Should we also specify what to grant her with VEE, or can we leave that open as a floating 20 XP to grant her something later when it's most useful?

BTW, Lorgar has just enough XP to get Strength of Will as a mutation. Anyone fancy having the Primarch of Being Inspirational inspire us and then throwing 18 or so dice worth of willpower into a spell?

We can't purchase Gift Mutations to anyone not called Fan, sadly. Thalassa can just buy Gifts though.
 
BTW, Lorgar has just enough XP to get Strength of Will as a mutation. Anyone fancy having the Primarch of Being Inspirational inspire us and then throwing 18 or so dice worth of willpower into a spell?
I am Sorry, but did I not say that gifts are not available till the Worldsoul is repaired or Fan gets his InnerWorld?

To be clear, other than Fan and Thalassa, no one can purchase gifts as they come from an External Source, the Machine Spirit for Thalassa and Fan's infernal Exaltation for him.
Should we also specify what to grant her with VEE, or can we leave that open as a floating 20 XP to grant her something later when it's most useful?

We can't purchase Gift Mutations to anyone not called Fan, sadly. Thalassa can just buy Gifts though.
Not yet. VEE voting turn has not come up. Fan is saving it for emergencies i.e strategic use in case any party members needs an instant power up.

All 3 get 20xp out of a wish. OFC, I'll give you the potion to spend it or save it next turn for fairness but not this turn.
 
I am Sorry, but did I not say that gifts are not available till the Worldsoul is repaired or Fan gets his InnerWorld?

To be clear, other than Fan and Thalassa, no one can purchase gifts as they come from an External Source, the Machine Spirit for Thalassa and Fan's infernal Exaltation for him.

Not yet. VEE voting turn has not come up. Fan is saving it for emergencies i.e strategic use in case any party members needs an instant power up.

All 3 get 20xp out of a wish. OFC, I'll give you the potion to spend it or save it next turn for fairness but not this turn.

Thanks. If Thalassa learns Omniglot can she use Enuncia? I assume she'd blow up if she used it currently, as she'd now a Demigod.
 
Should we also specify what to grant her with VEE, or can we leave that open as a floating 20 XP to grant her something later when it's most useful?



We can't purchase Gift Mutations to anyone not called Fan, sadly. Thalassa can just buy Gifts though.

Not really worth it for her. When we go against the mask we probably want her to be Primary mental, secondary physical to deal with the machines and just... fighting and that's a social Gift. Ah well, once we fix the Worldsoul.
 
Essence-Dissecting Stare for Fan Morgal, and Lorgar can purchase one Mythos power or the first 2 dots from one of the four available Lores.
 
@Yzarc, can Lorgar (and the others) buy >5 dots in Psyker powers, given how high the 40K scale of psyker powers seems to go?

[] Plan Placeholder
- [] Fan
-- [] Counter Conceptual Interposition
- [] Lorgar
-- [] ???
- [] Dharok
-- [] ???
- [] Thalasssa
-- [] Death of a Thousand Cuts
-- [] Invisible Means Undodgeable
-- [] Supernatural Sensitivity
-- [] Race Against the Clock
-- [] Hammerspace
-- [] Instant Diagnosis
-- [] The Sleepless
-- [] ???

Fan gets Counter Conceptual Interposition as we need a Perfect Defence against an enemy of this calibre.

Given Thalassa Supernatural Sensitivity rather than Fan Essence Dissecting Stare to detect funky supernatural things happening. Death of a Thousand Touch and Invsisible Things Undogeable to make her unfair in combat. Giving her Race Against the Clock to accelerate the Terraforming, and Hammerspace for such madness like crafting fortresses on the fly. Instant Diagnosis makes her incredibly good at repairing things. And The Sleepless for future.
 
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I'm not sure if this is in theme for Thalassa, but given that the Shard of Winter seems to be mind controlling the ghosts, I'm wondering about:

Article:
Release from Bondage
Rank 6
There are many ways to mystically blend the will of another. This Gift shatters all such bonds, from the blood domination of a vampire to a mage's mind control or a Half Moon's geas. Those who know this Gift may use it on any being, including themselves. This Gift is only granted by an Incarna or equally powerful spirit, usually as a reward for some great service.

System: The Garou is automatically immune to any supernatural coercion save from any being more powerful than an Incarna. The Gifted one may break another's mystic compulsion by touching her, spending a Gnosis point and rolling Manipulation + Leadership (difficulty 11 – the target's Willpower).


To break his control over the ghosts.

Risky, given that we don't know what the Machine God is, but come the final climactic fight against the Shard of Winter, this could be very useful

Article:
Invoked Presence
Rank 6 Theurge Gift
By using this awesome Gift, the Theurge can call upon an Incarna or Celestine directly, bringing their focus to bear on the area around him. This does not summon an Avatar; rather, the presence is a mystical permeation of the principle the invoked spirit represents. The Theurge will later need to repay the debt owed to the spirit he invoked before he can use this Gift again; this typically entails a strong geas, an extended spirit quest or the sacrifice of a valuable fetish. Any Celestine's avatar can teach this Gift.

System: The Theurge spends five points of Gnosis and the presence of a Celestine or Incarna is made manifest within a 180 yard radius globe around her for several hours. Essentially, this Gift is like a sustained, area-effect form of Totem Gift, and the effects are thus highly variable dependent upon which greater power the Garou chooses to invoke. The following three effects are constant:

  • Any actions that directly support the principle of the invoked spirit have a number of dice equal to the Theurge's Gnosis added to their dice pool. In the case of combat, only one type of combat roll (attack, damage, dodge, initiative, etc.) will be so enhanced.
  • Attempting to take any action directly antithetical to the invoked spirit requires three successes on a Willpower roll (difficulty 8), and even then, the action will be rolled at +2 difficulty.
  • The spirit will send members of its Brood equivalent in power to a full pack of Rank One Garou to the site to aid the Theurge and his allies immediately.
Beyond this, the effects are dependent on the power the Theurge chose to invoke; Unicorn may simply make any act of violence impossible in the area; a Harvest Incarna may cause all the plants in the area to grow to rich and healthy maturity in minutes, while invoking the Weaver might make the Gauntlet utterly impenetrable.


The Motive Force is, I think, pretty antithetical to the forces of Oblivion, for example. She'd drop this on top of the Hekatoncheires during the climatic battle
 
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Risky, given that we don't know what the Machine God is, but come the final climactic fight against the Shard of Winter, this could be very useful
To be clear, gifts are flowing through the Machine spirit, so it's ranking is essence/Mythos = x2 Gnose when comparing power levels.

That said, the Shard is roughly a high end Second Circle Daemon and currently has ahigher Essence rating than you.
 
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Also, perhaps not one for now, but this gift could be very useful for Fan:

Article:
Resolute Vow
Rank 5 Croatan Gift

The Croatan's legendary stubbornness and strength of purpose was often a hindrance, but they often drew great power from it as well. A Garou with this Gift can persevere against all odds, pursuing a goal of vengeance or a spiritual quest to its end when even great heroes would turn back. Croatan ancestor-spirits teach this Gift.

System: As the Garou ritually declares his purpose or quest to all within earshot he spends a permanent Gnosis point. From that point on, the Garou has no choice but to follow his quest to the bitter end. However, any Willpower rolls made in pursuit of that quest always gain six extra dice (even if this takes his dice pool over 10) and the Garou also gains six extra Willpower points to spend while on his quest (unused points disappear at the quest's completion).

If the Garou chooses to give up her quest before it is completed, she loses any remaining bonus Willpower points and loses one permanent Willpower point for each of the bonus Willpower points that she spent after activating this Gift. The Garou may never regain permanently lost Willpower points. For instance, if the Garou gives up her quest after spending three of her bonus Willpower points, she may never have a Willpower rating higher than 7.

Note that the quest does not have to succeed, but it must come to a definite resolution for the Garou not to lose permanent Willpower.


It's a big sacrifice, but rolling sixteen dice on Willpower checks is exceptional for a sorcerer or psyker.

It's not glamourous, but this is also very good:

Article:
Aegis
Rank 5 Ahroun Gift
This Gift grants a Garou a mystical aegis protecting her from attacks. This is not a literal shield; rather, strikes simply fail to hit vital areas, bullets defects of a belt buckle and circumstance otherwise conspires to prevent blows from landing solidly on the warrior while this ability is in effect. A wind-spirit teaches this Gift.
System: The player spends a point of Willpower, and the difficulty of all attack rolls made against her for the duration of the scene are increased by two. Any attack roll that scores only one success (after dodge, if applicable) against the Garou is considered to be a graze, and inflicts only bashing damage.


Also, I doubt we can get it, but this is a gloriously petty thing to hit the Shard of Winter with:

Article:
Poisoned Legacy
Rank 5 Theurge Gift
This most terrible Gift allows the Theurge to lay a great and malicious curse upon a victim of her choice. Such a stigma is irreversible, and will remain with the victim for all her life. The victim must be present, and the Theurge must verbally state her malediction. A spirit of hatred, or an animal spirit of a highly venomous animal, teaches this Gift.
System: The Theurge spends a point of Gnosis and a point of Willpower, then rolls Manipulation + Occult against a difficulty of the target's Willpower as she pronounces the curse. With one to five successes, the Theurge can inflict the Cursed Flaw on her target at a level equal to the successes rolled; the Storyteller chooses and appropriately poetic manifestation. With six or more successes, the Theurge can instead choose to inflict the Dark Fate Flaw.


If we do want to reformat the ghosts, or try to effect the World Soul, this may be useful, and possibly in theme for a dedicated cyberneticists, expanding what she can do with genetor or bionic augmentations to the spiritual realm. Thos wouldn't be just using the charm, I think it would be as a controbutor to an act of sorcery:

Article:
Malleable Spirit
Rank 5 Theurge Gift
The Garou can change a spirit's form or purpose. A Chimerling teaches this Gift.
System: The Garou's player must best the spirit in a resisted Gnosis roll. The difficulty is based on what the Garou tries to accomplish, while the spirit's difficulty is the Garou's Cnosis.
Change
Characteristics (Willpower, Rage, Gnosis; one point changed per success)
Disposition (Friendly, Neutral, Hostile)
Type (Naturae, Elemental, Bane, etc.)
Difficulty
6
8
10


To be clear, gifts are flowing through the Machine spirit, so it's ranking is essence/Mythos = x2 Gnose when comparing power levels.

That said, the Shard is roughly a high end Second Circle Daemon and currently has ahigher Essence rating than you.

Question is whether the Machine Spirit counts as an Avatar of the Machine God, so by using the God we're not invoking that spirit, but the deity that stands behind it. The risk is that we don't know what the Machine God might be.
 
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Why not his control over the world? Would be a big fuck you if it works lol.

Because if the Machine God doesn't exist, it could whiff, and worse, if the Machine God is somehow vulnerable, the Shard could use the incarnation as an attack vector.

On the other hand, it could be a surviving Autocthon, fat and happy after gorging himself on the faith and dogma of the Cult Mechanicus for thousands of years, and some of his Exmachina proceed to beat the unliving shit out the Shard of Winter and drag his screaming corpus back to the (un)vivisection chambers for the Divine Minister a to satisfy their curiosity, just as they did with the living devas that were its predecessors from before the Neverborn were killed.

We just don't know.
 
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So far thinking of:

[] Plan Life through Death
- [] Fan
-- [] Counter-Conceptual Interposition (8 XP)
-- [] Essence Dissecting Stare (8 XP)
- [] Lorgar
-- [] Compelling Voice (10 XP)
-- [] Bank 9 XP
- [] Dharok
-- [] Bank 12 XP
- [] Thalasssa
-- [] Mythos Powers (10 XP each)
--- [] Death of a Thousand Cuts
--- [] Invisible Means Undodgeable
--- [] Supernatural Sensitivity
--- [] Race Against the Clock
--- [] Hammerspace
--- [] Instant Diagnosis
--- [] The Sleepless
-- [] Gifts
--- [] Malleable Spirit (10 XP)
--- [] Release from Bondage (12XP)
--- [] Spirit Ward (8 XP)
--- [] Iron Resolve (2 XP)
--- [] Aegis (10 XP)
--- [] Avoid Fate (8XP)
--- [] Ignore Death Blow* (10XP)

-- [] Mutations
--- [] Double Extra Speed (18 XP)
--- [] Umbral Passage (15 XP)
--- [] Hand from Beyond (12XP)
-- [] Psyker Powers
--- [] Synergy 5 (20 XP)
--- [] Clairvoyance 5 (20 XP)
-- [] Bank 3 XP

I've switched to the Gifts to let us go to the Umbra, as I think the best way of dealing with this is to go to the Umbra and mercy 'kill' the Wordsoul before it can finish rising as one of the undead. Thanks to Ultimate Darkness Internalisation, it won't actually die, and will instead be preserved inside Fan's anima, where nothing can effect it without his consent.

Getting Lorgar Compelling Voice to help talk the remaining spirits to go along with this. I did wonder about giving him Lore of Light so we could then use Scoured Perfection of Form to give him double extra speed to make him better at combat before the upcoming battle

* As the comment on the page suggests, the link confuses two different charms, Ignore Death Blow is different to Sidestep Death, but should be rank 5.

Edit, what do we think the chances are that we'll want to do this at least partially from the Umbra are. If so, we might need to take these:

Article:
Umbral Passage
5 Points
The fomor must have Power: Spirit Ties. Umbral Passage allows the fomor to step sideways in and out of the Umbra just like a Garou.
System: The fomor rolls Gnosis against a difficulty equal to the Gauntlet of the area. Use the Stepping Sideways chart to see how long it takes to cross-over.

Hand from Beyond
4 Points
The fomor must have the Power: Umbral passage. he fomor can enter the Umbra (using Umbral Passage) and then reach back into the material world to pull others into the spirit world with him. He can pull more than one person, as long as all the targets are holding hands.
System: The fomor must first enter the Umbra. He then spends one Gnosis point and pulls in one or more willing targets (the targets must hold hands); he may bring in one person for every permanent Gnosis point he possesses. If the target is unwilling, the fomor must make a resisted Gnosis roll against the target's Willpowr (both at difficulty 6).
 
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Finally done, dear God that was a lot, will make a plan later or you guys can make use of this:

Gifts for Thalessa

Rank 1 -> Cost 2 XP
Iron Resolve Needs no introduction +1 Success for spending willpower
Shadow Weaving, alter shadows, stealth and intimidation -1
Network Terminal Does not give you a magical computer so much as upgrades the one you are on with magic
Plug and Play Does not give you a computer but does make whatever you are using arbitrarily compatible
Brother's Scent Very good stealth against relatively low willpower beings... like an army of ghosts, if you can beat their willpower in successes you are not there
Trash is Treasure Briefly make something (handheld) that broken work as if it is not. Can be extended to days by spending a point of willpower
Spirit Snare Does no harm but can lower a spirit's willpower
Apecraft's Blessing lowers the difficulty of using all tools, does not cost anything but that moment of concentration
Weaver's Eyes Magical Code Breaking
Budget Approval Process this is baby's first Bureaucracy charm, not really relevant against the Mask of Winters but knowing who to apporach to get something done is valuable if she ever wants to get into the politics of the machine cult
Skyscraper Vision limited clairvoyance though windows, relevant in something like a hive city, it is admittedly mostly here for flavor
Jam Weapon This on the other hand is the good bullshit, if you roll enough successes you can force someone to fistfight you... or even better fistfight Dharok, that should be fun. Only works for one round though but sometimes one round is enough
Balance: No cost, you are just a rope walker now forever.
Fatal Flaw Read a Target's weaknesses to get +1 Damage
Diagnostics Know what is wrong with a machine and halve the time it takes to fix it
Inspiration +1 Success to willpower to multiple other characters at the cost of paying one yourself
Falling Touch Does no harm, but as far as I can see as long as they do not have (and use) a perfect defense they are falling on their face from this
Mother's Touch: Heal others, but not yourself spirits or the undead
Persuasion -1 DC for socials

Rank 2 -> 4 XP
Eyes of the Lynx, Limited X Ray vision
Awe, be so impressive you can persuade people slightly better and be harder to hit, this would be good for a social physical build, you hit them with this and then you hit them literally
Hidden Secrets, this just lets you harvest blackmail off people by looking at them, they do not get to resist it, nothing. if we had this in the fight with Chaos Lorgar it would have worked almost as well as the charm we did use
Mind Partition magical multi-tasking, could not be used in crafting, but if she say needed to use those terraforming machines on a time limit....
Battle Mandala Drain spirits essence in a short range of a sign on the ground
Spider's song, hack into technological conversations by simply seeing the other party, or having an ear to any wires used
Encrypt magical encryption
Call forth the Wyld... this is the power of 'summon gremlin' basically, it may or may not be blasphemy to the machine god, but given just how much of a mess hitting artillery say with this would cause I thought it was worth the mention
Teacher's Ease, makes you a supernaturally good teacher... though having a clever student helps
Find the prize Allows one to track down precious and rare items, though with higher DCs depending on how much so
Spellbinding Oration Better stronger persuasion, poor man's social excelency
Fair Fortune Re-roll a failed roll, very useful, though less so the more dice you have in something, especially if you have automatic successes
Steel Made Flesh This would allow Thalessa to pretend to be organic for a prief time
Steel Fur More Soak Dice, in a form that makes sense for a tech spirit, there are other gifts that do this but this does it more flavorfully
Grandmother's Touch Can also heal herself, though not spirits or the undead
Spirit Loan this lets you loan one Rank 1 Gift
Kali's Tongue Stops all regeneration for a few turns, very useful if you are fighting Nurgle Deamons or anything else that likes to just heal through damage
Obscure the Truth This is excelency... I am not even kidding, only for lying and it's only as good as a terestrial would get, but seriously. I don't even ant this for Thalessa, but I'm putting it here so I don't forget it
Power Surge The power of blackout over as much as whole neighborhoods by talking to the electricity
Cybersenses Use the senses of anykind of machine you know, and thalessa knows a lot of machines on the fly
Spirit of the Fray +10 to all initiative, that is all citizen. Fits being made of moonsilver
Sense of the Pray, supernatural tracking power, all you need is one success to get a direction
Jam Technology Can make any tech not work for 1 turn per success. the fun thing is the more complex it is the easier it is to do

Rank 3 -> Cost 6 XP
Rally the Troops If this thing worked on anything besides regular humans it would be broken, even though it does not it's still really good, you can just hand a pile of dice to hundreds of humans for the duration of a task
Waking the Dead Brienfly inerogate a corpse, without actually summoning a ghost
Under the Gun Curse someone to atract bullets -2 DC to hit them for a matter of days
Universal Interface Make a ghost computer
Liar's Craft even better supernatural lying that can affect a crowd
Cowing the Bullet +2 Soak vs weapons... by making them intimidated to shoot you. Crucially this works on weapons that are naturally too far to jam or are just too nunmerous, you just get the soak dice.
Death Track, if you ever need to sniff out a ghost for some reason... like say if the Mask manages to run but stays in the local umbra
Riddle, allows her to make a Riddle, throw it at someone and as long as they do not solve it they take +1 to all DCs. Do this in combat and you made them either lose at least a turn or eat the penalty
Cunning Koan, Force liars to speak the truth
Wind's Returning Favor, steal someone's weapon out of their hands if you roll more successes than they do
Half moon's diplomacy, the power to briefly make people shut up and listen
Ghost Touched, very relevant, all Ghosts take a 2 penalty to all DCs against the character
Flames of Hestia She is a demigod of the forge, this is purifying fire that does Agg
Lover's Touch, this allows her to restore Willpower or if it translates over Essence, very relevant since Lorhar and Dharok cannot respire essence in a shadowland
Shdow Cutting, as long as one has a magical weapon one can hit the shadow -2 dice to dodge, cannot parry
Secrets: Read someone's mind by touching them and get the answer to one question, probably best to use telepathy but is worth the mention
Scrying... what is says on the tin, you can just see things from afar
Clarity, attempt to see through illusions, oposed dice pools
Wrath of Gaia, the Machine God, try to scare enemies into flight, crucially will work on grups of enemies since you are not casting on inidviduals, if they can see you they can be scared
Elemental Favor, comand either an artificial thing or one of the clasical elements to obey. For Thalesa the former makes more sense
Controll complex Machine, that it says on the tin, that tank, that is my friend now
Exorcism, take the bad spirit out of someone... bring a healer along

Rank 4 -> Cost 8 XP
Web of Knowledge instant investigation so if she needs to figure out what those machines are doing she can do it without wasting any time
Avalanche, so you know how the Mask of Winters is making the planet more unstable, lets see how he enjoys having that used against him and more importantly his army
Crescent Moon Fata Limited Fate reading, might allow her to learn a bit more about the Mask of Winters
Fog of War Weaponized confusion that takes the enemy's dice away
Preternatural Awareness This eats an opponent's dice if they are trying to attack you by the amount of successes you get. Basically cut rate sidereal bullshit
Spirit Drain Allows one to steal the essence of Spirits, so ghosts and the Mask of Winters, but not corporeal beings while recovering willpower
Spirit Ward What it sounds like, will not do much against the Mask of Winters, but if she rolls well enough she could just ignore the ghosts since they will just... not hit her

Rank 5 -> 10 XP
Phone Travel Non-Warp teleportation as long as the two points are in some kind of technological communication
Fog on the Moor Become a ghost with one or very limited weaknesses (probably not silver in this setting)
Technotheocratic Apocalyptica make your own little Iron War at home, it would likely be unwise to choose this but it would be thematic so I included it
Eyes of Ignorance temporary knowledge vampire. Oh if we could use this on the Mask of Winters. I mean it's thematic....
Thousand Forms, the good shape shifting. Being made of moonsliver and modular it makes some sense, though I have a feeling any animals she might turn into are likely to look mechanical
Aegis... you know that Lore of light power, this is that, but for all attacks forever just +2 Penalty, not very flavorful, but dear god is it powerful in combat
Takeover, harm someone by harming their posessions. Very dangerous if you steal say a starship. A space marine can take a lot of damage, not more than a frigate
Circular attack, martial arts stance that allows one to pull off the one against many trick of so many martial arts moves though I am not sure how it would owrk with actual military units of hundreds
Gift of the Spriggan, ability to grow larger and smaller on the scale of hours, pairs well with shapechanging above
Strenght of Will, allows one to give Willpower dice to allies even breaking the cap. I meantioned it before for Lorgar, but I do not think it really works for Thalessa since she would have to be in Social primary to use it to best effect and even so she has no supernatural multiplier so social rolls
 
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It is way too late for me to make my own plan right now, but I really think you should consider looking at some of the lower level gifts, they are cheap and they give abilities that can be very helpful. At the very least Iron resolve and Strength of Purpose to give her that +1 Success an the ability to refill her willpower

I will do. The issue is that Gifts and Mutations come out of the same pool of seven she can have, so a lower dot Gift needs to be really good.

The big question is, I think, whether we want to have the option to jump into the Umbra and have Fan 'kill' the World Soul and store it in his anima. If so, that's two mutations we need.

The other thing is whether we think we'll have time to spend six hours shifting her load out. If so I could dump the Clairvoyance and put in some of these.

Of the three Gifts I did go for, I think Malleable Spirit for spiritual surgery to try to change the nature of any corrupted spirits and Release the Bonds to free spirits and ghosts are important, as they give us new capabilities we simply didn't have before.

Ghost Touch would be very good in combat, and, as you say Iron Resolve is very useful, particularly as we already have this:

Because I Think I Can (6 points)
When you declare you are using a point of Willpower and roll for successes, your self-confidence may allow you to gain the benefit of that expenditure without losing the Willpower point. You do not lose the point of Willpower unless you fail your roll. This also prevents you from botching. This Merit may only be used when the difficulty of your roll is 6 or higher.​

Which has beautiful synergy.

If I thought we'd have the six hours to switch I'd be very tempted by Mind Partition and Find the Prize
 
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I will do. The issue is that Gifts and Mutations come out of the same pool of seven she can have, so a lower dot Gift needs to be really good.

The big question is, I think, whether we want to have the option to jump into the Umbra and have Fan 'kill' the World Soul and store it in his anima. If so, that's two mutations we need.

The other thing is whether we think we'll have time to spend six hours shifting her load out. If so I could dump the Clairvoyance and put in some of these.

Of the three Gifts I did go for, I think Malleable Spirit for spiritual surgery to try to change the nature of any corrupted spirits and Release the Bonds to free spirits and ghosts are important, as they give us new capabilities we simply didn't have before.

Ghost Touch would be very good in combat, and, as you say Iron Resolve is very useful, particularly as we already have this:

Because I Think I Can (6 points)
When you declare you are using a point of Willpower and roll for successes, your self-confidence may allow you to gain the benefit of that expenditure without losing the Willpower point. You do not lose the point of Willpower unless you fail your roll. This also prevents you from botching. This Merit may only be used when the difficulty of your roll is 6 or higher.​

Which has beautiful synergy.

I do not think it is wise for even Infernals to try to eat energy fields larger than their heads and I think a planet counts, not least because we are not sure what state it is in at the moment. It used to be dead... but not so dead that it could not speak to us and teach us magic, the Mask is trying to make it undead, but has not managed it yet.

As for Maleable spirit changing the type of a spirit is DC 10. That is really long odds when the other side has to beat a DC of 4 (Thalessa's Essence x2).
 
I do not think it is wise for even Infernals to try to eat energy fields larger than their heads and I think a planet counts,
Nonsense. The issue is not eating a field bigger than our head, the issue is that we are a child by Exalted standards. It is like alcohol. You need to be a certain age to safely consume energy fields bigger than your head.
 
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