception + Awareness roll. Failure protects the Infernal's mind from being read, conjures a vortex of iron-filled tornado around them, which inflicts 10 dice of lethal damage (aggravated against fae and other beings with similar weaknesses to iron). Infernal must spend one point of essence or willpower in order to stop this automatic defense.
Yog: Thank you. Upon reflection, that should have been clear to me. Thank you for helping me with my... whatever my issue is. (Although it's 'an extended roll lasting an hour;' it doesn't say it requires a dramatic action or anything, but I'm pretty sure he has to meditate or something - otherwise, he'd outpace Molly's Exalted essence regen, barring MiM.
Hmm. It just grants the bonuses, and doesn't grant Essence at range a la Hearthstones... And we don't really know what Demonreach would grant. Probably just the same stuff becoming the Warden grants - it would be strange for that island to have any power not already allocated towards keeping the prisoners imprisoned - but where book Dresden clearly couldn't use Demonreach as his own personal leyline, I suppose that Essence Attunement might make that more feasible?
Not that he necessarily needs the raw power, anymore... but if he ever needs to fight with a god's worth of strength for an extended period of time, against someone who doesn't also have god-tier skill and precog... it's something to investigate.
Boredman: Thank you. That makes sense - I appreciate your patience in spelling out the obvious. I'll try to improve in the future.
Yeah, there's a lot of fun to be had with ExvsWoD mechanics. At least some of them are fairly broken. Dresden might not need the powerup directly, but it's good to see how separate powerups build upon each other.
And yeah, he does almost certainly have to meditate to regain essence.
Regarding heartstones - you might be interested to know that for this game, we are actually allowed manse construction, which is stated to come with some great benefits, like a city-wide charm-grade effect, the ability to make spirits with no downtime, and, yes, a Heartstone (personally, I'd use it to further empower Porter, to make better defenses for Chicago).