Green Flame Rising (Exalted vs Dresden Files)

Ok BoredMan. We can make offer to Rosie in her arc
[x] Yes
-[x] All of your siblings and Mom if she'll take it as a safety measure in case they get attacked
-[X] Your Circlemates, including Harry
-[X] Isabela

-[X] Your subjects who are risking their souls coming to earth. You want to give them a lifeline to use.
--[x][Stunt]"I charge you to serve me on earth for a year without coming into mortal peril. If you are about to die on earth than you fail in this charge and are transported to a sanctuary hospital."
-[x] Definitely grant wishes to your subjects that have served you well or been injured in the line of duty.
 
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[x] Yes
-[x] All of your siblings and Mom if she'll take it as a safety measure in case they get attacked
-[X] Your Circlemates, including Harry
-[X] Isabela

-[X] Your subjects who are risking their souls coming to earth. You want to give them a lifeline to use.
--[x][Stunt]"I charge you to serve me on earth for a year without coming into mortal peril. If you are about to die on earth than you fail in this charge and are transported to a sanctuary hospital."
-[x] Definitely grant wishes to your subjects that have served you well or been injured in the line of duty.
 
VEE cannot do it, it is not built to interact with things of that metaphysical scope. You cannot even give someone wizard magic with VEE much less an Exaltation.
Not actually how the Destiny background works, in my defense. It affects the odds, but doesn't ensure them. And it wasn't intended (by me, when I mentioned it) as the solution, but as a part of it. Basically, VEE + high tier fortune path + containing the exaltation inside a certain area where only the intended recipient is present (When the Tigers Broke Free charm + a splendor) + custom Ancient Sorcery is the approach I would have taken.

But ok. I'll think of something else.
Exaltations are the thing that make exalts beyond fate
As far as I remember, only Infernals are outside Fate. Maybe Alchemicals too.
 
Well thanks for satisfying my curiosity instead of reading my question
You're right that is my bad. The answer to your question is I'm completely ambivalent on whether or not the family has safety. Also your question didn't really have a question it ended with a period so I just thought you were saying no emergency button for family. Which yeah my vote would have led to that I just didn't particularly mind.
But I've already written this up so I might as well actually properly articulate a vote

[x] Yes
-[x] All of your siblings and Mom if she'll take it as a safety measure in case they get attacked
-[X] Your Circlemates, including Harry and Rosie
-[X] Isabela

-[X] Your subjects who are risking their souls coming to earth. You want to give them a lifeline to use.
--[x][Stunt]"I charge you to serve me on earth for a year without coming into mortal peril. If you are about to die on earth than you fail in this charge and are transported to a sanctuary hospital."
-[x] Definitely grant wishes to your subjects that have served you well or been injured in the line of Harry

[x] Yes
-[X] Family members who have lost their angelic protection
-[X] Your Circlemates, including Harry and Rosie
-[X] Isabela
-[X] Mutt
-[X] minions in general
 
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Not actually how the Destiny background works, in my defense. It affects the odds, but doesn't ensure them. And it wasn't intended (by me, when I mentioned it) as the solution, but as a part of it. Basically, VEE + high tier fortune path + containing the exaltation inside a certain area where only the intended recipient is present (When the Tigers Broke Free charm + a splendor) + custom Ancient Sorcery is the approach I would have taken.

But ok. I'll think of something else.

Destiny would work a lot better for a Sidereal Exaltation, it still wouldn't give it to you, but it would make the person eligible if you went high enough since that is how they are decided, they burn out a great destiny into being an agent of destiny.
 
I think the way Destiny can affect Exaltation is by throwing a person into the right kind of situations mean they develop into the kind of person an Exaltation likes and they manufacture scenarios that give them the chance to attract one when there's a free shard flying about.

Note that there are affects that can ensure Exaltation. Dominica's mantle can ensure that a soul is reborn in a body that is guaranteed to undergo Terrestrial Exaltation. As, I think, could the gods.
 
No emergency button for the family then. Though I'm rather confused as to why people wouldn't want that.
Because the emergency button could void their defenses and the Angelic bodyguards are better than anything we could do for them.

That's my reasoning at least. If they can have both that's great, but in absence of certainty on this point I favor caution.

I mean, functionally speaking they're safer than we are. They can't do anything to the supernatural world, but messing with them means slipping under the eyes of an entity older than time and strong enough to toss this planet into the sun.

I do like the idea for extending protection to Rosie though. She basically has to rely on the fact that touching her is unambiguously angering an Elder Essence Infernal. Which is good but not perfect. Really we should consider offering it to Alec and Izzy too.

Spiritual Transmutation / Spirit Arts (Revised)
Spiritual Transmutation Is an art based in alchemy and forged in Molly's own understanding of her Essence, how it behaves and how it pulls and interacts with the world around her. Dedicated directly to the manipulation of the spirit as a channel to effectuate change upon the self and the world. While Alchemy is an art based on the idea that the process of purification leads inevitably to the purification of humanity and eventually the truth of spiritual perfection, the path of spiritual transmutation seeks to purposefully create Impressions or protrusions of the spirit.

The merits; flow of Ki, force of spirit and strength of psyche are prime examples of powerful though crude forms of spiritual impression. That Molly felt was imparted onto Olivia partially seen in her conversations with the Merlin of the white council while feeling some thing far more refined in the Qiao Arts taught by Brother Divsimar. While noting the shaping of will and spirit into manifesting into the world by her shadow curse.

Whether through innate connection to their mystical energies or hours of bitter practice they show a portion of the use of the path creating channels that flow through through the very basis of the self to achieve a variety of internal effects. This is the basis of impressions, protrusions which are transmutations of the spirit that channel mystical energy to achieve external effects follow this process in the form of Permutation making.

In other words if Alchemy is the art of perfecting the spirit then spiritual transmutation is the art of working that perfected material into usable shapes called Transmutations and Permutations. Transmutations are temporary variations of the spirit wrought by Will. Permutations are permanent sculpted variations wrought by study and practice (XP).

Spiritual transmutation cannot change the substance of spirit only it's form unlike its parent art Alchemy if the sorcerer is not capable of innate manipulation of some part of reality or elements of reality like say fire, Shadow, water plants Etc then no level of spiritual transmutation will allow that, but accentuating a strength a character already has or increasing the durability that a character already possesses or strengthening the life force of a character are all within the grasp of even the most Mortal of practitioners of spiritual transmutation. The process of forming Permutations of the spirit is a delicate lengthy process that can grant greater enlightenment on the self.
System
Roll: Intelligence + Occult
Transmutations cost 1 Willpower to shape the spirit, and usually 1 Mana to activate the effect. However, sorcerers on this path can sometimes spend successes instead of Mana, depending on the Transmutation's level:
  • Levels 1–2: 2 successes
  • Levels 3–4: 3 successes
  • Level 5: 4 successes
Permutations generally cost 1 Mana to activate, though the exact cost can vary.
Modifiers: -1 Difficulty to cast and imprint Transmutations that have been mastered.
Time: Normal Casting rules for temporary Transmutations, 1-3 days per level of the Per level of Permutation shaped.
Duration: See following
Price of Failure: While on failure of transmutations nothing happens, a botch results in minor internal injuries, a number of levels of bashing damage (unsoakable) equal to the rank of the Transmutation. On the Failure to form permutations results in major internal injuries, a number of levels of lethal damage (unsoakable) equal to the rank of the Depth a botch results in that in aggravated damage and no Permutations or Transmutations can be done until that Spirit damage has been healed.

Special Note: Permutations unlike Enchantment Use the aspect System which means for example if a spirit artist wished to stamp an impression of Might upon themselves That lasts one scene 4 Successes, adds 3 dice of damage to strength rolls 3 and 3 effective Strength 3 this would be at max Transmutation depth 5 they would need 15 Successes rolled at difficulty 9 and would need 5 - 15 days to fully internalize and cost 10Xp (Same Cost as Potence 3) Even with -3 difficulty from mana this is quite literally a nearly impossible roll even at standard difficulty with a not insignificant likelihood of killing a mortal practitioner nearly out right.

Aspects

Spiritual Transmutation can use most of the Aspects in given contexts but uses unaltered Area, Metaphysical Weight, Range, Travel Speed, Distance, Sympathetic Connection along with Transmutation Depth listed below and these modified aspects.
Damage/Healing
one dice of damage/healing per success spent. Although the basic form of Spiritual Transmutation follows the form of damage already being done by the character, Healing primarily heals bashing damage with the option to spend a success for lethal. Spiritual Transmutation does not do aggravated damage/Healing by default: for aggravated, spend 2 additional successes (some Keyword Effects preclude aggravated damage). Total number of successes spent on damage (including to buy aggravated damage/Healing) cannot exceed the dots the caster has in Spiritual Transmutation.
Duration
● One turn / Permanent (Permutation only/Pending Storyteller approval)
●● Three turns
●●● Five turns
●●●● One scene
●●●●● One Hour
Weight
● For the purposes of feats of strength counts the characters dice pool as if one higher
●● For the purposes of feats of strength counts characters dice pool as if two higher
●●● For the purposes of feats of strength counts characters dice pool as if three higher
●●●● Up to 1500 pounds
●●●●● Large objects such as cars or elephants can be moved

Transmutation Depth
The general measurement of power and reach of the impressions and protrusions of spirit.

● Minor Transmutations that have a very limited utility and very limited effects that will never be seen as magical by any who don't know what to look for. They might lower the difficulty by one (or, less frequently, two) to an Attribute or Ability, grant a bonus to an attack or skill (never more than a +1) or some other boon.

●● More powerful versions of already possible Transmutations offer two additional dice or a –2 difficulty on a task. Some of the Transmutations created at this level can change reality in a subtle way, being more magical than previously possible.

●●● Obviously magical Transmutations are now possible, though they'll still seem merely "very weird" to the magically unaware. These include Transmutations that offer two additional dice on up to three different Attribute or Ability rolls, and those that confer supernatural perceptions to the user by replicating supernatural powers of no greater than a single dot. At this point Permutations of the first rank can be molded upon the spirit; for experience purposes count as a three dot recipe/rituals.

●●●● Transmutations of truly superhuman power. These can raise Attributes above 5, reproduce powers (up to the second dot) of other supernatural beings though the sorcerer requires some innate basis for these powers (Merits, Backgrounds, Advantages, Alchemical Spirit / Pattern Alteration) and otherwise warp reality in significant ways. At this point Permutations of the second rank can be molded upon the spirit they for experience purposes count as a Four dot recipe/rituals X 2

●●●●● Extremely powerful Transmutations often bordering on the mythic. Minor miracles are possible, and often these powers are quite blatant. Transmutations created at this level can reproduce up to three dots worth of supernatural powers. At this point Permutations of the Third and Fourth rank can be molded upon the spirit they for experience purposes count as a five dot recipe/rituals X 2

Keyword Effects

All Keyword effects similar to the Special Effects of Hellfire must be purchased (using freebie or experience points; cost is equal to the dot rating +1), as each is a separate study of the self. Each could be considered a separate Spiritual Path, of which Spiritual Transmutation is just the overarching Discipline. Keyword effects are divided into two tiers these are not aspects or levels. Natural, Supernatural. This is not an exhaustive list.

Natural Keyword effects - Generally deal with the normal functions, Basic character things like soak and Feats of Strength. Ability checks and attribute checks. Memory, Comprehension, Research if a mortal character can make a roll for it this is where natural keyword effects generally govern.
● Attribute (XXXX): Natural Attribute Transmutations generally require at least three in that particular attribute though specialties also suffice. This is repurchased for each attribute to be used as a focus of magic.
● Ability (XXXX): A very similar story to attributes generally Ability Transmutations cover any particular combo of attributes with the ability in question. This is repurchased for each ability to be used as a focus of magic.
● Healing (Self): No Natural Transmutations can allow the healing of other people and generally lower levels of transmutation effect the healing rate of the character while higher level transmutations can heal the Sorcerer outright.
● Willpower (Self): Again a very similar story to Healing though generally Willpower transmutations require at least 7 permanent willpower admittedly not a large ask of a sorcerer but an important one.

As elaborated above this isn't an exhaustive list but generally anything outside of these Major Natural functions can be handled with general transmutation depth and aspects. A given Character or Story may warrant more specific Natural Keywords for purchase or elaboration.

Supernatural Keyword Effects - Generally deal with Supernatural phenomenon whether they're generated via background, bloodline, specific alchemical alteration or Patron. Something has given a character an uncanny source through which they refine supernatural abilities using spiritual transmutation.

These can and generally depending on how they have these uncanny skills do overlap with Natural Keyword Effects and in certain contexts may just be better. In certain contexts for storytellers it may be congruent to demand certain characters with direct access to Supernatural Keyword Effects to have at least purchased and developed a couple of natural keyword effects that occupy the same Niche to develop Supernatural Keywords but it's not inherently recommended or necessary.

Characters who qualify to use supernaturally keyworded effects can sometimes have backgrounds or domains that overlap a large amount of possible Supernatural keyword effects IE a Scion of Apollo would in character have a domain that extends to a significant portion of abilities and elements. Unless this background grants some form of explicit attribute then it should be limited to Divine skills broken apart appropriately for which one they wish to develop magic for and the sun domain should be broken down appropriately for which aspect they wish to develop the light, the heat Etc.
●● Legendary Attribute (XXXX): After the Merit of the same name can encompass most natural attribute transportations while granting supernatural abilities that are fitting for the source of the legendary attribute appropriate backgrounds include the legendary attribute background which directly comes with a patron, Mark of favor which directly comes with Patron, the legend background which directly comes with source. There are other possibilities as always but these are foremost generally. This is repurchased for each attribute to be used as a focus of magic.
●● Divine Skill (XXXX): These are things that are Providence of Spirit blooded who have descended from great Heroes or deities known for their skills when that be in simple things such as craft or grandiose things such as War. They generally Encompass the natural ability spiritual transmutation while granting particular supernatural abilities that may emerge or be contingent on abilities in general. This is repurchased for each ability to be used as a focus of magic.
●● Element (XXXX): The manifold elements of the world Light, Darkness, fire, water, lightning, wind Etc. Whatever this character has decided to develop from their background into a greater skill by which they can Channel their magic into. There are a myriad of backgrounds advantages and merits that may grant this. This is repurchased for each Element to be used as a focus of magic.
●● Life Force: a Far rarer gift that represents the ability of a being to directly affect the life force and possibly the life essence of another being this is necessary to heal others using Supernatural transmutation some merits that could grant access are The Spark of Life Merit and circumstantially The Green Thumb Merit and a flaw that can grant this is the Psychic vampire flaw also known as the Reapers touch in contrast to the psychic numina that attacks willpower this one directly draws life force out of beings and direct contact a warning for what can be given can be taken and vice versa.
●● Spiritual Presence: Exactly is the name implies this is the ability to expand on Native spiritual presence the child of Zeus is already impressive but to lesser spirits he can be more so and to Greater Spirits this might make them take him more seriously.

This is again not an exhaustive list but unlike natural keyword effects that can generally be left uncategorized if they are not within the major sphere. Any unambiguously Supernatural ability a character has that they intend to expand upon using spiritual Transmutation should be noted. If it is based in a larger concept it should be broken down appropriately and each aspect should have to be purchased or rather studied so the character may create Magic that is based upon it.
-- ● Spirit-Echo Memory
Effect:
Replay a strong memory from your own life in vivid clarity, recovering exact details you may have forgotten.
Aspects Used:
Transmutation Depth

Natural
Successes Required:
1
Notes: You do not gain supernatural knowledge, but remember events you experienced perfectly.

-- ● Still Soul Breath
Effect:
Calm yourself with a breath. Gain +1 die on a single Empathy roll.
Aspects Used:
Transmutation Depth

Natural - Ability (Empathy)
Successes Required:
1

-- ● Flicker of Insight
Effect
: A moment of spiritual alignment grants the user clarity. Reduce the difficulty of a single Intelligence-based roll by 1.
Aspects Used:
Transmutation Depth
Natural - Attribute (Intelligence)
Successes Required: 1


-- ● Winged Sandal Stride
Effect:
Doubles every movement speed of the scion for one turn.
Aspects Used:
Transmutation Depth

Duration ●
Supernatural - Legendary Attribute (Dexterity)
Successes Required:
1

-- ● Clean Voice Cantata
Effect:
The casters voice Echoes out even in places where they should not be capable of being heard such as a crowded station or in a blaring Club such that they can communicate to anyone within normal earshot with no issues.
Aspects Used:
Transmutation Depth

Duration ●
Supernatural - Divine Ability (Performance)
Successes Required:
1

-- ● Hand of invisible Flame
Effect
: Clads the casters hands in immense heat for one turn allowing their brawl attacks to deal lethal damage.
Aspects Used:
Transmutation Depth
Duration ●
Supernatural - Element (Fire)
Successes Required: 1


-- ●● Breath of Focus
Effect
: The user's mana becomes as air in her lungs and her spirit calms, focusing breath and thought. They gain a –1 difficulty to a Dexterity + Firearms or Wits + Awareness action for the three turns
Aspects Used:
Duration ●●
Transmutation Depth ●●
Natural - Ability (Firearms, Awareness)
Successes Required: 2


-- ●● Powerlifters Stance
Effect
: Lifting with everything they have the sorcerer pulls with their spirit as well lowering the difficulty of a Strength roll by -2 and granting a higher base strength for feats by 2 for one action.
Aspects Used:
Weight ●●
Transmutation Depth ●●
Natural - Attribute (Strength)
Successes Required: 2


-- ●● Capital Intuition
Effect
: Looking upon all dossiers, cork board and scattered paper for a moment the world makes sense all the connection nearly alight in mind granting -1 difficulty and +1 dice to a single Finance or Investigation roll.
Aspects Used:
Transmutation Depth ●●
Natural - Ability (Finance, Investigation)
Successes Required: 1


-- ●● Legend Evocation
Effect:
Using sorcery to draw deep upon their archetype they increase the effectiveness of their resonance to the archetype. Reducing the difficulty to use Legend infused tools by two or Legend infused abilities by two for three turns.
Aspects Used:
Transmutation Depth ●●
Duration ●●
Supernatural - (Legend)
Successes Required:
2

-- ●● To Walk Unseen
Effect:
The casters draws upon the essence of anonymity. The sorcerer increases their Arcane rating by two for three turns.
Aspects Used:
Transmutation Depth ●●
Duration ●●
Supernatural - (Arcane)
Successes Required:
2

-- ●● Blood of Somnia Awakened
Effect
: Drawing on the strength of their blood, on their Birthright and their antecedent the sorcerer strengthens their claim. For Acuity and Advantage birthrights this increases dice pool by two for Magic birthrights this lowers the difficulty by two, for three turns.
Aspects Used:
Transmutation Depth ●●
Duration ●●

Supernatural - (Fae Blood / Exalted Kinain / Kinain)
Successes Required:
2
While on failure of transmutations nothing happens, a botch results in minor internal injuries, a number of levels of bashing damage (unsoakable) equal to the rank of the Transmutation. On the Failure to form permutations results in major internal injuries, a number of levels of lethal damage (unsoakable) equal to the rank of the Depth a botch results in that in aggravated damage and no Permutations or Transmutations can be done until that Spirit damage has been healed.
I want to say Thanks to @BronzeTongue for their input and ask if anyone else has any thoughts.
Follow the quote if you want to see the inspirations.

Spiritual Transmutation / Spirit Arts
Is an art based in alchemy and forged in Molly's own understanding of her Essence and how it behaves. Dedicated directly to the manipulation of the spirit as a channel for mystical Energies. While Alchemy is an art based on the idea that the process of purification leads inevitably to the purification of humanity and eventually the truth of spiritual perfection, the path of spiritual transmutation seeks to purposefully create Impressions or protrusions of the spirit.

The merits; flow of Ki, force of spirit and strength of psyche are prime examples of powerful though crude forms of spiritual impression. That Molly felt was imparted onto Olivia partially seen in her conversations with the Merlin of the white council while feeling some thing far more refined in the Qiao Arts taught by Brother Divsimar.

Whether through innate connection to their mystical energies or hours of bitter practice they show a portion of the use of the path creating channels for mana to flow through through the very basis of the self to achieve a variety of internal effects. This is the basis of impressions, protrusions which are transmutations of the spirit that channel internal or external mystical energy to achieve out of body effects follow this process in the form of Permutation making.

In other words if Alchemy is the art of perfecting the spirit then spiritual transmutation is the art of working that perfected material into usable shapes called Transmutations and Permutations. Transmutations are temporary variations of the spirit wrought by Will. Permutations are permanent sculpted variations wrought by study and practice (XP).

Spiritual transmutation cannot change the substance of spirit only it's form unlike its parent art Alchemy if the sorcerer is not capable of innate manipulation of some part of reality or elements of reality like say fire, Shadow, water plants Etc then no level of spiritual transmutation will allow that, but accentuating a strength a character already has or increasing the durability that a character already possesses or strengthening the life force of a character are all within the grasp of even the most Mortal of practitioners of spiritual transmutation. The process of forming Permutations of the spirit is a delicate lengthy process that can grant greater enlightenment on the self.
System
Roll: Intelligence + Occult
Cost: Transmutations cost 1 Willpower to shape the spirit and 1 Mana to actualize the effect of the Variation, Permutations can vary in cost but generally only cost one mana to activate.
Modifiers: -1 Difficulty for Transmutations that have been mastered.
Time: Normal Casting rules for temporary Transmutations, 1-3 days per level of the Per level of Permutation shaped.
Duration: See following
Cost of Failure: While on failure of transmutations nothing happens, a botch results in minor internal injuries, a number of levels of bashing damage (unsoakable) equal to the rank of the Transmutation. On the Failure to form permutations results in major internal injuries, a number of levels of lethal damage (unsoakable) equal to the rank of the Depth a botch results in that in aggravated damage and no Permutations or Transmutations can be done until that Spirit damage has been healed.

Special Note: Permutations unlike Enchantment Use the aspect System which means for example if a spirit artist wished to stamp an impression of Might upon themselves That lasts one scene 4 Successes, adds 3 dice of damage to strength rolls 3 and 3 effective Strength 3 this would be at max Transmutation depth 5 they would need 15 Successes rolled at difficulty 9 and would need 5 - 15 days to fully internalize and cost 10Xp (Same Cost as Potence 3) Even with -3 difficulty from mana this is quite literally a nearly impossible roll even at standard difficulty with a not insignificant likelihood of killing a mortal practitioner nearly out right.

Aspects

Spiritual Transmutation can use most of the Aspects in given contexts but uses unaltered Area, Metaphysical Weight, Range, Travel Speed, Distance, Sympathetic Connection along with Transmutation Depth listed below and these modified aspects.
Damage/Healing
For each level of this Aspect, a dice of lethal damage can be healed or caused. An additional two successes spent on this Aspect converts the damage healed or caused to aggravated.
Duration
● One turn / Permanent (Permutation only/Pending Storyteller approval)
●● Three turns
●●● Five turns
●●●● One scene
●●●●● One Hour
Weight
● For the purposes of feats of strength counts the characters dice pool as if one higher
●● For the purposes of feats of strength counts characters dice pool as if two higher
●●● For the purposes of feats of strength counts characters dice pool as if three higher
●●●● Up to 1500 pounds
●●●●● Large objects such as cars or elephants can be moved

Transmutation Depth
The general measurement of power and reach of the impressions and protrusions of spirit.

● Minor Transmutations that have a very limited utility and very limited effects that will never be seen as magical by any who don't know what to look for. They might lower the difficulty by one (or, less frequently, two) to an Attribute or Ability, grant a bonus to an attack or skill (never more than a +1) or some other boon.

●● More powerful versions of already possible Transmutations offer two additional dice or a –2 difficulty on a task. Some of the Transmutations created at this level can change reality in a subtle way, being more magical than previously possible.

●●● Obviously magical Transmutations are now possible, though they'll still seem merely "very weird" to the magically unaware. These include Transmutations that offer two additional dice on up to three different Attribute or Ability rolls, and those that confer supernatural perceptions to the user by replicating supernatural powers of no greater than a single dot. At this point Permutations of the first rank can be molded upon the spirit; for experience purposes count as a three dot recipe/rituals.

●●●● Transmutations of truly superhuman power. These can raise Attributes above 5, reproduce powers (up to the second dot) of other supernatural beings though the sorcerer requires some innate basis for these powers (Merits, Backgrounds, Advantages, Alchemical Spirit / Pattern Alteration) and otherwise warp reality in significant ways. At this point Permutations of the second rank can be molded upon the spirit they for experience purposes count as a Four dot recipe/rituals X 2

●●●●● Extremely powerful Transmutations often bordering on the mythic. Minor miracles are possible, and often these powers are quite blatant. Transmutations created at this level can reproduce up to three dots worth of supernatural powers. At this point Permutations of the Third and Fourth rank can be molded upon the spirit they for experience purposes count as a five dot recipe/rituals X 2
Now this is nice, I think you hit the bullseye here. It covers huge portfolio, but any individual character's application still feels like sorcery. An excellent way to formalize making a diverse set of builds without being too limiting or too complicated to actually use.

I like the solution you picked for the mana problem too. The success cost is high, but fluff wise I can see how it's essentially using more skillful shaping to avoid needing the magical equivalent of stem cells to fill in the gaps.

It's powerful, but in a way that reads to me like what would happen if an Elder Essence Celestial tried to make their own sorcery. Which is almost a shame in some ways. As Molly's invention it fits, but I kind of want to use it for weird naturally arising local talents too.

There's room for everything from a hard boiled detective who's seen too much with a few good tricks, to a kid working to control a bloodline like Olivia's, to a cult of neo-hermetics attempting to refine themselves into a higher state of being.

That first one in particular has kind of stuck in my mind, cause it'd be funny to build a character who uses this path instinctively at a very low level and doesn't realize it's actually magic.

Imagine Harry encountering a PI who has a bunch of little tricks like memory enhancement/ minor performance improvements and trying to convince them they're using supernatural powers to remember things a little better/shoot a little straighter. :V
 
Are you ignoring the quote I gave you in which DP said that Michael and Charity have a basic understanding of the protection and it's limits? They could tell us.
No, I just don't want to vote to do something and rely on them to stop us if it's a bad idea as opposed to not doing it. Fundamentally I don't view the members of her family currently under Heaven's protection as at any real risk so it doesn't feel urgent to me.
 
No, I just don't want to vote to do something and rely on them to stop us if it's a bad idea as opposed to not doing it. Fundamentally I don't view the members of her family currently under Heaven's protection as at any real risk so it doesn't feel urgent to me.
1) You and Molly disagree on whether or not they are at "real" risk and since our understanding of it is vague the more informed people on the subject may very well tell you something else. They have a safe room in the house for a reason and the protection mostly extends to the supernatural as far as we've been told.

2) There is no way DP would just not have it brought up if it was a possible real issue by the parents who understand it better and should be involved in the conversation. Then because Molly wasn't aware in that scenario that it is before then, it would most likely end up being a vote to continue with it anyway or not.

Edit:

3) "God helps those who help themselves" and some of the context given with the "Blessing of the innocent" shows that the protection isn't anything like absolute either. Meanwhile they have much more heat in Quest than in canon. @BronzeTongue
 
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No, I just don't want to vote to do something and rely on them to stop us if it's a bad idea as opposed to not doing it. Fundamentally I don't view the members of her family currently under Heaven's protection as at any real risk so it doesn't feel urgent to me.
Leech at least has likely voided her protection by taking and using a magical cyberdevil phone. Charity has been drinking Malcoffee for the last several months. Daniel has been learning supernatural martial arts in our soul.
 
Leech at least has likely voided her protection by taking and using a magical cyberdevil phone. Charity has been drinking Malcoffee for the last several months. Daniel has been learning supernatural martial arts in our soul.
DragonParadox already told us that Daniel waved it so there's little point in speculation there. I guess you didn't see the post when I quoted him saying that?

As for the rest of them. @DragonParadox I think this is getting a bit ridiculous. This is why I bloody hate talking about Heaven and it's rules. It's always speculation based on little and vaguely provided information which prompts even more speculation without end.

Can you tell us if Molly thinks that she voided Charity or Leech's protection?
 
As for the rest of them. @DragonParadox I think this is getting a bit ridiculous. This is why I bloody hate talking about Heaven and it's rules. It's always speculation based on little and vaguely provided information which prompts even more speculation without end.

Molly thinks no for Leech, but she doubts Charity 'I hit the doors of Arctis Tor with a hammer' Carpenter ever needed the protection of the innocent. She was never helpless as long as Molly has known her.
 
It covers huge portfolio, but any individual character's application still feels like sorcery. An excellent way to formalize making a diverse set of builds without being too limiting or too complicated to actually use.

I like the solution you picked for the mana problem too. The success cost is high, but fluff wise I can see how it's essentially using more skillful shaping to avoid needing the magical equivalent of stem cells to fill in the gaps.

It's powerful, but in a way that reads to me like what would happen if an Elder Essence Celestial tried to make their own sorcery. Which is almost a shame in some ways. As Molly's invention it fits, but I kind of want to use it for weird naturally arising local talents too.
Thank you this is exactly what I was going for. I'm glad you mentioned the fact about Mana because I was kind of stuck on Molly as the source of the path. While kind of focusing on what Alchemy 6 can do which is essentially change you into a novel Supernatural so the path was kind of tied to the Assumption of Supernatural energy but there was no need for that to be the case and I'm glad I looked closer at the text of sorcerer revised to further patch it.

Yeah I had to make the success numbers higher than the initial amount simply because I had forgotten that the casting rules of sorcery are actually less punishing than I remembered. You only have to use successes for every aspect above the first level below that you only need to score a success no matter how many aspects you use. While the difficulty is tied to the highest aspect you have. So I jacked up the amount of successes per level to meet that essentially fact that I had forgotten.

On the path feel I kind of agree it just feels like there's a lot of different sources from which you can gather knowledge but the supernatural tends to be rather Covetous with that and without some kind of overarching connection like essence it'd be really difficult to forge this kind of path from nothing.
There's room for everything from a hard boiled detective who's seen too much with a few good tricks, to a kid working to control a bloodline like Olivia's, to a cult of neo-hermetics attempting to refine themselves into a higher state of being.

That first one in particular has kind of stuck in my mind, cause it'd be funny to build a character who uses this path instinctively at a very low level and doesn't realize it's actually magic.
Yeah that is kind of exactly The intent. Would you believe I had a lot of these spells written up beforehand? Even before I posted the initial version but I just wanted to make sure that the path was even viable before I invested too much more into writing spells for a path that would never see the light of day.

A character being able to use spiritual transmutation by feel would be kind of sick I completely agree.
Imagine Harry encountering a PI who has a bunch of little tricks like memory enhancement/ minor performance improvements and trying to convince them they're using supernatural powers to remember things a little better/shoot a little straighter. :V
I imagine in that scenario Harry is nearly tearing his hair out trying to figure out how to tell this guy hey you're coming real close to breaking the laws of magic when you use magic to enhance shooting people. Without coming across as a nut job.:V

While at the same time using his Sight to see if he can't glean the tricks for himself because he's always super curious about stuff like that.
 
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[x] Yes
-[x] All of your siblings and Mom if she'll take it as a safety measure in case they get attacked
-[X] Your Circlemates, including Harry
-[X] Isabela

-[X] Your subjects who are risking their souls coming to earth. You want to give them a lifeline to use.
--[x][Stunt]"I charge you to serve me on earth for a year without coming into mortal peril. If you are about to die on earth than you fail in this charge and are transported to a sanctuary hospital."
-[x] Definitely grant wishes to your subjects that have served you well or been injured in the line of duty.
 
Hey I know that she kind of is low profile but we are literally the godmother of her child can anyone include Rosie in their plans especially considering Rosie doesn't have the protection of Angels at all.
 
Hey I know that she kind of is low profile but we are literally the godmother of her child can anyone include Rosie in their plans especially considering Rosie doesn't have the protection of Angels at all.
This current action is to do things with Rosie right? Which should happen right after we get through with this sudden charm derail. If it doesn't win now we at least should be able to offer it to her directly after considering the course of events that her actions should follow directly after this.
 
This current action is to do things with Rosie right?
I don't think so I think we still have to vote for what the next action is going to be.
What do you want to do next?
If it doesn't win now we at least should be able to offer it to her directly after considering the course of events that her actions should follow directly after this.
Though that is a good shout. Well here's hoping she wins the next what do you do next vote. if she can't get a wish right now.
 
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I don't think so I think we still have to vote for what the next action is going to be
..I don't even know anymore. I'll vote for both.

[x] Yes
-[x] All of your siblings and Mom if she'll take it as a safety measure in case they get attacked
-[X] Your Circlemates, including Harry
-[X] Isabela

-[X] Your subjects who are risking their souls coming to earth. You want to give them a lifeline to use.
--[x][Stunt]"I charge you to serve me on earth for a year without coming into mortal peril. If you are about to die on earth than you fail in this charge and are transported to a sanctuary hospital."
-[x] Definitely grant wishes to your subjects that have served you well or been injured in the line of duty.


[x] Yes
-[x] All of your siblings and Mom if she'll take it as a safety measure in case they get attacked
-[X] Your Circlemates, including Harry and Rosie
-[X] Isabela

-[X] Your subjects who are risking their souls coming to earth. You want to give them a lifeline to use.
--[x][Stunt]"I charge you to serve me on earth for a year without coming into mortal peril. If you are about to die on earth than you fail in this charge and are transported to a sanctuary hospital."
-[x] Definitely grant wishes to your subjects that have served you well or been injured in the line of duty.
 
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