I want to make a []plan taking over the red Court
, but I am at work right now. I know that it would include maggots, endless torment Emanation and VEE.
[X]Plan taking over the red court
-[X]Molly 49 XP
--[X]False Hope Spring 9XP
--[X]Endless Torment Emanation 12 Xp
--[X] Verdant Emptiness Endowment (•••••) 20 XP
--[X]Maggot Mana Plague (••) 8 Xp
--[X] Ask Tiffany to raise physical stats to 5
-[X] Lydia, 13 XP spent
--[X] Counterspell: Fae, 3 XP
--[X] Charisma 4 dots, 1 XP
--[X] Manipulation 4 dots, 1 XP
--[X] Appearance 4 dots, 0 XP
--[X] Perception 3 dots, 1 XP
--[X] Intelligence 5 dots, 1 XP
--[X] Wits 5 dots, 1 XP
--[X] Occult 2 dots, 2 XP
--[X] Ox-Body, 3 XP
--[X] Ask Tiffany to raise physical stats to 5
-[X] Olivia, 13 XP spent
--[X] Manipulation 2 dots, 1 XP
--[X] Perception 5 dots, 1 XP
--[X] Intelligence 4, 1 XP
--[X] Mana Manipulation Ritual: Infusion, 0 XP
--[X] Mana Manipulation Ritual: Shape Mana, 0 XP
--[X] Clairvoyance 3, 6 XP
--[X]fortune 1, 4 Xp
--[X] Ask Tiffany to raise physical stats to 5
This Molly has the tools to subervert every member of the Red Court both the Lords and the Rank and file. Now we likely still want to kill most of them, but with this we don't need to kill all of them.
The Infernal's burning sight perceives the Essence patterns forming the structures of Creation. Recording those patterns, she erases the difference between the image and the object.
System: The Infernal touches a mundane object, spends 1 mote of essence, and rolls Intelligence+Awareness at DC6. Success allows her to deconstruct the object into a record of its essence pattern, and store this record in any digital storage device she has on her, at the rate 1 kilobyte per gram of matter in a form of a read-only file that cannot be copied or altered by any means (this is a perfect effect), but can be transferred as normal between devices. The objects stored in such a way can be rematerialized as long as the Infernal is touching the device storing them. Doing so erases the file from her memory or the storage device. The Infernal is instinctively aware of all objects she has stored in such a way on all digital storage devices in her possession.
Once the Infernal reaches essence 4, this charm can be repurchased in order to allow storage of magical objects. For magical items, the transfer rate is 5* dot rating of the object being stored kilobytes per gram, and the cost is 1+dot rating of the object being stored.
The Empress calls. Her subjects answer.
System: The Infernal spends 1 mote of essence and rolls Charisma + Leadership against the difficulty of local Gauntlet while concentrating on memories of those who serve her, or died in her her name. Upon success, up to the (successes) phantom copies of those she was thinking about rise from her shadow. They are only images and cannot affect the material world, such as opening doors or smiting someone with magic, but otherwise retain all memories and abilities, and can fully think, and communicate, and distract enemies in combat. The only person they can physically interact with is the Infernal, and the only objects they are other conjurations of the Infernal's anima, such as Tool Transcending Constructs. The summoned servants persist for a scene and then dissolve back into shadows they are. The originals might gain some vague dreamlike memories of their service - mechanically they receive half the experience their shadows got.
Upon reaching essence 4, the infernal gains an option to harden the light the servants are woven from to grant them material bodies by paying 1 additional essence per hardlight summon. If they are able to manipulate some internal energy reserve, such as chi, they are formed with an empty reserve of it.
Endless Torment Emanation is The anti enemy charm. +2 DC to every check against us and our allies is huge. It greatly solves the problem of Molly being the only combatant that matters, as once ETE is cast the enemy is rolling +2 DC to hit and +2 DC Damage, our allies and +2 to dodge our allies attacks, and +2 DC to soak their attacks.
So enemies hits less, do less damage, take more hit and take more damage. Practically is a 4 DC swing +2 to their offense DC while also +2 to their defense DC, across an entire enemy faction. This is huge swing that take an experinced vampires, down to losing fights against random humans off the street. Against anybody that we would bring to a fight, that's spending all your reserves to not die.
So enemies hits less, do less damage, take more hit and take more damage. Practically is a 4 DC swing +2 to their offense DC while also +2 to their defense DC, across an entire enemy faction. This is huge swing that take an experinced vampires, down to losing fights against random humans off the street.
Not quite that far, but still a big swing. I think that you are over estimating random human off the street. Although it might well force vampires to actually spend blood points to hunt a human which makes the hunting humans not as economical.
Difficulty 6 to 8, which is easy to quite difficult. I mean, the vampire will win, but it's much riskier, and has more chance of going badly. I don't think the red court has a massive advantage at stealth, which means an ambush is likelier to turn into a fight, and you can lose a fight to a lucky mortal who happens to shoot the stomach (it's not that far off center of mass, you wouldn't have to aim amazingly badly), or a Christian who thinks to grab a cross.
I like a lot of this one - ETE works on our enemies as entities. Until the council girdles their loins and wipes out the Red Court, being able to casually curse a global institution so that every member struggles with things like hunting humans is a major show of power - and it extends to mortal institutions (the Library of Congress), and - although it's basically declaring war - it would be fun to go back to Yomi Wan and poke Milaboshi with.
And let's be honest, VEE is one of the best parts about Infernals. Even bereft of Miracle Gift Mastery making ever mortal on your side into Batman (with a bit of Essence), the buff of it giving Merits makes it worthwhile.
But. There are drawbacks.
No buffing our physical stats even further. No Awakened Eye of the Dragon, possibly getting Harry interested and letting him wield Demonreach to do who-knows-what (and I'm curious about that!). No proxy Methodology letting us buff our allies - just a huge debuff.
Personally, I think Ox-Body isn't much use here - although I'm happy that we aren't looking at BME anymore. We apparently don't want to dump XP into major survivability boosts like TCSS or CCI - we haven't been in enough danger. Fair enough.
And finally, VEE is just… classic devil stuff. I can't think of anything that could make Charity throw a bigger shitfit - and we're almost away from her, or at least out of school. I think it's best if that particular part of the plan is put on the back burner.
And finally, VEE is just… classic devil stuff. I can't think of anything that could make Charity throw a bigger shitfit - and we're almost away from her, or at least out of school. I think it's best if that particular part of the plan is put on the back burner.
As much as cosplaying as the nuclear hate fire genie would be funny I do not think it is a good use of our resources at this time and is liable to cause a blow up with Charity just as we finally get to something approaching a peaceful equilibrium. I do agree that ETE would be a good pick up given that basically all of our serious opponents are parts of hostile conspiracies or institutions but I don't really know how useful MMP would be and VEE is very expensive and I don't know if we've really got plans for how to use it beyond giving allies a way to escape to sanctuary and some buffs.
[X] Plan The Undying
-[x] Molly, 49 XP spent
--[x] False Springs Beckon, 9 XP
--[x] Ablation Of Brass and Fire, 12 XP
--[x] Counter-Conceptual Interposition, 16 XP
--[x] Ox-Body, 3 XP
--[x] Ox-Body, 3 XP
--[x] Mind Over Matter, 3 XP
--[x] Heavy Coagulant, 1 XP
--[x] Greater Asprin, 1 XP
--[x] High Kevlar, 1 XP
--[x] Ask Tiffany to raise physical stats to 5
-[x] Lydia, 13 XP spent
--[x] Counterspell: Fae, 3 XP
--[x] Charisma 4 dots, 1 XP
--[x] Manipulation 4 dots, 1 XP
--[x] Appearance 4 dots, 0 XP
--[x] Perception 3 dots, 1 XP
--[x] Intelligence 5 dots, 1 XP
--[x] Wits 5 dots, 1 XP
--[x] Occult 2 dots, 2 XP
--[x] Ox-Body, 3 XP
--[x] Ask Tiffany to raise physical stats to 5
-[x] Tiffany, 11 XP spent, 2 banked
--[x] Wits 4 dots, 1 XP
--[x] Intelligence 5 dots, 1 XP
--[x] Perception 4 dots, 1 XP
--[x] Charisma 4 dots, 1 XP
--[x] Manipulation 4 dots, 1 XP
--[x] Counterspell: Human, 3 XP
--[x] Counterspell: Vampire, 3 XP
-[x] Olivia, 11 XP spent 1 banked
--[x] Charisma 4 dots, 1 XP
--[x] Manipulation 2 dots, 1 XP
--[x] Appearance 4 dots, 0 XP
--[x] Perception 5 dots, 1 XP
--[x] Intelligence 4 dots, 1 XP
--[x] Expression 2 dots, 2 XP
--[x] Vampire Counterspell, 3 XP
--[x] Spirit Counterspell, 3 XP
--[x] Ask Tiffany to raise physical stats to 5
Once again, sandstrike blast falls by the wayside.
Alchemy 5. Multiple action (The ability to act multiple times per round with a full dice pool) potions the ability to make our own version of Periapts (Essence batteries), Purchased recipes that can act as armor under our permanent disguise(Fortifying ink), increase our resting soak by one increase our health Levels by two and allow us to purchase above human strength and dexterity without looking Supernatural (Gemstone Bone) and finally allows us to have Supernatural level skills by increasing the cap on certain abilities past five(Transcendent Capacity). Homemade by our clones that are capable of using the mortal magic we learn to brew/Make them.
A grouping of potions that increase the users ability to learn and retain information about a subject or subjects (though not infinitely or indefinitely ). While brewing the potion the maker selects either 1 ability or 3 thematically related abilities ( The Scholar: Academics,Science, Occult. The Thief: Subterfuge, Stealth, Larceny. The Soldier: Athletics, Survival, Firearms. The Star: Performance, Etiquette, Expression. Etc…) this potion raises the ability cap for the given abilities from five to six to seven to eight to nine to ten these potions do not grant any ability dots just the ability to purchase abilities above the Mortal five if any success would push this above 10 immediately distribute them to duration.
Successes are distributed between duration and effect at a rate of one ability cap per success and one time interval per success time intervals are how often between doses you need to take the potion to keep your enhanced abilities the first interval is daily second is a weekly dose the third interval is monthly, the fourth interval quarterly, fifth interval biannually, the Sixth interval yearly.
Failure to keep on this regimen potions grants a negative dice penalty equal to the abilities over the Mortal cap and they increase difficulty the same amount for a number of days equal to the number of dots over the mortal ability cap x 2 after number of weeks equal to the transcendent ability it fades away back to Mortal standards. The first successes of both time interval and ability caps are succeeded by Brewing the potion successfully. If the three abilities are chosen they must be raised in sequence (Yes: ability A - 2 above ability cap, ability B - 2 above ability cap, ability C - 1 above ability cap. No: ability A - 3 above ability cap, ability B - 1 above ability cap, ability C - 1 above ability cap)
: These decoctions strengthen the bones and subsequently the body's potential as a whole. As the bones both lighten and strengthen the amount of speed and power the body is capable of exerting increases. Though the drinker's appetite will triple as the potions kick in to support the heightened Biological needs. Similar to the Skeletal Enhancement (●) (Mage The Ascension: Pg. 659) These treated bones grant the drinker two extra Bruised health levels and +1 unarmoured Soak. As well as granting a heightened dexterity and strength cap as dictated by the quality in the decoction.
1 success grants both a dexterity and strength potential increase of one to a possible 6 in both attributes further success are divided between strength potential the durability of the bone and dexterity potential lightness of the bones to a maximum of eight in both stats. Further successes can be allocated to time between doses of decoction The initial interval between drinks is Weekly and is set by successfully crafting the decoction the second is a Monthly, the third interval is quarterly, the fourth interval is Biannual Doses, The fifth interval is Yearly drinks.
Failure to imbibe this potion is rather mild after a week one bruised heath level goes away after two the second level and soak dice goes. While the conversion of gembones back to bone is mild the muscles and ligaments that have grown to depend on the strengthened skeletal structure still remain anytime the imbiber of this makes a roll with greater than human attributes they must make a Soak roll at their base difficulty + how ever many attribute dots over the mortal 5 in that particular attribute for that same value of damage. Failure deals that level in lethal damage and botching deals double damage.
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 = 3 days, 2 = 1 Week, 3 = 2 Weeks, 4 = 3 Weeks, 5 = 4 Weeks) 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,Qi) though the effects of those non-regulated infusions may have deleterious or strange effects on the bearer.
Mana manipulation so we're capable of causing our own version of the warp storms that the Jades and Sandra used. We can also use it directly to retarget or call Wards to Target someone else or create our own version of weaponized geomancy like All is Poison in The Lord of the wicked cities hell, not to mention this is what would allow to move and manipulate Ley lines.
It would also allow us to figure out where magic was cast and possibly use them as focuses for Crown questions. Whether it was vampiric Wizard or otherwise. It also allows us to possibly judge and I don't want to use this as a hard fast statement the power level of our opponents which is to say how much juice they have left in the tank whether that be vitae gnosis Ki or what have you.
For Pentacle and Scepter which makes all Ancient Sorcery maybe not the most efficient thing but definitely combat viable or provides extra resting soak like the Invulnerable Skin of Bronze (2 Essence with P&S, two Essence for an extra 4 soak for an entire day), it also reduces the difficulty of ancient sorcery and all modern sorceries which makes it a stacking bucket for any and all sorcery that we get going forward essentially a - 1DC on all sorcery it is also passive which means it affects our clones that can also use Mortal Magic.
Between P&S, BSM and CCC that is difficulty break of - 5 level 4 spells Alchemy Mana manipulation no matter which you're talking about if they're ritually cast can be cast at difficulty 3 with this 20 dice at difficulty 3, or Master Level spells and potions at difficulty 4 the base difficulty for casting sorcery at all. It's a strong investment in getting more sorceress training as well as pushing magical competence.
To Ethically feed and protect all of our minions whether it be White, Red, Jade or ghoul. On some level this was the selling point of getting Alchemy 4 so we can make cleansed mana maggot potions that charged up our Supernatural followers abilities without getting the bonus to DC on them. Or them having to eat humans or other sentients to fill up their Supernatural pools of energy.
It also essentially maximizes our foothold in creation simply because we can now exchange directly Supernatural power for favors no more of this Goodwill shit. On the other hand we could also just grab the wishes of our servant and have them move up in the world and they essentially stay or servant despite their heightened standing which further increases our power in creation.
We largely don't bring minions directly to most combats but there's something to that. The plan is called that because of verdant emptiness endowment mixed mana maggot plague means that we can literally grant wishes to all of our servants and they can use their Supernatural powers to the best of their abilities.
As far as our servants being independent entities that can both protect themselves and have better lives granting them wishes and also having them be able to use their abilities without needing to kill anyone is as good as it can possibly get for them at least.
This paired with politics and finance means that we're really moving up into the being an active manager of people and possibly policy. It's a larger overarching plan that has to do with minion protections outside of just combat.
Something of a more balanced approach a perfect defense that lines up directly with our whole play style so far of being on the front eating attacks while also being in hell paired with Alchemy 5 to give us more options extra actions Essence storage Essence batteries. Digital possessions management means we can carry around infinite potions along with any magical artifact that we want to take from places without needing to carry it at all.
I don't know if the votes open yet but I'll add it to the list there's no reason not to approval vote.
[X] Plan The Undying
-[x] Molly, 49 XP spent
--[x] False Springs Beckon, 9 XP
--[x] Ablation Of Brass and Fire, 12 XP
--[x] Counter-Conceptual Interposition, 16 XP
--[x] Ox-Body, 3 XP
--[x] Ox-Body, 3 XP
--[x] Mind Over Matter, 3 XP
--[x] Heavy Coagulant, 1 XP
--[x] Greater Asprin, 1 XP
--[x] High Kevlar, 1 XP
--[x] Ask Tiffany to raise physical stats to 5
-[x] Lydia, 13 XP spent
--[x] Counterspell: Fae, 3 XP
--[x] Charisma 4 dots, 1 XP
--[x] Manipulation 4 dots, 1 XP
--[x] Appearance 4 dots, 0 XP
--[x] Perception 3 dots, 1 XP
--[x] Intelligence 5 dots, 1 XP
--[x] Wits 5 dots, 1 XP
--[x] Occult 2 dots, 2 XP
--[x] Ox-Body, 3 XP
--[x] Ask Tiffany to raise physical stats to 5
-[x] Tiffany, 11 XP spent, 2 banked
--[x] Wits 4 dots, 1 XP
--[x] Intelligence 5 dots, 1 XP
--[x] Perception 4 dots, 1 XP
--[x] Charisma 4 dots, 1 XP
--[x] Manipulation 4 dots, 1 XP
--[x] Counterspell: Human, 3 XP
--[x] Counterspell: Vampire, 3 XP
-[x] Olivia, 11 XP spent 1 banked
--[x] Charisma 4 dots, 1 XP
--[x] Manipulation 2 dots, 1 XP
--[x] Appearance 4 dots, 0 XP
--[x] Perception 5 dots, 1 XP
--[x] Intelligence 4 dots, 1 XP
--[x] Expression 2 dots, 2 XP
--[x] Vampire Counterspell, 3 XP
--[x] Spirit Counterspell, 3 XP
--[x] Ask Tiffany to raise physical stats to 5
Ablation of brass and fire is a perfect soak charm which makes it perfect for our purposes most of the time. Counter-conceptual interposition is our version of heavenly Guardian defense which would essentially defend us from any being that has multiple attacks per turn or essentially machine gun fire that fires a bunch of attacks all at once or anything similar to that so we don't need to use ablation of brass and Fire.
With the ox bodies bringing us up to 22 Health levels greater aspirin reducing wound penalties by one and heavy coagulant lowering soak difficulty by one which means the amount of unimpeded (No wound penalties) Health levels goes from 3 to 17 and soak difficulty rests at 4.
An Alchemical blood coagulant the thickening and rapidly hardening blood makes dealing heavy or debilitating injuries noticeably harder. Lowers the difficulty to soak damage by 1.
is an alchemically made aromatic poly-amide, a class of heat-resistant and strong synthetic fibers synthesized from base Kevlar fibers. Lighter, stronger and more impact resistant than its purely mundane cousin. Lowers the difficulty of lethal and bashing soak by 1 and lowers the dexterity penalty by 1.
As its name implies is an anti-inflammatory and pain reliever made through alchemical means. Lowers wound penalties by 1.
Inspired by her own ability to command her body to stop bleeding and affect her rate of regeneration this potion was made by Molly Carpenter to explore and possibly enhance those abilities. Mind over Matter potion grants the first two dots of the psychic power bio-control for an hour.
As much as cosplaying as the nuclear hate fire genie would be funny I do not think it is a good use of our resources at this time and is liable to cause a blow up with Charity just as we finally get to something approaching a peaceful equilibrium. I do agree that ETE would be a good pick up given that basically all of our serious opponents are parts of hostile conspiracies or institutions but I don't really know how useful MMP would be and VEE is very expensive and I don't know if we've really got plans for how to use it beyond giving allies a way to escape to sanctuary and some buffs.
MMP allows for us to recruit vampires to our side who become even stronger than they ever were before. Even the most aggressive vamps are never as well feed as MMP allows. It's a big power boost and makes joining Molly's side more tempting.
VEE is that but more and can be done with anyone. It's most powerful effect is how it can add a background dot which is basically a cheat code when it comes to playing politics. We find a ambitious red vamp and turn him to our side. Then he wishes to be higher up in the organization of the red Court. Suddenly we have a double agent among the lords of outer night.
Or we get a Lord of Outer night on side and he becomes the new red king.
We don't even need them on side to cause organization rescheduling to happen just overhear one of them wishing and grant it. Then watch the chaos.