Green Flame Rising (Exalted vs Dresden Files)

This has been a bit of a mad scramble, significant resources have been expended, and we have a pair of potential new allies, one of whom was unstable before Exalting.

While getting to the new Abyssal in Antarctica is important, especially considering whatever shady shit is going on down there to prompt that dude into such desperate measures, rushing into it doesn't do anyone any favors. Better to rest and recover, while taking the opportunity to try speaking with the new Abyssals we already have access to, IMO.

At the same time, we really shouldn't get the US government involved in this. The Library has been helpful and relatively trustworthy up to this point, but mobilizing the kind of resources necessary to rapidly get us to Antarctica isn't going to go unnoticed or unremarked upon.

We could get Winter involved, I guess, though that invites them to have more involvement in this whole mess than we might otherwise prefer.

[X] Her sister is already involved in this latest horror show, so perhaps Lara would be willing to mobilize White Court resources to quickly move your group to the next target?
 
[X] Use RVD, simple and costs no resources, but you would have to go alone and would have a hell of a time explaining what you are doing there
 
[X] Plan making some calls
-[X] Call Father Forthill. You have two denarian coins. Once you are done here, you'll likely be giving them to church, and he needs to know which denarians are off the board anyway
-[X] Call the Library of Congress about the incident, so they know what they are covering up
-[X] Call on Winter for the proper Way
--[X] Warning Winter about the existence of an Abyssal in what has to be their territory may be payment enough for this



Remember, Winter oversees Arctic, likely to do with whatever Lovecraftian things are there. They know a lot more about what's going on there than we do. So, call on them. We may not need them for the transportation, not precisely, but we want them for the intel.

Either that, or RVD, and hope we have enough motes to deal with it by ourselves. And I'm guessing we are pocketing the coins for now? Or did I miss what we did with them?

With two coins (and bodies of the denarain hosts) we have at least two questions. Those being (when we have time), I think:
1) What are the planned locations of all denarians for the next hour / day (or what their home addresses are)
2) Something else

And then alpha-strike the denarians. Remember, there are only thirty of them. Molly with full tank should be able to take one solo, as should be Lydia ({ her retainers), after we make her some weapons. Two more for the knights, quite possibly (it's a unique situation where the knights get to go on the offensive). That's at minimum four denarians we can potentially alpha-strike. At least 2 are also off the board right now. Likely 3 (Lasciel too). That's a total of 6 to 7 denarians possibly off the board. So, at least 20%.
 
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I think going alone is out of the question. Hmm, we're low on essence, but we don't have much time... I think we'll have to go in company. Every minute counts.
We should certainly make sure to be carried in a bleach bottle.

[X] Use RVD, simple and costs no resources, but you would have to go alone and would have a hell of a time explaining what you are doing there

Even if we have to rest in bleach there it's still quicker.
 
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[X] Use RVD, simple and costs no resources, but you would have to go alone and would have a hell of a time explaining what you are doing there

We have enough Essence for both of our transformations as well as to use our excellencies and we have enough willpower for both of our defenses and to use our Transformations let's just go grab them we'll probably need to rest if we get into any combat here but we're not in any greater amount of danger in combat here than any other fight.
 
Also in the cold artic we get 2 more dice on everything so we can avoid using exilancy . Also definitely a place of desolation.
 
People Specters have their Psyches. We can bring them back to being human-ish and help them find actual rest instead of destroying them. We're not dealing with ancient Mortwrights here, we're dealing newly created Frighteners. Healing them from their pain should in theory be doable even for ordinary people let alone an exalted with her own afterlife.
 
We have enough Essence for both of our transformations as well as to use our excellencies and we have enough willpower for both of our defenses and to use our Transformations let's just go grab them we'll probably need to rest if we get into any combat here but we're not in any greater amount of danger in combat here than any other fight.
In before we end up breaching the containment of whatever the Lovecraftian horror is in there. We don't need Winter for transportation. We need Winter not to accidentally blow up more stuff than we already did.
 
In before we end up breaching the containment of whatever the Lovecraftian horror is in there. We don't need Winter for transportation. We need Winter not to accidentally blow up more stuff than we already did.
I'm going to be real with you. The only way we're going to wake them up is if we do that thing that you're particularly fond of, of speaking an old realm where they can hear us. They've been asleep for dreaming Aeons and are prophesied to dream for sleeping Aeons more. The only thing we could do to wake them up is to directly interact with them in any physical or metaphysical way which I am not suggesting we do.

We do not need to interact with anything in the Pole we know where he was staying we know what research station he was at he has belongings there we can ask a crown question about where he went and then just fly there in the sky.

If rendered villain dispersal was going to wake up any Eldritch monstrosity they would have already woken because rendered villain dispersal spreads us evenly across the entire body of water which means anytime we've entered an ocean we are just as present there as we are anywhere else.

We don't need Winter to hold our hand never mind the fact that there's no way they would do anything for us without extorting some kind of debt or using one of our way more powerful favors for this either of which option is unacceptable in my mind.

I get that you think the information on the Abyssal is important but the mortal world as a whole is the mortal world as long as he is on Earth then he's not in Winter territory no matter where on Earth he is doesn't matter that it's a frozen Wasteland that he's walking through it's still Earth territory. We can also make all of those calls when we're done with this hunt No matter how many of Abyssals we end up actually getting at the end of it.

Edit: quotes so I'm not talking completely out of opinion.
Looking at RVD, the situational awareness stuff has some interesting implications about its use as a teleport charm.

Specifically because you're dispersed into the body of water and can see what's happening around you. There isn't a point of concentration that is more you than anywhere else though.

So if we used the charm on the Atlantic would we see everything in or near it?
It's all one body of water so yes.
It's conceptual not physical, if you sink yourself in the sea you do not see from the perspective of every river that spills into it.
 
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[X] Use RVD, simple and costs no resources, but you would have to go alone and would have a hell of a time explaining what you are doing there
 
[X] Her sister is already involved in this latest horror show, so perhaps Lara would be willing to mobilize White Court resources to quickly move your group to the next target?
 
[X] Use RVD, simple and costs no resources, but you would have to go alone and would have a hell of a time explaining what you are doing there
 
Vote closed.
Adhoc vote count started by DragonParadox on Mar 22, 2025 at 9:23 AM, finished with 22 posts and 8 votes.

  • [X] Use RVD, simple and costs no resources, but you would have to go alone and would have a hell of a time explaining what you are doing there
    [X] Her sister is already involved in this latest horror show, so perhaps Lara would be willing to mobilize White Court resources to quickly move your group to the next target?
    [X] Plan making some calls
    -[X] Call Father Forthill. You have two denarian coins. Once you are done here, you'll likely be giving them to church, and he needs to know which denarians are off the board anyway
    -[X] Call the Library of Congress about the incident, so they know what they are covering up
    -[X] Call on Winter for the proper Way
    --[X] Warning Winter about the existence of an Abyssal in what has to be their territory may be payment enough for this
 
Arc 15 Post 84: Dark Down South New
Dark Down South

13th of March 2007 A.D.

Untangling yourselves from the only a little less than arcane than magic clutches of bureaucracy proves easier than you had anticipated as the agents involved seem to have been instructed to let you draw back from the crowd and then ask no questions as six people vanish between one moment and the next. One can only hope they manage to get a grip on the rumors, with the recent astronomical discontinuity you wouldn't be surprised if there are dozens of new Churches proclaiming the End of Days is nigh. Dad tends to let that kind of thing slide him but Mom's opinions of 'Bible code' are the sort that descent into dark and indistinct muttering, one suspects to keep the wrong sort of word off her lips where her children can hear her. Which isn't to say that the word lacks for beings that would see its end or for that matter to render it down to something the Children of Man would find most unpleasant.

Once the others are back on a road in a vehicle of Lydia's conjuring that might perhaps bear some passing resemblance to a hearse with the combined but very distinct skills of one old wizard and one former angel, even older to keep them on the straight path, at least as far as the next roadside diner you make a quick escape.

The sea so close and with a bit of navigation —still need to get those satellites up and running— you find yourself standing on... well to be honest it might as well be the shore of some alien world, a place of bare gravel that stretches out from the lip of the black waters busy with the grinding of ice shards.

In this place it is the habitations of man, blue and red and bright yellow that break the monochrome garb of nature, one assumes in the name of visibility should any of its inhabitants lose their way in the snow, though the sky is clear today, the light diffuse in the long twilight that precedes the Polar Night.

Less than thirty people in all move with hurried steps between the water treatment plant —you had grown familiar enough with those to recognize it— and various blocky buildings some of which have odd instruments jutting from them. It looks busier than it is, Usum notes clinically, like orange fireflies in the dark and before what awoke in this place just as fragile. A good sign that the one we seek did not slay them, from roused passion or as a harvest to their magic.

Creepy as that sentiment is, it's not wrong, almost enough to make one hope that you would find your quarry sitting down quietly at a table somewhere, wondering at the thing that had overcome them. Alas you had come to learn that is not the nature of Exalted.

How do you approach the search?

[] Use Anonymity Through Propriety to search though the files and effects of the research personnel for cules as to what happened here

[] Use Black Mirror Incarnation to take on a disguise and interrogate the staff
-[] Write in Disguise and reason you are here.

[] Use Hellscry Chakra in order to try to follow the trail of Necrotic Essence that an Abyssal fresh from their incarnation would have left behind them

[] Write in


OOC: A bit short, but there are a lot of options here.
 
It's kinda interesting that we would end up in Antarctica now of all times, when I just read an article a couple days ago about a dude at a research station down there losing his mind and becoming violent.

I love BMI, but this doesn't seem like the time or place to use it. We don't have the requisite knowledge to have any hope of pulling off a believable act as someone who has a reason to be here. There isn't exactly a lot of traffic in and out of these research stations, after all.

Spending Essence on ATP when we're already low on resources might not be the best idea, but there is shit going on down here that we need to know more about before we attempt to speak with the new Abyssal. Something here motivated him to take extreme, suicidal actions just to learn more about their activities. Learning it ourselves could get us a couple extra Essence, too.

[X] Use Anonymity Through Propriety to search though the files and effects of the research personnel for clues as to what happened here
 
She shakes her head and you're not sure if you should be relieved there aren't centuries old maddened wraiths with whatever black insights such might hold in thrall to the pair or disappointing for the lack of such lost souls you can interrogate for more insights into the Fallen and those who serve them.
It wouldn't surprise me if this is one of those things they are Not Allowed To Do by literal and very strictly enforced Word of God.

They can tempt and act in life, but under their paradigm the souls of the dead are His to judge. Given their position they likely know a lot, but their relative lack of actual practicing necromancers strikes me as important.


What time is it, and when does our Essence refresh?
We really need RtF. It fires a free essence fill up after 12 hours of continuous movement, but things like riding in a moving vehicle count so we don't have to literally always be pacing.

That's a long time, but if we always have it going and time it right we could place it at the nadir of our recharge cycle and cut the wait time to full top up in half.

On this @DragonParadox is this something we can exploit with the clones since they're all as much part of Molly as her hands? As in having them move so her primary body doesn't have to.
"One could always attempt to bargain with the coin-bound demons Majesty." Usum offers, not even particularly slyly, just a statement of fact. "Their position is hardly enviable."
Making deals with these people is way too dangerous. My preference would be to cook up a splendor that produces Lash style shadows who's nature has been modified and deal with those instead.

How do you approach the search?
Given how on the clock we are I'm personally open to being as loud as we need to be and cleaning up later. It's an opportunity for Nemesis to hurt the Masquerade, but that's not as bad as loose Abyssals.

This one in particular is a die hard servant of something and who precisely that is will be incredibly important to determining if he's an antagonist.
 
@BronzeTongue hey I know you've done quite a few splendors like yog and you have some Prodigy from what I remember are there any that you would like to add to the corner because I already have Hungry Earth and the One Up ready to be placed in but I'm asking now so I can possibly add more with those.

Here's all the stuff I have bookmarks for. I think I have some more around here somewhere but need to dig more for them.

My personal favorites of the splendors included that we haven't made yet are Certorari and Regrettable Insight. The former is an item combining all our crafting skills to make a something like a Sword of the Cross aligned to Molly, and the latter is a weapon for inflicting misery on anyone who uses supernatural senses to peek at Molly.

X2

X2
1 dot


3 dot
Tally:
- Divine favor for charisma and perception.
- Superior poise to take maximum social stats.
- Superior mind, but only for perception and wits since we're building an animal.
- Expertise a twice over to max out its awareness, alertness, and performance expression.
- A flame thrower for psychological damage.
- Super eyes since it needs to perceive targets to hit them so it should apply.
- A gift for performance expression to make it even nastier.
- Acute senses.
- Dog brain.
This creature is nothing more and nothing less than a thought that is poison to the thinking mind.

Nothing so prosaic as an eldritch truth too great for mortals to bear, this weaponized secret is the twisted kin of angelic grace. Just as some knowledge is itself divine and grants power in its revelation, so too is it possible for knowledge to itself be damnation capable only of defilement.

Taking the form of a brazen torc studded with fanged obsidian eyes, it exists as a moment and memory twisted against itself so that it can hold one such toxic thought in pieces. Something like a binary explosive for the soul.

At its master's command it will "sing" the broken parts of this song in the voice of spirit, driving a barbed spike into their souls.

Thankfully for the targets, the mind recoils from the touch of such poison, protecting itself by forgetting. Unfortunately, this also manifests as an intermittent fugue state until it is fully purged.

Mechanics:

The Arcana rolls charisma + performance expression to share its secret with a target in pieces they can't help but assemble, which cannot be blocked but can be avoided by staying out of range.

It then rolls damage for the attack using its arcana rating as the base pool. This is then soaked by willpower. Each damage level inflicted subjects them to a day of the fugue flaw, and immediately forces them into a particularly awful episode on the spot.

I'll actually do the statline later if anyone else likes the idea, but you can probably see where I'm taking this already.

Max our willpower along with the relevant perception and social features, letting the thing hurl what's nearly a 14 dice perfect attack at -6 difficulty. Anyone without the willpower dice or anti shaping defense to stop it immediately ends up in a dissociative fugue state where they forget who they are and how they're connected to the world around them.

Edit:

Meant expression, not performance. It fits what the arcana is actually doing better and was the point of picking the gifted merit for synergy.
If we can't block the Sight we should spite it instead.

Looking at Molly with unblockable vision is a bad idea and technically you have to reach a decently high bar to try it, but as @Alectai points out since we're only ever going to use against people who can clear it that doesn't mean anything to us.

So let's abuse their convenient link to increase the pain they endure for trying.

Spoiler: 3 Dot Fascination This subtle fascination takes appearance of a subtle glow that seems to trace the shape of invisible tattoos along the owner's arms.

Under mundane vision they are too indistinct to make out any details on, but when viewed with overtly supernatural senses like Wizard's Sight or Aura reading they resolve into a twisted sort of mirror.

They do not so much show an image as distort an impossible reflection of the viewer to show something that could be rather than something as deceptive as an illusion.

The precise form that this takes is always intensely personal and distressing, the vision of a fate they find so horrific that simply seeing it scours the soul and leaves them experiencing traumatic flashbacks for at least a week after the fact.

System:
Each turn supernatural sensory abilities like Hellscry Chakra or Wizard's Sight, but not sensory boosting abilities like low level Auspex, are used on the owner of this Splendor they roll permanent Willpower + Essence rating against a difficulty of 5. Each success strips 1 temporary point of willpower from the viewer.

If this strips more than half their permanent Willpower rating in temporary points before they avert their gaze it inflicts the PTSD derangement as described here.
9 (willpower) + 4 (essence) = 13 at difficulty 5 gives a 90% chance of 6+ successes.

Artisanal nightmares for everyone.
So this is a crazy idea, but how possible is it to make an evil clone machine for Fallen Angels?

I know, I know, please hold your horrified screams until the end of the show. :V

What I mean is that a basic function of the Denarians is to make imprints like the one which became Lash. We almost certainly can't effect the nature of an Angel of any kind, but what about a lesser copy?

Set up something that spits out a clone with the shadow in it that's been targeted with a permanent dreaming a new dream feature effect.

That would be our curse on them; an order of demons patterned after their souls that has the opportunity to possess everything they can't anymore. A image of how they could be different, better than they are right now. A vision of a version that might get to go home one day.

How to do this? It's going to be expensive unless we have our forge ready, and bends the rules a little in what I think is a thematic way:

X 2

Taking the form of a simple wooden rosary, this fascination is built to show the way to redemption to those who believe they have none. When its owner defeats a target, killing or rendering them helpless in their current conflict, the cross draws forth an image of their soul. This shadow is in all ways identical save one; it is the part of them that regrets their greatest sins, that hesitates at the costs of their actions, that given the opportunity to do it all again would choose differently.

These shadows of doubt are not initially housed in bodies, instead sharing space suspended in the cross, but can be placed within them by a skilled hand.

This is the most viscerally upsetting and offensive thing I can think to do to them, so we should do it as much as possible. I want to see if we can mean girls a Fallen Angel till they burst into tears.
So for near term security of the portal I've got some suggestions I'm going to stick in a spoiler:

This curious blessing takes the form of a coating of rich soil dusted across its master and their immediate possessions, as if they'd been working in some fertile field for hours. This sacred soil provides some basic ability to shape that which resonates with it, allowing its master to change the details of their immediate surroundings.

When a creature that feeds on mortals comes in contact with them or the dirt falling off their body it burrows in like the roots of an alien plant, spreading inside their body and rotting away what it touches into more soil.

If this kills the target then they fully decompose into rich fertilizer and crumbles across the ground.

As they suffer from the rebuke of the earth, they also find its riches slipping from their hands. Fate will conspire to drive them into poverty for a time, a lingering act of spite for any who live long enough to regret going where they do not belong.

System:
Each time a creature who feeds mortals that comes into contact with the owner of this splendor or the dirt coating their form while in their immediate presence they are subject to the Hunger of the Earth, a murderous magical poison.

Each turn they must make a stamina roll against difficulty 9 or suffer a level of unsoakable lethal damage. This will continue until they die or manage to succeed three turns in a row.

The first turn a target takes damage from this splendor, the owner also rolls manipulation+finance against difficulty 7. The target loses that many dots of the Resources background, which return at a rate of 1 per story.
Switched soul stealing for literally reducing their fortunes. From a strategic level this is probably better, assuming Mallko wouldn't get ridiculously ripped eating all those vampires, because it would make organized effort truly miserable.

Shaping defenses exist, but they're not common or cheap. High level people could defend against it, but if your forces suddenly start choking on logistical problems good luck keeping control of the area. Even if they find a way to remove it from scrubs, which should be very hard because Ancient Sorcery is bullshit, doing so for everyone would be impractical.

This 4 yard radius disk of beaten brass holds a deceptively simple power. Upon its surface an agreement is engraved, offering the reader protection from various forms of harm in exchange for guarding a passage from unwanted intrusion.

When set up at a gate, way station, toll booth, or some similar clear boundary the owner and any who promise to defend it with them they are rendered immune to damage fire, cold, wind, lightning, stone, metal, wood, and poison. Furthermore they cannot be possessed or subject to any mind altering magical effects.
Base Features:





Brawl

Brawl

Arcana Flaws:



Bonus Arcana Features:
As 6 Point Flaw: OTHS' magic only works on things in their mouth, and then only when attempting to interfere with other supernatural powers.
As 6 Point Merit: OTHS' magic is supremely effective at interfering with the supernatural abilities of targets in its mouth.

Innate Ability: Suppress a wide range of magical powers using anti-psi rules.




Flaws:

Taste
One Thousand Heavy Steps is an unusually cheerful sort of spirit; on more than one occasion they've been known to refer to themselves as "all smiles", for all that other people tend to find that less funny than they do.

This is quite simply because from the outside OTHS tends to look like either a sharp rock formation or something like a thousand foot long twenty foot wide obsidian millipede depending on their mood.

This is of course a dangerous misconception; spirits only loosely reflect any sort of biological sense.

In this case, OTHS' interior, from end to end, is 100% mouth. When concealing themselves their maw appears to be some sort of tunnel or cave lined with the occasional dull crystal and a multitude of unusually sharp rock formations.

In reality these are quite naturally a nightmarish mix of stony eyes and countless teeth. From end to end his is filled with them, positively dripping with the poison that fills his mouth like saliva and reeking of an alien rot that feels less like a smell and more like something trying to roost in your lungs with each breath.

Their most nerve wracking ability however, is their power to smother the magic of those within his mouth. Each scrap of power is a struggle to keep ahold of when they feel the need.
The idea here is probably pretty obvious at this point, but to tie it all up; the intent would be to have OTHS essentially swallow the portal. Or at least position themselves so that the portal is inside them at the far end from their actual mouth because spirit pretend biology is fun like that.

Everyone on site, including our favorite horrifying mess of legs and teeth here, would use the brass seal for immunities. This would make getting out of the "tunnel" by any means but walking down it very difficult for most people. Most of the time OTHS can keep their mouth closed and potentially duck their whole head into a lava flow if there's a security problem. If not, they'd be fireproof most of the time and our enemies won't. Mount remote control napalm sprayers at the base of some of their teeth for on demand terror.

Either way, when something tries to break in he tries to nerf their supernatural powers into the ground and starts chewing.

Whoever's inside needs to be immune or resistant to poison (and fire if we add napalm). They need to immediately realize that effects based on metal, stone, wood, poison, fire, lightning, cold, air, mental influence, and possession don't work. They need to force their way through the teeth of a giant monster by some other means while it's actively chewing on them. All while the magic dial has been turned way down into low fantasy and the noxious fumes are trying to choke you out.

Then they get to fight the demon army.

It's not perfect, but we could take satisfaction in that anyone who does break through will really hate every moment of the experience. :V


We should probably get some verification on this first. I think there's a good argument for it, but still.
If those are the rules are those are the rules.


Need another version of my item though.

5 dot upgrade:

X2

Assigned such that in combination with the base dots the sword-emanation has Perception 7, Intelligence 7, Occult 6, Awareness 5, Brawl 5.


Add divination path at the highest level available with freebies.

Flaws:


6 dots, all magical abilities are limited to being used in ways that connect to the wielder of the sword.



Speed doesn't matter for our purposes here, and this doesn't debuff anything else.

Merits:

1 dot:

X2 - Awareness and Occult








2 dots:




3 dots:


4 dots:

source

Once a night black blade of imperfection sharpened to a lethal point, under the hand of the first Green Sun Princess of the new age Certiorari has become something more.

Shot through the blade in what appears to be cracks of impossibly bright silver, runes lay down a new order of the world.

Rather than making whole what was broken, the sword exalts its flaws and raises them up as the true way of things; a monopole forcing its way into existence and asserting supremacy over all alternatives.

Within the alien constellations of the blade a living emanation of the order to come stirs to wakefulness, watching the world that is in an echo of the sovereignty that formed it.

In the hands of a chosen wielder Certiorari empowers, protects, and guides in accordance with its true nature - Surety from an age yet to be infringing on the one yet to pass.
With the blade of conviction at hand, the wielder is sheltered under its unyielding purpose. No magic may touch their mind, for it simply lacks the authority to change their purpose regardless of power.

When acting on opposition to the world the sword cannot guarantee success against all opposition, but it can ward off any true failure regardless of difficulty.

These are just the most obvious and least important of its powers however.

In the image of its creator, Certiorari's greatest strength is in its eyes.

Using its privileged position partially outside of time and the laws of the current age, the spirit in the blade may peer out at the world and trace the connections of its wielder through it.

With inhuman precision it constantly monitors the present moment, and tries to guide its wielder to the best place they can be to accomplish their goals, collecting whatever information it can to inform its decision.

Due to its position, the spirit also has the ability to see glimpses of the future and the context of the world at large, though only ever as their related to the wielder and their interests.

With its inhuman intellect all of this information is used to support the goals of the wielder. Avoiding what they cannot fight, fighting what they cannot avoid, and striving to find the exact right spot to make the greatest possible impact.

I've changed things around here a bit.
Actually manifesting and doing stuff is the last thing the emanation should be doing, so I dropped natural weapons for telepathy so it could remain in the blade but still use its various powers and communicate with Daniel. I also shuffled the others around per the prior discussion in the thread to optimize for its core role.

In the styling of the swords of the cross, Certiorari is the Blade of Conviction. Something that can be a great virtue or terrible vice depending on the purpose to which it is put.

The inspiration isn't just the literal translation, but a legal phrase used for a type of writ where a superior court compels an inferior one to turn over a case for review.

"To be made certain" isn't a request, it's a declaration.

Which is on one level exactly what the sword is for. It reaches down from a lofty position and provides surety in their purpose and results in a variety of variably material ways.



In use the biggest advantage is the spirit whispering in the background. The immunity, guaranteed melee success, and melee difficulty reduction make him dangerous in a fight, but regardless of the item in use he's still mortal.

An supernatural information officer with inhuman intelligence, high levels of local situational awareness, and atemporal knowledge actively crunching the numbers to give him an advantage is a critical part of taking any lever we give him and making sure he can stand in the right spot to use it.

It's basically the closest we can get to granting him Mysterious Ways functionality.

The soul eating upgrade path also provides a way to actually manage this issue long term. Per DP's ruling it can be used to generate bonus exp for Daniel.

It'd be good if that gets expanded to optionally going to the sword emanation, but even without that it lets him boost his progress in a way that will help compensate for his disadvantages without unbalancing everything since it requires noteworthy battles.

There are some issues with binding it, but if we want to play the rules straight Daniel could manage learning just enough chi control to do the job.

Considering that the alternative @Yog wrote actively redefines how several abilities work for maximum advantage without changing the point buy involved on the basis of Gossamer I think it's reasonable to flex this requirement a little here since it otherwise follows RaW.

Give him an exemption as the one the blade was made for at the start and let him pay in willpower to toggle it on or off.

A few changes here, the first being that I swapped prophetic visions for precognition. They're similar cost and do similar things, but I've actively brings the white god or something similar into things. The fluff on seeing the future directly fits better. I already had 6 points in flaws for the magic restrictions, so I only needed to add short to get to the cap on bonus merit points. It doesn't really cause us much trouble since it should be unmanifested and working remote through the sword most of the time.

I also added mystic ability, which adds in the more abstract portent and visions as "secular" magic, but as a distinct ability that should proc separately and therefore give the god more bites at the apple of future knowledge.

The balance of the points went into single dot utility enhancers that synergize well.

2 buys of ability aptitude for awareness and occult, because they're a flat -2 diff to all uses of those abilities.

Common sense because this person is supposed to be an advisor, and having backed in storyteller backed common sense is basically cheating for that.

Magic sensitivity for the cheapest magic detector merit. Which just so happens to heavily rely on occult rolls, making determining what magic is or was used recently within 10 feet of Daniel and getting specific details a 13 dice dc 6 roll.

Last point in lightning calculator, which is admittedly kind of weird. But we want the genius spirit to be able to track and manipulate information across a large area. A computer brain for tracking hard numbers is pretty useful for that.

End result is 3 different synergistic ways to look into the future, a higher capacity to understand what they mean, and some nice support powers for turning that information into plans of action without failing to handle a detail without doing something stupid. Along with a nice magic warning and investigation tool to help notice and respond to casters playing stupid games.
 
I don't think Hellscry Chakra would be very effective. How many dice would we have to find someone who might have taken a charm to avoid being caught by their pursuers? I think it's best to find a focus for the Crown.
 
I don't think Hellscry Chakra would be very effective. How many dice would we have to find someone who might have taken a charm to avoid being caught by their pursuers? I think it's best to find a focus for the Crown.
Maybe this is something TLF could make viable for us via good old fashioned Infernal head games?

Technically TLF allows us to roll to help others survive and protect them in harsh environments. It says nothing about how threatening it has to be to the target or about proximity.

For example, my read is that if we were doing search and rescue that charm should apply because getting to the target is a necessary part of protecting them in the environment. Hunting someone down for the express purpose of hurting them should make it fail because the intent is wrong for the charm, but if we're genuinely well meaning as Molly is right now that's an entirely different situation.

@DragonParadox is this viable?
 
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