Green Flame Rising (Exalted vs Dresden Files)

Winter's Grand Favors have explicit carve outs for their duties.
And Chicago-above-Chicago is critical for the ability of the Courts to exchange ascendance and power every couple seasons.
Plus, there's the whole White God told every god to butt out and made it stick.

Basically, Chicago is not free real estate, and trying to do this sort of thing is the sort of stuff that, in my opinion, would come with pushback even before you trid.
Or more hilariously, result in some angel showing up when you finish and telling the newborn god to butt out.

Which I would find funny, mind, but would probably result in some players complaining.
Yeah it does explicitly say as much. Looks like we'll just have to politic some kind of agreement that we won't get in the way of those things. Getting the god in question to go along with it is the only questionable part in my mind but if that guy doesn't listen to their mother and just causes headaches I'm voting to kill and eat him morality be damned.

Angels give humans a lot of leeway due to the White God's stance on Free Will. I think there's some wiggle room there but yeah that is a distinct possibility. For that matter I hope that if there isn't any wiggle room due to the circumstances that an Angel explains to us beforehand what's going to happen if we go through with it so we don't waste our time. Clearly God's can have work arounds to fuck with humans cause otherwise Odin wouldn't be a key character, though that guy with his Mantle derived DID probably isn't the best example, it does mean the matter isn't black and white.
 
Winter's Grand Favors have explicit carve outs for their duties.
And Chicago-above-Chicago is critical for the ability of the Courts to exchange ascendance and power every couple seasons.
Plus, there's the whole White God told every god to butt out and made it stick.

Basically, Chicago is not free real estate, and trying to do this sort of thing is the sort of stuff that, in my opinion, would come with pushback even before you trid.
Or more hilariously, result in some angel showing up when you finish and telling the newborn god to butt out.

Which I would find funny, mind, but would probably result in some players complaining.
Except no one is telling Porter to butt out. No angel has come for Bane - the least god we made, which js exactly like a god if Chicago, only much smaller. The Wheel of Ages is turning. Rules change.

As to fae politics - they didn't object to Demonreach being built. Recently, they didn't object to Last Starion renovations. Or to pigeon god. Or to volcano raksha. And, again in canon, if this was an issue, Marcone would have never been allowed to claim Chicago under the accords. Personally, I find it more plausible that fae would support an effort to create a guardian deity, as long as it's exactly that - an impartial guardian of the city.
 
Except no one is telling Porter to butt out. No angel has come for Bane - the least god we made, which js exactly like a god if Chicago, only much smaller. The Wheel of Ages is turning. Rules change.

As to fae politics - they didn't object to Demonreach being built. Recently, they didn't object to Last Starion renovations. Or to pigeon god. Or to volcano raksha. And, again in canon, if this was an issue, Marcone would have never been allowed to claim Chicago under the accords. Personally, I find it more plausible that fae would support an effort to create a guardian deity, as long as it's exactly that - an impartial guardian of the city.
Porter is a minor dragon of the underground. Nobody cares about him. Nobody cares about bane he controls a building not a major city of humanity with millions of people in it. Demonreach helps out everyone as a whole including the Fae Courts since it has Outsiders in it according to Butcher and we have no idea if they were bothered by it initially. Demonreach doesn't threaten their ability to do what they need to either. I don't see why the LS would be relevant to the Courts other than a place they can probably use to contact Molly. The pigeons can literally be ignored they probably aren't going to attack them for no reason and disrupt their activities. Volcano Raksha, Embermane, spends most of his time asleep and isn't bothering anyone. Marcone isn't a God with some level of metaphysical control over Chicago.
 
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Porter is a minor dragon of the underground. Nobody cares about him.
Not sure that is true anymore. After we made the Train Body for him he apparently got an upgrade from a elemental dragon to the elemental dragon of the Chicago underground (update where we introduced him to the wizard ducklings) so he got a bit more metaphysical heft now then he did before.
 
I think the Altar was only in Chicago-above-Chicago for that specific event and otherwise is either somewhere in the Nevernever or in some state of quasi potential existence.

There's nothing uniquely special about Chicago for the Fey Courts at any other time.
 
Not sure that is true anymore. After we made the Train Body for him he apparently got an upgrade from a elemental dragon to the elemental dragon of the Chicago underground (update where we introduced him to the wizard ducklings) so he got a bit more metaphysical heft now then he did before.
Oh yeah that's right. Porter is the Dragon of the Chicago Underground railroad now. Not something the Fae Courts would need to do anything about though. Those Fae cats that spy on the Last Station should know he's a friend of ours and since he seems limited in where he can go as far as I can tell, to them there's no reason for them to pick that fight with the "Slayer Queen" as a Fae called us in the Alpha interlude.
 
About the Chicago God, I agree with Yog that as long as he is impartial (ignoring being a little biased towards his mother) and doesn't poke at the Stone Table without a good reason, they shouldn't care that much because we have good relations with both of them, we never step on their toes, they know our power and that our morals would never let us or anyone else mess with that thing and cause chaos with the Seasons, because it would cause a lot of damage to the entire planet. Or at least they will send a diplomatic team to close a deal between us about it, with me agreeing if for some reason our God doesn't want to compromise and ignore his own creator to kill it and create a new one.

As for the White God, it shouldn't be a big problem either because I doubt that DP will let us spend a lot of AP just to say "Oh no, unfortunately you can't exercise it power". In the worst case scenario, Uriel sends a message to Michael afterwards that the angels who are watching over us (because Molly certainly has angels watching over her since she is out of destiny and the waves she can cause without realizing it *cough Demon the Fallen's intro into a new reality where there was none before cough*) that it was better not to do it or what restrictions our new creation will be under.
 
Okay now that I have a moment I'm going to attempt to convince people for [ ] PLAN POWER OVERWHELMING

Starting with crafted benefits. Proper armor for ourselves and our circle +6 Soak & -1 difficulty. Which allows both Tiffany and Olivia to soak aggravated damage without needing to spend any turns or actions on doing so well also reducing their difficulty to five for soaking damage same for Lydia for us it reduces our soak difficulty to 4.
Directly patterned after her court's Silver Weave and using the same materials with a significant addition from her own stock of Alchemical materials. The Prima Metallum weave armor is made of interwoven ice spider silk, Military grade Alchemical ballistic gel and Prima Metallum. Covered in a near carapace of woven metal near invisibile sigils of the Court of Fate seem to move across the still weave of the surface independently of any motion, their magic seeming to buoy the wearer.

Prima Metallum Weave Armor appears to be a form-fitting suit of a particularly lustrous and dark metal and silver weave. Due to its prodigious construction it does not burden the wearer and grants 6 Soak and lowers the difficulty to soak damage by one. Requires attunement.

Silver weave armor - 4 Soak -1 Dexterity
Prima Metallum +1 Soak
Prodigy construction +1 Soak, -1 difficulty, eliminate DEX penalty.
Armor that makes Lydia immune to possession just like Tiffany and us while also improving her shaping defense.
Composed of innumerable strips of material that to a mortal unaugmented eye looks like finest Tocatli silk, each as tough as the best synthetic armor weave the Fivefold courts can produce, the form this powerful artifact takes when manifested is closest to that of the holy wrappings of the honored dead of the ancient kingdom of Kemet, known to modern man as Egypt, wrapping tightly around the body of its master like second skin to fit under most any clothes without restricting movement. Each strip of cloth is engraved with holy symbols of protection, sanctity, defense and certainty, all forming an endless loop of prayer meant to ensure the sanctity of one's self. It is so comfortable that it can be worn indefinitely. A hood is cleverly hidden in the form, easy to slip on when needed
  1. +2 soak dice (equivalent of Concealed Kevlar Vest from C20)
  2. The adornment splendor only lasts 1 day when summoned, instead of 1 week
  3. The user can freely interact with spirits on the other side of the Gauntlet (I assume this either means the ability to interact with incorporeal entities, or to interact with NeverNever without transitioning there)
  4. Stamina+Occult rolls cannot botch, always generate at least 1 success, 2 if opposed
  5. The Warding of Divine Ancestry grants +3 DC to attempts to affect Lydia by shaping (to transform, infect, taint, transport, or control her body or spirit) instead of +1 DC
  6. Lydia is immune to possession - this is a perfect effect
Then a splendor that would allow Tiffany to use her flesh shaving at a distance and more easily allowing her to directly attack the Attributes of other people without needing to directly touch them.
A pair of elegant five finger chain rings, both the bracelet and the rings are made of solid brass, while the chains connecting them seem to be spun of solidified shadows, which, at closer inspection, turn out to be obsidian, worked into the shape by means no mortal can hope to replicate without at the very least decades of efforts and resources of a modern nation.
Mechanics An adornment remains manifested for a scene. It costs 1 Faith point to manifest The difficulty to affect Tiffany with hostile works of glamour increases by 1 Mortals take a willpower roll at DC5 to notice magical effect Tiffany gains ability to use medicine from 5 yards away. This means that she can use Lore of Flesh and Lore of Awakening from 5 yards away.

3 dot version The design of the bracelets evolve. Instead of a plain, if polished and obviously high quality bracelets, now miniature dragons, the perfect reproductions of the Dragons of Dark and Light encircle their wearer's wrist, forever trying to consume themselves. The rings are now inscribed in language that might, to some learned scholars, resemble enochian script, proclaiming to the world the absolute surety of their master's will and their doman over all forms of life.
Mechanics It now takes 1 Faith point for the splendor to stay manifested for a day
The distance Tiffany can use medicine rolls from is now 15 yards
Tiffany cannot botch Intelligence + Medicine rolls and gets either +1 (unopposed ) or +2 (opposed) successes on those rolls
Tiffany rolls Intelligence + Medicine at -2 DC

Mystic Fortification (1 pt. Mystic Element): Intelligence + Medicine -2 DC
Mystic Fortification (1 pt. Mystic Element): Dexterity + Medicine -2 DC
Invincible Assertion (3 pt. Root Element) : Intelligence + Medicine or Dexterity + Medicine
Okay abandoning directly trying to spoil her every single thing on the list because I want to get this finished before the vote is over.

The Long Arm which is a proper Prodigy sword that hits on difficulty 5 and deal strength + 4 damage which makes it a sword that does more damage one handed while also not requiring attunement than our demons sword at a lower difficulty.

The Lock In Choker which will allow us to use Cracked Cell Circumvention way more often and in pretty much any combat situation as well.

The Alembic and The Cauldron directly increase the duration and amount of potions that we can have at any given moment which directly helpful considering the new abstraction for potions having potions that last Almost an entire day or longer while also having more of them cannot go amiss.

The Infernal symbiote is essentially a Venom symbiote that gives regeneration unarmored soak and many more benefits that are really hard to elaborate on.

The Ring of will allows us to complete that promise as well as potentially give it when necessary without needing to spend further AP on it later.

Tempestus Domini allows us to directly conjure as well as take control of existing weather patterns allowing us to literally rain lightning down in the middle of storms or create storms from nothing which would trigger both Boiling Sea Mastery and Without Honor Without Hope. As well as allowing us to conjure Elemental constructs that can hit at way lower difficulty and possibly deal more damage than sand strike blast both the grenade and spear version. All of that without needing to spend Essence.

The Storm Heart allows for all of that as well as giving a false shintai to one of our party members so they can trigger BSM for us or w h w h for us while also having their own back of ability that will massively increase their health massively increase their soak give them the ability to fly and fight directly alongside us for a prolonged period . Even when we have our shintai up with a particularly hostile environment in the five fold Court fate.
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.
We also get a vision.

The peach tree of immortality is exactly what it sounds like a peach tree that can grant a new body that is Immortal for people who eat it proposed by yoga it's a really strong wonder that will really open up the ability for us as well as repay Brother Devismar.

The True Staff if given to Dresden or whoever else we want to would essentially increase their effective Arete by one and reduce their casting difficulties by two. Which for Dresden would essentially increase his power to two steps shy of the black staff himself and with a way better staff than even the black staff itself is.

Finally on the infrastructure front the Eveready draft roller decreases the amount of time we need to spend planning building things which all Arcana inventions greater buildings possibly fortresses require planning stages this reduces the time necessary by half. Then S.T.O.N.E which reduces the time to build massive Stoneworks or clear massive stone work like say the undercity or attempting to build a fortress in the middle of nowhere by half while also reducing the difficulty of doing so.

All of that for the Low low price of 1 AP


To read the Mechanicals for all of them here
Form of Verdant Wood (1 pt. Form Element)
Transformation (3 pt. Root Element)
Elongation of the Curse (1 pt. Mystic Element) X3 (or Elongation X2 + Mystic Fortification). This is the dicey part that I need approval for. It raises the rating of the splendor to 3 from 1, using the added points in an almost-allowed way to make the transformation permanent.
Growing in the hidden corner of the world the Tree of Immortality is a promise and a hope that the coming Sixth Age will not be that of Ruin, but instead of a glorious rebirth and newly minted Legends. The peaches it produces are almost illuminated from within by a light of the sun, and anyone fully consuming one will be gifted with a chance to walk the Path Unending. Not all, however, is as rosy as can be assumed at the first glance. The Tree of Immortality and its fruits are a product of their age, when the whole world hangs on the edge of Oblivion. Those taking the first bite of the offered fruit would find the taste far discordant with the enticing visage. Foul and revolting, it tastes like all the sins and atrocities in the world. A strong will (willpower roll against difficulty 8) is required to consume it all, flesh and pit alike, and grasp the offered chance.
3 dot Arcana
Willpower 3 (carry over from before transformation)
Physical (Primary + Superior Body)
Strength 4 (3+1)
Dexterity 4 (3+1)
Stamina 4 (3+1)

Social (secondary + Superior Poise)
Charisma 3 (2+1)
Manipulation 3 (2+1)
Appearance 4 (3+1)

mental (tertiary + Superior Mind X2)
Intelligence 4 (2+2)
Perception 3 (2+1)
Wits 4 (2+2)
Talents (primary, 11 points)
Alertness 5 (3 +2 from freebie point)
Athletics 5 (3 + 2 from freebie points)
Awareness 3
Brawl 1
Expression 1

Skills (secondary, 7 points)
Melee 3
Etiquette 3
Stealth 1

Knowledges (tetriary, 3 points)
Occult 3
Clones are, for most intents, mortals, although they're immune to the Delirium (see W20). They can only soak bashing damage. A clone may be either a genetic replica of a single person, or a hybrid of the features of multiple tissue donors — essentially a "child" of the donors, created in a clone tank.
Superior Body
Superior Mind X2
Superior Poise
If the Arcana is capable of natural healing, then it now heals at the same rate as Exalted do.
The years seem to pass you by. Time moves on, but you
remain essentially the same physical age as you were when this
Merit stopped your aging process. Maybe you discovered the
Fountain of Youth, upgraded yourself to perpetual stability,
assumed an odd relationship with the time stream, or entered
an uncanny bargain that preserved your current age. And so,
although you continue to accumulate the scars, experience,
and perspective of age, your body maintains a consistent state
of chronological development. Note that this is not the same
thing as immortality – injuries and sickness can kill you just as
surely as they'll kill any other person. Age-based decrepitude,
however, is not something you'll have to worry about.
Blessed with great vitality, you heal injuries with heroic speed and ease. Your own injuries from lethal damage heal as if they were bashing damage (see the Healing Damage chart in Mage 20, p. 406), and aggravated damage heals as if it were one level higher than it is. (Wounded-level damage, for instance, would heal at the Injured-level rate.) Bashing damage, regardless of its extent, heals within an hour.
If you're trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply – see Mage 20, p. 503.) As long as you remain in physical touch with the injured party, that character uses your healing
rate as her own. Your touch also soothes minor pains – muscle spasms, headaches, and so forth – within a minute or two.
Beyond its healing powers, this rush of life-energy simply feels good, too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevitable downside, vampires find your blood delicious – twice as potent as normal human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and unspeakably refreshing.
According to the surviving myths and stories, in the forever lost Age of Legends, this level of ability was just barely enough for one to challenge Heavens and to start their journey on the path of immortality. Whether this is true or not, in modern age, the Immortal Cultivator Body transformation requires an investment from a celestial. Upon consuming the fruit of the Tree of Immortality, the mortal target will be wracked with symptoms reminiscent with strong food poisoning. For a night and a day they will be affected by high fever and delirium, diarrhea, vomiting and copious sweating, as their bodies are being remade and impurities are expelled in a form of black tar-like foul smelling toxic sludge. Surprisingly enough, they don't require medical care to last through the process, as their bodies are actually growing in strength and vitality through it.

When the process completes itself, the target will find themselves rid of almost all blemishes and imperfections, as if they spent a day with a professional makeup artist. They will feel a spark of life burning in their body, the vitality overflowing them, and their strengths raised almost to the peak of human ability. Their senses will be far sharper and, if they didn't have it before, they will find themselves with awareness and instinctive understanding of the supernatural forces of the world they are now part of.

in the days, years and centuries to come they will find that normal human limits no longer apply to them. With diligent cultivation of their new potential, they will be able to rise to superhuman capability in all their aspects. Those who reach truly enlightened states will discover that it is their minds that are most transcendent, even if at first glance the transformation is aimed at the physical body.
Basically, an unaging rapidly healing super-vital mortal with a potential to train to superhuman levels and baked in supernatural awareness

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.
This Splendor defines a rigid certainty and imposes it upon existence.
When used in an Adornment, define a specific roll of (Attribute) + (Ability) and a specialty that
it falls under. When the user makes such a roll, she cannot botch and cannot fail regardless of the
difficulty. No matter what, she always generates at least one success. If this roll is opposed by
another character, Invincible Assertion instead adds two bonus successes.
When used in a Fascination, define a specific roll of (Attribute) + (Ability) and a specialty that it
falls under. Under circumstances defined by the Splendor, such rolls cannot fail in its presence,
and always generate at least one success. If such a roll is opposed, it adds two bonus successes.
This Element may be incorporated into a Splendor more than once.
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.
The Splendor's power is flawed, and its curses and blessings cannot maintain their hold for long.
Select one Element of the Splendor whose effects last for a limited time. That Element's maximum duration is decreased by one category (from one month to one week, one week to to
one day, and so on). If the duration is already "one day," the Element is reduced to one hour.
Taking this Element grants one additional Element point, which must be spent on a 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.
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.
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.
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).
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.
The Splendor is shrouded in a psychic ward that makes it unthinkable to even consider harming
it in any way. Anyone attempting to do so must succeed at a Willpower roll against difficulty (4
+ Splendor's rating) and then spend a Willpower point on each turn in which they attempt to do
harm to the Splendor.
Composed of innumerable strips of material that to a mortal unaugmented eye looks like finest Tocatli silk, each as tough as the best synthetic armor weave the Fivefold courts can produce, the form this powerful artifact takes when manifested is closest to that of the holy wrappings of the honored dead of the ancient kingdom of Kemet, known to modern man as Egypt, wrapping tightly around the body of its master like second skin to fit under most any clothes without restricting movement. Each strip of cloth is engraved with holy symbols of protection, sanctity, defense and certainty, all forming an endless loop of prayer meant to ensure the sanctity of one's self. It is so comfortable that it can be worn indefinitely. A hood is cleverly hidden in the form, easy to slip on when needed
The writings acquire internal glow, resembling, depending on the mood and situation, the cozy fires of a hearth, or a merciless light of the scorching desert sun. Symbols of the holy sun and sacred fertile earth are now intermixed into the complex writings fillings the strips of cloth. Unless directly under attack, the glow is faint enough to be entirely concealed by the clothing worn over the protective garment. A thin exoskeleton of pure elemental iron the likes of which hasn't been seen in the world of man for at least an Age is now attached to the cloth strips the underlying clothing form, bands of unyielding metal resembling nothing more than a human skeleton, and protecting more than just the vitals.
If the strips of metal formed a skeleton, then the wooden growths now attached to them, look almost early like living muscle. The whole arrangement of cloth "skin", metal "skeleton" and wooden "muscle" is rearranged in such a way that it looks as if every step the weater makes is full of grace, elegance and speed, almost as if they were one with the winds themselves. Its form is a poen in motion, a living scultpture of something out of this world.
  1. +2 soak dice (equivalent of Concealed Kevlar Vest from C20)
  2. The adornment splendor only lasts 1 day when summoned, instead of 1 week
  3. The user can freely interact with spirits on the other side of the Gauntlet (I assume this either means the ability to interact with incorporeal entities, or to interact with NeverNever without transitioning there)
  4. Stamina+Occult rolls cannot botch, always generate at least 1 success, 2 if opposed
  5. The Warding of Divine Ancestry grants +3 DC to attempts to affect Lydia by shaping (to transform, infect, taint, transport, or control her body or spirit) instead of +1 DC
  6. Lydia is immune to possession - this is a perfect effect
  1. +3 soak dice (+2 from craftsmanship + 1 from Form of Steadfast Earth)
  2. First attack in a scene that tries to damage the armor fails
  3. Soaking heat and fire damage is done at -2 DC
  4. The adornment lasts 1 week before it needs to be renewed
  5. The Splendor cannot be burned.
  6. In addition to previous immunities Lydia is immune to being crushed, cut, or pierced by stone or metal and being burned. If more than one characteristic is drawn upon when this Element grants its Protection (for example, being stabbed with a flaming sword), 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 become the ability to make a Willpower roll at difficulty 6 to immediately shake the effect off
  1. adornment lasts 1 month when summoned
  2. Lydia's moving speed is increased by 5 yards per turn before any other multipliers
  3. The Splendor cannot be harmed by wind, cold, or electricity
  4. 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
  5. Lydia's initiative modifier is increased by 2
  6. In addition to previous immunities, Lydia gets immunity to damage from wind, cold, and electricity, being poisoned or struck by wooden objects
  7. Anyone attempting to harm the splendor (i.e. attack Lydia through the armor she is wearing) needs to pass DC9 willpower roll, and to spend 1 WP per turn

A custom built symbiotic organism slash organ system in the same way a mytochondria is a symbiotic microorganism, or gut flora are flora. It takes place and functions of liver, kidneys, stomach, parts of intestines. It works at the very limit of what is possible with organic technology (because calling it simple biology is doing it a disservice). It is capable of processing any organic material for nutrients, including plastics, no matter how toxic (merit: cast-iron stomach, poison resistance). It automatically neutralizes all mundane poisons, toxins and drugs (merit: Alcohol /Drug Tolerance): those taken orally by directly digesting them before they can enter bloodstream, and those breathed in or injected by constantly processing and filtering the blood. It identifies bacteria and viruses in the blood, drink, food it processes, and catalogues them, forming long-term immunity to all diseases, even ones that normally don't allow for such (merit: Eidetic Memory). It constantly floods the bloodstream with a highly potent mixture of stem cells, stimulants, clotting agents, etc, resulting in rapid healing of even the worst wounds (special advantage: Healing Lick, heal 1 level of agg damage per round). It is unaging (arcana feature) and, through processing the blood and producing its healing cocktail shares the trait with the host organism (arcana feature: unaging). It is capable of regenerating large amounts of damage to itself, like a starfish or a human liver (special advantage: regrowth at 4 points). It is armor plated, thermally stabilized, and internally reinforced, and capable of shrugging a lot of damage (can soak agg at difficulty 8). While it signals to the host body its status, it doesn't ovewhelm it with pain (no wound penalties from damage to the ISIS, ISIS itself doesn't suffer wound penalties). Finally, if triggered by the host, it's capable of flooding the body with a potent combat cocktail, though it can't do so too often.
System-wise it works like this:

variant Golem
Design notes (non-standard rule applications and variants):
1) Attributes: strength, dexterity - not applicable, reduced to 0. Social attributes not applicable - reduced to 0. Mental - mostly not applicable, kept at animal level with wits 1 intelligence 1. Total number of attribute dots used - 4, total number of attribute dots sacrificed - 9 from chargen + 2 from golem type of arcana (from strength) + 6 from attribute floor level = 17. If converting to freebie points at 2X discount rounding down, i.e. for 2 freebie points per attribute dot, that's 34 freebie points.
2) Abilities inapplicable - in total 22 dots of abilities sacrificed. That's 22 more freebie points for conversion.
3) Seven points of flaws. Animal mind and dependence on the blood of their host.
4) So, total 15+34+22+7=78 freebie points.
5) In addition to normal merits, I am using two special advantages from Gods and Monsters. Since those are very powerful, I am buying it at 5X point cost. Ie I am equating one point of special advantage to one attribute dot. I think that's fair enough.
6) The special advantages I am buying are a 6 dot healing lick, which heals 1 point of aggravated damage per turn, and regrowth at 4 points, which allows the ISIS itself to regenerate from major trauma. This costs me 50 freebie points, and leaves me with 28 more.
7) I use 21 freebie points to buy 3 additional arcana features

Willpower 3 (not actually applicable)
soak: 12 (9 stamina + 3 Reinforced Body). Doesn't suffer wound penalties

Attributes
PHYSICALSOCIAL (not applicable)MENTAL (mostly inapplicable)
Strength ○○○○○○○○○Charisma ○○○○○
Perception ○○○○○
Dexterity ○○○○○○○Manipulation ○○○○○Intelligence ●○○○○
Stamina ●●●●●●●●●Appearance ○○○○○Wits ●○○○○

Abilities - inapplicable



• Environmental Adaptation: The Arcana's body is immune to environmental or movement
penalties and incidental damage from a certain type of harsh environment. This can protect it
against arctic cold, poisonous fumes, or the burning heat of a desert, but not against intense perils
such as industrial acids or molten lava.
• Hardened Form: The Arcana's body is made of tougher stuff than others of its kind. If the
Arcana could normally only soak bashing damage, it can now also soak lethal damage. If the
Arcana could normally soak lethal damage, it can now also soak aggravated damage at difficulty
8.
• Rapid Healing: If the Arcana is capable of natural healing, then it now heals at the same rate
as Exalted do.
• Superior Body X2: 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.
• Unaging: The Arcana is designed with especially durable enchantments, or has had its genetic
profile modified to disable ageing, or has had its corpse sprayed with remarkably efficacious
preservatives. If the Arcana is of a variety that would normally get older (or wind down over
time) and eventually die, it doesn't. Phantasms and golems don't normally need this Feature to
endure indefinitely, unless the golem is made of something notably prone to wear and tear like
soft wood or wax.
• Unfeeling: The Arcana cannot feel pain. It reduces all wound penalties by two, and takes no
wound penalties at all from bashing damage. Horrors cannot take this feature, as it is already
built into them.
• Reinforced Body: The Arcana has been reinforced with armored plates. It rolls three extra dice
to soak damage.
The Arcana has the mind of a beast. While it can still understand its master's commands, it
cannot understand anyone else's speech, and cannot use language. It cannot be designed to
possess the following Abilities: Academics, Computer, Crafts, Drive, Etiquette, Firearms,
Finance, Larceny, Law, Science, or Technology.
The Arcana has either a highly specific need that must periodically be met for it to remain alive
and animate. It must either be fed a very specific substance, ritually recharged with magic from a
Dragon Nest by one of the Chosen, or recharged with a highly specific fuel or power source.
Each time its dependence period goes by and the Arcana is left unsatisfied, it suffers one level of
aggravated damage that cannot be healed by any means until the dependence is satisfied. The
value of this Flaw depends on how often the Arcana needs to be fed or recharged: One point for
every month, two points for every two weeks, three points for every week, three points for every
three days, or five points for daily.
You can eat more or less anything without gagging.
Squirming bugs, synthetic goop, a freshly-gutted carcass with
the innards still hanging out… hey, it's all food, so chow down!
Anything you can physically devour and digest is yours for
the eating. This Merit does not in any way protect you from
the effects of said substances (rotted meat can still poison
you), but you can keep down a meal that would make the
average person puke from its mere proximity… an especially
useful gift if you have the supernatural Flaw:
Bizarre Hunger (see p. 87).
You can drink folks under the table or otherwise party
till everybody else drops. System-wise, this Merit lets you
make a Stamina roll (difficulty 7) to shake off the effects of
intoxication – a useful talent for hard-pounding Ecstatics and
tough-as-leather Black Suits!
In its one-point form, this Merit functions only for "natural"
drugs (booze, pot, cocaine, etc.), not for lab-synthesized concoctions
(LSD, meth, krokodil, etc.). For two points, however, the Merit can
neutralize the psychoactive effects of any drug unless that drug has
been created as the vector for a Sphere-based magickal Effect. (That is,
say, a pill that delivers a Life 3 /Mind 3 Effect to the person who
takes it, as opposed to an "ordinary" pill that a mage takes as part
of the focus instruments Drugs and Poisons or Brews, Potions,
and so forth, as detailed in Mage 20, pp. 588-600.) In the latter
case, the character needs to use countermagick; this Merit will not
help to counteract such drugs. "Awakened" substances, however
(as per Mage 20, p. 443) are treated as "synthesized concoctions"
even if they are, in all other forms, "natural.
For a more comprehensive resistance to toxins, see Poison Resistance, below.
Toxins may sicken you, but probably won't kill you. Although
magickal poisons may be the exception to this rule, your body
shakes off the worst effects of natural and synthesized poisons.
When attacked by such substances, add two dice to your
character's Stamina roll when resisting their effects; a successful
roll reduces the intensity of powerful toxins, and eliminates
the deadlier effects of lesser ones altogether. Sure, she might
feel a little woozy and could get seriously ill, but even if you
fail that roll your character probably won't die.
Although it works against toxic bacteria, this Merit does not
protect against diseases spread from viruses, genetic conditions,
and so forth. For details, see Drugs, Poisons, and Disease in
Mage 20, pp. 441-444 and 456. And because intoxicants are
toxins too, this Merit helps you survive overdoses of booze or
drugs – see Alcohol /Drug Tolerance, above.

Gifted with the proverbial photographic memory, you
clearly recall details about something you read, view, or other-
wise experience. A serious boon for ritual magicians, field ops,
and tech-minded magi, this Merit lets your character remember
stuff even if you, the player, do not.
Under most circumstances, your character easily recalls
the memories in question. Really detailed memories, or ones
gathered under stressful conditions, might require a Perception
+ Alertness roll before the character can remember essential
elements of the moment she's trying to recall.
Memory, of course, is subjective, and so while this Merit
allows you remember things as you perceive them, those memories
will still be based upon your perspective – internal as well as
external – which is not the same as having access to some ob-
jective god-view of that experience! Especially in a game about
subjective reality, that's an important distinction – one that
also keeps this Merit from becoming a potential game-breaker.
Folks with such memories are often subject to PTSD, as in
the Flaw of that name. That's especially true when people face
Things Man Was Not Meant to Know, as described in Mage
20, p. 407. Vivid recall has its drawbacks, and in the traumatic
world of a mage, some things really are best forgotten!

The host character gains three temporary Bruised health levels,
ignores wound penalties, and adds two dice to her Strength
and one die to her Stamina until every enemy within easy reach
or sight is dead or incapacitated. The boost lasts for a scene.
This cannot be activated more than once per day

The symbiont secretes healing solution that heals 1 bashing level of damage per turn.
Lethal and aggravated damage are healed at the following rate:
Bruised 12 hours
Hurt One day
Injured Two days
Wounded Two days
Maimed Three days
Crippled Five days
Incapacitated Ten days
The blood of the hydra flows in your veins… or at least,
it seems that way sometimes. To an extent, you can regrow
severed body parts. It'll hurt, and it takes time. Given enough
opportunity, however, your body can restore itself.
The extent to which you can pull a Deadpool depends
upon the points invested in this Advantage. For two points,
you can regrow fingers, horns, claws, a tail, or some other
secondary appendage. For four points, you can regrow gouged
eyes, severed limbs, a ripped-out tongue, and a secondary
organ or two if their absence won't cause immediate death.
And for six points, you must be burnt to ashes, dissolved in
acid, poisoned to death by sickness or toxins, or otherwise
consumed entirely before the restoration process ends for good.
Again, this is a painful process. The Advantage does not
in any way alleviate the agony of losing body parts, and the
damage heals at a steady pace unless it's being enhanced by
other magical means. A severed finger or missing eye takes
roughly a day to grow back; damaged limbs or non-essential
organs take three days or so before they're functional again,
and essential organs, your head, your spine, and other com-
plex, essential body parts demand a week or so. Missing limbs
will start out small and then grow back gradually (again, as
per Deadpool), and organs will function poorly until they've
been restored to health. Penalties for things like missing legs
or blinded eyes are yours to endure, and you must spend
a point of Willpower in order to regrow vital organs, your
heart, your head, and so forth. Still, given enough points in
this Advantage and plenty of time to heal, you can survive
almost anything…
Except fire or acid. If such caustic or cauterizing sub-
stances are applied to the injured area, you're not growing
that part back again without some serious favors owned to
high-powered magical healers.

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.

Tempestes Domini ●●●●

Taking the Form of a 2x3 inch tattoo of A stately emblem, emblazoned with storm-charged clouds casting snow and lightning over a desolate wind-scoured field. While dislodged from its home/Host it appears to be a Cloud of flowing silver Cumulonimbus wreathed in lightning. Gives the bearer the power to manipulate and control the Weather as well as all the elements therein. While granting protection from them all.

System: Taking control of existing weather events is a difficulty 7 Power roll (Splendor rating + Essence, P'o, Faith, Instinct, Arete/2, Ritual, Mana). Enhancing or reducing an existing phenomenon is also a Power roll in which its difficulty is the desired intensity with the number success between the current intensity and that intensity. Example: Killing Frost to cold breeze is a difficulty 4 roll that requires 5 successes. A Dense Fog to a Monsoon is a Difficulty 8 roll that requires 3 successes.

The Spontaneous generation of Weather phenomenon (ie, enclosed spaces and dead calms) works by taking two turns. The First turn is making a Generation roll (Manipulation + Awareness) against a difficulty of the Scale of the phenomenon ( 4 - 100 yards in diameter, 5 - Effects about a half-mile area, 6 - Up to 2 miles in area, 7 - An area roughly five miles in diameter, 8 - An area 20 miles in diameter, 9 - An area nearly 100 miles in diameter).

Successes on this roll determine the duration of the generated weather phenomenon ( 1 Success 3 rounds, 2 Success 1 Minute, 3 Success up to an hour, 4 Success up to a day, 5 up three days, additional Successes follow the days per success 6 Successes 6 days 7 Successes 7 days ect…) Successes in excess of the chosen duration may reduce the difficulty by up to -3 on the Intensity roll.

Storm Forging is potentially two rolls in one action that dictate the intensity, control and power of a phenomenon. The first is an Intensity (Wits + Craft) roll made at the difficulty of the well intensity of the event. Difficulty 4 is small changes in the environment: a sudden cold breeze, a slight drop in room temperature, difficulty 5 are Minor changes to the environment summoning up a dense fog, ensuring that skies are cloudy or creating favorable winds.

At Difficulty 6 The rains and winds are at your command. Rain Showers come when you call them, and strong winds blow where you will. You can change the local temperature by as much as 30 degrees in either direction and can calm strong storms and winds that can generate moderately difficult terrain +1 difficulty on enemy actions.

Difficulty 7, Storms move and surge where you will; powerful rains, gale force winds and cold snaps (changes of up to 40 degrees in temperature) You can also take control of existing weather patterns Or use the generated pattern; with an additional (Reflexive) Power roll at difficulty 7 which allows you to direct some phenomenon of the storm (hailstones, powerful waves, lightning bolts, smashing winds, etc.) at a specific target. These attacks do (the wielders Force successes) in damage; a new roll must be made for each attack. Lightning bolts do lethal damage (aggravated if the subject "botches" the soak roll), other attacks do either lethal or bashing damage depending on their exact effects. Additional successes on the Intensity roll can generate difficult terrain up to + 3 to the difficulties of various rolls.

Difficulty 8, Control over the thunderstorm is absolute. Great winds surge and crash when you command, and no man can stand when you send the winds against him. The blizzard and the drought are your weapons. Additional successes on the Intensity roll can generate difficult terrain up to + 3 to the difficulties of various rolls. Elemental attacks sent against others do 3 health levels + wielder Force successes on a difficulty 7 Power roll.

Difficulty 9, Summon the most destructive of weather patterns: tornadoes, hurricanes and monsoons, killing Frosts and raging thunderstorms. Additional successes on the Intensity roll can generate difficult terrain up to + 3 to the difficulties of various rolls. Their elemental attacks can kill even the most powerful of men; attacks do a base of 5 health levels + wielder Force successes on a difficulty 7 Power roll.

● Generation (Manipulation + Awareness)(1 action)
● Intensity (Wits + Craft)(1 Action)
● Power (Splendor rating + Essence,P'o,Faith,Arete/2, Ritual, Mana) (Reflexive)

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.
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.

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.

Ring of Will ●●●

This ring appears as a band of polished, metallic green encircling the wearer's finger, their surfaces sleek and unblemished, as though carved from a single piece of celestial ore that pulses faintly with an emerald light, almost as if it's alive, responding to the strength of the wearer's inner resolve.

The glow of the Ring of Will is unmistakable: a vivid, ethereal green that radiates in soft waves, casting an otherworldly light across the wearer's hand. This light seems to shift and intensify, reflecting the emotions and focus of its bearer. When in use, the ring hums with energy, and the green aura grows brighter, sometimes sparking or flickering like charged plasma. The ring is bound to its owner's very spirit, responding only to the strong-hearted and to those unyielding in their commitment.

System: Creation of projections of Conviction objects vary due to the cerebral nature of the medium. Easily comprehensible constructs are fast & easy ranging from Difficulty 3 rough spheres, sticks, Cubes, Rectangular prisms, Pyramids, Cylinders, Sheets to difficulty 5 brick walls, slides, sledgehammer, anvils, swords, Spears, gloves clothes everything in that range can be made reflexively. Complex and/or Articulated forms require a turn to shape and range from additional sets of functional arms (difficulty 6) to a Jet (difficulty 9)

Constructs that are meant to increase speed increase the characters movement speed double with every two successes ( starting at 30 meters per round 45 M with one success, 60 with two, 90 with three, 120 with four and so on).

By default Conviction constructs deal Bashing and Lethal as form dictates even fire made from Conviction is lethal. Aggravated damage requires an additional allocated success on the Willpower roll.

Conviction constructs that use ammunition(Guns, Bows) or are directly munitions (Grenades, Dynamite) must make a Willpower roll as damage when they are used.

Additional successes on craft rolls can be allocated in different ways from blast area, Fire intensity, difficulty of wielding the construct or the soak of said construct (neither of which cannot be lowered by more than three), Speed the construct grants, to the amount of Health levels a construct (1 success per Two health levels) possesses.

Building confidence in a construct is an Intelligence + Empathy roll; this roll's base difficulty starts at 5 but rises higher if you're trying to make a large or ridiculous construct (A crane or Robot/Tyrannosaur shell) and can be lowered by creating familiar constructs or things the character already has confidence in, in relation to their abilities (Cars for drive, Spears for Melee, Ak's for Firearms) successes on this roll may reduce the difficulty to hold forge Conviction by up to -3 difficulty.

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 spell rolled with Willpower dice at difficulty 5, duration can't go above a scene. Static constructs and Armor count damage as soak. Constructs that accentuate attributes (Overlaid muscles, exosuit Actuators) add one per success on the Willpower roll.

● (Optional) Confidence (Intelligence + Empathy)(1 action)
● Forge Conviction (Wits + Craft) (1 Action)
● Manifestation (Willpower Difficulty 5)(Reflexive)

Forged by Molly to deal with significantly physically larger threats such as the Dragon of Vegas, the Thousand headed and thousand horned, the lord of the Wicked City's Abominations and most recently the strange form of Thorned Namshiel. She forged her Long Arm.

A magnificent Greatsword formed from a near-black Metal, its lightweight metals and enchantments of its construction means it can be wielded with alacrity and accuracy with one hand as well as two. Its imposing presence is enhanced by a dark hue reminiscent of the night sky with a completely absent Fuller giving the strange appearance of an elongated bident with an array of seemingly glowing dots in vibrant shades of green and white, this weapon possesses an otherworldly allure the void of its Fuller seems to be waiting for a miracle to fill the void. These luminescent dots, scattered across its surface like stars in a dance. A weapon of divine quality.

The Long Arm is a large European Straight Greatsword roughly four and a half feet long. Attacks made with it are rolled at difficulty 5, it inflicts Strength + 4 damage against opponents larger than a rhino it deals an additional dice of damage. It does not require Attunement.

Greatsword EXvsWOD pg. 309 - Strength + 4 damage difficulty 7
Prima Metallum - lightness, -1 difficulty
Prodigy construction - +1 Damage to large foes, -1 difficulty
Directly patterned after her court's Silver Weave and using the same materials with a significant addition from her own stock of Alchemical materials. The Prima Metallum weave armor is made of interwoven ice spider silk, Military grade Alchemical ballistic gel and Prima Metallum. Covered in a near carapace of woven metal near invisibile sigils of the Court of Fate seem to move across the still weave of the surface independently of any motion, their magic seeming to buoy the wearer.

Prima Metallum Weave Armor appears to be a form-fitting suit of a particularly lustrous and dark metal and silver weave. Due to its prodigious construction it does not burden the wearer and grants 6 Soak and lowers the difficulty to soak damage by one. Requires attunement.

Silver weave armor - 4 Soak -1 Dexterity
Prima Metallum +1 Soak
Prodigy construction +1 Soak, -1 difficulty, eliminate DEX penalty.

Apparently a staff sized mass of clay this unfinished staff is a prodigal construct within its alchemically treated form lies power waiting to resonate and amplify and a form waiting to be defined and fired by its promised wielder. When attuned the staff takes its first and final form it is not capable of being used by any other person with the same level of efficacy or efficiency.
The True Staff when attuned acts as a unique and specialized instrument (Mage The Ascension 20th Anniversary pg.503) for the master of the staff and grants one dice to their magic casting rolls.

Rationale: it is initially a three dot prodigy but when not wielded by its first and only Master this Divine Craft work becomes maybe not a paperweight but it's a very nice memorial or a very nice display piece when not in the hands of the person who is meant for or the person who attuned it first. So it has the flaw of being extremely picky.
Lock in Choker the slight enchantment on this Clockwork choker locks the back when it detects the emotional state of the owner requires complete attentiveness and unlocks when the user calms again. This is largely an interesting party trick but should the need arise the owner can also pay one willpower. To force the locking mechanism to open. Does not require Attunement.

Rationale: Its a one dot Prodigy directly in the same vein as the ever lucky set of cards or dice or the cup that neutralizes all poisons essentially a mood ring that has a lock on it. That's elevated to two dots by its lack of Attunement cost. it is particularly or well actually useful for us but as far as I know that doesn't effect dot rating.
An odd vessel with 5 clawed feet, 2 meters wide and 1.5 meters wide with sprawling runes emanating from the points towards the rim of the almost person sized oddly gleaming brass Cauldron
System: Reduce the difficulty of alchemy rolls performed with the Cauldron by 1 Reduce the time required to brew by half or double the brewing speed. Does not require atunement.

Rationale: it is essentially exceptional equipment using converted weapon bonuses, replace minus one difficulty to hit with minus one difficulty to brew, replace double the range with double the speed. Dot rating increases to two because it does not require Attunement.
Any paper that goes through this press is perfectly ruled and design features and line making is immaculate seemingly drawn from the very intent of the person applying marks to it.
Drafting or designing on this paper multiplies the speed at which Preparations (Designs, Blueprints, Schematics ect...) can be done by 2. The paper gives no protection against 'Bad' design if the design is faulty or very obviously flawed the lines and the drafting will be perfect but the mechanisms won't be. Does not require Attunement.

Rationale: it's a magical press that makes drafting paper. The drafting paper contains the effect imparted by the Press. I don't want to say it's exceptional equipment drafting paper but it's not exactly overtly supernatural either.

A splendor design for Lash:
Splendor Adornment
A pair of elegant five finger chain rings, both the bracelet and the rings are made of solid brass, while the chains connecting them seem to be spun of solidified shadows, which, at closer inspection, turn out to be obsidian, worked into the shape by means no mortal can hope to replicate without at the very least decades of efforts and resources of a modern nation.
An adornment remains manifested for a scene. It costs 1 Faith point to manifest
The difficulty to affect Tiffany with hostile works of glamour increases by 1
Mortals take a willpower roll at DC5 to notice magical effect
Tiffany gains ability to use medicine from 5 yards away. This means that she can use Lore of Flesh and Lore of Awakening from 5 yards away.
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.
This Element can only be part of an Adornment.
The Splendor allows the Exalt to use one particular Ability, such as Larceny or Brawl, from
much farther away than she really ought to be able. The Exalt can act from (Splendor's rating) x
5 yards past her normal limits.
The design of the bracelets evolve. Instead of a plain, if polished and obviously high quality bracelets, now miniature dragons, the perfect reproductions of the Dragons of Dark and Light encircle their wearer's wrist, forever trying to consume themselves. The rings are now inscribed in language that might, to some learned scholars, resemble enochian script, proclaiming to the world the absolute surety of their master's will and their doman over all forms of life.
It now takes 1 Faith point for the splendor to stay manifested for a day
The distance Tiffany can use medicine rolls from is now 15 yards
Tiffany cannot botch Intelligence + Medicine rolls and gets either +1 (unopposed ) or +2 (opposed) successes on those rolls
Tiffany rolls Intelligence + Medicine at -2 DC

This Splendor defines a rigid certainty and imposes it upon existence.
When used in an Adornment, define a specific roll of (Attribute) + (Ability) and a specialty that
it falls under. When the user makes such a roll, she cannot botch and cannot fail regardless of the
difficulty. No matter what, she always generates at least one success. If this roll is opposed by
another character, Invincible Assertion instead adds two bonus successes.
When used in a Fascination, define a specific roll of (Attribute) + (Ability) and a specialty that it
falls under. Under circumstances defined by the Splendor, such rolls cannot fail in its presence,
and always generate at least one success. If such a roll is opposed, it adds two bonus successes.
This Element may be incorporated into a Splendor more than once.
The Splendor's power is flawed, and its curses and blessings cannot maintain their hold for long.
Select one Element of the Splendor whose effects last for a limited time. That Element's
maximum duration is decreased by one category (from one month to one week, one week to to
one day, and so on). If the duration is already "one day," the Element is reduced to one hour.
Taking this Element grants one additional Element point, which must be spent on a 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.

S.T.O.N.E.Structural Tectonic Optimization and Navigation Engine

Concept: The Structural Tectonic Optimization and Navigation Engine (S.T.O.N.E.) is a device that combines advanced scanning, mapping, and precision cutting technology to streamline the process of working with large stone or concrete materials in construction projects. The S.T.O.N.E. system allows for highly accurate measurements, automated layout planning, and precision cuts, enabling architects and constructors to design and build more efficiently.
  • Structural Analysis – Integrated sensors analyze the composition and stability of stone or concrete, helping detect weaknesses or inconsistencies.
  • Tectonic Mapping – A high-resolution scanner creates 3D maps of stone blocks, slabs, or structures, ensuring exact fit and reducing the need for manual adjustments.
  • Navigation System – GPS and other positioning systems guide the machinery, ensuring exact placement and alignment during installation.
  • Engineered Precision – Manual Manipulator arms and plasma-cutting tools make precision cuts, shaped according to design requirements, reducing labor time.
System: Acting as Exemplary Equipment S.T.O.N.E grants +3 dice to stone works and architectural buildings. It also multiplies the speed of Mining, Building and deconstruction work by 2.
For non craft benefits I've gone over Alchemy a bunch of times but I'll quote one here
Since I'm proselytizing for Alchemy I just have to put forward examples and hope people find them compelling these are just the ones that have already been approved from me not ones that might get approved or made later when we get to vote on which three we get for free with Alchemy 5.

●●●●● Scalar Form Elixir
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 size of an 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 size of an 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 around 4 to 5 meters tall, 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.

If you've ever wanted Molly to just be able to turn into a giant or turn into a literal pixie this is a potion that can do that and it gives her the power to do that at will for an entire day think of it the stealth and just frankly comedic value of being able to turn from a literal pixie into a giant at will it's pretty sick.

●●●●● Thunderclap and Flash
A potion that grants the user the speed and strength of a thunderbolt for a scene. They possess +3 Dice on dexterity actions and +2 dice on strength actions. The player taking the potion rolls Stamina + Occult at Difficulty 7 with each success granting two Charges which can be spent on Thunderous Might (Potence 2) and / or Lightning's Fall (Celerity 3) Functioning as the disciplines in parentheses. The character will have a hard time focusing and a deep well of energy. Any being with the ability to sense or see magic will feel the presence and if seeing the aura of lightning and barely contained violence.

Extra Actions per turn paid from a pool of Supernatural energy that isn't our Essence pool which directly governs our ability to actually fight and stay alive that is enhanced by our stamina enhancing martial arts previous potions we already have and our party member that we have and may also be benefited by Pentacle and scepter depending on Dragonparadox's ruling.

This by the way does Grant us essentially four actions per turn with no dice penalty we can also move in those extra actions without occurring another dice penalty. We could also get two guaranteed strength successes if we were still inclined.

●●●●● Soulstone
Similar to Matrices and Periapts is a way for an alchemist to contain and hold the energies of the world for later use. Unfortunately things are rarely ever so simple. Similar to a matrix SoulStone cannot be charged through passive means (Enchanted waters, Node placement) nor can it be melded with functioning biomass.

The energy in raw SoulStone can be accessed through a short ritual (1 to 2 minutes) at difficulty 6 rolled with willpower dice, In comparison to a Periapts 1 round of concentration and unlike a periapt there's no way to access the held energy from a distance. Soulstone once added to a construct becomes integrated and Inseparable from said construct.

Any energy contained in or added to said soulstone in the construct later will be devoted to the function of said construct; it cannot be used for any other sorcery or Magicks. Example: An Ash wand of Hellfire infused with Soulstone containing 10 mana cast lightning bolt -3 difficulty down to seven Mana. The sorcerer realizing they are in over their head tries to cast a conveyance spell using that wand and unfortunately quickly realizes the Mana committed to the Hellfire wand only works when it's used as the Hellfire wand.

Soulstone capacity is decided by the quality. Soulstone in creation holds a base of 3 plus the number of successes x 2 in Quintessence, Mana, Essence. In high quality soulstone (5+ successes) a fist sized Mass could hold up to 20 units. A mass of raw soulstone can be divided as seen below.
SizesHigh QualityRegular Quality
Pebble1 unit per0 unit per
Bead2 units per1 unit per
Palm Slab10 units per5 units per
Fist or Small Cube20 units per10 units per
Block30 units per15 units per

Generally objects have a size or amount of Soulstone that they can handle without penalty or fragility for objects that fit in hand such as wands, pens, swords and guns that size is Palm slabs and below. For objects of significantly wider surface area and coverage such as body armor or large Shields that size is small cube it is really only necessary for Block to be used on really large objects such as buildings or particularly large vehicles.

There is nothing stopping Molly from keeping a small cube of unjoined soulstone on her person to draw the contents in between fights. it can also serve as a tank for essence expensive Prodigies. These essentially can just be charged from us sitting in a bathtub with them channeling Essence into them and then holding on to them their batteries that we can just use.

They may not be usable in combat time but there's still extremely helpful this is before the fact they can be used in crafting to create prodigies that use fuel and justify using fuel by being powerful without needing to spend from our limited personal well.

Both Sizemorphic Medium and Thunderclap and Flash pair perfectly with our build. Our Excellency only cares how many turns pass not how many actions we take so if we essentially have four turns of four actions we can get 16 attacks before our Excellency Runs Out when paired with three extra strings and extra dexterity for movement hit significantly harder and from a significantly greater distance due to the multiplication of speed.

They also go great together we could literally become a flying thunder giant with four attacks per turn while having three extra strength on top of shintai two extra soak, even more health and be even faster while being a 5 m(15feet) tall literally an armored giant with super speed.

I'm hoping that just seeing my rationale and seeing a couple of examples of strong five-dot potions that we could get for free with Alchemy 5 will convince people.
Then there's training the path of Dreams which will allow her in story regeneration of willpower we won't need to rest for multiple days and when we are regenerating Essence by taking a bath we can also regenerate willpower. Then there's the in-story benefit of finally exercising our nightmares which would get rid of The Nightmare flaw.

I will say to people who want some time to actually cool down this might be it. Spending some time crafting, spend some time training, largely around Chicago go to a convention with Rosie spend maybe a week around a portal in South America as far as turns go it doesn't involve us directly in the pursuing of The Shard of gold it doesn't directly pour us into another adventure after the maybe not hell spiral but definitive intensity of the last couple arcs.
 
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@Degorium I'm very happy to see an explanation of everything because honestly I didn't remember almost anything about all this but unfortunately I won't be able to vote for it this time.

I like our craftsmanship, I dream about our forge being complete, and I'm absolutely crazy about our plans to create a Chicago God and a new elemental dragon loyal to us, I really am, but also just seeing this list leaves me absolutely exhausted and with It will certainly leave me bored with the large number of things to build.

Even though I complain a lot about long adventure arcs, they still interest me more than a turn full of so much construction.

The plan itself is great, it's the exhaustive list that really turns me off personally. Sorry.

[X] uju32

[X] Yog
 
Adhoc vote count started by Anaja on Dec 15, 2024 at 11:08 PM, finished with 124 posts and 15 votes.

  • [X] Plan Foundation Establishment
    -[X] Molly Prime
    --[X] Fortress construction: Organize, improve, create defenses around the portal to Sanctuary, 1 AP + 2 bonus AP
    ---[X] Devote 2 of Sanctuary management SGI AP to helping this
    ---[X] Involve Olivia in this
    -[X] NEW A God for Chicago: The city could use a protector for when you're not around and you even know where to start... you think (0/12 AP), 1 AP
    -[X] Secure the Shard of Gold: The Temple of Ra Descending holds a mechanism of ancient wonder at the heart of which rests a shard of power born of past ages. While they have been good swards to it until now it still worried you that such a thing should be protected only by mortal magic and faith. See if you can get them to accept more protections
    -[X] NEW [SGI] Hunt Down Foes: As many many ships of the damned as you sank last month plenty of rats managed to abandon them in time, 2 AP total
    --[X] True Magi: From Africa and Asia, from Europe to Australia... and even some talk of Nazis in the Nevernever of all things , 1 AP
    --[X] Evil Bob: Last you heard he was somewhere in Egypt, or at least the monster he bargained with was, 1 AP
    -[X] A friend in need. You promised Rosie that you would help and so you will, with problems material and ethereal
    --[X] NEW Convention Time: You did promise and Rosie is doing a lot better. There's the baby to consider sure, but you have a whole world in your soul, keeping Amanda there on the go should be fine, 1 AP
    -[X] Molly Clones, 24 AP total
    --[X] [SGI] Crown and Scepter, see what good your unique talents can be put towards in Sanctuary. 6 SGI AP
    --[X] [SGI] Making money, 4 SGI AP total
    ---[X] Updated [SGI] A Big Score, your Crown isn't really made for picking out random numbers in a mundane draw, but it is still your power so you can push it that one time to win a lottery... any lottery. You will have to find the balance between payout and anonymity and some place to park the money but that seems reasonably doable with some help from mom and dad, and unlike some of your other plans they are unlikely to object to this form of cheating at gambling
    ---[X] NEW [SGI] Big Screen: Work on turning your movie studio productive. Olivia is studying to be a professional performer, so she might be a good future star, or know aspiring talents you might want to recruit. And surely Sanctuary has both the stories to tell, and special effects far in advance of the best of Hollywood, which can be applied through the already established studio.
    ---[X] NEW [SGI] Entertainment from the courts: – cartoons, video games, card and board games are a worldwide phenomenon, present in all cultures, and far easier to transfer from Sanctuary to Earth due to the nature of both happening in imaginary worlds. You can use Harry and Alphas to test what works best for Earthly players.
    ---[X] NEW [SGI] Advanced materials: High temperature superconductors, advanced steels and alloys, nanotubes and more exotic materials still – your Courts understanding of material science is far superior to the best Earth has to offer. Time to start leveraging that advantage. Look into starting exports and/or production Earthside of materials that Earth doesn't have analogs of. Nothing too advanced at first, of course.
    --[X] Real Estate. 3 SGI AP
    ---[X] NEW [SGI] Chicago Real Estate: With the real estate crash merely blunted and delayed, but not averted, and seed money coming in, it's time to start investigating what to buy.
    ---[X] NEW [SGI] Las Vegas Real Estate: Basing rights involve having actual base.
    ---[X] NEW [SGI] Earthside portal real estate: no matter how fictitious it is, having claim on the Earthside land around the portal, or at least preventing Red Court from having it prevents at least some troubles from arising
    --[X] NEW [SGI] Gun Running: Coordinate giving Saint Giles some real backing in a mix of material transfers and operational support. 1 AP/Each, 2 AP total
    ---[X] Export grade weapons of the types they already have samples of.
    --[X] Personal Actions. 3 SGI AP
    ---[X] [SGI] Attend school you have friends at school and you would like the memories of senior year and graduation even if they won't be teaching you anything worthwhile
    ---[X] [WRITE-IN: INVESTIGATION] IMMIGRANT SONG: Ensure the Mendozas are settled in and secure. 1 SGI AP
    ---[X] Family activities. 1 SGI AP
    --[X] Magic. 7 SGI AP
    ---[X] [SGI] Alchemy, 5 SGI AP total
    ----[X] Alchemical production, 5 SGI AP
    ---[X] Ancient Studies: Teach Harry, Lydia, and Tiffany, if she can learn, Awakened Eye of the Dragon Ancient Sorcery, 1 SGI AP
    ---[X] From the pen of: start writing books "soulgazing made safe" book. 1 SGI AP
    -[X] Free actions
    --[X][CRAFTING] Attune and Study the Dark Rider: 1 AP
    ---[X] NEW... or you could give it to Harry as a loan [Free Action]
    -[X] Updated New Artifact Workshop: Crafting a place of potential, a wild seed so near to the world of form is no easy thing, but once it's done you are sure it will pay for itself in full FREE ACTION
    --[X] 1 AP from Tiffany
    --[X] Crown Questions
    ---[X] What does Mab know concerning the subject of your exaltation? (use the recording of your talk with Mab when she referred to you as Green Sun)
    ---[X] Who was Hollow Man referring to when he offered to tell Molly of other people like her in exchange for his life? (use record of his word)
    ---[X] How (by what means) has Mikaboshi seized the power from its previous owner? (use freed Wicked City slaves)
    ---[X] What are the consequences of Harry becoming the Warden of Demonreach that the spirit of Demonreach is unable or unwilling to tell him about?
    ---[X] What has Thorned Namshiel learned from their encounter with us?
    --[X] Get Tiffany to boost Molly's and Lydia's physical parameters to 5 permanently
    --[X] Quartermaster's prep: assemble items for later use via DPM
    ---[X] Weapons: guns, explosives and such
    ---[X] Mundane protective equipment: gas masks, fire extinguishers
    [X]PLAN MONEY POWER AND RESPECT
    -[X] MOLLY PRIME: 6 AP + 2 Malcoffee AP
    --[X][FINANCES AND INFRASTRUCTURE]In the Sky a Thousand Eyes: Satellite cyberdevils. 1AP
    --[X][PERSONAL TRAINING] The Bridges of the Spirit: Continue your training in the Bridge of Dreams. 1AP + 2 Malcoffee AP
    --[X][INVESTIGATION] A Friend in Need. You promised Rosie that you would help. 1AP
    ---[X]Write-In: Conventional Visitation: World Horrorcon Toronto
    --[X][CRAFTING] Attune and Study the Dark Rider: 1 AP
    ---[X] NEW... or you could give it to Harry as a loan [Free Action]
    --[X][CRAFTING] Updated New Artifact Workshop: Crafting a place of potential(8/10 AP) [+ 1d4 Joe + 1 Tiffany]: 0 AP
    --[X][INVESTIGATION] Secure the Shard of Gold: See if you can get them to accept more protections. 1AP
    --[X][INVESTIGATION] The Queen and the Kingdom: Get to know one of your lands and peoples. 1AP
    ---[X] Introduce the Jade Dogs in general to your kingdom, some will likely prefer a world where they dont have to hide
    --[X][WRITE-IN INVESTIGATION]Crown Question: Focus: 1st Namshiel Recording. What did Namshiel learn about Molly?
    -[X]SPLINTERED GALE INCARNATION: 24/24 SGI AP
    --[X][SCHOOL][SGI] Attend school: 1 SGI AP
    --[X][FINANCES AND INFRASTRUCTURE] Updated [SGI] A Big Score: Crown Lottery. 1 SGI AP
    --[X][FINANCES AND INFRASTRUCTURE] NEW [SGI] Chicago Real Estate: 1 SGI AP
    --[X][FINANCES AND INFRASTRUCTURE] NEW [SGI] Las Vegas Real Estate: Basing rights involve having actual base. 1 SGI AP
    --[X][FINANCES AND INFRASTRUCTURE] NEW [SGI] Earthside portal real estate: 1 SGI AP
    --[X][FINANCES AND INFRASTRUCTURE] NEW [SGI] Gun Running: 2 SGI AP
    ---[X] High explosives and similar materials, Medical equipment
    ---[X] Export grade weapons of the types they already have samples of.
    --[X][INVESTIGATION] [SGI] Crown and Scepter: See what good your talents can be put towards in Sanctuary. 2 SGI AP
    --[X][INVESTIGATION] NEW [SGI] Hunt Down Foes: 2 SGI AP
    ---[X] True Magi: From Africa and Asia, from Europe to Australia... and even some talk of Nazis in the Nevernever of all things
    ---[X] Evil Bob: Last you heard he was somewhere in Egypt, or at least the monster he bargained with was
    --[X][FAMILY TIME] [SGI] NEW Introductions To More of You: Twin jokes aside it's going to take time and care: 1 SGI AP
    --[X][WRITE-IN: INVESTIGATION] UNDER PRESSURE: Forthill and Von Triers both confirm an ongoing smear campaigns at the Church by an unknown third party. Investigate. 1 SGI AP
    --[X][WRITE-IN: INVESTIGATION] IMMIGRANT SONG: Ensure the Mendozas are settled in and secure. 1 SGI AP
    --[X][WRITE-IN: INVESTIGATION] HELLMOUTH: Study how to close the portal to Sanctuary in the Amazon. 3 SGI AP
    --[X][WRITE-IN: CRAFTING] ALCHEMY: Making potions of Astarte Veneria, Nabu Mercury and Malcoffee: 4 SGI AP
    --[X][WRITE-IN: INVESTIGATION]: WHOLE NEW WORLD: Introduce Rosie to Sanctuary and more of your safer new friends and associates(Cauldron, Olivia, Lydia,Thomas, Harry, Tiffany, reintroduction to your family with baby): 3 SGI AP
    --[X][WRITE-IN: ARCANE ALLIES]: TOYS FOR TOTS: Off the shelf armor(Fae mail equivalent, Armor 3, no penalty) + other starter gear for baby Wardens in training. 1 SGI AP
    [X]PLAN POWER OVERWHELMING
    -[X] MOLLY PRIME: 6 AP + 2 Malcoffee AP
    --[X][FINANCES AND INFRASTRUCTURE]In the Sky a Thousand Eyes: Satellite cyberdevils. 1AP
    --[X] New Artifact Workshop: Crafting a place of potential, a wild seed so near to the world of form is no easy thing, but once it's done you are sure it will pay for itself in full (8/10 AP) Crafting a place of potential (8/10 AP) [+ 1d4 Joe + 1 Tiffany]: 0 AP
    --[X] Prodigious Artifacts: Crafting - 1 AP
    ---[X] Warding Garments of Death ●●● Splendor - Lydia's Blood
    ---[X] The Long Arm ●● Prodigy Prima Metallum Greatsword
    ---[X] Extended Hands of Mercy ●●● Splendor - Tiffany's Pinion
    ---[X] The Refined Cauldron ●● Prodigy
    ---[X] The Alembic of Refining ●● Prodigy
    ---[X] Peach Tree of Immortality ●●● Splendor - Arianna Ortega
    ---[X] Ever Ready Draft Roller ●● Prodigy
    ---[X] Lock in Choker ●● Prodigy
    ---[X] The True Staff ●● Prodigy
    ---[X] S.T.O.N.E. Structural Tectonic Optimization and Navigation Engine Invention
    ---[X] Ring of Will ●●● Splendor - Gossamer
    ---[X] High Quality Prima Metallum-Weave Armour ●● Prodigy x4
    ---[X] Tempestes Domini ●●●● Splendor - Lord of Outer Night
    ---[X] Internal Synthetic Infernal Symbiote ●●● Variant Golem Arcana
    ---[X] Storm Heart ●●●●● Splendor - Heart's Blood of Iku Turso
    --[X] Fortress construction: Organize, improve, create defenses around the portal to Sanctuary, 1 AP
    --[X][PERSONAL TRAINING] The Bridges of the Spirit: Continue your training in the Bridge of Dreams. 1AP + 1 Malcoffee AP
    --[X] Trading in lore, you have started down the path of learning alchemy from Bob... and revealing some of the deepest secrets of Yomi Wan, both very good things as far as you are concerned. (0/25) 1 AP+ 1 Malcoffee AP
    --[X] NEW Convention Time: You did promise and Rosie is doing a lot better. There's the baby to consider sure, but you have a whole world in your soul, keeping Amanda there on the go should be fine, 1 AP
    -[X]SPLINTERED GALE INCARNATION: 24/24 SGI AP
    --[X] [SGI] Crown and Scepter, see what good your unique talents can be put towards in Sanctuary. 6 SGI AP
    --[X] [SGI] Making money, 5 SGI AP total
    ---[X] Updated [SGI] A Big Score, your Crown isn't really made for picking out random numbers in a mundane draw, but it is still your power so you can push it that one time to win a lottery... any lottery. You will have to find the balance between payout and anonymity and some place to park the money but that seems reasonably doable with some help from mom and dad, and unlike some of your other plans they are unlikely to object to this form of cheating at gambling
    ---[X] NEW [SGI] Big Screen: Work on turning your movie studio productive. Olivia is studying to be a professional performer, so she might be a good future star, or know aspiring talents you might want to recruit. And surely Sanctuary has both the stories to tell, and special effects far in advance of the best of Hollywood, which can be applied through the already established studio.
    ---[X] NEW [SGI] Entertainment from the courts: – cartoons, video games, card and board games are a worldwide phenomenon, present in all cultures, and far easier to transfer from Sanctuary to Earth due to the nature of both happening in imaginary worlds. You can use Harry and Alphas to test what works best for Earthly players.
    ---[X] NEW [SGI] Advanced materials: High temperature superconductors, advanced steels and alloys, nanotubes and more exotic materials still – your Courts understanding of material science is far superior to the best Earth has to offer. Time to start leveraging that advantage. Look into starting exports and/or production Earthside of materials that Earth doesn't have analogs of. Nothing too advanced at first, of course.
    --[X] Real Estate. 3 SGI AP
    ---[X] NEW [SGI] Chicago Real Estate: With the real estate crash merely blunted and delayed, but not averted, and seed money coming in, it's time to start investigating what to buy.
    ---[X] NEW [SGI] Las Vegas Real Estate: Basing rights involve having actual base.
    ---[X] NEW [SGI] Earthside portal real estate: no matter how fictitious it is, having claim on the Earthside land around the portal, or at least preventing Red Court from having it prevents at least some troubles from arising
    --[X] NEW [SGI] Gun Running: Coordinate giving Saint Giles some real backing in a mix of material transfers and operational support. 1 AP/Each
    ---[X] Sutra cyber attack squads stealing everything they can get their hands on from the red court and funneling it their way.
    ---[X] Export grade weapons of the types they already have samples of.
    --[X] Personal Actions. 3 SGI AP
    ---[X] Babysit for Rosie: Young Amanda is precocious and you are her godmother. Babysit for her so Rosie has time for further education. 1 SGI AP
    ---[X] [SGI] Attend school you have friends at school and you would like the memories of senior year and graduation even if they won't be teaching you anything worthwhile
    --[X] Magic. 7 SGI AP
    ---[X] [SGI] Alchemy, 5 SGI AP total
    ----[X] Alchemical production, 5 SGI AP
    ---[X] Ancient Studies: Teach Harry, Lydia, and Tiffany, if she can learn, Awakened Eye of the Dragon Ancient Sorcery, 1 SGI AP
    ---[X] From the pen of: start writing books "soulgazing made safe" book. 1 SGI AP
    -[X] Free actions
    --[X][CRAFTING] Attune and Study the Dark Rider: 1 AP
    ---[X] NEW... or you could give it to Harry as a loan [Free Action]
    --[X] Crown Questions
    ---[X] What does Mab know concerning the subject of your exaltation? (use the recording of your talk with Mab when she referred to you as Green Sun)
    ---[X] Who was Hollow Man referring to when he offered to tell Molly of other people like her in exchange for his life? (use record of his word)
    ---[X] How (by what means) has Mikaboshi seized the power from its previous owner? (use freed Wicked City slaves)
    ---[X] What are the consequences of Harry becoming the Warden of Demonreach that the spirit of Demonreach is unable or unwilling to tell him about?
    ---[X] What has Thorned Namshiel learned from their encounter with us?
    --[X] Get Tiffany to boost Molly's and Lydia's physical parameters to 5 permanently
    --[X] Quartermaster's prep: assemble items for later use via DPM
    ---[X] Weapons: guns, explosives and such
    ---[X] Mundane protective equipment: gas masks, fire extinguishers
    ---[X] Spirit Speaker, Mortimer Lindquist is the real deal
    --[X][INVESTIGATIONS] Updated [SGI] Higher Education: Engage with mundane side of getting into Harvard: 2 SGI AP
    --[X][INVESTIGATIONS][SGI] Crown and Scepter, see what good your unique talents can be in Sanctuary: 6 SGI AP
    --[X][ARCANE ALLIES] Cauldron Bubble, your new friends in the Ordo Lebetis could use more help
    ---[X] Updated [SGI] Online presence, See if you can convince the others to set up a strong online presence. 1 SGI AP
    --[X][FAMILY TIME] [SGI] Updated Family Unknown, Even if they didn't you have other more distant family in Boston that it would be cool to meet. 1 SGI AP
    --[X][FAMILY TIME] [SGI] NEW Introductions to more of you: Twin jokes. Get your family used to other yous: 1 SGI AP
 
Okay, things are looking bleak but I haven't given up the ghost yet.
Okay now that I have a moment I'm going to attempt to convince people for [ ] PLAN POWER OVERWHELMING

Starting with crafted benefits. Proper armor for ourselves and our circle +6 Soak & -1 difficulty. Which allows both Tiffany and Olivia to soak aggravated damage without needing to spend any turns or actions on doing so well also reducing their difficulty to five for soaking damage same for Lydia for us it reduces our soak difficulty to 4.
Directly patterned after her court's Silver Weave and using the same materials with a significant addition from her own stock of Alchemical materials. The Prima Metallum weave armor is made of interwoven ice spider silk, Military grade Alchemical ballistic gel and Prima Metallum. Covered in a near carapace of woven metal near invisibile sigils of the Court of Fate seem to move across the still weave of the surface independently of any motion, their magic seeming to buoy the wearer.

Prima Metallum Weave Armor appears to be a form-fitting suit of a particularly lustrous and dark metal and silver weave. Due to its prodigious construction it does not burden the wearer and grants 6 Soak and lowers the difficulty to soak damage by one. Requires attunement.

Silver weave armor - 4 Soak -1 Dexterity
Prima Metallum +1 Soak
Prodigy construction +1 Soak, -1 difficulty, eliminate DEX penalty.
Armor that makes Lydia immune to possession just like Tiffany and us while also improving her shaping defense.
Composed of innumerable strips of material that to a mortal unaugmented eye looks like finest Tocatli silk, each as tough as the best synthetic armor weave the Fivefold courts can produce, the form this powerful artifact takes when manifested is closest to that of the holy wrappings of the honored dead of the ancient kingdom of Kemet, known to modern man as Egypt, wrapping tightly around the body of its master like second skin to fit under most any clothes without restricting movement. Each strip of cloth is engraved with holy symbols of protection, sanctity, defense and certainty, all forming an endless loop of prayer meant to ensure the sanctity of one's self. It is so comfortable that it can be worn indefinitely. A hood is cleverly hidden in the form, easy to slip on when needed
  1. +2 soak dice (equivalent of Concealed Kevlar Vest from C20)
  2. The adornment splendor only lasts 1 day when summoned, instead of 1 week
  3. The user can freely interact with spirits on the other side of the Gauntlet (I assume this either means the ability to interact with incorporeal entities, or to interact with NeverNever without transitioning there)
  4. Stamina+Occult rolls cannot botch, always generate at least 1 success, 2 if opposed
  5. The Warding of Divine Ancestry grants +3 DC to attempts to affect Lydia by shaping (to transform, infect, taint, transport, or control her body or spirit) instead of +1 DC
  6. Lydia is immune to possession - this is a perfect effect
Then a splendor that would allow Tiffany to use her flesh shaving at a distance and more easily allowing her to directly attack the Attributes of other people without needing to directly touch them.
Okay abandoning directly trying to spoil her every single thing on the list because I want to get this finished before the vote is over.

The Long Arm which is a proper Prodigy sword that hits on difficulty 5 and deal strength + 4 damage which makes it a sword that does more damage one handed while also not requiring attunement than our demons sword at a lower difficulty.

The Lock In Choker which will allow us to use Cracked Cell Circumvention way more often and in pretty much any combat situation as well.

The Alembic and The Cauldron directly increase the duration and amount of potions that we can have at any given moment which directly helpful considering the new abstraction for potions having potions that last Almost an entire day or longer while also having more of them cannot go amiss.

The Infernal symbiote is essentially a Venom symbiote that gives regeneration unarmored soak and many more benefits that are really hard to elaborate on.

The Ring of will allows us to complete that promise as well as potentially give it when necessary without needing to spend further AP on it later.

Tempestus Domini allows us to directly conjure as well as take control of existing weather patterns allowing us to literally rain lightning down in the middle of storms or create storms from nothing which would trigger both Boiling Sea Mastery and Without Honor Without Hope. As well as allowing us to conjure Elemental constructs that can hit at way lower difficulty and possibly deal more damage than sand strike blast both the grenade and spear version. All of that without needing to spend Essence.

The Storm Heart allows for all of that as well as giving a false shintai to one of our party members so they can trigger BSM for us or w h w h for us while also having their own back of ability that will massively increase their health massively increase their soak give them the ability to fly and fight directly alongside us for a prolonged period . Even when we have our shintai up with a particularly hostile environment in the five fold Court fate.

We also get a vision.

The peach tree of immortality is exactly what it sounds like a peach tree that can grant a new body that is Immortal for people who eat it proposed by yoga it's a really strong wonder that will really open up the ability for us as well as repay Brother Devismar.

The True Staff if given to Dresden or whoever else we want to would essentially increase their effective Arete by one and reduce their casting difficulties by two. Which for Dresden would essentially increase his power to two steps shy of the black staff himself and with a way better staff than even the black staff itself is.

Finally on the infrastructure front the Eveready draft roller decreases the amount of time we need to spend planning building things which all Arcana inventions greater buildings possibly fortresses require planning stages this reduces the time necessary by half. Then S.T.O.N.E which reduces the time to build massive Stoneworks or clear massive stone work like say the undercity or attempting to build a fortress in the middle of nowhere by half while also reducing the difficulty of doing so.

All of that for the Low low price of 1 AP


To read the Mechanicals for all of them here
For non craft benefits I've gone over Alchemy a bunch of times but I'll quote one here

Then there's training the path of Dreams which will allow her in story regeneration of willpower we won't need to rest for multiple days and when we are regenerating Essence by taking a bath we can also regenerate willpower. Then there's the in-story benefit of finally exercising our nightmares which would get rid of The Nightmare flaw.

I will say to people who want some time to actually cool down this might be it. Spending some time crafting, spend some time training, largely around Chicago go to a convention with Rosie spend maybe a week around a portal in South America as far as turns go it doesn't involve us directly in the pursuing of The Shard of gold it doesn't directly pour us into another adventure after the maybe not hell spiral but definitive intensity of the last couple arcs.
Based on some of the feedback I've gotten so far I would like to tell anyone who's reading that all the crafting in the plan POWER OVERWHELMING is done in 1 AP.

On a slightly separate note would anyone mind and on an equal footing would anyone be willing to vote for the plan if I changed in the sky a thousand eyes to a god of Chicago?

In that vein does anyone want a ranged option in combat for Molly that can also explode if she so chooses? Does anyone want to get Olivia any armor does anyone want any armor for Tiffany neither of which can soak aggravated naturally? Did anyone want to use CCC in combat or in tense situations in general? Did anyone want to get rid of The Nightmare flaw for Molly?

---[X] Spirit Speaker, Mortimer Lindquist is the real deal
--[X][INVESTIGATIONS] Updated [SGI] Higher Education: Engage with mundane side of getting into Harvard: 2 SGI AP
--[X][INVESTIGATIONS][SGI] Crown and Scepter, see what good your unique talents can be in Sanctuary: 6 SGI AP
--[X][ARCANE ALLIES] Cauldron Bubble, your new friends in the Ordo Lebetis could use more help
---[X] Updated [SGI] Online presence, See if you can convince the others to set up a strong online presence. 1 SGI AP
--[X][FAMILY TIME] [SGI] Updated Family Unknown, Even if they didn't you have other more distant family in Boston that it would be cool to meet. 1 SGI AP
--[X][FAMILY TIME] [SGI] NEW Introductions to more of you: Twin jokes. Get your family used to other yous: 1 SGI AP
You have a vote registered for this by the way
 
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Porter is a minor dragon of the underground. Nobody cares about him. Nobody cares about bane he controls a building not a major city of humanity with millions of people in it. Demonreach helps out everyone as a whole including the Fae Courts since it has Outsiders in it according to Butcher and we have no idea if they were bothered by it initially. Demonreach doesn't threaten their ability to do what they need to either. I don't see why the LS would be relevant to the Courts other than a place they can probably use to contact Molly. The pigeons can literally be ignored they probably aren't going to attack them for no reason and disrupt their activities. Volcano Raksha, Embermane, spends most of his time asleep and isn't bothering anyone. Marcone isn't a God with some level of metaphysical control over Chicago.
There are several rebuttals here:
1)The arguments of scale might apply to fae politics. They wouldn't apply to The Rules (tm) and angelic enforcement. If Porter and Bane (who are both the same class of entities, in general, as what we are making essentially, or at least Bane definitely is) are allowed to exist normally without limitations, then angels wouldn't stop a city god.

2) Porter is not a minor thing. He was one of, if not the oldest Chicago elementals. Now he is the elemental dragon of Chicago with our upgrades, who is regularly interacting with both mundane and supernatural population of Chicago and essentially claims quite a large domain.

3) If Demonreach is allowed to exist because it is helpful, why would a city god be objected to? The core idea is to create a guardian deity that would ensure safety of population and the city, with everything else coming secondary after that core function. Also, if possibly, could I get citations on Outsiders being imprisoned in Demonreach? Its stated function, at least in this quest, is to keep things that have no place in the modern Age, but cannot be disposed off, including by banishing them Outside. Outsiders you would either kill, if you can, or banish.

4) LS is a major geomantic node in the underground of Chicago - a dragon nest we have claimed for our own and heavily fortified and modified. If the Courts cared that no one take Chicago, there would have been pushback, because it's an obvious breachhead for future invasion.

5) Marcone, after signing the Accords, is a freeholding lord with, as I understand it, recognized authority over the area. It doesn't matter if he's a god or not. The Accords give him the authority in the eyes of the fae, because the fae also signed the accords. The god would actually have less of a metaphysical authority, I think. More of a practical ability to resist them in a white room at a no holds barred fight, but less in a practical meaning.

Okay now that I have a moment I'm going to attempt to convince people for [ ] PLAN POWER OVERWHELMING
Would we be able to do all those on 1 AP? I would assume it'll take multiple AP to craft. Also, we definitely should finish the Forge first. And yes, I realize we are finishing this turn, so as long as the sequence of actions is right, we should enjoy the benefits. I was planning on getting at least some of those (armor for Lydia first and foremost) next turn.
 
There are several rebuttals here:
1)The arguments of scale might apply to fae politics. They wouldn't apply to The Rules (tm) and angelic enforcement. If Porter and Bane (who are both the same class of entities, in general, as what we are making essentially, or at least Bane definitely is) are allowed to exist normally without limitations, then angels wouldn't stop a city god.

2) Porter is not a minor thing. He was one of, if not the oldest Chicago elementals. Now he is the elemental dragon of Chicago with our upgrades, who is regularly interacting with both mundane and supernatural population of Chicago and essentially claims quite a large domain.

3) If Demonreach is allowed to exist because it is helpful, why would a city god be objected to? The core idea is to create a guardian deity that would ensure safety of population and the city, with everything else coming secondary after that core function. Also, if possibly, could I get citations on Outsiders being imprisoned in Demonreach? Its stated function, at least in this quest, is to keep things that have no place in the modern Age, but cannot be disposed off, including by banishing them Outside. Outsiders you would either kill, if you can, or banish.

4) LS is a major geomantic node in the underground of Chicago - a dragon nest we have claimed for our own and heavily fortified and modified. If the Courts cared that no one take Chicago, there would have been pushback, because it's an obvious breachhead for future invasion.

5) Marcone, after signing the Accords, is a freeholding lord with, as I understand it, recognized authority over the area. It doesn't matter if he's a god or not. The Accords give him the authority in the eyes of the fae, because the fae also signed the accords. The god would actually have less of a metaphysical authority, I think. More of a practical ability to resist them in a white room at a no holds barred fight, but less in a practical meaning.
1) The White God said that gods needed to stop controlling humanity and let it make it's own decisions. Bane is not capable of influencing humanity in any meaningful fashion. Nor is Porter. They can both be ignored without compromising humanity's free will. Which was the entire point of that divine mandate. Free Will.

It's the canon explanation for why gods aren't controlling humanity right now but still exist or existed.

2) Porter is irrelevant in the grand scheme of things. Can he even manifest himself outside of the underground? Even if he can Porter isn't threatening the Free Will of a major subsection of humanity which is what the White God is concerned about.

3) Alfred is confined to a single island. He can literally be ignored 99% of the time. He has a fog perception mist thing that prevents mundanes from messing with his island. He goes out of his way to not mess with humans.

4) Nah. Chicago is big. Last Station can just be ignored. The Fae Courts seem to be on good terms with Molly they have no reason to think we're going to get in their way.

5) Marcone isn't stopping the Fae Courts from doing whatever they want to do. If it comes down to power he's irrelevant. If it comes down to politics he's not beating Mab and Titania nor is he stupid enough to get in their way.

Edit: I don't know why you would want or even need a citation on the Outsider thing. I'll grab the quote for you in a bit Yog. IIRC Butcher was being somewhat coy about it.
 
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Would we be able to do all those on 1 AP? I would assume it'll take multiple AP to craft. Also, we definitely should finish the Forge first. And yes, I realize we are finishing this turn
Oh yeah, let me post time calculations right here
Warding Garments of Death time expectation ( 24 Minutes )
The Long Arm time expectation (11 Hours 12 minutes)( 2 Days 8 hours no TTC)
Extended Hands of Mercy time expectation ( 24 Minutes )
The Refined Cauldron time expectation (1 Hour)( 5 Hours no TTC)
The Alembic of Refining time expectation (3 Hours)( 15 Hours no TTC)
Peach Tree of Immortality time expectation ( 24 Minutes )
Lock in Choker time expectation (3 Hours 12 Minutes)( 16 hours no TTC)
The True Staff time expectation (2 Hours )( 10 hours no TTC)
Ever Ready Draft Roller time expectation (2 Hours 24 Minutes)(12 hours no TTC)
S.T.O.N.E. time expectation ( 1 Day 11 hours 30 minutes)
Ring of Will time expectation ( 24 Minutes )
HQPMWA time expectation (14 Hours 24 Minutes)( 3 Days no TTC) X4
Tempestes Domini time expectation (24 Minutes)
Internal Synthetic Infernal Symbiote time expectation (2 days 2 hours 24 minutes)
Storm Heart time expectation (36 Minutes)

Expected full craft time 125 Hours or 5 Days 4 hours 48 minutes, 43 hour buffer time
CCC, BSM, FPOR, TTC
Designing stage has both TTC and Ever Ready Draft Roller
Splendor Construction time intervals 12 Minutes
● 7 Successes 99.9999% chance of success in one Interval
●● 14 Successes 81.3542% chance of success in one Interval
●●● 21 Successes 0.4077% chance of success in one Interval } Assume it takes two intervals in craft time calc
●●●● 28 Successes 0.000006% chance of success in one Interval } Assume it takes two intervals in craft time calc
●●●●● 35 Successes 0.000000003% chance of success in one Interval } Assume it takes three intervals in craft time calc

Invention Planning time intervals 8.4 or 8 hours and 24 minutes
Assuming average rolls (3 Successes) assume it takes 3 intervals for craft time calcs
Invention Construction time intervals 2.4 or 2 hours and 24 minutes
Assuming average rolls (3 Successes) assume it takes 4 intervals for craft time calcs

Arcana Planning time intervals 16.8 or 16 hours and 48 minutes
● 3 Successes 99.9999% chance of success in one Interval
●● 6 Successes 99.9572% chance of success in one Interval
●●● 9 Successes 97.8534% chance of success in one Interval
●●●● 12 Successes 77.1950% chance of success in one Interval
●●●●● 15 Successes 28.9822% chance of success in one Interval } Assume it takes two intervals in craft time calc

Arcana Construction time intervals (Golems) 33.6 hours or 1 day and 9 hours 36 minutes
● 5 Successes 99.9999% chance of success in one Interval
●● 10 Successes 99.5672% chance of success in one Interval
●●● 15 Successes 67.1250% chance of success in one Interval
●●●● 20 Successes 2.0666% chance of success in one Interval } Assume it takes two intervals in craft time calc
●●●●● 25 Successes 0.00003% chance of success in one Interval } Assume it takes two intervals in craft time calc

Arcana Construction time intervals (Phantasms) 67.2 Hours or 2 Days and 19 hours 12 minutes
● 4 Successes 99.9999% chance of success in one Interval
●● 8 Successes 99.9754% chance of success in one Interval
●●● 12 Successes 96.1255% chance of success in one Interval
●●●● 16 Successes 49.4176% chance of success in one Interval } Assume it takes two intervals in craft time calc
●●●●● 20 Successes 28.9822% chance of success in one Interval } Assume it takes two intervals in craft time calc
AP is based on
Crafting
Dreams filled with brass and smoke, soul artifice of an impossible city, you reach for tools and so are made things wondrous and strange unseen in this Age of the world (Crafting may have as many AP assigned to it as you wish, success will depend on the rolls made during the action. One week of crafting time is worth 1 AP)
or 168 hours.
I was planning on getting at least some of those (armor for Lydia first and foremost) next turn.
To be honest I'm just distinctly and sharply afraid that if we don't craft this stuff now that'll be a dozen combats and multiple months from now which doesn't feel great especially now that we have a moment.
 
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1) The White God said that gods needed to stop controlling humanity and let it make it's own decisions. Bane is not capable of influencing humanity in any meaningful fashion. Nor is Porter. They can both be ignored without compromising humanity's free will. Which was the entire point of that divine mandate. Free Will.

It's the canon explanation for why gods aren't controlling humanity right now but still exist or existed.

2) Porter is irrelevant in the grand scheme of things. Can he even manifest himself outside of the underground? Even if he can Porter isn't threatening the Free Will of a major subsection of humanity which is what the White God is concerned about.

3) Alfred is confined to a single island. He can literally be ignored 99% of the time. He has a fog perception mist thing that prevents mundanes from messing with his island. He goes out of his way to not mess with humans.

4) Nah. Chicago is big. Last Station can just be ignored. The Fae Courts seem to be on good terms with Molly they have no reason to think we're going to get in their way.

5) Marcone isn't stopping the Fae Courts from doing whatever they want to do. If it comes down to power he's irrelevant. If it comes down to politics he's not beating Mab and Titania nor is he stupid enough to get in their way.

Edit: I don't know why you would want or even need a citation on the Outsider thing. I'll grab the quote for you in a bit Yog. IIRC Butcher was being somewhat coy about it.
The argument of scale is not valid, because Bane, for example, is capable of influencing the free will of at least one person - the one living in their apartment. And in the eyes of the Rules(tm) one person is just as valuable as ten million - White God is an absolutist that way (this was shown when Michael talked about comparing infinities when trying to say that one life is also precious). Basically, sorry, I am not buying the scale argument at all. At least not in regards to angelic involvement.

There are also seems to be two arguments mashed together - that the god of Chicago might interfere with humans, and that they might interfere with fae courts. The first, as I explained, is not a problem in my opinion. The second might be. But Porter can operate over the whole underground of Chicago. Molly exists in Chicago unopposed. Forces are allowed to exist in Chicago.

As to Marcone - that's arguable. Leaving aside how he's a denarian (which no one knew), he does have an established contract with Odin's forces, and can call upon their military might. And the freeholding lord title gives him at least some political power where Chicago is concerned.
 
The argument of scale is not valid, because Bane, for example, is capable of influencing the free will of at least one person - the one living in their apartment. And in the eyes of the Rules(tm) one person is just as valuable as ten million - White God is an absolutist that way (this was shown when Michael talked about comparing infinities when trying to say that one life is also precious). Basically, sorry, I am not buying the scale argument at all. At least not in regards to angelic involvement.
This is just the canon explanation we are given Yog. You don't have to agree with it I guess but I'm not sure what you want me to say. I don't have to sell it to you. Butcher needed an excuse for how every pantheon could have or currently exist without also having humanity be controlled by several of them.

This is the explanation that Butcher decided to run with.

There are also seems to be two arguments mashed together - that the god of Chicago might interfere with humans, and that they might interfere with fae courts. The first, as I explained, is not a problem in my opinion. The second might be. But Porter can operate over the whole underground of Chicago. Molly exists in Chicago unopposed. Forces are allowed to exist in Chicago.
I don't care if you think it might interfere with humans or not. Whether or not it will have the ability to enforce some manner of influence over a significant portion of humanity in this case millions is what Uju was saying may make the White God act up and send an Angel over because Free Will of humanity as a whole was his reason for telling them to leave. I never argued that forces aren't allowed to exist in Chicago. Don't know where you got that from.

As to Marcone - that's arguable. Leaving aside how he's a denarian (which no one knew), he does have an established contract with Odin's forces, and can call upon their military might. And the freeholding lord title gives him at least some political power where Chicago is concerned.
Marcone has no motive to stop the Fae Courts from doing whatever it is they need to do to transfer power and stuff. If Marcone decides to act out of character and fight them he gets dealt with after having given them an excuse. If Marcone decides to call upon Monoc Industries to cause problems Odin probably acknowledges the fact that he has a Winter Mantle and doesn't want to get into a war with the Fae Courts and ask what the hell is going on. Odin's forces aren't actually Marcone's forces.

Mab and Titania would crush Marcone if the human or Denarian decided to get in their way and he knows that.
 
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This is just the canon explanation we are given Yog. You don't have to agree with it I guess but I'm not sure what you want me to say. I don't have to sell it to you. Butcher needed an excuse for how every pantheon could have or currently exist without also having humanity be controlled by several of them.

This is the explanation that Butcher decided to run with.

I don't care if you think it might interfere with humans or not. Whether or not it will have the ability to enforce some manner of influence over a significant portion of humanity in this case millions is what Uju was saying may make the White God act up and send an Angel over because Free Will of humanity as a whole was his reason for telling them to leave.
I am not arguing with canon. I fully acknowledge that this was the reason given. I am arguing that within the continuity of the quest something has changed, or is different, because:
1) We have never seen White God or his agents make an "acceptable losses" or "scale" argument. One life is as precious as a million, and Free Will is sacred.
2) Bane, Porter, and, oh, Broken Seeker, who has an outright cult, are allowed to exist and operate freely, or at least without noticeable restrictions.
3) Several million people in one city is not a significant portion of humanity. It's a rounding error.
Marcone has no motive to stop the Fae Courts from doing whatever it is they need to do to transfer power and stuff. If Marcone decides to act out of character and fight them he gets dealt with after having given them an excuse. If Marcone decides to call upon Monoc Industries to cause problems Odin probably acknowledges the fact that he has a Winter Mantle and doesn't want to get into a war with the Fae Courts and ask what the hell is going on. Odin's forces aren't actually Marcone's forces.

Mab and Titania would crush Marcone if the human or Denarian decided to get in their way and he knows that.
Odin's forces, as long as they are contracted with Marcone, have to act on his side. There's no such thing as reneging on the contract in their world, not without very significant consequences.
 
1) We have never seen White God or his agents make an "acceptable losses" or "scale" argument. One life is as precious as a million, and Free Will is sacred.
2) Bane, Porter, and, oh, Broken Seeker, who has an outright cult, are allowed to exist and operate freely, or at least without noticeable restrictions.
3) Several million people in one city is not a significant portion of humanity. It's a rounding error.
You are arguing with canon. That's the basis for the series existing with modern age humans. That Gods which had a significant amount of control over humanity as a whole which threatened their free will got banned from the server. What does "one life" have to do with that premise? Bane doesn't interact with that basic premise.

Who cares? They don't interfere with the basic premise.

Interesting opinion. You need to explain why the White God would see the Free Will millions of humans as irrelevant though.

Edit: Keep in mind that Uriel counters several bad actors in the background for his Free Will Agenda.

Odin's forces, as long as they are contracted with Marcone, have to act on his side. There's no such thing as reneging on the contract in their world, not without very significant consequences.
Well. If Odin has to choose between getting into a war with the two most prominent supernatural superpowers on the planet capable of bitch slapping mostly everyone in setting on of which he bears a Mantle of or finding a way to weasel out of a contract to a human who decided to act incredibly out of character I think it should be obvious what he's going to do.

He may even have clauses in his contract for this exact scenario. Marcone and Mab seem to be associates for lack of better word as seen in Skin game so this argument that he's a relevant and likely threat to Winter and Summer in regards to Chicago is weird.
 
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What does "one life" have to do with that premise? Bane doesn't interact with that basic premise.
Bane is a god of an apartment, or possibly an apartment complex, in basically the same way the god we are making is going to be the god of Chicago. Since Bane is allowed to function unimpeded by angels, I see no reasons for angels to interfere with the god of Chicago.
Interesting opinion. You need to explain why the White God would see the Free Will millions of humans as irrelevant though.

Edit: Keep in mind that Uriel counters several bad actors in the background for his Free Will Agenda.
Not what I am saying. I am saying that Free Will of a small number of people, even one person, is also sacred.
 
Bane is a god of an apartment, or possibly an apartment complex, in basically the same way the god we are making is going to be the god of Chicago. Since Bane is allowed to function unimpeded by angels, I see no reasons for angels to interfere with the god of Chicago.
Violating a person's Free Will is not enough. We know this because it happens all the time without Angel or Sword etc involvement. If Bane decides to and has the ability to violate the Free Will of a human in that apartment the White God may or may not have something happen.

This isn't the case with a Chicago God though because the difference in scale is large enough that if it has the ability to replicate this act the WG may potentially send an Angel to do or say something because of the basic premise which established the WG banning gods from the server if they didn't play ball with his new divine mandate.

Not what I am saying. I am saying that Free Will of a small number of people, even one person, is also sacred
A Whampire can violate the Free Will of a human by turning them into a thrall then violate them physically until they die. This happens all the time off-screen. An Angel doesn't interfere every time that sort of thing occurs. It has nothing to do with the basic premise which is what a God of Chicago could potentially get involved in. Which is why the concern is a real one.
 
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Violating a person's Free Will is not enough. We know this because it happens all the time without Angel or Sword etc involvement. If Bane decides to and has the ability to violate the Free Will of a human in that apartment the White God may or may not have something happen.

This isn't the case with a Chicago God though because the difference in scale is large enough that if it has the ability to replicate this act the WG may potentially send an Angel to do or say something because of the basic premise which established the WG banning gods from the server if they didn't play ball with his new divine mandate.


A Whampire can violate the Free Will of a human by turning them into a thrall then violate them physically until they die. This happens all the time off-screen. An Angel doesn't interfere every time that sort of thing occurs. It has nothing to do with the basic premise which is what a God of Chicago could potentially get involved in. Which is why the concern is a real one.
The definition of Free Will and its violation in Dresden Files is... iffy to say the least. Red Court creating half reds (essentially addicting a person to hard drugs in a way that cannot be cured) is not, apparently, a Free Will violation. Denarians trapping their host in a complete illusion permanently is also not a Free Will violation, and is within the Rules, if very inefficient. Fae Mantles, which, for a Winter Lady cause you to be permanently horny while being unable to satisfy yourself and messing with your judgement, are also not Free Will violation.

Whampire thralling someone is not Free Will violation by Rules of Dresden Files. As far as I can tell, Free Will violations would be perfect UMI effects. Anything that can be resisted with Willpower or somehow otherwise is fair game, even if you have to roll 5+ successes at DC10 to resist, if we talk in game mechanic terms.

So, I am maintaining my position that, unless indicated otherwise, increasing the scale should not cause an angelic intervention. And, if it does, we can talk and negotiate.
 
Also, the Red Court rule South America, which is a whole lot more influence than a City God of Chicago would have.

In the combined setting, the Wan Kuei have Obligation, which is the remnants of the authority that big G God gave the Wan Xian to override the free will of humanity.
 
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